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PaddyGarcia

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  1. I have this problem too. I get a freeze on every exit, even when using console-qqq or alt-F4. I've been using ~50,000 mods for years but this is new. Nothing from OP's modlist rings any bells. I don't use settlement blueprints. I have increased one or two settlement budgets using "Increased Build Limit Enhanced 4K" https://www.nexusmods.com/fallout4/mods/13779, but I've never built more than ~105%.
  2. Ancient necro, but: Faster Workshop (Workshop Lag Fix) makes it AMAZINGLY faster, like insta- with ~1000 mods. https://www.nexusmods.com/fallout4/mods/35382/
  3. I'm not working on a mod, at least not for release. Just curious, mostly. I'd kinda like Piper to be a smoker. That would have been extremely simple in previous games, but it's not worth a lot of work - I almost never hang out with companions anyway. I looked at Trashcan Carla, who smokes, and Piper and a few others who do not, but I couldn't figure out how it's done in vanilla. (Are there maybe smoking idle markers at specific locations assigned to specific NPCs? That would be lame.) So my question is still: how is it done in vanilla?
  4. What was the answer? I'm interested in what makes vanilla NPCs smoke or not smoke. In FO3 and FNV it was a "smokers faction," but it changed in FO4. I've tried a few times but I can't figure it out.
  5. bugs have hard exoskeletons that act like armour. well that's what I tell myself when a .308 bounces off a radroach lol Radioactive exoskeletons.
  6. I don't think modding vanilla scripts is good practice. I think you'd want a script that just overwrote that one variable for the vanilla script to use. But I know almost nothing about scripting so I could be so wrong.
  7. Yep. In bold and underlined! I learned that lesson probably before Bethesda's first game was ever published. (Windows still shipped on floppies.)
  8. Good point, good advice, fair enough... I do say it, but it's not so obvious what it means. You have shown me the light, and I shall mend the error of my ways. In case you're curious, what it does is make ~160 new items - totally worthless ones that you can't get useful resources from. (It just duplicates a bunch of vanilla miscellaneous items, sets their value to zero, replaces their resources with c_crud, and gives them silly names. And sometimes increases the weight, to be cruel.) And there are a couple new worthless ingestibles that you shouldn't drink. Maybe I should have just said so in the description, lol.
  9. Doh. Shows what I know (not so much), especially about how keywords and scripts work. I sorta never thought of the scripts... I probably owe you 100 Pre-war money. I looked and saw that those simpak/repairkit keywords are called in the HC_ManagerScript and also the HC_HealCompanionObjectAliasScript, so it seems like you're probably right about what's wrong. I originally said, assuming it ever worked in the first place, it should still work now. And it seems like it must have worked at some point, or the author wouldn't have posted it, and he wouldn't have gotten a hundred endorsements. But now I'm thinking maybe it stopped working after a Bethesda update modified the scripts. If that's the case, and if you're right about it mattering whether Nick is a companion when the mod is installed, then the mod could be fixed with a small script that only let it be changed at a safe time (Companion?Y/N), or else a much more complex script to make it safe any time (work with variables from other scripts). Are you sure that's right? Or maybe it won't work either way, unless you start with a new game? (That would require the harder script.)
  10. I've never tried that mod in-game, but I downloaded it and looked inside, and it is super-simple, like unbreakably simple, and it seems like it really ought to work just fine. If you're having a problem, I bet you 100 prewar money it's a conflict with another mod altering Nick Valentine's NPC record. (Not his clothes, but maybe his appearance.) If you open it in FO4Edit, you'll see the only difference between this mod and vanilla is one field. The author just switched "can use stimpak" to "can use repair kit." Assuming that ever worked at all in the first place, it should still work now.
  11. I saw that too. (Mine was the first comment!) Unfortunately, as wonderful as it is, AFAIK that mod (Night Time Night Vision) only affects vanilla weapons. But it's a good method, and could be used in other mods. (Author even gives permission.) There's another (wonderful) mod, PreWar Binoculars, by a_blind_man http://www.nexusmods.com/fallout4/mods/17819/? You can switch the night vision on/off, I forget how it works but it might be worth investigating. A-blind-man makes really good stuff.
  12. "2) Or may just all my settlements are connected by installing the mod." I think there may already be mods on Nexus that do that. I'm half way pretty nearly totally maybe certain.
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