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jchamlin

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About jchamlin

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    http://www.citilink.com/~jch/
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    Fallout 4

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  1. +1 for this idea. As the game progresses and you start to accumulate lots of power armor suits, it would be nice to assign power armor to at least your provisioners (i.e. supply-line runners), guards, and maybe scavengers (who seem to run around with their gun out and collect junk). I'm not sure farmers and shopkeepers need power armor, but hey, if you're going to make a mod, why not? Nice thing about provisioners and guards, unlike the farmers and shopkeepers, they never stop to sit down, so you don't have to worry about a power armor toting farmer crushing the bar stool. I'm not sure how to handle sleep time though (don't know if guards or provisioners ever sleep, I never see them do it). The mod should have them get into the power armor and stay in it until they are asked to leave it. And just like NPCs, they should be able to use power armor with no core, or an almost empty core, and don't deplete cores. The armor should take durability hits during raids though and need to be repaired. Also, just wanted to point out that this mod, Movable Power Armor, is very useful for managing power armor, and would help you get your power armor back to the power armor station so you could repair it after you asked your settler to get out of it.
  2. A little-known feature of the PIP-Boy's Inventory->Junk tab is that you can press "C" and it will switch to a view where you can see all the components/materials in your Junk inventory instead of the items. You can then also tag/untag individual crafting components. This appears to be the only place in the game that allows this. However, most people don't store all their Junk on their character, they store in in the Workbench. And the Workbence doesn't have a Component View option. And there's a "Store all Junk" but not a "Take all Junk" option. So, the only way I know of to be able to see how much of each crafting material you have and to tag individual materials is to transfer all the junk from the workshop back to your character -- one item at a time, and that's slow! And then load up the PIP-Boy Inventory->Junk tab, press "C" to switch to component view, and then you can tag or untag individual components as well as see how much of each one you have to help you make decisions on what to tag, and then select "store all junk" when done to put it all back. At least putting it all back is fast. It sure would be nice to have a faster way to perform those two use cases. Either a "take all junk" option (the opposite of store all junk), or a component view in the Workshop junk tab would both solve the problem.
  3. I think someone just did this for you! Happy Pills mod: http://www.nexusmods.com/fallout4/mods/5018/?
  4. One easy way to get the random event to spawn the vendor you want is to, load a saved game, travel to the site where the vendor would normally appear and check for them. If they are not there, reload the save and try again. This is a quick way to keep going through all of the random events and find the vendor you want. Of course, we have to start to make a list of all the places these random events can happen in order to be able to find one that is easy to do this with. I'm sure the list of places where these random events happen will emerge over time as people collect and post the information. If we are going to request a mod for Level 4 Shopkeeper/Vendor NPCs, I suggest the mod should just be able to have you spawn the ready-to-assign level 4 shopkeeper right into your settlement. Of course, if there is dialog/quest impact on the character (I don't know, haven't run into them all yet and don't know what quests might break if you force them into servitude in your shops before those quests are completed). But, the question I have to ask: what good will it to to get them to show up more often, if you can't get the benefit of the level 4 shop in the first place? I don't think any of them work at all. (1) Some never show up after you've recruited them (2) Some show up but cannot be assigned tasks (3) Some show up, and then later leave (4) Some show up, and can be assigned, but they don't produce a level 4 shop I'd like to see a mod that fixes the Level 4 Shopkeer/Vendor NPCs to behave properly in the first place, and to "fix" any of them that you've recruited that have bugged out or aren't functioning properly as a level 4 shopkeeper. I'd also like to see a saved game and a YouTube video of a level 4 shopkeeper in a settlement actually working (if that's possible), with more than 1,000+ caps in inventory after a shopkeeper refresh, and new legendaries spawning in their inventory. I'd like to play around with the save game editor and see if I can find a way to "fix" the problem myself, maybe by copying from a save with a working level 4 settlement shopkeeper. There are eight NPCs that are supposed to be upgrade a level 3 shop to a level 4 one. I've read bug reports about most of them not working so far: (1) Armor Emporium: The Scribe (2) Surgery Center: Doc Anderson (3) Clothing Emporium: Ann Hargraves (4) Restaurant: Ron Staples (5) Trading Emporium: Vault-Tec Rep (6) Trading Emporium: Rylee (7) Trading Emporium: Holt Combes (8) Weapons Emporium: Smiling Larry For example, I had a problem with Ron Staples (who is supposed to be able to be a level 4 Restaurant shopkeeper). I met him in his random event "Time to Party" in the cabin directly south of the Drumlin Diner. I have lots of connected population all over the map and a level 3 Restaurant in Sanctuary, and room there (18 settlers, Charisma of 10). So, he presented me the conversation dialog option to recruit him, so I recruited him to Sanctuary. Immediately, my settler count at Sanctuary went form 18 to 19. But he never started walking to Sanctuary. I waited days (both sleeping and actual gameplay time) and he never showed up. Then eventually my settler count dropped back down 1 to 18. So, I decided to follow the suggestion on the Fallout 4 Wiki here, http://fallout.wikia.com/wiki/Ron_Staples#Bugs, and went back to the site where I recruited him, and there was another random event there. Then I enabled him with the console commands "prid 00192357; enable", and he appeared in the cabin and he started walking (although he started walking south, away from Sanctuary). I then recruited him again and he turned and walked to Sanctuary. I followed him all the way there and made sure he arrived. Once he arrived he walked all the way to the middle of the town with everyone else and sat down in a chair. From the workshop menu, I was able to select him and assign him just like any other settler, and assigned him to my level 3 restaurant. (NOTE: I could assign or move him, but assigning him as a Supply/Provisioner was not an option... not that I'd ever consider doing that with a level 4 shopkeeper though). He walked over to the Restaurant and started acting like a shopkeeper would, polishing the countertop and all. However, he does not act like a level 4 shopkeeper. Even after a week of game time he still presents me the dialog with "recruit me" and he never has much caps (never more than a couple hundred) or good stuff (no legendaries or other impressive level 4 stuff) in inventory. He consistently has less caps than even my level 3 vendors do (or even the level 3 bartender that was there before I assigned Ron to the restaurant). He basically still behaves like he was when he was wandering the wasteland instead of a level 4 vendor. Does anyone have Ron Staples or any of these other Level 4 Shopkeepers successfully working as a level 4 shopkeeper? If so, do you have any idea how did you got that to happen?
  5. I'd love to see a mod that makes these level 4 vendors behave properly, and allows you to properly "fix" them if they've bugged out on you in a way that makes them a real level 4 vendor. See my full post in this mod request about Level 4 Shopkeepers here: http://forums.nexusmods.com/index.php?/topic/3438730-level-4-settlement-merchants/?hl=%2Bron+%2Bstaples&do=findComment&comment=31678020
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