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Erd posted:His Salvage Beacons mod makes settlement development easier too. How it works is, you set up a settler manned object in a settlement and whenever you find junk in the field you whack it in a container and add a beacon. You then choose which workbench you want it to end up at. But I tend to use it to move say, a dozen 10mm pistols and some armour to the castle in preparation for the influx of settlers about to arrive. It was a great help moving all my guns and equipment south from Sanctuary without lugging it all myself. I use that mod too and I think it's a great example of the right direction to take settlements. He also said in some YouTube video that he wants to make that feature and similar ones a part of tech trees in Sim Settlements.
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# ? Jul 1, 2017 03:23 |
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# ? Jun 4, 2024 08:25 |
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I'd really like it if areas surrounding settlements would have more friendly NPCs show up the larger they get. Right now you don't really get a sense of really rebuilding civilization much because settlements are basically islands in an otherwise empty world. One of the fun and nice things about STALKER and its dozens of mods is that persistent NPCs will actually cruise around the world and interact with the environment, so if you help a group of loners fight off some mutants at a camp you can run into the same guys later on scavenging for artifacts or chilling out at a camp. It goes a long way to making the world feel like it has more life in it.
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# ? Jul 1, 2017 03:46 |
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MJ12 posted:I think it also runs into the problem that heavy guns tend to be pretty underpowered, and WBO is really good but really only brings them to the same level, relatively, as the other guns. It's also hurt because of how Fallout 4's weapon and armor weights get ultra ridiculous. The Sole Survivor is clearly some kind of horrifying murder cyborg, because he/she can apparently move around despite wearing a hundred pounds of marine corps armor while carrying a 25 pound 'rifle.' Confession time. I flat out didn't bother to even try balancing weapon weights because it's a pain in the rear end, irrelevant the vast majority of the time, and to be entirely honest WBO started as a personal project for me and I just modav.carryweight 1000 as literally the first thing I do once I'm out in the wasteland.
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# ? Jul 1, 2017 03:50 |
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turn off the TV posted:I'd really like it if areas surrounding settlements would have more friendly NPCs show up the larger they get. Right now you don't really get a sense of really rebuilding civilization much because settlements are basically islands in an otherwise empty world. Agreed on this too. I think that We Are the Minutemen adds some Minutemen around/between your settlements, and when I've spotted them in the past it was really cool. Growing settlements spawning more exotic and numerous NPCs traveling between settlements would really flesh out the experience.
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# ? Jul 1, 2017 04:14 |
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http://www.nexusmods.com/fallout4/mods/16987/ This Mod also unlocks travelling groups as you reach various milestones. Japanese author with a machine translation so the description is terrible but there are videos for cover for them. Erd fucked around with this message at 04:40 on Jul 1, 2017 |
# ? Jul 1, 2017 04:37 |
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MJ12 posted:I think it also runs into the problem that heavy guns tend to be pretty underpowered, and WBO is really good but really only brings them to the same level, relatively, as the other guns. It's also hurt because of how Fallout 4's weapon and armor weights get ultra ridiculous. The Sole Survivor is clearly some kind of horrifying murder cyborg, because he/she can apparently move around despite wearing a hundred pounds of marine corps armor while carrying a 25 pound 'rifle.' no, because it looks like poo poo and you need your eyes tested ffs. yes, i am a mebmer of the usmc, i see you are impressed with the little shelf on my shoulders. it is where we display our loving minature trees and i have completly forgotten what they are called thus making this whole exercise pointless. its like sopmeone in beth said "ohshit, we have an hour to model and texture some cool aquatic armor but not have it look like csa". bonsai, gently caress off. aside from that, even if you have like, the worst and most poo poo taste imaginable, actually making a little mod to do just that is p. easy. i could make one and make a little tutorial, staberind fucked around with this message at 08:55 on Jul 1, 2017 |
# ? Jul 1, 2017 05:00 |
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MJ12 posted:while carrying a 25 pound 'rifle.' I loved this bit especially, I managed to make an AK that weighed like 35. I can almost sort of buy that the Lewis Gun assault rifle in the vanilla game might do this since it's based on a water-cooled heavy machine gun, but an AK, really? Is the bolt carrier made out of neutronium, is that what happened? turn off the TV posted:I'd really like it if areas surrounding settlements would have more friendly NPCs show up the larger they get. Right now you don't really get a sense of really rebuilding civilization much because settlements are basically islands in an otherwise empty world. I really liked how this was done organically, too. There weren't protected NPCs or anything, it just so happened that if you helped people who were friendly or neutral to you, they'd be more able to fight off other things that were hostile to both of you, and the more often you did this more groups of them would happen to be nearby one another, making all of them more likely to survive thus making the area safer to travel and giving you access to more merchants. No heavy scripting required, no protected or essential NPCs, just the slow accumulation of less dead friendlies than enemies.
