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Loxly

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Posts posted by Loxly

  1. Save on exit? What happens if I don't want to save at that point (e.g. did something really stupid. Or just messing around. Or got glitched into the terrain. Or something).

    Anyway to disable that?

    I always "qqq" anyways.

     

    There is a way to disable it ... sort of.

     

    Open your Pip-Boy, then choose "Quit"

    You get a popup saying there won't be a save.

  2. As James posted above, the linked mod adds a workbench where you can craft up what you need.

     

    @Cartman, based on a conversation I had with someone working on those machines, the number of recipes is the limit. You can have any number of items that can be manufactured, but you can only use 16 recipes to make them. So, you might have a recipe that requires 2 Ceramic, and have it produce any 2 Ceramic item [The different color plates, ashtray, coffee cup etc.]

     

    So, while doable, you would need several machines to be able to manufacture every junk item.

  3.  

     

     

     

     

     

    I second this - much needed idea.

     

    And to work in conjunction with it, an auto storage unit that puts items back into the workshop - the current one seems to keep items in itself rather than moving them back to the workshop to be shared with all crafting benches.

     

    Manufacturing Extended adds a container that will send stuff to the Workshop. That MA has also made a machine that will break down Junk items to their components. They haven't had any luck including weapons and armor.

     

    That looks almost ideal, thank you. I had been looking on the nexus for something like this but obviously need to brush up on my search skills. :wink:

     

     

    Or, your observation skills. It's been on the front page for over a week now. :wink:

     

    Not my front page! You made me laugh with that though. And doubt myself so I went back to check and nope.... not there for me.

     

     

    Huh? ... I thought it was the same for everyone. Sort of a "Hey, look at these popular mods." Guess not ... And, I did have to check to see if it was still there. It is ... for me.

     

    Yeah, I assumed the same... but well, it's a bit weird... and interesting. Could location and user history have an effect? We are talking about the same page yes? "www.nexusmods.com/fallout4/?" ?

     

    Right now, my hot files presented by that page are: Sporty Underwear; M4A1 SOPMOD: Simply Modular Housing: Dynamic Interior Fog Removal: Achievements Mods Enabler: and XA Power Assisted Armour. How does that compare to yours?

     

     

    Factional Housing Overhaul - The Castle, School Uniform in place of Mods Enabler and XA.

     

    Since I posted, Manufacturing Overhaul has dropped off. I don't get it. :/

  4. From my time using that mod, the only thing not reusable if the fire for the cooking pot. The rest of the stuff you can pick back up and take with you. At least that is what I remember. It has been a while.

     

    I currently use Conquest that also throws in the ability to turn your campsite into a settlement.

  5.  

     

     

     

    I second this - much needed idea.

     

    And to work in conjunction with it, an auto storage unit that puts items back into the workshop - the current one seems to keep items in itself rather than moving them back to the workshop to be shared with all crafting benches.

     

    Manufacturing Extended adds a container that will send stuff to the Workshop. That MA has also made a machine that will break down Junk items to their components. They haven't had any luck including weapons and armor.

     

    That looks almost ideal, thank you. I had been looking on the nexus for something like this but obviously need to brush up on my search skills. :wink:

     

     

    Or, your observation skills. It's been on the front page for over a week now. :wink:

     

    Not my front page! You made me laugh with that though. And doubt myself so I went back to check and nope.... not there for me.

     

     

    Huh? ... I thought it was the same for everyone. Sort of a "Hey, look at these popular mods." Guess not ... And, I did have to check to see if it was still there. It is ... for me.

  6. Checked it out, and yeah, that seems to be the problem. One more Mod Slot now free.

     

     

    the ceiling conduits work, if you use one of the curved wall elements first, and snap the ceiling elements to them. The mod was removed because it broke the snapping of ceiling conduits to each other.

    Wait... so basically it's laying wiring from the ground up?

     

     

    Not really? One of the Curved Wall elements has a "Pass Through Connector" to move power from outside to inside, or vise versa.

     

    1] So you attach it to a wall.

    2] Attach a power line to the outside connector.

    3] Run the conduits along the ceiling.

  7.  

     

    I second this - much needed idea.

     

    And to work in conjunction with it, an auto storage unit that puts items back into the workshop - the current one seems to keep items in itself rather than moving them back to the workshop to be shared with all crafting benches.

     

    Manufacturing Extended adds a container that will send stuff to the Workshop. That MA has also made a machine that will break down Junk items to their components. They haven't had any luck including weapons and armor.

