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surg23

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  1. This is so far the closest thing I could find. Not quite ideal as the decking is a little weird and the foundation is covered with ugly algae. https://www.nexusmods.com/fallout4/mods/28588?tab=description
  2. I came up upon a lovely looking pier object outside the Nakano residence boathouse which I would very much like to use for the pier section at my Taffington settlement. Has anyone by any chance come across a mod that adds this beauty to workshop items, or perhaps a mod that adds something very similar? - Critically important that the dimensions are that of a standard floor tile.
  3. Thanks for the link. Seems people are having a lot of struggles with settler behaviour and LM functions with that one. Many reports of assignment issues, or at least some user testimony that they don't use the full settler AI package. Not sure what to make of that. I guess I could try it if I get desperate.
  4. The thing I can't make sense of is that going by your mod-list, you apparently have tenure with the game, but according to this thread, these problems have only just manifested recently. I'm curious if there was ever a point where it did run fine for you. Your logs, although slightly ambiguous, still suggest a mod or load-order conflict. Are there any system reports (component temps/memory thresholds) that could validate this as being system-level instability? I'm also not sure how long "too long" is. In ideal configurations the game should not be closing or crashing given any length of time.
  5. Thanks for the info on that. The thing is I already have several mods with specific brows, skin, physics-hairs and eyes that I want to use. Having several extra mods to do an inferior job of what I already have seems counter-intuitive and not that ideal. For all the headache and potential issues I think I would be best just using slaves instead. That or manual overrides. @363rdChemicalCompany It might please you to know that there is no relentless beating of unarmed victims within the capture process for JB. For hostiles you simply have to defeat them as you normally would. For neutral/friendlies, you can simply mark them and open dialogue with them, or you can also take the more violent approach. Though if you have escapes enabled, you will have to recapture targets by shooting them down again as a disciplinary action. With JB, the flags of slaves will depend on the target. For normal factions/NPC's slaves will be cloned from the base you take from, will be set protected and match player level. Can also be used as companion, worker, trader, prostitute or unassigned resident. If you want unique slaves you will have to target unique actors specifically. I'm not sure if there is much to be gained by doing that other than roleplaying satisfaction, as with all slaves, they retain only a fraction of their original AI package. Personally I do enjoy taking unique slaves. There is roleplay value in that. Though mechanically it doesn't make much difference. If you do end up going that route be forewarned that there are some uniques that should be avoided, such as Tessa, And similarly anyone in Power Armor can cause headaches/oddities, especially for the purpose of LM manipulation. Yeah, I don't mind using commands here and there, but ideally not when there is roleplay value to capitalize on, which is for me something that persists the entire playthrough. I have slaves/settlers from my last game where I can still vividly recall the struggles and defining moments that resulted in our partnership. I often find myself reflecting on that stuff while in settlements. All adds to the flavour lol.
  6. Also, is that mod config of yours carried over from running game version .163? If so it's likely that mods you had installed no longer work under the NG update.
  7. At what point did this actually play without issue? Also what did you use to sort your load order? Also at which point in the game are you? And do you have any mods that replace the player skeleton? The mention of UOF4P makes me think it might be a load order problem or custom skeleton that should only be installed outside of the Vault. Also verifying game integrity may not have been the best course of action. It may have purged files installed by mods or other third-party tools/fixes/enhancements. I'm not sure what people use these days for sorting load orders as I do those manually. But perhaps trace your steps back to the last time the game played correctly. Uninstalling any mods you have installed since then. One thing in your load order that sticks out to me is that Scrap Everything is typically loaded last. Might suggest you need to sort out your load order with LOOT or similar program or by manually checking mod recommendations.
  8. I don't use Vortex myself so I don't know exactly what options you have there. However the mod you have installed responsible for all the CCSB plugins might have come with a FOMOD installer, basically custom install options. You could either try to reinstall that mod, this time omitting the problem plugin mentioned above , OR you could simply uninstall the CCSB mod entirely.
  9. I'm far from being a technical genius like other people here, but just going from the log, it seems to be a graphical incompatibility or physics process related to Grenade usage. I would try disabling this first (ccSBJFO4003-Grenade.esl) If it's not that maybe a F4SE script you have running that is somehow linked to behaviours of grenades or resulting effects from them. Your log suggests a typical generic backend fault response with the exception of the registers for a grenade item.
  10. It is a crumby deal and I sympathize with OP, but I am in agreement with this. It would be easy to forgive someone coming into the scene fresh and without knowledge of how Steam forced update policy works. That would be a most unfortunate outcome in context of spending countless hours creating stable mod configs. From the moment I had knowledge of how updates work in relation to game/mod environments I have resorted to running Steam in perma-lockdown mode as there are simply too many forced updates for games I own. Several of which have already become unplayable and with the requirement that I need to redownload the entire game again, not just the update. Something I can't even afford to do from a bandwidth/data quota standpoint. It does really rub me the wrong way that Steam doesn't offer a simple flag or toggle to abstain from updates. A relatively simple change in UI function you would imagine. Only very recently have I been made aware that there exists community workarounds for this, but honestly its an endeavour by itself to keep track of this stuff and its easy for such updates to creep up on you after hiatus or mild absent-mindedness. An official solution, even at this point, would save so much heartache. I don't think its asking too much given that these circumstances are a direct contravention of what the platform is supposed to stand for.
