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Showing results for tags 'jetpack'.
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Still looking for the perfect pack mod. I think the only thing I'm still hoping for as far as packs is a survival type fuel mechanic, to pair with O2 mods. Essentially I'm talking about a 2nd layer to boost bar, like a max boost cap due to fuel sources. I love needing unique situational loadouts. Maybe: Cold Thrust Compressed CO2 - Basic packs store up boost from one's exhaustion. Ideal for brief combat or low g. Basically nerfed vanilla pack mechanic. If O2 is depleted, boosting still cannot save one from CO2 buildup. Optionally, Can consume reactive guage crafted item. Slow biomechanical recharge as CO2 is built up and recompressed. So max boost = O2 amount depleted. Battery Turbine - Skip packs run on solar for range, but limited in darkness. Turbines are atmosphere dependent, so useless in vacuum. Optionally, existing positron battery crafted item can be automatically consumed at 0 voltage. Ideal in sunny dense atmosphere. Fast recharge. So max boost = battery voltage level. Exothermic Hydrogen Peroxide - Power packs use air supply, biomechanical hydrolysis, and the Anthraquinone Riedl-Pfleiderer process to synthesize hydrogen peroxide. Optionally, can consume mag pressure tank crafted item. Ideal in breathable atmosphere to avoid O2 supply depletion. Medium boost recharge as H2O2 (hydrogen peroxide) is resynthasized. So max boost = H2 + O2 remaining. Combustion - Balanced packs have the most airtime, but are hardest to upkeep. Biomechanical hydrolysis gradually produces H2. Ideal in Methane atmosphere or vacuum relative to others. No recharge. So max boost = H2 or CnH2n+2 (Hydrocarbons) + O2 or Halogen (F2, Cl2, Br2, I2) remaining, directly depleting fuel. Optionally, could also just use monopropellant crafted item. O2 used if halogen oxidizers depleted. Regeneratable H2 used before CnH2n+2. Nuclear - A legendary mod for near infinite boost. Occasionally needing nuclear material. Optionally nuclear fuel rod crafted item can be consumed. Overheating causes radiation damage. Boostbar inverted to represent overheating. Slow build up and fast cooling. So max boost = Nuclear Strength (Never falls below 50% once depleted if no other nuclear resource in inventory). Glider - A legendary mod (or new pack type) for gliding almost horizontally indefinitely, but without any upward thrust. So max boost = full, cannot be reduced. Balloon - A legendary mod (or new pack type) for rising almost vertically indefinitely, but without any horizontal thrust. So max boost = full, cannot be reduced. I supose all fuel types could be interchangeable as mods. Might be simpler than linking fuel to pack type. I’m guessing that there are ways to script resources as ammo on boost press. Damage to max boost seems like it might be harder to get worker I like the gravity packs mod values if a fuel mod has to pick one to be compatible with. I also think this would work well with TN's O2 tanks in addition to raw O2 for fuel. Additionally, maybe an anti grav hoverboard in the pack slot. Similar to death stranding hover sledding. Probably just solar battery powered. Think how fun it will be when each pack type looks, flies, sounds, and functions in unique science based ways that each are adapted for specific environments. I look forward to having more quickslots and unique suit pack combos for each biome. Imagine, too, a successor of the deadly hazards mod where realistic elements need to be kept in stock as fuel for coolant refrigeration systems, or burnables for staying warm during spacewalks far from a star, or lead plating that slows one down but aids against solar storms, or full body spray foam as a sacrificial layer to protect against corrosion. Most of all, I want to have to use vacuum tape when shot by ballistics, particularly whenever VR version is released. For fuel reference: https://en.wikipedia.org/wiki/Jet_pack https://en.m.wikipedia.org/wiki/Oxidizing_agent
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Make a boost pack that allows for much faster low height and long distance jumps. For getting to those far away locations after landing on planets. Soooooo tired of running 1800 units away just to explore a cave or to find a planetary trait location. Maybe a problem with speeding things up so much. perhaps while your in the few seconds of each speed jump your peripheral vision could be slightly blurred for immersion and less rendering issues?
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With the discovery of the Alt jump binding to allow horizontal boost was a game changer however, gamepad can only bind a single jump option. I found using WASD and pressing the jump button on gamepad will result in horizontal boost, except when using a gamepad and using jump/Alt jump on keyboard will result in ordinary boost. I'm unsure of the significance of this but it would seem directional boosting is dependent on directional input method.
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Just though I would mention, for those interested, that I have been patching a few jetpack mods to work with the CROSS Jetpack animation script. The patches can be found on the Jetpacks FAO page. I did manage to put together a vanilla power armor fix that is satisfactory.
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Has anyone ever made a mod to allow VATS while using a jetpack? I've looked for this and found nothing but a post with one response. Why is this not a thing yet? I think it'd be great, but there might be some weird reason why it's impossible, or too difficult to be worth it. I realize it probably would work terribly but that's fine.
