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Jones813

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Everything posted by Jones813

  1. I've been looking through the mods on nexus but haven't been able to find anything so I thought I'd post here in case anyone knows of a mod to help. It's really annoying being forced to carry quest items for quests I've already completed. Even if they weigh zero, they're cluttering up my inventory. Example: the elements used in the Cambridge Polymer Labs quest. Once it's done, they can't be removed from inventory so unless you know ahead of time which two colors represent the elements you need, you're going to be stuck with excess elements in your inventory cluttering it up after you're done.
  2. I managed to find one. The name doesn't scream overhaul to me so it took me a while to even bother looking at it. It allows lockpicking of all locks right from the start but the harder locks are so hard you almost *have* to invest points into lockpicking to unlock them, which is exactly what I wanted. https://www.nexusmods.com/fall...
  3. actually makes lockpicking hard and gives you an incentive to take the perks? Beyond the first rank that you have to take to unlock the ability to try any lock, the lockpicking game is so easy I personally don't need to take any perks. I can't remember the name but before I wiped my computer and reinstalled everything I had another mod like this that let me attempt to pick master locks without even needing a single rank of the perk and I could pick master locks with very little trouble. I'd always have the cryolator before leaving vault 111. https://www.nexusmods.com/fall... I love the idea that you can try to pick any lock right from the start because that makes sense. Even if you suck at lock picking irl, there's no invisible force keeping you from trying to pick a lock if it's too complicated for you. My issue is that Bethesda has used this same lockpick mini game since Fallout 3 and after 10 years of it I'm so experienced I can almost do it blindfolded and go by the sound alone. I want to be able to try to pick any lock right from level 1 but I want it to be so difficult to pick master locks that I have an actual reason to take the perks that make picking locks easier.
  4. When selling your fusion cores, a vendor doesn't offer different amounts based on how much charge the core has so it's beneficial to manually eject spent cores before they auto eject so that you can then use them later to barter. Think of it like scamming a merchant. They can't tell how much charge a core has left just from looking at it so they give you full price regardless. Additonally there are several mods that take advantage of fusion cores for various purposes, some of which are even charging mods to allow you to recharge spent cores. Would it be possible to get a mod that instead of just deleting spent cores, it places a 0/100 core in your inventory when the core is spent and a new core is loaded? I imagine this would only take a couple of lines of code added to the existing auto ejection script but this is something that would require some scripting knowledge which sadly I lack, otherwise I'd do it myself.
  5. I'me starting a new game after not playing for months and I've downloaded a few new mods to use but I never was very good with sorting a load order. Can someone check this and see if everything looks ok? I don't want to get into the game and realize that Mod X is overwriting everything that Mod Y was supposed to be doing so Mod Y isn't really working at all. GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 Unofficial Fallout 4 Patch.esp=1 TrueStormsFO4.esm=1 Homemaker.esm=1 Snap'n Build.esm=1 ArmorKeywords.esm=1 EthreonMasterPlan.esp=1 HUDFramework.esm=1 SimSettlements.esm=1 SettlementKeywords.esm=1 XDI.esm=1 CrimeTown.esp=1 ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp=1 GatlingLaserAmmoImprovement.esp=1 BrighterSettlementLights.esp=1 ManufacturingExtended.esp=1 Converging_Conveyors.esp=1 ConveyorSplitter.esp=1 High_Speed_Lifts.esp=1 TrueStormsFO4-FarHarbor.esp=1 TrueStormsFO4-GlowingSeaExtraRads.esp=1 TrueStormsFO4-FarHarborExtraRads.esp=1 TrueStormsFO4-NukaWorld-FH-Compat.esp=1 