Jump to content

PaddyGarcia

Premium Member
  • Posts

    36
  • Joined

  • Last visited

Everything posted by PaddyGarcia

  1. I have this problem too. I get a freeze on every exit, even when using console-qqq or alt-F4. I've been using ~50,000 mods for years but this is new. Nothing from OP's modlist rings any bells. I don't use settlement blueprints. I have increased one or two settlement budgets using "Increased Build Limit Enhanced 4K" https://www.nexusmods.com/fallout4/mods/13779, but I've never built more than ~105%.
  2. Ancient necro, but: Faster Workshop (Workshop Lag Fix) makes it AMAZINGLY faster, like insta- with ~1000 mods. https://www.nexusmods.com/fallout4/mods/35382/
  3. I'm not working on a mod, at least not for release. Just curious, mostly. I'd kinda like Piper to be a smoker. That would have been extremely simple in previous games, but it's not worth a lot of work - I almost never hang out with companions anyway. I looked at Trashcan Carla, who smokes, and Piper and a few others who do not, but I couldn't figure out how it's done in vanilla. (Are there maybe smoking idle markers at specific locations assigned to specific NPCs? That would be lame.) So my question is still: how is it done in vanilla?
  4. What was the answer? I'm interested in what makes vanilla NPCs smoke or not smoke. In FO3 and FNV it was a "smokers faction," but it changed in FO4. I've tried a few times but I can't figure it out.
  5. bugs have hard exoskeletons that act like armour. well that's what I tell myself when a .308 bounces off a radroach lol Radioactive exoskeletons.
  6. I don't think modding vanilla scripts is good practice. I think you'd want a script that just overwrote that one variable for the vanilla script to use. But I know almost nothing about scripting so I could be so wrong.
  7. Yep. In bold and underlined! I learned that lesson probably before Bethesda's first game was ever published. (Windows still shipped on floppies.)
  8. Good point, good advice, fair enough... I do say it, but it's not so obvious what it means. You have shown me the light, and I shall mend the error of my ways. In case you're curious, what it does is make ~160 new items - totally worthless ones that you can't get useful resources from. (It just duplicates a bunch of vanilla miscellaneous items, sets their value to zero, replaces their resources with c_crud, and gives them silly names. And sometimes increases the weight, to be cruel.) And there are a couple new worthless ingestibles that you shouldn't drink. Maybe I should have just said so in the description, lol.
  9. Doh. Shows what I know (not so much), especially about how keywords and scripts work. I sorta never thought of the scripts... I probably owe you 100 Pre-war money. I looked and saw that those simpak/repairkit keywords are called in the HC_ManagerScript and also the HC_HealCompanionObjectAliasScript, so it seems like you're probably right about what's wrong. I originally said, assuming it ever worked in the first place, it should still work now. And it seems like it must have worked at some point, or the author wouldn't have posted it, and he wouldn't have gotten a hundred endorsements. But now I'm thinking maybe it stopped working after a Bethesda update modified the scripts. If that's the case, and if you're right about it mattering whether Nick is a companion when the mod is installed, then the mod could be fixed with a small script that only let it be changed at a safe time (Companion?Y/N), or else a much more complex script to make it safe any time (work with variables from other scripts). Are you sure that's right? Or maybe it won't work either way, unless you start with a new game? (That would require the harder script.)
  10. I've never tried that mod in-game, but I downloaded it and looked inside, and it is super-simple, like unbreakably simple, and it seems like it really ought to work just fine. If you're having a problem, I bet you 100 prewar money it's a conflict with another mod altering Nick Valentine's NPC record. (Not his clothes, but maybe his appearance.) If you open it in FO4Edit, you'll see the only difference between this mod and vanilla is one field. The author just switched "can use stimpak" to "can use repair kit." Assuming that ever worked at all in the first place, it should still work now.
  11. I saw that too. (Mine was the first comment!) Unfortunately, as wonderful as it is, AFAIK that mod (Night Time Night Vision) only affects vanilla weapons. But it's a good method, and could be used in other mods. (Author even gives permission.) There's another (wonderful) mod, PreWar Binoculars, by a_blind_man http://www.nexusmods.com/fallout4/mods/17819/? You can switch the night vision on/off, I forget how it works but it might be worth investigating. A-blind-man makes really good stuff.
  12. "2) Or may just all my settlements are connected by installing the mod." I think there may already be mods on Nexus that do that. I'm half way pretty nearly totally maybe certain.
  13. Eek, I'm an idiot, I got that backwards in my head somehow. It's funny, in a sad about my brain cells kind of way. Many sorries. Okay then, why not just leave them unprotected? Let them live dangerously. Or if you care enough, you could mod the scripts to flag them back and forth appropriately when the events fired. (Hopefully I don't have it sideways now.)
  14. Where did my comment go? Oh well. I asked, did you add the (whatever it's called, something like) HC_QuenchesThirst keyword?
  15. Search by the Nexus ID (it's attached to the file name you downloaded,) For example, for (my) Worthless Mod, the downloaded file name is: Worthless Mod-16520-1-3.7z So the Nexus ID is: 16520 So the URL is: http://www.nexusmods.com/fallout4/mods/16520/?
  16. They're not quite FWE... but I was looking for the same thing last December so I made these: Food Don't Heal: (removes food healing) http://www.nexusmods.com/fallout4/mods/13118/? Wasteland Wound Care: (bandages etc.) http://www.nexusmods.com/fallout4/mods/12597/? I've done some other mods, but not so much survival oriented. But I still want to plug: Worthless Mod (My magnum opus.) http://www.nexusmods.com/fallout4/mods/16520/? As to recommendations for mods by lowly other authors, just a few (with their Nexus ID's): Bullet Time - Slow Time-9325 CriticalHitsOutsideofVATS-12653 Fallout Loot Overhaul - 1486 Herbal Remedies-22198 Pip-Boy Flashlight-10840 Realistic Death Physics-4371 True Shadows-17592 Ultra Interior Lighting-22101 Unique NPCs -21248 Vivid Weathers-15466 Weapons of Fate-12986
  17. IDK about stealthy, but changing the climate makes for a very different experience. There are winter mods, desert mods, greenery mods... As to stealth, a good weather mod can help with more realistic (and easier) stealth. TrueStorms and Vivid Weathers are both excellent imho.
  18. I think Scrap Everything lets you scrap corpses. There are corpse-scrapping mods. Place Anywhere lets you delete them (no resources.) OIther mods too I bet. Don't use DCMS, is the general advice, and mine too after it broke my game. When corpses bother me, I either chuck them in a river or behind some scenery, or in extremis I just disable / markfordelete in the console.
  19. The Essential flag means they can't die period. Protected means ONLY YOU can kill them. So, Protected seems safe in regard to those issues.
  20. You can disable it in the console or in the INI files with the command: cl off
  21. You have added the (IDK, something like) HC_Thirst keyword?
  22. I just think my mod is great, and want to share. WORTHLESS MOD! http://www.nexusmods.com/fallout4/mods/16520 v.1.3 is much expanded. It just adds TRULY useless junk to containers. Sounds useless, yes, but I swear, I really think it improves the game experience. (I have made other mods that are just fine, whatever, but imho this one deserves to be gang loved long time boom boom.) (It's small, and harmless to install/uninstall. Try it, you'll like it, or double your money back.)
×
×
  • Create New...