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LucidLady

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  1. so it's a pretty common problem. there's a gunner lady in the Hallucigen building that shouts asking for you to come to the window. but the problem is that she stands a bit too far back in the room to talk to the player at the window. she just doesn't walk up to the window, so you have no choice but to bust into the room and kill her. could somebody fix this? does a mod for this already exist? i imagine the solution is as simple as just setting her position to stand a foot or so closer to the window.
  2. I've got a similar problem. I keep getting notified of settlements that I don't even own being attacked, right from the start of the game. Think I might just have too many settlement mods. My settlers don't even sandbox around my settlements anymore. Haven't for at least a year. They just stand in place no matter how little I build.
  3. Y'know, I did try deleting my Fallout4Custom ini, but not the others. Will give that a go, seems obvious... Aaaand... wow, I feel stupid now lol. That did it - guess something was off in one of the other two ini files. But I haven't touched either of those files in ages and ages, so i dunno what could have suddenly gone wrong some day. I thank you. Wish my other little graphical issues were this easy to fix...
  4. Ok, so my game is experiencing a wide number of small graphical problems. Nothing is game-breaking. In fact my game hasn't crashed in months. But all very... apparent. For now I just wanna focus on this most recent problem. All my flame effects in game are invisible. This includes the fire from a Flamer, Plasma flamer, Cryolator spray, and even the Atomic Mist sprayer from the creation club. Can someone tell me even remotely where to begin looking for what's causing this? I have no idea when it started happening. And it happens even with every single mod disabled, on a new save.
  5. Not enough people are using the Clipboard mod. It does the exact same thing Transfer Settlements does - only one hundred times faster. It's seriously no contest. Except I guess it's one weakness is that it won't save things you build outside of the build zone, whereas Transfer Settlements will pick those up. You could build one template house, save it, and then paste it however many times you want, wherever you want. Do it your way. I personally don't like to spam turrets, it is stupid. And takes up all your settlement scripts. You can only run so many scripts at a settlement. Run too many, and settlers end up just kinda standing around not doing anything. There's no need for all those turrets. Not like your settlers can die unless you hurt them. And at some point, the defense rating doesn't matter anymore. I modded my turrets so that 1 does the same defense and damage and health of 5 turrets. So I only actually put like... 5 turrets at each settlement. Plus, I like to make my settlers work for their home lol. Walls are much more effective than turrets anyway. NPCs can't get around them unless they spawn inside of them. I do like to build little towns, though. Sidewalks, proper houses, all nice and flat without looking TOO pristine and new. Like to think I keep it pretty simple.
  6. I also don't understand what the point in sabotaging surface dwellers is. Sure, spy on them. Observe. No harm. But why screw with the food and water? Why kill people? What was so special about Art that they felt the need to kill him and replace him? And after creating the Super Mutants, why just release them to terrorize the surface? Why not terminate them? They're so happy to kill regular old humans, but not the monsters that they created? Doesn't make sense. I actually wonder if all synths under the Institute's thumb are fully aware that they are synths. Obviously Danse has no idea until it's revealed by the BOS. And the Railroad blatantly wipes memories and replaces them with entirely new personalities. But does every other synth know that they're a synth? Say Art for example - would he have forgotten that he's a synth after replacing the real Art? How did Danse forget? Did he run into the Railroad at some point prior to coming to the Commonwealth? And in Far Harbor, Chase (the courser) says that it's easier to avoid being discovered by the Institute if you have your memory wiped. She does not elaborate on that. How exactly does forgetting that you're a synth make it harder for the Institute to track you? Does it mess with the Synth Component somehow? Do they use the Synth Component for tracking? If so, then Glory should definitely have had her memory wiped. As for Mayor McDonough, he definitely is aware he's a synth the entire time. There's even a bit of foreshadowing at some point. He gets into an argument with Piper or something, and shouts at her. And it's very subtle, but you can hear a mechanical distortion in his voice as he does. This is before the In Sheep's Clothing quest. McDonough wants to be made into a Courser, but the terminal entries kidna make fun of him saying it'll never happen because he's so out of shape. I personally like the theory of Mannequins being synths. In one location in the game, there is a Synth hiding among mannequins. And it won't reveal itself unless you get nice and close to it. There's an awful lot of mannequins in fo4. There's also one in Kellogg's house for some reason. I really wish they'd done something more with the Mannequins lol. There's a pretty good Mannequin cult mod, tho!
  7. I can't find the thread you're mentioning. Still looking for some help about this - I honestly have no idea where to begin with texture problems.
  8. It mentions a hotkey - how do you assign a key to turning it on and off? I currently have to go into the pipboy, into aid, then scroll down to click an item to turn it on and off. Sorry for the late reply, but I dunno about any built-in hotkey function. I almost never turn it off, so I don't mind going into my inventory once in a blue moon to toggle it. But if i did use it frequently, i'd just assign the aid toggle item to a hotkey using the FO4Hotkeys mod.
