Jump to content

AndreChau

Members
  • Posts

    40
  • Joined

  • Last visited

Nexus Mods Profile

About AndreChau

AndreChau's Achievements

Enthusiast

Enthusiast (6/14)

0

Reputation

  1. 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.
  2. 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.
  3. I looked at Veronica Santangelo - Companion NPC I tried altering the file through fo4edit, but that doesn't seem to work, and i am wondering if it required scripting?
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. https://www.nexusmods.com/fallout4/mods/66466 That should be the esp in question - I've done my best, but the object is still not behaving with gravity when the box is dropped into the game. Can you see what I am missing? It seems ok from the CK, as far as I can tell. I also think the crafting recipe 3d model is way too large, not sure what to do to fix that up.
  11. So I have gotten this far in the Creation Kit, using a partial guide I found online, and I would say what is missing is what should go in the created object list. Glory was there as a placeholder - in the end it should say something like Box of Gears (1000). I did try fo4edit but it just didn't seem to be working as desired. I created this plugin and can now create Glory on demand. Yay. "If the object already exists" It doesn't. I need to create a new object. Gears exist as individual items. There is no "box of gears". A shipment of them exists, but that is different and seems to be connected to a script, presumably one that adds a number of items to a workbench. If you take the box and scrap it, you should get 1000 gears. The box should look like a generic box if dropped in the real world. I don't have the skills to edit a model. So I have the recipe, but I still don't know how to create the object. The guides all seem to be for skyrim, which is radically different. The model below is the one that I would like to use. Editor ID: Workshop_WoodCrate https://fallout.fandom.com/wiki/Wooden_crate_(Fallout_4) Workshop_WoodCrate
  12. I was trying to find a guide or a tutorial for custom crafting recipes. Sadly, everything I could find was things like "how to use nifskope" or "more warez to use for fallout". Am I missing something? Are they out there, and I am just missing them? Bulk Utility Recipes is a good example of the sort of thing I would like to create. In particular, I had run out of gears, and was hoping to create a thousand at a time, with some overheads e.g. 1000 steel + 1 oil + 10 wood = box 1000 gears, because there are costs of manufacturing. Scrap that and you only get 1000 gears back.
  13. I have no idea where the corpse is now - that was a long drawn out fight in the night, and I have the game set to darker anyway. So there's no chance of me targetting it, and it was a generic npc (I can't even remember exactly but I think it was a minuteman) that the framework let me add, but unfortunately it relied on dialogue to dismiss, and I didn't even think to check the protected/essential etc status of the npc. I've used a lot of frameworks over the years, but this is the first that doesn't seem to have a way to dismiss someone in this situation, which is probably why the modder in the version straight afterwards fixed the problem, but I have no safe upgrade path. I'm impressed they had so many versions with mortal companions as an option, and never encountered this issue before. Lucky me. My hope was that there was a code snippet that could be activated from the console to flush whatever they are using to store the array of companion characters, but there doesn't seem to be according to the author, and I have no chance of reading their code and understanding it to the point of seeing if the author of the mod is wrong. Thanks for the advice guys!
  14. Ah, ok, they put the changelog in a stickied post instead of under logs. I did run the update checker but it didn't pick up this as needing updating. "When updating a mod, it is recommended to delete the previous version in the mod settings, then delete all files and perform a clean save of the game." Sounds like you can't just safely update the mod. Normally I'd expect I would just have to dismiss all companions, update, reinvite. "go back to a point before they died" I would gladly have done so if I had noticed it straight away. But when the car went kaboom, it was in the middle of a massive ongoing firefight, and I didn't even notice until hours later. I've never had someone acting as a companion that was protected rather essential, so I didn't know to watch out for it, and they were just a minor npc, so it was no big deal - except that now the slot is permanently filled by a ghost. I think it's best to ignore it rather than risking corrupting my game. It's a nuisance, but such is life.
  15. Liga of my companions mod is pretty good but it does have a few bugs. One I noticed was that if a protected companion accidentally gets killed, it cannot be dismissed through the hotkeys, because they try to open a dialogue, which can't work, so you just get "nobody answered me". Is there any workaround for this problem? The modders response was "Any companion can be removed from the mod with the Remote release command. This command is in the hotkey menu." Except that there isn't a remote "release" command unless it is undocumented, or unless they mean there is a scripted function called through npc dialogue (that can't be opened because they are dead).
×
×
  • Create New...