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SargeWashington

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Everything posted by SargeWashington

  1. Priest or minister are the proper titles. Awesome, thanks!!
  2. Hey, Mods, first off, I apologize if there's a rule against more than one post in a short time. Now, onto the idea. So, in Fallout 4, I can give jobs to almost everyone. But I can't take them myself, which kinda sucks. So I thought, what if I could have a job? Or at the least, skill checks related to my tag skills? So maybe, random encounters where a skill check comes into play. For instance, where my character is a doctor, a wounded wastelander who needs medical assistance (or perhaps, one randomly showing up to a settlement clinic?). Or, where he's skilled with guns (using LevelupMenuEX and YouAreSpecial), maybe a chance to humorously defuse a mugging by telling the would-be mugger that his gun's completely unloaded? You know, the fun things we could get in Fallout 3 and New Vegas. I don't know if it would be possible, sadly, but I feel like it would be a neat addition to make the game a bit fresher. Thoughts?
  3. Heyo! Was just thinking of an idea for a job (well, multiple) that could be assigned to settlers. Heads of Worship. So, for the Christians, a pastor, preacher, priest, whatever. For the Muslims, an imam. Buddhists, a priest. Pagans would have a priest/gytha/godhi, etc. I honestly have no idea what all the different religious leaders are called, due to lack of cohesive brain for research. As their result, the settlement would be given bonus happiness! Pulpits, altars, etc would probably be the "station," and that would be another avenue of buildings to construct! So, whaddaya say?
  4. So, I have been mulling things over in my brain and would like to put out an idea for an immersion-building mod set. Yes, it would probably add an annoying level of difficulty to the already convoluted settlement system, but I for one would love to learn how my Minuteman, who's basically never picked up a book in his life, can build a working fusion reactor. Building Books. Basically, books that would give the perks to build various settlement things added by mods, ala Picket Fences. So far, my ideas for this compendium include the following mods and even some vanilla/DLC assets, with the suggested book title in parentheses. Cabin In The Woods, by Ethereon (Post-Apocalypse Carpentry: 4th Edition) Solar Panels, by 0AndyVan0 (Install Your Own Solar Panels) (The Scavver's Guide to Solar Power) CWSS Redux, by steve40 (Post-Apocalypse Plumber's Guide) Water Purifiers, Vanilla Game (Water Purification for Scavvers) (Water Purification for Mutants) (Water Purification for Dummies) Modular Kitchen, by evanpox and Damanding (Kitchen Builder's Reference Guide) Industrial setups, Vanilla Game/DLC (Vault Dweller's Industry Primer) Fusion Reactor, Vanilla Game/DLC (Fusion Power for a Post-Nuclear World, by Vault-Tec) Ammo Crafting, can't remember the authors for the mods I use [sorry] (Vault Dweller's Reloading Manual) This is by no means a comprehensive list of ideas, and I gladly welcome any more that people may have. I doubt this idea will get very much traction, but I just wanted to put it out there and see if there would be any interest. It would probably be more work than it's worth, but honestly, I would love the added immersion. I would do it myself, but honestly I haven't the foggiest idea of how to even go about scripting it, let alone my lack of skill at 3D modeling and texturing.
  5. I would like to put out a request for 'scout' type gear. This would include a Scout Rifle, light pistol, and some form of gear, be it as simple as a boonie hat, or as complex as a set of ghillie gear. The scout rifle is a concept laid down by Jeff Cooper in the 1980s for a general purpose rifle chambered in .308/7.62x51mm. There are three current front-runners in the class - The Steyr Scout - The Ruger Gunsite Scout - The Savage Model 11 Scout Also in the class is the Mossberg MVP Scout, which is my personal favorite as it can use M1A (M14) or SR25 magazines. Pictures of each are included as links with each name. As far as pistols go, I was thinking something along the lines of either a Sig P226 Mk25, Glock 17, or other 9mm chambered pistol.
  6. Actually, there was a mod (somewhere) that had a bit of this. Gimme a minute, will edit/update with proof. EDIT: It's a WIP and may not have even been released. Unsure. Still, it is out there, and it IS possible. And apparently, I need to read video upload dates, because it was uploaded on Aug 10 of this year (my b-day! Woo!). Edit of edit
  7. That's the only one I know of, so I apologize that it wasn't what you were after.
  8. Check on the Bethesda Mods Site under Modern Firearms (Tactical Edition). Mods, I hope this isn't against the rules, I am just pointing someone to what they are looking for. If it is, I apologize. Armor isn't multicam, that much there's a few replacers here on the site for the Military Fatigues, but that's the best I can do. http://www.nexusmods.com/fallout4/mods/4518/? (Army Multicam Military Fatigues) This one may also interest you: http://www.nexusmods.com/fallout4/mods/12342/? (Tactical Operator USMC MARPAT and OCP Ranger Combat Utilities (Wasteland Grunts Retexture), which requires this one: http://www.nexusmods.com/fallout4/mods/8663/? (Wasteland Grunts Gunners Reimagined)
  9. A standalone, I cannot help you with. You'd have to find someone who is making their own. As far as a mod that contains the M4/AR. There is one for XBONE on Bethesda's Mod Website.
