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wysiwyg

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About wysiwyg

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    Fallout 4

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  1. 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.
  2. 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.
  3. 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)
  4. 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.
  5. 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!
  6. Just in case someone finds this when searching, I *think* it was Zoom-out Extended for World Map but I guess time will tell.
  7. 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!
  8. 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 :(
  9. 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.
  10. 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
  11. 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!
  12. 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.
  13. Does anyone know of any mod which teleports settlers to their assigned work? I know Pra's ASAM Maintenance Software mod for Sim Settlements has a function to do this for SS2 plots but I'm not using SS2 at the moment and I'd really like to find a standalone object which issues the command to instantly move all settlers to their assigned work. Farm plot, defense post, workstation, etc. The updated Instabell has a teleport unassigned settlers function which, unfortunately, includes settlers assigned as provisioners and other non-vanilla jobs which aren't crops or defense. There is a regular bell to gather settlers which causes them to try to reach the bell (but often fail). I was able to find the "Quitting Time Siren" from the Wasteland Workshop DLC under Cages->Miscellaneous. Supposedly it toggles between work and relax/arena but I'm pretty sure they don't get "unstuck". It's the closest thing but a teleport would "rescue" settlers who fall through the ground and get otherwise stuck somewhere.
  14. I really wanted to find better fishing options for settlements to assign settlers to work. I'm not talking about player fishing but something to build a settlement around instead of growing crops. Obviously Sim Settlements has lots of nice buildings but I'm not including it in my new playthrough because problems with that doomed all of my past playthroughs. Does anyone know of any mods which add more settlement fishing related assignable stations? Here's what I found: 1. Fishers - Fishing and More - Fah Hahbah. This would be great except it has a big flaw in overriding the default WorkshopParent quest to handle production of fish to the workshop. That can cause all sorts of problems especially when other mods do the same thing and create conflicts. There are also some issues reported with the animation placements for some of the tables. Includes copies of the scripts from the Fallout 4 Mining System scripts without credit or using the original mod as a master. If it wasn't for all of that it'd be closest to what I'm looking for with "fish meat" added to the workshop and at least one recipe to actually cook fish for the player to take on the road. It has several settlement objects like lobster traps, fish traps, larger fish nets. and fish gutting and cutting tables. 2. Basic Fishing by Zorkaz. It adds different kinds of fish and an assignable fishing chair. I definitely recommend and use this but I'm still looking for more settlement objects for variety. It adds a fishing chair plus multiple kinds of fish and recipes and even decorations using the raw fish. 3. CVC's Fishery - Adds a fishing net to statistically produce food and several objects which allow you to add animations around the fishing. Except for the net, the objects are meant more to provide a way for the settler to do more than just stand in one spot all day as they move from station to station performing related animations like cutting and weighing. It also includes structures like shack, bridges, etc. to build out your fishing station which, at least in my case, were already available in other mods. I works but doesn't have much variety of fish production and doesn't actually produce raw fish you can cook. This is NOT included in the CVC Dead Wasteland mod. 4. G2M Fish Farm Stuff and G2M Workshop - A fishing net station which produces "dead fish" which you can cook to produce "dead fish steak" which I think it kind of funny. :smile: The Fish Farm Stuff is included in to the complete workshop. It also includes some walkways/bridges to snap to the fishing net. 5. Better Stores (at Bethesda) - This surprised me and I only found this because I had it installed and looked for "fishing boat" in xEdit. It actually contains 3 colors of fishing boats which statistically produce 20 food for your settlements. They don't actually add cookable fish but they are a good addition to a place like Taffington especially if you use mods to expand it to have more water space and want more land to use for something other than crops. 6. Appletree Bakery and Creamery - Adds a great many new ingredients and crops and recipes to go along with them. It's actually a bit overwhelming. Unfortunately, this doesn't include settlement fishing stations. It does add a buildable fishing rod "weapon" with bait "ammo" and several kinds of fish to use in cooking recipes. I think the animations are hilarious as the fish "explode" out of the water in your direction when caught. I'd really like to use the Fallout 4 Mining System to make stations to produce dough, bread from dough, etc. when I get time (it's a shame that isn't used more) The finished goods do get added to leveled lists for stores so pies, cheeses, etc. show up there for you to purchase. 7. Northland Diggers - There are a few assignable settlement bench-type stations to add food and/or happiness such as cutting and weighing tables which are useful especially since I have this mod anyway. It does need several fixes and tweaks to avoid some potential issues.
  15. In Fallout 4 I can scrap a nuclear reactor
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