Jump to content

jediakyrol

Premium Member
  • Posts

    82
  • Joined

  • Last visited

Nexus Mods Profile

About jediakyrol

Profile Fields

  • Country
    None

jediakyrol's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. yeah...something has a deathgrip on their ref-ID's...and I can't for the life of me figure out what.
  2. http://tentacle-explosion.tumblr.com/post/134440441756/huge-fallout-4-spoilers-in-the-audio-and-the-text It also shows that Bethesda can't even get their own lore straight...In Fallout 3, they referred to the Brotherhood Archives as "The Codex"...which sure...is a reasonable alternative name...but in these cut audio logs...Danse calls it "The Litany" ... ... ... But yeah...Artie seriously broke the Chain that Binds...Maxon the Third (Fallout 1) managed to bend it by suggesting "someone" should investigte Mariposa...and upon your return to inform him about the super mutants he tells the entire Brotherhood to wipe them out. And Lyons "technically" didn't...as most of his orders were to the Sentinel (East Coast Paladin Commander/Head Paladin) who happened to be his daughter and others were as the father of said daughter speaking to her companion as far as I can remember
  3. yeah...I was using setscale to see if they were actually accepting the changes sent without using console commands when I was just copying the official patch 1.6 script straight-out... ... ...it never took...but then...neither did patch 1.6, which is why I decided to do this. ...I also don't understand why they removed the ability to simply use the BaseID when calling for an object like in Skyrim...why do I have to do two extra steps when I already know what their base and ref already are? AND... ... ...nope...didn't work...they just will not take any changes applied to them through a script...console works though... ... ...And the notification reported that both returned "false" for essential even though actually looking at them reported true. Could something be forcing them to be persistent? Maybe whatever the tweak was they made in 1.7.12 to stop settlers from changing their clothes/race/sex every 5 seconds? Maybe I'd have to remove them from the Workshop NPC group, change them, then add them back?
  4. http://www.nexusmods.com/fallout4/mods/12504/? adds blank holotapes to the loot table that you can use to write journal entries on (save game) IMMERSIVE! Almost what you want...can't get addicted...but you can get to a situation where you pray that trashcan up ahead has a blank tape in it...which is almost as good.
  5. Funny thing is...all that sounds really close to the original planned Brotherhood quest-path that was cut... And I totally agree that Maxon is going against the Brotherhood MO by nuking the Institute...If the West Coast Elders are still alive (Not looking good for them in New Vegas...), I'm sure that would cause the entire East Coast Chapter to be branded Outcast. Sure Artificial Humans would likely still be looked down on...and the Brotherhood has never been interested in Agriculture...but a new Nuclear Reactor design? Teleportation? THE ABILITY TO CREATE PLASTIC WITHOUT PETROCHEMICALS! ... ... ...oh his ass would be grass, most definitely.
  6. Can't Glowing Ones already do that as well as resurrect nearby dead ghouls?
  7. or at least make the freed traders (if you chose the nice-guy end) spread out into the newly empty areas like they said they would do...2-3 player-run settlements scattered around wouldn't be too bad then (for evil too as having a couple large slave colonies right there would provide enough food for several raider camps without you having to worry with taking over your own towns... ... ...)
  8. so...trying to fix whatever Bethesda broke in 1.7.15 that made Jun and Marcy immortal again for saves in which the Sanctuary quest hadn't been completed...and I'm stuck. Here's my current testing script. Scriptname JunMarcyFixBoxScript extends ObjectReference ReferenceAlias property Alias_MarcyLong auto const mandatory Event OnActivate(ObjectReference akActionRef) JMFix() EndEvent Function JMFix() Actor jun = Game.GetFormFromFile (0x00019fdb, "Fallout4.esm") as Actor WorkshopNPCScript marcy = Alias_MarcyLong.GetRef() as WorkshopNPCScript Debug.Notification("is Jun Immortal? " + jun.IsEssential()) jun.GetActorBase().SetEssential(false) Debug.Notification("1") jun.GetActorBase().SetProtected(true) Debug.Notification("2") jun.SetScale(4) Debug.Notification("3") Debug.Notification("How about now? " + jun.IsEssential()) Debug.Notification("Is Marcy