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A wearable cape with the jetpack effect Maybe include a logo on the cape Leave flight animations as is for comic effect (not that there are any animations for flight anyway) also maybe have a audio track playing when wearing the cape or just for using the flight ability when the cape is equipped have the ability to customize various attributes like lining and the colour etc. Personally, I only see this idea as a daft mod as the lack of flight animations would detract from any seriousness intended.
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Wasn't sure if I should post this in Mod Requests or Mod Troubleshooting... I'm hoping for some help with the mod "FO4 Ring of Jetpack Ability", found here: https://www.nexusmods.com/fallout4/mods/2416 I'm wanting to still retain the jetpack ability when I'm using Power Armor, without actually having a jetpack equipped. Just the ring from the mod. Is it possible to add this in on FO4Edit? If so, could someone explain how? Thank you!
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- jetpack
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Hello. I sure I'm not the only one who feels like this, but I always saw the Fallout 4 jetpack as a simple jump boost, instead of something that provides a proper flight capability. It would be really neat to have a jetpack that works like the one in GTA:SA or perhaps a port/remake of this mod https://www.nexusmods.com/newvegas/mods/37140.
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Jetpack Boots Mod for these Armors. Courser X-92 Power Suit CBBE and PipBoy (Pip-Boy) HN66s SIRIUS.12 Assault Suit -CBBE- I like the CROSS Jetpack Mod but it is just ugly having this big thing on the back. Would be nice to have some sort of module to wear so the flames of a jetpack come out of the soles of the boots.
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hello everyone, I was wondering if someone would put in the time to make a infinite jet pack mod for xbox one? (yes i know, console pleb) Now i know there is a few for PC already and i looked at them to see if they were what i was looking for, how ever they didn't seem to be from what i read. one was close but it removes height limit and turns the jet pack into a rocket to the moon. Simply, what i see is unlimited or nearly unlimited jet pack flight. because at a current level of 47 I burn through my AP in seconds. No height limit removal needed because i don't think xbox would take that well, and no need to up the thrust for the jet pack looking to keep it slightly lore friendly. even if its just reducing the AP cost to 1 AP per 5-10 seconds would be great. Completely fine with (if ya'll want to) changing flight time to expending fuel instead of AP because thats what i think it should do in the first place, but even though i have like 200 cores, i dont think its worth it if it burns through a core in less then a minute or 2 as supposably these core powered cars and stuff. Thank you for your time and your hard work. I hope my request gets picked up and made.
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I'm a big fan of nuka cola, if only to gear up Sheffield in hopes that he'll be made companion one day. I was hoping someone skilled and willing would make a nuka-cola themed jetpack, maybe to go with Elianora's great nuka gear pack, and/or some nuka cola marine armor. Additionally, nuka cola dog outfit would be cool. Thanks!
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I am looking for a way to change the game setting "fJetpackThrustSustained", without changing fallout.ini, but i can't find its FORM ID in FO4EDIT. What I am trying to do is that http://www.nexusmods.com/fallout4/ajax/moddescription/?preview=1&id=4957 without messing in the fallout4.ini. Could someone explain if that is possible?
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- gamesetting
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Hey everyone. I was thinking "Why jetpack does consume AP? Is that some kind of fuel?". The short answer is "No'. AP is something like stamina, not rocket fuel. So jetpack must be powered by flamer fuel, or at least fusion cores (but like AP, fusion cores doesn't provide reactive force). Or even better: craft Jet Fuel of some oil and flamer fuel. Surprisingly didn't find anything like this on Nexus or its forums. I'm not big on modding (actually didn't even see FO4Edit) so i'm came here. I'll be glad if someone will make JetPack more realistic.
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It would be interesting to use the jetpack on the power armor and put it on the player. (because that's how modding works)* * sarcasm
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Not sure if this will be possible without the creation kit coming out in 2016 but wouldnt it be awesome if your power armour doubled up as a companion - like J.A.R.V.I.S in Iron man The idea that your power armour could follow you around and be hopped into when you wanted to would be cool. A great idea is that the power armour/companions weapon was like the shoulder cannon on Warmachine (see attached) and would continue to be able to engage enemies whilst you are wearing it. Big request........... Hoping someone fancies a challenge!!
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So i have a mod idea and would like to know if someone would like to build it, if it is even possible. My idea is this: a personal flying machine similar to a personal jetpack but with collapsible wings. I would function like a basic jet pack (double jump to activate) however it won't drain the AP bar, but instead is powered by fusion cores, similar to a power armor and also with a HUD gauge to let you know how much charge is left in the core, with 10% increment warnings (beeping, flashing light, etc). After take off, the character would be animated in a diagonal fashion while moving forward, tilt when moving left and right, and "sprinting" would cause the wings to animate and expand (similar to that of a F-14 Tomcat Fighter jet) and the character would animate completely horizontal as if laying on their belly while they are speed flying. This would drain the fusion core at a higher rate but still not use any AP. When the fusion core gets low, the player should be forced to land to swap cores, if they don't then if the core is empty while in flight the player will crash and take damage, potentially dying. So what do you all think? Is this possible??
