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Showing results for tags 'pipe'.
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Recently I started another Fallout 4 playthrough up with a large amount of weapon altering mods and I have come across every single instance of a Pipe Weapon being changed into a weapon named "Pipe". This weapon can be equipped and uses hunting rifle animations. It has been found in/on safes, drawers, Raiders, and super mutants. When the NPC's have the weapon they attack only using their fists. I am wondering if anyone else has these problems and if they have developed a fix for it below are pictures of the item in the game and item ID also including my load order. http://imgur.com/a/4NUdH
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Hello, this is my first forum post so I apologize if it is not up to par. I am brand new to modding but I am set on a specific project inspired by METRO 2033 that I need some assistance getting off the ground. I would like to turn bottle caps into a new baseline ammunition (lowest currency, weakest ammo) primarily for Pipe weapons, with optional receivers for pre-war non-energy weapons. Ideally I would like to implement the following: 1) Caps behave like any other ammunition, without requiring the player to craft "cap rounds" at a crafting bench. 2) Caps behave like any other inventory item with weight and ability to store/drop. 3) Caps still function like normal, allowing barter and services (doctors, rooms, tour guides) and rewards despite being "ammo". Is this even possible without relying on legendary effects or converting caps into ammo at a craft station? (if confused, see the linked inspirations below) Since so many great contributions already exist on the Nexus, I want any mods I create to be as compatible as possible. Any compatibility advice concerning this mod or future endeavors would be wonderful, as I would like this to be the first step toward a larger, possibly modular overhaul. Thank you to anyone that reads/contributes to this thread. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Current mods that inspired this idea: Coinshot and Ringshot and Capshot for Shotguns by Cancerous1 (cap ammo inspiration, though this requires crafting) https://www.nexusmods.com/fallout4/mods/14569 The Legendary Overhaul's "Capitalist" modification (image #3) by Drag0nDr0p (cap ammo inspiration, though this uses a legendary effect) https://www.nexusmods.com/fallout4/mods/22420?tab=images Weighted Bottle Caps (Can be Dropped) by AlturDrake (weight/item inspiration, not interested in adding settlement scrapping aspect at this time) https://www.nexusmods.com/fallout4/mods/8681 STASH THOSE CAPS by Greslin (weight/item inspiration) https://www.nexusmods.com/fallout4/mods/23558 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> On METRO 2033 inspiration: I am no expert on the games/novels, but I enjoy the universe and I know there are many fans that also play Fallout. To my understanding, you trade with pre-war MGR (Military Grade Rounds) which can be used to purchase the cheaper alternative dirty rounds (post-war). Unlike Metro's MGR, caps are plentiful in Fallout 4, so caps would be treated like dirty rounds, despite occupying the role of primary currency.
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Hey guys, I'm all for the new gunplay system that's seriously improved since 3, however I don't feel it's been given an opportunity to be used to its full potential. ----------------------------------------------------------------------------------------------- TL;DR: remake pipe weapon reflex sight, ONE screw, coming up from the bottom, and made narrower. OR A black/glowing dot suspended by some sort of thin wire in the center. ----------------------------------------------------------------------------------------------- For example the reflex sight for the pipe weapons is absolutely horrible in my opinion. The pipe rifle version has a recoil animation that's absurd to track anything with the stupidly separated screws. As creative as the design is, Bethesda made hitting anything with the pipe weapon reflex sight a total pain and I having zero modding experience let alone the patience to look into doing it myself, I'd like to ask for somebody to redo the sight. I'm not asking for Battlefield or Call of Doody level overhauling. Simply make the sight more practical and easier to use. Perhaps instead of two screws with a much too large gap between, I think a single screw (made slightly narrower) rising up from the bottom to pose as a reticle would be beneficial. Or if you'd like to be even more awesome and show off your epic modding skills, another idea I had was keeping lore friendly, a dot/glowing dot held in suspension by 4 crossed wires. simulating a centered dot. Thanks for taking the time to read this and I hope others agree with this. I know there's many other options for sights but just for the players who have personal preference I think this would be beneficial.
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I am having an issue where if I start a pipe smoking animation while using a controller, I get stuck in that animation and can not end it. I can only reload a save prior to starting the animation. If I start the animation using keyboard and mouse it is easy to stop as intended. If I start the animation while using a controller and then turn off the controller to switch to keyboard it does not fix the problem. It has happened with several mods that offer the smoking animation and does not occur with any other animations using FNIS or Nemesis. Any ideas what the issue could be?
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Well, as the title say, it would be nice to see pipe guns everywhere. Why ? Because i think it's too easy to find better weapons and...it's a post-apocaliptic game. 200 years old guns should be broken. Pipe guns are quickly forgotten. So here is what this kind of mod should do : Military grade weapons should be really really really rare as it is only in military zones or police posts.non-pipe guns âOnly on gunners or BOS soldiers.Minutemens keep their laser musket as it's made from scrap just like pipe guns.Gives pipe guns to every NPC and Chests.10 mm pistols and .44 guns only loot in safe or military/police zonesLaser and plasma guns only for Gunners, BOS or military zones And about the number of melee weapons users, just don't change it. If someone can craft pipe guns, then why should he keep using a stupid lead pipe ? Thanks for reading this and please comment below to discuss it ;)
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LE Looking for a "Shoking Hookah" animation! HELP :D
Agnonthewolf posted a topic in Skyrim's Mod Ideas
Hi community! I am working on a fairly big mod and i need an object the player can interact with to start an animation. The object is a hookah pipe/waterpipe. The animation doesn't have to be something big. Just a simple "sit down" animation followed by an animation where the player picked up the hookah hose put it up to the mouth and then possibly exhale a puff of smoke. If possible it would be nice if the animation could involve more than the player. So 1-2 other npc's could indulge in the activities at the same time! I am really in need of this animation. and have hit a stalemate until i have worked my way around it. So i hope someone will help me with this resource! Thank you in advance, Agnon. (Here's a picture from the old game "Gothic 3" where the player is utilizing a water pipe! I am no expert when it comes to animations. But perhaps it could be extracted from said game?) http://oi57.tinypic.com/m9500p.jpg