50% Fusion Core Drain.esp=1 Faster Terminal Displays (20x).esp=1 Killable Children.esp=1 Orphans.esp=1 Locky [censored].esp=1 No Aggro Impact Landing.esp=1 OldStyleCriticals.esp=1 infinite_settlement_budget.esp=1 PreWarSafes.esp=1 ImmersiveScrapping_SeasonPass.esp=1 SuperMutantOverhaul.esp=1 Suicider Replacement.esp=1 HAIA With Crafting.esp=1 Homemaker - Greenhouse and Bunker Disabler.esp=1 VerticalConduits.esp=1 Better Power Armor - Extended.esp=1 Enhanced Power Armor Durability.esp=1 powerofatom.esp=1 SnapBeds.esp=1 Locksmith.esp=1 Swinging Meat Bags.esp=1 MoreVaultRooms.esp=1 VaultPlus.esp=1 vault_88_better_power_connectors_with_more_range.esp=1 AzarPonytailHairstyles.esp=1 DWT_Cricket_and_Guards.esp=1 DWT_TrashcanCarla_and_Guards.esp=1 DWT_DocWeathers_and_Guards.esp=1 Lots More Female Hairstyles.esp=1 Lots More Male Hairstyles.esp=1 Lots More Facial Hair.esp=1 mso_sms.esp=1 SkjAlert_All_DLC.esp=1 RealTroughs.esp=1 Northland Diggers New.esp=1 UncappedSettlementSurplus.esp=1 This is MY Bed (Basic).esp=1 AkaPoweredNeonLetters.esp=1 AkaAutomaticLaserTripwire.esp=1 AkaWaterWorld.esp=1 LooksMenu Customization Compendium.esp=1 MiscHairstyle.esp=1 TimerPowerSwitch.esp=1 The Eyes Of Beauty.esp=1 Advanced Settlement Power.esp=1 UniquePipboy.esp=1 Better Locational Damage.esp=1 Better Locational Damage - DLC_Automatron.esp=1 Better Locational Damage - DLC_WWorkshop.esp=1 Better Locational Damage - DLC_Far_Harbor.esp=1 Better Locational Damage - DLC_Nuka_World.esp=1 Better Perks.esp=1 Better Chems - Valdacils Item Sorting.esp=1 Stab and Break.esp=1 Better Cooking.esp=1 Better Explosives - Normal.esp=1 Better Explosives - Far Harbor.esp=1 Better Explosives - Enhanced Grenades.esp=1 Better Explosives - Grenade Frequency 15.esp=1 Journal.esp=1 NoRadscorpionTunneling.esp=1 SalvageBeacons.esp=1 More Smarter Companions Mod.esp=1 CutieCurie - Default.esp=1 FF Cait Clean.esp=1 Yet Another Piper.2F1E.esp=1 MODGirlyAnimation.esp=1 BetterJunkFences.esp=1 CBBE.esp=1 BetterSettlers.esp=1 BetterSettlersFarHarborPatch.esp=1 BS NS BFS Merged Patch.esp=1 BetterSettlersNoLollygagging.esp=1 Scrap Everything - Ultimate Edition.esp=1 ScrapUpdate - Ultimate.esp=1 VanillaExtensions.esp=1 Raider Children.esp=1 AutoDoors.esp=1 PD_LowerWeapon.esp=1 ImmersiveVendors.esp=1 Nuka World Bottle Fix.esp=1 CombatZoneRestored.esp=1 SimSettlements_XPAC_IndustrialRevolution.esp=1 SimSettlements_XPAC_RiseOfTheCommonwealth.esp=1 LooksMenu.esp=1 GetDirty.esp=1 BTInteriors_Project.esp=1 Stm_DiamondCityExpansion.esp=1 OWR2_CraftableDecor.esp=1 OWR2_CraftableDecor_CW.esp=1 OWR2_CraftableDecor_CW_SKPatch.esp=1 OWR2_CraftableDecor_SKPatch.esp=1 OWR2.esp=1 OWR2_SKEPatch.esp=1 Grounded.esp=1 AdvBubbleTurretSet-Real.esp=1 Better Vendor Stalls.esp=1 Northland Diggers.esp=1 NPC Spawner.esp=1 Glowing Animals Emit Light.esp=1 OCDecorator.esp=1 OCDispenser.esp=1 OCDecoratorDLC.esp=1 StartMeUp.esp=1 StartMeUpFarHarborPatch.esp=1 StartMeUpNukaWorldPatch.esp=1 StartMeUp VIS.esp=1 CompanionAccuracy.esp=1 CurieAccuracy.esp=1 DanseAccuracy.esp=1 RobotAccuracy.esp=1
  6. Would anyone be able and willing to make a mod that adds a workstation that the player can place and while a settler is assigned clutter objects in the settlement will be slowly disabled from the game (so as to not draw) to simulate the settler actually cleaning the settlement? Maybe something like every 3 to 4 hours, a random piece of the garbage/leaves/etc clutter will be disabled so that it looks a bit like the settler is actually cleaning the settlement up. Perhaps also set it up so that random trash piles are re-enabled every 10-12 hours to simulate the settlers generating trash and rubble etc which also provides an aesthetic reason to keep a settler assigned to the cleaning station after all the clutter objects have been disabled because without a settler assigned all the garbage would eventually respawn because settlers are messy, messy slobs. Added bonus of increasing happiness a bit since the settlers are happier when they aren't living in piles of garbage. I know northland diggers has a sweeper station but it doesn't actually do anything aside from produce a little happiness. It'd be great if there were a station like that that actually did something.