  10. So an odd request, not sure if it's possible. But if it were, I would love to see some rugs/floors designated for an NPC to use for dancing animations. Perhaps as a resource (happiness) generator? Heck, mayhap even (assuming no animations are necessary) set up stuff for plays? That would give a bit more variety and such, and would make sense for something once immediate survival and defense was assured. Plus it would be nice to actually have built an outdoor theater/auditorium for a reason.
  11. Okay, so I'm running a fairly benevolent character who makes journal entries ever so often to collect his/my thoughts. Upon writing one entry, I was revisited by my intense annoyance at the two most annoyingly cliche characters in Fallout 4. Jun 'Perma-Emo' Long and Marcy 'Irritable Anger' Long. Now, I am a fairly freaking patient person. I have to be, considering my preferred line of work (EMS). But when you've disemboweled every single gunner in Quincy, annihilated the Institute, and basically blood-eagled (side note, would anyone be interested in setting static blood eagle decorations up? I would think they'd provide security, considering that most people would avoid the hell out of an area decorated with those.) every Raider I have come across in the Commonwealth, it becomes quite annoying to listen to them complain. In a previous game, I simply disabled them and went along my merry way. However, in this one, I would dearly love to gain my revenge a better way. A way that changes who they are. I want to quite publicly (either with them witnessing it first-hand or by word of mouth) avenge their son. Find a way to give them closure, even if I have to do like in New Vegas and find their son's body and carry it all the way back to Sanctuary so they can bury him. I don't care. I just want a mod that gives them some actual character development so they're a bit more than gloomy doorstops. Seriously, most people who have lost something know that they have to move on. These people, meanwhile, are allowed (by writing) to wallow in their depression. Yes, loss is devastating. But you know what helps, Jun? NOT f*#@ING PARROTING THE SAME LINE TO ME EVERY TIME I WALK PAST YOU! Hell, maybe someone could mod in an additional workstation - Psychologist. And yes, I know that this mod would require somehow writing new dialogue for the Longs, but I would like a long-term solution. TL;DR: Mod Ideas: Blood Eagle Decoration (5-10 defense because of the pure terror factor): https://s-media-cache-ak0.pinimg.com/564x/d8/7f/d5/d87fd507b586f2f50553b13ac61ce63f.jpg Settlement Psychologist: Because let's be honest, most of our settlers have probably seen some s#*!, and a large amount have very likely gone through the same s#*! as the Longs without becoming perma-emo or obsessively b*tchy. Long-Awaited Revenge: Find the Raider tribe who killed the Longs' son. Either with the Longs' help or alone, convert them... into piles of unrecognizable wet flesh, and report back. Alternately: Find the son's body/favorite toy and recover it so they can hold some sort of service. After effect? They move on. Maybe not becoming cheerful, but at least not parroting the same GD lines about missing him or Marcy's constant B*tchiness.
  12. And see, I have been trying to give that some thought. First guess would be, that: Vault-Tec isn't stupid. They're near (if not beyond) Nazi-level evil, but not stupid. They have backups of backups, and where Vault 111 was meant to test EXTENDED cryostasis (timeframe unknown), it is ridiculous to assume that they wouldn't have proper backups in place. I put it to you that rather than a total LS failure, basically the instant the intruders left, backups kicked in. The computers went into an 'intrusion mode' to fool anyone trying to kidnap their specimens (outside of the Enclave), and listed all Vault Residents as deceased due to failures in LS systems. So not only are they alive, they're just waiting to be cracked back open. This, of course includes Nate/Nora. We live in an age of multiple redundancy, and even for the computers of Fallout being vacuum-tube or incredibly crude transistor, there are backups upon backups. Hell, even for the moon landing, where they had to weave the memory by hand. (Source: https://en.wikipedia.org/wiki/Core_rope_memory )
  13. Medicine has come an incredible distance in the past 50 years. People are surviving (and even completely recovering from) injuries that would've been a straight-out death sentence in any other era. Prosthetics, GenEng, everything. We've even started to experiment with Cryonics and in one case, a total head transplant. Based on comments in various threads and forums (as well as some guess work, given that Bethesda didn't put a bullet decal anywhere on their body), I am left to assume that the SS' spouse was shot either in the upper chest or upper stomach (Based on angle and such, somewhere between Upper Left Chest and ULQ of abdomen), which would give a high chance of mortality. But consider this: The PC and other characters can survive massive trauma (I have lost count of how often my Nate has gotten the living hell shot out of him) with only a stimpak injection to return them to normal- even from the very brink of death. Lazily, however, Bethesda decided that this character, who we've had about 5 minutes to get to know, should die for an emotional strike. Additionally, you have access to a massive cryogenics facility. Yes, it's in need of repairs to