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Sabat9

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    Skyrim
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    Fallout 3

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  1. I've heard of this bug happening to the player, experienced it myself even. The solution is to equip and unequip the weapon *in the inventory screen* and the sound loops stops. try that with your companion's trade screen and see if that stops it. Maybe try having them equip a dif. weapon, too. Much more of a pain in the butt to have this bug happen with a companion... Might need to give them something else to use.
  2. arright, i'm all fixed up and now have all the Contraption content available and present in the build menu. My two main problems were thusly: was using the older Settlement Keywords mod. As stated above, i removed it and installed Settlement Keywords Independent. At that point, I failed to notice that i was using an old Homemaker -SK Integration patch file. (which is pretty clearly stated on the SKI page to NOT do). all other build menu mods as well as the DLC are working in beautiful harmony thanks to SKI.
  3. the contraption DLC has "place through walls" conduits. Problem solved. (depending on other mods you're running, this might open up a whole new host of problems.)
  4. I am having the same problem, and have followed some basic troubleshooting steps... 1. confirmed DLC downloaded and installed 2. confirmed plugin activated in NMM 3. deactivated ALL mods: contraption items all showing up in build menus (as well as Wasteland Workshop items now appearing there too! guess I didn't even realize I was missing those... tells you how much time I've played lately..) 4. re-activated all mods... both WW and Contraptions items go missing again. I do have quite a few mods that mess with the build menus, one of which is causing the issue... so.... 1. uninstalled Settlement Keywords (outdated) and installed the latest Settlement Keywords Independent... 2. results: WW content is present now, Homemaker content is better organized, new SKI categories... still no contraption content in the build menu :pinch: Reading up on the SKI page, that mod *should* work out of the box with Contraptions, so there's some other mod that doesn't have an SKI patch that's causing the menu conflict. I'm going to have to deactivate and reactivate mods until I find the culprit. I did install FO4Edit and look for conflicts, but I need to read up on how exactly to use the info that FO4Edit provides, right now I can't really make heads or tails of it... will post results once I find out which mod is overwriting the Contraption menu entries... once that is determined, I *think* I should be able to make a patch either with FO4Edit or the CK, if I can find a tutorial. Maybe we'll even get lucky and one of the mod authors will update they own shi*. :devil:
  5. In the interest of dealing with the clipping issues that arise from great mods like Armorsmith Extended, http://www.nexusmods.com/fallout4/mods/2228/? has anyone attempted an approach of scaling armor models up a couple clicks (not a technical term)? I'd like to see examples of armor models that still fit the character, but clip "out" from the body just a little bit more, to make base clothing appear to be a bit more "under" the armor in some combinations. Probably would start with combat armor. Feasible?
  6. sounds like (a lot of) you just need a break. I know the feeling, fire up the game, walk around for 10 minutes and then it's ... uuuugh. I don't want to do this. I've realized that there's really no reason to blast through this game with every last second of my free time, which is how many of us likely approached FO4, at least for the first couple weeks. One of my co-workers even blew all his PTO to take a week off to do nothing but play. This is the best and quickest way to get burnt out on this game or any other. After last weekend, where I was up till 4am both nights, hit lvl 35 and got a couple perks I was after, my interest and motivation has plateaued. I see no benefit from forcing myself to continue to play like that for right now. It's time to put down the crack pipe and detox for a while. There's also no reason to get bummed out about it. The game will be there waiting, probably with a couple new patches, and a few new mods to improve on things. So don't sweat it, it's like "i cain't quit you, so ima just hafta put you down for a while."
  7. I heard a raider say "don't you die on me." Still waiting for "I'm too old for this s#*!."
  8. Cheers is real. there are spoilers if you google for it, but it's easy to find. It's not exactly where it should be in the real world, but it's a damn accurate representation. Prost!
  9. There's a bar somewhere downtown. A place where everybody knows your name.
  10. Not sayin' it actually exists, but how could you not include THAT easter egg?
  11. well it was the ding dang diddly navmesh outside of the inn that was the culprit. finalized that f***er properly and we're good to go. thanks for pointing me in the right direction. edit: LOL, just to be clear, it was the vanilla navmesh that had the problem (lacking the solid bright green borderline between the two areas in front of the inn door) and not my "new" navmeshed area...furthermore to this point I think all the vanilla NPC's that show up inside the Vilemyr Inn are clones of the NPC's elsewhere in Ivarstead, who are get enabled/disabled to appear in the inn....there seems to have been no other way for NPC's to get in and out otherwise. Hope this wasn't for some really good unknown reason....
  12. See the mod I'm working on here: http://skyrim.nexusmods.com/mods/30867/ So it's in a vanilla area, with a new navmesh in that particular immediate area on the workshop platform. I'm fairly certain that the navmesh is fine, although there is a weird disconnect right outside the door of the vilemyr inn that I can't seem to connect, it's like a gap between two major areas of vanilla navmesh. My NPC is on the workshop platform, which I navmeshed and which apparently works, judging by followers/other NPCs being able to come up the stairs and use the workshop furniture. Right now, he won't even leave the platform. I'm trying to get him to go into the vilemyr inn, I've pointed the package for inside the inn at an existing marker, maybe I need to make a totally new one? I've made a new marker for the workshop area, and he seems to use it. sorry if my writing here is a bit scattered, it's a bit late where I'm at.
  13. I think a lot of the behind the scenes pricing math has to do with your character's speechcraft skill, the higher the skill, the better the price you get. there are also items (amulets, etc) with enchants such as "prices are 10% better". You could easily whip up an amulet like this in the CK and set the % to whatever you want for a quick fix.
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