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LuciusConfucius

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Everything posted by LuciusConfucius

  1. Right now if you are in sector, and having your NPC controlled fleet aid an allied fleet or station, it is likely that friendly fire will occur turning your allies hostile. Could this be disabled somehow? Possible solutions: 1. Disable damage to allies, they will not turn hostile. 2. Damage remains, but unless targeted, allies will not turn hostile. 3. Damage remains, you are required to visit the faction representative within x time to pay for damages caused or face hostile relations.
  2. Hello! Can anyone make a mod where you can call for allied reinforcements? It would be cool to be able to push a button and a mercenary would show up to help you out in battle for X money. Press the button again and more show up. Or a mod where you can recruit mercenaries from taverns and equip them with gear. They will follow you around until you run out of money. Thoughts? Possible? So far I'm using the cheat mod to spawn allies, but they sometimes attack me when I'm fighting with bandits...
  3. I usually create entirely new object templates underneath the standard ones. Copying vanilla object templates don't seem to work well in CK. Think I will just go the standard way and create duplicates of weapons, rename them and simply adding new OTs to them. The reason I'm doing this is to give certain units legendary weapons and different armour. Such as gunners with incendiary handmade rifles and reinforced combat armours.
  4. As the topic asks. What is best to do? Will adding a new template to a vanilla item cause issues? (Incompatibilities, mod troubles if item is patched by Bethesda, etc) Is it better to go the safe route and copy the weapon or armour and create a new template? The reason I want to do it vanilla is to decrease the amount of clutter. (And minimise the amount of work needed heh) Thoughts? Feelings? Rants? Thank you. Regards, Vincente
  5. I found the knowledge I sought. http://warzones.skyrim.modunion.com/the-dead-disappear-very-very-quickly/ There ya go! Might help others in the same position as me. Increase the deadcount to a number your pc can handle. Don't know if the changes are saved with each save, or if you have to redo the command every time. fRemoveExcessDeadTime = 10.000 iRemoveExcessDeadCount = 15 iRemoveExcessDeadTotalActorCount = 20 fRemoveExcessComplexDeadTime = 2.5000 iRemoveExcessDeadComplexCount = 3 iRemoveExcessDeadComplexTotalActorCount = 20 The console command is “setGS”. For instance “setGS iRemoveExcessDeadCount = 15”
  6. Perhaps there is a simple .ini or console command for this? Increase some mesh or LOD settings? Anyone who can help?
  7. Can someone make a mod to increase the maximum dead count? And the length they stay? I have some mods that add more npcs to the world but I barely have time to loot them all before they fade away.
  8. Already isolated the mod, tried playing without it and the crashes ceased.
  9. Perhaps it's my ram then. Running on 8gb, but I've been thinking of upgrading. Seeing the poll I'm a bit jealous, what systems are people running with?
  10. Thought it would be interesting to see how often the community crashes when playing with mods. Please also state how many mods you have and generally talk about your experience with crashes and how you fixed them and what you've learned. Personally I've just started a new save, added some mods and then played for a while, added some more mods and moved around the load order a bit, and now I'm crashing at random intervals. One shouldn't be moving around the load order! I know, but there are a few mods I really don't want to be overridden. Good thing settlement transfer exist so I can save all my hard work for my next, hopefully crash free session. Tell us your story!
  11. The above attempt failed. Can simply say that I have no idea what I'm doing with scripts and coding. Would learn, but must prioritize my time actually playing Fallout 4. Have never even gotten around to finishing it yet, lol, always looking for that perfect combination of mods, then edit them slightly myself, including some of my own. Then along the line something gets messed up and I take a long hiatus only to repeat the process some months later. Modder's Curse to never play the game they mod.
  12. My main gripe is really having to redo certain quests when starting a new game. I just want to get access to robot creation to set up my trade routes asap when I start a new character. Or progress to a certain stage from where I can start my RP. Going through the quests and things necessary is getting repetitious after a while.
  13. Can't seem to make sense in how to open your scripts g2m, sorry. But I found this in vanilla: Scriptname MS19DoorCloserScript extends ObjectReference Const Event OnTriggerLeave(ObjectReference akActionRef) utility.Wait(5) GetLinkedRef().SetOpen(false) EndEvent And was wondering, if I copy this and change the script name and change the Event OnTriggerLeave to OnActivation or something similar, and increase the utility.Wait(5) to (9) and then attach that to the standard workshop doors. Would that have the result I'm looking for? Going to play around a little and see.
  14. Thanks for that RedRocketTV! I've been thinking about optimizing this type of mod and had an idea. Instead of a script attached to every door, what if the script was attached to workshops by default, and checking every door within that workshops boundaries? Would that be more optimal? That might interfere with DDproductions workshop limit mod, though..
  15. Thanks for the info and help! Will look into that. I can't really figure out right now how to look at scripts in CK, I can see them and their basics, but not open them up and view their codes. Will figure it out eventually.
  16. "Another settlement has sent word that they need our help, I'll mark it on your ma--" "You will do no such thing Garvey! I am the bloody General, assign some settlers to deal with it!" "Ehm, right, you're the General, yes Sir, right away." "And while you're at it, send some settlers to look for more mini nukes, my supply is running low. Oh, and some concrete too." "Yes sir, anything else?" "Yeah, go and finish the Automatron quest-line for me, I've already done it ten times in ten different lives and wish to do it no further." "Yes sir..." "Oh, and get me some Nuka-Cola while you're at it." Are you lazy like me? Is holding "W" getting hard? Have you already played the game countless of times? Want to get to a certain stage quickly? Sick of having to cater to the needs of the many? It's time long past time that the npcs started working for us! Would it not be grand to have a mod that allowed us to send them on missions and quests? Give them equipment and send them to take care of their own ghoul problem. Time is a valuable commodity, and you should have the power to focus on what missions you think are the most important. Your settlers should be out there looking for or forging ammunition for your next important mission! Let your cronies deal with the small stuff! Anyone else interested in a mod like this? Technical Details:
  17. Hey there! I know about a few mods on nexus that does this, but they seem outdated or over-complicated. I want to create a simple mod that closes all types of player created settlement and vault 88 doors after around 10 seconds, they should also open automatically when in workshop mode. I've been doing small mods and alterations over the years but have no experience with scripting (if that's even going to be necessary for this, I don't know). I read somewhere that the covenant door does this, so I will start there and look at any attached scripts or functions. My question is, what do you think is the optimal way of doing what I want without putting much strain on a player's system? When you have a vault with 100 doors, perhaps this will create some small fps drops? I want it to be as smooth and simple as possible. Any help is appreciated! Regards, Lucius
  18. Alright, nice work! I've now requested the vault-tec beds to be made snappable. Regards, Vicente
  19. Oh, I mean, it would be great if it was a stand-alone. I like simple mods that don't affect too much around it.
  20. One that includes the feature, so I can still place single beds. If I understood you correctly? Did you just make it? Was it that quick and easy?
  21. Let me envisage this for you: So, basically if we could create a snap point for all beds that would be amazing! The bottom legs of beds would snap to the top railing of already placed beds. No more modded, buggy bunk beds where only one settler sleeps in the bed. Regards, Vicente
  22. Bumpity bump for guard posts! Is there really no one else of thousands of people who use mods that lack this feature, or am I missing something that's right in front of my eyes?
  23. Thanks for the tip! That mod adds a lot of different features though. I'm trying to stay as light as possible when it comes to mods, so things wont get bugged when new dlcs and patches are made. So I'm pretty much just looking for a simple rug with nothing fancy to it. But thanks!
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