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Short Hand version: -Put a basketball on a power armor's arm. -Add an air horn mod for impact landing. -Make it so that everything is drowned out when you are in the air with power armor. -Give the basketball arm an aerial diving power attack. Want a mental image of this idea: Thud, Thud, Thud... You are walking around in a suit of power armor alerting your enemies to your indomitable presence without a care in the world. As you round the corner a thunderous roll of cheers and applause indicate you have entered the combat zone. The sun gleams of a pristine set of purple T-45 armor trimmed in gold with the number 23 painted on the on the chest plate. You wield no weapons but the basketball on your right fist and jet pack strapped to your back. A raider fires off a few pot-shots at you. As you brace yourself to retaliate, an ignition spark fires up the boosters on your armor launching you several stories in the air. The world around falls utterly silent. It's time for the Slam Jam. As you hurl towards the the raider on the ground you stretch out your basketball fist aiming directly for the center of mass. It happens in a instant. All the sounds of the world pull back together in a single moment as your basketball buries itself into the chest of the raider. In that single moment of contact the raider's body bursts like a confetti cannon. All this is punctuated by a blaring pre-war sports buzzer to indicate success. Another somber life claimed by the Dunk. This would either be an entirely unique suit or a set of modifications added to the power armor crafting station.
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- power armor
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I thought it would be really cool if there was a person sized jetpack that could be a mod for the combat armor or something. I've seen a couple posts about it, so I know I'm not the only one. However, nobody replied to them. It could still be powered by fusion cores, if that's possible. Anybody think the same thing?
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Obviously this is something that will need the creation kit to work but anyway: Now, what I mean is the outfit of The Rocketeer and his classic rocketpack from the movie. I mean power armor already has a jetpack so why not have the jetpack man sized too? Just throwing the idea/request out there 'cause, why not? You can blame my nostalgia.
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Salve everybody, I could need some advice I am trying to get the Jetpack Mod to work for quite a while now. Jetpack is in the game, and the HUD from the jetpack is shown on my screen. The only thing is I just wont take off. What to do ?? NVSE is installed and updated. I am playing the Multilanguage package in German language... Thanks for your help May the force be with you all, peace out
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Hi, i am using a couple of jetpack mods to be used freely without power armor.. such as personal jetpack by idlesheep and shade assault armor by white shades (tweak the mod a little to be able to use it without main armor).. i want to play with mashing up many lovely armor mod and with a cool jetpack.. however, when i use bodyslide for the armor with my favorite preset, the flame animation on jetpack is slightly off.. and moreover when i use the jetpack with boots with high heel system by PK0, the flame animation gone way out off position.. I try to incorporate the flame animation to bodyslide but it didn't seem works.. the flame mesh and referenced body is not axis aligned, and instead getting perpendicular.. the imported flame's mesh also piled up in one location.. and for high heels problem, i don't have any slight clue how to tinker it.. i understand if somehow flame mesh can get incorporated into bodyslide, it will only fixing the mesh to default position.. but when highheel system equipped, it's gonna get out of place again.. So is there any possible way to, first incorporate flame animation mesh into bodyslide? and second, to incorporate the mesh with high heel system? Any help and idea is much appreciated.. :D
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I downloaded a mod (T51NukaJetPack [https://www.nexusmods.com/fallout4/mods/19021?tab=posts&BH=1] by m150) that gave the Nuka Cola T-51 a corresponding JetPack. The JetPack looks GREAT... until you stand it next to the Quantum X-01 w/ basic JetPack. The mod has been untouched since 2016 and I have been unable to find a Quantum equivalent for my X-01. My X-01 looks "off" without it's own Quantum X-01 JetPack. Can you help?
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I would love to see a mod that turns the jetpack from an exploration tool to a combat tool. Instead of slowly going up, imagine being able to quickly boost into the air, akin to the rocket nozzle from Mario Sunshine, or the Aerial troopers in Star Wars Battlefront, and then being able to hover in the air and rain hell on your enemies from above. Or, imagine being able to quickly boost from rooftop to rooftop. I imagine a jetpack rework like this would be amazing and fun.
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I'm currently attempting to create a script that will trigger when the player's jetpack is in use. Here is what I currently have, however I haven't been able to get the game to trigger the event at all; Scriptname JetpackMode extends ObjectReference Event OnInit() RegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) Debug.notification("OnAnimationEvent Triggered") if (akSource == self) && (asEventName == "JetpackStart") Debug.notification("Hurrah!") endIfRegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent I have also tried using an OnAction event (to use with the games 'ActionJetpackStart' Actor Action form), with equally lacking success... I've exhausted just about every idea I could come up with and my attempts to use every concievable combination of possibilities has led to nothing, any help would be greatly appreciated!
