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blackhand8657

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Everything posted by blackhand8657

  1. Ok, ran into a bit of a snag recently, and I'm stumped on this. I downloaded/installed the mod 'Combat Armor Vests Non-replacer' by PaulImposteur a few months ago. Since then, I replaced his armor with the Modern Firearms DTO Vests via the Creation Kit and also added the Armplate and leg armor pieces as well, pretty basic, just kept it simple. Worked perfectly, had no issues until recently the vests went invisible when equipped. First, it was the black vest that went invisible, the others (desert, urban, OD Green), still showed up just fine. But today, I tried to go into the CK to figure out the problem, couldnt see anything that would cause it, armor models/textures look good and visible in the CK. return to the game, ALL vests went invisible, but the Armplates and Leg armors still work fine, which are in the same folder so it shouldn't be a directory issue. The other weird part is when I go to equip them, I can equip all of them at the same time despite they are flagged for the Armor Torso slot (41). I'm stumped on this and dont understand what could've changed to make this happen...
  2. Probably a dumb question, but here it is: Is there a way apply material swaps to multiple walls/floors/ceilings at one time instead of right-clicking and 'edit' one-by-one? Thank you
  3. yea, when i get to the settlement, the items are just piled on the floor under the machines. i've never tried to see what the game loads first. thing is, sometimes when i get there, all the items are in the conveyor storage like they should be, other times they're in the pile on the floor. its weird. i dunno, maybe it'd be best to build these machines in a interior cell. i might test that and see how it goes
  4. yea, thats what I used to do at first. made sanctuary my production settlement, and would just hang around that settlement, building/upgrading defenses or whatever while its producing. this only seems to be a problem if i leave the machines running while away from that settlement, like if another settlement is under attack, its like the game 'forgets' there are conveyor belts or something when you're away. As far as power goes, I always had them connected to a switch so I can turn them on/off
  5. Ok, I think this issue has been brought up before, but I dont remember where I found it. As much as I like the manufacturing concept on here (funny, because I work in production), I actually avoid building a plant because of the fact that any time I've started a product run, usually ammo, if I leave the settlement and come back, the ammo or whatever is being produced ends up in a pile on the floor between the builder and the conveyor/storage. If I stay in the settlement, it's fine but I should be able to leave the settlement and come back and not find a mess, but its like the conveyors dont work right when you're away or something. Has anyone made a fix for this or anything because this is one of those things that makes me reluctant to build an awesome plant
  6. Ok, thanks for quick reply. kinda figured it was blown out of proportion, not gonna pay for crap mods anyway. Hope things get better soon for Texas and anyone else in that hurricanes warpath Edit: Oops, quoted my own post lol
  7. Are F4SE-dependent mods the only issue, (just like any update) with the Creation Club update right now, just wait on an F4SE update? Haven't used any mods downloaded via Bethesda or Steam, all are from Nexus or personal mods I made myself. Haven't played FO4 in a while anyway, so not a big deal if that's all that's needed. Thanks in advance
  8. damn, that worked easy. I didnt even think of that lol. then again my brains a little fried from working so much. thanks for that :thumbsup:
  9. hmm, i did edit that one, would you mind uploading the LUA to the mod page so i can make the adjustments to it?
  10. sweet, thanks alot. just downloaded it. before I install it though, I have to ask what LUA file(s) it edits, I have edited a few as my own personal mod and just want to make sure it doesnt overwrite anything I edited. Again, thanks alot
  11. well, the toilet isnt really big enough for more than one (realistically anyway), but the dumpster would be a good idea, maybe up it to atleast 5. although to be honest, i usually dont have a problem finding a 'dumping ground' for bodies, whether they're dead, stunned or getting beauty sleep. but yea, the dumpster would definitely be something to look into. not sure if its even possible tho, I honestly dont know much about modding this game, so I wouldn't even know where to start looking
  12. As much as I like the fact that I'm getting a lot of really good volunteers, usually A++, S,+,++. But my MB and FOB are filling up fast, alot of which I don't want the system to dismiss, although I have my Specialists on Direct Contract as an insurance policy. It would be nice just to be able to halt the volunteers and just let me 'shop' for my staff as needed out in the field. Anyway it'd be nice to have a mod that does that
  13. Ok, I figured out on my own with the GMP at 30million (5mil offline / 25mil online). this whole online/offline crap is kinda irritating, i really wish they didnt do it like that or even put a cap on it at all Anyway, still don't know what the caps are for: Materials Plants Vehicles/Walkers Weapon emplacements If anyone knows the current caps, that would be nice. thank you
  14. lol yep, i kinda said 'what the hell, give it a shot, worse that will happen is it wont work' but hey, it works. just gotta be careful with customizing some of the weapons, like Tornado revolver, MTP5 Weiss and other DLC weapons. if you werent originally able to customize it, the mod 'unlocks' that but it'll crash the game if you try to do so. so a little heads-up on that. but other than that, it works perfectly.
  15. well apparently the 'Return of the Item Unlocker' mod still works, so I've been using that. appreciate the reply
  16. Ok, I've done some searching on google, but all the 'newest' posts are atleast a year old, so my question is what is the current resource caps: Online/Offline GMP Materials Plants -Thank you
  17. lol i had to read the instructions for QAR tool a few times before I could wrap my head around it, of course i was tired as hell too. basically works the same way as the QAR Tool; just drag the '00.dat' file to the 'GzsTool.exe' and it will unpack the contents to the same folder as the .dat file was. find what you want to edit, then repack it by dragging the '00.dat.xml' (XML file) to the 'GzsTool.exe; and it will repack it back into a .dat file. I hope that helps, I'm still trying to figure out what values are in what file, if I can even understand what I'm looking at
  18. honestly, the only thing that bugs me about the vehicles is the fact that theres no handbrake and the fact that we cant customize them past paint jobs
  19. Found it. If you are using QAR TOOL, it is oudated. Gzstool v0.5.3 work fone for me. https://github.com/Atvaark/GzsTool/releases YEESS, just tested it out, works perfectly. thank you so much. gotta go to work in a few so i'll to enjoy this later. thanks again man :thumbsup:
  20. yep, crappy part was i just got around to getting this game like 2 weeks (i know i'm pretty late), i was just starting to enjoy the mods, even learned to do a little myself (barely amateur, but its something) and then BAM, a stupid update about Ocelot and kill every mod out there. i am p***** about this
  21. So, with the new update, it looks like the LUA files are now unreadable and complete gibberish............
  22. ok, I am aware of the Unlock mods, but I really just want the Bandanas (I killed Quiet so I kinda missed my chance with that). If there is not a mod that just unlocks that, I would like to know how i'd be able to do it myself. I think it might be in the "EquipDevelopConstSetting.lua" file because I found 'bandana' after a word search but with scripting, I have no idea what I'm looking at, I would just like to know how to do it myself
  23. I want to be able to edit the cost Fulton extractions, maybe reduce them by 25% or something. I have the QAR Tool, but I finally got around to getting this game (on my to-do list forever) and the mod tool, so just would like to know where to look for those values. thank you in advance
  24. yea, with the Assault Carbine mod, I used FO4Edit to remove the Injector quest and just made it AWKCR compatible instead so I could still enjoy the weapon without the problem, but I built the gun, went to equip in the pipboy then my game CTDs the second my pointer went over the weapon. same thing when I tried to mod it at a workbench. not sure where it went wrong but I kinda just gave it up for now
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