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mlmlars

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Posts posted by mlmlars

  1. playing new game+ and missing out SAL-6830!

     

    tried to chase down a way to get access to SAL-6830 ship module in any new game+, where MQ got skipped or the new game+ variant doesn't have a MQ at all.

     

    the ship module have a keyword to it which is attached to shipyard technicans after succesfully completion of MQ05, 'All Money can buy' with a diplomatic outcome (queststage 2000).

     

    adding the keyword to shipyard technicans without actually finishing the quest with its required ending does not yield the engines to the shipyard technicans. so this does not work here. one for me yet unknown element prevent it.

     

    if anyone knows how to access these SAL-6830 with console or whatever in a new game+ in situation listed above, would be nice to hear about it!

  2. i have some mods for my FO4. all from Nexus here and installed with vortex. tracking down CTDs, found FO4Edit. read some guides and recommedations using it to clean up errors.

     

    can i just plain use FO4EditQuickAutoClean.exe for every mod one after another?

    are there some mods better not been used with AutoClean?

     

    i used FO4Edit before and got the result of errors have been found in it, like 17.000 of 900.000 files ir such

  3. hi there,

    having fun playing SSE, Skyrim again after years.

     

    right now i got a couple of mods from here and there which are fun to play too. but as mods could be, some don't work out as I aspect them running quests. vague quest texts and objectives made me more then once use console to progress.

     

    now to request: is there a mod yet which let me manipulate quests with a GUI rather then browsing console?

     

    i thought of have a journal which allows me to see and gather information similar as console 'showqueststargets', 'sqs', 'getstage <quest ID> and 'player.sqs <quest ID>. Fandom Wiki

     

    and there after alter quests if needed with functions like: 'completequest <quest ID>, 'moveto <quest ID>', 'resetquest <quest ID>', 'SetObjectiveCompleted <quest ID>', setstage <quest ID> <stage value>' and maybe also 'setpqv <quest form ID> <quest variable ID <desired variable>'.

     

     

  4. each mod will have requirements, if not full filled they might not work at all. informations about that on description page of that mad.

     

    CBP can have presets, which control any 'flopping' information how to edit them or get other are also mentioned in description's page and articles. there are also guides, tutorials and people made you tube vids for editing so.

     

    i know the most annoying answer around here is to read description page, but i got my knowledge from reading it.

  5. Each cell has a music type. Right click on the cell and change to change the data

     

    Or go to the location data and set it from here, that's faster

    thanks for your reply, im late here. i guess your said action would take place in CreationKit. sounds like an adventure for the weekend

  6. hi there,

    having fun using mods for my FO4. im looking to have a change to certain settlements ambient music.

     

    ie in Sanctuary is the 'Minutemen' theme aplaying, in Starlight Drive In i guess i have none and in croup manour is like the 'mysterious cave/dungeon' theme running. names by me!

     

    while the sanctuary ambients doesn't bother me, i would really aprichiate having in croup manor a silent theme running, the current bugs me out.

     

    would be nice to determine which ambient settlement music is running in which settlement and change it if needed.

     

    maybe such a mod already excist but i failed to find it yet. or maybe someone can point me out to change it myself as a total creation kit noob.

     

    thaks in advance!

  7. hi there,

     

    im loving building settlements in fo4.

     

    im looking for mods to provide me settlements with almost everything scrapped, quest related things may remain.

    furthermore plain building surface would be awesome like in Vault88.

     

    i came along Clean and Simple - Settlement Startuphttps://www.nexusmods.com/fallout4/mods/25350

    but it only almost that im looking for. there are a couple of things added in favor of the author i can't remove.

     

    browsing doesn't find me yet what im looking for, maybe i browse for the wrong keywords yet.

     

     

  8. next step is bethesda games, even solo player games ie skyrim FO4, will only run in online while having a bethesda account running. so they can ban people who use mods from 3rd party platforms like nexus here. unfortunatly this have already happened for other game producers. they could legally claim their monopol for modding their games.