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# ? Jul 1, 2017 05:10 |
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staberind posted:no, because it looks like poo poo and you need your eyes tested ffs. I don't mean the wetsuit, I mean the big heavy suit of modular armor that looks like a combination of a bomb blast suit and T-45. It's not nearly as cool as like, NV's riot armors but it looks better than most of the game's heavy armor designs IMO. The wetsuit doesn't look great but when you're basically cosplaying a CoD Juggernaut you don't see it. Maybe I just like heavy high-tech full body armors like NV's riot gear more than you but it at least aesthetically feels like an upgrade to your protection in a way a lot of Fallout 4's armors don't.
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# ? Jul 1, 2017 05:23 |
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staberind posted:no, because it looks like poo poo and you need your eyes tested ffs. source your quotes.
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# ? Jul 1, 2017 16:49 |
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turn off the TV posted:I'd really like it if areas surrounding settlements would have more friendly NPCs show up the larger they get. Right now you don't really get a sense of really rebuilding civilization much because settlements are basically islands in an otherwise empty world. What I'd like to see is strategic point or resource control tied to settlements, like making the defunct factories around Boston useful if you control enough surrounding settlements. There are a lot -- beer production, steelworks, machine assembly, so it seems like a huge wasted potential. It looks like the SS Indo Revo kind of does that, but with spontaneous resource nodes instead of the existing ones.
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# ? Jul 1, 2017 17:06 |
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The Cheshire Cat posted:Yeah power armour in FO4 is really more like a small mech suit than just a really good piece of equipment, so it would make sense to just go all the way with that. Oh no I mean you can take apart a fat man and strap it onto your shoulder or something. The really obvious version is sticking power fists on both hands, because why the gently caress can't you use the power fist in power armour?
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# ? Jul 1, 2017 17:08 |
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OwlFancier posted:The really obvious version is sticking power fists on both hands, because why the gently caress can't you use the power fist in power armour? There's mods for your power armor's fists, so they half-assedly tried to make it so power armor basically gives you a pair of murder mitts. New mod request: I want to strap shotguns to my power-armored fists.
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# ? Jul 1, 2017 17:13 |
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Saint Sputnik posted:What I'd like to see is strategic point or resource control tied to settlements, like making the defunct factories around Boston useful if you control enough surrounding settlements. There are a lot -- beer production, steelworks, machine assembly, so it seems like a huge wasted potential. This is what the Warfare addon for the STALKER Call of Chernobyl mod does, certain locations around the map are resource points, and having members of your faction stationed at them will net you their income benefits.
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# ? Jul 1, 2017 17:21 |
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Saint Sputnik posted:What I'd like to see is strategic point or resource control tied to settlements, like making the defunct factories around Boston useful if you control enough surrounding settlements. There are a lot -- beer production, steelworks, machine assembly, so it seems like a huge wasted potential. Yeah I always thought a cool thing might be if you could launch expeditions from your settlements to nearby points of interest. Like sanctuary should be able to attack the quarry to get scrap and concrete. You could pick some dudes and some equipment for them and then lead the attack yourself, would have a neat AI vs AI element like the attack on the castle, and it would give you something to do in exchange for building up your settlement.
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# ? Jul 1, 2017 17:33 |
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OwlFancier posted:Oh no I mean you can take apart a fat man and strap it onto your shoulder or something. The fists from F3 and NV even look like they're meant to connect to some kind of armor. It would've been interesting to see fist weapons reclassified as armor and made to fit into that sub-system, instead of having an awkward restriction put in place when you try to wear a power fist and a power armor fist. That and shoulder mounted fatmen would really kick the PA system up a notch.
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# ? Jul 1, 2017 17:40 |
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Now if only Bethesda put even half of these good ideas into the inevitable special edition.