  11. Had a good long sniff around that Arch-SUS mod. Not sure how I feel about the inorganic approach to recruitment. I kind of enjoy and value the roleplaying element of having some type of history with people I recruit, whether it be forcefully or through liberation, at least they have a story of origin, something I use to aid in roleplaying. I ran into a similar circumstance and conundrum with my obsession of having a Junkie trader at my settlement. The only way I could facilitate that was to resurrect a dead junkie from the exceptionally rare vanilla RE. I have since been looking for a way to add a living and breathing Junkie to the game for my current playthrough. It would be even more fantastic if I could recruit her normally so as to retain any applicable passive dialogue packages she might come with.
  12. I haven't experimented with many enslavement mods. I just stuck with the first one I tried which is Just Business mod. That one at least has a very reliable method of enslavement. The bonus is that it has its own script for Looksmenu which gives infinite control of appearance as well as built-in reset function. It also has escape and loyalty functions. Though it does feel slightly OP having settlers using PClevelMult as opposed to lvl 1 settlers. The only drawback, if you would call it that, is that modifying appearances also changes the base form. Not a terrible thing as it inherently beautifies actors from the factions you pull slaves from. To my understanding Just Business is likely the heavy-handed approach to enslavement. But it is self-contained and very reliable so I stuck with it. With Just Business, I can attest that the knock-out and subsequent capture processes never fails. You simply mark anyone you want to capture with a hotkey while in your sights and they will become incapacitated when brought to 0 health. From there you can open dialogue and demand they put on a slave collar. You can then apply handcuffs or other devices if you want. It has support for Real Handcuffs so I use those. Binding them that way will increase the rate at which they become submissive and hinder future escape attempts until they are 100% submissive. The only bug I have come across is that in rare instances, when a slave tries to escape and you get a quest for recapture, they can sometimes bug out upon you shooting them down again. Has not happened once in my current playthrough (9 slaves - 20+ escapes) but something to look out for. I think the trick there is to give them a few seconds to settle before initiating dialogue to recapture. At least that has been working for me. Regarding SEU, I'm not familiar with that. I do run AAF, but perhaps I missed that. Will need to investigate. Still looking into the Arch mod. On a side note; In my current game I recruited the settler from Doc Anderson encounter via console commands. I recruited Anderson first and the settler she was treating followed her all the way to my settlement. She is so adorable that I had to recruit her. She comes from ReFarmer: 0002DFFF base. I did notice that by using this method she is not set to Protected state. Had to add an override and flag her as protected. Not sure if that will come back to bite me being that she is from the same base as some RE's.
  13. @363rdChemicalCompany Thanks a lot for the info. Seems like there aren't many options if you want ultimate control over a larger number of total settlers. I do use Commonwealth Captives but I am quite picky when it comes to hair and eyes. There are some spawns from that mod that I am content with, but would ideally want to change hairs and eyes/skin. LM functions on those actors is really twitchy, if not, impossible. In past playthroughs I would just use slaves exclusively as you can perfectly manipulate their appearance given the method of spawning and built-in reset function for hair-physics compatibility. Only drawback being that slaves are emotionally sterile and practically dead inside for the purpose of roleplaying ambience. This playthrough I am trying to have a more healthy mix of slaves/settlers, just to breathe some life into settlements. I never understood why the personality of NPC's is not retained when enslaved. They lose all but a fragment of their total AI package, retaining only combat barks/emotes. Makes me sad. I'll have to look into the Arch mod you listed. Just being able to modify appearances without issue would be so useful. Thanks so much for taking the time to reply. Kudos for you.
  14. Alrighty, I have since discovered that the behaviour after enable/disable commands are only temporary. Seems to fix itself after reloading the cell. Good news but I still cannot reliably tweak settler appearances. I can choose hairs, eyes and skin and after disable they take on a new appearance without the selections I made. In this case trying to alter appearances of settlers from Commonwealth Captives mod.
  15. I have this issue where I can fiddle and apply presets on some NPC's but not others. Just using standard Looksmenu (not compendium) for settlers I can not preview anything on them, their body morphs slightly upon each selection. I have had luck disabling/enabling on some but not others. Conversely I can alter appearance of slaves (Just Business) just fine. Same with other unique NPC's. Something that I have picked up on recently is that some settlers are in fact duplicates spawned from the same base form. Perhaps that is the issue there. Came across armed settlers allusing the form 0002DFFF - I had major struggle changing their appearance. I managed to get a preset loaded on one of them but only after disabling/enabling. This unfortunately bugs their settler state preventing further trade interactions. They count as a settler but won't trade and can't be properly assigned to tasks. I just don't get why there is a disparity between NPC's that prevents LM manipulation. Equally confusing is their behaviour after disabling/enabling.
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