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RngrHawk

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Everything posted by RngrHawk

  1. Eyy, so I've been wondering about one thing for a while now. I have had so many troubles with modding Fallout games, it is like torture going back again and again to mod the same game for another 10 days until it decides to come up with millions of compatibility issues and whatnot. So I was thinking, after my game is ready, working, and modded the way I wanted it to be modded, can I simply backup the entire directory and then simply paste it on top of a freshly installed game directory later on without having to use mod managers and without any issues? This question obviously doesn't apply to games that receive updates, mostly I am asking about Fallout NV. This might seem like a stupid question for some I would guess, but going back to Fallout games for me is like traveling through hell before I can actually play the game. Thanks!
  2. Hello community! I just wanted to ask a quick question on how I can edit animation speed. Can I do it using nifskope or even just CK, or do I need some other editing tools as well? Thanks for any help in advance! :happy: EDIT: Also maybe I should justify my purpose for this. Basically I want to increase the speed of the wood chopping animation. There is a mod for that already but I feel like it just makes it way too fast.
  3. I have the same issue, I was thinking it may be one of my mods but I'm starting to doubt that. I've scanned all of them on FO4Edit and there are no conflicts or even changes to scara, scara's key or duff. The only person this should drop from is Doctor Duff, I am pretty sure about that. This means that either there is a really hidden change in one of the mods I am using, or Beth did something to it's original file... somehow. Which also I highly doubt since I've checked the files in CK, the key nor it's leveled list are connected to any raider leveled list, in fact they aren't connected to anything that hasn't got something to do with scara, duff or their lab. Any ideas on how to fix this or what might be causing this? Can you guys maybe upload your mod list here? If it turns out to be a mod that is causing this, maybe we can find a common one.
  4. Hello community! I was wondering for a while now. Why the hell is how much a piece of steak can sustain your hunger dependent on the steak's value? I don't understand the logic Bethesda employed while working on Survival mode. Well, actually I think that about all the features of this game. But what I would like to ask is how would it be possible to change that into depending on the Weight value instead, if that is even possible? Thanks for any help in advance!:D
  5. bump, I know this is a very specific thing to ask but if any1 knows what might be the problem, I would appreciate!
  6. Ah, thanks dude, didn't know what to do about this. Really appreciate the help!:)
  7. Hello community, So I downloaded this shadow boost. Great, it works. Then I had to reinstall my F4, of course, because my mods were messing up my leveled lists, I figured it'd be faster and cleaner to reinstall then look for and fix the issue. The problem is, the shadow boost worked before I reinstalled, and now it just refuses to work no matter what I do. I have the same ini files as the previous installation, I followed all the instructions, nothing. Any ideas how can I fix this? Thanks!
  8. Oh really? Thats even more useful, cheers dude, uve been a ton of help!:D
  9. Hello community, I was looking into setting a few condition for constructible objects inside the workshop. Although, what I realized is that if those conditions aren't met, the object won't even appear inside workshop menus. Is there a way to keep the conditions but make the object appear in the workshop? Thanks for any help in advance!
  10. Yea, this is pretty good man, thanks a lot for all the help! :D If anyone stumbles upon some more details I'm staying on this post for a while:P For now I will mess around with the activators and the scripts, this is what I was looking for:) Oh and btw Undernier, do you happen to have a link for that forum post? Would really like to check it out and keep it for the future :P
  11. Ah this is a nice idea. Thanks for the info dude. May I suggest something? Do you know how this carry weight is implemented into the armor racks? If it is a script, I think there would be a better way to do this, by simply copying the script into other containers.
