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Seracen

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Everything posted by Seracen

  1. Just curious, is there a particular set of commands to unlock the various Lifepath dialogue in one playthrough? I don't mean actually changing the origin missions, or anything so invasive. I was just curious if it's possible to have access to all the Corpo/Nomad/Streetkid flavor text in one go.
  2. That's a shame, especially since the workaround for Judy seems more reliable. Still, the effort is appreciated, as well as the update. Thanks!
  3. Would love a no restrictions mod! My only concern is how the scripts would handle that for the endgame. I imagine it will come down to whomever you call before the final mission. Otherwise, it'd make the epilogue appearance of Judy/Panam/River all confused. But setting the flags for that can't be easy. I remember a similar issue with the Free Romance mod for Dragon Age Inquisition. If memory serves, the endgame romance locked in to whomever you romanced last, or took to the ball for the dance. In the meantime, are there console commands to get around this, like there are for Judy and Kerry?
  4. Figured I'd add my solution, as it seems to be a common problem, and Google searches invariably point to this thread as well. In my case, as has happened to countless others: some music was still playing in the background. An earlier post suggested going through all music, and stopping them individually. It can be a pain, especially if mods add a ton more songs, but it worked in my case. However, I saved myself a bit of time by honing down exactly WHEN my problems started. I was able to bring it down to two possible mods that had caused this to happen. Thus far, the two mods I've had to stop music for: Forgotten City (endless loop of one song) and Maids 2 - Deception (the culprit this time, with a track that was LITERALLY entitled "Silence"). So it comes down to general rules of Skyrim: play mods out from beginning to end, and stagger your saves accordingly. I generally keep one save before I start a mod, and then cycle 2-3 saves during the course of a mod. I keep a save from several questlines back, and of course the base save on exiting the cave after Helgen. By cycling through saves, I was able to realize it wasn't a file integrity issue. I happened to luck out, in terms of saving time, but the core solution boils down to: some song is playing in the background, even if you can't actually hear anything. TL;DR: if you just finished Maids 2 or Forgotten City, go down the list of songs for either mod, and stop each of them until the music starts back up.
  5. I'm also trying to get this to work however, clicking on her gives her object reference ID which does the same thing (can only edit the body). Also, isn't "slm" just short for "ShowLooksMenu"? I tried inputing her ID (1647C6) but it doesn't work and it just says "Invalid Object Reference". Yes, although "slm" works just as well, In my case, I typed in "slm 102249" and it worked. EDIT: huh...on double checking again, it seems like not all the functions are working, will test some more and update. It's strange, considering that this worked like a charm for Piper and others...
  6. Hey thanks for this! I will be using this until the CK comes out. Cheers! Have fun in the Wasteland! :) I'm trying to edit curie this way but it doesn't seem to be working. Can you go a little bit more into depth about what you did? When Curie (in her Synth form) is in front of you, click on her after having brought up the console. You should see her ID pop up. Then, use that ID with the slm code. It should be "slm 001647C6" or whatever code the game provided for your particular instance of Curie (depending on setup, I suppose this number could change, but it shouldn't). Some people must type in "slm 001647C6 1" although I did not. Then back out of the console, and just wait a moment. You should notice the bottom part of the screen brings up the Look Generator options. Do whatever tweaks you want, and back out (make sure to save). Voila, customized Curie! I should note that I also prepped my various config files to accept modding (look at the main Nexus page for details), so this might have affected it.
  7. Thanks for the heads up! Just curious though, under what ba2 is Curie's model located? I've checked each of the texture files, as well as mesh and material files...I might just be glossing over it due to the amount of entries though. Honestly, I'd be happy enough just to turn her blonde, maybe give her the "Punk/Furiosa" haircut... EDIT: just found out about the "slm" command from this mod: http://www.nexusmods.com/fallout4/mods/616/? In tandem with the ID you just provided, I can adjust her in-game! Thanks! Looks like Bethesda has finally given us the option to change looks of npcs in game!
  8. In response to post #24582229. Since it's not letting me edit: or an ad-share program, if Patreon isn't enough. Again though, the main issue is how few people "make a living" on such programs (consider youtube, it isn't as lucrative as most people like to think). IMO, this will result in little monetary gain for the modders, and just perturb the fans needlessly.
  9. I'd rather have a Nexus link to support modders via Patreon, as opposed to paying for access to mods. As much as I distrust DLC, at least there's SOME form of quality control. How am I supposed to know whether a particular mod is worth my time and money? Keeping things free encourages experimentation. By making mods paid content, you'll get the same siphoning effect as the gaming industry...only the known entities will be downloaded and paid for. As such, I imagine those who fail to make a profit will eventually come back to the Nexus, and free content creation. It just seems sad really. If there was some infrastructure for successful modders to get hired (after a certain amount of sales), then perhaps I'd be more supportive of this move. As it stands, I find it quite egregious. Too much profit for the companies, not enough for the modders, and screwing over the gamers regardless. One more nail in the coffin of that impending crash, IMO. I hope not, but I've become jaded by gaming altogether.
  10. So, after a full day of toying around with this, I have found a workaround. I don't want to reset my game, or start a new game save, as I've got too much invested in my character. I'm afraid you'll have to use the setstage commands to BYPASS "Awakening" altogether. It sucks, b/c you don't get to see the bit of dialogue when you rescue Serena. However, youtube solved that in a matter of moments. If you really want to, you can still go ahead and solve the puzzle, but for our purposes, you don't even have to enter Dimhollow AT ALL. Make CERTAIN to finish the "Dawnguard" quest first, having talked to Isran and all that. Then make sure you travel somewhere safe (away from the Dawnguard base), b/c I don't know how they'll react to the next bits. Firstly, type "player.setstage DLC1VQ02 5" to start the "Bloodlines" quest, which starts immediately after "Awakening." Then type "prid 02002B74" in order to select Serena. Finally, type "moveto player" in order to teleport her next to you (otherwise she stays stuck in her crypt). Now you have all the dialogue and quest options as if you had completed this buggy as hell quest! Again, this will allow you to bypass the quest altogether, and continue with Dawnguard. I haven't completed the quest yet, so I don't know if this will adversely affect things later on. However, the Awakening quest was pretty self-contained, and the only NPC that goes on to do anything is Serena, so this SHOULD work.
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