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# ? Jul 1, 2017 17:46 |
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OwlFancier posted:Yeah I always thought a cool thing might be if you could launch expeditions from your settlements to nearby points of interest. Like sanctuary should be able to attack the quarry to get scrap and concrete. You could pick some dudes and some equipment for them and then lead the attack yourself, would have a neat AI vs AI element like the attack on the castle, and it would give you something to do in exchange for building up your settlement. It would be extremely tedious to script but having ruined areas where, once the player has cleared them of hostiles, nearby settlers could come and over time dismantle the entire ruin for resources to build up their settlement would be really cool. You'd see some scripted progression of the overworld areas getting stripped down to nothing while your settlements grow. Maybe you could assign more or less people and to see them like the provisioners going back and forth. Particular places (and I'm assuming here that it's entirely scripted and hence limited to just some well demarcated locations) could give a unique item or buildable structure once you reach salvage level x.
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# ? Jul 1, 2017 19:06 |
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marshmallow creep posted:Now if only Bethesda put even half of these good ideas into the inevitable special edition. But that would require them to make new content for the special edition instead of just updating the engine.
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# ? Jul 1, 2017 19:24 |
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Seashell Salesman posted:It would be extremely tedious to script but having ruined areas where, once the player has cleared them of hostiles, nearby settlers could come and over time dismantle the entire ruin for resources to build up their settlement would be really cool. You'd see some scripted progression of the overworld areas getting stripped down to nothing while your settlements grow. Maybe you could assign more or less people and to see them like the provisioners going back and forth. Particular places (and I'm assuming here that it's entirely scripted and hence limited to just some well demarcated locations) could give a unique item or buildable structure once you reach salvage level x. Something at least kind of like this exists with the checkpoint system, where certain spots are set to spawn NPCs belonging to whichever factions. Expanding on that system would be really interesting.
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# ? Jul 1, 2017 19:53 |
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turn off the TV posted:Something at least kind of like this exists with the checkpoint system, where certain spots are set to spawn NPCs belonging to whichever factions. Expanding on that system would be really interesting. Yeah there's this one spot I noticed and I'm sure most other people have as well because it's right along the main path from Sanctuary into Diamond City, where for some reason it's this tiny little cafe or something that CONSTANTLY respawns with different factions every time. I've seen generic raiders there, I've seen Minutemen defending against a Children of Atom attack, Rust Devils fighting Mechanist robots, etc. It made me think that some kind of dynamic map-wide faction conquest thing would be cool, but the scripting needed to make it all work would probably be a crazy amount of effort.
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# ? Jul 1, 2017 20:30 |
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It's silly when the Gunners spawn with an abandoned tank that's clearly been immobile for decades. It's not there for any other random encounter.
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# ? Jul 1, 2017 21:35 |
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Rinkles posted:It's silly when the Gunners spawn with an abandoned tank that's clearly been immobile for decades. It's not there for any other random encounter. It's also silly that you have the Brotherhood using stolen Vertibirds, building the Pyrdwen, pretty much re-engineering Liberty Prime, etc, but nobody in the Commonwealth has bothered to try and fix up any of these nuclear vehicles which still have power, apparently, since the reactors still detonate But nobody figured out how to fix up those APCs/tanks
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# ? Jul 1, 2017 21:39 |
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Larry Parrish posted:It's also silly that you have the Brotherhood using stolen Vertibirds, building the Pyrdwen, pretty much re-engineering Liberty Prime, etc, but nobody in the Commonwealth has bothered to try and fix up any of these nuclear vehicles which still have power, apparently, since the reactors still detonate All of those things are easier than adding in yet another system to this game. (ie: working vehicles)
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# ? Jul 1, 2017 22:08 |
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Seashell Salesman posted:It would be extremely tedious to script but having ruined areas where, once the player has cleared them of hostiles, nearby settlers could come and over time dismantle the entire ruin for resources to build up their settlement would be really cool. You'd see some scripted progression of the overworld areas getting stripped down to nothing while your settlements grow. Maybe you could assign more or less people and to see them like the provisioners going back and forth. Particular places (and I'm assuming here that it's entirely scripted and hence limited to just some well demarcated locations) could give a unique item or buildable structure once you reach salvage level x. I was thinking more like a radiant quest where you hear that some raiders have set up in a location and found something valuable, and then you get to launch a raid there yourself to take it off them. Or maybe you could do it with non-raider factions at the risk of pissing them off. Then you add in things like chances of counterattack waves at the objective once you clear it, or retaliatory attacks at the settlement after you finish. But yeah stuff like dismantling some areas would be neat.
