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Found 6 results

  1. Has anyone else missed the schematics you had to buy or find in past Fallout games so that you could make special weapons? Well what if that was back but revamped a bit to really balance out the weapon mod crafting that you can do so it feels more immersive to make a night vision recon scope through hard work instead of just getting 4 points in gun nut and science and can make whatever you want and have it be factory new with every specific detail to it for no reason. I also find it weird that guns that you could make in previous Fallouts canât actually be crafted and can only be bought and found when they were all clearly crafted by someone else. And if you did make them wouldnât it make sense that you would make them out of scavenged parts like a crutch and steam gauge assembly etc. in order to make a railway rifle that looks like itâs a makeshift weapon or a dart gun made out of a paint gun and a toy car. I personally enjoyed this aspect of the previous games and was very sad to not see it return and had to just pick up weapons and take the mods off in order to put them on your preferred weapon. If someone could make a mod thatâs compatible for XB1 where you have to find schematics in order to make weapons again. i.e. Pipe weapons, syringer, railway rifle, laser musket, handmade rifle, handmade shot gun, junk jet, missile launcher (because in my eyes it seems like a handmade version) baseball grenades, bottle cap mine, Deathclaw gauntlet, shishkebab and maybe even the power fist that would be great. Maybe adding a retexture or add mod option to have a makeshift version of that mod part that looks like it was made of that piece of junk you grabbed and put on it and work your way up to a vanilla version. Maybe change it so that in order to craft it you need that exact part and not just the base component like steel or leather. Like you actually need a baseball in order to make a baseball grenade or a motorcycle gas tank in order to make the shishkebab, I mean youâll have to add some of these specific and new pieces into the game because Bethesda didnât feel like adding them, but wouldnât it all be worth it to have immersion restored and not having to just use a mod that prevents you from making and weapon mods and relying on only finding them off of enemy weapons or buying a weapon from a vendor just to get that specific mod? I think it is and Iâm sure a talented modder out there feels my pain and would love to make it a reality and add a few things from past games to really complete the commonwealth that shouldâve been. Also having the dart gun back would be with dart ammo would be pretty cool too.
  2. I would like to create a mod that can transmogrify a few tin cans into a piece of scrap metal through a schematic in the workbench. I've never fooled around with this kind of thing before though, and am having trouble finding a tutorial on how to do it. I saw one on how to add modded weapon schematics, but since this is for an item (and ideally I only want one version of the schematic) I don't know if it would work for me. I've never messed with scripting or anything before either, and that seems like something I'd have to fool around with while making this mod. I have messed with form lists and stuff like that before, but only in as far as a tutorial told me to while making a different mod. My experience with the GECK is mostly limited to creating unique weapons and armor using vanilla/DLC assets, not much more than that. So any help or advice at all would be helpful to me with this. And if what I'm trying to do won't work due to engine limitations or is too complicated for my tiny brain, any advice on what method would work for my mod would be greatly appreciated.
  3. OK before I go to deep into this, gotta clear something up to make sense. I haven't played fallout 4 yet because of a game and gundam model backlog tagging up my time so I know only tidbits of the story. Trying to avoid story yet keep aware of other none big stuff, yet I do know liberty primes in the game thus my idea. I have no experience with modding and may be misinformed on some things so correct me if I'm wrong. Basically using the in game model or simplified one. Make it compatible with the automatron robot builder. Either using an assaultron as a base model or scale refrence for size, but like the others able to mix and match their frames or parts. At the vary least a audio file so they can talk like prime. The way the player would learn how to make or downsize the big fellow would be simple blueprints or terminal data be it from a brother hood of steel outpost, crashed vertibird on dead scribe etc. Not needing to be associated with the faction or progressed through story it could be a lore friendly addition. Be it Lions pride sent additional data on a prototype to assemble mini primes, or one of the bos there felt the AI or design would be more efficient if downsized and mass-produced. If not a military base, weapons research or other areas where top secret research could be found. A crashed military vertibird with locked briefcase. If all prime parts his moveset would be throwing mininukes, or grenades. Assaultron style head laser but blue or laser rifle type damage And blasts as he wouldn't be as powerful not housing it's original weapons or power sources.
  4. While I was adding my custom schematic for a weapon i made, I had an idea: could I make the schematic upgrade 2 and 3 give new models of my weapon? I'm not particularily versed in scripts (mostly done the schematic I mentioned through looking and learning and copy/pasting). Any thoughts?
  5. I love the multiplayer armor, and I think its just a crime that it isn't available outside multiplayer mode. I've found one or two mods that give multiplayer armor, but not all of it. Anyone think they might be able to make schematics for ALL the MP armor? Reavers, Avar, Skywatcher, all of it? And I mean to wear outside Skyhold; half the mods I've found just use multiplayer armor as PJ replacers, and that's no fun. Please and thank you in advance!
  6. Another Fallout 3 WIP I am currently playing around with, the goal is to add some new uniques around the game in several ways while adding cut content. I am using new textures and models, plus new enemies and bosses who use them, locked/hidden containers with new keys to find, encounters, and maybe even a few mini quests and dungeons if I can find the time. I am already part way through and i'm quite pleased so far with how this looks, but I would like some input/help on a few things to get this thing finished if anyone would be kind enough to post. Schematics: I would like to add (among other additions) cryo mines and grenades and maybe the Cryolator through schematics, but the only two ways I have found would be the edit the vanilla workbench script OR create a new workbench activator with a new script. I am 99% sure that editing the vanilla script, while fine for me, would only cause negative feedback as it conflicts with mod X with 10,000 endorsements. I tried making a new one but i'm not great at scripting I just tend to make edits to scripts, and it won't compile for me :/ any assistance or advice would be appreciated. Blast off helmet: Its just too damn big and makes the player look bald, so I want to scale it down but the standard transform doesn't do anything BUT scaling vertices does...however the helmet goes up the players arse! :psyduck: As transform "Z" wont move it up to the head, and scaling position vertices warps the helmet I can't think of what to do without resorting to using blender. Night-Vision Goggles: I would like to use the assets in the archive but they are rigged to be resting on the head for some reason instead of over the eyes, I have them set up to work but doesn't look right resting on the head. Can anyone rig them or advise me (even if it's just a link) how to rig them? Random encounters: I have placed a couple of manual events in the wasteland but it would be nice to add to the current random encounters list, but again I would prefer not to tamper with the existing scripts. I can see the worldspace, the scripts, the markers but not sure if I could add my own without forcing hideous incompatibility. Also as i'm planning on making this mod as interesting as possible and not just simply planting objects in the game, any ideas and suggestions would be appreciated. For instance some of my new additions have been based on existing technology but altered for new effects and apprearance, sometimes for a subtle easter egg movie/game reference :smile: I would make direct references but I don't want to reveal too much because I would like this to be a surprise when I release it.
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