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Everything posted by sbroadbent
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Although I'd have to check the castle, one thing I did, was just assign her to a guard post so that she'd roam around on the walls between the various guard posts. Is it possible to assign her as a provisioner ;) Alternatively if you don't need her around anymore, you can open the console, click on her and type "disable". It'll make her vanish.
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With Survival mode's change to carrying capacity, I had a thought regarding a mod that would allow you to conveniently drop any excess equipment to get below your carrying capacity, and then pick it back up when you're ready to move on. The game assumes you have a magical "bag of holding" that just carries your stuff, and I'd like that magical bag of holding to be droppable. For those times where you're making the trek back home when you're over your carry capacity, and need a little bit more mobility in the event of combat, or just need to rest and recuperate from being over capacity. I could actually see this being part of a larger camping mod. When dropped, a container (bag or pack) is created and items with weight are transferred over to it. What is not transferred over to it are: - Equipped/Favorited Armor/Apparel - Favorited Weapons plus the ammo used for those specific weapons. - Any other Favorited items (so by default Stimpacks aren't dropped) Configuration options to exempt other items from being dropped without having to favorite them. Enable a Map Marker so that you can easily find your way back to your dropped pack. To pickup your pack, just remove all items from the container, and it gets returned back to your inventory.
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Now that the 1.5 patch has officially rolled out, this is not something we can now opt out of. Anyone have a fix for this? The above mentioned add * in the plugins file doesn't work for me, since I use Mod Organizer which keeps mods out of the data folder, and thus I don't have anything in my plugins folder. As long as Fallout is run from within Mod Organizer it recognizes activated mods as though those mods were in the data folder.
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Settler management menu - better settler management.
sbroadbent replied to NamesAreTooSimple's topic in Fallout 4's Mod Ideas
If you want to be able to build from a birds-eye view, go into the console and hit 'tcl', to toggle clipping/collision. You'll then be able to move around a bit easier, making it easier to see what you're doing, although I think I've had some issues snapping some pieces together. Although this is an old comment, there is a mod that allows renaming settlers. There's also a more recent mod, "Don't Call me Settler", which uses the Codsworth list of names to name settlers, and some recent updates on it, gives them profession names as well. It also assigns unassigned settlers to unassigned resources. Don't know if the Settler Renaming is retroactive, or only for new settlers. Where are my Provisioners adds a quest to the quest log which when activated shows a quest marker for every provisioner that you have. Useful for tracking down those provisoners. With that said, the best way to locate Provisoners is to follow the roads on the map where possible. Provisioners will stick to the roads where possible, unless there's a shorter route, such as between the Red Rocket and Abernathy Farm. What I would like to see is a map layer which actually shows the route a Provisioner will actually take, as even with the Where are My provisioners mod, it can be hard to hunt them down if you fast travel to try to catch up to them if you don't exactly know which route they take... I don't know which mod adds it, but when I look at a Settler, I'm told which job or resource they are assigned to, which is nice. It would be nice if Provisioners had not only the Settlement they were attached to, but also which Settlement they were travelling to such as "Provisioner (Sanctuary - Red Rocket Truck Stop)", where the first is their home, and the second is where they travel to. If parts of Fallout seem rushed out the door or are very basic, probably the primary reason is that the mod community for Skyrim made Bethesda lazy. Why put the time or effort into expanding the crafting options, or settlement management when modders will do it, and probably do it better. Settler Renaming http://www.nexusmods.com/fallout4/mods/2017/? Don't Call me Settler http://www.nexusmods.com/fallout4/mods/11306/? Where are my Provisioners http://www.nexusmods.com/fallout4/mods/7835/? To add my own thoughts on this, I would like to see a management screen (in the pipboy is fine) which lists total resources, so to use my current game as an example, I have 26 settlements with 96 People (which of course includes the Robots at Graygarden). I'd like to see total food and water production for connected settlements, as well as the Food, Water, Beds needs, which for me is 175 Food, 193 Water, 115 Beds, although since Beds are shared among settlements this is more to indicate whether I have sufficient bed space, should I move settlers around. In the Workshops tab of the Pip Boy, I'd also like the option to click on a settlement, such as Sanctuary, and get a breakdown of who is doing what or what is being produced. In this example, I have 21 people, which breaks down to: - Total 21 - Farming 4 - Shops and Stores 4 - Defense 6 - Scavenging 4 - Provisioners 1 - Unassigned 2 Food production would be expanded to show how much is being worked, of the total amount in the settlement. Optionally, only show food that is currently being produced. In my Sanctuary example I'd see: - Mutfruit 6/6 - Tato 10/10 - Corn 12/12 - Razorgrain 4/4 Water and Power is not strictly necessary to break down, but could provide number of generators and water pumps in the settlement if desired. Defense could be broken down to show you what you have: - Machine Gun Turrets 1 - Heavy Machine Gun Turrets 3 - Spotlights 1 - Guards 6 Finally, being able to see the effects of Happiness, would be nice, though the calculation is pretty basic. If a settler has 1 Food, 1 Water, 1 Sheltered Bed, and Defense is more than I believe Total Population, Happiness is 80. Shops as well as Junkyard Dog add the extra 20, but it would be nice if it told you how a settlement was being brought down. To be honest, the Settlement Happiness calculation needs to be overhauled. -
