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undercarriage

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  1. I'm fairly certain it's not a deliberate feature of JSawyer, because it is not a limit. It is a bug with a weapon mod. It makes very little sense to deliberately break it in this way when you could simply remove the mod from the game, and there are no references to it in the changelogs. Unfortunately I am not at all comfortable in xEdit, because I have no idea how it works. I suppose that leaves just the process of elimination method. Dangit.
  2. What was the weapons condition before you added the mod? Was it fully repaired? See also the "Bugs" section on that page. -Dubious- None of the bugs on those pages are what is happening. I'm not getting the immortal Holorifle bug, I'm simply not being allowed to repair it to 100% once the mod is attached, like I said. This seems like it would be connected to one of the fix mods I use, but I cannot pinpoint which one. The gun is at about ~80% condition when I apply it, most of the time. But the actual condition doesn't seem to matter, because I cannot repair it above 75% once I attach the Reinforced Components mod. It's as though the game doesn't recognize that it's max condition has been improved, despite the fact that it has been. It still has the extra condition when using the weapon, also.
  3. Hello. I am experiencing a bug related to the Holorifle Re-Enforced Components mod. Despite my bevy of fix mods, when I give the Holorifle this mod, it becomes impossible to repair over 75%. I cannot determine why this is. I can only repair it if I do that one console command that lets you repair your own gear. Any input would be very, very welcome. My list of plugins is as follows: YUP - Base Game + All DLC.esm ForgeBeyond.esm FreesideOpen.esm NVStripOpen.esm YUP - NPC Fixes (Base Game + All DLC).esp Uncut Wasteland.esp The Mod Configuration Menu.esp FalloutNV_lang.esp Disable Anti Cheat Minute.esp NVDLC04 Allegiance w Duster.esp FreesideOpenPatch.esp Uncut Wasteland FSO.esp Harvestable Cave Fungus.esp JSawyer Ultimate.esp Mojave Raiders.esp Mojave Wildlife (Vanilla Style).esp Unofficial Patch Plus.esp JSawyer Ultimate - GRA Merged.esp Mojave Raiders - 22LR Varmint Rifle.esp Unofficial Patch Plus - Addendum.esp StripOpenMain.esp FSOmusic.esp VanGraffHostilityQuestFix.esp VanGraffHostilityFactionFix.esp
  4. See title. I've been looking for this for like an hour and as far as I can tell, no one has ever made something like this. I'm talking about a compass that functions like it did it NV; It shows enemies based on your perception, not just hostility, and it shows allied NPC tics. I desperately need something like this and I have no idea how to make it. There have been a bunch of different times when I've found someone who asks about this exact thing and all the replies are just "yeah it sucks that it doesn't do that" and then nothing. I need this s#*! because I'm tired of the old compass. It sucks. So many things about this game suck. I feel like I'm systematically going through fixing all of Todd's Bad Choices. I've been jumping back and forth from my modded to hell FO4 and NV, and the only reason I don't stick with NV is that it crashes like at least once every hour and makes me lose a bunch of progress. This is with crash fixes and memory adjustments and patches and s#*!. Sorry, I'm rambling now. But yeah, you get the idea. Compass fix. If it exists please show me, because I've looked everywhere.
  5. Hey! I just put out an update. Now the weapon is called the "Heavy Machine Gun", the fire rate is down to 86 (516 RPM), and it has significantly more recoil. I recommend doing a fresh install for this version. I also fixed the wonky esp name.
  6. Hey, what's up, bumping my own thread again because this makes it impossible for me to play the game without being constantly annoyed.
  7. I'm experiencing a strange bug that has only manifested as of this afternoon, for reasons I cannot fathom. For some reason, certain NPCs will not turn to ash piles anymore. It seems to effect most humanoid enemies (Raiders, Super Mutants, etc.), but not monsters like Mirelurks or Radroaches. The effect for the enemy turning to ash plays properly, and the corpse slowly fades away. However, no ash pile is left, and the body just vanishes for a few seconds. Then it re-appears, completely intact (unless it was gibbed, then the gibs re-appear). For a while, I thought this was an issue caused by a specific mod (This one, it's very good by the way.) With humans, a bloody skeleton can be seen jutting out of the body. Here are some images. I've uninstalled basically every mod I can think of that might be causing this, and cleaned my save to boot. It may seem like a pithy thing, but it makes it too annoying for me to use any weapon that causes disintegration. Just kinda gets on my nerves. Does anyone have any idea how to fix this? I've got nothing.
  8. Yeah, I didn't make any until I had completed the DLC as well. Making powerful ones is fine and all, but it does get kind of... boring looking, after a while. I like to diversify their looks and weaponry, give them names, that sort of thing. I beefed up the ones that got reset, and it hasn't happened in a while. I think it helps that they level with you, so there are like... thirty-some level 65+ heavily armed robots trundling around the Commonwealth and Far Harbor. I'll admit, I'm a bit surprised no one has figured out a way to fix this. I wish they had added like. Some npc commentary with Automatron. I feel like unstoppable robots Hell-bent on delivering thousands of pounds of wood to a Podunk farm next to the Glowing Sea would get noticed.
  9. Can I just bump this? I'm really looking for a solution but I can't find one anywhere.
  10. Yeah, turns out there's load order conflicts with things like "better weapon mod descriptions". Also, shoot, I didn't know that. I may re-name it again anyway just so it can have a neutral name. I just wanted a way to remember which version was which.
  11. Did anyone ever figure out a fix for that bug where Automatron robots will lose all their parts and revert back to a basic unarmored Protectron for seemingly no reason? I had it happen with a robot I literally had just kitted out like, 30 minutes ago, and it sucks. I don't want to have to waste resources because Bethesda doesn't know how to code. I have a ton of robot provisioners and I don't want to have to re-equip every single one every time the game decides that no, they actually didn't need that Gatling Laser and full set of Voltanic armor.
  12. Ah shoot, it's still dropping with semi-automatic standard receivers in legendary lists and merchants. I'm not sure what's gone wrong here. EDIT: And now on my version, the fire rate is back up to stock levels. What the f*#@ did I do wrong.
  13. I think that may have been the issue. Let me check real quick. Edit: Yep, that did it! I think it's ready for release now. I'll update the first post when it's up. Thanks for all the help!
  14. I'm not sure. For some reason, I can't add weapon paint to the gun anymore. I made sure the keyword "ap_WeaponMaterial" was present like you said, but the option simply isn't available at workbenches. Huh.
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