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Showing results for tags 'broadsider'.
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Hello, I would like to suggest a mod for the Minutemen. The characteristics that I am looking for for this mod are the following. Clarification: All these quests should be after taking the castle. 1) Some missions to conquer ammunition and weapons factories, so that the minutemen can have laser muskets, combat rifles, combat shotguns and .44 pistols. 2) A quest to unlock Ballistic Weave without needing to join the Railroad and allow our Minutemen to have the Minutemen uniform with Ballistic Weave to increase their defenses. 3) A mission for the atom cats to support the Minutemen by earning T45 servo armor with the Minutemen paint for our militia. 4) An option for the Paladin Brandis to join the Minutemen and in this way our militia can scale in level with the protagonist. (Alternatively it could be justified with the presence of Ronnie Shaw) 5) Once the general unlocks the Broadsider the Minutemen in power armor will start using it. 6) The Broadsider and Miniguns should only be used by Minutemen with power armor. 7) Starting at level 50 some Minutemen in power armor will be legendary and might drop a legendary version of the Broadsider. 6) To be able to recruit Minutemen from our settlements and get them to give us defense points, (5) the normal ones (10) those with power armor. 9) A special chest for settlers to hunt and collect scrap from the surrounding area. 10) The Minutemen general's suit and hat should accept the ballistic weave upgrade and we can put a legendary effect on it to our liking. 11) Some Legendary Minutemen in power armor may have a Gauss Rifle. 12) Guarantee that the scientists of the institute (provided that we do not annihilate them) end up asking us for help, as long as we have at least one settlement without clearing enemies. 13) If we complete the main mission of the Automatron DLC and We forgive the Mechanist in the Minutemen General's outfit it should allow us to recruit her, earning Assaultron and Sentry bot for the Minutemen. (only for patrols) 14) We should have the option to invade Nuka-Word and turn it into a city for the Minutemen, this will allow you to use Nuka-Word weapons, the Handmade rifle and the Western revolver. 15) The Mechanist's Lair and Nuka-Word should be able to be populated with Minutemen to "get them up and running". (outside construction zones, they don't count as part of the settlement and are immortal)
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I am trying to make a projectile for the Broadsider that is the regular cannonball projectile with the Junk Jet electricity effect that you get when you put the electification module on. I can only get either the cannonball projectile or the JunkJetShockFXS at one time. I'll also want to eventually put the fire effect on it.
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- creation kit
- ck
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Maybe a weird request, but I thought of it after seeing Ominus' Expanded Resource Shipments mod, I thought doing something similar with cannonballs would be cool? I LOVE the Broadsider, and I want to be able to use it more than sparingly. I could use console commands, but that's not fun. I like that my character has to put some work into it by at least having the caps to buy the cannonballs. I was thinking that instead of it being a rare stock, it could be more comon? Certain vendors could have them? Like Arturo and Ronnie?
- 7 replies
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- ammunition
- broadsider
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1. Is it currently possible to add knockback to a weapon or at least a staggering effect that will trigger 100% of the time? 2. If 1 is not possible, is it possible to add a legendary effect to an item by default, like how the Deliverer has a legendary effect when you get it? I'm aware there are ways to add legendary effects via console commands, but I want to make a mod that I will share with others. I have some experience with xedit, enough to figure out how to remove conflicts and change stats, but I don't know anything actually advanced. I am willing to learn if I can do these things without needing the GECK though.