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The Iron Rose posted:No idea! Not my speciality, but radio mods certainly existed before the CK. That being said, I remember them being somewhat jankily implemented, so you might actually need the CK for them. Longer spin up time on the minigun, if you can modify that.
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# ? May 17, 2016 09:38 |
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# ? Jun 1, 2024 04:39 |
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The Iron Rose posted:I do need to figure out some way to make the gatling laser not a straight upgrade to the minigun though, so folks who use the latter don't feel like they're gimping themselves. One thing I would have liked to see is heavy automatic weapons such as the minigun and gatling laser geing super ineffective at longer ranges... unless you were in power armor, and the exoskeleton absorbs the recoil. https://www.youtube.com/watch?v=aUdnT4z1Ugc&t=20s This is what I think of when I think minigun. That horrific sound of a shitload of rounds ripping through the air one after another. Oh, and death everywhere.
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# ? May 17, 2016 10:37 |
Chinese Tony Danza posted:Does this apply to radio station creation, or am I going to need the CK for that? I'm either really out of practice or the new CK is way goddamned different. I followed this tutorial for making my own version of New Vegas Radio (which this guy also did). Basically, you add sound descriptors for every song, create a quest to determine play order, and place a transmitter in the game world. You can apparently randomize the play order as well, but I've not been able to get that to work.
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# ? May 17, 2016 10:46 |
Is the Legendary Modification mod broken for anyone else, specifically the part that allows 2 legendary mods? The original works fine (and makes legendary drops far less disappointing), but when I add in the double-mod plugin, I can't add a second mod to anything. The dude also implemented it really weird by making you craft an entirely new gun just to get the 2nd mod slot rather than just adding the 2nd slot to the existing guns, which is, like...why? Why would you do it that way?
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# ? May 17, 2016 12:28 |
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QuantaStarFire posted:Is the Legendary Modification mod broken for anyone else, specifically the part that allows 2 legendary mods? The original works fine (and makes legendary drops far less disappointing), but when I add in the double-mod plugin, I can't add a second mod to anything. The dude also implemented it really weird by making you craft an entirely new gun just to get the 2nd mod slot rather than just adding the 2nd slot to the existing guns, which is, like...why? Why would you do it that way? I too was unable to get it to work correctly.
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# ? May 17, 2016 13:25 |
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Otacon posted:“We had two bags of Rad-Away, seventy-five pellets of Mentats, five inhalers of high powered Ultra Jet, a salt shaker half full of Buffout, and a whole galaxy of multi-colored uppers, downers, screamers, laughers... and also a quart of Bourbon, a quart of Rum, a case of Gwinnett Ale, a pint of Bobrov's best moonshine and two dozen Addictol. Not that we needed all that for the trip, but once you get locked into a serious chem collection, the tendency is to push it as far as you can.” Nice
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# ? May 17, 2016 13:30 |
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QuantaStarFire posted:Is the Legendary Modification mod broken for anyone else, specifically the part that allows 2 legendary mods? The original works fine (and makes legendary drops far less disappointing), but when I add in the double-mod plugin, I can't add a second mod to anything. The dude also implemented it really weird by making you craft an entirely new gun just to get the 2nd mod slot rather than just adding the 2nd slot to the existing guns, which is, like...why? Why would you do it that way? It's super broken, yeah, so is the "cheat" version without requirements. The normal one works fine though.
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# ? May 17, 2016 14:43 |
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Has anyone done anything that overhauls the settlement mechanics? I'd like to see more done with hapiness, etc. Or an easier way to distribute equipment to settlers? Also, more useful functions for settlements? I saw a teleporter object and some clothes washing, but... I have been waiting until it's worth starting the game over with an 8-million prop settlement mod and building all-new settlements, then modding in gigantic raids. Since I did like 2 dozen settlements in vanilla, I'd like it to be a little more in-depth the second time.
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# ? May 17, 2016 16:12 |
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I'd love to see settlements grow and develop on their own. I hate that these lazy settlers are just waiting around for me to personally build every one of them a house with my own goddamned hands.
