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Everything posted by m0ds1984
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Settler pathing and buildings that are high up
m0ds1984 replied to CainStar's topic in Fallout 4's Discussion
No solution but a couple of ideas for you: 1. The area where they are "pooling" on the ground, try and build a floor there with a stairs connected. As long as they start on flooring (and can get onto that flooring), they can generally then walk to other places connected to that floor (ie stairs and 2nd, 3rd levels etc). 2. Place a bell and call the settlers. Then move the bell and call them. Get an idea of where they are pathing and maybe you'll find a sweeter spot to start a floor/staircase. 3. Give them width. Make sure there's enough space between any shops and the walls for them to stand behind, no doubt you have, but it's best to give them MORE room than seems necessary. 4. Are they jumping to their shop/jobs when you sleep? If not, it could be an issue with the cell. Clearing debris and stuff manually can sometimes funk up the pathing, cos sometimes the debris and stuff acts as a bridge for them to cross between one cell and another. When that bridge is gone, they cannot cross into another cell (or will struggle to). 5. Use the concrete stairs or metal stairs and not the wooden ones (except for the small one that helps them get up onto a piece of flooring or into a doorway). I don't personally trust the wood stairs, not that they don't work necessarily, but the "fail rate" with the other stairs seems lower. 6. In addition to the bell (number 2) try it also with a Siren, as they will try to get as close to it as possible. If you put it on the roof of a 6 story building they will try to get as close to it as they can (at least, they used to do this). They might not climb the stairs for the siren, but it can be used as a way to investigate their pathing. I think there are other factors, though not sure what. Hangman's has always been a bit of a s#*!-show if I remember rightly. And as another example, at Croup, they were all walking around fine until I added a few things and now they will only ever walk behind the statue (not in front of it) for reasons unknown. -
Each to their own, but just to say it doesn't interest me. Everything I enjoy about Fallout 4 appears to NOT be in Fallout 76, outside of exploration. But a worldspace built entirely on holotapes and creature enemies only (scorched seem really lame, cheap filler enemy) ... nah. Did they really retcon Brotherhood of Steel? I'm wondering if that was just a texture they hadn't replaced that confused people, but if they full on retconed BoS then thats just additional lameness on top of already quite a lot of lame ness. But, let them release it, so they can learn a pertinent lesson about the majority of the fan-base. Still, we can all rest easy knowing Oxhorn will buy it and explain every detail of it so we can just watch it for free...! :laugh: It's cool it appeals to some, but the writing is clearly on the wall, and if you can't see it or are choosing not to see it, that's too bad. If you don't see what the majority of your fellow Fallout fans are saying then maybe you are an NPC :wink: Whilst it certainly will pick up some strong Fallout fans, the overall sentiment is, if not negative, enough in that direction to put people off paying for it until it's done the rounds. And you've got retcons (possibly) and Steam skip and ugh. #NotMyBethesda I guess... lol For someone like myself, it's just weird, to spend 1000 hours in Fallout 4 & Creation Kit... and feeling not even interested in a fleeting moment of Fallout 76. Environment does look lovely and tempting but that's all I'm getting out of it. The game play loop looks incredibly thin. The online element seems somewhat arbitrary overall. Role-play (which is quite fun and easy with companions in F4) seems completely out of the window. You go somewhere, you loot a crate, then your "snake" of real companions check the same box, rinse and repeat across an entire map. Not much depth overall. As someone said in one of the many videos, wide as an ocean, as deep as a puddle. But hey, if you do buy it, let us know how it goes. I may not be interested myself but am still interested in both sides of opinion.
