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dixon80

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  1. The PTRS-41 mod also includes two serious (and seriously expensive) turrets based on the 14.5mm and 20mm rifles in that mod...
  2. This might be helpful for those that want to take minimal but sufficient care of settlements while invested mostly in a combat build, without wanting to invest in local leader etc., especially in early game ... or when out of provisioners: Craftable flatpack objects that scrap to whatever is needed for some basic settlement item (eg small bed, mg turret, water pump, fast travel mat, scaffolding tower, minuteman artillery). Maybe also sets like "basic warehouse with capping walls, concrete cube foundations, 3 beds and 2 lightbulbs" ...Having to pack scrap preparing for a settlement visit tends to become a grindy nuisance... and there is always something you forget :)
  3. ...wish someone made a Knarrenheinz style armor, too, would fit perfectly here :)
  4. Also... why not have these guys show up and be a nuisance whenever there seems to be a radiation incident - leaving "nuclear material" containing corpses unlooted, dropping any such items in the environment, leaving dead ghouls laying around inside settlement limits, expelling fusion cores, allowing settlement raiders to damage a vault tec or fusion reactor, overloading any of said reactor types, leaving fusion cores in PAs unattended, causing a car explosion or letting any enemy get away with causing one....
  5. Just an opinion: Persecuting the COA? Needs more Allen Lee. Needs more involvement with the Far Harbor COA storyline. And sound reasons to do so - possibly adding COA as a dangerous, Rust Devils like, settlement-raiding faction (making decon arches at settlements very non-optional if you do not want persistently sick settlers). Certainly a quest called "I shot the Strahlenbulle". Maybe a friendly run in with Tinker Tom and the Cabots. And StG44s.
  6. Had the same thing happen, the setstage 850 and tcl method as documented in the wiki can bail you out here. Note that tcl requires a focus on the player character (an empty prid will do to ensure that).
  7. IIRC a lot of NV anti-crash mods essentially spammed "purge cell buffer" on a timer or at strategic times... and seemingly caused a lot of other problems. That console command certainly exists in FO4, and it often DOES work if you have problems blackscreening when trying to leave (fast travelling out of, or entering a door within) a cell you do not care about anymore (since you killed and looted everything worth killing and looting in it) ... no idea how many insidous side effects it would have with FO4 engine if used in a semi-automatic fashion...
  8. TL;DR: Get Piper and others busy ;) Think of SimCity 2000's newspapers ... report shortages and overstock and problems at settlements, background and speculation on fights (especially gunner and BoS ops... what could they have been doing there and there?) happening in places, maybe a reload-proof "minutemen general/BoS knight ... shot and wounded, interview with <companion>" style article on death (is there a safe way to store state outside of the save file?)... settler, companion and enemy interviews and opinions (best with unique NPCs I guess)... maybe articles with advanced combat tips ... opinion pieces subtly following the sole survivors activities without direct mention... ads for unusual items when they are in a certain trader's inventory...settler (or even enemy) obituaries... Maybe even have reporter temporary followers that will actually write a report when taken along on a combat mission... How many triggers for such articles would be actually accessible in the game?
  9. There are "Better Mod Descriptions" and related mods ... which tend not to work with random modded in weapons, omit some interesting numbers (especially when it comes to VATS cost, projectile sizes... and the component min/max/falloff values that make up range stats... ), and always show relative numbers only. Is there anything (short of digging around with FO4Edit :) ) that just displays the actual numbers the game engine will work with (comparable across different gun families too)?
  10. Unlike a few other crazy ideas I stated here, maybe this is one I could at some point actually learn to build parts of when time allows... The thing is, in long playthroughs, sooner or later one ends up having to use console commands to find out where the heck some NPC (or unique object, for that matter!) went, what happened to some settler, l4 trader or automatron, etc... The usual very non-immersive routine of googling reference IDs and player.moveto .... I am not a survival mode fan, but it surely gets even worse there without console access... What if we kept eg a big filing cabinet of case files on every NPC (including named settlers, if Unique NPCs or similar is in use) and known unique objects (maybe only from the point when it is first found!) at valentine's, and an extra detective-ish NPC that can be paid to set a map marker, or teleport you to, or bring (important with automatrons that got lost underwater due to pathing glitches) anyone/anything whose case file you hand them from that container... Could be expanded with some occultist-ish figure that can do resurrect/recycleactor moves ... for settlers that you did never intend to lose to rocket launcher accidents :)
  11. Wild idea: You are not guaranteed to make the vault 111 waiting list, let alone for two people. Now distribute some opportunities in pre-war sanctuary... for committing stealth murder (maybe by refusing to help at some stage), overt murder (turning some of the rest of the townfolk hostile, others friendlier ... resulting in even more free vault space :) ), inciting murder, inciting suicide, persuasion, manipulation, subterfuge, hacking, sabotage... or doing some pre-war quests for either vault tec, the military, your friends from the cabot family (useful assets here :) ) or the enemy. Which opportunities are open or not could be dependent on your initial SPECIAL questionnaire. Now add the last minute opportunity of straight out inciting a rebellion near the vault entrance (would need weapons in inventory, probably a pip boy available earlier) - say, you and one or two others do have a NV style AMR available (keep in inventory, just don't make sufficient replenishment ammo appear post-war before lvl 40 or so) and a version of the penetrator perk... whoever is standing behind the power armoured gorillas will not need their vault pod anymore, oops :) This would result in SOME of them making it to ... and maybe, optionally, through!... the vault alive. Who cares about the cheesy sole survivor title that is not that relevant to any storyline that is? :) Would be ... a good start for some nuka-world oriented builds, especially. Would this at all be doable?
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