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MrSubwayMan

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  1. I was just wondering if anyone could or has already made a mod which would allow me to close those huge six-foot thick doors in the Mechanist's Lair. For a super-secret military hideout, it seems kinda weird that I can't reactivate the security doors. Thanks!
  2. So now that the CK is out, I thought it might be a good time to request this again :)
  3. Yeah I kinda figured the GECK would be needed for this. :/
  4. Haha yeah. I think this mod would be really nice for anybody playing a darker kind of character.
  5. So, you remember those warehouses in Goodneighbor that you cleared out for Whitechapel Charlie? Have you ever wanted a player house in one of the two major settlements, but Diamond City just isn't for you (or maybe the Upper-stands residents finally angered you to the point of just leaving)? Well, it just so happens that those empty warehouses are completely unused except for that one side quest, and are some prime real-estate in one of the coolest, most atmospheric cities in Fallout. I was thinking that somebody might be able to make those three cells player homes, like Home Plate. Once you clear them out, you could purchase the deed for each one you want from Charlie, and then have full run of the place. I think this would be an awesome mod that quite a few people would really appreciate :) I'm not sure how doable this kind of cell manipulation is without the CK, but if anyone wants to take a crack at it I would be thrilled!
  6. As far as the lore goes, when you get the signal grenades, Maxson tells you they emit a "unique RF smoke" that allows the vertibirds' flight computers to ping your location, so its not just like a regular smoke grenade that someone on the Prydwen or at Railroad HQ is looking at from the other side of the Commonwealth. As for the things not being able to land, they always will, sometimes it just takes a minute for them to locate an LZ (at least in my experience, I may be wrong.) If you want to just replace the signal grenades with the distress pulsar, I don't think it would be too hard, but I wouldn't know for sure (I don't really do mod creation myself). it should definitely be doable when the CK comes out. Should just be a simple retexture.
  7. I was wondering if anyone has made or is working on a restoration of the Mass Fusion executive suite. The building is easily the highest spot in the game with great potential for a player home or at least getting some great screenshots. Problem is (at least for me) the two times you're up there are very brief, and if you try to go back, the elevator bugs out and drops you from the top of the cell. If someone could at least fix this, maybe even restore the suite to be a nice place to relax after completing the related quests, that would be fantastic :smile: I have no idea how easy this would be to do without the Creation Kit, so let me know if this is too much or just isn't possible yet. EDIT: Now that the Creation Kit is out and player housing mods are steadily being released, I thought it might be a good time to revisit this old request. If anyone thinks the can fix the elevator as well as make the Mass Fusion Executive Suite into a functioning player home, I would greatly appreciate it! :)
  8. Hey guys, I was just wondering if someone would be kind enough to make an amulet of Auriel. Not anything too fancy per say, just a simple conversion of the shrine into a necklace that conveys the same or a similar blessing. thanks :)
  9. Hey guys, I propose a mod which is pretty simple: add the robes worn by Ge'els in the Witcher 3into Skyrim. I think these robes would fit in nicely and look pretty awesome on a mage character. Thanks The attached file is for a reference if anyone wants to make these :)
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