  7. Ever turn a raider to a pile of ash or a puddle of goo and wonder how you're still able to loot their armor and whatever else they were carrying? I have. Did you think it's kinda' silly that you can turn an enemy into a pile of ashes or turn it to goo and their loot was still intact? I do. What do I propose to solve this glaring break of immersion? Simple, a rework of how all energy weapons work. First, if an enemy is turned to ash or goo, so is everything they were carrying (except quest items because reasons). That means if you use energy weapons and turn your enemies into ash or goo, then you get no armor, no weapons, no ammo, no meat, nothing from them (except quest items). Furthermore, the chance of an enemy being turned to ash or goo would be increased by a fair amount. I don't know the exact numbers but as example, if there's a 25% chance an enemy will be turned to goo when killed via a plasma weapon in an unmodded game, then with this mod the chance would be 75%. More on this later. Now you may be saying to yourself, "Jeeze that's f***ing stupid. I love my energy weapons and I love loot. Why would I ever want to use this mod?" and that's a fair question and here's why you might still want to use the mod. Energy weapons will have their damage substantially increased as a trade-off. They'll firmly take their place as the top damage dealers, unchallenged by anything of a similar design. A Laser pistol, for example, will do 50% more damage than standard gunpowder pistols, and a plasma pistol will do a further 25% more damage than the laser pistol. However, the trade-off for using a higher damage plasma pistol is a higher chance of the enemy turning to goo compared to the laser pistol turning an enemy to ash. As stated earlier, if the chance that an enemy killed via plasma will turn to goo is 75%, then the chance an enemy killed via laser will turn to ash would be 50%. At this point you may be thinking the trade-off isn't worth it, but that's where I think you'd be wrong. What I have in mind is with a good plasma rifle and a little skill, you could kill behemoths in two or three shots, no sneak multipliers required, and with all the right perks you could run up to a behemoth, shoot it in the nuts with your plasma pistol, and it die in that single shot. The trade-off for such a powerful weapon is you're gonna lose out on the loot from most of the enemies you kill so you'll want to be careful about what you kill with them and maybe only use them for really tough fights.
  8. Thanks for the tip. Second question, I can't seem to find the scripts in the CK and all of my youtube searching for tutorials has only returned "look what I did with scripting" videos, no actual tutorial videos. Nevermind. I finally found something that seems to be helpful. I haven't really done much modding since Morrowind and the editor for that had a button to access and write scripts. It's not as simple to get to in this geck.
  9. I'm trying to make a mod to semi overhaul the daily cap generation of shops because it's really dumb that no matter how many shops you have, you only get 50 caps per day. Anyway, I'm quite unfamiliar with the CK and I don't know what the entry I'm looking for is called so I'm searching blind.
  10. I'm 99.9999% sure someone would have made this already, but it's really dumb to me that no matter how many shops I build in a settlement, I only get 50 caps per day. I know I can't be the only one to think that that's absolutely ridiculous and I'm sure someone has made a mod to address this. I've been looking and I'm having trouble finding such a mod on nexus but I'm sure it's just because of a search term problem. Anyone know of such a mod, and in the extremely unlikely event that one doesn't exist, I'm working on making it myself but I'm a pretty inexperienced modder so am having trouble trying to figure out what and where the values I need to edit are in the CK.
