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Showing results for tags 'weapons'.

  1. Hello forum, currently enjoying a heftily modded playthrough and could honestly say its got almost everything I could want in a single game... almost! Ive had this idea for a while now about the possibility of mods for compressed air/PCP air guns currently available on the market, just like the ones we have for real brand firearms. Some examples include, namely, the big bores like the Seneca Wing Shot, Seneca Dragon Claw, Umarex Hammer, or the AEA Challenger, all firing .357 and .50 cal slugs at 700-1000fps and are used in both hunting and sporting applications. I thought it would be a cool novelty idea all around, kind of want to make an airgun bushcraft-type build Sole Survivor but ive no real know how on mod making myself. Maybe a modder could take this idea and run with it... Fingers crossed Thanks for reading, Cheers. (Pics: Seneca Dragon Claw and Umarex Hammer)
  2. The problem is there are certain weapons in game that if i pick them up and open my inventory, or a buy/sell menu, etc, the game will freeze and require a reset. Thus far the weapons that are causing it are any skyforge weapons, Ancient weapons the draugr drop, and now the Ebony Blade. In SSEEdit there are no conflicts bar USEEP. I'm playing 1.6.640, and am using the USEEP version that was last updated on that version. The weapons themselves don't causes freezing in the game world, as in you will see their models fine without issue, even Quickloot has no issue, but the UI for some reason doesn't like them. Searching the internet and i'm surprised that this issue is specific to me. I have no mods that alter the meshes of the weapons, and the only UI mod that alters weapons is perhaps the BOOBIES icons, i dunno. I use Untarnished UI. I do play with over 1500 esps/esls. I'll leave this here just in case someone knows the issue or has a similar issue.
  3. Basically trying to find Not overpowered weapon mods. like I don't want weapons that use .38 and outpowers most guns. Guns that fit in nicely with the standard weapons.
  4. I'm new to modding and the Creation Kit, I'm wondering if anyone more experienced knows off the top of their head where I can find the "Vendors list" (I think that's the right term for what I'm looking for). I want to add my item to the inventory of specific types of shops, so it can appear in (for example) the shop inventory of weapon dealer type shops in the world. Additionally, if any expert modder knows any "best practices" for a rookie like myself to avoid potential mod conflicts with other people's custom item mods that may also be adding items to similar vendor lists, that would be great I couldn't find anything explaining how to do this yet on the forums with my searching skills, so feel free to be as verbose as you like: it may be helpful to others in the future!
  5. I was hoping that someone could make a mod that would replace Dogmeat with the terror hound Zuul from the Ghost Busters movies. Due to the setting off Fallout 4 it wouldn't bee too far fetched to see a mutated hound with an appearance like Zuul since the Deathclaws are there. And now that I'm thinking about it, It would be amazballs if someone decided to take it further by producing a Ghost Busters themed FOMOD! Imagine if after leaving New York to go to that farm where he met his demise, Egon Spengler stopped in the common wealth because he knew what would happen from studying the Tobin Spirit Guide. While there he set up a bunker with all the equipment either he or someone else would need to survive the aftermath of the war and may have even possibly had a hand in founding the Institute. In this bunker would be schematics for creating the proton pack, PKE meter, Ecto goggles, traps, and of course a set of power armor. Once the schematics were acquired, all of those items could be made at the chem station. Maybe even a themed paint for the power armor as well. And If someone wanted to take things further they could add Gozer either as a boss from a quest chain or even as a dangerous companion that would ask but one question, "Are you a God?" If answered incorrectly or if saying yes failed due to lack of skill she would attack you and chase you around the common wealth like an undying Tyrant from Resident Evil. I think this would make and amazing playthrough if not several. Someone please consider making this, even if it's only one thing out of everything I have mentioned. If anyone wishes to take on this project I have provided pictures to help cut time on research.
  6. I don't know if its possible but it would look hella cool with physics.
  7. This will probably never get seen by anyone who will do it but I'd really love to have a mod that adds the armor and sword of taarna from heavy metal into skyrim, I'm actually a little surprised it hasn't been done yet
  8. I think it would be really cool if we could have Jin and maybe the other samurai wear early Kamakura Period accurate O-Yoroi and Do-maru instead of Sengoku Jidai Tosei Gusoku armor, and have tachi instead of katana, (although the animations would need tweaking since tachi are worn edge downward, at least until drawing them on occassion). And maybe even tweak the Mongols' equipment a bit to look a little more period-accurate. I am not as educated on Mongol arms and armor, but I know they should have Turko-Mongol sabers, definitely not 19th Century Qing Dynasty dao.
