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SirDanest

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  1. Indeed it is. There's a mod, a collection of patches, which removes this limitation among other things. Amazing! It worked. I'd thought at first that it was hopeless when I saw that items from other mods couldn't be used in a second mod. And it's faster now too. Thanks.
  2. So I'm trying to add a bandage to a particular spot on a table. It's an item from the horizon mod. I've tried several times, and the bandage simply isn't there when I check the area in game. I re-load the mod into the creation kit, and there's nothing there. I replace the bandage, save, and try again. Same thing, no bandage in game or in the mod when I reload it in the kit. I'm at wits end here. Edit: I'm using mod organizer if that matters. I don't think that's what's causing it. I can add items to the world from the vanilla game. Edit again: It looks like it's just the way the creation kit works? I can't make a mod that adds items from another mod. Thats... a terrible limitation.
  3. So, after playing with Horizon and NAC for a long, long, LONG time, I encountered for the first time a rad storm like nothing I'd ever seen before. Red, dark skies... glowing red embers floating everywhere. Three lightning blasts within 15 seconds was enough to cause death from full health. I'm shocked that in all this time I've never seen anything like it. SO much deadlier than a normal rad storm. Anyone have stories of their own of this happening?
  4. Unfortunately, If actually removing all the doors and entryways doesn't stop them, locking the doors won't either. These guys have super powers, same way they get up on the roof without stairs I guess. The game must just teleport them to locations every time I arrive at a settlement, because they sometimes are in places that they had no way to get to. Weirdly this is worse in the sanctuary houses than anywhere else in the game that I've seen.
  5. I'd also be curious if there's any way at all to change the date via the geck (like, start game date). It's useful for immersion with seasonal mods, to have a different start date other than, what was it, October?
  6. I'm hoping that since f4 has been around for a long time now, there's a mod out there somewhere to make a house or whatever MINE. My settlers OBSESS over my bed, over my rooms, sometimes sleeping and sometimes just milling around, not working. I've tried literally removing all the doors to my house and when I come back, at least one is somehow in my room and (only in sanctuary) on the roof! My home seems more important than their assigned jobs and beds, somehow. I switched houses, moved all my stuff, took down all the doors, and when I came back, found that they began obsessing over that one! They have their own beds, homes, jobs. Any mods found a solution yet?
  7. yeah I'll vote for this too, it should have been in the game.
  8. I'd like a PDA pause mod. Just to sit back and listen to voice files and read scans, and put aside the usual constant rush to eat, freeze, and suffocate. I find myself reading as fast as I can to save food, or not reading the scans at all if they don't seem like they're plot-related, which is a shame. I don't like to listen to the voice files until I get back home because of the freezing or suffocating that can happen while the file is playing, and a voice can't be rushed or skimmed.
  9. Well, for one, the securitrons don't shoot; they punch. I don't have any weapons mods or AI mods. I know for sure I didn't download a "make securitrons punch" mod, or any kind of securitron mod or melee mod at all. So it's a mod conflict that shouldn't be there, something is modding securitrons or their AI/weapons that was not meant to be modding them. The question is, which mod is doing something to securitrons that shouldn't be touching them at all? Everyone else seems to shoot just fine. Usually when something like this happens I eventually get an answer from someone online, but for once I want to just figure out how to solve these problems myself. Someone else almost always knows what's causing this or that glitch... how did they know? When I figure that out, I won't have to keep coming back to ask every time something unexplained happens. And when running 150+ mods, there's almost always something unexplained happening. It'll be good to figure out how to hunt these bugs myself. It's too tedious to disable a mod, reload, quit, disable another mod, reload, quit, on and on. There has to be another way.
  10. Don't use the console to cheat through the walls, just go through the main gate. If you cheat and use the console, the game can't be blamed when things don't turn out right, those things were never meant to be part of a normal playthrough, as you found out.
  11. Project Nevada has been labelled repeatedly on the ttw site as extremely incompatible and very, very broken, enough to seriously damage/bug out the game. It's not well liked by the ttw creators, even with the patch it's apparently one of the most broken mods out there, or so they say. I think WMX is also listed as extremely incompatible, as they changed meshes and weapons. Xfo and Asurah animation I think also seriously conflicts with ttw. You're also using YUP with ttw, which is also a huge disaster. TTW has it's own ttwyup, and could break if you run both. Check their incompatible list.
  12. When I encounter a bug in new vegas, one that doesn't happen with no mods at all, I am left with the sinking feeling that it is going to mean I have to go through 150+ mods, one at a time, un-checking it, reloading new vegas and testing, quitting, un-checking another mod, reloading, etc. It is going to take FOREVER with a huge mod list. I really wish there was a faster way to find the source of a bug. This is hellish.
  13. Wrong post, sorry. I don't see a delete option.
  14. I think I'm just so spoiled by mod organizer. With that it's instantly clear when one mod is overwriting another, and the load order can be shifted in an instant. Going back to "the old day" of just dumping a dozen or more files into a single mod folder and hoping for the best... ugh. I'd forgotten how much more complex it was compared to the instant information available with mod organizer
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