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Chaophim

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About Chaophim

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    Fallout 3, Fallout: New Vegas, Skyrim, Oblivion, Fallout 4
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    Fallout 4

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  1. Is there any modder/animator out there who would like to make something that is both lore-friendly and 'new'? I was thinking about the wrecked tanks you can find lying around the Commonwealth and how cool it would be to make them buildable (in head-canon, your settlers simply dragged it there and rewired it) in the settlement, but with a small twist - they are partially animated - the top of it actually functions as a turrent, able to urn around on the tank body 'base' and shell (or whatever, variants would be cool too) intruders. It would also serve as maybe a midway point between the standard turrents and the artillery cannons that "Old Guns" gives you? Thank you in advance for reading this and considering the idea.
  2. I would like a mod that adds a fourth raider gang to the mix. My own. Think about it - just like you can assign settlers to farming and such, it would be great to have an activator that recruits them to be in your gang, essentially moving them from the settlement to be gang memeber NPCs when you plant a flag for your gang. And this would include the flagpoles you have to activate once clearing out the zones. A new NPC could take orders for our gang to declare open season on one of the other gangs until only our gang remains. Basically, after a few battles, whatever gang was wiped out would then never spawn again and their 'camp' (like the parlor, etc.,) would be overtaken by our troops.
  3. I would love the ability to make the automatron robots in my raider settlements look raider-iffic with body paint/decals/etc., related to the gang itself, like their flag logos as chest decals, paint that gives the illusion (for instance) of an Assaultron wearing a pack necklace, etc., Not sure if this is doable or not, just throwing it out there in case it is. Thanks in advance!
  4. There's an easier way to restore the original, I think. May seem tricky, but should work (in theory, anyway) Save your game where it is. Go back to an earlier save and click on the door in console. Write down the number it shows in parentheses. Go back to your current savegame. Open the console at red rocket, type 'prid <followed by the number>' (without the apostrophes or lt/gt symbols) and hit enter. Then type 'enable' (again, without apostrophes) and hit enter.
  5. I'm actually working on a mod like this, nibbling away at it when I have the spare time, but yeah - it's gonna be Muggy-ish due to not being legally allowed to port his voice files over - recording new Muggy-style dialogue and chalking the voice change up to all that you find of the original is a holotape backup of the persona. New voicebox=new voice, etc.,
  6. I have thought of the same idea (lack the skills to really pull it off though) and love your logic behind it - only reason I abandoned the thought, though, was the SS was the only one whose cryo life support was restarted correctly - the rest were all freeze-dried either by accident or due to Kellogg wanting them to die along with the SS's spouse. No matter their causes of deaths, though, Kellogg knew the shot spouse was dead and wouldn't re-start the life support needed to stabilize him in stasis till medical help could be applied. :( With the way your mind works, though, I think you could account for that. :)
  7. This mod already exists. It is called "Manufacturing Extended" and the machine is the recycler. Auto-butcher also rocks. Personally, I put all of my junk into the workshop with the one-key shortcut, then a vaccuum hopper pulls it all out and sends it through the recycler. After that, I have the base components sent to a component container so that it doesn't get auto-dumped back into the workshop, repeating the cycle for infinity. After all is broken down, I shut off the machine and hopper and move the components back to the workbench for building.
  8. If you use Win 10 and don't mind a small learning curve, I'd recommend switching to Mod Organizer 2. I can hover over a plugin in the plugins list and it tells me exactly which mod put it there even if I have renamed the mod in the list.
  9. I just had an epiphany. Bethesda really dropped the ball with Vault-Tec Workshop. No, this isn't a 'This DLC sucks!' post, but a legitimate ball-dropping. Think about this - Vault 81 prides themselves on maintaining a running vault per Vault-Tec guidelines. They have a rubble-strewn second Vault they are never going to use, from the way the game AI makes it seem and have an unmarked quest to gather tools because the Vault is in disrepair. Seems like a perfect opportunity for a hard-hat-wearing Sole Survivor to come fresh from Vault 88's questline, talk to Vault 81's Overseer, unlocking the Vault 81 workbench (this option would not be available even if Vault 81 was visited earlier in-game), and expand/upgrade the vault, unlocking the expanded 'zone' upon the compilation of that particular side-quest while maybe uncovering other zones when scrapping preexisting walls, etc., What do you guys think? My opinion is that another underground settlement would certainly be.a better prize than the non-customizable crappy room that they give you in the core vanilla game. Couple this with Vault 111 and it gets even better. I lack the world-building skills to do this, but I'm thinking that if the Vault 81 and 111 cells were cloned and replaced with the modded versions, they could be expanded upon with more caverns/rockslides/behind-the-scenes stuff without doing too much damage. Also, thinking that the Vault-Tech rep could have 111's control board, making it so that you couldn't just thaw-n-build. :) I could try to help with this mod, if anyone wants to pick up this idea and run with it. If you do use the idea, but don't need my help, all I ask is that you let me know about the mod and maybe shoot me a little thanks in the credits. :D
  10. I have this problem as well and came to post about it. In answer to lincolnshooter, I do use MO2, and thought it might be an issue with the VFS, so I tried it with installing the mods through NMM and even skipping mod managers entirely and installing manually. The problem persisted across each of those attempts.
  11. Stamp this sucker 'Solved'. Found the culprit. I forget which mod suggested that I do this, but I was checking my old inis against the new and found that I had added "busecombinedobjects=0" into the [General] section of my Fallout4Custom.ini Removed the line and removed the glitch. It may work for some, but not for me, from the looks of it.
  12. Okay, so I think I have narrowed it down to either drivers or INI file. Thinking drivers. Gonna try a rollback and see if that helps.
