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Crixas

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Everything posted by Crixas

  1. Are you tired of being warned about every enemy in the commonwealth? Are you tired of being told about every location before you even get there? Are you tired of having your DLC's spoiled before you've even truly played them? Are you sick of the loading screen animations and text ruining your sense of curiosity and wonder? If so, this is probably going to appeal to you as much as it will to me. What it does: The idea is, nuke the loading screen animations, nuke the loading screen spoiler text, and stop this game from ruining itself AND it's DLC's for everybody one loading screen at a time. "This mod has already been created!" True, but, from what I've read, most of the mods that accomplish this are out of date, might've been assembled during darker times, and haven't seen an update for over a year... by which point I mentally classify them as "dead and buried." Basically, what I'm getting at is, they haven't adapted to the changing times and content of the game and if the posts are to be believed, they aren't effective anymore/don't prevent DLC spoiler text. That said, if you know of an avenue I haven't found that accomplishes the above, and is up to date, please direct me to that glorious mod. I've spent a good few hours searching for one on both google and the nexus, but I haven't found anything yet.
  2. I'm not even going to bother writing an interesting story this time. Suffice it to say, if you have automatron, and more than one robot workbench, then there's a pretty good chance that you know exactly what I'm talking about. But, just in case you don't... I am, of course, referring to those times when you assign your robot to a location, and promptly forget and/or lose track of them. In an ideal world, the solution is one that gives robots a locational marker (similar to the way that Power Armor gets marked on your map!) so that you know where your valued Robot death-machine/companion has wandered off to. Google informs me that there are some people who have trouble keeping track of their normal followers as well. Suffice it to say, a little map notch for companions could save a lot of people a lot of headache.
  3. And this is me popping by to say, everything is now working as it should. Thank you so much, Thanatos! You too, Sweetling! ^_^
  4. Well son of a gun, that seems to have done the trick! It starts now... and here I thought I didn't have any. O.O I guess this should stand as a lesson to anyone who finds themselves in the same fix that I did. ^_^ Thanks a bunch. Gotta test it with my mods next, but that's it's own discussion I suppose. :P
  5. I'm fairly certain that I don't have any mods in that category (UI tweaks), but I could be wrong. I'll try what you've suggested, and be back shortly with an update. ^^
  6. Okay... *breathes in through teeth* So, I've been on hiatus, right? I come back, I try to play fallout 4 since I've been wanting to check out the new survival mode. But, it doesn't want to cooperate. In fact, even when I unchecked each and every last one of my mods, this game simply won't run anymore. It starts to load the save, you get the loading screen... and before it loads in a map, it just stops and CTD's. This began after Far Harbor's introduction... hence the title. That's the only thing that's different from before, a time when my rig purred like a kitten. So yeah, this is uh... me asking for a hand here figuring out what's wrong. I didn't put this thread in the mods section, because I'm not using mods anymore. Is there something particular I have to do in order to get this game to work (again)? Or is this one of those classic 'Thesda' moments that makes gamers weep at night?
  7. Story goes, in the past, I and others had used a mod that replaced the reflex dot with more of an overlaid dot. Or, we taped a tiny green circle onto our monitors. Why? Because as stealthboy junkies everywhere remember, once you stealth, you lose the precious dot that helps you aim your weapon at the enemy. But we didn't have the CK before. So when I heard the beta was being released, it dawned on me... Could we request a fix for this? A way to keep that reflex-dot in its original form, despite stealthing? Naturally, I've done what anyone without modding experience who'd like to see something does. I came here to beg and plead toss the thought into the void and see if someone might pick it up. Here's to hoping!
  8. Hell, I'll try it. I'll update this post with results below. Thanks for a suggestion. ^^ Results: Successfully entered the area! (Success!) You have my sincerest thanks! ^_^ I didn't realize that it existed yet! Goodness, someone does some fast (and very good) work!
  9. I've discovered something rather grim... As many (vanilla players and modding players) have noticed (if google is reliable today), there seems to be a crash bug at the end of the Automatron quests whereupon trying to leave the final location results in a very swift and sudden... well, crash. What else? I, like many others who found themselves in that predicament, used COC redrocketext to leave the zone, since the crash on exit was VERY consistent. I have since attempted to return to the cell that includes that place (Yes, "place." It's been out for what, two days?) after quick-warping to a minuteman alert at Nordhagen Beach and, guess what? The game crashes... consistently, when I try to enter the area right across the bridge! The entire Cell seems to be a no-go-zone after playing through this mod. And yes, for you sticklers out there, I tried this with all of my mods unchecked (and even verified my files - just for good measure). So I regret to confirm that yes, at least for my game, this DLC does have a crash bug. On the bright side, I DID get into the "place" BEFORE finishing the quest, so, the cell seems to lock-up only after its completion? That should mean, if you want automatron and feel like not finishing the quest, you won't see this bug for a while. "Were you modding?" This is more than a conflict. It's persisting even after unchecking every mod I've got, other than the DLC itself and the vanilla game. Then again, maybe you know something I don't! If so, leave it in the comments. To those of you who might be worrying about this DLC... worry, a little. Still, even if you happen to have the same issue that I did, you might be able to accept the Quest, and "just be" until Bethesda (or a nexus-goer) fixes the matter, since the problems (at least the ones I'm noticing) only started upon its completion. I leave this here for other players who might be experiencing the same... which, after googling the matter, appears to be a fair amount of others... and to make sure that this isn't an isolated problem shared by only myself and a small collectorate of others, of course. "You're spoilery!" I did the best I could! D': (Plus if we can find consistency with this issue, the next step might be pinning down the why of it and could lead to a fix?)