the Life Support System, but with an Intelligence Check (7-10?), could be repaired. I put it to you that they could in fact survive the injury they were dealt, based on a variety of factors. As a note, though, when unfrozen, medical attention would be necessary, nay, imperative to her survival. Since your character at this time (which I disagree with, given the backstories) has no medical experience (will discuss later), you would only have one option to prevent them from passing into the afterworld; Stimpak and re-freeze (after, of course repairing the systems (Intelligence check). Then, with all the haste your body allows (which is really wonky, considering the PC can jog across the Commonwealth with at least 95 pounds on their back no issue), you would set about finding a competent doctor. Curie. SOMEONE with a modicum of medical training and experience. Now, as a note, soldiers entering the United States Army go through BCT, a segment of which is called CLS, short for Combat Life Saver. In this, they are taught very basic combat medicine, including the use of tourniquets, combat pill packs, bandaging, assisting with IVs, and even QuikClot Combat Gauze. With the predominance of stimpaks in the Fallout universe, I find it quite believable to think that the PC would at least understand (or have training on) the use of such a device enough to allow their loved one to be at least somewhat stabilized. From there, searching out a doctor would be quite an easy experience. However, this is where I would love to see more options (modders, please) as far as character specialization. As a (failed) 68W (Health Care Specialist) for the US Army and a moderately successful AEMT (Advanced Emergency Medical Technician), I would like to believe that my Nate was an Army Medic (who was discharged after receiving extreme facial and therefore airway burns sequel to rescuing a comrade in downed power armor). Therefore, he would at least understand how to stabilize a GSW victim long enough to find definitive care (for the most part). I feel this, combined with a longer/more in-depth intro sequence, would give much more life to the game. The longer intro so we have a chance to learn about Nate and Nora and their relationship beyond the 10 minutes pre-War, and this, so that we get back one of the fun/frustrating/hair-raising experiences from Fallout 1: a definitive goal. Perhaps, like Fallout 1's main quest, it would become a cascading questline, with you returning to the Vault/Home after major events (Water Chip, Master), instead of going back constantly to check the mail (aka talk to Preston/Father/Desdemona/Maxson) Each quest in Fallout 4 felt (to me) more like 'Hey! You need to do this!' where in 1 it felt more (to me) like, 'Hey, we understand what you're looking for, and we can help if you help us.' This was slightly subverted with Preston offering the support of the Minutemen, yet sadly fell short when it fell to you to completely rebuild the entire faction. TL;DR: SS' spouse quite possibly could have survived. However, laziness/bad writing/whatever-you-want-to-insert prevailed, and we ended up with a rushed-feeling, emotional moment that felt as important and climactic as stubbing my toe- I forgot about it about five minutes later. Hell, even letting us bury/cremate the SS' spouse would have felt more emotionally important than this. Supporting Documentation/Examples: Newscientist.com
  14. Okay, so I lost my response thanks to come careless keystrokes, so here we go. Medicine has come an incredible distance in the past 50 years. People are surviving (and even completely recovering from) injuries that would've been a straight-out death sentence in any other era. Prosthetics, GenEng, everything. We've even started to experiment with Cryonics and in one case, a total head transplant. Based on comments in this thread (as well as some guess work, given that Bethesda didn't put a bullet decal anywhere on their body), I am left to assume that they were shot either in the upper chest or upper stomach (Based on angle and such, somewhere between Upper Left Chest and ULQ of abdomen), which would give a high chance of mortality. But consider this: The PC and other characters can survive massive trauma (I have lost count of how often my Nate has gotten the living hell shot out of him) with only a stimpak injection to return them to normal- even from the very brink of death. Lazily, however, Bethesda decided that this character, who we've had about 5 minutes to get to know, should die for an emotional strike. I put it to you that they could in fact survive the injury they were dealt, based on a variety of factors. As a note, though, when unfrozen, medical attention would be necessary, nay, imperative to her survival. Since your character at this time (which I disagree with, given the backstories) has no medical experience (will discuss later), you would only have one option to prevent them from passing into the afterworld; Stimpak and re-freeze. Then, with all the haste your body allows (which is really wonky, considering the PC can jog across the Commonwealth with at least 95 pounds on their back no issue), you would set about finding a competent doctor. Curie. SOMEONE with a modicum of medical training and experience. Now, as a note, soldiers entering the United States Army go through BCT, a segment of which is called CLS, short for Combat Life Saver. In this, they are taught very basic combat medicine, including