  9. Im requesting a mod to add mehrunes razors from skyrim to the game as a retexture for dragon's vein or a standalone because i need that sweet driiiiipppppppppp
  10. I'm in need of a mod that would put all exotic weapons under one feat (so instead of taking each and every weapon separately all would be consolidated under one feat like other weapon proficiencies). Similar to how it worked in D&D 3.5 edition.
  11. There are a lot of great mechanics from FTL that would be fun if we could find a way to get them into starfield. Already good threads on things like fuel, fleets, etc, so I want to focus here on ideas for autopilot, manual repairs, crew, weapons, and defenses. Autopilot The hardest thing to implement, but one with the most interesting applications would be real autopilot in docking and combat. The ability to move around a ship while the ship moves. Additionally, it would be great to be able to find or design autopilot defensive maneuvering patterns. This could then be coupled with things like manual turret substations. Manually controlling a rear turret while crew or autopilot move the ship. If the autopilot system is damaged, manual docking may be required. Manual Repairs In survival mode (assuming we’re getting one), it would be great if only exterior systems can be auto repaired by drone and the player must direct priorities. Other systems, hull breaches, fire, etc must be repaired manually by crew or the player. It may be possible to lack materials for repairs and be forced to take chances with surrender or S.O.S. If out of repair drones it would be great to be forced to spacewalk a repair, or at least risk a crew member to do it if too hard to mod spacewalks. Crew It would be great if crew could go mad, turn out to be spies, get knocked out or killed under fire, consider cannibalism if stranded in deep space with broken comms for extended time, etc. Bring a little Sunless Sea/Skies in. It might be nice to allow the player to operate different systems and include minigames for optimal operation. On a larger ship, maybe keeping the shields up is the most important task, or if running from a hoard if pirates, maybe one needs to carefully overload the engines. More situational ship tasks might greatly increase immersion, particularly of designed with VR in mind. Computer cores could also play a more important role in target acquisition and autopilot with hacking and cooling as operation improvement tasks.Basically, the larger the ship, the more vital crew and systems should become over piloting alone. Weapons/Defenses I’d love to see adaptations of all FTL weapons/defenses and rare unique ships that need to be found and scuttled to reverse engineer them. Also, interested to see better stealth, distance, mines, etc mechanics for games of cat and mouse in space. Perhaps some more nebula locations with low visibility where limited scanning techniques may be the only way to see or be seen at range. Maybe nukes and anti nuke devices. Maybe very long distance rail guns and long distance jammers. So much potential for interesting trade offs.
  12. Now, I don't have the slightest clue if this is even remotely feasible. Assuming its possible, I think it would be nice to have additional weapon assignment slots for ships. I want to build a gunship where I can have weapons of each "damage type" that is player controlled so I can target enemy ships and have the ability to use suitable damage types to take down enemy ships; but I absolutely love having an automated defense system in the way of turrets to protect my blind spots when in ship battles. Even if there is a way to rework the turret script to not take up a weapon assignment slot and just have it passively active, I'd be totally okay with that too.
  13. Please would someone be good enough to create a mod that adds the FN MAG to the game, a belt fed squad support weapon, designated by the US military as the M240 and the British military as the L7A2 General Purpise Machine Gun. There is a limited number of belt fed machine guns, I've searched Nexus and to my suprise, I cannot find a mod that adds this weapon anywhere. Can we have some more love for belt fed machine e guns. There seems to he a gap between assault rifles and heavy weapons, and I think the adding the MAG would be a good choice for a heavy weapon that's light enough to be carried and used in the same way as smaller LMG's. Thanks
  14. Skyrim has Extra Dimensional Storage does anything like that exist for FO4? Because I came across a post mentioning that and now I'm interested. I have a lot of weapon mods in place and would love to use them again for my next play.
  15. I have been working on a 'follower' based on the ecliptic model S with swapped weapon mesh for Starfield and I want to add the white-hot modification from grendel's 'magazine and battery' to its weapon so it can ignite enemies but I am unable to figure out how. I am hoping someone here can help me. Thank you for your time.
