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Veliwine

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Everything posted by Veliwine

  1. Question, are there any guides out there on how to make hoods that arent just solid static objects that float when the character turns their head? I know how to make the hood line up as a seperate optional piece to an armor, but so far in my tests the result is always that it floats away from the body when turning my head.
  2. Are there any mods that add half-wide walls of these two tile sets? I've been hunting and the closest I found was Vanilla Extensions by Ethreon, but he only has quarter-wide Barn Walls and Half-wide wooden shack walls, neither of which fill my needs.
  3. I like energy and plasma weapons, and it kind of disappoints me that there's no heavy plasma weapon for end game, this was recently rekindled in my mind when I was playing one of my older games, a mech game called Starsiege. Starsiege has a heavy plasma weapon for the mechs that I feel would transfer really well to Fallout as perhaps a recovered or retrofitted alien heavy weapon for use as a heavy plasma weapon. http://www.the-flet.com/dynamix/ss/Starsiege%20Reference%20Material/Weapon%20images/wow-mfac.jpg Of course I have no idea how difficult something like this would be to model, but I thought it looked really cool and figured a modder could easily find a way to bring it to life as a heavy weapon akin to the laser gatling gun, only with explosive Plasma shots.
  4. Thanks for the answers, it's a pain but I'll just have to work around it, can't really turn it off because then all the removed trash piles and garbage reappear. Ah well.
  5. I'm not overly sure what might've caused it but, at Tenpines Bluff I can build the settlement like normal for just about the entire area, except inside the broken down house. For some reason everything I try to place there clips deep into the floor boards and isn't place able. I have the Scrap Dead things mod, and also have the game set up so I can use console to click on piles of rubble and the like to disable it, though I've only done that at Red Rocket so far. I have almost exclusively power armor mods, Locksmith, as well as beastmaster and wild plant farming. Any idea what might be up? or how I can fix?
  6. With the driveable motorcycle providing a great basis, it'd be awesome to see someone with the animation skills could make a rideable animated Buttercup.. though buttercup is the toy, for a full sized one I'd call it something like 'Let's go Geronimo', and maybe include some advertisements or in game magazines to give access to craft able upgrades that advertise the adult-sized robohorse mount.
  7. That's pretty awesome, but yes a source is needed, don't want any of our awesome modding community to get into hot water for using the ideas of another person without approval.
  8. So, yeah, I dunno.. I got bored today while waiting on my power to come back, and decided to watch the guys putting in a new section of road outside the house. Got inspired by all the industrial machines going on and figured I'd share my idea n such. Scavver Power Armor- What do all wasteland scavengers desire? the power to move all their loot from point a to point b. The Scavver Power Armor represents that dream and more. A rugged suit in every form, the Scavver Power Armor is built to survive the dangerous ends of the wasteland. The rusted steel and chipping yellow and black paint spreads across a torso hammered and welded from the rugged steel of a bull dozer leaves the torso of the suit appearing very solid, almost blocky like it's more industrial origins. A metal-mesh cage goes up from the back to sweep over the top of the head like an industrial role cage. Mounted on the back above the normal coolant tanks of the armor is a third gas-can like tank filled with Hydraulic fluid for the extra hydraulic systems the armor employs. The armor's helmet is hammered from the hood of a tractor, carefully shaped into an almost bucket-like shape. A face-plate made of the grating of a truck gives it a radiator-like appearance, with a notable set of hoses leading around the helmet to the air filters. A pair of thick tinted goggles, sealed tight into the helmet cover the eyes to protect the occupant from debris during salvage operations. The right arm of the the armor is made of thick interlocked and welded diamond-plated steel, extra hydraulic pumps and servos are visible to enhance the lifting power of the arm with visible ports where hydraulic attachments may be connected. The armor's shoulder is made of a thick diamond-plated scoop, and fortified by a similar roll-cage style that almost links up with the roll cage on the back of the torso. The left arm is styled very similarly to the right, though it lacks the extra hydraulic ports. In their place additional defensive plating is secured, using trimmed down forklift forks to create a rigid buckler-like plate. Like the right arm, a metal scoop swoops over the shoulder area, though it lacks the roll-cage in favor of mounted flood light. The legs are thick and heavy, not designed for moving very quickly. The feet of the armor are flipped up shovel buckets, with thick teeth on them for gripping and helping the armor-pilot pull salvage or scale steep ruins. The thick yellow and black painted metal is much flatter and squarer than most power armor designs, with two deployable hydraulic spikes ready to flip down and dig into the ground and anchor the armor in place. The knees are solid, made of very thick plating that extend a bit higher than normal to protect the knee-joint more during salvage operations, while armored hydraulic lines run down the back of the legs to the deployable spikes. Modifications- 'Weapon' Ruin Breaker: While not built in, the armor is designed to work with a hydraulic driven Pile-driver for punching through rubble. The weapon mounts more on the back of the wrist and over the hand than the fist, and fires a hardened steel pike forward when the first punches forward. Backpack-(Along with the more standard power armor torso upgrades, excluding Tesla and Jet packs) Loader-Pack: A light weight digging bucket from a digging machine, the bucket is worn facing backwards with a metal door attached to hinges allowing it to open and increasing the carrying capacity of the armor as well as it's defenses due to the thick steel of the bucket. Arm mods-(Along with the more standard power armor arm upgrades, excluding Tesla) Military Plating: A lighter weight, but solid alternative to the diamond plate that make up it's arms. Reduces weight and ballistic defense, increased energy resistance. Calibrated Pumps: Replacement of the more worn out hydraulic pumps, the Calibrated Pumps increase the lifting power of the armor. Increases Strength, allows moving of 'heavy' objects. Flood Light: The left arm sports the light source of the armor, allowing for either regular, bright, or fog-light mods. Leg Mods-(Along with the more standard leg upgrades.) Military Plating: A lighter weight alternative, reduces the defense of the power armor but increases movement speed. Calibrated Pumps: Identical to it's arm counterparts, increases Strength and Carrying Capacity. Helmet mod-(Along with most standard Raider power armor mods) Salvaged Visor: Visor salvaged from a normal suit of power armor, increases Perception and Rad Resistance. Sentry Guard: Face-guard ripped from a sentry bot head, increases defenses.
