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Porkdish

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  1. Sierra Madre may wait, but not me... I never stop talking. Beware of the Ghost people, go quietly, so I can hear myself talk non stop. I've had to quick save and murder Dean a few times just to release some tension.
  2. Files Tab : New Recently Anything containing "Updated" would be more intuitive, I had to have a "guess I'll try this button" moment to see if it was for recently updated files. Advanced Search Oh there you are as a tiny text link hidden right at the bottom of the whole page, in the mass navigation panel (that conveniently retains the old site naming convention, I'd be lost without it). My most used feature on the site, and the only way to actually search for files by any means other than their name. I don't know about you but searching for files happens more often when I don't already know the name of a mod I'm looking for, just what game feature I'm hoping for. Typically I search by mod description 99% of the time, less than 1% of the time do I search by mod name. Why is it only available as a tiny link at the bottom of the page? EDIT: Oh its in the files button too. I'm not a fan of drop down menus but I guess they take up less space. Actual Mod Page It would be far more convenient if the 'pop under' for each sections on_mouse_over revealed the "how many" details rather than the section's name. Instead you have a line of oblique icons with a number of 0's and other numbers beneath each. Its not till you hover over the icon that your guess as to its function is revealed... "Oh pictures!, right." Better to have the names under the icon, and mouse over reveals how many pictures, comments etc. General I'm sure image sizing will get handled somehow, on the front page. Currently it doesn't even try to resize to the frame, rendering most mod's images pointless, I can see the top of some guy's head right now, and some telephone polls.
  3. I envy Victor's ability to stall my companions at the door (set them to wait here mode). With the popularity of unlimited companions mods, I have to wonder if this has been made too and I just haven't found it. Running between all of them to stop them following me temporarily is a PITA even with the companion wheel. Here's hoping some bright spark with the G.E.C.K. knows how to make a toggle-function radio that I can hotkey. Use once and everyone stays, use again and everyone follows. I would use this a thousand+ times in a play through.
  4. I have no idea how its done, but its possible. Amy Wong from the Fallout 3 mod performs this way.
  5. I second this notion, another unique dog would be great, it would give me an excuse to use Dogmeat Outfits from from Fallout 3.
  6. I have a string of bad reload/freeze up experiences with the .357 magnum. Running while the hunting shotgun is reloading can seriously weird it out too. The cowboy repeater reload bug is actually a directly stated patch issue. VATS took a serious nerf in NV. Its very common to be able to critical hit with near 100% accuracy someone with iron sights, and yet the same target reports 0% hit chance in VATS. This isn't a defence of the OP, just some commiseration. Dieing for straying from the guided plot path is intentional. You can pick up arguably the best melee weapon in the game taking that route (Chance's Knife). There are some great weapon reskins on the nexus that make iron sights a pleasure to use rather than feeling like you're looking down a cardboard tube. None of the iron sights are dead accurate, using them as a reference point is part of the fun of becoming intimate with your weapons. Knowing just how far left or right or up or down you have to position the sight for a particular gun to land a hit... combat becomes a much more tense affair when you have to aim with memory rather than clicking when a precise crosshair passes over a target. Turn off your crosshair and really learn to shoot from the hip.
  7. http://i52.tinypic.com/2z9ifsg.jpg As posted above, easy enough to change the key and HINT key too. Have to move finger up to Q now to take everything in a container. Not sure if it works on companions yet, will see in a minute.
  8. You can edit Darn's xml files or extract the game's original versions (with FOMM or NVMM) and edit them with notepad ++ or something similar. They're in the -misc.bsa. As well as that frustrating A for accept (when it also functions as take all), is the equally frustrating E is sometimes exit... but then sometimes X is for exit... Open up Container_Menu.xml and near the top you'll see <_PCButton_A> CM_TakeAllButton </_PCButton_A> If you change it to : <_PCButton_Q> CM_TakeAllButton </_PCButton_Q> Now whenever you open a container, to take eveything in it you have to press Q. A is still 'accept' on the stack/amount messages. So if you're habitual about pressing A to accept an amount/stack, there's no fear of accidentally taking the entire contents of a container. Its probably just as easy (or not) to edit in the Q down the bottom in the 'hint' text so you don't forget you've changed keys. I got bored and changed all the hotkey's for menus, blackjack etc this way... its quite tedious. I hope Darn comes up with an easier method that just involves editing the one settings file. :)
  9. There comes a time in every players life they get sick of the radio. Even just from travelling the world and passing by these menaces to sanity. Maybe you walked into a store and Big Iron was playing yet again. Maybe you where sneaking into the gun runners and the factory workers where listening to Johnny Guitar. Suddenly you felt the undeniable urge to stop what you were doing and unload whatever weapon(s) you were carrying into that @#$%ing white box. Maybe you didn't stop till you where out of ammunition but that @$#%er kept playing! Approaching and turning them off feels like defeat. Replaying the game, the headliner quest should not be "find the Khans and ask about the man who shot you." it should be: "find the Khans and ask them how they broke Trudy's radio!"
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