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I would like to see a mod that automatically equips clothing (or guns, whatever) chosen by the player as soon as you assign a settler to a task. Most of us organize them with hats/clothes anyway.
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# ? Dec 1, 2015 21:58 |
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# ? Jun 3, 2024 21:25 |
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Kea posted:Yet again I have never come across this explosives only problem playing on very hard. Me either, if anything they just shrug off explosives on survival easily enough they should just add in a Mask-like animation of the raiders swallowing the grenades comically.
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# ? Dec 1, 2015 22:01 |
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Inverness posted:I think that's more of a bug actually. AFAIK the ammo in an enemy's inventory is all your supposed to get. That picking up a gun on the ground yields you a full magazine of ammo when taking it from their inventory doesn't is an oversight. I suspect the ammo from picked up guns is a very deliberate design decision to allow NPCs to use stuff on the ground without requiring that they have the correct ammo already. That the player gets ammo in the same fashion might be an oversight, but it's just as easily bypassed by ordering your companion to pick up the gun. I don't think they want to limit how companions pick up guns either, as it's one of the few things they can do without player prompting. At the end of the day I don't think Bethesda really gives a poo poo, there are easier ways to break the game. I agree it leads to a lot of tedious bullshit if you're trying to min-max though, especially in the early game where you don't have much in the way of ammo reserves.
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# ? Dec 1, 2015 22:02 |
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LumberingTroll posted:there are a couple mods that are expanding them on the nexus already, check those. Yeah, safe to ignore. Also FYI MO2 is not really ready for prime time. Still missing 32 bit EXE support, I've had issues where it didn't filter my ESP mods correctly (ie. missing ESP files), and so on. I'm sticking with NMM until MO hits release candidate at least.
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# ? Dec 1, 2015 22:37 |
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Inverness posted:I think that's more of a bug actually. AFAIK the ammo in an enemy's inventory is all your supposed to get. That picking up a gun on the ground yields you a full magazine of ammo when taking it from their inventory doesn't is an oversight. How does this feel like cheating? Even if it wasn't intentional, it seems like an accurate depiction of how guns work.
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# ? Dec 1, 2015 22:51 |
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Skandranon posted:How does this feel like cheating? Even if it wasn't intentional, it seems like an accurate depiction of how guns work. goons, goons never changes
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# ? Dec 1, 2015 23:02 |
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DONT DO IT posted:I would like to see a mod that automatically equips clothing (or guns, whatever) chosen by the player as soon as you assign a settler to a task. Most of us organize them with hats/clothes anyway. I saw a mod that sort of did this, but it required running a bat in the console each time you assigned a guy. It'll take getting the GECK so we can get our own scripts and menus and dialog stuff into the game to properly integrate the functionality.
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# ? Dec 1, 2015 23:07 |
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Skandranon posted:How does this feel like cheating? Even if it wasn't intentional, it seems like an accurate depiction of how guns work. Yeah, to me it seems about right. When you start out, having to sit there and manually salvage every bullet from enemy guns adds to the scrabble for survival feel.
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# ? Dec 1, 2015 23:22 |
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Skandranon posted:How does this feel like cheating? Even if it wasn't intentional, it seems like an accurate depiction of how guns work. If anything, the bug is that you don't get the gun's ammo if you loot it from the body. This could be fixed with a script, though, so when you looted a weapon from an 'untouched' corpse you get a random (0 - mag size) amount of ammo plus whatever is already there.
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# ? Dec 1, 2015 23:50 |
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Hammerstein posted:Thanks for this.
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# ? Dec 2, 2015 00:30 |
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The Iron Rose posted:E: also with your permission I'd like to incorporate wholesale your modification edits in your weapon rebalance mod. I likely wouldn't change much, hence the reason I'm asking. I would of course also give credit too.
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# ? Dec 2, 2015 00:34 |
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So you get ammo if an enemy dies and you find their gun physically sitting on the ground and you grab it there, but you don't get ammo if you interact with the body and take the gun straight from its inventory?
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# ? Dec 2, 2015 01:02 |
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Gestalt Intellect posted:So you get ammo if an enemy dies and you find their gun physically sitting on the ground and you grab it there, but you don't get ammo if you interact with the body and take the gun straight from its inventory? Correct
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# ? Dec 2, 2015 01:05 |
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Gestalt Intellect posted:So you get ammo if an enemy dies and you find their gun physically sitting on the ground and you grab it there, but you don't get ammo if you interact with the body and take the gun straight from its inventory? See, this sucks in cases where the ammo for the gun is limited by design.. like say the Alien Blaster.
