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Are there any mods that do this already? I was thinking it would be nice to have a scripted mod that let you slowly become better at falling. It could even start off by making falling more dangerous than in vanilla. If you are really fancy, a skill tree could be worked up. It's well beyond my capabilities, but I see a lot of people are doing similar things. I don't know if it is hard to do or easy.
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Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
Except the screenshot STILL DOESN'T MAKE THE CLAIM YOU WANT IT TO. Look, this is just looping. You keep saying that I am insinuating a conspiracy, and poisoned the well by claiming that collusion between companies is a crazy conspiracy theory, and there is no way that a company might have a business relationship with another company, or that certain staffers (or the entire management) might have a financial incentive to promote the Bethesda organization. But we both know that's garbage. Businesses conspire all the time. Mostly it is perfectly legal to do so. The government will RARELY intervene when it becomes sufficiently egregious to annoy someone in power, e.g. a newspaper story is printed. Mostly, businesses are perfectly happy to make deals behind closed doors, even if it is not in the interests of customers, and always have been. But claiming they don't, that someone would have to be insane to even speculate that some communication might have occured - that's just gaslighting. So at that point I have to wonder if it's sociopathy or outright malignancy at play. Now, I'm going to leave the forum to you, Worm, and you can have this post deleted too for all I care. -
Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
"you claimed a thread had been removed " Should be easy to quote me saying that? Yet no-one seems to be able to find me saying that. Maybe you should pay one of those AI services to make me say what you want me to say. They have very reasonable rates! -
Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
I had no idea you were a mind reader. You are clearly wasting your time on Nexus, oh mighty one! -
Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
You're strawmanning me. You could easily quote my text if it supported your argument. It doesn't, so you just make up a weaker version of my position and argue with that instead. The question is - why? Why is it so important to suppress even the mildest criticism? -
Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
Of course, I don't want my account closed down because I suggested that the people that run Nexus and the people that run Bethesda could communicate via electronic means to coordinate their efforts. Clearly it is absurd to imagine two companies exchanging information. Y'know, I worked for a company, like most people have, and I saw it coordinate with other companies, like most people have, and I never thought I was watching an episode of the X-Files, but mundane business practices. ¯\_ (ツ)_/¯ -
Which mods will be broken by the next gen update?
AndreChau replied to lllllShinylllll's topic in Fallout 4's Discussion
I put Steam in offline mode well beforehand, thought I'd be fine, and then I checked and they'd patched my game anyway. Argh. I miss the days Steam listened to customers and if the customers said they didn't want something patched, they didn't patch it. So I went to the post about how to revert to the earlier version - and it was deleted. I have no idea if Bethesda has ordered all information to be removed, or if the decision was by someone in Nexus. I have the Gog version as well, and have been playing with just copying over the whole lot and seeing what happens. -
I find Far Harbor awkward to troubleshoot, so I am not sure if it's a mod issue or not. It's a shame that there's no real path for people to get bethesda bugs fixed. I see a lot of clever scripting tools to claim settlements and check if they are working, but nobody seems to have any idea how to get around problems with the base game workshop registration script.
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I patched Recruit Magnolia as Settler and Singer and Hot Mama NPCs. I wasn't having a problem until now and I've recruited Magnolia before in previous run throughs with this setup. The crash log insists that my patch is to blame. Can anyone see something I have done to cause a problem? I get a CTD every time I enter the Third Rail and walk down the stairs now, but I could walk in and out without an issue before. Looking at the fo4edit conflict detector, I don't see any other plugin causing conflicts.
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Say you had a gun that gave +5 to agility. Does it make an npc any more effective in combat, or do the mechanics only apply to player characters?
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Has anyone worked out a way to decompress the ba2 files from mods en masse, rather than individually? I had a lot of mods, I decompressed them one by one with archive2, and then I had to update them which overwrote the loose files with the ba2 files again. So I can go through it all again, one by one, which will take many hours, but I was really hoping there was a way to just run some sort of batch file that would decompress them where they are in the directory structure. I am using vortex and I don't know if it would have a fit at that sort of behaviour.
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TheSims4 Does anyone know any good mass planting mods?
AndreChau posted a topic in Mod Troubleshooting
I had a look around but if they are out there, I don't see them. I would love to be able to just (area effect) plant crops. -
Over the years, I have seen many mods come and go. Unfortunately a lot of the ones that left were of large building pieces. I define this as parts like walls which are multiples of the standard size. Say you have a standard staircase. The piece to the right is what I mean. There is a standard sized prefab attached on the left, next to Heather. So the definition here is that this staircase is one unit high, one unit wide and so on. The prefab, equally, is one standard unit in each dimension. But I have seen walls that were 3*3 in size, and the modders claimed that they saved on the settlement building budget. Let's assume that that is true. Why aren't there more around? Are they just too awkward to make in modelling programs? Do placement guides need to be included to be able to use them in the game? And what about larger floors or ceilings? I have seen a few that were 2*1, and a very few that were larger, but usually I find they aren't standard size e.g. 2.2 height or width, which is just awkward, but makes sense if they are just taken from game assets that were never meant to be used for building. Navmesh is another headache and I think I have never seen such a mod without complaints. I really don't know why beth didn't make that easier. The one killer item that would be amazing is a working long ramp, e.g. 3 units high. I'm not sure what slope the settlers can cope with. I do know they are not supposed to be able to handle railings well, and if anything is above them they get confused. I have seen dozens of spiral staircases that were player-only. I don't know how navmesh works, but if i had my way, I would have a large long long ramp that had one way up and the other way down, so that settlers didn't stand still staring at each other, like I have seen on some staircases. I have never seen a good guide on creating new building pieces, and the few youtube videos always refer to 3ds max. I can access blender but I have no training and I might eventually get somewhere with blender, but I don't know if it is even compatible. From what people have said, even 3dsmax has compatibility issues.
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https://www.nexusmods.com/fallout4/mods/66466 FormID NULL - Null Reference [00000000] I don't think I touched that field. Is it some sort of bug? ... and does anyone know if it is possible to open the creation kit by associating it with filetype esp? I get an error message if I try. I am using the steam version - but steam is running. Is it because of the steam authentication method? I also noticed with xedit, I can do a search by the name of the mod, but the CK doesn't seem to have any search function. Instead you have to scroll around. I can't do what some have suggested and just buy a dedicated machine, so that is a lot of irrelevant plugins. Is there any workaround or is that just how the CK is, and Beth is not going to change that? If so, I can see why people still use xedit instead.