• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=Pvt. Martin;50209999]I would assume it works like a Tommy Gun's 50 Mag. [t]https://gastatic.com/blog/wp-content/uploads/2011/07/fulldrum.jpg[/t][/QUOTE] The issue isn't the magazine, it's the port. Shells have to back behind the magazine, then back into the barrel in a C motion for that to be possible. There's a reason they retconned the combat shotgun's magazine back behind the port.
I just had a really silly idea inspired by the Train Hat thing. What if, with the new animations that can be added into the game more easily than before, you could equip the player character with a "power armor frame" that is basically a car model, and when the player character uses that "power armor frame", they play an animation to get into the car (like the animation to get into power armor). Then, the game has the player use a custom animation designed only to animate the car itself (specifically the wheels) to drive around. Or what if you can do all that, except with a tank? Boom. Bethesda-esque hacked together drive-able vehicles.
[QUOTE=ClarkWasHere;50210044]I just had a really silly idea inspired by the Train Hat thing. What if, with the new animations that can be added into the game more easily than before, you could equip the player character with a "power armor frame" that is basically a car model, and when the player character uses that "power armor frame", they play an animation to get into the car (like the animation to get into power armor). Then, the game has the player use a custom animation designed only to animate the car itself (specifically the wheels) to drive around. Or what if you can do all that, except with a tank? Boom. Bethesda-esque hacked together drive-able vehicles.[/QUOTE] Considering the walker that we saw in the Creation Kit video, I wouldn't be surprised if other types of vehicles would be possible using the power armour system too. Of course, it would help if Bethesda released that walker mod (or at least included it in a DLC) so that we could see how it works.
Truly, the greatest mod for fallout yet. [video=youtube;eyXGpQP0gAc]https://www.youtube.com/watch?v=eyXGpQP0gAc[/video]
Geck question: I'm trying to make a holotape, but when I link the sound with the tape and put it in the game and use it, I get nothing coming from the sound. What gives? I tried even sounds that are already in the game and I get nothing.
[QUOTE=Omolong;50210059]Considering the walker that we saw in the Creation Kit video, I wouldn't be surprised if other types of vehicles would be possible using the power armour system too. Of course, it would help if Bethesda released that walker mod (or at least included it in a DLC) so that we could see how it works.[/QUOTE] Mechwarrior in fallout maybe?
[URL="https://www.nexusmods.com/newvegas/mods/61731/?"]10/10[/URL]
I hope they start updating the CK pages for FO4, I'd like to know how to create settlements.
[QUOTE=SonicHitman;50210718]I hope they start updating the CK pages for FO4, I'd like to know how to create settlements.[/QUOTE] Yeah I can't even make something as simple as a holotape. I've been playing around and still cannot figure out why sound won't go thru
[QUOTE=purvisdavid1;50209771]"I've used an AK, I got this." :v: Edit: Damn, now I want someone to model the AK-112 from the past fallout games for Fallout 4.[/QUOTE]My headcanon is that the Fallout 4 Combat Rifle [I]is[/I] the AK-112 and that the chronology of US Army standard issue rifles went from Service Rifle --> AK-112 --> AER-9.
[QUOTE=ClarkWasHere;50210044]I just had a really silly idea inspired by the Train Hat thing. What if, with the new animations that can be added into the game more easily than before, you could equip the player character with a "power armor frame" that is basically a car model, and when the player character uses that "power armor frame", they play an animation to get into the car (like the animation to get into power armor). Then, the game has the player use a custom animation designed only to animate the car itself (specifically the wheels) to drive around. Or what if you can do all that, except with a tank? Boom. Bethesda-esque hacked together drive-able vehicles.[/QUOTE] Wasn't there a driveable cars mod for Fallout 3 or New Vegas that worked by creating invisible noiseless explosions behind the car to propel it forward? [editline]27th April 2016[/editline] Check out the Magic section of the new GECK if you want to have a giggle [sp]Cars exploding when you shoot them is actually a magic spell[/sp] [sp]So is cannibalizing corpses[/sp] [sp]So is knocking someone down when you hit them with the butt of your gun[/sp]
Is there a mod to keep settlers from stealing my shit? This hasn't been a problem until recently, since nothing ever attacked my settlements, but since I've been capturing stuff with the traps I'm getting assaulted by bears or some shit every time I come back to Sanctuary. I'd been playing so long without having to worry about it I wasn't even checking my weapons stashes, and just today I realized my Alien Blaster, Broadsider, and 2-Shot Fatman, among other unique/Legendary items, were gone. Thank god I'm on PC and can get them back, but I don't want to have to worry about this nonsense.
[QUOTE=laharlsblade;50210942]Is there a mod to keep settlers from stealing my shit? This hasn't been a problem until recently, since nothing ever attacked my settlements, but since I've been capturing stuff with the traps I'm getting assaulted by bears or some shit every time I come back to Sanctuary. I'd been playing so long without having to worry about it I wasn't even checking my weapons stashes, and just today I realized my Alien Blaster, Broadsider, and 2-Shot Fatman, among other unique/Legendary items, were gone. Thank god I'm on PC and can get them back, but I don't want to have to worry about this nonsense.[/QUOTE] Put your boxes of stuff on the roof?
Put the settlers in cages.
I think they won't take stuff from the actual workshop storage, though putting your guns in there along with all the junk items and food/water that settlements generate certainly isn't elegant.
