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  1. As the topic title says - when NEW settlers arrive - instead of them sitting on their butts, they need to AUTOMATICALLY begin working on the crops by default. They can obviously be re-assigned when you show up. I searched all 300+ "settler" mods & there's nothing like this. Should be simple. Thx
  2. Hi guys! Do any of you know a mod that can turn off the automatic activation of the next quest? It's really starting to get on my nerves.
  3. Hey there, I'm trying to create a sound mod for automatic weapons but even if I put a loop on the sound with wavowaur it doesn't work, I'm looking for someone who can help me, i've got some quality sounds and I really wish to put them in the game, of course I'll credit anyone who which will help me in the creation of these mods. P.S. sorry for my english. Thank you!
  4. Hey there, I'm trying to create a sound mod for automatic weapons but even if I put a loop on the sound with wavowaur it doesn't work, I'm looking for someone who can help me, i've got some quality sounds and I really wish to put them in the game, of course I'll credit anyone who which will help me in the creation of these mods. P.S. sorry for my english. Thank you!
  5. Sorting items into different containers automatically A mod request/idea I always pick up a lot of Items. Putting them into the workbench is like dumping them in a bottomless pit. Even with sorting mods I need so much time to find a specific item (Yes, I know, I could sell the stuff or scrap it but I won't. I like to have hundreds of pipe revolvers... ;-) at least to equip my settlers) So I thought about a mod that can do it. But because I have barley time to play once a week and the learning curve without proper documentation is very steep I was not able to do it by myself. But maybe someone like the idea in on or the other way. Description: Automatic sorting mod (need scripting) sorts all stuff in different containers of your choice automaticallyput all your stuff (weapons, armor, food, junk) in a stand alone Sorting-Source-Container (SSC).Chose a target container, put a sorting device (SD) in the it (created and named with sorting keywords on a workbench) and press the activation button on the SSC. All stuff will be sorted according to its sorting keywords to the containers with the corresponding SD.containers need to be in a preset range to another or at least has to be in the same cell? Example: Put all your weapons in the SSC. Create an SD item, name the SD device "shotgun SD" and put it in a container. More sorting keywords separated with the pipe "|" like "combat|shotgun SD" Activate sorting on SSC Script moves all items which matches the sorting prefix from SSC container to the container with the corresponding SD - sorts weapons, armor, food, junk... into its own container - containers must be in the same settlement. More ideas: A quest to get the devices: Find parts of a Mr. Handy and repair him. He then hover between your containers an "do" the sortingThe sorting Mr. handy could always muttering to himself.can "phase" though walls and doors to reach a container. ;-) Nice and creepyWhen you near him he is overly brightly, when you turn away or barley at hearing range he curse you and the job and everything ("kill them all...mumbeljumbel smash there heads...mumbelbrumbel... rip then to shreds...:" (like gollum from "Lord of the Rings" or "Kreacher" from Harry Potter)
  6. Adaptive Gauss Rifle I thought of this weapon because I like playing an automatic build on the majority of my saves but was disappointed at the lack of damage of endgame automatic weaponry. Thus is my solution to the problem unfortunately i'm terrible a modding the game. So i was hoping a modder would take up this idea. Made Up Lore - As the war with china continued, soldiers encountered more chimera tanks during the liberation and needed new and more penetrating weapons to deal with them, thus the prototype gauss rifle was designed. This new weapon provied its own practical and logistical problems, the first of which was the physical size and weight of the weapon requiring use of the mechanised infantry and the second problem was that the mechanised infantry was in high demand with limited numbers during the great war. The solution to this problem was for the US Army to give the contract to West-Tec to reduce the size and weight for an normal soldier to use but retain the majority of the penetrating power. West-Tec went with the idea of concentrated fire to pierce the chinese chimera tanks, thus they reduced the size of the capacitors and having the weapon cycle through them to allow a increased rate of fire. Looks - A more finished and sleek look than the Fallout 4 gauss rifle with two small coils/capacitors on each side of the weapon. As if it wass getting ready to be mass produced to replace the plasma guns. Advantages - Ability to be automatic, smaller overall size and weight, larger capacity (15 rounds), faster fire rate on semi-auto compaired to vanilla Disadvantages - No charge ability, reduced range due to smaller coils, less damage (being slightly stronger than a plasma gun for end game gameplay) ModsBarrel - Standard Barrel, Shielded Barrel (more damage), Automatic Barrel, Shielded