     

    That looks almost ideal, thank you. I had been looking on the nexus for something like this but obviously need to brush up on my search skills. :wink:

     

     

    Or, your observation skills. It's been on the front page for over a week now. :wink:

  8. Ill definately keep Tabs on that mod, thanks for showing me it. But what you said about not having any luck on the weapons and armor recycling, they are trying to make it work? Because if its something not necessarily easy to accomplish, Ill just call this thread done and over with. If someone is already trying to accomplish this, I dont want modders butting heads on who's gonna discontinue their work.

     

    Re-reading a post in the thread area of that mod states that it is currently not something that can be done.

  9. I second this - much needed idea.

     

    And to work in conjunction with it, an auto storage unit that puts items back into the workshop - the current one seems to keep items in itself rather than moving them back to the workshop to be shared with all crafting benches.

     

    Manufacturing Extended adds a container that will send stuff to the Workshop. That MA has also made a machine that will break down Junk items to their components. They haven't had any luck including weapons and armor.

  10. * Allow the console .. Yes, yes, there are a lot of these, but they've been attached to a 'remove everything Survival added' mod; With how easily the game gets bugged out, console access is a requirement - I'm only a few hours in to survival, and have already had to install a 'survival tweak' mod sot hat I could use the console and get through the door that Deacon refuses to open :tongue: If possible, keep things like TGM and TCL disabled, perhaps, to detour 'its only once, what could go wrong?'?

     

     

    This mod Enables both the Console and Fast Travel, but has an optional file that only Enables the Console.

     

    Added: Even with this, TGM is disabled.

     

    * Allow limited fast travel - This is the option that I'm not sure is available, but the one that I'd like to see the most; I'd like to see something that would let you fast travel ONLY between settlements you've got a workbench unlocked at, both to and from. I'm sure checking if you're at a workbench enabled place wouldn't be too difficult, but checking if your target location is enabled .. nfc.

     

     

    There are a few mods that do this.

     

    Immersive Fast Travel requires you to build vehicles in a settlement that allow you to Fast Travel to any other settlement you control. It also has options to require a settler to operate the vehicle and a fuel/power supply.

     

    Journey has a few option. One of which is Fast Travel between Settlements also connected with Supply Lines.

     

     

    * Allow saving/quicksaving at settlements you have a workbench unlocked at. Being a narcoleptic after scrapping some weapons is getting irritating "Added a scope to my gun ... better go sleep a while, then eat a full meal because why not? #foodbaby"

     

     

    I don't think there are any mods allow Free Saving in controlled settlements. The only mod I can think of that comes close is Sleep or Save. You still need a bed, in a settlement or the wild, to save, but you don't actually need to sleep.

  11. The only fishing mod I could find is hidden by the author, do you have a link or is that the one?

     

    Well, dang. Any reason giving for the Hiding?

     

    Digger's has a Work Station called Settlement Butcher that generates 6 Food. You could use F4Edit to rename it Hunter, like I did.

  12.  

    This mod says it fixes this.

     

    Dead link. Anyone know what this was?

     

     

    It was a mod that fix the conduits so they could be placed on the ceiling, like the OP was asking about. I'm not home to check my load order, but I think it only changed the mesh so it would snap to the ceiling.

     

    Why it was remove, I have no idea.

  13.  

    FO4 was never 'the sims' yet the greatest apparent gameplay element in the game after the world is fully explored seems to be settlement building. Beth has even chosen to focus on this element with their PAID DLC.

     

     

    At least there is something to do after the finishing of the MQ, unlike in New Vegas. [Redacted]

  14. Mods like General of the Army and Minutemen 2.0 cover Minutemen (General also does BOS and Synths)

    Robot Home Defense does Sythns and Robots

    Automatron DLC also does Robots

    Wasteland Workshop DLC does the animals

    Nuka World DLC will most likely cover Raiders, if the rumours of you having the ability to lead the Raiders is true.

    And

    Supermutant Workshop adds Supermutants and Ghouls, though Ghouls are already covered my the normal Beacon.

     

     

    Looks like there is a mod for everything you want already ... more or less.

  15. Is this something new? If so, what is the most recent group of mods you added? Remove those and see if it starts working again. Even if you don't think the mods would effect radhealing. When I installed Contraptions, I couldn't get any of the Hoppers to work. A Quest-mod, for what ever reason, was causing the glitch.

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