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Gopher's Minions


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  1. Have you ever wanted to be a superhero? https://www.nexusmods.com/fallout4/mods/30345 I'm a huge fan of Marvel, especially their TV show Agents of S.H.I.E.L.D. For the longest time I thought it would be cool to have the superhero-like powers of Skyrim's magic in the Fallout universe to be able to roleplay as my favorite superheroes. Then, with Agents' landmark 100th episode approaching, I decided to finally do something about it. I was going to make a Fallout 4 character become Quake. This mod was for me. It started out as a personal project, one that I never intended to share. It was, for me, a gargantuan undertaking, as my knowledge of Papyrus was elementary at best. However, when I finished, after I'd say close to 100 hours of work and testing, I changed my mind. I was so proud of my creation I decided to put it on the Nexus. That was in December. Then it slipped into the ether. With the 100th episode today, I'm making good on my commitment. What It Does: This mod adds all the gear you need to roleplay as Daisy Johnson, the Inhuman known as Quake: Quake Power unarmed weapon, which allows you to "quake" enemies/objects (think Fus-Roh-Dah, for the uninitiated). Functional Quake Gauntlets, which help to mitigate the strain Daisy's powers put on her body Inhuman Rebel Outfit and Cap* - Daisy's outfit from the Ghost Rider pod of Season 4. Inhuman Finesse trait and Inhuman Training perk tree - perks to help increase the efficiency of your powers, even allowing you to fine-tune the vibrations to shatter locks. An lore-friendly location to find Daisy's gear. I don't think she'd keep her Secret Warriors S.H.I.E.L.D. outfit at home where Nate could find it. The Quake Power, the bread and butter of this mod, is an unarmed weapon that allows you to use Daisy's "quake" abilities, throwing enemies in front of her back and doing slight damage. When successfully blocking melee attacks as well, she can unleash a small nova, throwing melee attackers away. However, this power comes at a cost. Every use of the ability drains your AP significantly and wears her arms out slightly. Her powers put a tremendous strain on her body, and although you can use them without enough AP, doing so will cause trauma to her health and her arms. The toll of her powers can be mitigated by wearing Quake's Gauntlets. Although these (fully moddable) pieces of arm armor offer only modest protection, they significantly cut the AP cost of using her powers (although the penalty to her health and arms still applies if the power is abused). This makes the relatively lower defense of the gauntlets pale in comparison to their utility with the power. The power was never meant to be used as a main weapon. Instead, it is a support weapon, allowing you to blast enemies onto their back (or off buildings, or into traps, or...) then follow up. However, with the right perks (Inhuman Training, Demolitions Expert), the power itself can become quite formidable.
  2. Did you think that after finally placing a bucket under your waterpump your water-wasting days were over, only to find yourself pouring a literal river into the dirt when you upgraded to a more advanced waterpump? Do you put 10 buckets under this new-fangled industrial pump only to have them blasted away in an instant at the unrelenting tide of liquid? New from Schlock Industries, it's high-tech water collection technology to keep pace with high-tech pumps! (or just a bathtub, but the patent office was wiped out 200 years ago) I got a number of requests to do the powered water pump, so here you go! http://www.nexusmods.com/fallout4/mods/16730/?
  3. Holy crap, I can't believe it's in the Top 20 Most Endorsed Recently Added list!
  4. As I learn more about modding, it has come to my attention that .esps for lightweight mods can be undesirable/unnecessary (I personally have never run into this because my load order is fairly light by comparison/I use merges), so I've uploaded the loose files with just the mesh replacers as an optional file. I can understand why an esp for just a single recipe addition can be rough on people near their esp limit. I will be making an all-in-one FOMOD once I'm comfortable I've accomplished everything I wanted to along this particular theme that I've been on the past week.
  5. Hey Minions, I just released my first mesh-replacement mod. No more wasting water by pumping it into the dirt. Put a bucket under there! Updates the water pump mesh to include high-tech water collection technology (actually, just a metal bucket). Enjoy! Update 1.1.0 added the metal bucket to the crafting recipe. http://www.nexusmods.com/fallout4/mods/16336/?
  6. Third mod in the series, "Workbenches," is now live! Bet you can't get what this one modifies... http://www.nexusmods.com/fallout4/mods/16235?
