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BlazeStryker

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Everything posted by BlazeStryker

  1. If you don't mind a console bit, any container will do. You put the crud in, make sure your id is focused on the container, disable then enable, and your crud is gone-gone-gone.
  2. People make complete skeletons for player bodies for various shape possibilities and "jiggle". So I ask you, why has no one added long dress physics? This is older than Fallout 4, as poor Vtaw will be the first to tell you if you ask since the skirt-flip madness is in full display in Skyrim as well.
  3. Almost three years later and no answer. Well, I have one. Thank Hobbes for it, as Hyades Rim is really looking to avoid stinking Guldra. Yes, even if HR wasn't as outstanding as it is (as it is, because it is!) I'd play it anyway just to avoid stinking Guldra.
  4. Proximity sensing in general for Fallout 4 has always been, is, and likely will remain crap. Anyone who has ever used the HUD enemy detection mode for their helmet, power armor, or shades and seen the notice Kent got shot the moment they entered that hospital knows what I mean. The game engine is as stupid as the Bugblatter Beast and so if you have such enhanced detection it assumes every Raider in the joint can detect you. Just ask the minds behind PANPC; detection of the player by enemies has absolutely nothing to do with sight or hearing, they set up some ranges and chances with conditions tacked on to make it seem like those things matter. Unfortunately for you, proximity sensors work on that frankly broken, glitchy, and pants-on-head retarded detection system.
  5. It's a matter of cell instance. Once you've entered the overall cell containing such "temporaries" and departed, the risk of despawn kicks in. Passing by the back of the Super-Duper Mart counts as the garage is part of that exterior cell, shuttered by the loading dock doors. Similar "clipping" issues have had me refer to the bull-goose winner of these problems, Susannah the Wicked of Windhelm for Skyrim. Once you've clipped the absurdly large zone footprint outside, the countdown for her killing as opening movement of Blood on the Ice begins. (The full sorry details are listed in the description of the mod made specifically so you can meet the non-bigoted tavern maid)
  6. Yes. My plugin count goes to A6 and that includes Complex Sorter (don't ESL Looksmenu plugins that aren't done that way by the mod author or plugins handling over 2048 items) so that's a Heck, Yes.
  7. I did a rebuild. It plays fine but I cannot resume my game due to that dreadful crash-on-load bug. I expect it's a load order bug; The spoiler section contains my plugin list. (Is anyone else thoroughly sick of LOOT's total lack of sorting? Whatever isn't ignored and left at the bottom despite being Looksmenu fodder is yanked up to the top despite the mod page stating baldly PUT AT THE BOTTOM.)
  8. Authors do have a Mods tab if people think to check, and Categorization was always a thing. Older mods do get made nonfunctional with updates, on occasion. And collating into Collections actually cost us a fair few mods and then some!
  9. Kellogg as a companion is already a part of Thuggyverse mod Depravity (A bit of harmless fun) but that little goodbye note from him in vanilla was interesting. The Kelloggsynth wouldn't be very happy being in Valentine's body. The sad fact is that the backstory they gave Nick ensures he'll forget all about you in a couple of decades after you're parted as that prototype synth's memory partition is full and old memories are deleted to make space for new. Kellogg being a cyborg so retrofitted with Institute tech that he doesn't look a day older than the day he took Shaun from 111, my preference would be that he would be repairable and suitable to have Nick transferred in, in the same manner as Curie's transfer into a non-cognitive synth.
  10. The resulting items should, of course, be added to CWSS item lists. And I mention that specifically as there are working sinks and water fountains in said item list! As long as credit's given to the original, CWSS Redux is certainly doable.
  11. The alphabet soup title aside, Advanced Animation Framework and/or Native Animation Framework are ripe for settings to be controllable in Mod Configuration Menu. Seriously; I like to have a hotkey to send all my settlers home or get them back to work, but the animation frameworks like to commandeer Home key.
  12. CWSS (currently linkable offsite and still rather popular due to its synergy with Get Dirty) had alongside it Universal Working Bathroom Fixtures which swapped out all the toilets and showers for CWSS models. That said, it had and has a few drawbacks. Vault 111 lost most of its walls to the Void if you used it and one model of broken bathtub became unscrappable... My thought for those masochistic and skilled enough is they might, when they have time, grab UWBF and create an updated and better working version using Base Object Swapper which hadn't been developed back when UWBF was a thing here. (Said furniture swapping is a definite thing, Old World Plaids - base object swapper gleefully adds all manner of furnishing to swap into the vanilla item's place throughout the Commonwealth! To make it easier either don't swap the Spousal Prologue bathroom items at all in said pre-war sequence or make that a separate instance from the rest so that any of the conflicts UWBF raised don't come up.
  13. Glad to be a contributor (however tiny the contribution may be) for this! I do have other ideas I personally lack the skills to do myself. I think I'll just go and post them!
  14. Looks really good. I'll admit to liking the names (and possibly callsigns) from the G.I. Joe franchise (More the animations than the movies)
  15. CaptainCrackhorse's WASTELANDER start has him functional but highly irrational. If you go by the fanon that Codsworth was rebooted and set for his role by order of "Father" (A distinct possibility) that jankier version for the wastelander MC could easily be the Director not worrying so much about it for an outsider he's dragging into the mess.
  16. Yeah... I love that they want to be the major mod repository for so many games but I have to admit I worry about them being too big for their own good at times. Then again, I'm an oldschool Honor Harrington reader...
  17. I had a hideous crashing going on, to the point I am currently doing a complete (and smaller) rebuild. While searching through the SimSettlements category, the category listing failed completely but the individual files were still easily available via the searchbox. I ask again... Is the nexus system falling apart?
  18. I do find myself hoping that the northwestern corner of the expanded region can have something that matches the background story for the Mary Jane mod.
  19. Honestly, I'd ask for a percentage chance for the animation, save for specific scripted attacks as parts of quests (like the one in Concord).
  20. I find the recoil to be ridiculous for some weapons, especially if you like full rock'n'roll instead of VATS. Aside from that and certain matters to do with crafting, I don't even use the Antifun trainer much. Oh, and what happened was that WeMod set up this moronic rule with the Feb. 11 "update" that anyone with a new account had a limit of two hours a day. Then they stuffed up account detection... "update available"? Say goodbye to your ability to play, you old fogey NEWGUY.
  21. It is my sad duty to report that WeMod has collectively gone full pants-on-head retarded and put a time limit of THREE MINUTES (not counting load time) on the trainers unless you have a pro (subscription) account! I'm not suggesting a jailbroken WeMod trainer for the game, but new ones that aren't paygated or nerfed.
  22. Being a sundown-to-sun-up kind of guy, I'm far more into 8 PM to 6 AM as that's about when the game sets dark-o'-clock to begin and end.
  23. I like it fine. Having power radiating where you place it beforehand? It's what I do with the arcade machines, after all.
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