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Urtho

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  1. I had forgotten all about this, nice work. Always good to see someone taking it upon themselves to solve a problem.
  2. I thought it was already well known that it is possible to lose a settlement if you neglect it badly enough. There is even a warning pop-up you can get in-game if your happiness at a location is reaching the danger zone - 20% or less is the cut-off for the warning I believe. Note that this only applies to settlements where there are already friendly/neutral NPCs present when you first arrive. This would be places like Tenpines Bluff or Oberland Station, others where there are no such NPCs by default such as say Starlight Drive-In are not possible to be lost via unhappy residents.
  3. Open up your entire load order in xEdit, go to the Light section, sort by name and find "Torch". Find what mod is changing the name from the default. Uninstall that mod OR delete the record for torch that is changing the name in that mod. Total time taken - less than 5 minutes. Profit.
  4. This is pretty simple to fix, just need a blank sound file that is renamed to the gauss rifle charging sound. I had to do this for myself when Piper glitched out on my game and every time I walked near her or loaded a game or into a new area I'd hear that charging sound. This also disables the sound entirely if you like using the rifle just FYI so it isn't really a fix, just masking the issue. If you can't do this yourself I could post what I have as a mod I suppose. I'm dealing with some other mods of mine at the moment but if you need it posted nudge me and I'll put up a file for you in the next few days.
  5. Scrap the pre-built beds and build them new ones under a roof. There's a glitch with pre-built items in the workshop sometimes where the item isn't registered properly by the workshop scripts. Same kind of issue can happen with food items. If you're having issues with food, best to scrap/store them and then replant fresh ones. Any player built items should function correctly, assuming your savegame or workshops aren't screwed up in some other way. The workshop system can be rather fragile by default.
  6. I took a look at this and you're right that the scripts for the terminals are a bit odd. They appear to be somewhat hardcoded and difficult to change in the CK with the fragments. Not sure if that is a function of how Bethesda coded the builders themselves as I never looked at them in any detail before now but it was annoying until I figured out a workaround. I ended up having to use FO4Edit to alter the script used to one other than the default and then redo the properties and array to get it to work. I was going to post it for you but then I found this: Ammunition Plant Patch - this appears to do nearly exactly what I did so it appears the mod requested in this thread already exists. Kind of wasted time for me I guess, but I still learned something I suppose so not a total waste. I don't see a need for me to post what I did now since that other mod is available, I may end up adding in what I've done to my own mod at some point down the road. Hopefully that will clear things up for people looking for this type of a mod.
  7. I could have been a bit clearer I suppose - any encounters or locations that are already spawned and active will have to play out as it isn't a retroactive fix when it comes to your savegame. Any new areas you haven't ever been to or haven't been to in a time greater than your respawn settings should have the new numbers in effect. Richwizard - you're welcome.
  8. Yes it shows up on the main mod page. As for your description, since you asked for opinions on it here you go: for something making that large of a change to the game by overhauling the entire perk system I'd need a bit (ok a LOT) more detail before I'd try something like that.
  9. The first two should be instant, the last one may be instant or may not if you have settlement attacks already in progress. I haven't tried setting those values to 0, it will probably be ok as the DLC quests shouldn't rely on those values but I haven't checked it in any great detail.
  10. If you did it that way you'll have to add it to the pipegun modcol for semi-auto receivers. Modcols are "mod collections" - they are what tells the game what mods are allowed on what weapons and armor. You'll need to add yours to appropriate modcol so the game will randomly spawn them for you. At a guess you'd want the modcol_PipeGun_Receivers_Auto under the object mod section for your added receiver. You'll also need a recipe if you want to craft it at a weapons workbench yourself.
  11. This is pretty simple to do in xEdit. There are 3 global values you need or might want to change: DLC01LoadScreenRate - [Default = 20] - the rate at which Automatron Load Screen hints appear when transitioning between areas. Default means 1 in 5 load screens will feature some aspect of that DLC, I use 10 myself. DLC01REPercentChance - [Default = 50] - Chance of a random encounter being a robot encounter. The default of 1/2 of all encounters being Robot ones is quite honestly ridiculous, no idea what they were thinking making those encounters so dominant once the DLC is installed. I set mine to 10 personally. DLC01WorkshopRobotAttackChance - [Default = 50] - Chance of any kind of workshop attack being Robots, again a ridiculously high default value. I set mine to 10.
  12. Grab your favorite beverage and start reading: Creation Kit Tutorials Note that this is the Skyrim site for the CK - the info on it is much more developed and laid out in a an easy to follow manner than the Fallout 4 sections. The CKs are largely the same although there are of course differences. Here is that page if you need it: CK Differences from Skyrim to Fallout 4
  13. Some things are hardcoded in the CK archive files themselves or exe and can show up as available items. If you start up the CK but don't load any files there's usually a few records that show up in the tree listing depending on where you left your CK the last time you closed it down.
  14. Assuming you've created a new record for this weapon, just add it to whatever leveled lists you want it to appear in. Go to the leveled list subsection and search on "raider" or "super mutant" and any related lists will show up. Add in your weapon in whatever quantities you want (more entries means more weight when randomly rolling for a result) and then do some test runs with the preview function until you're getting results that are like your desired distribution. If this is for an an active game, redo any leveled list merge or bashed patch you have so your lists get updated with your changes.
  15. DLC Leveled List Integration and Rebalance Full disclosure: my own mod so yay for self-promotion, but it does add the ammo all over the game. Never looked into the contraptions ammo manufacturing for DLC ammo to be honest. I'll make a note of it, maybe add it into a future version as it isn't a bad idea.
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