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msaayman

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  1. Been there, exact same situation, swore like hell and hit the PC a few times, then restarted from a VERY outdated old save game because no-one on the forum or anywhere accessible via Google had a solution. Didn't work, eventually had to load someone else's savegame of a gamestate AFTER the FUBAR'd mission. There is no known solution apparently, went through every suggestion/trick/cheat/console/tweak etc even remotely applicable and only ended up screwing up the rest of the game further. If you're gotten to the error it's too late to fix as the cause seems to be well-hidden/embedded in the game itself, or possibly caused by a mod. I have a crapload of mods installed and it's impossible to determine which one or if it's the game engine itself without replaying the game from start as vanilla, then with multiple combo's of mods.
  2. Playing the Vault-tec DLC and chatting to the vault 88 female ghoul overseer in her dry raspy voice, suddenly she swithces to a creepy male voice... anyone else experience this and how to fix? Kinda creepy
  3. How can I reset Vault 88 inhabitants hostility towards the Main Character? The bloody idiots have suddenly ALL gone hostile and started attacking me for no apparent reason and I can't roll back save games as I don't want to lose all the time and effort already invested in building up their darn home...
  4. Nope, doesn't work. Still won't make anyone realize I've got the requirements to continue. Stuck in limbo quest-wise
  5. Have completed MQ205 (huner/hunted) and it shows as completed successfully with zero indication that there's any problems but the game main quest line absolutely to start MQ206 for me to be able to take the next steps. NOTHING works, reloaded to a savegame well before the start of MQ205 and replayed multiple times, used every darn console command option to reset/restart/force/cheat/beg/swear @ the gaming gods to let me continue but no relief of anquish. The game's knackered and refuses to work as supposed. anyone have a working console command to force start a MQ that's dead and dumb? No way I can restart the game (again) having just completed Far Harbor and Nuka World before deciding to finish the MQ line.
  6. There are one or two mods that include a replacement standalone stone bridge... cyanide23 and motski have these as seperate items. have cyanide23's currently installed and motski's previously tested. Seems OK so far
  7. Have a similar issue with the main questline further along than you seem to be. Met all the requirements to progress, journal on Pipboy shows everything prior to the mission/stage complete, have the bits and pieces required to continue but every character (one from every faction option) just keeps stating "would be nice if you got that item x and I'd help" kinda thing. No amount of reverting to old saves, add/remove mods, console commanding to hell and high water etc works...
  8. Started playing through FO4 missions of "Act1" and "Act2" then left the main plot line to complete Far Harbor, Nuka World and Automaton DLCs before "Act3" and now stuck trying to start that sequence. Have completed the required quest but the follow-up quest/mission refuses to activate or start no matter what I do. No amount of reverting to earlier saves, getstage/setstage/resetquest or changing approach or selecting different dialog options will trigger the next to continue the game. Need help/suggestions.
  9. bumpity bump bumb! yes please! I suggested something like this before myself but not as detailed as yours.
  10. All the children in my play through are stuck in T-poses, never changing/moving out of this pose. In additio, their heads are mostly missing, except for a ridiculous-looking set of teeth+gums and eyes floating in mid-air. This happens in main game, Far Harbor and Nuka World I do have a full list of mods, around 250 at present and trying to figure out which one is forcing the models into that ridiculous state but not up to unloading/reloading every darn mod searching for "the one"
  11. Oh come on! No-one thinking of a quest/mod to do with the aliens in-game? They crashed into the commonwealth so they must be around somewhere out there. Adding in the construction possibilities of the DLC building components and other features it should be a relatively easy job for an experienced modder to do (I'm a thinker/planner, not a do-er/modder so have no skills doing it myself). A mothership Zeta style quest?
  12. Is there a way to "reset" far harbour progress undoing completed and missed/mesdded-up quests to alow a "do-over" runthrough?
  13. Red Rocket....multiple huge rockets big enough for a person to hitch a ride into space? Possible you an orbiting satellite/space station (or at least a staging spot for a trip to the moon and running around on the moon's surface/ Would require power Armour or recovered spacesuit to move OUTSIDE the buildings but "normal" cloths inside? As a quest idea, possibly needed to activate satellites need to be used by the various pop-up satellite stations and spoiler alert....aim./redirect the Institute teleport equipment. Quest stages would include getting info from the institute that they' re firing blind because of misaligned antenna that needs fixing, requiring an engineer to pop up and fix it. you get the mission and run into aliens, bots and ghouls, both feral and "normal" on the way to fixing the problem before dropping back to earth in an escape capsule?
  14. I've seen a similar request but not identical so... Looking for a rear-view "mirror" in the power armor view/display. Something like a small screen in a corner that shows what's sneaking up behind you. Had one too many scares from nasties attacking from the rear. Similar to the above, a mini-map display showing the local map area (just a short distance around you, not the entire commonwealth). This was the mod I saw before. The above two mods would probably be too much for the screen space so might be an either/or selectable option? Another mod request I haven't seen (or missed), a laser marker to attach below gun barrels, in place of bayonets? Possibly not for all guns but the ones usually kitted with them in real life?
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