  13. Thank you in advance for clicking on this and giving it some thought. I really appreciate it. I'm having a small problem with textures and LODs in one section of Sanctuary, specifically the lot next to Nate & Nora's house, on the right as you are in the street and looking at Nate & Nora's front door. I had cleared the spot like I have dozens of times before with 'Scrap Everything' and built a house with SKE+Alternate Settlements (again, have used many times before w/o issue) and noticed a LOD/texture problem while building. As I lack video recording softtware, I took a series off screenshots using the console command (I have Steam Overlay disabled atm). Here's the link to the gallery... imgur.com/a/0Zk7e Now, what is happeneing in the pictures is that I am taking slow and small steps forward, snapping a shot with each step. You can see the spot beneath the crosshairs where there *should* be walls showing the outside world disappearing in such a way that I almost begged Sebastian to name the princess in order to stop the Nothing. (Sorry for the Neverending Story reference, kids) Anyway, it only happens at that spot - rest of the game is playable, etc., (just finished Far Harbor's main quest, so not looking forward to zapping this playthrough if I can help it) and it happens whether in Workshop mode or not, although it seems to be a 'just annoys the player' glitch since the NPCs and PC aren't falling through the ground or anything. I've updated my drivers (nVidia) and made sure my fans are clean, etc., just never seen this problem before and was wondering if it was easily fixed or (and I hope this isn't the case) a symptom of a much bigger and much worse problem. Any help folks can give would be appreciated.
  14. It's cool, as far as the notification... I figured "The guy has a life too - can't be expecting him to be sitting there hitting refresh every five minutes to make sure that my plexotomy* is going well..." Since it was early on in the testing, I went ahead and tried SKI with a few mods that it had patches for. Did not find it working as well as advertised. Not 'buggy', per se but, like more along the lines of neither really sorting parts the way I would like, but with SKE being a bit 'closer' to what I am looking for. After I enjoy some actual playtime and complete Far Harbor, I will probably sit down and reverse engineer the two to start making my own in a way that satisfies my OCD (disorder, not the mod), much like I eventually do with sorting mods. I tried Spring Cleaning as well - figured 'why not?' but didn't find it quite as useful in my cleaning efforts as my modified version of Scrap Everything. Mine is modified not to scrap deco walls (like in Hangman's Alley) and roads, like in Sanctuary, since zapping those can sometimes lead to very unlevel ground, glitches, and walls that look invisible from one side and visible from the other. Also put Place Everywhere back in and tested it. No 'missing content' on my save/restores so far. Yeah - tried Loot when it first got Fallout 4 capability, but with a lot in FO4Edit being guesswork before the CK, that the odds of people finding true 'dirty edits', etc., was going to be minimal. My mod managers both do well to tell me when masters are missing, so I just let LOOT ride for the time being. Will give it another shot now that the CK is out and the guesswork can start tapering off. Meh - the fat needing to be trimmed seems to have just been in the load order. I just weighed the options and figured that I needed F4SE more. Not trying to sound like I'm bashing Homemaker here, but I did the same with it a while back when I realized that (1) I had a rather hefty load order and (2) 1/3 to 1/2 of it seemed to be compatibility patches to make *it* play nice with 50 other mods (an exaggeration, but not by much) and decided that if all of the others could play nice with SK acting as a traffic cop directing the flow, then the one guy who wanted to weave wherever he wanted to up and down the road could lose his driving privileges for a while. Nice to see, though, that SKI and SKE both package modified versions of Homemaker to pretty much force it to stay in its own lane without the 900 patches. It has been welcomed back into my load order with open arms. (well, except for the covenant walls, that is. As pretty as those are, they still cause the 'scrapped trees and stuff popping back into existence for a moment' glitch.) As it stands *fingers crossed* it looks like I stamped out most of the bugs, save for the coffee mug. Lost about half of my load order, but that's okay. Just the fluff which can slowly be introduced back in once I have taken a vacation to my little island resort on the 19th. Thanks again for all of your help, even if you might have felt like some of the advice was a friendly shrug. I think chatting about it helped me find spots I had overlooked before. ----- * Plexiotomy - A highly risky operation wherein a curved piece of Plexiglas is surgically embedded into a person's abdomen so that they can still see where they are going while having their head up their own anus.
  15. The 'fresh start' already helped me nip two possible problems in the bud. First, holding off on MO for right now. Yes, it moved to beta and yes, I <3 MO, but the biggest bugs in the beta bug list are textures and meshes not loading and esp errors, both of which I am already having even with manual installs and NMM. Don't need to compound the problem. Second, I use several F4SE-based mods like Place Everywhere, etc., In doing the fresh start, I figured it was time to try out a new ENB and found that the current vversion of Reshade (required for most, if not all, ENBs) does not play well with the most recent version of F4SE, so the advice I got was to choose one or the other - not both. As I use multiple mods that use F4SE, but only one ENB, the scale seems to be tilted toward skipping the ENB till F4SE and reshade can get along. Also, a few people have narrowed Place Everywhere down to corrupted savegames (i.e. suddenly 'missing content' like the error I have. The author is aware, but can't duplicate the error at this time, so holding back on that mod until a few days or so have passed and more news comes to the forefront. Could be a snowball effect - the Reshade breaks F4SE, which breaks Place Everywhere, which breaks the savegames. We dunno. Testing without it though. Now, got a couple of questions for you, ddavies... Do you use Settlement Keywords and, if so, what flavor? All was fine with the original, IMHO, till he stopped development on it and all the forks took off. I *was* using SKE, but SKI might have some merit to it as well. On a related note, do you use a scrapping mod? I was using Scrap Everything, but Spring Cleaning looks pretty popular too. Just looking for personal opinions before fully committing to standing or changing.
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