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Is there anything to fix the weird delay that sometimes happens when quickswitching weapons? I just died because my dude decided to stare at a suicider mutant instead of pulling out a shotgun.
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# ? Nov 24, 2015 04:50 |
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# ? Jun 5, 2024 03:28 |
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The Iron Rose posted:how does this look as a first balance pass? Looks pretty good to me. Only a small typo with the Missile Launcher's default damage.
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# ? Nov 24, 2015 05:16 |
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On Terra Firma posted:A mod that eliminates getting into and out of power armor, as well as the delays at the armor/weapons crafting station so that you click and are instantly in crafting mode and click again and are instantly out would own. Fast entry/exit power armor owns and you should download it
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# ? Nov 24, 2015 05:25 |
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Bob NewSCART posted:Fast entry/exit power armor owns and you should download it I have fast exit but entry is a little bugged from what I can tell.
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# ? Nov 24, 2015 05:33 |
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Dandywalken posted:Looks pretty good to me. Only a small typo with the Missile Launcher's default damage. unfortunately that is not a small typo, that's literally what it is in the data Any suggestions for the Assault Rifle/Regular Lasers/.44/Combat Rifle/Railway Rifle/Gauss Rifle/Gamma Gun?
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# ? Nov 24, 2015 05:35 |
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Can you change base weapon stats with FO4Edit ? I just want a minigun with a more realistic rof.
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# ? Nov 24, 2015 05:57 |
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Yo for real slow down the rof of all automatic weapons by at least 25% so you can land more shots and not waste as much ammo.
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# ? Nov 24, 2015 06:00 |
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How can I activate ESPs manually? I don't see a data tab on the Fallout 4 Launcher like there was for skyrim.
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# ? Nov 24, 2015 06:12 |
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Arcsquad12 posted:How can I activate ESPs manually? I don't see a data tab on the Fallout 4 Launcher like there was for skyrim. A mod manager would probably be the best plan if you're going to be doing anything more than really simple .esps, but: LumberingTroll posted:Holy poo poo, the default launcher has a data menu, but its hidden. AgentJR posted:This does work, but only if you've already added bEnableFileSelection=1 to Fallout4Prefs.ini. Still, thanks Bethesda!
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# ? Nov 24, 2015 06:30 |
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Is there a mod yet that holsters pistols or slings rifles across the character's back when you put your carried weapon away? I miss that.
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# ? Nov 24, 2015 06:32 |
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FronzelNeekburm posted:A mod manager would probably be the best plan if you're going to be doing anything more than really simple .esps, but: That apparently isn't working on the new beta patch incidentally. Also plugins.txt resets every time you launch the game, talk about annoying. Also released the first version of my overhaul. Just touches Damage and Magazine size for now: http://www.nexusmods.com/fallout4/mods/2463 I tried to create a balance between damage dealt and magazine size, so conventional ballistics deal more damage than their pipe equivalents, but pipe weapons tend to have bigger magazines. Slow-firing weapons like sniper rifles and shotguns got a big damage boost, as did heavy weapons.
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# ? Nov 24, 2015 06:50 |
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Dad Jokes posted:Is there anything to fix the weird delay that sometimes happens when quickswitching weapons? I just died because my dude decided to stare at a suicider mutant instead of pulling out a shotgun. Isn't there some tooltip that says the heavier the weapon the slower it is to pull out? My 50 cal sniper rifle quickswaps noticeably slower than my sniper modified overseer's guardian
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# ? Nov 24, 2015 06:54 |
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So how do I actually edit the values from here ?
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# ? Nov 24, 2015 07:03 |
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Hammerstein posted:So how do I actually edit the values from here ? Right click, hit edit. You are using FO4edit right? Google WIP TESVEdit, download the latest version, and rename the .exe to FO4Edit.
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# ? Nov 24, 2015 07:08 |
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"The Iron Rose" posted:Any suggestions for the Assault Rifle/Regular Lasers/.44/Combat Rifle/Railway Rifle/Gauss Rifle/Gamma Gun? Pretty sure the institute laser stuff is nerfed compared to the standard ones, but there might be a gameplay balance reason for that?
