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Moldy

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Posts posted by Moldy

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

     

     

     

    GameMode=Skyrim
    Skyrim.esm=1
    Update.esm=1
    Dawnguard.esm=1
    HearthFires.esm=1
    Dragonborn.esm=1
    Unofficial Skyrim Legendary Edition Patch.esp=1
    HighResTexturePack01.esp=1
    HighResTexturePack02.esp=1
    HighResTexturePack03.esp=1
    SkyUI.esp=1
    Extended UI.esp=1
    Lock Overhaul.esp=1
    Dr_Bandolier.esp=1
    Dr_BandolierDG.esp=1
    Weapons & Armor Fixes_Remade.esp=1
    Weapons & Armor_TrueWeaponsLvlLists.esp=1
    Hothtrooper44_Armor_Ecksstra.esp=1
    Rebirth Monster.esp=1
    Skyrim Immersive Creatures.esp=1
    Lakeview_Extended.esp=1
    Undeath.esp=1
    Improved Artifacts - Complete Collection.esp=1
    VioLens.esp=1
    Dragon Combat Overhaul.esp=1
    Skyrim Immersive Creatures - DLC2.esp=1
    OwnCivilWar.esp=1
    InigoMCM.esp=1
    High Level Enemies - SIC.esp=1
    Rebirth Monster - SIC Patch.esp=1
    High Level Enemies - SIC Falskaar.esp=0
    Unique Uniques.esp=1
    Hothtrooper44_ArmorCompilation.esp=1
    Clockwork.esp=1
    SMIM-Merged-All.esp=1
    Inigo.esp=1
    PerkusMaximus_Master.esp=1
    DeadlyDragons.esp=1
    PerkusMaximus_Thief.esp=1
    PerMa Expansion 1 - Wintermyst.esp=1
    PerkusMaximus_Mage.esp=1
    Pre PaMa SiC Patch.esp=1
    Cloaks.esp=1
    1nivWICCloaksNoGuards.esp=1
    1nivWICSkyCloaksPatch-NoGuards.esp=1
    Better Vampires.esp=1
    Cloaks - Dawnguard.esp=1
    HeljarchenFarm.esp=1
    WindstadMine.esp=1
    konahrik_accoutrements.esp=1
    Thane Weapons Improved.esp=1
    konahrik_accoutrements_db.esp=1
    Vampirelordroyal.esp=1
    BVandRoyalBloodline_Patch.esp=1
    Brevi_MoonlightTales.esp=1
    PerkusMaximus_Warrior.esp=1
    PerkusMaximus_CombatPlus.esp=1
    dD - Realistic Ragdoll Force - High.esp=0
    dD - Realistic Ragdoll Force - Medium.esp=0
    dD - Realistic Ragdoll Force - Realistic.esp=1
    dD - Realistic Ragdoll Force - Reduced.esp=0
    Dual Sheath Redux.esp=1
    Equipping Overhaul.esp=1
    LockOverhaulandPerma.esp=1
    Improved Minions.esp=1
    PerkusRangedPatch.esp=1
    PerMa Perk Descriptions Redone.esp=1
    HarvestPerkFix.esp=1
    moreloot.esp=1
    FNIS.esp=1
    TakeNotes.esp=1
    AlchemistJournal.esp=1
    Convenient Horses.esp=1
    Convenient Horses - Unique Frost.esp=1
    Chesko_WearableLantern.esp=1
    Alternate Start - Live Another Life.esp=1
    Dual Sheath Redux Patch.esp=1
    Moldy's Merged Patch.esp=1
    PatchusMaximus.esp=1

  7. 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?

  8. 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.

  9. "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.

  10. 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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