Automatic Barrel (more damage)Stocks - Standard Stock (being metal instead of wood), Marksman Stock (less sight sway), Recoil Compensating Stock (less recoil)Capacitors - Quarter Capacitors (two capacitors, standard), Half Capacitors (four capacitors, larger ammo capacity 25 rounds total and more damage), Full Capacitors (eight capacitors, max ammo capacity 35 rounds total and more damage)Scopes - Same scopes as the vanilla gauss rifle with see through combat scopes as well (if possible)Muzzle - Compensator, SuppressorSkins - Military (black, army, navy, desert, urban) anymore you can think off. Some good weapon designshttps://s-media-cache-ak0.pinimg.com/originals/44/99/3d/44993dc26fe689379bf201c5e97c26fd.jpghttps://s-media-cache-ak0.pinimg.com/736x/21/fe/38/21fe38274c495106b38731ecd4c2e3d1.jpg
  7. im requesting an automatic grenade launcher. one that can fire any of the grenades in the game maybe the ammo can be generated by just taking grenades you have to the chemistry/ammo bench. overtime people save up a lot of grenades and they dont usually get used if you're a person who uses vats or bullettime often. this would hopefully remedy this problem of useless grenades sitting at settlements for whole playthroughs. it would also be nice if the ammo was weightless or lighter than the standard half a pound so we could hold around 200-300 without needing a strong back perk. http://imgur.com/XDhz8iB
  8. Hello fine modders of Nexus! I'll get right to it, Can anybody make this a simple fire and forget spell instead of going through the complications of the original mod? Also I think this should get more views as I've never seen anything like it. http://www.nexusmods.com/skyrim/mods/32029/? Thanks
  9. ABOUT When creating mods, loading the game up again and again and clicking through the menu every time to test a mod can quickly get tiresome. Autoload allows you to bypass the main menu and open-to-game with no additional clicks required. It also adds a couple of bells-and-whistles to aid you in multitasking, including flashing the window when the game has loaded, or automatically activating the game window. Bethesda's plugin hotload feature is very useful, but the nature of the mods that I create often requires me to re-launch the game. I made this as a productivity tool to minimize iteration times. FEATURES Bypass the main menu and go straight-to-game on launch.Load either a fixed save, or your most recent save matching certain criteria (non-autosaves only, named saves only, etc.)Automatically run a post-load console command to set up your character for testing (e.g. give items/materials, equip items, etc.)Flash or bring the Fallout 4 window to the front when the game has finished loading, so that you can work on other things during loads.Suppress the "Mods are loaded, achievements are disabled" message box when loading a custom-named save.Optionally suppress the missing content message box.REQUIREMENTS Fallout 4 v1.10.64 F4SE v0.3.0 or higher. USAGE Open Data\F4SE\autoload.ini to configure Autoload. Here is a list of settings. ADDITIONAL NOTES You can configure the action to take when holding down the Shift key when the game starts. By default, this will skip autoload. You can also set it to autoload only if you have the Shift key held down.Hold the Shift key when loading a save to make that save the autoloaded savegame in future loads.CREDITS The F4SE team, for F4SE. Thanks to tim-timman for introducing the concept of instant-loading to me! I (and possibly you) would still be clicking through menus otherwise. DOWNLOAD All releases: Github Releases Latest automatic build: Appveyor SOURCE CODE Github OLDER VERSIONS Autoload v1.4 for game version v1.10.64. Autoload v1.3 for game version v1.10.50. Autoload v1.2 for game version v1.10.26. Autoload v0.9 for game version v1.9.4.
  10. Hey folks, I am looking for a mod which automatically equips one piece of armor, when another gets unequipped. For example, I set it up between the Iron Armor and Mage Robes or something like that. Then, if I unequip the Iron Armor, it should automatically equip the Robes (and I guess vice-versa, but that isn't necessarily required). Now, I do know about the Groups in SkyUI, as well as mods that change equipment based on your location/situation, but those require either a key press or have a completely different trigger event compared to what I'm looking for. I guess this could be done with a simple script (especially if it's always the exact same two items), but that's not something I can do on my own. Thanks in advance for any ideas or suggestions you guys come up with.
  11. It is really unrealistic and exceedingly annoying that there is such a huge damage penalty on faster firing weapons. The mini-gun in particular with its base damage of 8 per shot, but even the hair trigger causes a significant reduction and all auto weapons do a 1/3 to half the damage of a non-auto barrel. Its silly, faster firing weapons don't do less damage, if anything they should do more. There is already balancing in place in the form of accuracy and recoil, there doesn't need to be a damage nerf on top of that. So if any modders out there agree with me, could you please create a mod that makes fire-rate have no affect on damage output.
