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About davidnowlin

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That may a bit over my head, but I appreciate the help!
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I don't have any idea how to do this, but it'd be nice if someone would mod the alien crash site to make the fires go out. Do they just burn forever? It's right by Oberland and I can see it from my walls. It breaks immersion every time. If it's possible to mod it so that the fires stop burning and smoking 24 hours after the PC enters the cell, or enters the cave, or whatever, that'd be awesome.
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in case these weren't the ones you found: http://www.nexusmods.com/fallout4/mods/7898/?
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Adding/Deleting mods disables all mods
davidnowlin replied to davidnowlin's topic in Fallout 4's Discussion
I can't believe the fix was that easy. I feel like a complete noob. I was running 0.61.20. I thought the program would tell me when an update was available, but I can't believe I didn't run the scan instead of unchecking and rechecking 60 mods fifteen times and whining on the forums. Anyway, thanks for the headsup. -
Ever since the last update, every time I add or delete a mod in NMM, the next time I start the game, I get the "This game relies on content that's missing" prompt, with a list of mods that are missing and I have to disable and re-enable all the mods I'm running to get them to work. Anybody have any idea what's causing this? It's getting pretty old.
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I hope this isn't something someone else has brought up. I've tried searching the forum (as well as available mods) and it's really difficult to come up with keywords to bring up what I want to ask about. I currently have the Vault-Tec Rep, Ron Staples, the Scribe and Smiling Larry all together in a trade alley I built in Sanctuary, and I want to add the clothing vendor and Doc Anderson as well when I find them. The problem is, I can't upgrade the weapons and armor of these people and together they make up about a third of the settlers I can assign to Sanctuary. I'm concerned that having all six of them in the same settlement makes that settlement weaker than it should be in the event of an attack (especially since it's my home settlement) because none of them is wearing armor and most of them are using pipe pistols. Is there a console command that would let me trade with them (not barter; trade items)? If not, is there a way to mod them to make that possible? Is anybody working on that?
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Yes, please. I wish I knew how to code stuff, but other than pretty basic playerhome builds, I'm not much of a modder. If I were, the first thing I'd build for fallout 4 is a real 'flight' jetpack mod. These are the controls I'd use: Double jump -- Turns jetpack on in 'hover' mode (maintains constant altitude when no button is pressed) Hold Jump while flying -- gain altitude. fast. up to just below the world ceiling (apparently going through it causes you to appear on the ground) Hold Forward -- Accelerate to reasonable cruising speed; decelerate when not held Autowalk Forward -- Accelerate to reasonable cruising speed and hold Backward -- Rapid deceleration to stationary hover Side Directional keys -- Normal. Crouch/Sneak -- Cuts the engine. Freefall. If this were available, I'd never use fast travel again.
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[Request] Turn off random vertibird encounters
davidnowlin replied to qnvtwesoegv's topic in Fallout 4's Mod Ideas
There's still no solution for this (other than 'disable' in the console)? Like the OP, I'm surprised this isn't making a lot more people ragey. I thought the vertibirds were cool for like the first three times i saw them. After that they've been nothing but a nuisance. A constantly recurring, infuriating nuisance. How many of these things did the BOS bring with them? A million? I've had in-game days where I walked from Sanctuary to someplace most of the way across the map and seen as many as 4 come, stir up enemies i'm trying to get the drop on, kite my kills, steal my XP and get shot down, all before I get where I'm going. I must have seen fifty get destroyed in this playthrough so far. How is that even remotely possible? Did no one think to ask that question in development? I'm going to start disabling them with the console (and thanks for the suggestion) but a mod to turn them off or turn the frequency down to like 1/10th what it is now would be awesome. -
[Request] Turn off random vertibird encounters
davidnowlin replied to qnvtwesoegv's topic in Fallout 4's Mod Ideas
where's the 'like' button when you need it -
[Request] Turn off random vertibird encounters
davidnowlin replied to qnvtwesoegv's topic in Fallout 4's Mod Ideas
ditto. this says everything i've been getting madder and madder about since i started playing -
Finding Ref ID of NPCs in Creation Kit?
davidnowlin replied to reindeer51's topic in Skyrim's Skyrim LE
"Funny, I've been using the Reference window so many times, seen those numbers yet this never really occurred to me." I did not find this funny. I found that this made me feel like a complete idiot. I'm glad I'm not alone. :D Thanks for the tip, guys. -
Sorting stolen, enchanted and favorited items
davidnowlin replied to davidnowlin's topic in Skyrim's Skyrim LE
Took me a while to figure out what you were talking about, but I finally found "EvidenceChestStolenGoods" in Riften Jail. There's no specific script on the chest though, so whatever gets put in there must be transferred by the script that governs the arrest encounter (which I wouldn't begin to know how to find). The truth is, with favorites and stolen items, it's a relatively simple matter to empty those out of the inventory (if you have SkyUI) before you hit the pullbar that starts the inventory sorter. Sort of. I've noticed that sometimes you don't get the red hand icon on an item if you have multiple copies because somehow the first in the stack is not stolen, but you may still have stolen copies lower in the stack. *sigh* It appears that no one yet has found a workable way to sort stolen items, though I don't think I'm the first to try it. With favorites, at least, you can easily sort those by hand before using a coded sorter. It would be more convenient if I could add it to the code, but it's not something I'm going to lose sleep over. Thanks for the help guys. Especially the PlayerKnows() bit. That solves the biggest of the three problems by far. -
Sorting stolen, enchanted and favorited items
davidnowlin replied to davidnowlin's topic in Skyrim's Skyrim LE
You rock my face off. That's got it. Enchantment Property FortifyDestruction Auto if FortifyDestruction.PlayerKnows() Debug.Notification("The player has FortifyDestruction") else Debug.Notification("The player does not has FortifyDestruction") endIf -
I don't know if this is the right place to ask this, but I'm just about to give up and I'm looking for help wherever I can find it. I'm trying to script an item sorter and I would like to sort items that are stolen into ContainerA (for sale to fences), items that have enchantments the player does not know into ContainerB (for disenchanting) and items the player has favorited into Container C (so stuff he/she uses all the time doesn't get sorted into random containers). I can't for the life of me figure out how to do any of these three things, despite *significant* searching for answers. It seems like each of them should be easy, but it also seems like they're impossible. I can't find a way to determine if a specific item is stolen in papyrus. It seems like you should be able to do something like "If ItemProperty.GetIsStolen() = 1..." but there doesn't appear to be a "getIsStolen()" or even a "getOwner()". It seems like there should be a way to say "If Player.HasEnchantment(FortifyDestruction)..." but I can't find anything along those lines. It also seems like it MUST be possible. The Enchanter knows what enchantments you know. How does the code work on that thing? Vendors know which items you have are stolen. How? Also, if you have SkyUI (as almost everyone on earth does) you know that the gui puts a little red hand by stolen items, a yellow star by favorites and a blue lightning bolt by enchanted items. That information has to come from somewhere... right? If anyone has any idea what I'm missing, I'd sure appreciate some advice. Thanks
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I have created a player home for myself but I cannot get my NPC followers to follow me into it. Does anyone know how to make a cell follower friendly?