Jump to content

likeitsillegal

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by likeitsillegal

  1. Nick just wears a generic fedora. You could probably click on him in console (or just "prid 2f25") then type "equipitem 2e2e". Also you can change the equips of companions from their inventories.
  2. modpos x/y/z is pretty useful. Just click the object in console and use the modpos command to move the object around. Once its perfect, grab it and cancel to make it stop twitching. That or get the place anywhere mod.
  3. That and if you run around in power armor the Coursers even tell you that while your power armor does give you a defensive bonus, it severely limits your mobility. The Institute probably just has the modus operandi that they can throw as many synths at a problem as need be to handle it. Plus running around in decked out power armor with your logo makes it difficult to be an ambivalent, mysterious organization who spies on people.
  4. Basically this. So much of the plot hinges on you caring about your wife and son enough to want revenge on Kellogg, but you knew them for all of a few minutes. At least Liam Dadson was a substantial part of the tutorial and plot so you kind of cared about his suddenly dying - but Nate/Nora bugs you to talk to a Vault Tek rep for a few minutes before biting the dust. Shaun at that point is basically just a potato.
  5. Not sure if it would relate to the text issue, but are you running it with F4SE? Newest version of My Hud requires it.
  6. I'm at 162 active mods. If I had friends, somebody would have hosted an intervention by now.
  7. Are you using CBBE or some other skin texture replacement? Or are you using a modded outfit without the right body mod? Try toggling archive invalidation on and off; that's all I can really recommend until you give more information. Please post your mods.
  8. 1. Pure headcanon, Kellogg's pistol does 48 damage a shot. A combat shotgun in Fallout 4 does 50 damage a shot. The .44 Kellogg used is just shy of being as powerful as a shotgun and no layer of flimsy leather is going to stop it; but Nora/Nate was shot in the head. 2. Depends on where the bullet hits and what kind of bullet. A small caliber bullet might lack the energy to exit a person's skull and will actually just bounce around inside the brain. A .44 is overkill and realistically it would have probably smashed Nate/Nora's skull open as it exited. However within the limitation's of the engine, as well as the fact that Bethesda was clearly aiming for something more dramatic than gory, it is not surprising that Nate/Nora's head didn't go boom and should be no indicator of whether they died or not. 3. So are you arguing that all those ice age animals we find mummified in ice can be revived? No. Life support was half of the entire project. You know why your blood getting cold enough will damage cells to the point of requiring amputation? Because when you freeze something slowly enough, large ice crystals form that will literally rip through cells. Also most people opened up Nate/Nora's cells which would have feasibly thawed them out. Even if you didn't, Bethesda would never allow you to just to retcon the state of your spouse's pod. Hibernation is the state of your metabolism slowing down so that your body consumes less calories. This is not factually what any of Vault 111's people experienced. They were literally frozen. If the other pods killed the other inhabitants once the freezing process was reengaged, why would Nate/Nora alone be spared?
  9. In my experience SSex and Weapon Racks don't work well with sk reliant mods like Homemaker and Alternate Settlements. I think the guy who made Weapon Racks said he was working on converting to settlement keywords, or at least considering it; but ssex has always been its own thing as far as I'm aware. So either use SSex and Weapon Racks exclusively or remove them if you prefer settlement keyword mods.
  10. Is it just that save, or all saves? If it's one save, the save is probably corrupted and can't be salvaged. If all saves are having the problem, it may be a mod. Which mods, if any, are you running?
  11. Enable/toggle archive invalidation.
  12. I want to explore that huge sunken ship outside the borders of the map. Also maybe they'll finish the harpoon gun and actually do a DLC with those mutant dolphins/complete 20 leagues under the sea.
  13. I thought the Institute had a better design philosophy than metal crabs.
  14. Try disabling Weapon Racks, I had a similar issue and it was to blame. Also don't forget to disable Simple Intersection - Simple Settlement Upgrades.
  15. Kellogg's pistol uses .44 rounds, which while slow can still pierce light body armor. Vault suits are mostly leather so it wouldn't have any issue going through; though I was under the assumption that Nate/Nora got shot in the head because Shaun was being held pretty close to center mass and I don't think Kellogg would have risked killing him, too. That and Kellogg aims his pistol at Nate/Nora's head. Don't question the scenario with real world logic, especially when Bethesda/Fallout in general don't, either. Actually, when the SS revives the spouse's pod is sealed and needs to be opened. (Along with all of the other pods, none of which can be opened at all. What a happy coincidence that ONLY the spouse's pod can be opened.) Only the pod with Shaun in it was opened. Also, only life support was disabled. Everyone died but what was keeping them frozen was left intact. The pods were all put into "wake-up" mode, but only the one with Shaun was opened. Once they had what they needed, they reengaged the normal protocol but cut/sabotaged life support for everyone but you because in case something happened to Shaun down the road, they would need a genetically compatible replacement. So they were frozen, thawed, then refrozen.
