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CrusaderTheFirst

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Everything posted by CrusaderTheFirst

  1. I have no idea why but from my experience, dragons refuse to land on the ground anywhere near riverwood. They'll occasionally get on roofs and breath fire but never land on the ground. Even when they do decide to land, it's very far away and there's a chance I won't make it to them to deal decent damage. I tried mods that lower their flying time, some even made their time seconds long but nothing worked. They just refuse to get on the ground and fight me like a man. I'm not even sure if dragonrend would help, though I haven't been able to test it yet. This is the most annoying bug I've ever experienced and I'd love a patch to fix this!
  2. I know it's not as simple as halo reach but I'd love to see a halo combat evolved anniversary third person mod that works with mcc. It might even get a lot of downloads like the halo reach one.
  3. This is a huge request that would need skilled modders to make the animations, scripts, etc. The idea is to make it so that there are more 3rd person power armor animations and fixes/improvements to existing ones. What new animations need to be added? Proper two-handed melee weapon animations with proper swing speed and pipe gun animations, complete with proper sounds. What needs improving? Certain animations that look wrong when wearing power armor. There's many but I'm gonna give an example. When you use the double barrel shotgun, your finger is not on the trigger in 3rd person, you're holding the weapon by the stock, not by the grip, your fingers are inside the grip, and the reload really needs improvements like ejecting the shells like non-power armor third person or putting both shells in at the same time like you do in first person. Lastly, fixes. Of course there's adding in proper animations to fix certain weapons, but there's also fixing certain bugs related to 3rd person power armor. Biggest example of a bug related to third person power armor is the handmade rifle (and the assault rifle to an extent). While using the handmade rifle in third person and with power armor on, the fire rate is practically doubled than its regular fire rate. Kinda op and pretty annoying when you use more ammo than you wanted. Assault rifle has this problem too but it happens at random. Since there's now a power armor rig for animators, it's certainly possible to create this helpful mod. I hope someone will take notice of this request and create this mod, it'd make using power armor more fun if ya like to play in third person and make power armor npc's better to look at.
  4. Ever since day 1, I was extremely disapointed that the double barrel shotgun in fallout 4 can't fire both barrels at the same time unlike fallout 3 and new vegas. It also doesn't help that the weapon gets outclassed by the combat shotgun. I'm basically asking for a mod that makes the double barrel shotgun fire both barrels at the same time (aka fire 14 pellets with one click at the cost of 2 ammo). You can either have it so you can attach a mod to the weapon to make it happen or rework the weapon entirely. It should be simple to do. I'm not sure because I'm no modding expert. Yes, I'm aware of other mods but they make it so only 1 shell in consumed per shot instead of 2 as well as not firing 14 pellets per shot. I'm basically asking for a true fire both barrel double shotgun mod.
  5. Some of us have played skyrim and wish we could dismember things with our swords rather than have dull swords do nothing. Deadly mutilation fixed that problem it it's not enough. It's no longer supported, it's not available to download on special edition, and the biggest problem is that it only works on npc's, monsters still have their body parts when you kill them. I propose a new dismemberment mod that's a successor to deadly mutilation. Give it a different title or something but the main point of the mod will be that everything can be dismembered, though some things more than others. What I mean by that is that bigger enemies like bears, giants, and dragons can't be cut in half, but you should still be able to dismember a limb or decapitate them. Every small to normal sized enemies like skeevers, draugr, wolves, spriggans, etc. should have their limbs be cut off or be cut in half, it depends on the weapon and the attack. Magic should also work too so mages can have some fun too. There should also be a feature that allows you to dismember enemies while they're dead in case you weren't satisfied enough when you crushed that guy's head with your warhammer.
  6. I'm requesting a mod that improves the collision of gibs. Now when I say this, I'm mostly talking about the big bulgy red things and not people's heads, arms, or legs since they don't have collision with the player and that's fine. I'm basically talking about the stuff that appears when you shotgun someone's torso with the bloody mess perk. Now this isn't a huge problem but it's pretty annoying. I suggest either 2 ways to make this mod happen. Either have the gibs don't collide with the player, only the environment, or have the gibs collide with the player but have the player be completely unhindered by the gibs. Only the gibs would move and you wouldn't be able to stand on top of them or have them block the way to a door.