  9. this might be necro but i guess its interesitng every now and then, when one is interested in equpping all their settlers with the exact same items, with certain mods attached to them:

     

    first i made myself a batch file containing the console command Spawndupe with 20 executions. using ingame selecting the weapon or armor to duplicate to have its REFID executing my bat file. this is the easy way to have dupes for numbers of below 100 i guess. when it comes to numbers above 100 i use the Attempt 2( version of OP. storing ie 100 items in one container and having an empty 2nd nearby. now i console 'REFID#filledcontainer'.DuplicateAllItems 'REFID#emptycontainer'.

    in OP's attempt 2) it's a hassle to fill items directly to settlers, since they do not equip their newly console-filled items by theirselfs. not to mention when one have 200+ settlers to quip. at this point i use the Central Settlement Armory mod here from nexus http://www.nexusmods.com/fallout4/mods/25964/? to distribute my items to all settlers across my settlements.

  10. hi there,

     

    im doing additional work on my settlement of 25 settlers. when nighttime came up ingame, i went sleeping to 9 am. so after ther the loading screen i started workshop anew and all settlers quit their jobs. no store or else have their applied settler anymore.

     

    is this a common problem with mods? are there any mods which can manage/prevent this from happening?

    it happed to me twice now and it feels very annoying.

  11. hi there,

    im looking for a mod that provides a mechanic to updrade weapons or armor to a specific loadout.

     

    ie:

    im thinking of a machine which have an option where i can put a laser gun with certain desired atteached mods of my choice in, and this cache using this laser gun as a blueprint. putting in a diffrent cache some laser guns will attach desired mods to make clones of the blueprint. taking needed materials of the local workbench, maybe storing unattached mods there after too.

    maybe with buttons like if seen on http://www.nexusmods.com/fallout4/mods/17167/?

     

     

    i like to have serval units of the same certain armor and weapons for my settlers across my commonwealth.

  12. I've noticed that this seems to happen when I do 1 of 2 things:

    1) Remove the build limit and build a lot more than the intended limit.

    2) Get more than 20-22 settlers in the smaller settlements (such as Taffington Boathouse).

     

    When I built about twice the limit of Taffington Boathouse I couldn't have more than 10 settlers before they all got unassigned whenever I tried to assign someone. So I guess there are some scripts that can't handle going above the limits too much.

    this helped me alot. i tryed to track down an issue that i can't apply settlers to jobs.

    i raised the limit 349 & 34b in my settlements, and once i got > 20 settlers i can't order them doing things, and they often stop doing things mentioned like in OP. got to dig this issue

  13. Johnnyred said other forum to me:

     

     

    I have this problem occasionally with my battle mage character. I also remember reading somewhere that this problem is caused when you remove a mod which adds new weapons and/or armor while you had any of it equipped. The simplest solution I can give you is to open the console, select your character and type in resurrect 1. A fair word of warning though, this may cause some problems with your stats or active effects like a Nord's racial ability of frost resistance to suddenly disappear.

     

    A while back, I read somewhere that this happens when a false weapon reference is created in the player's inventory or something along those lines. In the past I remember getting rid of the issue with a console command that didn't involve resurrecting yourself, but I can't remember it anymore. There used to be a SKSE plugin which address the issue and prevented it from occurring, but it doesn't work anymore since it was created a long time ago and several updates back. Hopefully the resurrect command solves the problem for you without further incident.

    i said on other forum:

    Hi Johnnyred,

    thx for your reply! i'll give it a test.

     

     

    Edit:

    It worked! no CTD anymore on casting bound sword. i can't see anything of these mentioned missing buffs/benefits so far. thx a lot.

  14. Hi there,

     

    i'm new with skyrim. i got some mods installed, diffrent stuff, from shader to textures, all of them.

    today i got a CTD while summoning a blade. all other spells are worke fine, but they did it too with all my stuff on.

    i tryed stuff, deaktivate mods, reinstall them. even google http://cdn.loverslab.com/public/style_emoticons/default/sad.png

    later i got my skyrim copy with no mods or anything but my DLC's. loading my save, stuff from mods where missing like i could guess before. but anyways, i got my CTD right on again on summoning this blade again.

     

    can save games cause that? i absolutly don't know what went wrong.

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