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# ? Jul 1, 2017 22:18 |
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I speak Japanese only, and I want to drive a utility cart. http://www.nexusmods.com/fallout4/mods/25189/
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# ? Jul 2, 2017 20:43 |
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Davoren posted:I speak Japanese only, and I want to drive a utility cart. Someone made the best TsukijiCartFallout4 video https://www.youtube.com/watch?v=f34xv2Ojv6U
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# ? Jul 2, 2017 20:54 |
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I cannot get HUDFramework to play nice with Def_UI. I have manually patched the Hud .swf file but when I launch into the game I just get a message that HUD_Framework isn't required so the components are disabling. Has anyone else had any success? My theory is that it might be something to do with using Mod Organiser instead of NMM. It looks like MO keeps the mod files separate away from the fallout 4 folder, whereas NMM puts them in there. Because there are two separate hudswfs it gets confused?
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# ? Jul 3, 2017 00:09 |
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Never had any problems. Install HUD framework Install DEF_UI Install DEF_UI compatibility Patch from HUDframework page I'm not using Mod Organizer. The problem you may be having is trying to use the patcher through MO. Using the prepatched hud.swf download mentioned above (last) should fix it. If you need to be using the auto-patcher for something else, then you're gonna have to figure out how to get it to play nice with MO. Kiggles fucked around with this message at 06:30 on Jul 3, 2017 |
# ? Jul 3, 2017 06:28 |
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Kiggles posted:Never had any problems. No I was installing it manually I think my whole setup is messed up as if I try and uninstall DEF_UI I get a big notice on my screen telling me to setup a hudswf.
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# ? Jul 3, 2017 06:36 |
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Is there some kinda mod that'll let me build certain things in settlements with clipping off on that object? For example I really hate how fences work and I know there's a mod to make them snappable but I don't want everything at a 90° angle, I'd like to make a perimeter fence that just slowly circles around stuff. This has to be possible, right?? I swear I saw a mod that did this but I think it got taken down for some reason? Please help, my autism is running wild.
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# ? Jul 3, 2017 06:57 |
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Place Everywhere http://www.nexusmods.com/fallout4/mods/9424/
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# ? Jul 3, 2017 06:59 |
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Ah, thank you, I'll have to install F4SE, wish me luck!
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# ? Jul 3, 2017 08:40 |
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Moist von Lipwig posted:Ah, thank you, I'll have to install F4SE, wish me luck! F2 toggles surface snapping in the above mentioned mod
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# ? Jul 3, 2017 09:33 |
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I think I'm going to keep my Horizon at 1.0.7 for the time being. Adding custom weapons and clothing in a balance mod seems like a cardinal sin or something, should be kept separate and at the discretion of the user. Maybe I'll spend a day in the future editing them all out or something when it seems the next patch will be a way off.
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# ? Jul 4, 2017 04:58 |
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Horizon doesn't have custom weapons and clothing though it does change weapon mods and balance generally. E: I mean apart from the new super mutant melee weapons I guess but they're mostly thematic.
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# ? Jul 4, 2017 05:07 |
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From the patch notes:quote:(NEW) Micro Sledge No screens yet, but looks like it'll be new vegas models? And isn't the electro blade redundant with the stun mods for the various swords? Edit: I think they should keep their gameplay rebalance and the faction diversifying mods seperate. Even in 1.0.7, first time I saw a Nightkin I thought 'I have no problem with how this enemy works, but it just feels half-arsed'. Edit2: quote:Misc Cherry indeed. Erd fucked around with this message at 06:04 on Jul 4, 2017 |
# ? Jul 4, 2017 05:19 |
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Was Weapon Balance Overhaul ever updated to include the Nukaworld and Far Harbor weapons?
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# ? Jul 4, 2017 05:23 |
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boneration posted:Was Weapon Balance Overhaul ever updated to include the Nukaworld and Far Harbor weapons? no because the thought of actually playing fallout literally makes me want to die. I can probably halfass something just looking at the data itself in fo4edit but it's not actually going to really be comparable at all.
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# ? Jul 4, 2017 06:19 |
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Erd posted:From the patch notes: It's getting pretty feature creep-y and he's moving away from compatibility with other large, popular mods. Thank god he keeps older versions up on his download page.
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# ? Jul 4, 2017 12:37 |
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# ? Jun 4, 2024 08:25 |
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Yea, I went back to 1.07 too. Dude does a lot of cool stuff, but he's waaaaay up his own rear end about 'balance' and 'finely crafted leveled lists'. Plus, I like my weirdie raiders from the overhaul and marksman carbines are love in the shape of a gun.
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# ? Jul 4, 2017 12:55 |