  16. Hey all, I'm basically scraping for answers to save myself hours of gameplay which was sunk mostly into building two huge settlements. I'm aware of the Radio Freedom issue where the radio operator will leave his post or power will cut off; this is not that issue. The Minutemen Radio Station itself is working fine. It's the quests that they give that are broken. Kidnapping quests work; I can get them from Preston, complete them and turn them in. Greenskins, ghoul problems and raider troubles, though, are a no-go. Either from Preston or Radio Freedom, I can receive the quest but the quests show no map markers. I can move stages forward fine, but each new stage does not add a marker; and if I move to the final "complete" stage, the quest will fail. The earliest issue I noticed was Sanctuary bugging out when I killed a synth there. I had a "raider trouble" mission for Sanctuary that somehow failed and had a greyed out objective (that was ticked off) that told me to talk to Preston. I couldn't even set the quest as active, or reset it via console. The only thing I could do to it was completequest it and try to move on. The problem is now I have a bunch of Minute Man quests that just won't work, and I'm not too far into the game so I'm suddenly locked out of a ton of settlements. I've loaded my game without mods and had the issue - I've loaded older saves with all my mods with working quest markers (markers for the exact same quests/settlements that later became broken), so I've ruled out a mod being to blame. I'm not too sore on losing the ability to complete Minute Men quests, I'm just sore on losing settlements. Does anyone have an idea on what could be causing it, or at least a workaround? The closest I've come to fixing it is setting the workshop to being owned by the player, which allows me to build the settlement but it is not considered owned by me, thus I can't assign supply lines, settlers or companions there. Oddly, when I go to the location where I am meant to talk to an NPC, they'll actually talk about being in trouble a few times before going back to their usual dialog. I can't open up a conversation with them, though.
  17. It may be a corrupted save, as strange as that sounds for a save so short. Try loading an earlier save and seeing how you fare?
  18. 1) Skyrim runs on a modified version of Gamebyro called the Creation Engine. The animation works a lot differently in Skyrim, where you have to rebuild the animation library to add something. This is not necessary with Fallout. The compatibility skeleton is for mods such as BnB, but if another mod needs it, it will usually pop up as a recommended mod anyways. So yeah, nothing like FNIS is required. Just select the animation you want and drop it in to the data folder. 2) On the other hand, modifying races is a bit more complicated. Its really only bothersome if you intend to add custom hairs to custom races (and someone hasn't created a patch to do so already). As far as I'm aware, though, custom hair and eye mods should work fine with vanilla races. GECK is only necessary, like I said, if you want to use a custom race/head mesh; you'll have to open the race's (as well as the hairpack's) .esps in GECK and add the hair to the race. Not terribly complex, honestly; but a bit of a hassle for one unfamiliar with GECK. 3) The character creator in Fallout is more archaic than the one found in Skyrim. The best you'll find is things like Barber's Blade which allow you to edit your character's hair without use of console commands. I do believe there is a mod that lets you import the head of one character onto another. At least it existed for Fallout 3. Beyond that, however, you're pretty much stuck with what's offered by default. 4) Lings is basically a combination of a bunch of different hair packs. I don't think there's any downside to it, though I think hair styles are numbered - so some may overwrite each other. But I haven't really played with hair styles recently, so I can't say for sure. The pickings for Fallout hair mods is actually pretty slim, anyways, so it probably won't be a problem to install 2 or more different ones. 5) It really depends on whether you use RWL, Nevada Skies or Vanilla. Enhanced Shaders, Dynamo and Rudy are all very popular. Personally, I really like Viradia. If you're looking for something a bit minimalist that will make the game look polished, I'd definitely recommend that you try out Enhanced Shaders, first.
  19. Make sure Antialiasing and Anisotropic Filtering are off in your Fallout launcher. If all else fails, open the ENB menu from in-game with Shift+Enter and disable FixTransparancyBugs.
  20. Don't give scalpers business. If you miss the chance to get the Pip-Boy addition, on release day you can always check to see if the Gamestop or whatever place you go to has any copies left. If a person placed one on hold but doesn't pick it up, they'll usually sell it to you.
  21. It depends on whether you're using Nevada Skies, RWL or vanilla. I like both Cobalt and Viradia. I do make a point to turn off the DoF, though; I just hate the look of it in Fallout.
  22. Texture mods make a big difference for me. Maybe not as much for rocks or the road since you won't be looking at them much; but for lightpoles and walls, the default textures are really, really low-res. An ENB is basically just polishing a turd if you don't make the effort to get at least a few texture mods. Vurt's WFO is also pretty good, though I tend to stick to the more lore-friendly variants.
  23. If you have a Portable HDD, you can just copy paste everything from your FOMM and New Vegas folders to it. If not, you can always use a cloud service such as mega to upload everything, then send the link for the downloads to an email you can access from the other PC.
  24. Post which mods and your load order specifically, please. If in NMM, you can copy it straight to clipboard.
×
×
  • Create New...