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# ? May 18, 2016 00:16 |
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QuantaStarFire posted:Is the Legendary Modification mod broken for anyone else, specifically the part that allows 2 legendary mods? The original works fine (and makes legendary drops far less disappointing), but when I add in the double-mod plugin, I can't add a second mod to anything. The dude also implemented it really weird by making you craft an entirely new gun just to get the 2nd mod slot rather than just adding the 2nd slot to the existing guns, which is, like...why? Why would you do it that way? I can't even add a first mod to anything. I have the mod I get when I remove it from a piece of equipment, but it won't let me put it back on anything else. I have it set to "normal" difficulty, which is the one that just lets me move the mods around.
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# ? May 18, 2016 03:33 |
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Bloodnose posted:I'd love to see settlements grow and develop on their own. I hate that these lazy settlers are just waiting around for me to personally build every one of them a house with my own goddamned hands. Yeah, there's a lot that could have been done with settlements -- and maybe still, with the right modder -- and wasn't. I kind of wonder if it's a self-fulfilling prophecy, where since the vanilla system sucked, noone wants to waste time on it. I think there's potential, but then, I don't know how to mod Gamebryo. Even just a flare gun that calls settlers from the closest settlement, or has some of them board vertibirds and do BoS style patrols, with any spare power armor you've got. I really don't know the limits of what's possible, but setting settlers to turn accessible materials into combat armor pieces, then put them in the communal armor bin... and then setting the "use items in bin" to true and watching everyone go suit up... perhaps even waiting until an attack and everyone rushes and suits up. There's just many different ways in which settlements could be more rewarding and useful. It doesn't have to be like factorio but with npcs, just... something. Changes to how happiness works. Make them behave more naturally, hell, logically even. loving something. Combine with massive defense missions and a lot more settlers per settlement, and presto! JainDoh fucked around with this message at 03:40 on May 18, 2016 |
# ? May 18, 2016 03:37 |
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I asked in the general thread: Is there a mod to make settlers pick up and equip all the guns and armor I leave around OR, better yet, have then take from storage? If I have to keep equipping people manually, I'm going to swap everyone for robots.
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# ? May 18, 2016 03:41 |
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RaspberryCommie posted:I can't even add a first mod to anything. If you're comfortable with the console it is super easy to take any weapon and add a legendary property to it. http://fallout.wikia.com/wiki/Legendary_weapon_effects
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# ? May 18, 2016 05:00 |
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Sintax posted:Weapons (some dont have craftable mods) [and I tweaked some of these to do less damage or to be in levelled lists] Anyway now I have all the above weapons plus the broken ones I mentioned, and an .esp that patches all the levelled lists and lowers the damage on some of the more offensively overpowered weapons. Maybe I will put the .esp on the nexus, but If anyone knows somewhere to host a 500MB file, I could drop you guys a no-hassle .zip file that puts a buttload of new weapons put into the game.
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# ? May 18, 2016 07:45 |
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Sintax posted:I fixed the invisible weapons problem: I made a patch for a bunch of the weapons and somehow the fields that dictate which models to use got overwritten with gun modifications from other gun mods. Maybe I updated the files without remembering to update the patch, but it seems like one of these programs went a little rogue and hosed up the .esp. I've tried to do the same, to the extent of trying to add stuff to the 2lm workbench, I think i need to open this stuff in the geck, and try with that, either way, a single esp would clear a lot of space, or the instructions and details to look for when merging using xEdit Edit, also NWS :http://www.nexusmods.com/fallout4/mods/13673/ Plus, I am getting closer to unpacking "g.i.t.s. first assault", EDIT : Got it, exporting now, Hope making a tachikoma in the robotron workshop is not impossible. most places poo poo a kitten with importing another ip into fallout, like ignoring all the guns and n7 poo poo, plus mlp stuff, so i will have to host whatever I make elsewhere from the nexus. staberind fucked around with this message at 09:46 on May 18, 2016 |
# ? May 18, 2016 09:15 |
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I didn't merge any of the mods, I just use FO4Edit to make a patch esp. Generally the GECK is harder to use and tends to make wild edits. I'll put the esp on the nexus with a couple other things in the next few days.
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# ? May 18, 2016 10:49 |
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Sintax posted:I didn't merge any of the mods, I just use FO4Edit to make a patch esp. Generally the GECK is harder to use and tends to make wild edits. I'll put the esp on the nexus with a couple other things in the next few days. Ah, yes, i get you.
