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Servietsky

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Everything posted by Servietsky

  1. So not sure if that's what I should've done but checking for conflict losers with the UFO4P shows this https://i.imgur.com/IiDWRZe.png so I guess it's not in conflict with any other of my mods.
  2. See, none of my mods affect legendaries, armor, weapons, or anything related to gameplay. Here's my load order : Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Unofficial Fallout 4 Patch.esp SaveManager.esp Companion Fall Damage Immunity.esp console.esp And here are the mods not listed in there (idk why NMM doesn't display them in the load order) : Full Dialogue Interface No more cash register sound Emogene Takes a Lover Fix Two other UFO4P users have had and reported the problem in the last two weeks, both of which use none of my other mods (according to their posts, of course). So I agree, it's very weird that we're only three people having this problem, and it's been 6 months since the last release : plenty of time for the bug to be reported more than 3 times. BUT ... disabling the UFO4P fixes the bug. Enabling only the UFO4P with no other mod does not fix the bug. And most importantly, I've got no solution other than starting over a fresh save with UFO4P disabled, which I'd like to avoid. So anyway ... the only idea I've got is making a patchwork fix. It's ugly and I don't like it, but I still like it better than losing 50 hours of gameplay. Edit : I'll still try the FO4Edit thing of course, if it can provide a better solution.
  3. Hey guys So I've been using the UFO4P, but ran into a pretty cumbersome bug : some items will cause a CTD when being inspected. Thus far it's only been armor items. If those are legendaries, they CTD when being picked up (auto-inspect). Disabling the UFO4P fixes the bug, but apparently it's a no-no. I don't expect it's going to be fixed soon and I'd rather not start over my save, so I want to stop armor legendaries from auto-inspecting by making a mod for it. I need serious help because I've never modded anything in my life, and my coding knowledge is very basic. Here's what I've found out with my own digging : - Legendary items have a "FeaturedItem" keyword which tags the item for auto-inspect on first pickup. I found this in the DefaultObject's (whatever that is) description "Keyword to indicate a reference is a featured item, triggering the inspect menu the first time the player activates it". - The FeaturedItem keyword is used by a bunch of things, including several "mod_Legendary_" object mods which are themselves used by a "LegendaryItemQuest" quest which I assume is a fake quest simply used to create legendaries. The object mods have a property with the operation "ADD" and value "FeaturedItem". So that seems pretty straightforward to me. Delete the FeaturedItem keyword so that no item will ever auto-inspect (not a good solution imo), or go through each mod_Legendary_Armor object mod and remove the property that adds FeaturedItem to the object (the better solution). But I'm a noob so there's a very high chance I'm wrong and about to break some things without knowing it, if it even works. That's about it. I'm looking for confirmation that this is the right way to do it or guidance on how to properly do it. Thank you for taking the time to help !
  4. Alright little update, I tried unpacking everything in the data folder and using the .ini edit, and compared with screenshots in town. Look at this : Without : http://i.imgur.com/c2M9RWt.jpg With : http://i.imgur.com/TLL3yfx.jpg It seems to work. The textures are indeed lower res, but ... well, no visible gain on the fps. I'm unsure why this is, because I remember clearly gaining some fps & fixing the micro stuttering near town back then. So, I seem to have gotten it to work without CK, but I'm now perplexed because the expected fps gain (at least 3 fps) didn't happen.
  5. (TOP : http://www.nexusmods.com/fallout4/mods/978/?) Hello there. Shortly after F4 released, I acquired it and seeing as it was not running very smoothly around the city, I got FAR & TOP which both worked very nicely and made me win a lot of fps. However at that time, modding wasn't fully supported iirc, and installing TOP was a matter of drag & dropping files and modifying a few lines (I remember specifically something about editing a line as such : sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\). I stopped playing and I'm coming back now, and I see TOP needs something quite complicated with the Creation Kit to be installed. To me, however, nothing seems different in the file structure, and I'm thinking it should be possible to just drag & drop files into Data, as it was before. But I also know with the CK & bethesda's patches & dlcs (which I have), things may have changed. Here's the question : though I understand it might make loadings slower (I have an SSD anyway so not too important for me), can I install TOP by putting the decompressed files in my Data folder instead of packaging them through CK ? If so, should I use the old .ini edit thing cited above (which I don't see being used anywhere nowadays hence my doubt) ? If I understand correctly, I should be able to do that, and the line editing basically tells the game to look for its texture files elsewhere than in the .ba2 files, but since the first time I did this, some lines have appeared (all these http://i.imgur.com/IrWRT2g.png). I'd appreciate it very much if someone could give a few guiding tips on how to get TOP to work without the complicated stuff with CK. Or if it's not possible at all, I guess I'll have to do it with CK. Thanks for your help.
  6. There is a mod to build workshops out of nowhere and be able to scrap anything in your newly created settlement. http://www.nexusmods.com/fallout4/mods/1050/? Not exactly what you're looking for : you'd have to create and delete settlements everywhere you go. Too tedious, but it's something.
