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steamtacular

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Everything posted by steamtacular

  1. Only thing I'm really wanting from this mod is the power armour mods and from what I hear most people inclined to try making something similar aren't inclined to step on your toes. Any chance of this releasing or just those power armour skins?
  2. As it stands we have one mod that lets people play as the Gen 1 and 2 synths. And its a janky mess. Even when it was new it was a glitchfest. Would be nice if someone could take another stab at it.
  3. We're up to what five years now? Still not a single decent power armour backpack. They're either too small, too clippy or in the case of the sherpa one part of a mod that is notoriously buggy. Can someone please just make something like an external frame backpack that you can add to power armour? Throw some ammo containers, bags and a small chest strapped onto the frame and boom instant winner backpack mod for power armour.
  4. Yes I did. Overall this doesn't seem to be affecting anything other than dogmeat so I'm inclined to call it a non-issue and move on.
  5. Basically No mods/no creation club content = no problems from stimpacking dogmeat in third person but seems to be a general instability No mods/creation club content installed = problem from stimpacking dogmeat in third person but no general instability
  6. This was with no mods. Only base game and creation club content. And it only seems to affect dogmeat. Only been able to do limited testing with other followers. So may not be as big a problem as I thought.
  7. So I'm coming back to fallout 4 and trying to set up a modded game as you do. But I kept running into this weird as f*#@ bug. Any time I stimpacked dogmeat in third person I'd become locked in command mode and unable to open my pipboy. Even if I had no mods and a fresh install it persisted. Until I deleted all the creation club content in my data folder. At which point things worked fine but the game seemed to get quite a lot more unstable with random crashes and so on. Is this normal? Nobody else seems to be having these problems far as I can tell
  8. Has anyone made a mod that changes the player needs in survival to better match a robot? Perhaps they use fusion cores instead of food? Maybe replace stimpaks with some kind of repair kit too? I ask mainly because I'm starting a run through the game with the playable synth mod and its a bit unimmersive to be eating and drinking
  9. So I'm currently making a house mod set in the soul cairn. Or at least a new worldspace that looks like it. But I can't seem to disable vampire sun damage in it. Every time I go in as a vampire it assumes I'm outdoors in a normal worldspace and I get the sun debuff. Is there some toggle somewhere or script I need to fiddle with?
  10. So for my improved closefaced helmets is an essential mod. At the same time I really like the spell knight armour Has anyone modded that armour to give it the same sort of look we see in improved closedface helmets?
  11. I see. So is there any way to get around this? Can I have it start open maybe so it can be closed? That way I could have two there, one open and one shut. You open the shut one and when the animation finishes it disables it and enables the already opened one which can then be shut? Thinking on it that sounds needlessly complicated
  12. So I am currently building a house mod and want to use the fireplace secret door from the dawnguard DLC. More specifically "CasSmHallFirePlaceEx01" The idea is that you pull a switch and the fireplace opens. Seems simple enough. However I can't seem to get it to to close, at least not reliably. I can open it, then the switch doesn't do anything. But if I leave the cell then return the switch can close it. Then it won't open. I'm guessing the fireplace isn't able to tell when its finished its animation?
  13. Ok its sort of working but not perfectly so its time to consider workarounds. If I put a recruitment beacon in a settlement with the creation kit and make it self powering. Will it recruit settlers to an unclaimed settlement?
  14. Well my enthusiasm on this project just died a sudden and painful death
  15. So wait when you raid a settlement its people get replaced? That sucks.
  16. Build mode is not relevant to what I'm trying to do here. I'm just popping into it to see if things are working like they should. The plan is for the settlers to work out of the box. They're being put there via creation kit and should just work without me having to do anything further.
  17. So continuing to fiddle on and off while looking for guides. Can't seem to get this to work. They're there, they can be interacted with but won't let me assign them to anything. They just run over and use a stealthboy then wander about unassigned. On top of that can't trade with them.
  18. I'm trying to make it so they're like the settlers that come as standard with some settlements.
  19. its weird I can command them in settlement editing mode. But instead of being actually assigned to something they'll just run over to it
  20. Exactly as the title says. I'm trying to add settlers to a settlement via the creation kit. But it doesn't seem to be working. The settlers appear and can be interacted with to an extent. But I can't alter their inventory or assign them to anything.
  21. So I'm wanting to do a more raider heavy playthrough where I head to nuka world early on. But doing so means there's not much in the way of settlements for me to well raid. To combat this problem I've decided to put together a mod that makes all the settlements prebuilt for me (and is compatible with the Horizon rebalance mod) Is there anything I need to be especially worried about on this front? What sort of things do I need to be looking out for when building up a settlement in creation kit? Is there a guide for how to do this?
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