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wysiwyg

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    Fallout 4

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  1. I was having a hard time figuring this out but it seems that if I enter the ship builder and change something with a hab then I get the message "Some items and weapons may be sent to the cargo hold" then I get a bunch of stuff that was not on the ship dumped into my cargo; contraband, weapons, clutter, food, a bunch of books etc. It appears to be all the random stuff which *could* be in the ship's habs if you board an NPC ship. It does this every time as if the random clutter was 100% present for every possible piece. The first time it happened I had no idea where the contraband came from. Disabling Starfield Engine Fixes (SFSE) did nothing and that's the only clutter-related mod I have. Occasionally I will also get some item in cargo which I can't get rid of without using "take all" on my cargo. If I just sell or transfer the one item then the item will still be there the next time I check. This happens less often. Sometimes I will get something similar with "transaction can not be completed" if I try to sell it. I can just transfer it to me and drop it somewhere. It's annoying although I can just eject contraband. One time editing a ship would drop 2 million credits into my ship's cargo which is ridiculous. No idea how *that* could be generated. If I edit a ship the items dumped in my cargo are identical for that ship every time. Has anyone ever heard of this happening?
  2. I haven't had much luck waiting out bad weather so don't know if there's a check. I wouldn't be surprised if there is a weather change check after every X local hours which could be a long darn time. Usually a quick fast travel causes weather to reset although it's kind of an unrealistic hack to do that to avoid an annoying sand storm.
  3. Heck, I remembered this one and wanted to try it.
  4. The minimum wait time is 1 hour LOCAL time which can be 60 hours (or more?) universal time depending on the planet. I'd really like to be able to wait in universal time and have the local time of day just applied fractionally from that. An example of the problem is that lovely moon Bessel IIIb. 60 hour conversion time. You sleep 1 hour (local) time and all the bins are full. Great, except that they were full in much less than 60 hours universal time. So, I'd like to wait long enough for the bins to be full instead of having the character "sleep" for 60 hours. Unless I'm mistaken, the local time isn't so much a function of gravity or time dilation, or whatever, but is just the local day/night cycle. So, waiting until sunrise might take 720 hours universal on Bessel IIIb. That really stinks if you happen to arrive at night. Your whole base building adventure will be spent in the dark mostly with freezing rain. :sad: So, instead of waiting a minimum of 60 hours universal, I'd rather just wait using universal time and have the local time of day just move fractionally.
  5. I hope there's a way to tell automatically placed clutter from whatever was added by the player. Fingers crossed, someday. That goes for custom furnishings in the ships too :) Or at least containers.
  6. Yeah, I get it. Playing at 3am and up pops the master lock interface. Uggggh. haha. There are several digipick updates in Nexus for this though. Easy Digipick Enhanced Lockpicks Easy Digipicks Plus Lockpicking As Easy As B and E Auto Lockpicking Tool Easy Lockpicking (ESM)
  7. In the ship builder, if you change something, even externally, then any items in containers get put in the cargo. That makes using the armory habs fairly useless unless you never plan to make any changes at all to a ship. Unless the armory itself changes, it'd be great if the contents were saved and reapplied instead of clearing them. As it is I just dump all my weapons and armor which are with me on the ship in the cargo container and leave them there. The ship is reset, clutter reapplied, doors all closed, etc. if anything at all is changed. Maybe a SFSE mod could save the list of items and container references and take them out of storage again to reapply during the "clutter" phase? Probably not so simple.
  8. it'd be great to have some basic combat option in the dialog to run or flee from enemies at the very least. Perhaps more complex options like trying to run to a distance and then use ranged attacks especially for someone you can equip with a long range weapon would be beneficial. It's super annoying having Vasco being told to wait but if he's too close then he charges forward and starts melee attacking so he blocks my shot. I have to park Vasco really far away to avoid this. That's just one example of course but the AI is pretty bad in general obviously. I couldn't find a mod like this yet but please post here if you've seen one! Thanks!
  9. Just in case someone finds this when searching, I *think* it was Zoom-out Extended for World Map but I guess time will tell.
  10. Good idea, there aren't many interface changes beyond the full set of FallUI mods. I can't always get the problem to occur intentionally though. Usually just if I haven't saved for a while :) I'll wait and see how it goes. Thanks!
  11. Sometimes when I try to open the pip boy to do something like go into inventory or maps the menu options come up but the pip boy itself doesn't and the dialog is stuck. I have to quit and reload. I think this happens if I try to open the pip boy too quickly after leaving build mode or too quickly after closing another dialog in general. Is there a console command to force the pip boy dialog to close? Does anyone know why this might happen? Edit: I don't see an option to fix the title :(
  12. I know there's Ash Be Gone to despawn ash piles on unloading the cell (I think) but I think it's be great if the ash or goo "dispersed" if you leave it with no inventory. That way I don't lose items because I didn't see the ash pile and don't have empty piles left around either.
  13. This seems to give info on basics at least: Population Manager Extended. It doesn't show all the details going into the happiness metrics like the time since the previous visit, settler deaths, etc. It does at least show unsheltered beds and the "max" happiness maybe based on settlement items which increase happiness. I found this on the Sim Settlements site under Happiness and YOU - a guide to maximising happiness in SS2: Here's an old Reddit post with some more info especially on shops: [PSA] Happiness, Income & other values relating to Settlement building
  14. Like the title says, are there any mods which will produce information on what is affecting settlement happiness? Non-covered beds, insufficient defense, etc. I think Sim Settlements has one but I'm not using that mod. Any other places to find this out? It's just the usual problem with happiness dropping for no obvious reason and I'd like to be able to see what the problem is. Thanks!
  15. I'd really like to be able to build roads in settlements. Roads, paths, streets, etc. Not massive freeways or anything. Ground by Wim95 (off Nexus) has gravel, concrete, and asphalt retextures for foundations as well as straight slope and corners. It'd be great to simply have decals for road stripes, borders, arrows, etc. to place on them at least. Snappy Housekit has parking structures but that doesn't really fit well for simply adding streets. There are some retextures Sanctuary roads but that's not generally useful elsewhere. There are a couple of road mods I found which tend towards the massive rather than something that really fits with settlements. They are basically vanilla road pieces added to the workbench with no snap points. Craftable Highways on LoversLab - I'm not sure how the roads are really organized but it's generally huge freeway pieces. Infrastructure - New on Nexus and mentions navmeshing the objects. Has asphalt roads which would fit better in settlements and some raised ramps which may be useful. Unfortunately, the author overrides the vanilla structure build menu and workbench container keywords and has packed the archives incorrectly but all of these could be fixed eventually. Still, the objects from the vanilla game are often shaped for specific locations but that could be worked around by terrain block mods in some cases.
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