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Showing results for tags 'fusion'.
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Everyone knows Vixys Ranch get you a lot of Blue Spheres,but they also get obsolete very early in the game,my idea is that you can fuse spheres using the Sphere Workbench.Im thinking something like 3x same Sphere color get you one higher tier one. (3X Blue=1 Green, 3X Green=1 Yellow and so on...)
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- palworld
- mod request
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Sometimes I would like to not use my fusion core’s while entering power armor, but in vanilla game as long as you have at least one fusion core, game always gonna eject into the chamber which is often annoying for me. Similar thing happens when you’re in PA while having no fusion core, but as soon as you’ll pick up any from the ground it automatically eject itself without asking, this is also mildly infuriating. Option to turn off the drain of the fusion core would be a great option also and as a trade-off benefits from having fusion core would be gone, as long as this will stay off. When it comes to the gatling laser it always bothers me that it will always take any fusion core from my inventory (and will use fusion core with 100% charge probably). To me it feels wrong and I would like to choose with fusion core from my inventory, I believe syringe gun have that mechanic where upon pressing ‘R’ you could choose ammunition of your liking, and I think the similar thing could be implemented. I could also use companion for that at some degree to store my fusion core’s and then let the game to choose the one I want to eject to one of those cases, but after some time it becomes annoying chore, which I think could be solved in much better way.
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Hellooozie! I was wondering if anyone could create a mod for the Fusion Girl Body that fixes blood decals on the body? For years the blood and gore has looked horrendous and sometimes looked triangle shaped? Blood textures on the face are terrible too! :sick: I think the mod should also be compatible with Hi-Poly Faces and Expressive Expressions? :laugh:
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The original post and list are now here.
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With almost 700 hours in to Fallout 4, I'm all about "cheating" and being "godly" to get through the things I no longer care for. A lot of battling is a part of what I like to skip. I love to just one-hit my enemies and move on. So, I've noticed that the console command, "player.modav 357" (# multiplier goes after) does not effect energy weapons. Not fusion, laser, none of it. While I now have a 10mm that can do 5821 damage/27163 DPS, my energy weapons like the Laser Pistol are still sitting at 48 damage/240 DPS. I've searched Google high and low and can't seem to find a console command to remedy this. Is there one? Does anyone know of one? Could you share it with me?!
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I've often wondered about the power generators. Where do they get their power from? A gas genny that never needs a drop of gas? A windmill that barely turns and is barely off the ground that can power a whole building? And so on. I'd like to see an immersive power overhaul that does away with these magical generators and instead provides solar panels, tall wind turbines, buildable hydroelectric generators - there's a river within the Sanctuary Hills settlement building boundary, for example - fusion reactors powered by cores, etc. And someone else started a thread about sharing power between settlements - the above and this idea could be part of the same overhaul.
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There's no way in hell that I'm the first one to think of this. Think about it. We pick up Fusion Cells all the time, right? Why is it that the Fusion Cells are not treated like the Fusion Cores? I get that there's optimization reasons why this isn't the case, as Fusion Cores have a very limited use compared to the more generously used Fusion Cell, however I can't quite get my head around the idea that the Fusion Cells are treated like we shove a bunch of C-Batteries into a housing unit and jam it into our toy guns. Why aren't Fusion Cells treated more like the Fusion Cores where each cell has an individual charge? It would make more sense, and encourage the creation of charging stations for them and the fusion cores. While I get that this would essentially create an endless supply of energy ammunition, consider how lackluster the energy weapons are compared to ballistics. Aside from Plasma weapons which are a physical/energy hybrid, energy weapons are rather weak comparatively, while their ballistic counterparts are far more efficient at taking down baddies and have producible ammunition. I know precious little about modding. I haven't modded anything since ST:A2 and before that AVP2000. However, this seems to be a fairly simple concept that would create a more immersive way to handle fusion cells and treat them more like actual power sources instead of just rounds in a clip. It would also incentivize the use of energy weapons while exploring/re-exploring as you'd have a limitless supply of this resource, needing only time, energy, and depleted cells to create it.