the use of tourniquets, combat pill packs, bandaging, assisting with IVs, and even QuikClot Combat Gauze. With the predominance of stimpaks in the Fallout universe, I find it quite believable to think that the PC would at least understand (or have training on) the use of such a device enough to allow their loved one to be at least somewhat stabilized. From there, searching out a doctor would be quite an easy experience. However, this is where I would love to see more options (modders, please) as far as character specialization. As a (failed) 68W (Health Care Specialist) for the US Army and a moderately successful AEMT (Advanced Emergency Medical Technician), I would like to believe that my Nate was an Army Medic (who was discharged after receiving extreme facial and therefore airway burns sequel to rescuing a comrade in downed power armor). Therefore, he would at least understand how to stabilize a GSW victim long enough to find definitive care (for the most part). I feel this, combined with a longer/more in-depth intro sequence, would give much more life to the game. The longer intro so we have a chance to learn about Nate and Nora and their relationship beyond the 10 minutes pre-War, and this, so that we get back one of the fun/frustrating/hair-raising experiences from Fallout 1: a definitive goal. Perhaps, like Fallout 1's main quest, it would become a cascading questline, with you returning to the Vault/Home after major events (Water Chip, Master), instead of going back constantly to check the mail (aka talk to Preston/Father/Desdemona/Maxson) Each quest in Fallout 4 felt (to me) more like 'Hey! You need to do this!' where in 1 it felt more (to me) like, 'Hey, we understand what you're looking for, and we can help if you help us.' This was slightly subverted with Preston offering the support of the Minutemen, yet sadly fell short when it fell to you to completely rebuild the entire faction. TL;DR: SS' spouse quite possibly could have survived. However, laziness/bad writing/whatever-you-want-to-insert prevailed, and we ended up with a rushed-feeling, emotional moment that felt as important and climactic as stubbing my toe- I forgot about it about five minutes later. Hell, even letting us bury/cremate the SS' spouse would have felt more emotionally important than this.
  15. Helmet Toggle: http://www.nexusmods.com/fallout4/mods/10282/ On the other one, this is really not the place AFAIK to ask for stuff like that. As far as the BnB physics, not sure if anyone's started on those.
  16. I too would love to see something along these lines. However, it may not be possible with the engine and such, sadly. There's plenty of mods out there that allow one to build a rather nice, sealed-looking house, however, and it's not too far of a stretch to imagine how even a small shack would be able to have rad-proofed areas. See: NBC Air Filtration Systems for bomb shelters. Example: http://www.americansaferoom.com/nbc-air-filters/
  17. Good news, everyone! I have begun working on a basic (aka completely crappy) mesh for both the tuber and plant in 3DS Max! However, I have no idea how to get it converted across to NIF, let alone how to get it in-game.
  18. Capable? Probably so. But have you looked havok up to see the prices? I can't even find them. Only the 32 SDK was ever available. Thanks, I wasn't totally sure which one was.
  19. It's not just 3DS Max they'd need, but the Havok Animation Tools. And (Sorry, just re-read your post and saw that you mentioned Havok) Since Havok has been acquired by Microsoft (who wants to make the HAT cloud-based), no one knows if or when we'll see a distro for modders. The last one released (That I know of) was in 2014, and I am not sure if it's a 64 or 32 bit.
  20. As Ethreon said. Chances are, prolly not. Even if we somehow found/sourced the Havok Animation Tools which would be required, replacing the anims would be a metric f*ckton of work for the modder who decided to undertake it.
  21. I had a thread going to try and gauge interest in potatoes and tomatoes at least. I may eventually try to throw together a model, but I don't have Niftools or anything and can't Blend my way out of a paper sack.
  22. IIRC, The Tale of Two Wastelands Team (T4!) has shown interest, but also a bit of skepticism as far as it being possible (without a metric f***ton of work) due to the different engines and the effective need to recreate EVERY asset in the FO4 engine. (One of the) Relevant Thread(s): https://taleoftwowastelands.com/content/ttw-tale-three-wastelands
  23. So this is going to be kind of a strange request. There's a certain perk (Strong Back) which gives you the ability to burn AP to 'run' (which is more like a jog to me, but that's beside the point.) I would like to see a perk or mod made where that's kinda the default, and flip it. With Rank 3 of Strong Back, it no longer takes AP to Run/Jog. After all, it seems to me a little insane that a man/woman carrying 300 pounds can jog all over the Commonwealth and yet only Sprint like 30 yards max. I think a setup like this would bring this disparity into equality. Conversely: No/reduced AP drain from sprinting. After all, if the man/woman has never skipped leg day/cardio to the point that jogging across the entirety of Boston doesn't even leave them winded (even more so when carrying the equivalent of a small horse), they would have no trouble sprinting for a fair distance.
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