  7. Thank you! The second mod in the series, "Generators," is now live! It does the same type of thing...but with generators! http://www.nexusmods.com/fallout4/mods/16209/?
  8. UPDATE 1.1.0 is live for "-Turrets". The Turret recipes now require the weapon they shoot as well! ________________________________________________________ Hey Minions! I just put my first mod up on the Nexus, "Realistic Construction Recipes - Turrets". If you're like me and wish more crafting recipes actually required specific junk items, and or thought the turret recipes were way too lenient, you should check it out! Feedback is appreciated! http://www.nexusmods.com/fallout4/mods/16120/?
  9. Thank you so much for this Flyddon! I'm almost ready to release my first mod on the world now!
  10. Hey Minions, When I first joined the site, I said I wanted to learn to create mods (I have a background in 3D modelling and animation) but that I would wait for the CK. Then, life happened and I fell off the face of the earth for half a year. I'm back, and have a week of vacation coming to me, and wanted to respark my interest in making mods. My question to you, fellow minions, is what is/are the best resources out there to learn how to make mods with the CK. Google brings up many, many entries, and the fact of the matter is, without direction, it's hard to know if what you're clicking is good information or something that's going to teach you very bad habits early on. I'd say my skillset would lend itself to adding physical content to the game, not so much gameplay or features. So, if I were to want to research and learn what would be necessary to do those things, any suggestions on the best resource to start? All the best.
  11. Can you describe the problems you are having? I was having quite a bit of problems, but was able to fix them with only two moves. For instance, all my mods were unable to display any models used by them. That's settlement structures, clothing, etc. My character was a floating head and arms. Then I remembered that in order to get the Beta working, I had to allow the game to create a new set of config files. Since I had backed them up, I tried putting my original modded ini's back, but now the game CTD during the savegame load process. I found my solution in two steps. First, having the game recreate the config ini's and keeping them as-is BUT still making the "Fallout4Custom" with [Archive] bInvalidateOlderFiles=1 and sResourceDataDirsFinal= .Second, (if you are using DEF_UI and/or VIS as many are) MajorDick over at the Nexus made this wonderful post here: https://forums.nexusmods.com/index.php?/topic/4052725-fallout-4-creation-kit-beta-and-an-important-notice-to-survival-testers/?view=findpost&p=37135690
  12. {SOLVED, see edit} Has anyone encountered having all the models from all their mods disappear from in-game? I've been in the Survival beta last few weeks, so my mods were off until today. I would imagine something got screwed up after switching back from beta. I had backed up all my config ini files from before beta (as I had to create fresh configs during beta to prevent CTD), and loading in the old config inis causes CTD in this version. Does anyone know if this is something that can be fixed by the end user? Or do we just have to wait for the mod authors to dive into their mods with the CK? EDIT: To solve this I had to do two things. First, I had the game recreate the config/pref ini's and kept them as-is BUT I did bring back my saved "Fallout4Custom.ini" with [Archive] bInvalidateOlderFiles=1 and sResourceDataDirsFinal= . Second, major props to user MajorDick over at the Nexus for this post: https://forums.nexusmods.com/index.php?/topic/4052725-fallout-4-creation-kit-beta-and-an-important-notice-to-survival-testers/?view=findpost&p=37135690
  13. Only added 2 hours ago, and I think the blooper from Mod Vault #5 has earned a place here. "----which adds, pretty much as you would expect...a Brahmin in the face..." "Moooo~~~"
  14. Make sure you visit Diamond City on in-game 12/25. Game has Christmas programmed in. People talk about it too. http://imgur.com/a/NOYYf
  15. This may sound a bit odd, but I think Gopher would make an excellent college professor. Every time I watch one of his instructional videos, I really feel motivated to learn new things about how modding works and am excited to try out what I've learned through the video. He really does make learning fun and exciting, and that quality is one of the most important things for a teacher of higher learning in my opinion. He's really good at what he does. Maybe it's weird that I'm excited each week for the next tutorial or mod review, but there you go. I've been coming back for to his channel over and over for going on like 4 years now, so he's obviously doing something right. Cheers Gopher, and thank you.
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