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# ? May 18, 2016 11:51 |
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Sintax posted:I fixed the invisible weapons problem: I made a patch for a bunch of the weapons and somehow the fields that dictate which models to use got overwritten with gun modifications from other gun mods. Maybe I updated the files without remembering to update the patch, but it seems like one of these programs went a little rogue and hosed up the .esp. Weaponsmith extended does this with a bunch of weapons mods as well. You still need the assets from the individual mods installed, but not the esps. Adds them to the Weaponsmith bench as well. There is some quirkiness when modding these at the workbench, where you need to equip the weapon before going into the workbench or the wrong mods show up. e: bad phone posting Mr.Grit fucked around with this message at 16:55 on May 18, 2016 |
# ? May 18, 2016 15:28 |
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Mr.Grit posted:[URL= http://www.nexusmods.com/fallout4/mods/10737/]Weaponsmith extended[/URL] does this with a bunch of weapons mods as well. You still need the assets from the individual mods installed, but not the esps. Adds them to the Weaponsmith bench as well. There is some quirkiness when modding these at the workbench, where you need to equip the weapon before going into the workbench or the wrong mods show up. Yeah, this is what I was using as a base, there's also some ghetto laser katana and plenty of other stupid junk I wanted to add, plus, merge the legendary stuff with the weaponsmith and armorsmith benches.
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# ? May 18, 2016 15:32 |
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staberind posted:Edit, also NWS :http://www.nexusmods.com/fallout4/mods/13673/ E: I mean, I don't necessarily expect modders to know what actual human bodies look like, but I figure someone who cares enough to put rubber dongs into the game ought to own one or two of them for themselves.
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# ? May 18, 2016 16:53 |
Here is the shut the gently caress up about my scavenging guys! mod for those who love rolling with companions but hate their anti hoarder view points.
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# ? May 18, 2016 17:56 |
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Mr.Grit posted:Weaponsmith extended does this with a bunch of weapons mods as well. You still need the assets from the individual mods installed, but not the esps. Adds them to the Weaponsmith bench as well. There is some quirkiness when modding these at the workbench, where you need to equip the weapon before going into the workbench or the wrong mods show up. This has been deprecated in favour of AWCKR, no?
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# ? May 18, 2016 18:44 |
Whomever was talking about a repeater sort of rifle the coming DLC has a rifle exactly like that.
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# ? May 18, 2016 19:22 |
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SeanBeansShako posted:Whomever was talking about a repeater sort of rifle the coming DLC has a rifle exactly like that. and it does 35 damage base. you can rest be assured i'm gunna make the lever rifle useful, because c'mon, it's a lever rifle and that's amazing
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# ? May 18, 2016 19:28 |
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The Iron Rose posted:This has been deprecated in favour of AWCKR, no?
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# ? May 18, 2016 19:53 |
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The Iron Rose posted:and it does 35 damage base. Glad to hear it. By the way, assuming the round is a .45-70-300 strong, the lever-action should be about 35% stronger than the .308 hunting rifle (~3447 ft-lbf vs ~2559 ft-lbf), but less accurate, due to the lower velocity (2275 ft/s vs 2800 ft/s) causing a more pronounced ballistic arc over long range. Ballistic info for .45-70 (gundata) Ballistic info for .308 (ballistics 101) Muzzle energy calculator, in case I hosed up my calcs or for future reference
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# ? May 18, 2016 20:40 |
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Sjonnar posted:Glad to hear it. By the way, assuming the round is a .45-70-300 strong, the lever-action should be about 35% stronger than the .308 hunting rifle (~3447 ft-lbf vs ~2559 ft-lbf), but less accurate, due to the lower velocity (2275 ft/s vs 2800 ft/s) causing a more pronounced ballistic arc over long range. I think the best way to model that in game (absent using weapons of fate) would likely be to have a high damage, but low range and higher recoil, encouraging use at closer quarters. I think I can swing that. I'm also debating lowering the hunting rifle's damage slightly, it's quite high at the moment.
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# ? May 18, 2016 20:52 |
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This sounds dumb but are there any mods that add owned flags to more stuff? Its bothered me before but things got really egregious when I just finished the Duty or Dishonor quest. I'm sent to investigate missing supplies for the BoS... while hoovering up all the ammo and scrap I can in plain sight. When I first got the game I thought it was cool playing a character where I don't steal anything, then I realized there's barely anything to steal.
