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nordmarv

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  1. Oh ok, then a feral ghoul cannot become a glowing one in this case, they scale differently. Apparently a glowin' one is expected at that point.....hahahahah Have you tried that mod? It works?
  2. I don't want to justify Bethesda, they have their flaws and it's well known, but if you install a mod that randomizes spawns you are the one who's going to look for it. For heaven's sake, it's nice to mod a game to your liking but it's best to do it wisely.
  3. Can I ask you under what circumstances? Maybe it insn't a spawn problem but it's designed like this to pass from another way, or you should find an hazmat suit somewhere in that place. EDIT Try this one
  4. Never happened to me. Anyway if you can kill him, grab his corpse to move him far from the terminal.
  5. https://www.nexusmods.com/fallout4/mods/37183 I don't use it, try this one. If it doesn't work you have to edit your customcontrolmap.txt.....and of course install F4SE anyway.
  6. After you loaded your files in FO4Edit, like your master files for example (*.esm), you have to expand the ones listed on the left side and edit the Constructible Object Entries. When you expand this category, you can see all the crafting recipes in that file (Fallout4.esm for example) and clicking on a specific recipe it appears on the right. In this panel you can see all the requirements: components in the components tab, quests, perks and other in the conditions tab, in the created object what you effectively craft with that recipe, in created object count how many objects you craft at a time, and finally the workbench keyword, category keyword and priority are practically the workbench used, the menu filter and the position of the recipe.....like for example WorkshopWorkbenchTypeFurniture is the main settlement building one, WorkshopRecipeFilterFurniture02Tables it means the object recipe is in the furniture menu, tables submenu.....and a priority of 0 it means possibly the first in list, 999 it means possibly the last one (and all numbers in the middle of course, to place a recipe in a specific position). To edit all this entries you have to click with the right mouse button on the recipe you want to change in the left panel list, click with the left button "copy as override into....", click Yes to pass the eventual FO4Edit warning message, click on the last option of the list that appears (new file), ok.....and finally write a name for your esp file (without writing the esp extension, only the name). When you've done, in the left panel appears your new file and the chosen recipe is tagged in green (it means that is an unchanged entry), clicking on it and changing what you want in the right panel (watch out for the column you edit, you have to edit your file column that is probably the last one to the right, don't change the master file entries) from green changes to yellow (it means an override change) or to red (it means that conflicts with other changes). Reapeat it for all the recipes you wanto to modify. You can also select recipe groups (pressing the shift key or using the mouse) or the whole category (with the command "Deep copy as override into...") and in a second time clean the esp from all unchanged entries (Remove "Identical to Master" records). But to start I think it's better to change the entries one by one :wink: At the end close the program, save your choosen file that appears in the list, not the others that you may have unwittingly modified.....and to exclude them untick their flag in the list leaving ticked only your file, ok.......done. EDIT It's very intuitive to use and clunky to write, just remember the two main things: 1- on the left there are the lists, on the right the actual entries to modify; 2- click with the right mouse button on anything to see your options for that particular thing. Once you get used to it, it will be very easy.
  7. Maybe because Bethesda manager changes your plugin.txt or other. Make a backup copy of it, even better, backup your Fallout4 folder in AppData where is the plugin.txt. To be sure backup also your Fallout4 saves folder in documents, where are the ini files and of course your saves.....and backup even your Vortex settings. I don't know Vortex but I imagine it has an installation folder with the executables, settings, etc....backup its folder. When you installed the mod from Bethesda site, created the mod files backup and uninstalled it from the Bethesda site, you have all the backups to revert your game status before the Bethesda hurricane :smile: Just a suggestion, look at the Fallout 4 main folder, just to know if it installs a file or a folder in that directory, so you can easily delete or rename it when you've done to disable it. Usually when I want to deactivate something but I'm not sure if I can delete it, I rename it with four zeros in front. For example.....mod.txt. I rename it to 0000mod.txt and it's disabled. If you want to be sure in a second time, order the files by date and you will know what are the last files and folders created without your knowledge.
  8. Why shouldn't you be able to download it? What does it tell you if you subscribe to the mod?
  9. Practically, you have to backup the mod files in a folder of your choice. It's very simple, it's a copy and paste thing. Obviously I think the mod you're looking for must have a PC version, I don't know how it works the PS modding. Good luck!
