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orbital2014

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Everything posted by orbital2014

  1. Couple of requests. I don't know if this was built in or a mod I had installed at the time. But I recall in Fallout 4, when I removed or altered mods on Armor or Weapons it would be save and able to be reapplied to another gun. It seems odd that I cannot detach a scope or silencer from one gun and apply them to another matching gun. Is this something that could be added. Also if have a captured ship (or a redundant owned ship) should you be able to just disassemble it to retain the individual parts for application to other ships in the outpost ship builder. Perhaps to make it less game breaking maybe one of the storage option can be copied and act as a ship part warehouse. This could be an alternative to ranking up the ship designer to specific levels for the part, you could just turn your outpost into a Chop Shop.
  2. Anybody porting across "Lower Weapons" from Fallout 4? Feels odd to always have my weapons pointed at friendly NPC's so I miss that mod
  3. I'm also hoping somebody is working on this. I hope since PC John gets full access later, there might be a script that can also be applied to Arthur.
  4. Just a request to implement either add batch (x5, x10,x100?) crafting or automate the process so I can just let the game craft 1 item at a time until complete/cancelled/or materials used.
  5. I hate the fact that half the map is inaccessible until end game and that access is needed to this area to complete some of the additional non story elements. ie legendary animals etc. While i would love to just have some back country trails that could bypass the Pinkerton bounty hunters spawn zone to access New Austin, I suspect the entire area is covered by this zone. I'm wondering if it would be possible to take some of the existing clothing assets and make a custom "Pinkerton" outfit to be sold at the fence. Then when wearing that outfit your wanted level is ignored, and the AI will not automatically start spawning bounty hunters & secrete snipers. Hopefully since John can freely access this area in the epilogue and still have wanted zones then perhaps Authurs lack of access is a switch that can be deactivated somehow?
  6. I have just started playing with Vortex and the issue comes to mind is how can you tell Vortex that when I click the mod download button for Skyrim SE nexus section for a mod i want in Skyrim VR, how can you get it loaded into the correct game folder? Especially if you have different download folder for each game. I would suggest that if you have the mods for SE and VR mixed then you would need to have seperate download links on the header and files page for SE and VR so Vortex knows where to save them. I would think this would be the simplest method as it makes it easier for the user to select where they want to use a mod and means no additional admin required by Nexus (or content providers) to assess which platforms existing mods should be allocated if they were to fork the 2 variants of skyrim.
  7. Are you saying that a prefab bunker with a modeled bed/s, generator, turret, perhaps even a garden planer cannot have multiple stats, ie 10 def 50 power, 2 beds, 2 water 5 food? Or rather the garden, bed and any other interactive built into a prefab wont be recognized as such. ie you cannot build a prefab item with sub-components?
  8. Basically are their mods out there which allow you to streamline or eliminate the settlement building aspect of this game? I occasionally feel like restarting the game to play with new mods in a clean install of this game. However the idea of going through all the settlement BS again is daunting and frankly now quite unappealing. I see a lot of mods providing additional elements for building the settlements, but not much in the way of prefab or complete settlement builds. I do understand that you can avoid most of the settlements in game, and ignore the radiant quests relating to them. But every so often the game will have a non radiant mission requiring a player to invest time in developing them. A simple solution to a lot of this would be just to have a couple of self powered prefab structures (perhaps on poles to minimize ground collision issues) which are fully furnished with bunks and decor / food and water sufficient to satisfy the needs of 2 or 4 people. Then to build a settlement you just add about 5 of these units and move on. A better solution and more "immersive" would be to have a fully modular settlement modeled for each location where game play is the player investing in upgrades to bring it up to 100% (think Breezehome FullyUpgradable as settlement) Personally my aesthetics would lean to a more Concrete Bunker / Institute building set. And ideally such an upgrade system would also allow the stripping of all "crap" shacks, rubbish and weeds from the vicinity of a settlement. You could potentially modify the work bench by adding a terminal screen to interface, or just assign the first settler as an "architect" and use dialog to start the upgrade system. Finally (i need to look in nexus) but are there any mods which will intelligently assign the settlers to the various jobs around the settlement, (even to the point where settlers might outfit them self's appropriately)
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