Jump to content
⚠ Known Issue: Media on User Profiles ×

ahycb

Premium Member
  • Posts

    34
  • Joined

  • Last visited

Everything posted by ahycb

  1. I have played nearly every TES and FO game except FNV. I was overseas when it came out and never got around to playing it until now. I started my first game yesterday. I have a noob question about the perks. I see a set of perks unlock every other level. My question is do I get to select a lvl 2 perk at lvl 3 or do I only get to select perks every even level number? Thanks in advance.
  2. If you would add the smaller plumbing pipes I would gladly donate $10USD to you. I am to the point in FO4 where I am trying to build as realistic FO4 universe settlements as possible. The only tool I am missing is giving some of my structures the look that they have proper plumbing.
  3. Ethreon I see you are the author of the Pipes Galore. I looked at the pics and read the description, does the file include the smaller housing size pipes or is it the big walk through pipes only?
  4. I have seen some settlement showcases where people have added vanilla pipes to there structures to give them the appearance of having plumbing and sewer pipes. For the life of me I cannot find a mod that allows me to build/place in my settlements. Any help would be greatly appreciated.
  5. @stargazer this is the way I am leaning atm. I am assuming though with high reputation and charisma I could convince the citizens of FH not to attack Acadia if I convince Dima to face judgement. And then I come to @TheGadget comments, I have considered this as well, but FH, harbors their own murderer in Allen Lee that they have done nothing too for killing a CoA missionary in cold blood. I could bring Dima to justice but that would still leave me where I was when I first came to the island. I have established 4 settlements in FH and for all intent purposes they are MM settlements protected and supplied from the mainland with MM assets. Thru the story line I have learned there are and have been CoA that have questioned their faith and moved on. Some of them just need more time. Synth's are welcomed at all my settlements across the CW, so I am sympathetic to Acadia's mission, and FH is full of settlers wanting to return to their land. The logical conclusion would be to go along with Dima but General Foster is wavering back and forth. I feel like this would be a CIA move in a foreign land siding with the "moderate rebels". The question that I and General Foster have to answer is, does the end justify the means?
  6. I am just now getting around to finishing the DLC's. I am pleasantly pleased and surprised with FH end game decisions. I did create 4 PC's to experience all 4 faction endings in the MQ but the only PC I consistently play is my MM PC. I am really struggling with the morally gray decisions that Robert Foster (my PC) has to make. General Foster has pretty much done all the FH faction side quest and has a good rep with all them atm. I am at the end and have put off the final decision for 2 days now (been settlement building) while Foster makes up his mind. Does Foster compromise his core beliefs and go ahead with Dima's scheme to minimize bloodshed and get Kasumi home or persuade Dima to face judgement from FH and leave the island with nothing completed? Foster has justified each decision multiple times. I know there are other possibilities but destroying the CoA or FH is not on the table for this PC. What do you think the General that spared everyone but the Institute in the main story and rebuilt the CW into a thriving area do?
  7. I was having the same bug it was the "remove interior fog" mod.
  8. I figured it out, as Novem99 stated, I created one properly but did not activate it properly. I activated it through the ingame menu (mods>load order>check the plugin) alternatively I could of also imported the file to NMM and activated it that way as well.
  9. I have been playing Skyrim SE on PC. I wanted to change the base damage stats of the Blades Sword to be equal to a dragon bone sword for RP purposes. I watched a couple of tutorials on Youtube and it seemed simple enough. I downloaded the CK, opened the main skyrim file, then akaviri katana (aka Blades Sword) and changed the base dmg to that of a dragon bone sword. Saved it as a new esp. The Blades Sword I got from Delphine's basement did not have the damage changes applied. I even added another one via console and it had same damage as the one I already had. I checked in the data folder and the esp is there and active. This is the first time I have used the CK and I am sure there is something simple I am not doing right. Any guidance would be much appreciated.
  10. At first I was hesitant to opt in to the survival mode beta without mods or the console, but the more I thought about it, I was like hell yeah lets give it a try. I want to be a part of helping refine the overhaul once it gets its full release. I have played thru FO4 four times, through all 4 faction endings and the DLC 3 times. There was not much left for me to do. I have played the beta 3 hours and it has refreshed the game for me. I am having fun!
  11. No. The mods just flat out don't load. You can opt back out and play with mods, but that's a 500mb download every time you want to switch (though you could just find out what files are being changed and back them up). Thanks for the answer, I just downloaded the beta and I am going to try it out. I just hope my ENBoost and Reshade will work because they make the game much more prettier.
