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This is the thread I've been waiting for
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# ¿ Nov 19, 2015 08:20 |
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# ¿ May 16, 2024 01:44 |
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Ugh I installed the new NMM and now im waiting for it to uninstall and reinstall god knows how many gigs of skyrim mods...
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# ¿ Nov 19, 2015 09:12 |
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As a dull luddite Mod Organizer confuses and scares me.
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# ¿ Nov 19, 2015 09:17 |
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Coughing Hobo posted:You should take the time to learn it, as you'll never have to outright nuke an installation ever again. The initial hump to get used to it is actually pretty small in retrospect. Yeah I probably should. Though I've never had any problems with NMM tbh.
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# ¿ Nov 19, 2015 10:02 |
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Falken posted:Food planters Oh awesome It really bugged me that you couldnt get these, such an obvious thing to have considering some of the settlements.
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# ¿ Nov 20, 2015 07:12 |
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Cant recommend Touch of Green enough. Simple mod that totally changes the feel of the game.
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# ¿ Nov 20, 2015 16:31 |
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Will it be possible to make a settler naming or job roster mod without the GECK? I have three 20 person settlements atm and its impossible to keep track of my dudes without putting outfits on them.
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# ¿ Nov 22, 2015 06:18 |
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counterfeitsaint posted:Is the ridiculous delay when switching weapons a thing that mods will be able to fix? This bug(?) literally killed me once.
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# ¿ Nov 22, 2015 08:30 |
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Cream-of-Plenty posted:I haven't checked into this mod but that may address your pre-GECK settler naming needs. Yup that should help a lot. Thanks!
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# ¿ Nov 22, 2015 09:18 |
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Icedude posted:I'm waiting for something to make actually surviving in the wasteland more interesting, kinda like Frostfall was for Skyrim, or hardcore mode in New Vegas. This is a must have for me, frostfall and realistic needs and diseases made skyrim a way more immersive game. I was pretty annoyed FO4 doesn't have hardcore mode.
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# ¿ Nov 23, 2015 08:09 |
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The Iron Rose posted:On a related note, I'm branching out, would like to make a weapon rebalance. Just focusing on damage right now (not yet ranged), what weapons would you change, and how? What would you make stronger, weaker?
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# ¿ Nov 24, 2015 00:57 |
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Anime Schoolgirl posted:Since the way the weapon components work and how bad the weapon balance is bothers the gently caress out of me, I have a set of overhauls that are dependent on the amount of difficulty it would take to implement the changes when the GECK arrives. So here's an excerpt of a bunch of from my sheets of paper because I have autism I endorse this post. Thanks to people pointing out dangerous mods. I've been playing with SSEx and more armor for like 15 hours so its probably too late for my save file but some might yet be saved. SSEx 1.8 is awesome btw. Covenant concrete and metal walls with walkways
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# ¿ Nov 24, 2015 03:16 |
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LumberingTroll posted:Ill take a look at it. While your at it touch of green should really be in the op if its not already. Its easily my favorite of the early mods. (id link it but im pp sorry)
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# ¿ Nov 24, 2015 04:49 |
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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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LumberingTroll posted:Increased Settler Population and Settlement Budget Yessss
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# ¿ Nov 24, 2015 08:45 |
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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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Kea posted:edit: I may have to make a version that just removes the stupid bramble bushes. Please do. With touch of green and SSEx my settlements look way better than vanilla but that poo poo is still everywhere.
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# ¿ Nov 28, 2015 01:24 |
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Seems pretty arbitrary which things disappear and which stick around forever, had to manually clean the ghoul corpses out of sunshine coop today, one was strewn across a dining table in one of the houses
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# ¿ Nov 28, 2015 07:01 |
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Mod that removes the ugly shrubs by resizing them, should be safe right? At least we can have clean fields. http://www.nexusmods.com/fallout4/mods/1962/
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# ¿ Dec 2, 2015 13:28 |
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Nice bat settler renamer with lots of options http://www.nexusmods.com/fallout4/mods/2017/ also nudity is a moral evil and these godless nexus deviants will suffer eternally for their transgressions inshallah
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# ¿ Dec 2, 2015 21:56 |
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https://www.youtube.com/watch?v=E_IAw7P4DQQ
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# ¿ Dec 3, 2015 09:04 |
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Geomancing posted:I was thinking to myself and went back to check the list of weapons available in New Vegas. I had forgotten the variety that game had, even discounting the DLC weapons to be fair. So many pistols, explosives (where is my grenade launcher), unarmed weapons, shotguns, etc etc. I'm hoping that once the GECK is out modders will be able to bring over the missing ones and add some much-needed variety. NV spoiled you for choice with weapons, plus there were tons of unique variants that had personality which was a cool touch. I really like some of the legendary effects on weapons and armor but with the random loot drop nature I end up with a lot of crap (15% less damage from X enemy ) that just gets thrown in my storage locker. Can someone who knows modding tell me what we can expect from the script extender? I know any significant changes are gonna require the F4CK, but Ive been pretty impressed with whats been done so far, alot of the problems I had with the game have already been fixed.
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# ¿ Dec 4, 2015 09:11 |
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Mordaedil posted:My main issue with legendaries is that I can't even scrap them. Huh Ive actually never tried. Scrapping doesnt strip mods or even give you some of the relevant components back as far as I'm aware, could be wrong though I almost never scrap gear unless im really hurting for stuff. Turning the legendary effect into a general weapon/armor mod that you could put on anything would be pretty cool tbh.
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# ¿ Dec 4, 2015 09:29 |
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staberind posted:Wat up? http://www.nexusmods.com/fallout4/mods/4042/ Oh nice, Ill give that a shot thanks.
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# ¿ Dec 4, 2015 10:07 |
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http://www.nexusmods.com/fallout4/m...review%3D&pUp=1 So a couple people recommended this legendary weapon mod, which is cool but the perk/resource cost is insane (Science 4 and like 75 gold, silver, rad material and crystal). I dont mind that so much for balance issues but unless Im missing something it doesnt look like theres any way to strip the legendary effect without buying a new one. Theres no No Mod option in the legendary tab so you cant just swap the effects around. I guess I'll use the no perk version and try to restrain myself from making everything op.
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# ¿ Dec 4, 2015 22:23 |
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The Iron Rose posted:For what it's worth I'm planning on incorporating something similar to this into my weapons crafting mod at some point in the future, probably with slightly rebalanced costs. I guess not being able to remove them might just be a hard limitation then? Ah well. Im liking your weapons overhaul btw, enemies with miniguns and sniper rifles are as serious a threat as they should be now, thanks!
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# ¿ Dec 4, 2015 23:16 |
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# ¿ May 16, 2024 01:44 |
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Amstrad posted:I like this name: http://www.nexusmods.com/fallout4/mods/5181/ Thanks man this is awesome, just what I wanted!
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# ¿ Dec 9, 2015 08:20 |