  10. I've been delving into the stuttering bug as much as someone without modding experience really can, and what I've increasingly discovered, is... Rain + Mr. Handy = "Oh my god, the stutter- OH MY GOD THE LAG- GAAAAH!" (Bring a Handy to the top of the Trinity Tower in a rainstorm. Don't say I didn't warn you.) Like, seriously, my audio starts to sound like an auger grating against stone, and this is (for me) obnoxiously easy to replicate. I'm not sure why the game doesn't like the sound of its favored iconic bot-butler (or Doctor Curie), but if someone's got a moment and doesn't mind making a mod that just mutes the hover-jets and other ambient idle noises of all Handy-type mechs (including those recently given to us by a certain new DLC), I would be grateful. I'd rather not play guess and check with pulling this apart for "which exact noises" cause the matter, as such would call for more experience than I have modding. I just want it to stop around Handy's before my Audio starts to sound like a really bad chip-tunes playlist. Any Saviors?
  11. I too would love to see the storyteller make his way into the commonwealth! Maybe even with his own nifty questline.
  12. There's a mod for that already, least, for the minutemen there is. :smile: It's called MMP4APA (minutemen Paint for all power armors). It came on the recommended modlist for the mod, "we are the minutemen," which overhauls the crap out of their faction, and makes them a generally more worthy force in the wastes... instead of the wimpy noodle armed level 1 militia.
  13. Hopefully it'll happen for FO4, but hopefully, it'll be more compatable with other up and coming mods. The number of hoops a man had to jump through to make WMX/WME work with EVE in FNV was... it was all of my nope. D: Between the two of them, at the time, I decided to keep EVE, and dropped WME/WMX, because as much as I loved the added modification capacity, the visuals were too cool to lose... especially if you were an energy weapons lover. And I am. Mind, I don't foresee an EVE type development (not truly), given that the game already renders crazy textures. I think there are already some mods out right now that are trying to do what you've suggested though. Think I've seen a double-drum mag for the assault rifle on the nexus images before? Don't quote me on it, but maybe grind through a few pages on the Nexus, just in case.
  14. There's already a mod for the NCR armor. (the riot-gear adaptation) in FO4. Mind, heh, I haven't figured out where you find it yet. The author wanted this to be fun. ;)
  15. There's already a mod for that, but it did take a while to fish it up from the depths! :smile: Here you go! Mind, the workaround they're using is a tad gamey for now, but it's at least functional. The link is, http://www.nexusmods.com/fallout4/mods/10317/? Read the description! The Mod needs to be set-up a certain way!
  16. @Melee Weapons: Oh, for sure. A swing speed reduction would make sense. As for the damage reduction... I agree, but as with all things, a little playtesting goes a long way. (Meaning that until someone picks this up and plays around with it, I'd best reserve full judgement) @Energy weapons: This could be really neat if someone with some modding prowess got ahold of this idea. Bubble streams after shooting would be a really, really nice touch, but that's a ways away. Have to agree though, that ballistics are unlikely to truly work in an underwater environment. @Harpoon Gun/Great Whale: Hehehe! This is getting a bit too close to a Mobi Dick scenario (first boss name?)! :smile: I can't help but envision something like this as being some much larger enemy type; one yet unknown to us. Something that might wake up as a player swam past it, large enough that it might not notice us, but that we'd sure as heck notice it whilst feeling like an ant among giants (to be read as "something that would make us want to get the heck out of the water as quickly as our little arms could accomplish that.") My hope is that someday there will be swimming Mirelurk Kings, Dolphin-whatever-the-heck-they-are's, unique underwater creatures, enemy attacks, etc. Even further along, I envision that while swimming something could occasionally try to drag you under, prompting you to slash at the claws or teeth of your underwater assailant (or, if you were unprepared, beat them with your fists) before it could successfully drown you. Heck, if someone could animate the event, complete with the arm-flailing partial panic that a character would surely feel as they were tugged below the waters surface, wouldn't that leave an impression? I fear my imagination's running a little wild given what the possibilities are right now, but hey, it's fun to dream. Well, with any luck, right? Here's to hoping.