  10. I find 2 mods searching for Settlement Objects Unlocked. Anyway sicknesseater, if you can't find exactly the mod you're looking for, it's easy to grab it from the Bethesda site and install manually. Before, install it like you've done in the past, then go in your Fallout 4 game folder, then in Data folder and copy all the mod files installed in a directory of your choice. The file names will be probably like the mod name, Settlement Objects Unlocked.esp, Settlement Objects Unlocked - Main.BA2, etc.... When you have a backup of the mod files, uninstall it from the Bethesda site, copy your mod backup (the ones in the folder of your choice, where you copied the mod files) in the Data folder of the Fallout 4 game directory.....and there is a last step to do. Now you have the mod in your game files and you have to activate it, if you're using a mod manager activate the mod using it. If you don't have a mod manager, go in User/AppData/Local/Fallout 4 folder, and edit the file plugin.txt. Before you edit it be sure it could be edited clicking it with the right mouse button and in properties it isn't set as "read only", if it's flagged read only tick the flag temporary, apply the changes, ok. In the plugin.txt you have to add the mod esp name in the list and activate it putting an asterisk before the mod esp name like this: *Settlement Objects Unlocked.esp Keep in mind that the list represents your load order, so a mod at the end of it has precedence over the others, risking to overwrite some of their modifications to the game. Close the plugin.txt file, save the changes, open its properties and set again the flag "read only" if it's setted like this precedently. Done. The mod you're looking for is installed and ready.
  11. Can I ask you where is your main base? The one where you keep your supplies and you probably come back more often. Sanctuary, The Castle, Diamond City?
  12. I don't think it's possible, maybe a script that automatically eliminates all ammunition from corpses, I don't know. However just to discuss the approach, if you have already mentioned a mod to decrease the loot, just decrease it further and do the same for the generic level lists that assign ammo to the NPCs.Basically it's right and logical to find some ammunition on a corpse that a few seconds before was shooting at you, what is more questionable is the quantity that you could find. Add to that an increase in their price and if the mod that decreases the loot is done well, you will hardly have the money to buy ammo, stimpacks, rad-x, radaway (which are essential if you add a punitive radiations mod), etc.... Otherwise there is always the option to set that NPCs consume ammo by default, but this solution always brings huge problems, because in addition to completely ruining the enemies characteristics, that should shoot you and instead after a few shots they run towards you as morons, even turrets, robots and more will be practically annihilated by this famous modification. In my opinion.....and believe me in this I am quite expert, the magic word is always "balance".Balance in not exaggerating too much with the damage multipliers for example, because in addition to being in a certain way also realistic (not every shot hits a vital point), killing each enemy with 1/2 shots will save you ammunition but even worse, if the enemies kill you just as easily, bang bang , a few moments and the fight is over, you are dead...and what are you doing at that point? You reload the save.In a rightly punitive game the point shouldn't be to reload the save continuously, but to make you suffer, maybe survive for a spit of life, after consuming your ammo, the few stimpacks that were left and without any kind of medical care, having to do the journey back with the fear of meeting some other nuisance ready to give you the coup de grace. It may seems strange, but it gives huge satisfaction to return to the base after escaping death, avoiding the dangers by hiding under a bridge or in an alley waiting for the raiders gang, supermutants group or stray dogs pack to pass.....to find out that looking through the supplies, it got worse than it started. Then the other 2/3 magic words are obviously "money" (in this case caps and valuables, chapter loot mod) and "carry weight", if set at the right point, always following the main rule of balance, for those who like this type of situation like me, there is a lot of fun :smile: EDIT Back to the ammunition issue, for example in my game I often have to change weapons because my favorite ones need ammo that I don't have and before I can reuse them I have to replenish my stocks, managing the few caps that I have left for them, medical care, water, food and all the rest. In my adventures I have to use weapons and ammo taken from enemies, in short, I have to adapt to the circumstances.Then also the crafting....in fact in the game it already exists and there is no need for a specific mod, it's needed also a more "industrial" system let's say and I think it's right....with a mod that makes it possible to create ammo quite easily you would risk to throw all the efforts to make them rare.
  13. Like I've written, if you can access followers inventories from distance and take or give their unlimited unplayable ammunition, in practice you can manage their attack behavior. https://www.nexusmods.com/fallout4/mods/6470 This one is a mod made by me some years ago to manage their ammo, if you want I can update it to include the new dlc's companions and to clean it just a bit. EDIT Even better.....tomorrow I will make a new one, the title and description of the old one is very misleading.
  14. In my game it doesn't work that way. If for example I build a palace too high, I have to place the pieces inside the borders before and then I can place them outside the building area. Anyway how can you travel the map in workshop mode with enemies attacking you, etc? I think it's more natural and convenient to install a mod built for that specific feature.
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