  9. Not to mention, Maxson is completely violating brotherhood protocol by issuing direct orders to anyone not a General or Sentinel, this action is in fact reason enough alone for him to be removed from his position. No member of the brotherhood may give orders to anyone but their direct underlings, Elders order the Generals, Generals order Paladins, Paladins order Knights, Knights order Initiates. This also includes the ranks of those tiers, from entry level to Head. This very policy is in place to prevent favoritism between high ranking members and either their kin, or favored low-ranking members. Sentinels are a very special rank used only by the East Coast whom are basically Generals allowed to operate purely at their own discretion. The very fact Maxson gives you any missions and orders himself, even as the Elder, is a complete violation, just like it was when Lyons did it, and if I recall.. was grounds enough for you to remove the elder from his position in New Vegas in the first place. So.. either the west coast is letting him do whatever he wants, or Maxson is not only violating their own codes, he's making sure the reports back west don't mention it at all. Either way, those seem like great grounds for the west coast to want him removed from power, even if he's a descendant of the great Maxson family line.
  10. Oh I'd like more settlements there too, but it just makes me laugh.. 'to many settlements, to much settlement stuff' is all you ever hear from people, just like 'no evil options' and Nuka World did exactly what they wanted.. minimal new settlements to deal with, a straight up evil story... and it's 'not enough Nuka World Settlements' 'why do we have to do bad things'. And sometimes it's from the same people on both sides. Always funny. Also personally, I think a Settlement up near the Dam would be pretty cool.
  11. I'd be happy just to be able to build that as decoration for my settlements.
  12. I know there's someone working on a War Machine power armor set, but I can't recall who.
  13. If you did the whole quest line, you'll know why things go as they do. I don't want to spoil.
  14. Wow... it's almost like he.. ya know.. grew up? not downplaying the mod request, but.. like.. people change when they grow up, I doubt he'd have lasted long in the 'mungo world' if he kept his attitude and never matured.
  15. That design is actually pretty neat, I'd love to add it to my collection and use it for my Vault security team
  16. I feel inclined to warn you... Ammo made with the manufacturing machines doesnt stack properly, and if you make to much will cause save bloat that causes loading issues, if not worse.. so.. don't go making thousands upon thousands of shots..
  17. Manufacturing Extended has the Far Harbor ammo, hasn't updated yet to Nuka World but hopefully will soon.
  18. already existed for a while. http://www.nexusmods.com/fallout4/mods/17848/?
  19. http://www.nexusmods.com/fallout4/images/45559/? here, I managed to find it in my history
  20. There is someone working on Gundam power armor, I can't recall their name but they had 3 different suits in progress
  21. Just as an idle correction, Gatorclaws were made with Aligator and Jackson Chameleon DNA, engineered and modified in a similar way to the Deathclaw to create the Gatorclaw, but made massivly unstable since the wrinkly man used Super Mutant FEV to create them as well. Now that my OCD corrections are done, yes, I would very much like that, it would need to be a specialized, perhaps stable/unstable branch of FEV to handle the rapid mutation of the genetics and body so rapidly. The question would be how would a time limit be made.. would the were-claw have to consume FEV-heavy creatures to maintain the transformation or would a stamina system based on endurance be used.
  22. I find that most of the time he stands beside your Bar like a good booze machine.
  23. What really gets me is, if the Marine ARmor shows up on the loading screen on an actor, it has it's feet.. I do still hope someone can fix this one day.
  24. I'm pretty sure some containers you can place in settlements do spawn stuff eventually if unused, I know I've found packs of cigarettes bottlecaps in cigarette machines I've placed. That said, I would like placeable First Aid Kits, and Ammo Boxes, and Chem Boxes.
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