[QUOTE=BLOODGA$M;50210898]Wasn't there a driveable cars mod for Fallout 3 or New Vegas that worked by creating invisible noiseless explosions behind the car to propel it forward? [editline]27th April 2016[/editline] Check out the Magic section of the new GECK if you want to have a giggle [sp]Cars exploding when you shoot them is actually a magic spell[/sp] [sp]So is cannibalizing corpses[/sp] [sp]So is knocking someone down when you hit them with the butt of your gun[/sp][/QUOTE] IIRC the effects of pretty much everything, from armor to weapons to items, in FO3 and NV were technically enchantments.
I'm working a small project in the meantime, while the CK wiki is being worked on. A mod that "cleans" settlements, or in a way, makes them more suitable to build inside/outside of. The first settlement I've done was Hangman's Alley: [t]http://i.imgur.com/nB62jkX.jpg[/t][t]http://i.imgur.com/MA6FfLe.jpg[/t] [t]http://i.imgur.com/tmw03Zh.jpg[/t][t]http://i.imgur.com/mEJRduX.jpg[/t] The changes I've done were: -The ground was flattened for better building -Removed the previously existing raider structures and misc pieces (I left some objects intact, I will put back the cauldron) -Put back sidewalk pieces where they were missing, after removing debris piles -Removed permanent light sources, that would not go away even after you (re)moved the light source -Removed the yellow pickup outside of the settlement's entrance, because it would pose a hazard before/after you raid the settlement -Replaced most of the junk-like texture of the ground with gravel/asphalt It still isn't 100% done because of minor errors i've made, but when it is finished, should I do more settlements and release it? It would probably require that you at least clear your settlement before installing it, or in worst case scenario, beginning a new game/clean save.
[QUOTE=SonicHitman;50211391]-Settlement Mod-[/QUOTE] I would use the hell out of a mod like that for the Hangmans alley changes alone. However the new game scenario would absolutely be a deal breaker for me. :v:
[QUOTE=Jamie1992GSC;50211483]I would use the hell out of a mod like that for the Hangmans alley changes alone. However the new game scenario would absolutely be a deal breaker for me. :v:[/QUOTE] I don't know for sure if it would require a clean save/new game. I'll test it later on a modded game. Update: Placed props in side of Hangmans Alley, then reloaded the game with the mod, the props I put are still there. Installing it should only remove the previously existing raider structures. It doesn't require a new game.
Millenia [url]https://www.nexusmods.com/fallout4/images/29309/?[/url] [t]https://staticdelivery.nexusmods.com/images/1151/431125-1461722516.jpg[/t]
[img]http://i.imgur.com/yrREtuz.png[/img] Was this always there or are they gonna start adding new tutorials?
Any Skyrim/Fallout 4 modders around who worked with SKSE/F4SE? I'm trying to get into Fallout 4 modding, but I have some question, maybe anyone could help me?
[img]http://i.imgur.com/d2gsWvM.jpg[/img] It begins I had some excess textures/models left over even after I uninstalled everything with NMM which caused CTD on new game.
Legendary Bloated Rad-Son
Honey, I blew up the kid
Now hopefully someone can make that Nuka~Cola Shaun mod actually have Nate/Nora hold the bottle right. [editline]27th April 2016[/editline] [QUOTE=spekter;50211843][img]http://i.imgur.com/d2gsWvM.jpg[/img] It begins I had some excess textures/models left over even after I uninstalled everything with NMM which caused CTD on new game.[/QUOTE] [video=youtube;NGg_7OhyGCM]http://www.youtube.com/watch?v=NGg_7OhyGCM[/video]
*snip*
Tried replaying FNV + TTW but for some reason MCM is only showing the Project Nevada options. I don't know a lot about modding, but i'm assuming PN's built-in MCM is somehow overriding the 'actual' MCM I downloaded? I tried installing PN first and then MCM, I tried first MCM and then PN, I tried those combos with UIO thrown in there. No luck. I also have things like uHud, which hasn't changed at all which might also be an issue but that might also be because it doesn't change anything by default and I need to use MCM to enable it? Never used it before.
[QUOTE=Zotobom;50212189]Tried replaying FNV + TTW but for some reason MCM is only showing the Project Nevada options. I don't know a lot about modding, but i'm assuming PN's built-in MCM is somehow overriding the 'actual' MCM I downloaded? I tried installing PN first and then MCM, I tried first MCM and then PN, I tried those combos with UIO thrown in there. No luck. I also have things like uHud, which hasn't changed at all which might also be an issue but that might also be because it doesn't change anything by default and I need to use MCM to enable it? Never used it before.[/QUOTE] uHud is just a magic plugin that makes UI mods work together. it changes nothing by default. MCM is just a menu manager and it changes nothing by default either, it's more of a modders resource. PN comes with an outdated MCM version but you can just install the new one over it again (make sure to put the standalone MCM over PN in priority though). TTW options is an optional .esp that you need to activate it if you want to see the menu options for it, without it you won't see anything on the menu anyway.
[QUOTE=MrProComics;50211663]Millenia [url]https://www.nexusmods.com/fallout4/images/29309/?[/url] [t]https://staticdelivery.nexusmods.com/images/1151/431125-1461722516.jpg[/t][/QUOTE]Kinda reminds me of the Glock-86 Plasma Repeater.
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