  7. I love the jetpack in fallout 4, it was one of my favorite things to get. It might not be useful, but it was really fun to use. Anyway, I'm requesting that somebody make a jetpack mod that behaves like the one from fallout 4. Yes, I'm aware there's a jetpack mod for new vegas but that was made before fallout 4 and doesn't behave like one. I suggest that in order to get it, you need a lot of flamer fuel, a motorcycle gas tank, and some scrap electronics. It would also consume action points and have and it would have an option to have the jetpack remove fall damage while worn or another option to at least reduce fall damage.
  8. This mod is simple in concept but a bit hard on execution. A mod that creates similar npc's so you have more enemies to shoot. Very ideal for people who wear power armor 24/7 (like me). It should be able to work with the recently released mod configuration menu for fallout 4 and there should be options on how many enemies you want to spawn and for what kind. For example, have it clone 3 raiders while clone 10 robots. Unique npc's should remain untouched so you don't see multiple quest givers where one is the real quest giver. Yes, there's already a mod that's similar to this concept but I'm asking for a more up to date mod that has less problems, clones far harbor and nuka world enemies, and clones automatron robots (that last part is there but it doesn't seem to work). Anyway that's my idea and I hope someone makes this up-to-date mod.
  9. Why a romanceable assaultron companion? Well mostly because you can't romance ada and you can't romance curie in her robot form. This companion is a robot from beginning to end. Plus I like ladybots. Her name: K8-RA Her story: K8-RA was once a companion of another wasteland adventurer (aka a guy like you). She and her compadre went on many adventures together. However... One day, during their trip to boston, that wasteland adventurer was killed and replaced by a synth double. K8-RA witnessed the event and even though she couldn't save him, she did avenge his death. So she heads to boston to find another buddy to travel with. (psst, this is where you come in to help her) Where to find her: Red Rocket Station (aka the one at the beginning of the game) When to get her: She'll be there around 10-20 levels. Likes (I'm not 100% sure what to give her likes and dislikes): Modifying equipment Lockpicking Hacking Generally being a good guy Dislikes: Murdering someone Eating Corpses Generally being a douche Her path: As she gets to like you more, she'll tell you a few stories about what she did with her previous companion. Eventually, she'll tell you that all this adventuring reminds her of her glory days and she asks you to do her a favor. She asks you to raid a giant fortress full of enemies because she remembers that as her greatest adventure and she wants to relive that glory. She heard of a good spot and you need to head to a certain spot on the map. It's a big fortress in the glowing sea and it's full of robots, and this area is supposed to be silly. These robots think that humanity should go extinct so robots can be the new dominant race with their leader being a protectron. You and K8-RA kill everything and loot the place and from this point you're able to hook up with K8-RA... or not. Afterwards, she'll give you a perk. What is this perk? The explorer perk! Now you can head out and discover every location in the game without guides, cheating, or searching every inch for every location! I'm not sure whether or not you should need K8-RA as your active companion or not for the perk to stay active. Her quotes I have for her so far should be attached to this forum.
  10. You know those ladybots from fallout 4? There should be a mod to allow them to be an enemy in new vegas. Why? I felt like they should be in fallout new vegas mostly because the other robots are in new vegas so why not have the assaultron too? Plus they're fun to fight. Since the new vegas engine is totally different from fallout 4's, there needs to be changes and work arounds. They'll either need custom animations or they'll need to use human animations. As for the head laser, I don't think it's possible to put in new vegas unless you're a mod programming expert. If it's not possible, then the assaultrons should have high DT, health, or do more damage with their hands than their fallout 4 counterparts to even things out a bit. Lastly, I think they're best located in areas where robots are and would be in old world blues and lonesome road.