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Creating a New World Space
m0ds1984 replied to dup3w4sh1ngt0n's topic in Fallout 4's Creation Kit and Modders
Hey, well I had one going with another user, and PM'd one of the pro modding dudes about helping add quests but can't remember who (but thanks to you for considering it way back when!). We have a worldspace with its main locations mapped out, sure you can travel to/from it but it doesn't seem connected to the main game/worldspace in some way, so various things crash, leaving me unable to work on it. I can't remember what I tried, maybe something so simple as map markers in the new worldspace. If anyone wants to help get the worldspace functional in terms of it playing nicely with the rest of the game, get in touch. If anyone particularly enjoys filling out worldspaces with objects and scenery, get in touch. If anyone likes making quests & characters, get in touch. It's an unfinished but by no means cancelled mod project. It can range from simply a worldspace with a new settlement, to a fully blown quest filled thingamebob. I don't mind which, I just want the map markers to work right now ... :tongue: The main idea was a new worldspace with a simple story and some new settlements (as I'm a settlement modder mostly). Unfortunately, the other guy who had made some cool mods like Forgotten Cove Island did some great work getting the worldspace setup but couldn't continue modding. I'm still around though... lol Depending on the type of ppl able to help add to it, it could be a pretty good mod, even if it's a simplistic worldspace one in comparison to others. But I absolutely agree it could be considered ambitious or over-ambitious. I dropped by to make a thread about the worldspace issue so sorry if I've taken the OP's thread off topic, I'll start a new one perhaps. But yeah, I guess I'm in a similar boat... someone else did the basics of a new worldspace but I'm kinda stuck with it not working much, lol, so this particular mod has not really progressed but by all means it could, if other people want to put their stamp on it. -
nvm
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Milky white overlay on player companions some npcs
m0ds1984 replied to Corwyhn's topic in Fallout 4's Discussion
Whilst not milky white, I'm getting a strange thing where it's flickering. Every five seconds on the main menu screen, the words flash brighter. In game this translate to what looks like anti-aliasing switching on and off and at a much faster rate, every quarter second or so. This is making NPC's and characters look smooth and then brittle, repeatedly. Epilepsy inducing at the very least so finding it unplayable. Never experienced this before... Not sure if recent updates have also meant a need to update nvidia drivers or something. Edit, just tested again... it's less pronounced than it was last time I played but it's definitely still there. I thought it was an added effect for the pipboy style on the load screens, but it seems to be an actual graphical glitch, regardless of what settings I have or whether I have mods in or not. Anyway not sure if it's related to yours, but wanted to put it out there, as the first moment I saw my issue it was because of "outlines" appearing on the characters and world objects. Further edit. Looks like it was a setting in my NVIDIA control panel 3D settings causing it. I restored the defaults and it's gone. I remember I did alter one setting there recently, so must've been it. -
What AI package controls settler work schedule?
m0ds1984 replied to m0ds1984's topic in Fallout 4's Discussion
thanks speedy! I couldn't find it in sleep package, but you gave me an idea and after checking other things like that, it turns out it was AI package "relaxation20x4" (which tells them to relax from 8 onwards, you're right, i had set it to midnight!) -
What AI package controls settler work schedule?
m0ds1984 replied to m0ds1984's topic in Fallout 4's Discussion
Thanks speedy. I did make that mistake originally with the first AI package or 2 but pretty sure I set it back. I've looked over the "default" ones and compared them against unloaded mods (fallout4.esm only) but didn't spot anything in particular. Thanks for the workshop NPCs, I've checked their packages and had a look to see if I had altered them somehow, but does not seem to be the case (in any obvious way, that is). However, I still cannot determine what stops them working at 8pm. Sure, I see the sleep at midnight setting in schedule, but not sure what's controlling them to stop work at specifically 8pm? It's that command that seems to be having a problem. -
Hi there, I've got a problem with one of my mods, whereby it's making settlers across the game continue to work until midnight. So they go straight from working to sleep. Normally they stop at 8pm, idle about, then sleep at midnight. Now, I've got some characters (non-settler) that have custom AI packages assigned. And I know DefaultMasterPackage has the general "midnight sleep" rule in it. But I honestly can't figure out what I've done to keep them working all the way thru til midnight. DefaultSleepNoLocks AI also looks normal. One thing I can't do is check what a typical Settler is using in terms of AI packages. How do I check that? I figure investigating that would allow me to spot inconsistencies. And if you have any idea what I might have mistakenly altered in an AI package to prevent them from stopping work at 8pm, it would be very useful for me to get this bug fixed. Thanks for your help! m0ds
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Hiya! Thanks for the feedback. Yep green border is just a guide. All green borders in my settlements and other people's are ones taken from the vanilla game, cos no-one really has the time or capacity to create their own, so they don't always fit. The rectangular one I've used was the best fit, the actual shape of the workshop border is not so rectangular. You should be able to use the standard clear/markfordelete (I forget the actual commands) for the central lamp-posts. I could add some special clearing ability to remove them, come another update. I agree they are a bit annoying. It really is the sending settlers, supply lines and turn to raider settlement that I need feedback on as I'm just not anywhere along the main quest in my current playthru to try these things really and deleted all my old saves cos I got sick of the load times (that can be dramatically reduced by clearing all your saves). But feel free to leave any further findings in the post area you used on the mod page! I intend to do 1 more at Nuka World from which I'll be able to do some further tests for myself.