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# ? May 18, 2016 21:43 |
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That quest always amused me "Nothing leaves this room without us knowing about it!" *PC takes everything not nailed down before following the culprit out of the unguarded, unmonitored, unlcoked back door* https://www.youtube.com/watch?v=eU2Or5rCN_Y
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# ? May 18, 2016 21:52 |
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Anyone got any recommendations for a fresh start on survival? Unfortunately the same 5 naked raiders mods seem to top the Nexus list so it can be pretty difficult to find quality mods.
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# ? May 19, 2016 01:11 |
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I'm running pretty sparse in the mods department, but having fun in Survival at level 70-something. Using Lowered Weapons - lowers your weapon while running Armorsmith Extended - tons of armor modifications Legendary Helmets - gives a chance for enemies to have legendary helmets as loot Unofficial Fallout 4 Patch - fixes some quests FAR Faraway Area Reform - helps with some FPS drops I have Shell Rain - empty shells/cartridges stick around for a while (MAH IMMERSHIN!) Arbitration - npc combat changes Dialogue Settlers Fix - settlers no longer think you're a synth out to get 'em (or at least stop telling you that) Loot Detector - while your weapon is out, any bodies will glow if they have loot in them No BOS Vertibird Random Encounters - i play a sneak build and those vertibirds fuckin suck Bottles' Label Overhaul - gives bottles labels Enhanced Blood Textures - more gore Fallout 4 - Texture Optimization Project - better FPS for me Raider Overhaul - adds some new raider armors/clothes Better Settlers - settlers come stock with better armor/gear Don't Call Me Settler - renames all settlers to easily differentiate them / their roles Reduced NPC Greeting Distance - keeps things quieter, less settler random chatter Settlement Management Software - allows me to keep track of workbench locations/settler jobs/caravans Super Mutant Redux - gives supermutants armor and adds a few, as well as makes Strong one of the better companions in the game Immersive Vendors - makes the vendor stalls look great Spring Cleaning - allows me to scrap random crud from settlements like bushes or old houses More Where That Came From - Diamond City Radio Edition - like 100+ new songs, gets rid of the DJ's intros Elvani's Track Pack - Diamond City Radio like 30+ new songs, re-adds the DJ's intros Place Everywhere - allows me to place poo poo in settlements pretty much anywhere Full Dialogue Interface - no more HATE NEWSPAPERS and makes it easier to know what responses I'll give NPCs Achievements - loading mods in Fallout prevents you from getting achievements, this allows them (REQUIRES F4SE) Fr4nsson's Light Tweaks - slightly better lighting
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# ? May 19, 2016 01:46 |
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Otacon posted:I'm running pretty sparse in the mods department, but having fun in Survival at level 70-something. This is exactly the type of stuff I'm looking for. Thanks as well for the descriptions. They are pretty crucial when trying to decide what to use.
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# ? May 19, 2016 02:07 |
Seriously, what is going on with this thread/the OP being updated at all?
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# ? May 19, 2016 02:24 |
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So is it a known problem that I seem to have to manually reset the load order of all the mods from the in-game mod menu every time I start the game, even if I used a mod-manager to launch them? Because it's kind of a drag.
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# ? May 19, 2016 04:04 |
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The Iron Rose posted:This has been deprecated in favour of AWCKR, no? It requires AWCKR.
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# ? May 19, 2016 04:10 |
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Far Harbor broke my "no level requirements on perks" mod and now several of my perks are bugged Does the DLC actually change the perks/perk system?
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# ? May 19, 2016 05:05 |
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Your Computer posted:Far Harbor broke my "no level requirements on perks" mod and now several of my perks are bugged Does the DLC actually change the perks/perk system? Yeah it adds some new perk levels.
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# ? May 19, 2016 05:38 |
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oh hey far harbor just downloaded
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# ? May 19, 2016 05:47 |
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Downloaded Far Harbor on steam but I'm not sure how to start the quest. It's not in my log. Is it maybe because this is a survival mode character and steam still says [beta]? How did other people start the first quest for far harbor, did it just show up in your log when you logged in?
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# ? May 19, 2016 05:57 |
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# ? Jun 1, 2024 04:39 |
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Denzer posted:Downloaded Far Harbor on steam but I'm not sure how to start the quest. Immediately popped up when I loaded up my character (who was standing in Sanctuary, if that matters.)
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# ? May 19, 2016 05:59 |