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I thought it would be a good idea for power armour to require coolant. Coolant would slow AP drain. Without coolant the armour will damage itself. As a hardcore addition if the armour gets too hot it hurts you, and or the core goes critical and ejects. The catch of the core ejecting is that you can't install a new core til it has cooled down, and to make it even more difficult make it so you have to exit your frame to reload cores.
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It is getting annoying having a bunch of partially used fusion cores in my inventory all because I am using a gatling laser. If it's possible, I would like the gatling laser to use the same fusion core after I switch from the gatling laser, to another weapon, and back to the gatling laser. That way it will only load another fusion core when I reload. Edit: Or make it where you can turn fusion cores into another ammo type (mabey electron charge packs), and make the gatling laser use it instead of fusion cores.
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- gatling laser
- fusion core
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I hope everyone reading this is doing well. The reason for making this post is simple - I'd like a script that gives the player "Empty Fusion Cells" when they fire a weapon, such as the Laser Rifle. My research on the Creation Kit Forum lead me to this page here. I would assume the script would use this event function and then use a leveled list with various chances to give the player Empty Fusion Cells, which could be used at the Chemistry Station to make Fusion Cells. Any input on how to do this would be greatly appreciated, as this is something I've been craving in Fallout 4 for a long time. Plarux
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Is there a kind soul who could take the small generators from Fallout 3 and New Vegas and port them to Fallout 4? The base game generators look ugly for me while the "classic" ones are more aesthetically pleasing. I swear I've searched thoroughly for a mod like this but haven't found anything and I can't be the only one who would like to see it made in Fallout 4. Here are the pictures of the generators I'm talking about in case you need to get a good idea. (https://vignette.wikia.nocookie.net/fallout/images/c/c2/Generator.png/revision/latest?cb=20110403221148) (https://vignette.wikia.nocookie.net/fallout/images/7/7f/Fusion_Generator.png/revision/latest?cb=20110403220143) Preferably make them balanced and "realistic" in terms of resources and power generated, if you please. Thank you in advance to whoever decides to pick up this project!
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Reference this post for more information:https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/ It appears that I might have to take a crack at this myself. It will be my first mod for Fallout 4. Would anyone be willing to help guide me through making a mod that adds the ability to insert/remove a fusion core from a fusion reactor just like you do in power armor? It would then drain the fusion core when it is running over a configurable amount of time. Or dynamically based on how much power it uses, but I figured that over a static amount of time will be much easier for now. Future plans: make a location that is in the glowing sea that was a fusion core manufacturing plant with a small quest that allows you to fire up the old assembly line to refill empty fusion cores. Then possibly the ability to find plans to make a "makeshift" version of the recharger at your settlement that recharges them much slower than the one in the manufacturing plant (again the rate being configurable). Any discussion on how high level or "difficult" this mod would be to make? how do I start? I already have the creation kit but basically other than just poking around in it and reading some tutorials/youtube's I have no idea how to get going on this type of mod. Thanks in advance.
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Reference this post for more information:https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/ It appears that I might have to take a crack at this myself. It will be my first mod for Fallout 4. Would anyone be willing to help guide me through making a mod that adds the ability to insert/remove a fusion core from a fusion reactor just like you do in power armor? It would then drain the fusion core when it is running over a configurable amount of time. Or dynamically based on how much power it uses, but I figured that over a static amount of time will be much easier for now. Future plans: make a location that is in the glowing sea that was a fusion core manufacturing plant with a small quest that allows you to fire up the old assembly line to refill empty fusion cores. Then possibly the ability to find plans to make a "makeshift" version of the recharger at your settlement that recharges them much slower than the one in the manufacturing plant (again the rate being configurable). Any discussion on how high level or "difficult" this mod would be to make? how do I start? I already have the creation kit but basically other than just poking around in it and reading some tutorials/youtube's I have no idea how to get going on this type of mod. Thanks in advance.
