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Moldy

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Everything posted by Moldy

  1. Competition breeds competence. Finish the product to the best of your ability,and the community will invariably gravitate towards the one which serves its desires most.
  2. Hey,you know how you wanted to make your mods play nice with Sim Settlements? Yeah,throw any preliminary work you've done on that out. Kinggath released Sim Settlements 2,which is a from-zero rebuild of the mod.
  3. Grenade Expansion Pack 2 has,among other toys,acid grenades and mines,which scale with the Chemist perk!
  4. The Weapon Overhauls (AIO) mod includes an option,with the Idiot Savant perk,to convert the minigun into a shotgun. It's just as absurd as it sounds,but it should be right up your alley.
  5. This is what I use for exactly that purpose.
  6. So,you say that robots,specifically the Cargotron,are going to be primarily useful as cargo mules. However,what about Strong? His base Strength score is a staggering 24. Unfortunately,he may only wear very specific Super Mutant armour,which cannot be modified. Will you be addressing this,or maybe making a carrying pack for Strong to use? Also,unrelated,but I had to dredge this up from the fourth page.
  7. Not gonna lie. That M1911 baby machine gun configuration gives me conniptions. I cannot see that being anything approaching practical. As for everything else... I can't do anything more than wish you and your family the best. Be well,Antistar. Stand by your old man's side.
  8. I'm partially wondering if it's even possible,but I think it'd be an excellent mod,especially for marksmen using modded weapons with gravity-beholden projectiles,that changes the Recon effect on Recon Scopes and Recon Sensors Power Armour/Robot component to not only mark the target,but to also give you the distance to the target.
  9. So,you want an M60 with a visible belt of ammo,and it belches out spent links,right? That's what's keeping you from putting a proper MG into the game? Well,lookie what I found on the Hot Files during my daily visit... According to the mod author,the ammo type is necessary for it to spit out links. As for the belt,I think that's a clever bit of animation sleight of hand to make it look like it's feeding in.
  10. I wonder if you'll lump the Stimpak Syringe with the Psycho Syringe. I ask because Psycho's delivery system is obviously more than a single chamber syringe. There are two secondary chambers attached to the sides,and wires connecting them to either end of the primary chamber,suggesting an electroshock component.
  11. For any recipes involving charcoal,maybe consider including Sim Settlements - Industrial Revolution integration,since one of the Advanced Industrial Plots,the Coal Pit,produces Coal,which is actually charcoal. In Sim Settlements,its sole purpose is to get more uses out of a different Advanced Industrial Plot's water purifier to get more daily bottles of Ultra-Pure Water (Or something like that). This way,you'd have interoperability between PEACE and Sim Settlements on what's essentially the same item.
  12. An idea for the portable cooking stove would be to keep the player from being able to make the more involved recipes,like Mirelurk Cakes or Yao Guai Roast (Which strikes me as a pot roast). If you keep it to simple slabs of grilled meat and pots of simple soups,you should be laughing,without making the stationary cooking stations useless.
  13. Antistar: Making an ancient and outdated engine his personal whipping boy since ever. A very clever thing,dude. And essential,considering your overhauls. Maybe consider adding a portable cooking stove of a similar concept? With the heating coil powered by Fusion Cells?
  14. After a good long while away from Skyrim,I decided to start playing again. So,I reinstalled Skyrim 2011,and installed all of the old mods I love. Issue is,upon starting a new game,any weapons I try to wield are invisible. They're visible in my inventory,but invisible while worn and invisible in hand. Load order follows.
  15. Antistar. As you likely know,FO4's engine is temperamental at best,and can corrupt even vanilla saves without any reasonable cause or warning. Well,Kinggath devised a mod that can detect this upon game load. Might wanna plug in support for Canary in WARS and PEACE.
  16. Is it possible to give the Cargotron a set of Robobrain treads or a Sentry tripod? Before,I never used Protectrons due to general combat ineffectiveness,but now that they're the top shelf loot mule,I'd like them to be able to move faster than a one-legged hobble.
  17. Because WARS is built from the ground up to use many of AmmoTweaks' systems. Weapon condition and ammo type hot-swaps,to be specific. And,as Antistar has said many times,there is movement on that front. It's just slow.
  18. First page,second post. Read the FAQ,and you'll have your answer. As the first post on the first page instructs you to.
  19. That Sentry Bot cargo unit looks pretty damn schway. But,I can't help but notice that it's made even taller than the machine normally is,which would make many of the game's doors a traversal nightmare. That,and the cargo pod looks like it's risking intercepting mortar shells... Especially if the machine's in motion. Did you consider mounting the cargo pod further to the Sentry Bot's back,on arms? Such that if you mount mortars to the thing's back,the mortars are between the chassis and the cargo pod? Further,will you be making armour plate variants of the cargo pods,like Warmonger and Voltaic? Of course,I could easily be talking out of my ass. As for robots that shouldn't have cargo pods,I agree that Mister Handies/Gutsies shouldn't have them,as they're hoverbots. I'd also argue that Assaultrons shouldn't get them,largely because they're purpose-built shock assault units and in the vanilla game,Assaultron parts impose carry weight penalties to the completed machine. Speaking of Mister Gutsies; It's actually impossible in the vanilla game to convert a Mister Handy unit into a Mister Gutsy. And believe me,I've tried; You're forced to replace eyes with arms if you want to mount actual guns to the thing. Will PEACE make it possible to perform a full Mister Gutsy conversion to the Mister Handy platform?
  20. Unique Uniques made the vanilla game's unique weapons truly unique,but that hasn't seen any updates since before the DLC dropped. And it broke precombined meshes,for some reason. Who knows. Maybe a future update for WARS and PEACE will make unique weapons properly unique,or someone will make a partner mod to do the same thing.
  21. The melee attack animation on the Skorpion,and I think a couple other "handgun" type weapons you have,seems a little slow and anemic. It doesn't look like a blow with lethal intent behind it,just an admonishing bop. Still,the rest of the animations are schway.
  22. "This is the greatest handgun ever made; The Colt Single Action Army. Six bullets. More than enough to kill anything that moves." Personally,without animations that don't take literally two complete seconds to cock the hammer between shots,single-action revolvers are simply too painfully slow in Fallout 4. Double-action would be preferable,ideally combined with faster single-action animations.
  23. If you add the M1911,then I pray,pray,that we can get A Light Shining in Darkness,with all the authentic festoonery,because Joshua Graham's a BAMF,and his personal pocket cannon is so completely and eminently stylish that I'm prepared to deal with the accuracy and range issues that the three-or-so inch barrel presents. Plus the aiming issues of guttersnipe sights.
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