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# ? Dec 2, 2015 01:13 |
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What
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# ? Dec 2, 2015 01:15 |
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LumberingTroll posted:F4SE is out! Cheers mate, that was I. Amstrad posted:See, this sucks in cases where the ammo for the gun is limited by design.. like say the Alien Blaster. I am sure the ammo reloading benches allow you tio make alien ammo.
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# ? Dec 2, 2015 01:19 |
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Amstrad posted:See, this sucks in cases where the ammo for the gun is limited by design.. like say the Alien Blaster. You can mod it to use Fusion Cells so its nbd really.
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# ? Dec 2, 2015 01:24 |
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Gestalt Intellect posted:So you get ammo if an enemy dies and you find their gun physically sitting on the ground and you grab it there, but you don't get ammo if you interact with the body and take the gun straight from its inventory? just collecting the gun at all gives you bonus bullets
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# ? Dec 2, 2015 01:29 |
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Is there anything that can change Cigarettes and Pre-War Money from Junk items to Aid items? They're way more useful staying in my inventory to sell than they are sitting around waiting to be crafted.
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# ? Dec 2, 2015 01:47 |
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Redjakk posted:Is there anything that can change Cigarettes and Pre-War Money from Junk items to Aid items? They're way more useful staying in my inventory to sell than they are sitting around waiting to be crafted. There is a mod out already that makes money not junk, don't know of anything for cigarette but one imagines if the money mod is possible one could do the same for cigs. http://www.nexusmods.com/fallout4/mods/3226/
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# ? Dec 2, 2015 01:49 |
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Azhais posted:There is a mod out already that makes money not junk, don't know of anything for cigarette but one imagines if the money mod is possible one could do the same for cigs. Oh thanks, that mod is super simple. I should be able to modify it for what I need no problem.
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# ? Dec 2, 2015 02:00 |
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What am I missing to be able to do this? http://gfycat.com/CourteousFrailChrysomelid
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# ? Dec 2, 2015 02:13 |
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Gestalt Intellect posted:So you get ammo if an enemy dies and you find their gun physically sitting on the ground and you grab it there, but you don't get ammo if you interact with the body and take the gun straight from its inventory? God damnit, now I'll have to hunt around for the gun on the ground. Thanks Obama!
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# ? Dec 2, 2015 02:15 |
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Pwnstar posted:What am I missing to be able to do this? Nothing, they are just disabling items with the console, open the console window, click an item and type disable.
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# ? Dec 2, 2015 02:18 |
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I can't do that though, I can't select that stuff.
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# ? Dec 2, 2015 02:20 |
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Redjakk posted:Oh thanks, that mod is super simple. I should be able to modify it for what I need no problem. https://www.dropbox.com/s/b87cwn6v8mf4nfm/moneycigsnotjunk.esp?dl=0 This should do the trick. Made with FO4Edit of course. Pwnstar posted:I can't do that though, I can't select that stuff. Not sure, I think a lot of that stuff is set as Static which AFAIK means you cant console command disable it, not sure why this guy can. I was working on a mod to clean up some of the settlements but its a ton of work. Kea fucked around with this message at 02:29 on Dec 2, 2015 |
# ? Dec 2, 2015 02:22 |
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Kea posted:I was working on a mod to clean up some of the settlements but its a ton of work. Anyone who can force those settlers to pick up a Goddamn broom for once is a saint.
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# ? Dec 2, 2015 02:46 |
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Roadie posted:Anyone who can force those settlers to pick up a Goddamn broom for once is a saint. I was going to find what people wanted removing then making an esp that when loaded would make the places cleaner, theres allreay a mod that lets oyu scrap some of this stuff but it apparently causes issues with the cell resetting, this SHOULDN'T be a problem with what I have in mind.
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# ? Dec 2, 2015 02:51 |
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Gyshall posted:Still missing 32 bit EXE support, I've had issues where it didn't filter my ESP mods correctly (ie. missing ESP files), and so on. 32bit support is pointless considering you have to have a 64bit os to even run fallout 4.
