Jump to content
⚠ Known Issue: Media on User Profiles ×

ASilvermane

Members
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About ASilvermane

ASilvermane's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm fed up. I've tried everything to get NMM to install mods and nothing works. I've uninstalled NMM and deleted all its old folders including all my mods, I've uninstalled the game itself and redownloaded it, I then got the latest version of NMM after reinstalling the game, redownloaded some mods and still I can't install them, it idles and then says it either has a sevenzipsharp error or that the appdata folder is already in use which isn't fixed even if I restart my computer. I've even redownloaded the .net framework, checked that the program links to the correct folders, gave NMM itself pretty much unlimited permissions, turned my Anti-virus off and none of it helped. Whatever they did to NMM its completely broken now and refuses to work. It doesn't help that its not even being supported anymore and that we'll have to wait forever for them to release the new NMM. Guess I'm just not playing any bethesda game for a few months.
  2. Npcs can have their limbs blown off, be immolated, melted into goo, decapitated, frozen and broken into a million pieces, blown into bloody gibs, nailed to a wall with railway spikes and disintegrated into dust.... is it really necessary to disembowel them too?
  3. You can pretty much already dress up as Rorschach using Armorsmith - yellow trenchcoat + yellow fedora (found in sanctuary hills) + brown leather glovers (needs to be crafted at Armorsmith workbench) and the sack hood (worn by raiders). All it lacks is the rorschach pattern on the hood.
  4. I don't cheat in Fallout 4 except when I need to test something like whether a mod is working properly and even then its usually a matter of reloading an old save to ignore the consequences of something that happened as a result of my testing. Only time I use console commands for cheaty purposes is to spawn in a ton of enemies or to no clip to check something unreachable out.
  5. Already exists: http://www.nexusmods.com/fallout4/mods/16400/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D16400%26preview%3D&pUp=1
  6. My gripes with the DLC are as follows: - Pointless quest which can be completed in less than 30 minutes at level 20-30 - Quest is bugged at points you need to hook up a terminal or assign a settler forcing not just loading an old save but an actual restart of the game itself as the bug persists until you do so - Some 'new' functionality this DLC introduces is redundant with mods which have offered the same functionality on the Nexus for months and done so better in some cases, such as Settlement Management Software - Many of the Vault pieces do not snap correctly or at all making building even a room frustrating and as mentioned above seem to have bugged navmeshing as sometimes NPCs will refuse to walk over certain areas of Vault pieces - Running Vault experiments is largely done as a literal joke rather as something with serious ethical concerns which cause you to pause and consider what you are doing (What particularly bugged me is they tried and failed to link it to the Fallout lore by dropping Doctor Braun's name when describing each of the increasingly silly devices... you know the guy who got his kicks by torturing and brutally murdering vault dwellers under his care for all eternity while posing as a seemingly innocent and harmless little girl) - There are only 4 types of experiments and all pretty much involve 1 guy not the entire vault as advertised - And the big one which has been a problem with many of the Workshop DLCs, Recycled assets from the base game being offered as something new to settlement building. Again with many of the added objects having already been offered by mods on the Nexus since... well since modding for the game began. All and all this DLC quite possibly the worst yet.
  7. I tend to use a lot of settlement mods, and often find myself having to uninstall many of them due to disappearing menus and hopeless glut of the vanilla menus. I've tried Settlement Keywords Expanded but tend to find that it has its own list of problems with it messing up the Settlement Menus the more Settlement mods I add even with available patches to causing odd behavior with non-settlement related items. What I'm proposing is an ESP patch for the most popular settlement mods such as Settlements Expanded, Settlement Supplies Expanded, Homemaker, Alternate Settlements, ect which both puts things into their proper categories, removes duplicates from the menus, and removes possible conflict causing mechanics tweaked or added by such mods, such as settlements expanded build limit tweak.
  8. Had just returned to the Railroad HQ to turn in Boston After Dark to the doctor and heard Tinker Tom and some Railroad guy testing something in the background. After a loud explosion I go over to investigate and the Railroad guy walks up to me nonchalantly and says this while somehow surviving having both his arms blown off. At first I thought this was part of the game but then realized that the game mechanics usually don't allow for human npcs to survive dismemberment, making this one of the most hilarious bugs I've come across in a Bethesda game.
  9. I heard Fadingsignal is working on a patch for True Storms which will make it compatible with Vivid Weathers
  10. I like to learn by doing but in this case I'll take your advice and find a tutorial as I realized I have no idea how to go about it in the creation kit alone and probably need something like nifskope, which I'm pretty green with too. Thanks again for the help.
  11. I see, thanks for the swift reply. I'll see if I can work out how to add both to the items and if I can't I'll just remove them from the mod as I can live without them.
  12. Hello, I've been trying to add items to the settlement workshop from the game which will attach to walls but for some reason when I try to place them they just go through the wall without giving me the option to place them and have no green outline when moving them around. The items specifically I'm trying to add are the stone crypt plaques found in the corridor to the Railroad entrance (CryptStonePlaques01 - CryptStonePlaques09). The way I added them was to duplicate the conductible object co_workshopRecipe_SignsMetal, replacing created object with a duplicate of the workshop recipe workshop_RecipeSignsMetal which has all the sign entries removed and replaced with the crypt stone plaques, the crypt stone plaque objects themselves have been given transforms and the actor value 'workshopanythingasground' which I only added out of frustration trying to get the plaques to stick to something. I didn't create a custom transform for the plaques, I used an existing one for LsBillboardPrewar (picked randomly just to show up on the menu for now). Is there an actor value for attaching items to walls, am I going about this all wrong, or have I simply missed something? I've been pretty much going into the creation kit blindly, I haven't messed with anything similar since the geck for fallout 3.
  13. Rather then start a new thread I'll post my request here as its similar. I'd like to be able to pick up Nate/Nora from their cryo pod in order to 'bury' them in sanctuary hills. Could be a small misc quest which rewards the wedding ring instead of just looting it from their corpse and leaving them there in the cryopod forever.
×
×
  • Create New...