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Wood hut prefab, a few beds and a chair - that's your life in my commonwealth ;) Put a turret on top of it or some other natural feature. I walled Red Rocket on my first playthrough... something I never repeated...! And the occasional tower with illogical bulging overhanging top (for personal look out space or somewhere to control all the settlement electrics from). Yeah, my settlements are dorky and s#*! too, no worries! ;)
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Unfortunately not everyone has made settlements that function fully. This probably applies to older ones nowadays, but you should still check the description and if they have not mentioned outright that it is fully functional, it's worth assuming that it isn't. The other tell-tale sign is to check that happiness reads "50%" when you first activate the workshop. Anything else and it's likely bugged or hasn't been made fully functional by its creator. Ultimately, it's the modders duty to test their settlement and be forthright with the information about it, but not all of them are. So be careful - as you say, many hours can be 'wasted' building only to realize it's not actually a functional settlement rather just a "place to build stuff". But, checking the happiness reads 50 immediately is a sure sign that their mod is fully functional in the way you'd expect and can prevent you wasting hours!
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Any mods that let you keep settlers out of your house?
m0ds1984 replied to erich's topic in Fallout 4's Discussion
Yeah powered doors can also do a pretty good job of keeping NPC's out of areas you deem restricted. So long as you don't place one of their jobs/posts inside that restricted area, they'll generally stay out of it, whether it's got navmesh in there or not. At least, it's worked for me. Give them seating options elsewhere and after a while trying to get into the restricted area they'll give up. This may just be my dumb luck though... Additionally, you could always try one of the mods like Basement Living if you're happy with an underground home, they won't enter those places. Also settlement mods that have included an interior (thinking of mine here, there may be others) are restricted for NPC's also (but this doesn't apply to vanilla settlements, I can't recall one with a specific interior) -
So all PS4 mods need to be uploaded again? (Beth.net)
m0ds1984 replied to m0ds1984's topic in Fallout 4's Discussion
The PS4 mods come from somewhere though, presumably the people here... -
So all PS4 mods need to be uploaded again? (Beth.net)
m0ds1984 replied to m0ds1984's topic in Fallout 4's Discussion
Sure, thanks! But I'm asking something a bit different. I'm trying to find out if others had theirs re-instated/undeleted or actively went about re-uploading them again for a 2nd time. cheers :) -
So all PS4 mods need to be uploaded again? (Beth.net)
m0ds1984 replied to m0ds1984's topic in Fallout 4's Discussion
Thanks. I think so, but I'm not 100% sure (haven't used CK for a few weeks now). My question, I suppose, is really "Do they EXPECT us to upload them all again after they actively deleted them all prematurely?" It looks like it's possible, and people have started messaging me saying "Will you put your mods on PS4" via Beth.net... I just want to answer with "I did once and they deleted them all, I can't really be bothered to do it again" ... as such there are 10 pages of PS4 mods there again and I'm wondering if people re-uploaded or if they managed to get them undeleted/salvaged by Bethesda. ps. and sorry I thought I was posting this in "mod talk" board, feel free to move. -
Hi folks, Just wanted to check. A month or so ago Bethesda removed all PS4 mods from their site. Then of course (now) they sorted it out with Sony. So those of us who sat thru that godawful process of creating mod pages on Beth.net for however long beforehand, are now forced to do it all again, because they over hastily deleted them all a few weeks ago because they had an issue with sony? Or did anyone manage to get Beth to undelete their previous PS4 mods, if so, should I ask? Can someone confirm? Mine don't seem to have come back automatically. Have others here started to do the PS4 setup again (use CK to export, then fumble around with web pages etc, again..? )
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Elevators... HOW THE %$^# DO THEY WORK!?
m0ds1984 replied to SalesKital's topic in Fallout 4's Discussion
I could never get an elevator with doors to work so gave up. But making a raising/lowering platform controlled by buttons (one at each end and one on the platform) is dead simple. Let me know if you need help with one of those! -
What's some of the stranger stuff you've seen in Fallout 4?
