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ChaoticLogic

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    Fallout 4
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  1. A long time ago in a mod far far away... the people of our settlements asked us not to call them settlers... That mod is gone and while several of its features have been replicated elsewhere, there was one handy tool that I've yet see come back: Burn Baby Burn. This feature would, when activated, burn all the corpses in a settlement into dust piles that would be deleted when the cell was next loaded. For even greater convenience, when a corpse was burned, it's inventory would be added to the local workbench. I would very much like to see this made into a mod. I am a humble modder of esp's and am having great trouble learning to script... is there anyone with greater scripting skills willing to indulge my humble request? I would be very grateful.
  2. Pretty sure there will still be a niche for some mods, much like with WoW anything client-side can be modified including UI and textures.
  3. Load order: What in the world causes this? My primary suspects right now are Convenient Horses or Amazing Follower Tweaks. It almost always happens when combat starts while on horseback. (This happens often because thanks to Warzones, I'm being ambushed fairly frequently.) I'm not using any mods that affect the skeleton or vanilla animation/poses (that I know of... perhaps hiding in a bsa....) Update: some testing done. Responsible mod may have been TK Dodge. Will play more.
  4. I've come across this problem too. Sadly, I'm not using FNIS (or any other animation mod), so that wouldn't fix my issue as it did Stark's. I experienced this issue before installing Convenient Horses, so that's not it. Other suspects include AFT, CBBE, various cbbe outfits... I have found that saving, quitting to the main menu, and reloading fixes it for a time. Anyone else had any luck?
  5. That's not a bad one. Since you have to disable combined objects, that'll hurt frame rates. Additionally, he's yet to implement catagorization. i.e.: protect certain types of things from being scrapped. Nothing like trying to pick up a trash pile and accidentally deleting a house. Brings back memories of fishing ammo out of a toilet in F3. Drink. Pickup. Drink. Pickup. Drink. Click. OHGODWHY?! I'm glad his mod is staying updated. But it's really overkill for what I'm trying to accomplish.
  6. So my favorite scrapping mod (Spring Cleaning) doesn't look like it'll be updating anytime soon. I would like to request someone to make, or help me make, a mod where I can just scrap the trash, debris, and rubble piles that plague settlements. You'd think after getting settled in the people who inhabit the area would do something about that... I'm not interesting in uprooting roads, houses, foundations, etc. Just the trash. Any takers or leads? Update - Scrap Scrap seems to do the job... now how to fix the cell reset bug it causes like Spring Cleaning does. Hmmm.
  7. Try Rulebreaker: http://www.nexusmods.com/fallout4/mods/13054/?
  8. I would like to see a mod that takes survival difficulty and removes everything except hunger, thirst, fatigue, and their respective penalties/bonuses just like hardcore mode in New Vegas. I don't want all the weighting re-done, the fast travel disabled, the saving altered, etc. I have already perused a few such as: Hardcore Mode OnHunger Thirst ModPrimary Needsetc... All of these have various bugs, use addiction mechanics, require extensive scripting, or rebalance the weighting/damage/etc. And none that I have found, thus far, have on-screen indicators that show if you're hungry or thirsty or tired. All require use of the pip-boy or an aid item on the favorite menu. In my head, this -seems- like an easy task. Either undo all the differences between Very Hard and Survival except for the primary needs OR implement the primary needs mechanics to all difficulty levels. However, I'm not yet comfortable with the CK (FO4Edit, Nifskope, Outfit Studio, and Photoshop are my main tools) to tackle this. So this is me, asking nicely: Please help! Thank you kindly in advance!
  9. The reasons for wanting to do this could be varied. Examples in the past include video card driver compatibility issues, some people are running mods that they feel are vital to their enjoyment of the game and don't feel like waiting for the mod author to update it to play again. Some people would like to roll back to version 1.1 to have the advantage of a speedrun glitch. I haven't verified this yet, but some people are claiming the one must register on Bethesda.net in order to even use mods now (which I think is a low blow if it's true). For me, when I updated NMM and re-enabled my mods, nothing showed up in-game. I'm sure I'll get it figured out, but in the meantime I want to relax when I get home from work instead of tinkering because Bethesda decided to do an update and Steam doesn't give me a choice to put it off until the weekend. Lastly, I didn't post this to claim it's necessity, but simply to give people options. So whatever your reasons or needs, enjoy.
