Jump to content

Frigidman

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Frigidman

  1. Join in! (same topic:) https://forums.nexusmods.com/index.php?/topic/13203234-quick-eat-foodconsumables-instead-of-picking-it-up/
  2. If this doesn't come about quick enough after the toolkit drops, I'm going to have to figure it out myself!!! So yeah, +100
  3. Like most of their disapproving stabs everytime I'm looting junk for crafting. I so want to tell them "stfu I'm looting this on PURPOSE". Its why I exiled Deacon and his constant lecturing ass.
  4. 1: Preston. 2: Strong. 3: Bullet. And your post being all reversed and jacked with emoticons is pretty disgusting ;)
  5. I was reading this, and had to double-check the poster name to make sure I didn't write this and forgot I did. Well said. I grew up in the 80s, and it was pretty much like the 70s... just bigger hair and better music ;) That aside... regarding violent video games causing real life violence... I feel the opposite. Had it not been for violent video games for me (a complete nerd) to exert my frustrations, I would have grown up to be a far more violent person in reality.
  6. Thats pretty interesting. Almost like a giant warning light is continuously flashing like it never got toggled off somewhere. Did this 'just start' while you were outside, or were you inside and came outside and began seeing this? Also, does changing the time of day alter this behavior? I'd start with backing up your saves, and then one by one remove those graphical mods. Always reload the one save and not the Exit Save (don't use the Continue button). Once you find the culprit, then depending on what it is, you may be able to remove it (or sort it in your load order differently to fix it) and be ok* to progress. ** Keep in mind, not all mods can be cleanly removed from a game in progress. Its very dangerous to try removing mods. So finding a 'fix' is usually the better course of action. ** That said, this feels like some sort of conflict with a "Darker" mod and possibly the ENB and "Cloud Shadows".
  7. Have you tried seeing how it behaves if you disable Scrap Everything? Normally I see that one on the very bottom of the load orders... but you have it pretty high up. You have a mix of mods I've never read about or tried, so I'm at a loss of any real pointers there. I'd start though with any mod that changes settlements in any fashion (since Vault 88 is a settlement area). -edit- .... as IPB was lagging its ASS off posting my message, looks like you posted with the solution LOL! Also, side mention; You might want to take a gander at this new up-n-coming survival mod "Advanced Needs 2" instead of the somewhat broken "Survival Options" mod.
  8. Very odd then! I was just down there not too long ago (this current game version at least)... did not sink to my waist in dirt :D Hopefully its not a mod, but, maybe? Thing is, in the screenshot, that looks to be all 'terrain'... not actually object meshes. So... if thats a mod affecting the terrain ... yikes? Or... yeah, maybe not terrain adjusted, but 'every object is shifted down' in relation to the interior game world. Either way, something very bad is going on.
  9. Might want to run the fo4 launcher again and see if the settings somehow default all to 'low'. Also, you could post your fallout4.ini and fallout4prefs.ini here, as it might help others spot what went wrong. This really does look like all your graphics and in-game settings got set down to the lowest. No idea why "vortex" would be the cause of that though.... it doesn't edit that file, only fallout4custom.ini.
  10. That almost feels like a LOD failure. I've seen this in some other places (like a quarry, where all the marble was large and and bigger than the collision masks). A reload fixed those for me though, but I'm assuming you've already left/reloaded/cameback and its still this way?
  11. LOL! Very nice idea. I was thinking more of out in the wilds (outside settlements), tossing bodies on fires, some boxes (for the hell of it) and the like. Mostly bodies though. I still pile them on a campfire, but then not have that final satisfaction of burning meat and smoke and then all gone ;) No, I'm not a pyro, or sadist... just... its been something that kinda bugged me as I travel.
  12. Was digging for a mod that simply lets me physics-drag stuff onto campfires and fire barrels etc, and just... well ... burn them up. Including, crates, boxes, BODIES, and the like. Wondering if such a mod would be possible... Fire emitters trigger an effect on an item or body, burning flames for a bit, item is marked disabled then marked for delete. Mods of burning, but don't do it: https://www.nexusmods.com/fallout4/mods/13255/ https://www.nexusmods.com/fallout4/mods/27734/ https://www.nexusmods.com/fallout4/mods/8122 ...various corpse scrappers...