  12. I would love to request someone to make any new weapons that are from the Warsaw Pakt, wich means, no NERF guns, there is alot of NERF weapons on the nexus already. Some of my favorite ones would be: 1. PTRD-41 (Sights, probably barrel) *Preference on this one more than the others, a 1 bullet magazine, short range, Anti-Tank rifle* 2. Saiga-12 (With mods for making it faster and drum mods) 3. TOZ-34 (Sawed Off, Hunting Barrel, Small/Medium Scope) 4. AN-94 "Obokan" (Scopes, Barrels, Supressors) 5. 6P9 (Magazine, barrel, no silencer) *6P9 is a silenced weapon by default* 6. AS VAL (Sights, Barrel) *AS VAL has an internal silencer, range should be small* 7. VSS Vintorez (Scopes, barrel) *Also has an internal silencer, range should be small* 8. Stechkin Automatic Pistol (Barrel, Sights) I'm not saying I'm wanting them all, sure it would be fantastic to have them all, but yeah, and what is inside "()" means possible mods for such weapons, and what is inside "**" are explanations on how certain weapon works. I would do love a PTRD-41 more than all others. <3 Hope somebody finds this. :p
  13. http://puu.sh/kWdBG.jpg Mator Smash VIDEO TUTORIAL - For v0.0.7 GamerPoets Video - For v0.4.1 Mator Smash is now available on Nexus Mods. Please use the Nexus Mods Mod page for all future discussion. Nexus Mods Mod Page
  14. I love the damage on the automatic weapons. That being said, they chew through so much ammo so fast! Does anyone here play with Automatics? How do you stay stocked on ammo? Even with the scrounger perks, it looks really rough to do without outright cheating with the console.
  15. I was on a forum and saw that the old version of Modern Firearms (pre-deletion) had a vending machine that produced the unique parts to build the weapon mods for the modern weapons. And I thought... So a vending machine that produces weapon parts... Now if only someone would make a mod that automatically creates weapons from schematics and equips it to your settlers wearing specific uniforms while drawing the required materials from a chest or storage connected to the machine. I was thinking maybe thenplayer could equip settlers with "soldier rings" that links them to the weapon/armor machine so whevener the machine finishes producing the gear, the gear automatically gets put into the inventory of a settler wearing the "soldier ring". You could potentially create a uniform army with automated gear production machines that drew resources from the machines' local storage or the settlement's workbench. This would allow some settlements to focus on mainly resource scavenging while the others could focus on food and water production. There could also be a giant circular plate similar to the red vs. blue plate found in Wasteland Workshop that'd allow you to assign 9 settlers wearing the "soldier rings" to squads and send those squads (via out of workshop mode interface with the plate) on patrols, search and destroy, or even long term recon missions across the Commonwealth. For example the interface would act something like this: Squad 1 - Patrol - Airport And Squad 1 (automatically equipped with gear from the automated equipment factory) would walk along the roads of Boston, taking the shortest route, to the Boston Airport and stay around the perimeter of the Airport acting as guards or a checkpoint until you recall them via Squad Plate. Search and Destroy would make the selected squad to travel to a nearby hostile encampment and neutralize hostile forces and bring back any and all "junk" items as they can carry for building materials (but that's 9 men, so that might be fruitful). Reconnaissance would be similar to the patrol option but the selected squad would travel to a random area of the map and report any enemy encampment they see, not attack it, and stand by and await further orders (which would either be a Return to Base or a Hold Position). RtB would cause the recon squad to return to base, obviously. But HP (Hold Position) would allow that squad to stay there for about a week until you travel there and order them personally to assist you in raiding that location. The Recon option would be like sending them on a Patrol but allowing them to aid you in raiding like a Search and Destroy operation. Tell me what you guys think.
  16. Over a thousand iron arrows dwell within many people's quivers, and hundreds of forsworn or ancient Nord arrows stand alongside them. Why not a way to dispose of them faster than just using the quicker of bows? My idea is for an automatic arrow launcher with deep, LMG-like magazines for launching many arrows over time. More drop, less range, less damage-per-arrow, But great for close range combat, and less painful to miss. And just for the hell of it, why not an arrow shotgun? Nasty projectile deviation and drop, awful damage-per-projectile, and a bit of a reload after expending four-to-five bursts, but what's more fun than firing five or even fifteen arrows in a single shot? For the theme of the weapons, Dwemer seems more like a cliche by now, so why not a gnarly, Thalmor prototype? I like the idea, and if I get borderline bored enough, or mod self educated enough, I'll make it myself.
