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MarkVarley

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  1. Thanks, that appears to have been the case, I used additem to get all the artifacts then I visited each system but no temples appeared, I've since acquired the artifacts normally in the questline and I now have all temples and all powers in a new playthrough pre-NG+ (going back to a save from before I used console commands to get the artifacts), so you're right, there's definitely factor of additem not triggering something in the game to then spawn temples
  2. In this playthrough I've just completed getting all the powers, the temples only appeared once I had the artifacts through legitimate means, getting the artifacts via console/bat file didn't make the temples appear when I visited their systems. When I was testing that I added the artifacts directly to my inventory then dropped them in my ship armillary, then I visited each possible temple system but didn't get a quest update for a found temple, but later in the playthrough when I was going back and forth to Vlad getting the final temples a couple did appear when I arrived in the systems. I was worried that something was wrong (maybe my massive mod selection (213 mods 103 plugins)) but now I've played through and got them all I know it's working at least.
  3. It's starting to look that way, I continued with my new playthrough and so far I have 9 powers (just had 'the incident' on the eye), thats more than I found by pre-visiting each system, so just having the artifacts isn't enough for the temples to spawn, it seems to be tied to the quests, not just having the artifacts and visiting the systems. At the very least hopefully this fact will be helpful to someone else in the future. So far, it appears, that some/all/most temple spawns won't happen until the quest progresses. My goal was to test my newaly spawned universe to be sure all temples spawned so I could be sure of getting all powers in this playthrough, I've yet to find a reasonable mechanism to fin dout before playing through. (I also looked at the temples in xEdit, mostly to check none of my mods were interfering (they weren't) and as you'd reasonably expect theres no location info there for where the temples will spawn).
  4. On my first playthrough I wasn't paying too much attention to finding temples, by NG3 I had all but two of the powers (22 of 24) at least once (11 only once), so I found a list of all the planets that temples spawn on and visited every one of them, I didn't find a single extra temple, so from my NG3 save I only have 12 out of 24 temples and no others spawned when I visited every galaxy they're supposed to be in. To experiment I started a brand new game, followed the storyline until I got my first power, then I revisited every galaxy from the list of planets that temples spawn on (as I realised you get a quest marker as soon as you arrive in the galaxy) and found temples on Skink, Frost, Altair I and Power from Beyond sending me to Altair III, that's 4 plus the one I had so 5 out of 24, I know that a couple are quest locked but still, I don't know why I'm not finding the temples. I read somewhere that you have to have the artifacts first, so I used console commands to get all artifacts, then dumped them in the captains locker and took them out again in case theres something about acquiring them, and revisited every galaxy again, still nothing. I've searched online and all I can find is vague references to not all temples spawning on first playthrough, or it still says you need two more when you actually have them all. I was hoping I could start a new game, confirm that all the temples will spawn, then go back and play through organically, (or figure out how to get the missing temples in my original playthough). I am playing with a lot of mods, I don't know if they can interfere with temple spawning (I might try and look through xedit and see if theres any clues). Aside from blaming mods, is there anyone with a clear insight into the temple spawning mechanism that can spot something I've done wrong? or any insight? List of systems I've checked, that are supposed to have planets that temples can spawn in:
  5. I've removed a load of weapon animation mods and the weapon racks mod but it persists. I'll try a new game with these reduced mods (594 mods is 'reduced'! (455 plugins)). It's not game-breaking so I'll probably ignore it for the rest of this playthrough and watch for it becoming a problem early on when I next play through. I'll post back here if I do figure it out in cae it's helpful for people searching for answers to the same problem in the future. Thanks again wolf.
  6. Thanks for the info, I have some animation mods and something that gives me weapon racks (looking for it now and can't see it yet!) and some animations mods, IAF and weapon animation mods, I'll start by disabling those one by one and see if that pins it down. I have realistic ragdoll too but thats been there since I started this playthrough (as is my addiction I've added a lot as I've been playing, bad habit that). I'll see if I can pin it down with those mods first, thank youu for the pointers. EDIT: I just found the weapon racks mod I have https://www.nexusmods.com/fallout4/mods/42123
  7. Thanks! I noticed it a while ago and just thought 'thats odd' and continued playing and shuffling mods, so I can't pin down when it was, it's just recently started bothering me! I'm using Vortex by the way. I'm not averse to looking for conflicts in xedit but I don't know which mods to start looking at for this kind of thing. Heres my plugins list: PS. I'm a fairly experienced mod user, but I don't have a lot of time for gaming so I want to minimise the time taken hunting the problem down, I only have about 5 hours per week for gaming and I'd prefer to spend as much as possible playing! I am just looking for pointers, am I looking for animation mods or something changing nifs etc? I could do the old deactivate everything then reactivate in batches to narrow it down but that takes a lot of time (especially with 593 mods (475 plugins)).Weapons seem to be held properly and animate properly when npc's use them, and they're all in one piece as expected, it's just they seem to reduce to parts when npc's are dead.Heres another screenshot of a different weapon
  8. I have a lot of mods installed, I'm hoping someone will have some insight as to which mods I need to start looking at for this minor problem. When an NPC dies, the weapon they are carrying seems to be in separate parts, like the magazine and some other parts are hovering in the air a short distance from where they're supposed to be. I'm not sure if theres a mesh problem with weapons or an animation problem? Anyone have any ideas which kind of mods could be responsible?
  9. I'd really like to have my bobblehead display shown in each of the settlements I build a display stand. It's not exactly immersive having effectively having a copy, perhaps something could be done with a new item such as a Holographic Bobblehead Display so no matter which stand I place some bobbleheads they are viewable in any other settlements I build a display stand.
  10. Don't you just hate it when you are out there in the wasteland, getting into firefights and your power armor is taking damage and by the time you get to where you are going you're in a power armor skeleton, if only you could repair it on-the-road without having to hunt down a repair station! How about a mod that allows you to craft a portable repair kit, maybe in the form of one of those red toolboxes, with a weight of maybe 5, and when you drop it to the floor from your inventory then activate it you enter the power armor repair interface, then you can use any scrap items you have scavanged on your journey to patch-up your power armor. An awesome idea (inspired by Gophers playthrough EP53)
  11. +1 for this mod request. There is already a mechanism to put clothing into the inventory of settlers and companions so I'm sure someone could take the mannequin models from the game and make a way of displaying armour and clothing, or new mannequins based on a human model (lifelike mannequins!?).
  12. +1 for that, I'd like to at least have Dogmeat plus Piper or Cait but ideally just as many as I want.
  13. I was also going to suggest ED-E as a companion mod idea, obviously when the GECK is available. I think it's be a great companion mod, possibly with some storyline or short quest to get him up and running as-in FNV so you learn a story about how he ended up there, or even the eyebot from (I think) lonesome road as IIRC he was last seen starting to wander the world and could have ended-up in Boston.
  14. I've noticed when I look at weapons I have upgraded in my inventory they are listed with a Damage Rating in 4 figures but the info window to the right lists the same number but minus the last digit so a three digit number. https://www.dropbox.com/s/gvf9lnru9nw6ffk/2014-05-15_00002.jpg https://www.dropbox.com/s/gvf9lnru9nw6ffk/2014-05-15_00004.jpg Can anyone tell me if this is a limitation of the right-info area that can only display a three digit number? or is there something wonky about the rating on my weapons? I am using some weapon packs but not SkyRe or anything I know of that is messing with weapon ratings, except perhaps Community Uncapper and a high smithing level.
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