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# ? Nov 24, 2015 07:10 |
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Is there a companion mod where they'll use the weapon you give them without having to babysit their ammo pool? Also a mod that makes your pipboy always visible? I can't tell how many times I've died because something was up in my grill and I couldn't find the stimpacks because the pipboy transparency was borked
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# ? Nov 24, 2015 07:27 |
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FronzelNeekburm posted:A mod manager would probably be the best plan if you're going to be doing anything more than really simple .esps, but: why would they hide it like that? Seriously Bethesda, what are you smoking sometimes.
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# ? Nov 24, 2015 07:28 |
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I just found a legendary laser pistol with Endless Ammo. Here Nick, now stop bugging me.
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# ? Nov 24, 2015 07:29 |
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Azhais posted:Isn't there some tooltip that says the heavier the weapon the slower it is to pull out? My 50 cal sniper rifle quickswaps noticeably slower than my sniper modified overseer's guardian Not sure that's the issue. If that were the case, the delay would be consistent, but it happens completely randomly, and has happened at least once for every weapon I have, even lovely little pistols.
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# ? Nov 24, 2015 07:30 |
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Arcsquad12 posted:why would they hide it like that? Seriously Bethesda, what are you smoking sometimes. Seriously, In can understand having the button hidden until the GECK and Workshop support come out, but why under Joe Power Armour's right eye?
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# ? Nov 24, 2015 07:33 |
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The Iron Rose posted:Right click, hit edit. Hope I got the right one, but when I right click I get no edit button. 3.1.3 Experimental and also renamed it for FO4edit. Update: Nevermind, figured it out. At least for damage and ammo, haven't found a rof value yet. Hammerstein fucked around with this message at 10:06 on Nov 24, 2015 |
# ? Nov 24, 2015 07:35 |
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CommissarMega posted:Seriously, In can understand having the button hidden until the GECK and Workshop support come out, but why under Joe Power Armour's right eye? Why not?
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# ? Nov 24, 2015 07:39 |
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GANDHITRON posted:I downloaded a mod to change the classical station to all the New Vegas songs, and like a loving idiot I deleted it and now it's been removed from the Nexus. Anyone else have it? Looks like it's back up, grab it while you can. http://www.nexusmods.com/fallout4/mods/2399/
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# ? Nov 24, 2015 07:52 |
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Deadmeat5150 posted:I just found a legendary laser pistol with Endless Ammo. Those things still use ammo from inventory, they just don't have to be reloaded.
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# ? Nov 24, 2015 07:57 |
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The Iron Rose posted:e: https://www.dropbox.com/s/qyrwsdnslbctb07/150%25%20level%20scaling.rar?dl=0 What is this supposed to do? Is it level scaling, or increased legendary spawning? I really want the level scaling back in the game, I am really tired of fighting level 10 and under stuff.
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# ? Nov 24, 2015 08:22 |
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Arcsquad12 posted:why would they hide it like that? Seriously Bethesda, what are you smoking sometimes. They want to sell mods, for money.
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# ? Nov 24, 2015 08:34 |
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LumberingTroll posted:Increased Settler Population and Settlement Budget Yessss
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# ? Nov 24, 2015 08:45 |
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The Iron Rose posted:That apparently isn't working on the new beta patch incidentally. dammit Bethesda just let us mess around with your game, if it breaks then who cares
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# ? Nov 24, 2015 08:59 |
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LumberingTroll posted:What is this supposed to do? Is it level scaling, or increased legendary spawning? I really want the level scaling back in the game, I am really tired of fighting level 10 and under stuff. Increased level scaling, but totally untested so keep that in mind. Should increase the uh, strength of the scaling for lack of a better word. Means more enemies should scale to you and in greater degrees.
