Jump to content

AndreChau

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by AndreChau

  1. 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.
  2. 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?
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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!
  13. 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.
  14. 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).
  15. It would be nice if there was some sort of script to convert (and eslify?) ba2 mods automatically. Do people still use esls rather than esl flagged esp files? I know the original NMM couldn't handle it but I would have thought everyone would have replaced that by now. Is it used for console players or something?
  16. I could have sworn I used to use one. I had a look at hudframework, but that doesn't seem to be it. Neither does FallUI. Maybe I was imagining it. :huh: Say you have fusion generators that have 100 power generation each, and build 11. In vanilla, that will only show 999. I thought that there was a mod that would show up to 9999. Does anyone know if there is?
  17. I've seen a lot of different attempts at this, but I'm not aware of any that work properly. This is what I imagine. A high charisma (or perhaps luck) individual defeats a hostile npc like a supermutant or a raider (including a boss type). Rather than death being the only option, they can use their abilities for a chance to recruit that individual as a (limited?) settler. I've tried removefromallfactions using the console, but the factions they have according to "better console" are unchanged. I don't know if that is a bug and they have genuinely lost the factions, as I don't know if there's a standard fo4 command that displays a list of their factions. I've also tried a settler bat file: The funny thing is, Beth has had supermutants as settlers pretty much throughout the series until fo4. Maybe the extra animation was too much work. Heck, there was even a chess playing radscorpion, from memory. * I have seen SuperMutantWorkShop but the language barrier with that mod makes me wary of downloading it. I don't see the modder answering any questions people have had. Also, the fact there seems only one supermutant (male) model is incredibly boring. Skadi and CBBE Mutants sort of show what could be possible, but the latter is a joke mod, and neither really works if the supermutant settler has a voice. I mean, I'm fine with silent npcs, often I'd prefer it for simple transactions - but most players aren't.
  18. Thanks for that. I was an entry level programmer three decades ago, but alas my abilities have long rusted, so i doubt I will be any good but "good enough" will have to do.
  19. [11/11/2022 - 06:13:12PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE102A4A)>],[Cell <Wilderness (00000FEB)>],ERROR WorkshopParent registered workshop has no MapMarker Presumably there's a conflict somewhere. But I can't see a conflict using the conflict filter - presumably it's there and I am missing it. When I look at the original mod in fo4edit, it seems to be set up correctly but I don't know enough to be sure. Map seems fine (see below). I can spawn settlers, resources seem to be working ok. Is it possible that the script is giving a false error?
  20. Sorry if this is a dupe - I thought I posted this before but I cannot find the other post. I know how to edit (in Fo4edit) an original esp to add happiness to one type of an item e.g. the minuteman mattress in Snapbeds. I tried to find a guide on creating patches, but I haven't seen one. I would have thought creating a happiness patch in the CK would be easy. I imagined I would just select a group of furniture objects, right click, add property happiness, then type how much. I am told it just doesn't work that way. You have to do the same thing over and over and over and you are editing the original esp. Is that correct? Is there an efficient way using the CK (or FO4edit) to add a token amount of happiness to a patch for mods with many items like the Snapbeds one?
  21. A problem I saw with Sim Settlements 1 was with an Aquarium that shrunk the mirelurk, but the collision volume was unchanged.
  22. Sorry, I've had the Diamond City mod for so long I forgot that it's not in the base game. I am running through again without the peabody one, and things seem fine - but until I get all the settlements again, I can't be confident, alas. Thanks for the advice.
  23. Thanks for the replies! I noticed there was a lot of different "happiness" properties so I don't know how people pick out the right one. I tried looking at the assorted wiki entries but they seem to have been written well before fallout 4. I tested the one in the screenshot and that seems to be what i wanted, thanks again. Is there any way to quickly add the same property to a large group of items, or do you have to edit each item individually? Snapbeds has a lot of different bed variants, and it seems a shame if I can't select the furniture group, and add the same property to all of them.
  24. I looked at snapbeds and wanted to add a token amount of happiness to each bed, but I don't see a guide and am not sure if fo4edit or the creation kit is what I should be using. I know roughly how to create a conflict patch, but there's no conflict as such. I just want it to do more than the designer envisioned.
  25. I'm under the limits for esp and esl plugins, the total number of plugins loading archives is 244, yet if I add one more mod with an archive, it starts loading then crashes without an error before too long. I was told elsewhere that the size of the archives has a sum limit, undocumented, and that some recent mods are so large because of the increasing gpu capabilities that even though the number of archives is fine, I might be exceeding the total size of all ba2 archives allowed. I was also told that the solution is to convert from ba2 to loose files for the larger mods. Is this true? Is fallout 4 better able to load loose files than archived files? And can an esp function regardless of whether it is loose?
×
×
  • Create New...