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Excuse me, how do you play with this mod? There are some moments that I don't understand at all. I wrote to the author, but he didn't give me any clear answers, alas... I don't have any complaints, I'm just curious how do you play with some strange logic of this mod? I leave my review of the mod in the MCM for that mod thread, SKK closed the comment for the original mod. My feedback is specifically about patrols, I don't play with stalkers pursuing me.
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Help with editing the Dungeon Respawns mod
susamuza replied to susamuza's topic in Fallout 4's Discussion
Also in this mod there is no encounter in the Boston Public Library. Robots and supermutant corpses with loot are restored, but there is nono assault at the entrance. Sad... It would be appropriate, supermutants can continue to attack Library. I completed the quest from Daisy. -
Help with editing the Dungeon Respawns mod
susamuza replied to susamuza's topic in Fallout 4's Discussion
Thx for the quick reply. Am I right in thinking that you don't have to load old saves if you've already saved with the mod before editing it? I checked Post Office 115 after my edit, Dead Eye's body is still there. And by the way, in vanilla Super Mutants respawn near the building Post Office 115. Excuse me, do you happen to know what the chance is that notes/holotapes will spawn? Or do they usually have their own status and this is excluded? -
Sorry, I just opened FO4Edit for the first time)) I'm a noob) The mod itself: https://www.nexusmods.com/fallout4/mods/55271 The author closed the comments, and is unlikely to answer in PM, so I decided to edit it myself. The essence of the "problem" of the mod: I would like to implement a revival without named raiders and mutants, namely in the locations: Walden Point (Walter), Post Office 115 (Dead Eye), Poseidon Energy (Cutty), Pickman Gallery (Slab), Easy City Downs (Eager Ernie). I don't know how to replace NPCs, so for now I'm ready to just exclude these locations, did I understand everything correctly? just delete (Remove) these locations, right? This immerses you in the game better. Killing those characters that you killed is somehow strange)) If anyone wants to help with replacing named enemies with regular ones for respawning after the first location clearing, I would be grateful! I suspect that for those who understand this, it's a couple of mouse clicks I'am play on v1.10.163.0.0
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Yes, thank you, I know. But I would like Bethesda to finish their work)) And that's why I'm asking for a separate mod, I think for those who understand it it's not as difficult as in the mentioned mod with Art. Um, can you give some examples? For example, I use only GMC and there you can reduce the % of encounters with Rusty Devils. But, I noticed that these slots are not replaced by other encounters, i.e. there will be fewer Rusty Devils, but there will be no more of the others. Yes, I agree. But I watched a dozen videos on YT and didn't understand why I needed to download an additional 40GB of "Next-Gen", because I didn't see the difference)) So to hell with this beautiful deceptive wrapper. And I'm honestly surprised that the patch doesn't have what I wrote about here)) This is obvious to any attentive player.
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Please, can someone help by creating a mod like that which eliminates random encounters with Art: https://www.nexusmods.com/fallout4/mods/20688 The thing is, I always kill Pickman, but not with my own hands, but wait for the raiders to kill him. But even if you kill him yourself, random encounters with notes continue to appear. I think this is an underdevelopment of Bethesda. This really interferes with the atmosphere and logic. And also this encounter takes up a slot, it would be better to have something else instead of these raider corpses. I'am play on v1.10.163.0.0 Thx!
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I hacked the robot at the Four Leaf Fishpacking plant, took it under manual control and the ghouls killed it. Now it appears in different places on the map and follows me. Is there a way to get rid of it!? I know that many people like this feature, but I don't need it: https://www.reddit.com/r/fo4/comments/plwgbk/did_yall_know_you_could_hack_friendly_robots_and/ I play without mods (v1.10.163.0.0). Yes, I know that there is a mod-patch, but still, who tried to understand the logic!? Self-destruction of the robot, as well as its killing by me or opponents do not help! Hacking another robot also doesn't help. Now I'm back at the plant, the cell was recently updated. But there's no robot there: I want to do a test soon: return the robot to the factory manually. Maybe that will help.
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The game wiki says that the quest Kessler Preparatory School is given after the battle for Bunker Hill, I suspect that if you complete the quest earlier, the trading posts will not work
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https://fallout.fandom.com/wiki/Trade_caravan_post Oh my god, help me! My head is exploding! I play almost "without mods": These are all my mods. This is the third playthrough where the trade caravan post doesn't work for me! I installed it and nothing... It didn't work in previous playthroughs either. I suspect it's because I didn't visit Concord, I need Garvey's branch. Can any modders look in the game files to see what this script is related to?! Similar topic, but unanswered:
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Caravan traders disappearing from routes
susamuza replied to kestrelhawk's topic in Fallout 4's Discussion
Sorry, do you remember how you managed to solve this? My data: one settlement: 0 settlers, 0 defense, 200 water. From mods only GCM (set timescale 6, cell cleaning 120 hours) with F4SE, Immersive HUD (hiding the interface), Survival Mode Console (console in survival mode).