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DynV

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Everything posted by DynV

  1. I've never used xEDIT, can you point me to a chapter of a guide from which I could do what you suggested?
  2. There's a mod that made jewelry with nice effects but I don't think they look good on male. As you might have assume they're created at chemistry stations. If possible, I'd like for the item to appear right before or right after with the same name appended with " for men", which the only difference would be either having a different model or none at all. If a model is made I'd like it to be inconspicuous. Perhaps a silver matte dot, like , or maybe something a bit more visible but would attract little attention, alike the MacGyver earrings of Elegant Hardware - A Jewelry Modification at Fallout 4 Nexus - Mods and community, looking like a paper clip was haphazardly turned in a small loop. How would one suggest I do this? If possible I'd like to future-proof it so if the earring change name the copy will change along without having to create another version, and of course the same for stat changes. Thank you kindly
  3. I was surprised after I had the Children of Atom , with the approval of Dima, and listening to What's Done is Done after the small gathering Olympia Avery lead about that, that when speaking to her she might tell you to leave and it ends there. I was expecting a way to confront here that , perhaps with a charisma check to make her believe it but there was no such option. It would be nice if this, which I consider an omission, would either be modded, or be added to a mod that addresses multiple of such issues (eg Far Harbor omissions). Thank you for your consideration
  4. The following is about Fallout 4. There's an armor I really like but it looks ridiculous as an armor (but would look great in a raider joint as a plain outfit). I'm lucky enough it doesn't have a male version so my PC get in his undies while donning it (still having gained its stats). I installed Classic Underwear Replacer and it almost looks as a plain outfit, although a glaring issue for someone adventuring like that is no footwear, not even slippers. Do you know of something which would replace default underwear with something not looking like Wellingham would scream at you to leave the upper stands? Alternatively, something not taking an outfit slot (torso + limbs) which would cover an outfit, eg a cloak or raincoat? Hmm... That still leave naked feet showing. Still better than seeing underwear underneath. Thank you kindly for your help
  5. I'm using Child Outfits Vanilla and Conversions Standalone - No AWKCR 1.0 and all its non-negligible armor make girls bodies invisible, unless the armor include gloves all that remain is a girl head. I'd like to remedy this by adding damage or energy resistance (preferably half & half) to childwear since girls have no problem wearing all of them, items which Editor ID begin with "ClothesKids", eg https://fallout.fandom.com/wiki/Kid%27s_dress Preferably the mod would have different version of the resistance, eg 25 damage & 25 energy, 40/40, 60/60. If there's an easy way for the child outfit to appear different, maybe the stronger the resistance, the tougher the related appearance is, eg Cage armor for 25/25, Silver Shroud for 60/60. In case you didn't notice in the 1st sentence, I'm not interested in anything having AWKCR as a requirement. Thank you for your consideration
  6. Is there a Brotherhood of Steel member or an NPC dressed like one, which can become a romantic companion? It would be nice if the partner was located at The Prydwen, Boston Airport, Cambridge Police Airport, or any other BoS-aligned location I'm forgetting. Or perhaps there's a mod that I could use to turn an NPC into a romantic partner? I'd sure like for my PC to go into Boston Airport ruins with a cute BoS, find a secluded spot and do the dirty deed. Thanks
  7. I need a mod that will only add components that the default 10mm weapon can then use to make a carbine, longer barrel, stock grip & drum magazine, and it's--primordial--for suggestions to both work on vanilla 10mm pistols already acquired and that if the gamesave using the suggestion is loaded with no mod enabled that the customized 10mm pistols be usable by not loading a mod again; the 10mm pistol that was modified doesn't need to be usable right away, it could be that the player has to modify it with a vanilla weapons workbench, or using a command, as long as no mod is needed. I've seen 10mm carbine mods but they make new weapons, which I'm not interested in. Thank you kindly for your help
  8. Is there a mod that could place a friendly/neutral NPC at a specific place, whom I'd put it ~5' west of Donny's cabin, where an intruder would have to go through to get to Donny, and that newly added NPC would attack any creature and any generally hostile person (eg raider) ? Preferably the guard wouldn't stick exactly at the same place, there would be a circle around a spot that s/he would move around in; maybe even adding a chair there so sometimes s/he'd be seated.
