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HamPstOr

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About HamPstOr

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    United Kingdom
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    Skyrim and Fallout 4
  • Favourite Game
    Skyrim

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  1. It would have been awesome if they had added firing modes to certain weapons. Then you could have changed between arming the hammer to take a more precise shot, or just pulling away at the trigger to quickly fire off multiple rounds with a slight decrease in accuracy. It would make the auto/semi-auto recievers a little moot, but it would have been far more realistic. But let's not derail this thread.. Someone please fix the Hunting Rifle! :D
  2. *panics* Erm... *thinks for a lot longer than something so simple should need* Ye..s? That sounds right.. But my math skills leave something to be desired...
  3. I must say, though I find the weapons (or lack thereof) in Fallout 4 a little disapointing, the opportunity for expanding on the stock weaponry looks to be a lot of fun. It seems to me that this may have been an intended design, Bethesda knew that no matter what they put in the game, modders would probably make something more fun and interesting. And since mods are coming to console too, instead they just created a cool mechanic for the way you can customise that weaponry. But I digress.. I would like to see: - Light/Medium Machine Guns. A few variations of these to suit personal preference, I myself would like something similar to the RPK. In my opinion, the stock 'Assault Rifle' looks more like a LMG anyway. - Anti-Material Rifles. I've seen it speculated that the Hunting Rifle .50 mod probably means that it changes the rifle to chamber Beowulf rounds, but I can think of no weapon better suited to making a Deathclaw's head explode than a true .50 cal. 'Overkill' is a term only prey use. - A shotgun revolver. For players who like to play ranged, but need something suited to close up fighting that packs a punch without carrying around a full length shotgun. - Triple barrel shotgun. Because why the hell not? - Bass-Cannon. See above. :D These are just a few and I agree with the previous suggestions made. I will be following this topic closely, hoping something comes from it. EDIT: While we're at it, this has been posted elsewhere, but someone please make the Hunting Rifle bolt on the correct side? And make the .44 Revolver double-action. I understand that the Pipe Revolver would be single-action, it's home-made after all.. But the other one really shouldn't be. EDIT 2: Also.. Should we be discussing things like types of ammunition and lore-friendly ways of implementing these new weapons? By ammunition I don't specifically mean the calibre of the rounds, we mustn't forget that this is a fictional universe and as such the calibres don't necessarilly have to reflect real life ones. Rather, I mean things such as hollow-points, incendiary, etc. Hell.. This is Fallout.. I'd love some depleted uranium bullets, no matter how unlikely that would be.. ^^
  4. I'm by no means a firearms expert and even I noticed the mistake with the Hunting Rifle. Though I did have to go check pictures of real life equivalents to make sure I was right. ^^ How Bethesda allowed this to get into the game is beyond me... Like I said, no expert, but I read someone somewhere say they suspected that by .50 cal it actually means something called a .50 Beowulf? But yeah, not an expert... Also.. Does it bother anyone else that the .44 Revolver is single-action? I understand that the Pipe Revolver probably would be, it's home-made... But the other one should be double-action, no?
  5. A completely clean install is (to the best of my knowledge, I'm by no means an expert) the best way to do this. If you want to keep your saves, make a back-up of them somewhere and add them into the save folder once you've reinstalled. They won't carry any of the mod files over, but wether they will start up and run okay is another matter. The chance that there will be an issue is low, but when modding there is always a risk. Once you've made your completely clean install, you may also want to make a back-up so that if you decide to reinstall in future, or even just want to do some messing around with files and the like, you can do so without too much worry of having to go redownload if anything goes wrong. Also, before messing with any files, maybe make a seperate back-up of those also.
  6. According to Fallout.wikia: "set timescale to 30 – 30 seconds pass in game for every second in real time (default setting)."
  7. Setting it too low can break some quests where NPCs have to interact with certain things, like terminals. This is because often these things are triggered by a command to do a package for several minutes, except that these minutes are in gameworld time instead of realtime. Setting this to 1 makes a package that is set for 4 minutes to take an actual 4 minutes before anything happens, which also seems to frequently end up being cleared from the NPC's AI because of normal processing behavior (such as the player walking close to initiate dialogue). There are other minor issues related to background processing, but this is the main one. I've set mine as low as 4 without too much of an issue, but I also fast travel frequently which allows most that background stuff to re-coordinate itself. But, I would not say that my game is working flawlessly as settlement behavior gets lagged, NPCs unresponsive, and settlement values get bugged from time to time. But most these issues may be bugged for other reasons. Ah right, I see. Well, just to be safe I will keep mine in the low teens, but I might lower it a little as I get more familiar with the effects it has. Thank you very much for the reply, this added some more information to that which I had read elsewhere. :)
  8. Could someone please elaborate as to what sort of issues setting the timescale too low can cause? I was playing with it on 1 for a while.. Now I'm a little worried as to what damage I might have inadvertently done to my save... >< EDIT: Never mind, found discussions about how it affects Skyrim.
  9. As far as I know, this is permanent. :)
  10. Thanks guys (and gals?). I was having this problem earlier and it was really frustrating. For me disabling the Helgen mod worked, though I did originaly try lowering refresh rate (since I'd just turned it on for the new character) to no avail.
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