Jump to content
Heavy Traffic ×

asterlacnala

Members
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About asterlacnala

Profile Fields

  • Country
    United States

asterlacnala's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I use Amazing Follower Tweaks and it has this functionality. You can set all your followers to far distance, defensive combat AI, flee combat at full health, and even prevent Dogmeat from ranging in front of you. It has some other useful features as well but any of them can be ignored with zero gameplay effect. (For example, autoscrap a settlement is useful but if you don't like it just never use it.)
  2. Seconding this. Crafting Mastery is a great mod overall and will let you do exactly what you asked for.
  3. I have not used that before, but looking at it I don't think it does what I'm looking for. I want to change the value dynamically depending on whether I'm sighting through a scope or not. I'm almost certain I'd need F4SE to do this, but I have little knowledge of scripting. (I looked into it when getting into Skyrim modding but could never get the compiler to work.) One possiblity, though, now that I think of it, is to bind it to a hotkey rather than a scope zoom. The latter may not be possible, but the former definitely is.
  4. I don't know why Bethesda made the decision to use the AP pool to power jetpacks and holding one's breath... but the net effect is that if you decide to play a sniper, then for some reason holding your breath in power armor will deplete your fusion cores much faster. I was able to mod this out by changing fPowerArmorPowerDrainPerActionPoint (1C8FB5) to 0, but this would affect jump packs as well. I'm wondering if it is possible, possibly with an f4se script, to make this value the default .05 normally but 0 when looking through a scope. This would maintain the limited resource of jetpacks while still allowing snipers to wear power armor.
  5. This works! I think a script to do a little more automation would be even better but I'm not ready to tackle that lol. Appreciate the info! Very helpful.
  6. Just to be clear, I'm not talking about merging plugins, I only want to merge items from one FLST record into another FLST record.
  7. I am trying to make a patch for personal use... well, extend an existing personal patch. I am using Amazing Follower Tweaks and Scrap Everything. The former has a function to scrap things in a settlement; the latter expands the list of scrappable items. I am looking at them both in F04Edit and I see they both use FormID lists. AFT has several lists of scrappable objects that the script it uses refers to. I have made a copy of one of these lists in my personal patch. What I would like to do is copy certain items from the FormID lists of SE into the FormID list of my AFT-copy. I know I can get the editor ID from the SE list, use add item on the list copy, and add that editor ID. But with several lists and hundreds of items, this would take ages. Is there some way to simply merge all the individual entries in a given FormID list into another FormID list? Do I need something other than F04Edit to do this?
  8. I just tested this out on a new game... it does get rid of Mama Murphy, and I figured it would just make Preston seem a little crazy (crazier?) by referring to someone who isn't there... but it flat out breaks his dialogue after killing the Deathclaw. He just keeps saying he is glad I'm on their side, but it never brings up any chance to respond, get rewarded, have him offer to join them, etc.
  9. I actually tried. The first time I got to play Fallout 4 was at my (now-ex) girlfriend's place, and since I knew I was just doing a test run and wasn't going to play regularly, I didn't play with the same depth I usually do. I made a character called "Mr. Boobies" and when I met Preston I said, "That's a nice laser gun," and shot him in the face. Several times. Had him on the ground. And then discovered he was an essential NPC because he just kept getting back up and telling me to go get the fusion core.
  10. I will give this a try, see how it plays out. Haha, thank you! This would be out of character for (most) of my playthroughs and doesn't resolve the problem of her being the one to push you to Diamond City. Honestly you wouldn't even need to remove her, just trigger that conversation much later, and it would work as well. Hmm... this might inspire me to learn to mod dialogue... so far I have only done fairly simple stuff with FO4Edit.
  11. As far as I can tell, you are simply not given that choice. You deal with the initial deathclaw, go in to talk to Preston, he says his bit, and she just butts in to the conversation. You can treat her like she's a drug crazed addlepate... except she has already proven herself with the deathclaw, when she "saw something angry coming" - and even if you skip that, she still knows you are looking for your son before you say that. So you have a reason to believe her visions. Found this video that shows the relevant scene: https://youtu.be/wH56WysPIFA?t=168 It's really late here now (or really early depending on how you look at it) but I'll check out some of the alternative conversation options (like, the lying one) later. But unless you kill the Deathclaw and then ignore the settlers altogether, you will talk to Mama Murphy. Unless... she has an OD right there. ;-)
  12. Carla tells you how to get there, same with the magazine in the shack. But Mama Murphy is the only one who says to go there to get help finding your son.
  13. There is a lot of joking about how, despite the fact that you are supposed to be looking for your lost son, you spend an awful lot of time on random other stuff. This actually bothers me. I like immersion! I typically use a mod like Start Me Up to be some other Vault Dweller, so it isn't my son that has been kidnapped... but I would actually like to play the part of Shaun's parent, to feel more connected to the main quest. Seems I run into one of two problems when I try this. One, I either do exactly what the jokes say, get bogged down in side quests, and accept that it makes little sense that I have apparently abandoned my child when I know where to go. Or, I play the parent well, go straight to Diamond City, and... often find myself outgunned because I'm too low in level and equipment for the stuff I'm running into. By the time I realize I'm very outmatched I'm dead. And yesterday it hit me - what is really needed is some way to delay information on where to go next. With no clue on how to find Shaun, there is no RP reason to abandon Preston, run off to Diamond City ASAP, so you might as well help the settlers out while determining some long term solution. And who is it that tells you to go to DC? That jet-huffing old woman... If you get rid of Mama Murphy, you would actually add to the game's immersion. You now have a reason to stay for a time, until you get some info leading you to Diamond City... at which point you can be directed to Valentine and progress as normal. Another alternative would be to have some way of warning your character of the dangers near DC - something like, "Diamond City? Yeah, you could probably find help there... but that's a rough trip, place is surrounded by supermutants. I wouldn't go without a lot of preparation." But since that method would require some voice acting, getting rid of the nearly useless NPC would seem to me to be the better option.
  14. UPDATE: I'm having the same trouble with iNeed and with Wet and Cold. I'm using Mod Organizer, so I can load BSAs independently of ESPs. When I have the BSA loaded for Wet and Cold, Wet and Cold - Ashes, and iNeed, the Overlay menus show up fine. As soon as I activate the associated ESP file, the overlays vanish. Yet looking in TES5Edit, I can find no conflicts between the ESP files. I'm almost certain this has nothing to do with script overwrites, but I'm not sure what IS causing it. And this time reorders didn't help - putting Wet and Cold before RaceMenu didn't help. Could something in the file headers be conflicting? EDIT: Vigor - Combat and Injuries has the same effect. Also, even moving RaceMenu and associated files to the bottom of my load order causes the overlays to disappear!
  15. If you haven't already, get TES5Edit. Now, load both of those plugins in TES5Edit. Find the Hunting Knife in question in Jswords. Copy it as an override into a new file (or an existing patch if you already have one). Now, on the new record you just made, add a keyword. Use the keyword from Hunterborn for this. It'll give you a message about using Hunterborn as a master file; go ahead with that. Now the hunting knife has a Hunterborn keyword.
×
×
  • Create New...