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JianXintou

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  1. Agree with a lot of what has been said, to recap and add: 1. UI mods, specifically Darn and iHud (which Gopher has confirmed he will be working on once the sufficient tools are ready) 2. Bullet Time - IMO an essential alternative to VATS, I often don't feel like using VATS 3. Ammo crafting/ammo types: I agree with whomever said he doesn't understand why this wasn't already part of the base game - having the ammo types of say, something like CASE with a second option at the weapons workbench to craft new ammo would be great 4. Improved ballistics and physics mods 5. Retextures 6. More base weapons - maybe I'm a bit of an armament hoarder but I like having lots of variety, I'd also like having certain weapons from previous games again, e.g. AMR, Pulse Rifle, old school Gauss Rifle, LMG, more shotguns 7. Better weapon sounds - a lot of the times I feel the base sounds lack a certain oomph 8. Enhanced Camera Mod - because it's nice having legs and actually seeing your own body when you look down 9. Quest Mods - things along the line of New Vegas Bounties, stuff that makes you come back to the game 10. More Perks - something that is never a bad idea, I hope this new system as opposed to the old list + image won't make it too hard to implement them.
  2. You actually have some options for managing your autosaves from what I can gather.
  3. As I said, I don't doubt we will get a mod implementing something along those lines. I mean, we've had mods that change those stats, mods that introduce new elements in Fallout and Skyrim. We'll just have to wait a bit I guess. Buddy of mine with the console version says that the game can be kicking your ass though, he plays it on easy and he got nuked out of nowhere by some dude with a fatman and so far he probably died at least 12 times while exploring.
  4. Yeah, that appears to be a link about the names that Codsworth can say - not the b2a. archive. Edit: Whoops, seems we skipped sth. there.
  5. There have been various mods with different respawn options if I recall correctly. Also, what Morbide said and I wouldn't doubt we'll get mods that alter the timers.
  6. If there's not enough there will likely be quite a few weapon mods (hopefully some like AG Uniques that kept the feel of the original weapons).
  7. There is already a "survival" difficulty with reduced healing and somesuch but I don't know entirely what it entails. We will probably have mods adjusting gameplay mechanics around the time F4SE released I'd reckon. I definitely welcome difficulty mods, I loved playing NV in a way where going down the wrong route with the wrong EQ or level meant death. I really disliked how easy vanilla NV got and how weak deathclaws were once you had good weapons or were lvl 20+.
  8. did you read what i said? you know the spider web part? whatever, if you're going to behave like a child im not going to discuss this with you. Yes, I did. I just fail to see which specific point you're trying to make since it seemed like you were just repeating what you said earlier. The somewhat incoherent sentence structure didn't really help, either.
  9. the issue here is we dont like the Mass Effect style. both the wheel and how dialog was done were awful but tolerable for the Linear ME franchise. for Fallout this isnt a good way to do it. modding alone would be difficult just for the spiderweb of dialog we like have a list of options that state our exact answer not a summary. Yeah, no s#*!. Did you actually read what I said? I said you can make a mod where you can actually view your full responses, i.e. like it was in previous FO games. You will just likely be limited to the 4 responses that you have with the wheel - which I don't necessarily see as a huge issue since you can still see the full dialogue - you just don't have as many options to respond to one part of the conversation if the fact is true that the other options are basically just options that follow the options before. This basically means that you do not have dialogue like in ME. I completely understand why people don't like that kind of dialogue and I think even for ME that dialogue system was terrible (together with the increasingly terrible story and cramming tropey s#*! into it). Like, what may have been option 7 before on a list to choose from may now be just part of a different branch of the dialogue choices after the NPC has given an answer.
  10. I'll be content if I don't get heavy stutters as I did sometimes with FNV and semi-random CTDs or mucked up quests that don't even work after a reload (fortunately rarely ever encountered this one). Cell issues were most likely due to mods so I don't think that's gonna be an issue fom the get-go, same with wonky textures from retextures. Oh yeah, I think I may have seen that too but I don't notice that too much since I don't play much with companions unless I really like them.
  11. Probably, I will >probably< like it, too. But I dislike making any judgements before I've actually tried it. I'll no doubt play it death, I'm still going to wait though, I don't want it spoiled by bugs and crashes, I won't have to wait too long, a quick glance at the tech help board or Steam forum will tell me if it's stable or not. I can't speak for the PC version as of yet but the console players I know have so far (between 3-10 hours into the game) have not encountered a shitload of bugs and not too many heavy ones. The ones I saw yesterday was being flinged around for no apparent reason and dying because of it (it only happened one time) and a bug where the animation for entering the PA didn't work (it did when he got out of it and did the next time, though). If people are interested, I'll do a log when I start playing.
  12. Well, it won't be an issue making them since you just need to make the meshes, textures and then implement them via the GECK/CK/whatever it's called since you can already customize your PA the way you want to. Now, you'd obviously also have them in your menu when you play a male PC but you could just neglect them (or setup a mod profile where you have them enabled and one where you have them disabled). IMO that seems to be the easiest solution.
  13. Probably, I will >probably< like it, too. But I dislike making any judgements before I've actually tried it.
  14. I don't know the specifics about this and I haven't had copyright/license law as of yet but I'd say a non-commercial license is still a license. It's usually just not as extensive or with different circumstances than commercial licenses.
  15. Idk, this sounds like nothing new to me. Plus I don't agree with a lot of criticisms towards Skyrim. I enjoyed that game more than Oblivion by a long shot. I mean the MQ will probably be negligible but when was that not the case since Morrowind? I didn't even particularly care for the MQ of FNV.
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