With Survival mode looming on the horizon, there are those who like it, some who hate it, and others who like some things from it, but don't like other things. I am of the third group. What I find particularly silly is that if you want some of these features, such as the realistic needs, but not some of the others, you either have to accept Survival mode and all it offers, or give it up (or wait for a mod that caters to a specific need). I don't like the idea of only saving when sleeping, or locking out the console, as there are times I use it to hide the hud to create screenshots (although the Hide UI mod reduces that need) I am still hoping Bethesda will make it possible for those playing on other difficulty settings to turn on some of the Survival features, but if they do not, I would like to see a mod that creates a menu of options that you can turn on or off as desired, in much the same way that if you want to change your graphics settings, you can tweak individual things. Want deadlier weapons? change the multiplier. Want slower healing? change the speed of healing setting. Want to disable (accidental) Fast Travel? Uncheck the Fast Travel Box. Ideally selecting a difficulty setting (Easy, Normal, Hard, Survival, etc), should be nothing more than setting a default set of features, which you can then customize as you see fit. In my case, I would select Survival mode as my difficulty setting of choice, and then uncheck the "Disable Console" box, uncheck the "Save on Sleep" box, and then go from there, keeping all other options as is. I imagine there will come a point where something like this will exist, I'd just like to accelerate when such a mod happens, and I imagine we need not wait until Survival mode is out of Beta for someone to start working on this. I would do it myself, but I don't really know much about modding this sort of thing. I messed around in Skyrim's CK, but nothing to the extent of this.
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This is in the base game, when you get the prompt on where to send settlers, hit tab, it will default them back to their place This only works if you haven't sent them to a settlement. Once you have sent them somewhere, they now call it home, and will never return to their old home, so Piper will never go back to Publick Occurrences, Cait will never go back to the Combat Zone, MacCready will never go back to Good Neighbor, etc. With that said, the OP would be interested in the mod "Companions Go Home", which allows you to reset a Companions Home location Companions Go Home http://www.nexusmods.com/fallout4/mods/10029/?
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Random wasteland radios off by default
sbroadbent replied to joshman0130's topic in Fallout 4's Mod Ideas
Although I haven't tested it out, odds are that for most of the licensed music you're not going to get a copyright strike on your videos but if you monetize them, all revenue will go to the claimant. If you don't monetize your videos, they'll have ads placed on them anyway and the revenue going to the claimant. A lot of copyright holders like Youtube's Content ID system because it makes them money. Basically, you're free to use someone else's music on Youtube if you bribe them with the ad revenue. Of 56 episodes so far, I've only had 2 videos get claimed. The first was at the Red Rocket Truck Stop which I didn't realize it was on at the time. The second was the most recent video at the Taffington Boathouse (which was frustrating because the radio is on the second floor and guarded by 'dangerous creatures'. I got around the first Content ID claim on the first one by significantly dropping the volume of the game audio during editing. It can still be heard faintly in the video, but not enough that it got picked up. What I had done to test it out was to render a 2 minute segment testing out whether Youtube would flag that section of the video, and when it was good, re-rendered and uploaded a new copy. I did attempt to use Youtube's tool that's currently in beta that is supposed to be able to remove copyrighted music, but it didn't work for the first video. I'm currently attempting it on my second video, but the process hasn't completed. Ideally looking for a mod that simply removes all songs that are NSFYT ("Not Safe for Youtube"), while keeping any other music that is safe. From what I understand, the mod linked simply does a brute force job of muting all music, which might also include safe music. It would be nice to get from Bethesda a list of all the licensed music so just that can be stripped from the game. Does anyone know if Freedom Radio music is licensed or safe to use? Since there isn't technically a radio to turn off there, that's going to be a minefield of Content ID claims, especially for the episodes that I've already recorded there. I might have to re-record them using an older save file if that is so. I believe that Magnolia's music should be safe to use on Youtube since my episode 52 was time spent in the Third Rail, and I didn't get any claims on it, at least for the song or two that she sung while I was there. Anyway, thanks for the mod link. It'll help in the future.- 2 replies
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- copyright strikes
- radios
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