  11. OK, it didn't work. At the point, I'm giving up and skipping to fallout 4. The glitch has beat me. Here's the information the error thing says last. FalloutAudioMedia Synch: 523 = abs(-/+ 57135 +/- 57658)FalloutAudioMedia Synch: 600 = abs(-/+ 57135 +/- 57735)FalloutAudioMedia Synch: 501 = abs(-/+ 57135 +/- 57636)FalloutAudioMedia Synch: 501 = abs(-/+ 57135 +/- 57636)FalloutAudioMedia Synch: 502 = abs(-/+ 57135 +/- 57637)FalloutAudioMedia Synch: 502 = abs(-/+ 57135 +/- 57637)FalloutAudioMedia Synch: 503 = abs(-/+ 57135 +/- 57638)FalloutAudioMedia Synch: 503 = abs(-/+ 57135 +/- 57638)FalloutAudioMedia Synch: 505 = abs(-/+ 57135 +/- 57640)FalloutAudioMedia Synch: 4801 = abs(-/+ 62369 +/- 57568)Removing previous operation ADD for Task on Navmesh 0x0a0be8ab (srcptr = 0x00000000)MENUS: FORenderedMenu::CreateMenuLight could not find light node 'Omni01' in the rendered menu with mesh 'Scene Root'MENUS: FORenderedMenu::CreateMenuLight could not find light node 'Omni01:0' in the rendered menu with mesh 'Scene Root'DEFAULT: Radio station exterior position ref '' (13001F4B) is not placed in an exterior.DEFAULT: Radio station exterior position ref '' (1300544D) is not placed in an exterior.Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ MENUS: FORenderedMenu::CreateMenuLight could not find light node 'Omni01' in the rendered menu with mesh 'Scene Root'MENUS: FORenderedMenu::CreateMenuLight could not find light node 'Omni01:0' in the rendered menu with mesh 'Scene Root'Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walkrun\ Audio: Could not open file data\sound\fx\fol\powerarmor_walk
  12. Ah, I think I might have found the problem, I have a 6 core prossessor and I originally put in 2. Hopefully that was the problem. Oh, and I found the error report, there's too much information that doesn't really help me, especially since some of the information is wrong like missing power armor sounds. I have power armor sounds just fine btw.
  13. I tried the memory heap adjustments but it won't work. I also have 4gb put in new vegas and enboost but neither of those help. I did put in the error log command but I can't find any information regarding the crashes.
  14. It's as the title says, whenever I open the pip boy (in other words, press tab to open the pip boy menus) the game crashes at random and it's extremely annoying. It does it even more frequently when in a fight. It's not just because of the readius, if anything, it freezes it even more often without it. When I say freezing, 2 things happen, either everything stops and the music continues playing or it gets stuck in a loop. Here's the mod load order. (I know, it's quite a large list of mods) Someone please tell me how to fix this problem because I'm tired of it always crashing at the worst time possible! FalloutNV.esm=1TribalPack.esm=1MercenaryPack.esm=1ClassicPack.esm=1CaravanPack.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1TaleOfTwoWastelands.esm=1TTWFixes.esm=1WMVM.esm=1More Perks.esm=1S420IceColdResources.esm=1UCO-UrbanCombatOverhaul.esm=1Project Nevada - Core.esm=1Project Nevada - Cyberware.esp=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Extra Options.esm=1enclavebunker.esm=1Readius_NV.esp=1Readius TTW Fix.esp=1TTW_AlienAmmoAbbreviations.esp=1F4Quickloot.esp=1ThrowMine.esp=1UCO-MoreEnemies.esp=1NoBlurOnHit.esp=1JIP Improved Recipe Menu.esp=1Improved ammo.esp=1EnergyWeaponDeNerf.esp=1Difficulty Affects XP.esp=1More Perks Patch.esp=1dD-Reduced Dismember Force.esp=1UCO-The Mall.esp=1UCOHotfix1.esp=1dD-No Screen Blood.esp=1TTW Perk Overhaul.esp=1TTW_VanGraffs.esp=1Disable_CamShake.esp=1TTW-PETES-ARMORY.esp=1More Perks 2.94b patch.esp=1NoDegrade.esp=1Nuka Cola Enhanced.esp=1TTW_AnchorageCustomization.esp=1TTW_NoKarmaDCFollowers.esp=1TTW_OutcastTrading.esp=1TTW_SpeechChecks.esp=1TTW_StartupMenu.esp=1TTW_StashPackOptions.esp=1ttw_wildwasteland.esp=1TTWOptions.esp=1ttwdlcmusic.esp=1ttw_bullet_sponge_fix.esp=1APMCraftingTTW.esp=1S420ICD-TTW.esp=1TTW Expanded DC Vendor Inventories.esp=1UCO-FOBs.esp=1Centered 3rd Person Camera.esp=1gunrunners_in_the_capital_wasteland_1.1.esp=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - All DLC.esp=1Project Nevada - TTW.esp=1WeaponModsExpanded.esp=1MZ No Karma Loss.esp=1Power Armor Distribution Overhaul.esp=1Power Armor Distribution Overhaul - TTW.esp=1The Mod Configuration Menu.esp=1The Weapon Mod Menu.esp=1weightless food alcohol chems.esp=1weightless crafting.esp=1Weightless Grenades.esp=1Weightless Grenades DLC.esp=1More Ammo.esp=1
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