  17. The closest thing I've found to this thus far was Worsins power armor paint garage mod, and I don't think it does shiny gold paint. I wanted to get rid of the rusty bits on my T-60, and that definitely did the trick (hell, it chromed them). The tricky bit is, if you're going to do this, you're going to want to get a recolor of the power armor frame to match what you're up to. Just a heads up. This might not be what you meant, but I figured I'd offer my two cents.
  18. There's a legendary modification mod that uses effect chips - It should allow you to produce the effect that you're looking for. You'd have to mod numerous pieces of your armor with the 'sprinters' prefix, and it'd take you a while, but the result is satisfying.
  19. 1) New Power Armor - Colossus Power Armor. 2) A reflex and glow sight targeting dot visibility whilst using a Stealthboy fix. 3) Better Synth armor. Really, the Helm was the only respectable design there (if you ask me). 4) More headgear variety. Right now, there's just a few decent helms - nothing too awesome. 5) New and unique armor types: (Already partially satisfied! Thank you Nano Armor!) 6) More mods for Power Armor. 7) Better settlement raids. 8) More weapon variety. 9) A way to not lag anymore without having to spend $1000 on a super special laptop video card... 10) An underwater area overhaul - Creatures of the Deep - because anyone who's taken aquaboy knows it's barren. 11) Legendary modification - Exists! wooooo! :D 12) A wonderful ENB that my poor computer definitely can't run right now... 13) A wonderful ultra res texture pack that my computer DEFINITELY can't run right now... 14) New Ammo Types! (Incendiary, explosive, etc!)
  20. The Readius was a wonderful invention that permitted characters to truly differ for the first time in New-Vegas. Plus, I'd gotten so tired of the way that the pip-boy clamped down on my favorite armor textures (particularly those of the deliciously modded colossus power armors!) I'd love to see that implemented in Fallout 4! Though... I imagine it won't be quite as easy this time. Will we be able to swing our readius around when we right click? My point is, I love the idea, but I suspect it'll have to come a little further.
  21. I play with Automatics. :smile: I tried single shot the first time for exactly that reason though - ammo economy. I've found auto's are A LOT more powerful, especially with legendaries. Still, you're right - ammo economy does tend to be its Achilles heel. My solution to this is to use scavenged ammo for the simple stuff (.38, .45, shells, etc), and bring out my serious stuff when the going got tough (plasma, Fusion cells). This is all made a fair bit simpler thanks to having maxed out Scrounger, though I'll confess that there are still times when I wish munitions were a little cheaper. Despite this, I'm 2 weeks into the game, and I've got 376 plasma cartridges saved up, along with 42 fusion cores. Cells are harder for me to keep stocked on, since I tend to use that for a lot of the intermediate threats. (I play Survival Mode - I need the good stuff for the harder stuff) I haven't touched the console a single time, other than to debug Preston, so yeah. It can be done. Just gotta think in terms of the environment and recall that resource scarcity is a theme here. Stockpile the sweet stuff, and let hail when the right time arrives! (Also to reiterate a point made by a prior poster: SHORT BURSTS. Otherwise you won't hit anything.)
  22. So you've just taken the Aquaboy perk. You know the one - That glorious perk that allows you to breathe underwater indefinitely. However, it's entirely barren down there. A world full of mirelurks, sonic mirelurks, mirelurk queens, and mirelurk-lings, and somehow, all of the water... is completely, safe...? What? Wait, really? What planet is this again? There are some very vast underwater environments pot-marked by junk and rubble, and yet somehow, there's not a single moment in time when I've ever felt threatened in the deep blue sea, and this cries out for correction... and perhaps the addition of a few new and horrible surprises! I mean, we've all seen the evidence of hostile sea life, be it the man-eating dolphin-shark creatures (yes, they eat people) that are so frequently used for raider-noms, or the mirelurk queens that seem to burst out of every deep body of water every time a scripted situation calls for it, or the innumerous fish that wash up on the shores (and look way too fresh to have been there for 200 years), but... there's just zero out there in the deep blue sea, or even in the underwater channels criss-crossing the commonwealth! I realize that what this boils down to is a rather ambitious underwater overhaul, especially if we're going to give a player a way to fight back (hindered, since this is their turf, not yours!) - perhaps underwater melee combat, and a few new mods for ranged weaponry (unlocked at higher levels) that enabled them to be utilized underwater (reduced range? Water don't take no guff from bullets). Most of this is likely impossible until the creation kit is released, but even so, here's to casting my line and hoping that I get a bite. Your thoughts?
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