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# ? Nov 24, 2015 09:03 |
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I'm glad FO4Edit came out. It was really bugging me not having these correctly named: More like Rads +300 Registered symbol doesn't show though FadedReality fucked around with this message at 09:20 on Nov 24, 2015 |
# ? Nov 24, 2015 09:15 |
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Dad Jokes posted:Is there anything to fix the weird delay that sometimes happens when quickswitching weapons? I just died because my dude decided to stare at a suicider mutant instead of pulling out a shotgun. It seems to be a loading issue. When ever I load a save, the first thing I do is cycle through my weapons a few times. After that it seems fine.
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# ? Nov 24, 2015 09:29 |
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Lol so I get random ctd's in a couple settlements including sanctuary hills where all my poo poo is now, probably from updating SSEx. my 50 hour save Anyone know if theres a stable no perk level requirement mod around atm? The one on nexus crashes my game on boot even after using the custom installer.
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# ? Nov 24, 2015 11:58 |
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make sure your plugins.txt is read only, the new patch resets it constantly
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# ? Nov 24, 2015 12:35 |
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The Iron Rose posted:Also released the first version of my overhaul. Just touches Damage and Magazine size for now: Nice, thanks for the mod. Seems quite sweet. However by taking a quick look it seems like all the guns are buffed. I'm already feeling the game easy, maybe making a version where all dmg is lowered let's say ~10%?
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# ? Nov 24, 2015 12:47 |
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The Iron Rose posted:unfortunately that is not a small typo, that's literally what it is in the data Hey I couldn't tell you for sure but I have an inkling that the damage listed here is for the actual impact of the rocket with the target, the explosion PROBABLY derives its damage from either the ammunition or the explosion effect that it creates.
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# ? Nov 24, 2015 13:25 |
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RattiRatto posted:Nice, thanks for the mod. Seems quite sweet. Generally: Weapons were buffed at different rates - but you're right, I did focus more on bringing weaker guns up rather than nerfing overpowered ones. Similarly, I wanted to make each weapon more distinct, so, for example, pipe pistols and ballistic pistols are quite different now. Pistols have more limited magazine sizes (10 by default compared to 12), but materially higher damage, while Pipe Pistols start at 20 and can go up to 40. Same thing with the combat rifle and the assault rifle - the combat rifle is more powerful but has more limited magazine sizes, encouraging a role as a semi-automatic battle rifle, while the assault rifle really shines as an automatic weapon, with higher magazine sizes accordingly. Heavy weapons I generally found quite weak for their weight and difficulty in use, so they were buffed as well. The Minigun was just pathetic, 8 damage is nothing. I killed the legendary Assaultron outside that air force base with it in power armor. Took me literally two minutes in TGM holding down the trigger. It really, really needed some love, though I'm considering reducing the damage bonus to 14 from 16. Even it up a little bit. Kea posted:Hey I couldn't tell you for sure but I have an inkling that the damage listed here is for the actual impact of the rocket with the target, the explosion PROBABLY derives its damage from either the ammunition or the explosion effect that it creates. I figured that too! Which is why I went digging in the AMMO and MGEF subrecords, to little avail. In the absence of immediately obvious alternatives I'm forced to stick with the rocket damage itself for now.
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# ? Nov 24, 2015 14:06 |
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Capn Beeb posted:Those things still use ammo from inventory, they just don't have to be reloaded. I gave Nick no ammo at all and he's going to town with the thing.
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# ? Nov 24, 2015 14:25 |
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I think as long as an NPC has one bullet they can shoot/use guns. At least with Settlers, this works.
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# ? Nov 24, 2015 16:03 |
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*gives companion fat man and one nuke* *doesnt select the no friendly fire perk*
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# ? Nov 24, 2015 16:14 |
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# ? Jun 5, 2024 03:28 |
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The Iron Rose posted:Heavy weapons I generally found quite weak for their weight and difficulty in use, so they were buffed as well. The Minigun was just pathetic, 8 damage is nothing. I killed the legendary Assaultron outside that air force base with it in power armor. Took me literally two minutes in TGM holding down the trigger. So true, the minigun should be something really strong and it's just pathetic. Nice thing you did with the pipes vs normal weapons. I still think that a few weapons need a nerf though
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# ? Nov 24, 2015 16:57 |