  12. I have a question, if I opt in to survival beta will I still be able to use mods in my non-survival mode play-thrus?
  13. I am running 78 mods the vast majority of them are settlement and texture mods to make the game prettier. I would like to test the new beta, I have played thru the game 4 times and the DLC twice. I have no problem trying the new beta w/o mods, is there an easy way to turn them all on and off via the NMM when I change between my current PC's and the PC I am going to start for the beta survival mode? Edit: Nevermind I answered my own question.
  14. I am running 78 mods with F4SE and have not had a problem running the game thru the F4SE launcher. Matter of fact I have played thru the DLC twice now. I did have a mod cause some CTD (Nodotdotdot Mod) that were associated with .swf files (UI based mods) but there is already a fix out for that.
  15. I thought I would post this in case anyone else has these problems. I am sure some of these have already been covered. I have had a few problems with this DLC and some of the mods I use. 1. CTD after completing Automatron and trying to exit the Robco building and traveling near it again, caused by .swf file changes from Nodotdotdot Mod. There are some other mods that change the UI and add or change .swf files that cause it as well. I installed the County Crossing Automatron Mod fix that changes the Mechanist Lair's icon to a vault icon. This fixed my issue. Alternately uninstalling all mods that affect the UI or delete your .swf files in your data>interface folder have fixed the issue for other players as well. 2. Walls, floors, and furniture disappearing inside the General Atomics Building early in the DLC, caused by Fogout Mod. I disabled it and fixed the problem, waiting on an update from author. 3. The Mechanist becomes auto hostile not allowing me to talk to her after the last battle and/or coming down the elevator. This wasn't caused by a mod but rather the targeting HUD addon to PA helmets. I have a mod that allows me to install it on certain eyewear and it caused it as well. I just removed the item with the armor mod and it fixed my problem. This is all I got for now.
  16. I had a simple mod request for the vanilla Thompson SMG in game. I would to be able to equip this gun with it's IRL 30 round stick magazine giving it it's iconic WW2 look.
  17. Thanks, I have been using the mod for a month now with no problems. I was just curious if there was a way to see in case Nexus found something wrong with the mod and I needed to remove it.
  18. I was checking for updated versions of my mods thru NMM and noticed one of my mods, Verdant Wasteland did not have a link to it anymore. I check Nexus and sure enough it looks like the mod has been removed from Nexus. I was wondering if there was a way to see why or by who the mod was removed for obvious reasons?
  19. I want to start with a weapon, I had the UMP 45 in mind.
  20. I would like to learn how to mod. If any of you can point me in the direction of some instructional resources you would recommend I would appreciate it. I know I can just Google how to mod FO4 but I would like to start my journey here. I have been in a fire dept. for 19 years with the last 10 in the fire marshals office. I have experience with 3D modeling software. I should point out it is specifically for re-modeling structures after a fire so my knowledge is very specific. Anyways thanks
  21. I am looking for a mod that allows me to command settlers to use power armor. I know sometimes they will randomly use it, but I wanted to be able to command them to enter power armor (like you can companions). I would like to do this more specifically for the ones I have assigned to guard posts. My high level PC's have several sets of PA and it would be nice to put them to use in my settlements. If there is one out there please link, and/or a mechanic to do this that I haven't figured out. Thanks for your time.
  22. I updated f4se, ran LOOT, and then used the f4se launcher to launch the game (as I always do). I have 50 mods installed. I played for about 10 minutes with no problems so far.
  23. I started PC gaming when Skyrim came out after playing Oblivion on PS3 and being envious of mods. I built my first custom gaming PC when BF4 came out. I installed my first high end GPU last night, 6gb GTX 980ti. I just went with the recommended settings from GeForce Experience and played FO4 for about a hour last night. The game looks amazing on the highest settings vs. the medium to high settings I had with my 770. My question to the community is this, if you were me with this shiny new GPU, what would you do settings and mod wise to get the best out of it for FO4. Thank you for your time in advance.
  24. I would like to see the 10mm pistol be able to be converted into a rifle much like you can to do to the laser and pipe weapons. I found a mod that does this by letting you mod the 10mm pistol using some of the stocks in the game but the 1st person animations are messed up still showing you holding it like a pistol. I assume this will not be able to be fixed until the GECK comes out unless you created a stand alone 10mm SMG. I would happily donate $20 to a modder that creates a 10mm SMG.
  25. +1 I have put about 20 hours in and all but a couple have been building and managing settlements. Oh how I want this mod.
×
×
  • Create New...