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# ? Dec 2, 2015 02:54 |
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Kea posted:I was going to find what people wanted removing then making an esp that when loaded would make the places cleaner, theres allreay a mod that lets oyu scrap some of this stuff but it apparently causes issues with the cell resetting, this SHOULDN'T be a problem with what I have in mind. Yeah, scrap scrap, the cell reset was a side problem, the biggest problem was it messed up power armor/fusion cells. For the stuff to scrap list : skeletons, bushes of any sort, hedges, perhaps stuff we have build can be scrapped for a 1:1 value, for instance turrets, generators, water pumps and so on, those glitchy bollards in the starlight drive in, whatever modder made garvey white, corpses for bones, (perhaps affected by cannibalism perk), the list is long and ardous. Anime Schoolgirl posted:By default, only ~1% of monsters are actually eligible to be legendary (rarity factor 1). This mod basically raises that cap to almost 100% (rarity factor 0.01) Playing with the uncapped at the moment, My god this is fun, I have a couple of companions : shaun and diana, and this rebalances things. also trying the pewpew rebalance thing too, looking great so far, I have died a bit more often, so its probably working as intended. staberind fucked around with this message at 03:09 on Dec 2, 2015 |
# ? Dec 2, 2015 02:55 |
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LumberingTroll posted:32bit support is pointless considering you have to have a 64bit os to even run fallout 4.
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# ? Dec 2, 2015 03:07 |
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Wearable messenger bag that adds carry capacity: http://www.nexusmods.com/fallout4/mods/3965/ Kind of neat, but it uses the wedding ring slot which is weird.
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# ? Dec 2, 2015 03:10 |
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Threep posted:Fo4Edit is 32-bit and I'm sure so are most other tools at the moment So? this doesnt matter at all. the only reason to have MO in 32bit as a requirement would be for people that dont have a 64bit OS, but you have ato have 64bit os to even play Fo4 so it doesnt matter, it only matters for the older bethesda games, and those people can just use the older version
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# ? Dec 2, 2015 03:20 |
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A mod for Jetpacking around without having to wear clunky OP Power armor~ http://www.nexusmods.com/fallout4/m...review%3D&pUp=1 I too wish the game actually allowed your settlers to do ANY DANG THING on their own. Ah well, mods of the future'll save us.
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# ? Dec 2, 2015 03:43 |
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Can someone remove the stupid stripes from the Anchorage haircut?
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# ? Dec 2, 2015 03:43 |
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So this was incredibly tedious but this esp should make hangmans alley a less rubble filled place to chill. Standard warning, use at your own risk etc, doe not remove anything, just effects where stuff is placed, placing any rubble well below the ground (hoping this prevents weird cell refreshing) Tested and reversible (just dont load the mod) But yeah, massive pain in the backside to go through and remove things individually (Hangmans alley is called FensRaiderCamp or something to that effect just to make it REALLY EASY to find) https://www.dropbox.com/s/h1l5wyhshrouae7/cleanerhangman.esp?dl=0
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# ? Dec 2, 2015 04:04 |
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Anime Schoolgirl posted:that's wrong, you still get the ammo from doing that as well You don't even have to pick it up. Going into the Transfer menu on the corpse does the ammo transfer from the weapon(s) they were using. EDIT: Not quite. You get some this way but not as much as when you physically pick it up. Guessing it's so companions and enemies can always pick up a weapon and use it. Nova Odin fucked around with this message at 06:02 on Dec 2, 2015 |
# ? Dec 2, 2015 04:15 |
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LumberingTroll posted:So? this doesnt matter at all. the only reason to have MO in 32bit as a requirement would be for people that dont have a 64bit OS, but you have ato have 64bit os to even play Fo4 so it doesnt matter, it only matters for the older bethesda games, and those people can just use the older version MO needs 32-bit support so your 32-bit modding tools like FO4Edit can be launched through MO and see your virtualized data folder. MO is still going to be a 64-bit application and require a 64-bit operating system to run.
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# ? Dec 2, 2015 04:21 |
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To go alongside the cleanup hangman mod heres one to triple the allowable building height. Warning this can apparently cause cell reset issues where power armor stored here screws up, this is just what I have heard. https://www.dropbox.com/s/36zq2m7u757ubwo/tallerhangman.esp?dl=0
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# ? Dec 2, 2015 04:21 |
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# ? Jun 3, 2024 21:25 |
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Kea posted:https://www.dropbox.com/s/b87cwn6v8mf4nfm/moneycigsnotjunk.esp?dl=0
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# ? Dec 2, 2015 04:36 |