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Kainschilde209

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About Kainschilde209

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    United States
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    Fallout 4
  • Favourite Game
    Fallout: New Vegas

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  1. Amazing Follower Tweaks has an unlimited ammo feature, but since I can't recruit anyone I haven't activated it.
  2. I've been modding since day 1, yes I made sure those lines are there. And no, I'm not making assumptions, I double-checked both after reinstalling and just now after reading your response.
  3. Just did a clean reinstall of my game. Not an integrity verification, not a refresh of the data folder, I fully purged everything Fallout 4 related from my system, ran registry repair via CCleaner 3 times, then installed completely from scratch. Made sure all of my mods were the most current versions, made sure F4SE was the most current version and properly installed. Now, no matter where I put them in my load order mods like Amazing Follower Tweaks and unlimited Follower Framework will not let me recruit multiple vanilla followers. Hell, half the time I can't get the vanilla followers to follow me at all even without any multi-follower mods installed. Their recruitment dialogue will work just fine, but then they just stand there, and when I open the command wheel the bottom option is always "Follow" and never changes no matter how often I select it. Using the Amazing Follower Tweaks Forced-Recruit option does nothing. I don't kno if this is related or not, but in addition to these problems if I use a mod to expand the borders of settlements I still get the "out of bounds" warning at the vanilla border location and using the Place Everywhere feature to disable the out-of-bounds timeout does nothing. Does anyone have any clue what the hell might be going on in my game? Obligatory load order
  4. Turns out the problem was with Steam, not FO4. They pushed an update last night that fixed the problem.
  5. Well it was working fine before the sync and since it happened now I'm getting this weird loop. I understand what you're saying about it's purpose, but that is literally the only difference between when it worked and when it didn't. I haven't installed or removed any mods or changed any settings.
  6. I just recently purged and redid my Fallout 4 install, and I've encountered a strange problem. I use F4SE, and usually if you try to use the F4SE loader when Steam isn't open it'll open Steam and then load the vanilla Fallout 4 launcher. Earlier I had Steam open and managed to use the F4SE Launcher just fine. The game crashed on me (no bug there, my computer just can't handle Nuka World very well) and when I tried to reload the game it loaded the vanilla launcher. I made sure Steam hadn't closed and saw a message next to Fallout 4 in my games library that said "Syncing". I waited for that to go away and tried to use the F4SE launcher again and once again the vanila launcher loaded. Just out of impatience and frustration I went ahead and hit play on the vanilla launcher and it closed then reloaded again. Now no matter how I try to launch the game I get the vanilla launcher, even if I use that launcher to begin with. I use NMM to manage and launch the game, but I get this result whether I use NMM, launch via Steam, or open the file folder to use the Fallout 4 or F4SE.exe files. What did this sync break and how do I fix it?
  7. This just gave me an idea for a much larger scale mod that may not even be possible within the game mechanics. Specialist settlements. Say you've got a settlement with large-scale access to water, such as Sanctuary or Taffington Boathouse. Set these settlements up with large-scale water purification plants and they can provide clean water for multiple settlements throughout the commonwealth. A settlement has a lot of open land and not much else? Production farm, nothing but a couple bunkhouses and crops as far as the eye can see, providing food for up to 5-10 settlements nearby. Then other, smaller settlements could specialise in production via the contraptions workshop factories or perhaps be trade hubs or whatnot. The part where game mechanics becomes a problem is distribution. And that's also where this mod comes in. It'd be cool if you could make a settlement that specialized in power production. Instead of every settlement having power generators cluttering up potential crop or work space, have one settlement build 10-20 Fusion Generators from Wasteland Workshop, then run power lines between the settlements. I actually tried this once between Sanctuary and Red Rocket using powered light poles to check the power flow and Place Anywhere to build the power lines between settlements. The power line lights all lit up along the road, but once they crossed the line into Red Rockets territory no juice. Me an my random ideas, feel free to ignore if I'm being too out there.
  8. I was having this same issue. I don't use SKE but do have Minutemen Overhaul. Disabling MO let the game load.
  9. http://www.nexusmods.com/fallout4/mods/12192/? Second file on the downloads page, "universal missing menus fixer". Install and load your game. Wait about a minute for the script to run, then open your settlement interface to see if it worked. Once the fix is complete the mod can safely be removed. If you have a mod like Snap n Build that adds new menus via script you may have to wait an extra minute or two for your new menus to reactivate because of how the cleaner script works.
  10. I've never used that mod and I'm having the same problem. Obligatory load order
  11. I hate it when the OP (in this case me) expresses appreciation for a suggestion ​and someone takes it upon themselves to attack the suggestion as irrelevant.
  12. Thank you for the suggestion, Gribbleschnibit8. It's not quite what I was looking for, but the closest I'm ever gonna get until I learn how to do it myself.
  13. I provided the info from the first games (with wiki links for full information) for context and history. The lockpick mechanic is completely different in FO3 and NV, so the exact functionality of the classic items isn't really relevant except as a starting point. I was actually kinda thinking the lockpicks would be just for locks, while the electronic lockpicks could also/just hack computers.
  14. I hate the lockpick minigame. In the original games it was just a skill challenge similar to a speech check, and you could improve your chances with a lockpick set that increased your skill a bit similar to armor buffs. They came in 2 levels and 2 types: Lockpicks, 20% skill boost; Expanded Lockpicks, 40% boost; Electronic Lockpick, 20% boost, required for powered doors; Electronic Lockpick Mk II, 40% boost, required for powered doors and security systems. Fallout Wiki Entries Lockpick: http://fallout.wikia.com/wiki/Lock_picks Expanded Lockpick: http://fallout.wikia.com/wiki/Expanded_lock_pick_set Electronic Lockpick: http://fallout.wikia.com/wiki/Electronic_lock_pick Electronic Lockpick Mk II: http://fallout.wikia.com/wiki/Electronic_lock_pick_Mk_II What I would like to see is actually kinda like a weapon that you could point at locked objects. Firing the "weapon" forces the lock with your lockpick+weapon skill boost chance of opening the lock. It'd work similar to the Sonic Screwdriver from Fallout Who Vegas, but with the skill limitation instead of being a universal key for everything. Thank you for your time.
  15. When LlamaRCA updated Willow, she flagged her esp as an esm to correct unspecified "navmesh issues". You might try talking to her, see if it was something similar to what you're going through that the flag fixed.
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