  13. That would be nice. I never use the Cryolator because its... just to big in my view all the time. I do long for more 'canon' style weapon mods. Sick of all these modern day military weapons which don't really fit the style of fallout.
  14. Obsidian has moved on, and are currently wrapping up The Outter Worlds. Which then they would probably be making and milking that with DLC for a couple years after launch. ... which is going to be a flop judging by their asinine marketing exclusives.
  15. Which, I'd imagine would be a pretty brutal undertaking... for something that most likely is a very niche market of interest.
  16. Well, geez... yeah, I didn't look for "respawn" haha. Thanks for the link.
  17. Kept looking for a mod that would eliminate the respawn behavior in the entire game, get rid of radiant quests (they only activate once, then never again), and allows adding the [CLEARED] tag to everywhere you fully kill everything. I think I'm asking for a lot ;)
  18. Just hiding a layer isn't enough to exclude an item from being assimilated into a precombine. It must also be set to Initially Disabled. Simply disabling a layer does not prevent such items from becoming included in precombines. The benefit of using layers is that you can put all these items in a cell on their own layer and disable them at once with batch action window. Thats the way I took it... that it wasnt so much just flipping the eyeball on/off the layer, but using the layer to batch change with (since finding all the right items again in the monster list is a pain).
  19. Alright, nice, good to know! Thanks for the explanation there. Hmm, me thinks I need to fix something I just did ;) LOL!
  20. Looking over this routine to exclude items from precombineds... this couldn't have been how they did this. I mean, everytime they had to make a tweak or change and rebuild the precombines... they would have had to find all the workshop area items, temporarily disable them, rebuild, then re-enable them all, and save. There has got to be some sort of flag that says 'not included in precombines'... just cant find it! Digging into the vanilla esm, and looking over all the records for things that are and are not scrapable in a single workshop area... looking over what is linked to precombines. Sheesh, nothing is standing out as a flag. Maybe they DID go through the hell of disable/renable all the time lol. Maybe thats why it seems like vanilla scrapping rules are so f*#@ing haphazard to begin with! LOL!
  21. Ok. I'm trying to figure out what folders I need to PURGE before running the game (after having been in CK doing stuff). So from looking, it seems anything in Source will be omitted and wont mess with mods. And yeah, I don't like all these loose files in folders, but some mods I have (that I like) and tossed their crap all around in them :( I'm tempted to try and wrap those up, but, really, it may screw everything up if I tried lol. Thanks for the info/feedback.
  22. When CK initially installed and ran, it decompressed that large Base.zip script archive, and created all those 'loose files' in /Data/Scripts/Sources and /Data/Scripts/Fragments. My question is, is the game loading those loose files in over any other mods ba2 archives? (because I have allowed loose file loading in the ini due to some mods placing such loose textures/pex/meshes etc). OR, are scripts in "Sources" and "Fragments" automatically ignored by the actual game load process? Stupid question I know... but I wasted too much time googling an answer already and want peace of mind =p
  23. Ahh. Hmm. Its that darn (-) menu that gets me, since changes done with it are almost impossible to see what has/hasnot been 'DO'ed to something lol. But at the bottom of the section 17, it has to undo-disabled the items after making the mesh/vis files. Which, that part didn't occur to me, due to the wonky behavior of these settings in the editor. I'll have to fuss and give this article a try. Thanks. -edit- So far so good on the disable/renable front. I managed to break a house a part and do precombineds/vis for the area and still was able to then scrap it after the fact while keeping performance up. Thanks for the article SKK50!
  24. Sorry for the necro on this topic, but its the ONLY thing that came close to something I've been trying to figure out. I'm trying to figure out how to mark certain items in a cell to NOT be part of the precomb/vis builds, and thus allowing those items to be 'removed' in-game (like via Scrap Everything).... and having no luck. However I know its now been 2 years, and maybe you have since figured out the magical checkbox or procedure to detach items in a cell from being considered for precomb/vis. If you have, could you share a brief, or point me to a vid or other page that has documentation to the effect? My googling has resulted in nothing but this thread here :( Again, apologies on the necro. It really is the closest thread I found.
×
×
  • Create New...