  9. I have a follower that if I give ranged weapon start acting weird so I gave her one of my best melee weapon and understandably she goes more directly into the action. However, when the target dies sometimes she either maintain around the same distance from me (thus move in a circle from me), sometimes come closer, but alas sometimes goes even further, which the majority of the times I don't want her to. If possible I'd like that either when she want to go further there's a popup that--freeze the action--asking me if I allow her to go further, possibly mentioning how much further from me her target is, which if I refuse she wouldn't just stand there (find a target closer to me or coming to me) or there's a certain factor she's allowed to go further, eg 10-25%, or forbid her to go a certain distance from me, as in hitting an invisible wall. Thank you kindly Update 1 The follower is from a mod and sometimes she goes pretty far and start flanking or going from the back. I don't want any companion to lower foes HP < 1/2 and "steal" my XP.
  10. I still haven't made enough storage space to install your suggestion and I plan to (it might take some time though) but while browsing for something else I found something part-way to what I wanted (which your suggestion is if I can get it to work) : https://www.nexusmods.com/fallout4/mods/35584
  11. I guess that's an alternative to my alternative, but if possible I'd rather security be sent to the child (in case there's more than Donny Kowalski).
  12. When I see unarmored or barely armored wastelanders, I feel a bit bad for them. When I see children outside large settlements in that situation, I definitively feel bad. I wish I could send or give (the latter requiring to be close to the target at that moment) either an automatron I made or that I took over (with Robotics Expert). Currently I'm thinking about Donny Kowalski, I forgot if there were other such NPCs. I guess an alternative would be to find mourning wastelanders that would be happy to adopt a child to send them. Or perhaps an aging craftsmen looking to pass their knowledge. Oh! Perhaps when I met Gene I could buy the dog for the child, and it would go to him/her. Thank you for your consideration
  13. When I go as much south-west of the Nuka World maps as I can, there's a mountain marker south and slightly east as shown in the following screenshots previews, which originals are here, and I can't find a way to go beyond the invisible wall. Do you have any idea which mod added that marker and how to get to its location? Thank you kindly for your help
  14. Considering and that there's 3 separate files corresponding to 3 groups of woman, I'll assume it means that any combination of them is possible; if so it's what I'm looking for, thanks again. It will probably take > 1 week before I install it since I need to clean up things on my system before I have the 16 GB necessary for the requirements.
  15. The Deathclaw, which I think was Mythic, was < 1/2 HP when it fled. I sniped it with the harpoon gun variant Admiral's Friend from Lynn Woods tower that far (original resolution available here) a few times, from ~1/3 HP until death . I challenge Fallout 4 players to snipe from further using a harpoon gun.
  16. I'm not enthusiastic about setting clothes/under-armor for each level range or however level list function. I'd like to set once for all levels of raider & gunner woman to wear only very suggestive clothing.
  17. Is there a way for only raider & gunner woman to wear very suggestive clothing? Leotard, cheeky shorts/Daisy Dukes, only harness as top clothing, tube top revealing from under, etc. I don't want any other woman to be affected by this, not settlers, city dwellers, merchants, wastelanders (from FO4 NPCs Travel), and especially not quest-giving NPCs. Thank you kindly
  18. I'm looking for an armor to match (from Hoverbike at Fallout 4 Nexus - Mods and community about Automathrone v0.05 (Driveable) at Fallout 4 Nexus - Mods and community). I think armors for Star Wars Praetorian Guards (from Star Wars Praetorian Guard with Heavy Blade Sixth Scale Figu | Sideshow Collectibles) would look really good with it; as I couldn't find one I searched for banded mail in vain. I think an armor made of large flat pieces that were rounded would make a great match with the hover-bike. Of course I'd prefer colors matching the hover-bike. I'd appreciate links to armor that would match a lot. Edit: I think the colors closest to red are violet & orange. Alternatively an armor looking like a reinforced/plated bike suit would be nice.