  12. Well, I'm more of a traditional sorting guy haha I mean, the simple toolbox would be made out of a lot more components than just simple steel in this mod so that kinda compensated for the senselessness. :P Thanks for looking out dude, let me know if you find something.:) In the meantime, if anyone else has any info on such a script or something similar, please post :)
  13. Oh yea I know that CK doesn't work this way, worked that out ages ago :P It is a shame though, seems like Beth doesn't want to make things easy, not by a long shot. And also all these unused mechanics really annoy me in CK... Why do I want this? Well I am working on a survival enhancer of sorts which also serves me as a way to learn my way through modding Beth games. The purpose of this specific question though is that I want to shine some light on the sorting/managing side of fallout, because right now it seems like you just throw everything either into the workshop or a container and you are done with it. Personally I do like to sort stuff in my settlement even without this limit, but I feel like this would push me into more challenging gameplay. If you do come across some info about this, I would really appreciate if you remembered about this post haha:P
  14. Good day! So what I want to do here is set a limit to either weight or the amount of items you can place inside containers in Fallout 4. Thing is, I found two values in the containers in CK, 'Weight' and 'Encumbrance', but they don't work. I even checked in-game by getav carryweight in the console while a container was selected. I tried setav carryweight to check if it may work that way but obviously that was never gonna work. Both the weight value in CK and the carryweight value in-game equal to 0 when not modified. Any ideas on how I might be able to set a weight limit to containers? Thanks for any help in advance :)
  15. Ah, this is useful. I've been already using the first two but the last one makes it even better. Thanks dude:P
  16. Well see thats the thing, I support your idea of how legendaries are a good addition to the challenge. But if i was given a chance to design a system in place a legendary enemies I would do something different. Yes I would imagine it the same way you do, as in the stronger enemies just a take a quick rebreather and get on with it, but I would still see it being done a bit more realistically instead of just... well glowing or whatever the hell that is they do haha :P For example, I wouldnt really make them as visible, by that i mean I wouldnt display "LEGENDARY MOFO" on top of their heads. Instead I would make them a completely RNG spawn inside of a group of enemies where they are hard to differentiate from the others, where the player wouldnt know until they got hit for half health. In a survival setting like Fallout 4 these type of mechanics are what make the game, and Im a bit disappointed that Beth didnt take much example from FNV hardcore and some great mods that made F3 and FNV so much more playable and interesting.
  17. Hey guys! So just to start off, this is literally gonna be a rant about how Bethesda decided to add Legendary Items and enemies into Fallout 4. If you are not in the mood or you have some very specific feelings about this topic, please don't go ham in the replies. I just wanna have a friendly conversation if anyone at all is interested. And besides, i wanna get this out there. Lets start. Is it just me, or a very small group of people from the Fallout community that thinks that Legendary items/enemies shouldn't exist in a game such as fallout 4? I mean, to me it only feels like they break the game. In balance, immersion AND even lore (Btw i am a massive lore geek). I use mods that remove these, but wouldn't it be way better for them to focus on something way better suited for this game than this? Imagine the time they would save, instead they could have created more actual unique weapons with quests and back stories to them. I would enjoy the game way more if that was the case. Legendary enemies do not make any sense either. Now, I understand that some people will say "Oh ye but this is an unrealistic game, have u ever seen a super mutant irl????" No, of course not. But this is not the point. The game should have game play elements that fit into the world it is set in, and that touches onto mechanics as well. It touches on everything pretty much. I would understand this way more if for example stronger enemies had a chance for some sort of unique mechanic instead of just "Hold on a sec just gotta regen all my life, oh done lets go". For example, wouldnt it be nice if supermutants went into berserk mode which makes their damage with melee weapons higher, protection higher and also made them run a bit faster? Meanwhile they switch from a ranged weapon to a melee weapon to use their berserk effectively. Now this is what would fit into Fallout if you ask me. Another example would be cool if a raider simply used some random drugs, like a medx, jet and buffout. But well, this is just a rant and we cannot do much about Bethesda just trashing their games into oblivion (See what I did there ;d). I hope someone comes up with a mod similar to what i just explained, but this if for the future... maybe.
  18. Dunno man, Bethesda and their games as well as tools are weird. :P
  19. Wow, are you kidding me. So the solution was JagMaker's suggestion. Seems like your signature is on point... This is weird though because I never had to do this before. Also its \ instead of / if anyone has the same problem and is confused :smile: Thanks for the help guys and thanks you for the solution Jag, you're awesome! :D
  20. I did, still the same thing happens. Ive also dug into those files using nifskope and everything looks fine as well. This is why I find it very strange. Everything is in place so why do the meshes appear invisible in-game? Also, I'm fresh after a complete PC wipe. I installed all the mods I wanted for F4, realised something is wrong with my own mod, and so after messing around with the load order and stuff like that I decided, eh why not refresh F4 again. And so I reinstalled all my F4 files. STILL, same thing happens. And if you are wondering if maybe I messed up the directories etc, I've triple checked them all. I have no idea what is causing this...
  21. Hello guys, So I wanted to post a mod up on the nexus which I've been using for a while now. It seemed to work just fine even though I made it over a year ago. So the problem is that the modded meshes, which there are about 8 of, are invisible in-game. Those are Settlement Constructible Objects. For some reason, they appear fine in the CK and they worked just a couple of days on another save. Now they are just invisible and won't budge. Any ideas as to why that might happen? Thanks for any help in advance!
  22. Yeah I tried doing something like this before with settlement objects, but as I said I'm terrible at this. I only pretty much design stuff not actually implement them :tongue: Well, thanks for the effort bro! I really appreciate this :) Good luck and let me know if you've got something, I'll keep checking :P
  23. If u don't wanna do it dw about it! I can probably get something going myself with what I can find, just gonna take a while :P Thanks again for the explanation ;D
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