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Fusion cores should drain when used in fusion generators... let me explain... I have noticed mods for correcting fusion core drain for Immersion. I feel they are done backwards. Currently there are mods that address this issue like this: "Why can a fusion core power a generator for 200 years but it drains in a power armor frame in like a 20 min walk????" So the correction has been to make the drain much much slower in a power armor frame. I think it needs to be done the other way around... but this means we need to be basically rework the entire power system in Fallout 4. Hear me out: (keep in mind this mod should be completely configurable to the users liking if the rate of drains/fills is not there taste) I think if you have a super security system along with an ammo factory and sorting line and such in your settlement then it should take fusion cores to power all that. Fusion generator makes 100 power. So you hook exactly 100 power draw on it. That should drain a fusion core from 100% in one day. 50 power draw, drains the fusion core in the generator in 24 hours to 50% charge. Now a person needs to "trade" fusion cores to make ammo or sort there stuff... or run there security system while they sleep... or whatever else they need power for. Believe me there are many potential problems and holes with this idea. I will try to address them next (brainstorming here) "What about the fusion cores out in the wasteland then? wouldn't they all be empty?" Well yea... unless there in an area where raiders have swapped them out to power there lights (it's not like it would drain in one day for them because there just using lights that don't actually require any "number" of power, but for immersion they should be already partially drained). For the generators that are abandoned, they should be empty and the same concept could apply the light's there (they are still on even with a drained fusion core) or (maybe this should be configurable to the user's liking.) Credit for the specifics on this section go to H.A.R.D.core fusion generator mod other than that I think some should be completely empty. "If fusion generators use up fusion cores then why would you not just use gas generators instead?" Well this definitely needs addressed... I see 2 options for this: 1. Re working not only the fusion generators, but also the gas generators. Maybe they should use flamer fuel? and flamer fuel should be renamed to just fuel? and it should be more abundant? (again configurable?). This seems like a huge job for the modder to do but again it might not be because that's basically what were doing for the fusion generators so????? (I'm not a modder so I do not know how hard this whole thing would be). VERY IMPORTANT: this would mean that ALL generators (except the windmill) are essentially fueled and would make even more of a tedious task of refilling generators in all your settlements. Some may find this great and some INSANE. SO: we need to have more items like the windmill (items that do NOT require fuel) things like solar panels and hydro electric generators. This way small security systems and basic needs (excluding lights because again, lights do not use a "number" for power like a laser turret does) can be powered without constant need to have a generator refueled (gas or fusion). OR 2. Simply only reworking the fusion generator and NOT the gas generators, but in order to balance them out... make the gas generators produce significantly less power. For example: a small generator makes only one power... your not going to feasibly be able to build 100 small generators to power your factory/security/sorting facility with small generators... same would apply to a large generator if it made only like 10 power. So in effect, the only way to get into the really good stuff (making ammo plants and such) would be to "trade" fusion cores for that functionality. This seams way easier from a modders perspective, but maybe not if your already reworking the fusion generators... might be copy/paste stuff (again, I have no clue...) "What about when there empty? and what about when you find empty one's? there just useless?" NO WAY. I feel like it would make sense to have a fusion core manufacturing plant located in the glowing sea area that has the ability to recharge (at a configurable rate... example: 24 hours equals one fusion core to charge to 100%) fusion cores. Maybe there should be a quest related to getting this location up and running again? maybe there's a stockpile of full "ready to be sold" fusion cores found during the quest? maybe there's a bunch of empty/partially filled one's on the assembly line? Just spit-balling here. Maybe there is even a schematic that show's you how to build a small version of the re-charger that you can build at your settlement (but with the cost of it being much slower that the big one)? Maybe this smaller version requires an insane amount of materials to build? Finally, (I think)... Fusion cores should NOT be re spawning. Make a set amount of them... maybe 200 total in Boston? a couple more in the DLC's? this way it makes them very valuable. All of this is kind of just idea's of what I think would be a new dynamic to game play that would be challenging, fun, immersive, or maybe just "survival mode" immersive. Let me know your thoughts and if this is even possible/someone would even want to take this on... Thanks!!!!