  10. This worked for me. It's simple. You'll need some HD space... First, copy your entire FO4 folder. Name doesn't matter, so long as it's not "Fallout 4". Download this rollback patch: https://www.speedrun...d/fvo80/1#13vp6 (the one that goes from 1.5 to 1.4) Unzip the contents into the COPIED Fallout 4 folder. Run the batch file as Administrator. Once the rollback patch is done, and since you can't tell Steam not to update, you can either use Steam in offline mode or you can set the update times to some time in the day you know your computer will be off. (I set mine from 3am to 4am.) Here's the secret: Steam uses the game whose folder is named "Fallout 4" (no quotes). So... rename your original folder something else, then rename your copied folder to Fallout 4. Now Steam will use your old version. Here's the video that showed me how it was done: Hopefully this will tide you over until Bethesda/Nexus figure things out.
  11. Rollback option: https://www.speedrun.com/Fallout_4/thread/fvo80/1#13vp6 How to keep multiple versions:
  12. Weapon animations can be a pain at times. This post is mainly to document how I solved the problem of having true ironsights off and weapons, particularly the laser pistol, still moving to the center of the screen when firing. Tools needed: FOMM, FNVEdit Starting off, when "true ironsights" are toggled off within the game itself, it does very little to the animation. At most, you will have a crosshair and an off-center weapon in the middle of your screen. Using FNVEdit, locate the weapon(s) you wish to correct this for. For me, it was the energy weapons and the 2-handed rifles. I was okay with the ballistic pistols moving to center since they didn't obstruct my view. Once you have located the weapon(s) you wish to change, locate the "Flags1" field. Edit that field and click the box next to "Don't use 1st person ironsights". Be sure to edit the LAST mod that affects that weapon (rightmost) else your change will be overwritten. If you are using a vanilla game, you must go through the extra step to create an .esp from the weapons portion of falloutnv.esm. FNVEdit can do it. ;) While you're modifying these fields, make notes of which attack animation is used. Example: attackleft, attack2, attack3. When done, close FNVEdit and it will save your changes. At this point, were you to launch the game, you would have weapon(s) that stay on the right when aiming, but will jump to center when firing. Just one more step. If you do not use a weapon animation mod, you need to extract the .kf files from the animations.bsa. Using FOMM, open the BSAeditor under tools and select the animations.bsa. It's a LONG list. Use the search field at the bottom to locate the "_1st" animations. The filepath will look like: meshes\character\_1stperson. Extract all the .kf's that begin with "1hp" and "2hr" (1-handed pistol, 2-handed rifle). Move these to data\meshes\character\_1stperson. Once there, either delete or rename anything that ends in *is.kf. These are the ironsight animations. Make a copy of each primary animation and rename the copy to end in is.kf. Example 1hpattack2is.kf. Once done, use FOMM to invalidate archives (disable then re-enable if already done) and you are ready to play! I apologize in advance for any filename/path inconsistencies, I am not at my desktop while writing this. Hope this helps and happy gaming!
  13. I managed to solve this on my own. I loaded the GECK and decided to take a look at the Hidden Valley Bunker L1. Turns out there were huge chunks missing that matched what I was seeing in-game. I concluded that my falloutnv.esm was corrupt and tried to restore it using "verify integrity" in Steam. That did not work. I ended up doing a complete uninstall and clean reinstall (remembering to make a backup right after installing for the cleanest possible backup). This fixed my issue and I am now a very happy camper. Game on! (Hope my struggle helps someone else out there...)
  14. Load Order: I have run into a glitch on level 1 of the Hidden Valley Bunker. Every doorway and cell divider is obscured by an opaque grey wall. I am able to pass through it without issue and it only occurs on L1. L2 does not have this problem. I have google'd until I couldn't see straight, I've checked FNVEdit references to the cell/block (Block 2, sub-block 2... block 3, sub-block 2 and 5... block 4, sub-block 2... block 5, sub-block 2... block 6, sub-block 2) Some are affected by WMX and Blue Laser to enable Knight Torres to sell new items, but I found no other potential conflict. I've used BOSS for load order, created a merged patch, master updated, and archive invalidated. Basically, I'm tapped out. Can anyone offer some insight?
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