  11. As an example of what I mean, I have a workshop that I built at the Sanctuary Red Rocket which has been my primary base of operations but now I want to move my base from the Red Rocket to the Starlight Drive-In. If I simply store all the warehouse and manufacturing pieces that I built at Red Rocket, they aren't available to be used at the drive-in. Is there a mod that changes this and lets me use building items stored in other workshops?
  12. Where can I find a good tutorial of the scripting language used by Papyrus. I want to make a mod that adds a new type of power transmitter. A transmitter that I guess would essentially function kinda' like the logic gates but instead of the conditions being power inputs, it would only let flow the power coming into based on the ambient light levels. I want to be able to set up automatic settlement lights that basically turn themselves on and off depending on light levels (off during the day, on at night) but I am woefully ignorant of how to structure the script or the condition language involved. I kinda' know the if/else bits exist but that's literally all I know. I can't even begin to use them properly and I haven't been able to find any real tutorials.
  13. Can someone make a mod for a power connector/transmitter that will only let power flow depending on the ambient light levels, or maybe 2 different connectors, one with an => condition and the other with a <= condition. Ideally they would be configurable via a connected terminal so you can customize exactly how dark or how bright it needs to be before they'll transmit power. The use I have in mind that made me make this request is setting up automatic lights that automatically power on as it gets dark or during severe storms that greatly reduce the ambient light levels. I know the game registers light levels because remaining hidden while sneaking in dark corners is easier than in bright lights. I'm trying to dumb my way through the CK to see if I can figure out how to do it myself, but I have very little clue what to look for or how to go about looking for it so if someone more experienced would want to do it I would greatly appreciate it.
  14. I'm toying with the idea of making a player home that is actually a small, personal/single family vault that the player can find and gain access to. It'd be a normal vault (no experiments) that Vault Tec built for a wealthy, connected client before the war. Ideally, what I would like to do is set up a small quest via notes and/or computer entries that the player will have to complete to gain access. Nothing too complicated. Maybe even as simple as having the vault access area behind a locked door or something that requires a key and the player has to track it down. I'm currently trying to select a good location for the vault home and would welcome any suggestions. The following criteria are desirable. A mansion type house similar to Croup Manor or the Spectacle Island mansion (to realistically explain how the occupant could afford to contract the construction of a personal vault) but not CM or SI since those are settlement locations. A somewhat secluded area, not in any large neighborhoods and definitely not in the downtown area (to help realistically sell the fact that it's never been broken into). Some wildlife enemies in the area (again, to help explain the vault has never been broken into - people avoid the location because of the hostile wildlife there so no one ever found the vault but the wildlife don't have the intelligence to care to try to get in.) A location that is not terribly easy nor terribly difficult to get to. I mean, I want it to be more difficult to get to than walking to Concord because of what I'm planning to put inside, but not like Spectacle Island difficult to get to. And lastly, no established lore reason why there wouldn't be a personal vault there. i.e., no notes or computer entries that lead back to the location and reveal that the family had a spot in another vault or something. So far the only good candidate I've found that matches all criteria is Westing Estate. It's a private estate so that means the owners had plenty of money. It's pretty secluded, no neighborhoods or anything around. The ground has sunken and flooded and there are mirelurks which would deter most raiders and scavvers from exploring the place or trying to set up shop. It's a little on the easy side to get to but it's not as easy as walking to Concord or something. Lastly, as far as I know there's nothing in game that would contradict the existence of a personal single family vault being there (anyone know of anything?). All that sounds good but the location is going to require some editing to the exterior since I can't realistically put a hatch to the vault access tunnels in the floor of the sunken main house (the vault access tunnels would have filled with water). Anyone know of another good spot to consider? I might even end up just creating a whole new location, adding a big house and some hostile wildlife etc to an otherwise empty location on the map.
  15. So... Take the standard settler mesh, shrink it down on the y axis but leave the x and z axes alone, save that as a new settler mesh the game can draw from and Bob's your uncle. Of course, I say that as someone who has no idea how modeling works so I'm basically talking out of my ass. I really doubt it'd actually be that simple.