  9. There's already a mod that does this. Korax sit and drink disabler - https://www.nexusmods.com/fallout4/mods/19223 You get a holotape and a consumable item. In the Holotape, just set both the drink and sit options to Complete Disable, then use the consumable to make the settings active. Then, when you actually DO want to sit or drink from a puddle, just use the consumable thing to toggle the setting off and back on whenever you want. Been using it for straight up years, never gave me any problems. The way that the settings are displayed in the holotape are pretty confusing, if you ask me. But it offers some variety of options. Like, you can set it to prevent sitting and drinking only while crouching, or only while weapon is drawn. I find it simpler to just turn sitting and drinking off entirely until the exact time i want it. You'll also still see the option to drink from water sources, but it won't actually let you. The author didn't know how to prevent the option from appearing on screen.
  10. Hmm. Well like I said in my first post, I already considered that this might be an issue with precombines. So I went to the only two locations in my game where I could find broken precombines, and repaired them. The precombines and previs in those two locations are repaired, but the buildings remain broken. But material swaps, you say? I have no idea where to even begin. x_x And I have no idea what could have caused such an issue in the first place.
  11. Ok, been havin' this problem for a little while. It's hard to know when it started, because it's not terribly noticeable. It's not gamebreaking, but it is annoying... Most of the pre-placed buildings and structures in my game have the same purple-ish color. They still have texture, it's just like... some kind of default flat color. And some buildings are entirely different colors than they're supposed to be. I thought this was a broken precombine or previs issue, but it's not. I rebuilt precombines and previs in selected areas to see if it would fix this. It did fix the broken precombines in those areas (i could only find 2 locations in my game), so I know I did the correct thing there. And these purple-ish buildings still remain unaffected. I took some screenshots, including my map location so you can see what it's supposed to look like in your game. https://i.imgur.com/Uxl8xJ1.jpg https://imgur.com/YafqIeh https://imgur.com/HsQcEcf In the first image, the left side of the building is fine. It appears as it is supposed to - dark red bricks. But the right side of the building has purple-ish bricks. In the second image, all of those buildings are the same flat purple-ish color. They're definitely not supposed to be, check the location in your game and see. I'd say half the houses like this in my game look like this. This is how it looks even with every single mod disabled. Tested on a brand new unmodded playthrough. I've tried validating files through steam. It didn't hurt, but also didn't help. I've tried installing a new texture pack, thinking maybe some new textures would paint over this (PhyOp) but there was zero effect. When I load up my fully modded save (4oo+) into FallRim Tools, it tells me that I only have 2 active scripts, and only 1 unattached instance. So I don't think this is a script issue, as I recognize the 2 scripts and neither of them have anything to do with building textures. (one is for the Running Drains AP mod, the other adds new Legendary Effects) My fully modded save is just under 26,oookb in size, at over 1oo hours worth of playtime. That does seem a bit on the high side, but like I said before - this even happens on a brand new playthrough. [ EDIT ] It's actually not just my buildings that are having weird texture issues. All of my bobbleheads are also having a strange greenish overlay. This even includes some huge statue player-size buildable bobbleheads added by Settlement Objects Expanded (i think). Here's what it looks like - https://ibb.co/6YCYvZs Also, some of my far harbor rocks are doing a weird glowing thing. I already posted a thread about it, but i'll also post the video here too, as it all seems to be connected. And I recently discovered my X01 power armors are missing textures. They show up purple. Again, it's like this with all mods disabled. Brand new game. After uninstalling and reinstalling the game.
  12. It's honestly really confusing, because there's a dialogue line in Far Harbor that says something along the lines of "Yes, it's easier to avoid detection if you don't remember that you're a synth". I think it's DiMA who says it. Which leads me to think that there's some kind of... tell. Something that Coursers can notice in a Synth's behavior that's unique to Synths and not regular humans. But I mean, every synth has a Synth Component. We have no real idea what the Component actually does. It could give off a signal that can be tracked? Maybe it just shuts them down when it detects that someone has read their Synth Designation Code out loud. Who knows. And by the way - does saying a Synth's Designation Code not work if the synth deafens themselves?
  13. Did you install Buffout 4? You really should, because I can't make heads or tails of your load order as-is. It's a complete mess. I hope you're not using LOOT to organize your load order. LOOT is fine for small load orders, but if you hit 1oo, you have to start organizing it yourself. Your problem might just be a simple load order issue. I'd say try organizing it before installing Buffout4, even. I'll post my load order method, followed by my current load order so you can see it in action. And now the load order -
  14. Well, what kind of grenade are you equipping? A base game kind or something modded?
  15. UwU i can tell by your choice in mods that you're a gentlemen of class. lol Go install Buffout 4 and post the CTD log in the comments section there, and in this thread and i'll take a look at it. Here's the link - https://www.nexusmods.com/fallout4/mods/47359 There's a dedicated website with better install instructions for Buffout 4, but i've lost the link. If you post there, someone will likely give it to you. Buffout 4 comes with code that helps prevent CTDs and engine flaws all on it's own, so it's worth having installed no matter what. Beyond that - stop using LOOT to organize your load order. LOOT is ineffective at organizing load orders when you get anywhere near 1oo mods installed. You'll have to organize it yourself. Your mods are all over the place, so that might just be your only problem.
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