m0ds1984 replied to Servalion's topic in Fallout 4's Discussion
Not strange per se, just unanswered during my own playthru. I was walking thru the wastes and some other vault dweller guy walked past, I think he asked me if I had seen X or knew the location of X but all I could say was "No" and he continued walking off. I'm interested to know more (if someone knows a wiki article about him or sth?) Other than that, hmm... Sometimes when you turn up at one of your settlements, it seems no-one is there, but people start appearing when you turn around, a bit like "Creepy Watson" :wink: -
Help with detecting the player
m0ds1984 replied to ThatSinisterGuy's topic in Fallout 4's Creation Kit and Modders
I don't know as I've never tried, but a little search shows this might have some direction to it: http://www.creationkit.com/index.php?title=Detection_Tab If you can make an NPC say something when they detect you, maybe you can make them do something else in its place (or utilize those detection points). This is however, behind the Quest and Dialogue sections, so also maybe not... Edit. Looks like there's a whole section on this though, may be more pertinent, good luck! http://www.creationkit.com/index.php?title=Category:Detection -
Hmm! It's various interior cells, I suppose "Concourse" might be a favored option, as there's quite a lot of space and you can access some living quarters without load screens if I remember rightly. There are about 5-10% of cells across fallout.esm that I simply can't load, Nvidia graphics card crashes, all the time every time. Concourse is one of them. I'd imagine there's a lot of 'game' down there, not always the greatest places to mix with settlement scripts. And it'd be fun to see where the brahmin try to enter and leave from... But the theory IMO is sound, you could have a settlement in any one of those Institute interior cells. There are probably a lot of unavoidable obstacles along the way, so unless it's got Nuka fever and is so attached to other quests & scripts you literally can't do bugger all with it even if you tried, it's simply a bit overwhelming in terms of being compatible as a settlement<>major game location, even for the competent settlement modders, hence no major attempts at it before. I tried to load Concourse 4 times but no joy, so it's someone elses gambit now :wink: speedynl has probably tried it before? :wink:
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Show important information as you would a file requirement?
m0ds1984 replied to m0ds1984's topic in Site Support
Thanks. Well, I don't disagree about whatever you write may be ignored. It could be thought of as an agreement between the mod author and the end user, a sort of EULA if you will that is more "endorsed by" Nexus than it is "to do with the operation of [Nexus]". People make mods, a lot of people play them, many mod authors quit cos they're tired of the question-answer loop, a semi-EULA would allow mod authors to outright cease those kind of replies, and other users (who read the same EULA) will answer on mod authors behalf. This does happen to some degree simply by writing a decent description, but the description doesn't really have the stance of being any kind of EULA, it's certainly got little weight as an agreement between the author and the end user. I totally agree it should be short, concise and not bloated or anything. By downloading a mod, you should really agree to the terms of the author, as part of that download, especially if you feel you can just ask anything of them simply cos you played/own their mod. A single bullet point that allows a paragraph of "author terms" in the popup that checks if you have the right DLC just before the download starts, would be a blessing. I think the site does everything really well and very intuitively. But for an end user when it comes to "requirements" to accept using (my) works I feel there is a step missing where I can call some shots about their use of my work (or warning them of a nasty bug or such). It probably sounds a bit harsh in writing, but not so sure it is in reality. Mine would say: By downloading and using my mod, you have read and accept the [name of] bug in this mod that may exist, that you will take the necessary steps noted in the description to fix it before asking me for help, as my time is limited. Thank you.Or something to that effect in about that many words. And that's that. I don't know what other people might write. If my mod didn't have a bug (btw it's an unsolved issue across many mods) I might simply put "By downloading and using my mod, you agree that it may/may not function as intended and that you are responsible for backing up any save games and attempts to fix it, I cannot be held responsible for broken save games" etc. Of course, wouldn't want it to be abused "By downloading you accept to send me $5 every month" or whatever kind of naughty EULA clauses, so I can see there may be a need for moderation, or perhaps only a feature for paid users or those with certain credentials (3+ mods or whatnot)...or both. Ok well thanks for reading my idea and responding :smile: As I say, it's good as it is. But with desc page to make this statement, as a mod author, I don't feel I've quite been given the tool or done all I can to make a point clear. Merely a suggestion, though - thanks again for responding!- 2 replies
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- file
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