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saladinbobbins

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  1. I apologise for what will probably be necro, I'm simply leaving a solution here for those who in future might get this bug. (mine was actually worse, I had no head at all). Whilst I have no idea what causes it, I have discovered that it is exclusively tied to Autosaves. Quick saves and manual saves will work fine, so make sure you quick save when transitioning between world spaces.
  2. I didn't do anything. If I had I would have taken a look to figure it out rather than posting. I was asking because I wondered if there's a way to locate the specific error, any third party program?
  3. And for some reason it's crashing the game when I approach Takahashi in Diamond City and I have no idea why. How can I go about tracing what's causing the crash, please?
  4. Neat, thanks. Turned out to be the wrong file though. Got to track this thing down.
  5. I'm not sure this is the correct place but here goes. I want to be very specific here so please ensure you read before answering. I have a particular mod I love and in that particular mod is a landscape choice I loathe. I have unpacked the mod's BA2 file, removed the offending file, now I want to repack it again and replace the one in my directory? So like the title says, how do I pack as a BA2 file, please? The only guide I can find is for creating your own ones and attaching it to an esp. Like I said, this is a mod I'm changing to my personal taste so I don't need the esp, it already exists.
  6. I created a mod for myself. It's worked fine until today where I made some small cosmetic changes to it. Now when I try to load up a save with it I'm told it's not present and if I start a new game and go to a location that the mod's primary changes are at, it's vanilla. This is despite NMM, and even the game itself showing that the mod is present and activated (I even checked the folder for the esp and it is there) so what's going on, why isn't it being recognised?
  7. Yes, exactly like that. I was going to put an elevator in a three story building but it appears to only be capable of being in a two story one.
  8. Of course, the scheduler! Now you mention it the answer is glaringly obvious. Just swap their routine so they sleep in daylight hours and activate during night. Thank you, now I feel like a dunce. I was trying to over complicate it.
  9. I'll take a look, thanks. It was just an idea I was thinking about last night.
  10. When I first heard that from Piper I had visions of Escape from New York's sewer dwellers that came out after nightfall. Unfortunately night time is no more - or less - dangerous than day time. Is it possible to change that? Is there a way to make certain NPC baddies to be nocturnal?
  11. Do elevators only move between two points, or can I have them move from floor to floor in a multi-floored building? From what I can see looking at the packin it only has two doors. Would I have to make multiple elevators in different places on each floor?
  12. Ignore the title, I should have read the message right. I've figured out how to open the door, what's the script to re-close it, please?
  13. I never considered Holotapes. Would they be easier/more lore friendly?
  14. I've re-imagined an area of Fallout so that it's mostly intact but infested with Ghouls. Kind of a 28 days later, story. What I'd like to do is have a series of terminals whose entries tell the story of what happened. Unfortunately I can't find a guide on how to create this and looking at terminals that have story entries, how that's achieved is not particularly obvious. So does anyone know of a guide, or could somebody take a few minutes to explain to me how I'd go about this, please?
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