  7. Managing settlements is a big hassle. Especially when you start having more than 10 settlers, and when they start moving around randomly so that you can't tell who does what so easily. You probably get the general idea if you've tried handling big settlements, but here are a few ideas : 1. The bell could work better. Currently it doesn't work on settlers that are too far to hear it, and they all start spreading in 20 seconds if you don't ring it again, which makes it annoying to use. Maybe also make them run so it doesn't take all day to gather big settlements. 2. You could force the settlers to stay where their work is, or if you judge that it would kill the life in settlements, make a new sort of "bell" to temporarily force the settlers to go to their work. Currently settlers will often leave their work and wander around, making it extremely hard to quickly check who is doing what in a structured manner. With this change, it could become as easy as a quick look around, and it would be easier to spot jobless settlers (look for the ones not doing anything). A cheap way to simplify settler management. 3. Boucing from my last idea : you could also make a new sort of bell that would call every jobless settler to it. This way you can easily give them a job. As cheap and efficient as the last idea. 4. Having an option to turn off automatic resource assignment could be useful. In the current state, settlers will automatically seek similar work (for food and defense) around so that they are used to their maximum capacity (which afaik is 6 defense or 6 food). It's fine, but it can become annoying when the settler assigns himself to resources far from the one you gave him originally, and it can make things messy in the long run when you can't see who does what because they are all working on scattered resources. If implemented, one could simply manually tell a settler to work on resources one by one, until the cap is reached for that settler. 5. Randomized names for settlers would be awesome, so we can at least note on a sheet of paper who does what. As it stands now, they're all "Settler" so we can only differentiate them by their looks / inventories, which is tedious. If too hard to implement, at least give 'em numbers (I know, kinda inhumane, maybe codebars would be better :D ). 6. Talking about that, making sure that several settlers can't have the same face would be nice. There are limitations on the number of faces, or so I assume, since it is quite common for "twins" to be present in big settlements, so a way to fix that would be allowing for more face variety (haircuts ?). 7. Here is a good one : being able to command settlers and see what they are doing without needing to seek and target them. Just picture a new category of "buildings" in building mode, which would be for settlers. If there is nobody in your settlement, the category doesn't exist, or is empty. As soon as somebody joins it, he will show up in the "settlers" category (with his model and/or name) exactly like a chair would show up in the "chairs" category, and selecting him will highlight which resources and bed he's using, along with a pointer to where he is currently (or highlight the settler himself). Additionally, you'll be able to tell him to move and reassign him like if you had selected him, for easy use. 8. Making a menu where we can easily track who does what (names or numbers would make this way easier), like "Bob : 6 corn crops + 3 mutfruit crops, Bill : scavenging station, Ben : 3 guard posts, Beth : nothing" this could be accessible from a new craftable item, a settlement terminal, the workshop menu in the pip-boy, or just somewhere in a corner of the screen in building mode. (or even use the last idea to implement that) Instead of (or in addition to) the previous suggestion, write the settler's name/number on the resources he is using. You could walk up to a guard post and see "used by Ben". In the same fashion, the opposite could be done : writing which resources a settler is working on, you could target Bob and see written "using 6 corn crops + 3 mutfruit crops". 9. This one could make things more confusing and isn't necessary if the previous ideas have been implemented, it's a cheaper way of making things easier : number the resources, and refer to those numbers when accessing the info on who is using what. Example : you have planted 12 corn crops and 6 mutfruit crops, but do not know which ones Bob is using, because it is just saying "using 6 corn crops + 3 mutfruit crops". The easy solution is giving numbers to the crops and referring to them : "using corn crops 3, 4, 5, 6, 7, 8 + mutfruit crops 3, 4, 5", and then you could walk up to crops to check their numbers. The formatting is awful, it's just an idea. I find the settlements disappointing in their current state, from a management pov, building pov and from a settlers AI point of view. The management quickly gets messy, especially in small but crowded settlements. Building is generally tedious because of lack / poor quality of auto-placement, and it is usually hard not to make structures float. And the settlers don't make it better, with the repetitive quests, lack of interaction between settlers (except those that are named and unique), messy AI and the lonely and disappointing "I want to trade some items" dialogue option that makes you feel like your character shares absolutely nothing with the settlers. I have seen mods address some of the building issues, which is a great start. Now this thread is about giving some ideas to make the management part better. I hope modders can make use of that, and I encourage everyone to give their opinion on the matter. Edit : other ideas on the same subject http://forums.nexusmods.com/index.php?/topic/3469205-counter-for-of-idle-settlers-show-current-job-on-mouseover-assign-random-idle-settler-button/ http://forums.nexusmods.com/index.php?/topic/3482720-strategic-settlement-mod/
  8. As it stands now, whenever you drop an item somewhere, leave and come back some time later there is a chance that the item you dropped will fall through what it was standing on (a table for example). There's also a chance that it'll fall through the ground and end up disappearing forever. I've had this happen on several items, like skill books, that I'd dropped in Sanctuary to "expose" and try to craft a cozy house. I was able to recover some of them by disabling collisions and searching through the floor, but most of them were lost. It's just fixing a bug tbh, but it'd bring back the joy of exposing your rare & fancy items, the "housing" part of the game (that I, for one, have been enjoying since morrowind). Edit : aaand found this http://forums.nexusmods.com/index.php?/topic/3464945-make-objects-junk-static-so-they-stay-in-shelves-tables-etc/?hl=settlement I suck
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