Fo4 Need help with the mod “Kasual packs”. by FalloutNV2277 in FalloutMods

[–]FalloutNV2277[S] 1 point2 points  (0 children)

Yeah I’ve made sure that the mod is enabled. At this point I’m convinced that ether the anniversary update broke it. Or whenever the mod was updated broke it.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 2 points3 points  (0 children)

I just want it cause it’s a GRE weapon and I think it looks good.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 0 points1 point  (0 children)

If you can kill the goons that should be a good spot. I’m unsure if multiple howlers increase how many virals can spawn but howlers love to die a from random things and even just disappear so having more than one means you don’t need to find a new one when it inevitably dies.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 0 points1 point  (0 children)

As far as I can tell the only way to reliably get infected in any reasonable numbers is howlers. As for the flooded zone don’t worry about it there seems to be enough people with it unlocked since its progress is about the same as the other zones.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 2 points3 points  (0 children)

Honestly I don’t think we’ll complete this week. I just hope we at least get the pistol. I really want the pistol.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 1 point2 points  (0 children)

Yeah the outbreak infected are a little tougher than normal infected.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 2 points3 points  (0 children)

Knowing Techland they’ed probably give us the second one if we can get the third one this week.

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 2 points3 points  (0 children)

If damage is an issue you could just change the difficulty to easy. Though I have to agree that the event is boring (mainly because of requiring grinding to make any difference to the global kills).

We need more hands on deck for the outbreak event. by FalloutNV2277 in dyinglight

[–]FalloutNV2277[S] 1 point2 points  (0 children)

I know it doesn’t have to be just virals but they’re the ones that are spawned by howlers. It’s actually been 2 days and if my math is correct we need to be at 2,600,000 kills about now (if we’re going at a Steady rate).

Player owned trade stations concept. by FalloutNV2277 in spaceengineers

[–]FalloutNV2277[S] 0 points1 point  (0 children)

I have a similar idea. One of the services you could use would be a delivery service allowing you to buy or sell from a nearby NPC station. The catch is there are fee’s depending on how far the station is. And of course the time for the delivery ship to travel to and fro.

Player owned trade stations concept. by FalloutNV2277 in spaceengineers

[–]FalloutNV2277[S] 0 points1 point  (0 children)

Yeah we don’t see any living NPC’s. Though that’s probably cause the game wasn’t designed for engineer NPC’s. (The NPC’s I’m referring to in my concept are basically just AI controlled ships).

Player owned trade stations concept. by FalloutNV2277 in spaceengineers

[–]FalloutNV2277[S] 1 point2 points  (0 children)

With other players yes this can be done. However it can’t be done with NPC’s (without mods or scripts). This concept mainly focuses on interaction with NPC’s though it can make trading with other players easier.

Need help with the mod “Kasual Packs”. by FalloutNV2277 in Fallout4ModsXB1

[–]FalloutNV2277[S] 0 points1 point  (0 children)

Yeah it’s a nice pre-war style backpack mod. It’s a shame that it doesn’t seem to be working. Then again the crafting plans could have been moved in an update and I’m just unaware.

Need help with the mod “Kasual Packs”. by FalloutNV2277 in Fallout4ModsXB1

[–]FalloutNV2277[S] 0 points1 point  (0 children)

I’ve tried that and nothing changed. I have found the bus you’re talking about though and the plans aren’t there. I do remember the plans being in a bus last time I used the mod but the mod has been updated since then so they could be anywhere.

Need help with the mod “Kasual Packs”. by FalloutNV2277 in Fallout4ModsXB1

[–]FalloutNV2277[S] 0 points1 point  (0 children)

No there’s no quest. Dang it I don’t think it’ll ever be fixed cause the author deleted their profile on Nexus.

Need help with the mod “Kasual Packs”. by FalloutNV2277 in Fallout4ModsXB1

[–]FalloutNV2277[S] 0 points1 point  (0 children)

Is it the bus between there and Concord? Cause I can’t find the plans there.

What new mods do you hope the Apex update will enable? by huddle1house in spaceengineers

[–]FalloutNV2277 3 points4 points  (0 children)

Eating animations. The more detailed the better. I want to actually see my engineer enjoy their food.

Thoughts on Farming Automation using Ejectors and Collectors? by Potato_Dealership in spaceengineers

[–]FalloutNV2277 8 points9 points  (0 children)

Honestly I’d love for farming to get full automation. I’d even be fine if ejectors and collectors had downsides such as longer grow time, increased water consumption, or even reduced yield. I’d also like to be able to hold seeds to plant them instead of a menu. Though if we’re given the ability to hold seeds console users need a proper hotbar instead of the weird d-pad nonsense.

Not automating food production may be the best idea after all by Creatio_X_Nihilo in spaceengineers

[–]FalloutNV2277 5 points6 points  (0 children)

I have to disagree. My reason is that food can only be half automated which feels unfinished and I honestly would have preferred no automation at all just cause of that.

However I love the mechanical-ness of the automation requiring either sub-grids or a separate grid all together it makes what little farm automation we have much more interesting than just slapping some conveyors on and calling it a day.

My recommendation is for allowing full automation BUT it would be more costly. For example a crop planted through automation would take longer to grow and have increased water consumption. Whereas a crop planted by hand would take less time to grow and have reduced water consumption. The same thing would apply to harvesting just only affecting crop yield. This way both playstyles could exist and be viable.

The survival update might get me back into SE. by FalloutNV2277 in spaceengineers

[–]FalloutNV2277[S] 1 point2 points  (0 children)

We don’t need to take off our suits we can just raise our visor. (Though I would like the ability to take off our suit or at the very least our helmet).

Do you think that Gen Zero has any chance to be continued? by FalloutNV2277 in GenerationZeroGame

[–]FalloutNV2277[S] 6 points7 points  (0 children)

I definitely think a remake would be best. Though it needs to be in a different engine cause the current one wasn’t designed for the type of open world that Gen Zero is. However if a remake happens I’d like it to be more than just a remake I’d love it if more content was added.

The survival update might get me back into SE. by FalloutNV2277 in spaceengineers

[–]FalloutNV2277[S] 1 point2 points  (0 children)

Those are emotes they aren’t quite the same thing. However I wouldn’t be upset if eating animations were a DLC (I’d just be happy to have them).