Immortal? " + marcy.IsEssential()) marcy.GetActorBase().SetEssential(false) Debug.Notification("1") marcy.GetActorBase().SetProtected(true) Debug.Notification("2") marcy.SetScale(4) Debug.Notification("3") Debug.Notification("How about now? " + marcy.IsEssential()) EndFunction Now...I followed two different methods for testing... For Jun it is a mashup of what I remember from Skyrim plus some tutorial references plus mass wild guessing (the turning into a giant is just for quick visual confirmation, and the notes are to show that the script is actually stepping through). For Marcy it is an exact copy of the lines from the Patch 1.6 script. (... ... ...which no longer works either...but I figured what the hell, let's try anyway) The file compiles with no errors and was successfully attached to a test object that runs it on activation Neither npc accepts the changes...the "Is x Immortal?" check returns false even though when confirming through CK and in game that they are Indeed marked essential...and the script will hang up every single time right after the "Is Marcy Immortal?" note, never displaying the next. which I assume to mean something happens in marcy.GetActorBase().SetEssential(false) I assumed that maybe there was something holding persistence on them and tried to select them in console and run DPPI... ... ...but it doesn't seem to work anymore. I am also fairly certain GetFormFromFile isn't even supposed to work that way...but I was randomly mashing keys at that point and it compiled so I was all "fuggit" As rusty as I am at all this...I am completely at a loss. Edit: Oh glob I forgot a letter in the title...THE FREAKING TITLE! ... ... ...I'm going to go to bed and pretend this last day didn't happen.
  9. In response to post #37115805. #37116715 is also a reply to the same post. Yah, pretty sure cell-reset is connected to combined-objects in some way...anything that breaks them into individual pieces guarantees the bug. But for vanilla bugs: don't forget the things like getting stuck walking to a terminal/power armor, quest objectives falling through the ground (especially in automatron...robobrains must be part molerat.) companions/NPC's walking into "secret rooms" (like the door you can reach through the ceiling of the bathroom in Vault 81) and never coming out... Diseases magically transferring to you if a companion gets hit with it (even if they are robots...again easily seen in Vault 81) NPC's who trigger their fail-state dialogue even though you completed the quest succesfully (... ... ...again V81, a couple of the randos call you a "monster" and say "how could you let a child die!") Whatever the hell is wrong with settlements (TV/Jukeboxes make beds not work? Having two caravans go to one town makes food/water disappear? An NPC wearing Power Armor and wielding a laser minigun gets kidnapped by Raiders? Super-determined attackers can phase through walls completely ignoring all of the new traps added in the last DLC? That one settlement that spawns all of the settlers in the ocean every time you fast travel there?) Oh...and the worst of all... ... ...Automatron taking away Codsworth's ability to wear hats!
  10. In response to post #37107925. #37108105 is also a reply to the same post. ...wow...I just read that...that is pants-on-head retarded....especially considering all of the mods that only exist to fix stuff that Beth screwed up and refused to fix themselves. ... ... ...but...knowing Bethesda...it's probably really easy to disable the thing that checks for your save being modded...watch that become the #1 mod!
  11. so, After grabbing the CK, I've noticed that my saves are now prefixed with "[M]" is that a marker for "has mods installed"?
  12. In response to post #36255115. #36258750, #36296705, #36350130 are all replies on the same post. Considering how crashy Beth. games are...you'd think they would have thought twice about that...on the other hand...I guess it makes it easier on you if you get one of the no-progress Automotron bugs if your only save was when you took a nap before starting it... ... ...
  13. In response to post #25960504. and maybe a working "arrow" projectile type (darts, rail-spikes, spears, ... ... ...arrows) that can be picked up without having to force corpses to spontaneously generate them.
  14. In response to post #25939019. it only counts time you spent playing while logged in to the internet...if it can't talk to steam servers, time doesn't go up. Also remember that if there is a hiccup on steams servers (like every Tuesday when they take them down for maintenance) your time played doesn't go up either. This means you could have another couple hundred hours not being counted.
×
×
  • Create New...