  16. Ok so you clear out the raiders from the quarry above Vault 88 and go in and activate everything and settlers start coming, fine, but then give it enough time and the raiders respawn. Realistically, how are any settlers supposed to get into Vault 88 with a couple dozen raiders camping the entrance? Furthermore the whole place is irradiated pretty heavily in some places which is why all the raiders there are ghouls, only ghouls can live there. I know there's a mod that connects all the crafting stations in Diamond City to the workbench inside Home Plate so they can all share resources, so I'm wondering if someone could do something similar and add another standard workbench to the quarry area above Vault 88 and connect it with the workbench that is inside Vault 88, like how the different workbenches inside the vault are all connected to each other to provide a larger and larger build area as you unlock them. It would be great if there were a workbench in the quarry to allow the player to clean up(scrap) all the radiation sources to make the entrance safe. Additionally, the raiders in the quarry should not respawn because as stated earlier, how are basic settlers supposed to get into Vault 88 with raiders camping the entrance? The raiders would kill them all as they tried to get in. Unnecessary but realistic additional features: With the outside cleaned up and the raiders permanently gone, a trade hub could be established outside the vault. Just like Vault 81 has a place where the traveling traders come camp just outside the vault entrance (presumably to trade with Vault 81), a similar situation can be set up outside Vault 88. Once it's set up, Carla, Cricket, and Doc could add Vault 88 to their route. That trade hub could also double as the provisioner stop instead of them having to go all the way inside the vault. As an extension of the trade hub idea, if there were someway to get the Vault 88 settlers to go out into the trade hub so they could then be assigned to work stations, like vendor stalls for example, that would add more realism to the trade hub itself. Outside building should be limited to structures, vendor stalls, defenses, and maybe some miscellaneous decorations. There's no need to be able to build a fully functional settlement above the vault with housing and food and water etc. as well.
  17. Try this. http://www.nexusmods.com/fallout4/mods/14253/?
  18. Oh just to be clear, this is the window I'm looking for in an angled wall. https://staticdelivery.nexusmods.com/mods/1151/images/11943-0-1460637983.jpg
  19. I've been searching and haven't found anything and was hoping someone would know of a mod off hand that adds an angled concrete wall with a window to the concrete structures tile set. The tile set includes 2 angled ones, one solid and one with a door. I really would like an angled wall with a window in it, specifically this window. https://staticdelivery.nexusmods.com/mods/1151/images/11943-0-1460637983.jpg
  20. The concrete tile set includes 2 angled walls, one with a door and one solid wall. I would really love to have an angled wall with a window. Is anyone able to do that? I tried searching nexus and didn't see anything like this done already.
  21. Well I did try to open the Immersive Scrapping to make the changes but I can't open in the CK because it's griping about loading multiple masters. I know there's a way to tell it that that's ok and stop whining but I can't seem to find it. EDIT: Finally found it.
  22. As example, I have Immersive Scrapping which conflicts with a tiny, simple mod I am working on. It always bugged me that a pack of cigarettes is valued at 12 caps but a carton is only valued at 50. There are 10 packs in a carton, something Bethesda seems aware of since the weight of a carton is 10 times the weight of a pack so the value should also be 10 times that of a pack; it should be 120 caps. I also felt that preserved cigarettes and cartons would be worth more than normal because they haven't been exposed to the elements to get wet etc.; they'd simple be in better condition. What I did was simply change the cap value of cigarette cartons to be 10 times that of a single pack, and also doubled the value on preserved packs and cartons so a normal pack of cigarettes is still 12 caps, a carton is 120, a preserved pack is 24 caps and a preserved carton is 240. I'm planning to do this with multiple items and updating my little mod as I come across them in game because I can't think of anything else that needs to change off hand. Problem is, if I load my mod before Immersive Scrapping, the changes I made are rendered null because Immersive Scrapping overwrites my changes back to normal but if I load it after Immersive Scrapping, then the changes that mod makes to the scrapping components are rendered null. Is there a way I can make them play nice together? I know I could go in and edit the Immersive Scrapping mod to change the cap values of the items I want to change, but even though it would just be for my own personal use I don't like the idea of altering someone else's work. To me it's like coming in behind an artist and adding a mustache on his painting because you think it needs one.
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