  16. The lack of axes in game is, especially in areas like Far Harbor, is oddly disturbing. My request? A double-bit axe. It can be any double-bit axe, though if it could be Otis from "Frailty" as, like, a legend tier ghoul-monster destroying axe you find in a mysterious dried up garden littered mysteriously with half-buried bones, that would be cool too. Just putting it out there. Here's a few pictures of what I ideally hope to have done with the axe. Also thank you. Mods are not easy to do, so anyone who undertakes this has nothing but thanks from my behalf. Also i don't know how to edit the title of this post so "Double-bit Axe request" would do if anyone could edit that for me. Thanks. http://i626.photobucket.com/albums/tt347/jcdaredevil/otis.jpg http://dailygrindhouse.com/wp-content/uploads/2016/10/Picture-62.png http://horror.wpengine.netdna-cdn.com/wp-content/uploads/2017/02/frailty.png http://i17.photobucket.com/albums/b77/RJM52/Knives/005_zpsa24e064f.jpg http://i57.tinypic.com/2jcc47q.jpg
  17. Is there any mod out there that adds genuine *unique* effects to pre-existing or new "unique" weapons? IE: A combat knife that has the active effect of increasing movement speed but at the cost of -2 DT and suffering +25% more damage against (X)... or something more radical like a "broken" gun that can either fire double-damage criticals or make you suffer random critical failure based on luck? I'm not sure if a mod like this exists, and if not, can I commission someone to make it?
  18. Detroit become human android jackets and clothing
  19. I use a decent amount of crafting mods and so there are a lot of moments where I have to scroll through quite a few of them to get to the ones I want. I think It would be useful to have a mod that makes things that you can't craft, whether from lack of a perk, material, or some sort of recipe, invisible until you gain them. It would probably be necessary to make it toggleable so people can check to see if a crafting mod is working or check the material they need for something. On a separate note, a lot of mods add their own workbenches so I think it would be useful to make more patches for adding other mods or vanilla benches items to the AWCR Benches like with the AWCR Explosives Patch so you don't have armour and other random things in the chemistry bench so much. That combined with the original premise would make crafting more streamlined but with more manageable menus.
  20. make it into one big mod to reduce load order script issues with all patches and clean up any inconstancy between them
  21. Is there a mod that makes Strong able to equip any weapon you give him?
  22. If you are familiar with the mod that adds Glocks into the game then you know what I mean if not, I'm speaking about the ability to modify how much damage your weapon does at weapon workbenches. I have tried for a long time to find a mod that doesn't make enemies sponges. It's pretty frustrating shooting a guy in the head 15 times while he's just standing there shooting you... f*#@ing absurd. One shot kill on cheat terminal is a little to op. A mod that takes the easy functionality of modifying damage to all your weapons could be very useful.
  23. I'm looking for a mod that changes the crosshair to an open circle like a shotgun in other FPS games. This is my favorite type of crosshair for hip-fire and I'd really like it for Fallout! If you know any mods like this or can possibly point me in the right direction to do it myself, I'd be grateful! Example image:
  24. Some time ago i released my service rifle remake for FNV, which is fine and dandy but I have realized that during the implemetation I screwed up the vertex normals. I suspect, from what i have read, that this occured when exporting to .3ds before importing into nifskope since this strips the normals and nifskope generates them instead. so I thought that a reasonable solution to this were to export directly to .nif using the blender niftools however this has shown to be quite frustrating to do. When i export to .3ds, I get the uv's but not the (vertex) normals but when I export .nif using niftools-plugin for blender the opposite happends, perfect normals with no uv's. I'm not sure how i should procede from here, I need help, since I do want to make more weapon mods but not being able to get this step down is a bummer. I have looked for tutorials on the subject and have found a couple, but none of the have completely addressed the problems I'm having. .ps. I'm using Nif plugin 2.60 alpha experimental and Blender v2.79b .pps. I've tried exporting .obj and subsequently importing .obj into Nifskope using two different version of nifskope, which results in errors and no uv map. .ppps. I also tested the 2.49 version of blender+nifplugin, same results. Any help would be appriciated.
  25. With the really nice WWII firearm mods I see on the Nexus I am surprised that I have yet to come across a mod for this shotgun. It's an awesome looking gun that I think would add some cool variation to the game. It would be especially unique as slam firing could potentially be integrated into it in some way. If anyone is willing to take this on I thank you.
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