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jmsabins

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  1. im very untalented in modding and dont have the time to learn how to unfortunately. but if anybody can port these mods http://www.nexusmods.com/newvegas/mods/39804/? http://www.nexusmods.com/newvegas/mods/44282/? into the new power armor system of fallout 4, id be forever grateful and donate $50 for each since again im untalented :)
  2. yeahhhh cuz why not at this point?
  3. no you only have one faction destroyed when siding minutemen, im saying a mod where no matter who you choose everybody survives. yeah a peaceful option would be the best but again im waayyyy past the point of picking that option so my mod would work for post game players as well as newcomers.
  4. so my idea for a mod is one that is a bit of a tall order but since the creation kit is out i hope to see this happen at some point the mod idea is being able to turn back the damage done in the final few quests of the main story, so for those who dont know, you pick a side institiute, brotherhood, minutemen, or railroad. all but one has you destroying 2 factions in the process. institute kills brotherhood and railroad, railroad kills brotherhood and institute, brotherhood kills railroad and institute, and minutemen kill only the institute. so the idea is that you can PICK any side and finish the game (for me its the brotherhood) but when its all done add the mod and poof all factions exist again. my main reason behind wanting for the mods existence is the fact that if i were to go back to the faction split save id lose a ton of progress roughly (37 hours) ive made in other quests i discovered after the main quest, building up settlements and completely redesigning my supply lines so it wasnt a mess where i cant see any of the settlement cuz of the lines (this alone took like 5 hours tracking down the provisioners). additionally because of the factions now being destroyed it removes areas from the game essentially making a small map even smaller and already limited content even more limited to the side you picked. itd be like skyrim if you took out windhelm and riften in total destruction, youd miss all the things that were once there, all the stores, the followers, and any quests you didnt get at the time. so in my case i cant go back to the railroad and get railroad stealthboys, gauss rifles or their heavy armor with ballistic weave (which is better than brotherhood standard power armor), i also would miss out on repeatable quests like the MILAs and weapons caches, or go to the institute to build in that institute settlement mod and have the ability to arm your settlers with institute weapons from the vendor. For others itd be unable to use the airport full workshop mod, lose all the settlers there that are now the brotherhood friends, being unable to buy power armor from a good source, not being able to use vertibirds anymore(!!!) and not 1 but 2 misc quest that youd pick up just from beating enemies and exploring (blood samples and technical docs) so the main outline would be to restore the areas that are completely destroyed like the prydwen, and MIT in two different versions A) it restores all factions and i guess makes them all non hostile again like at the point of the split or B) restores all factions and for the institute/railroad since its only mostly interior cells you could just make the interior cell have non hostile npcs but outside have the synths/railroad people be hostile for more enemies (couldnt really work with brotherhood since they have stores inside and outside of their area). i mean additionally you could have it work like the battle of bunker hill, i alerted all factions to see an all out brawl and since i was friends with everybody i was able to kill ALL the factions involved and have no repercussions to it beyond the people in the area of the same faction turning hostile towards me in just this fight. this however seems a bit much to ask for.
  5. so what is the idea? well i was playing, testing out the different mods that add new objects to settlements. i noticed that if you have too many objects added that some just dont show up in the menu anywhere. other than this the sometimes overlapping objects (like bunk beds showing up in 2 different menus) i had the idea that why not instead of adding them to the vanilla menus they get their own tab like the artillery does? like have an institute tab next to wood and metal tabs, or a modded generator tab next to the vanilla generator tab. like its not so much complaining (oh man i just have too much cool stuff to choose from and its all cluttered!) its just sort of an idea to streamline the object finding if it correlates to certain things, i mean if anything what could be done is that a mod gets its own tab at the very end of the first menu. this making that tab have all the objects the mod has with its name. like an entire homemaker tab or a snap n build tab or an SSEx tab.(SSEx in tab one, homemaker is tab two, etc) now the only issue here is that the communication between modders to make things compatible can get very confusing with each new version that comes out making an incompatibility problem with the others. but whatever its an idea, love it, hate it, use it, ignore it, just consider it whenever the creation kit comes out, i hope this idea will be something current and future modders will use to make the settlement builder more compatible with eachother and better functioning with the vanilla and other modding things.
  6. can somebody help me? so i have an enb injector that is installed. can anyone tell me why Mod Organizer or Nexus Mod Manager will not pick up the enb when activated? THE ISSUE IS NOT THE ENB GUYS DONT POST ANYTHING ABOUT IT, IT IS WORKING THIS IS MORE LOAD ORDER RELATED!!!! more info--> i have the load order i need/want in mod organizer and nexusmm somehow deactivated all my mods so i dont know which ones i need (i have 100+ mods) additionally NMM doesnt organize or turn on the same mods as MO. the issue being that my default SKSE launcher does pick up the enb but uses the Nexusmm load order regardless. i need it to either use the Mod Organizer load order or transfer the load order to NMM with the correct mods activated
  7. its not an activated mod its like a texture mod
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