  17. I'd love a mod that erases bodies as soon as I loot them. I have a CTD issue whenever I save and quit my game with naked corpses laying around. When I load into the game later I'm unable to enter an area with naked corpses in it.
  18. I have a feeling that there's an agreement that automatic weapons are subpar because of their damage, and there's also many (I'm one) who has an interest in realism & immersion mods. I'm wondering if the automatic weapon damage reduction perhaps could be removed, balance be damned. A .308 to the head is still a .308, regardless of whether the gun was automatic or not. Is this even possible with our current tools, and would someone care to look into it? I have 0 experience with modding, so I wouldn't know where to begin, at least not without the GECK.
  19. I love the wingsuit mechanic of the game, but I get annoyed that the chute is automatically deployed when I get about four feet from the ground. I want to be able to fly right up to the ground. Any ideas of how to turn off this mechanic?
  20. Basically, this mod would be a Settlement item (eg: Resources > Miscellaneous > Auto-Equip Settler Container) that is a large, existing container; you place the container in your Settlement. Once dropped, you exit Build mode and dump all the weapons, armor and clothing you don't want into it. Then after you've finished loading it up, you "Activate" it and it equips all the Settlers inside your settlement with the equipment. I've collected a ton of weapons, clothing and armor; but I cannot be bothered walking around to all my settlements adding these items to each the NPC settler. There's over 20 of them! A later staged version of the mod could perhaps copy the way Local Leader > Supply Lines works and link multiple Auto-Equip Containers at each settlement. In terms of lore or RPing, this makes sense because the settlers are meant to be people. They should be able to equip themselves. NB: Could also be called SETTLEMENT ARMORY, but people would probably expect an actual armory building that could be built then (later version?).
  21. I have a doubt that this is stopping my work in a mod currently ... Can you get an NPC to change armor or outfit without using scripts? for example using the AI ​​package system? For example, if I want a dragon to change its skin color at an hour of the day, I simply create 2 outfits with the 2 different textures ... there is some mode (using ai packages or another method, but without using scripts) of "change" the outfit of that NPC and force him to use it? What I want is something similar to the effect that the flame atronach has on dying. the body of atronach changes skin and looks burned ... (Without scripts) Mandatory this has to be done with a Script?
  22. A mod that simply removes automatic weapons form the game. I was looking through nexus for it and it can't find one. This wouldn't be for everyone and it might not be so lore friendly, but it think it would be cool to have a mod that removes all automatic weapons, instead replacing them with things like hunting rifles and revolvers as well as whatever mod weapons you have in the level list. I wanted to make a dark post WWI apocalyptic feeling playthough, I got it looking like it with PILGRIM and a few bolt action weapon mods like the Lee-Enfield as well as the single action animation for the revolver. I mean, if not this then what about a mod that removes all vanilla weapons from the game, for one that would be an interesting playthough anyway, but maybe it could be used in such a way that you could download weapon mods and put them into the level list. That way it would be like a custom loadout of weapons in game for all NPC's. (E.g all npc's would use whatever guns you tell the game to spawn.)
  23. Is there any tool or method to change for example armor rating for multiple items? Lets say I have a mod with 200 armor references. I want to change their armor rating to a global number like 26. Do I have to change them one by one, or is there a script that does the hard work automatically? I know automation tool's armor builder for TES5edit, but it builds a completely new armor mod. I mean I need some much simpler thing. Edit: sorry for typo in the topic name, I meant: "Edit multiple items"
  24. Hey, I want to make an addition to skyrims HUD but have no idea how to do it. I was hoping you could point me in the direction of some resources/tutorials etc. so I can learn the skills that I will require. In my mod there will be a window constantly open in the top right corner of the screen. This will be populated with things from your inventory, potions etc. I then want to be able to interact with this window by equipping/using what is in the window. If you can point me in the direction of books, tutorials or any information which can help me achieve this I would be very grateful. Of course, if you wish to help in a more direct way that would be fantastic. Thank you for reading!
  25. Hi Guys So anyway, I've started exploring making mods for Fallout:New Vegas, and decided that a weapon would be the easiest thing to start with, as they usually are. The first thing I decided to do was make the Service Rifle Fully Automatic, with a 40 round mag chambered in .308. The last two proved easy, but im stuck at making it automatic. Any suggestions? Thx in advance
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