  19. I'd like ghouls to spawn where there were human spawns where there's high radiation that the event of The Nuclear Option (thus chosen a faction other than Institute) spared . Perhaps upon installation there can be a check if Nuclear Family succeed (thus Institute faction chosen), and if so warn this mod won't do anything for them and might consider uninstalling the mod and loading a save before its installation. Thank you for your consideration
  20. I finished all I could of The Code without maxing out one of its companions affinity then installed Nuka-World Reborn & Viva Nuka-World, the latter VNW XDI Version. A good # of hours later, I figured Extended Dialogue Interface messed with The Code dialogues. I looked at XDI options trying to see a mode that would revert things to normal, which I'd return to its default behavior once I'd be finished with The Code companions, in vain. Now I'm wondering if switching Viva Nuka-World from XDI to FDI version break my game. VNW FDI Version current version, 1.38, description is Thank you kindly for your help Update 1 The only thing I noticed I from either Nuka-World Reborn or Viva Nuka-World were getting a quest from Lucy and discovering Abandoned Military Bunker (not getting in).
  21. I've created a Fallout 4 patch and tried it with 2 Mod Organizer profiles successfully thus lean toward it working on another system, but I'd really prefer someone confirm it does before releasing it as a mod on Nexus; I asked on Discord and on Steam discussion a week ago in vain. If Fallout 4 is installed on your system and you have ~10 mins to spare, I'd love if you tested a patch I made; one could do that with the following instructions: Install Operation Manhattan - New York BoS Quest then my current patch then get to Listening Post Echo, east of Fort Strong which should have a vertibird circling it as well as a quest marker on it and also a map marker that look similar to the Brotherhood of Steel emblem, then open the power armor, then get into enough fights so that the PA torso is damaged, then get to a Power armor station, then let me know if the can be repaired; optionally while crafting at the Power armor station with the specific PA torso selected (marked as spoiler), take a screenshot before and after the repair then share it here. Thank you for your consideration
  22. I'm assuming it's something like the following example FO4 command interface after clicking on the T-51 Gunner torso dropped on the floor help ARDLC01_T51_Torso 4 [...] ARDLC01_T51_Torso [refID] [...] setav ARDLC01_T51_Torso_R [RDLC01_T51_Torso refID] Am I close? I'd be happy to put a working help modification instruction on my game save description for those that don't want to install the patch.
  23. I only used the CK for a Skyrim SE mod that its vast majority of changes are additions, a few objects were modified only in their location, and a couple were deleted (I later realized I should have instead moved them below ground but too much work had been done by then to revert); so I'm still green in Skyrim CK, and was completly new with FO4Edit. I understand that if the author keep the copyright that people can't use the work in forks and in new concepts; but people can't make patches, which are minute modifications, without violating a non-open copyright?! I've seen things like that in mod descriptions. Something like: This mod should add a holotape at [location] to change [specific setting], but if it was not there, one can use the console to enter the command "help [...]" to get [some data], then in the console enter "[command] [data retrieved with the help]". How could one do so in this specific case (making Operation Manhattan - New York BoS Quest 1.02b T-51 Gunner torso repairable) ? I've done as robotized instructed and created this test version, which if it works I'll create a new mod with, but if it's not made correctly I'd be happy to test your version. In Mod Organizer 2 (MO2) I've copied the profile with which I'm having the issue with which I only enabled the mod Operation Manhattan - New York BoS Quest 1.02b, then added the executable for FO4Edit, then did as you instructed then did robotized instructions. Once the new mod, named AR_DLC01_102b_T51_Torso_R_patch, was saved in the override folder, I tested it with that new profile successfully. I then created a .zip with the new file, adding a credit text file, then moved the original out of the override folder. In MO2, I then changed profile to the initial one which I had issue with, then installed the mod from the newly created .zip, then tested successfully the T-51 Gunner torso repair. If I've done this incorrectly, go ahead and do it if you still feel like it.
  24. Thank you for your explanation but my concern was to make it even simpler for the users that would use my shared game save. I'm wondering how to save only the small change that was explained.
  25. Thank you again. How could one either make a patch or a macro for that? I have a shared game save that relies on it, and I doubt anyone but those already familiar with such process that download the save would do as you instructed.
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