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Valyn81

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Everything posted by Valyn81

  1. If you check my playtime it only shows 1600+ hours but i can assure you i have done way more than that with mods wher i needed to move the entire game to an alternate directory in order to not have steam auto update my game and break my mods. Also i do not use Nexus mod manager/vortex i used Mod Organizer 2 to manage my mods
  2. hello @nexbil01, I can assure you that the game does not have a hard limit. my longest game with over 100+ days. i think about 135+ mods. But i did find that crashing/freezing/endless loading would happen and could totally fubar a save on anything that spawns NPC outside of the max view range and if there was a script in a mod that causes bloat. 1.) For the first example vertical spawns and WoTC. I had usually did the cell reset time by going to 'Sanctuary' and then enter the cellar/bunker that was behind one of the houses. Save and then rest for whatever you have set you cell rest timers too. I think it was Cells reset 35 days and Cleared cells reset 80 days but i only play on Survival mode and had mods that change that setting in my game so i don't really remember. 2.) For the second i had mods that added npc changes to include some of the new gear and cosmetics and it would cause freezing. check you mods and see which ones use F4SE (Script extender). I also used a save tool that could stop scripts; but, it can be buggy so please do your research and make backup saves just in case.
  3. Hello, I am coming back to the game after a long break. I am looking for Mods that work with War Of the Commonwealth and Sim Settlements 2. Things I do not want: Cheating or Make the game easier mods. Script heavy mods New or Changes to Settlements (I can make my own mods for that) New Weapons and Factions Cosmetic only modsThings I want to Avoid: Overhaul mods (exception is Horizon, not sure if there are any conflicts with that)==================== Things I am planning out so far. Sim Settlements 2 (Chapter2, SimHomestead, Rise of the CommonWealth, Vautl-Tech Tools, Wastland Recon, So made plans) War of the Commonwealth Vertical Spawns Light No Combat Boundries Search and Destroy Fallout 4 AI Overhaul Adv Ai Tweaks Brotherhood Of Steel Overhaul Super Mutant Redux Horizon 1.8
  4. I know little to nothing about making meshes and applying textures. In my time playing this game I know that there are some objects in the game that are precombines that are not just created by running the previs and precombine actions in the CK. - I need help tying to find out how i can make my own precombines that are not going to break when a mod changes the game. -- If there is anyone that can point me to or provide any insight on this i would be most grateful.
  5. we all know that the Technology the institute used was AMAZING and could EASILY wipe out the BOS. With one Synth and teleportation tech, they could have teleported a nuke onto the pridwin and into any of the BOS outposts. The potential to save the world with their technology was, hands down, the best for humanity! But, they just lost their way and became hermits and secret assassins. I would like to have see an option for the brotherhood and Institute to join together. The condition are obvious; Allow the BOS to assume joint control over the 'Synth Soldier Project' and 'Teleportation Technology. While the Brotherhood would provide full access to all FEV and Adv. Technology R&D. That is all. :)
  6. I have look but i can not find any mod that allows you to just drop items in a container and then go to a terminal to auto sort them to other chests. I am looking for this because I need to setup sorting and not be tied to any one location; I want to have this in each settlement if possible If anyone is feeling adventurous or knows of a mod this can do the following: 1.) Place down specific Scripted Storage Containers link to a 'Dump Chest'. 2.) Access a sorting terminal that will auto sort items in 'Dump Chest' to the respected scripted Containers I was thinking about doing it myself but i can not understand how scripting works and applying them to objects; so I am hoping something like this is simple enough. As a better example: Place down a custom Storage: Ammo, Explosives, Small Guns, Heavy Weapons, Energy Weapons, Clothing, Armor (Raider, Metal, Synth, Combat, etc), PA Pieces, Chems, Food, Collectables, Legendary Items. Then place down the Dump Chest. Go to a terminal and activate sort Dump Chest. I know someone will comment about the sorting tabs in the game; but this will show me every item in my storage and a sort mod allows me to better filter items in containers beyond WEAPONS|APPAREL|AID|MISC|JUNK|MODS
  7. Gleam link does not link to this give away. Just an FYI
  8. In response to post #65928921. Wow, it remember that game..man i feel old now
  9. Thank you, i will give some of the ones i do not have already a try. I have all the Looksmenu, Eyes of Beauty, and CW Cuts
  10. I can make small changes to the CBBE body models and try to make it look close to my ideal female body; but when I try to get face presets they usually do not work, either the neck seams show or the face and body do not match due to custom colors and morphs (shiny skin, tone mismatch, skin blemishes, etc). I have tried custom saves but most have this fascination with overly sized chest and butts, muscle bound amazons, or androgynous synth like characters All I want to do is play the game with a character that looks amazing, like the ones people keeps showing off, with gear meshes that do not convert the body back to vanilla or CBBE defaults. I have tried to use the Bodyslide and studio to make the cloths match, but I am just no good at doing that kind of thing. =============== Can anyone recommend a few good mods or character saves? Just in case you are wondering what the face and body types i am going for: https://www.nexusmods.com/fallout4/users/759307?tab=imageshttps://www.nexusmods.com/fallout4/users/2509011?tab=imageshttps://www.nexusmods.com/fallout4/users/3460920?tab=images Especially jmenarus faces. Very intense and beautiful.
  11. Facebook and not some website i have never heard of, I am cool with that :)
  12. You said the issue does not happen when you stop using F4SE? As in it never happens? If so, What mods do you use that require F4SE?
  13. In response to post #60966427. #60966987 is also a reply to the same post. Not sure if the reply actually posted because i can not see it. so I am trying again. Thanks for the info. I have missed that, or forgot about it since that original post
  14. In response to post #60966427. Oh cool, thanks for the info. I had missed that. :) i feel better about that now
  15. In response to post #60939852. #60944872, #60947427, #60958117, #60963692, #60963982 are all replies on the same post. uniques are based on every file on the mod page. So every updated file is a new set of downloads.
  16. In response to post #60939852. #60944872, #60947427, #60958117 are all replies on the same post. The Unique download and annon dl are all hard to quantify, simply because if a MA updates a mod, the new downloads will spike. This is also an issue with mods that need to be updated often to fix small bugs during the early stages. I would find it worrisome if someone wanted to 'Cheese' the numbers by updating the mod several times in a month just to make people download it more.
  17. In response to post #60939852. #60944872 is also a reply to the same post. it is not a popularity support model but simply a majority rules effect. If you have 90% of mods on Bethesda you also have a much larger % of those mods dividing the point among them. Bethesda's Fallout 4 has 24139 mod, New Vegas 18968, Fallout 3 14605 , skyrim 56915 and SE 12158, Oblivion 28611. I am not including Morrowind or Doom which add only ~ 6k more. (Total 98, 481) This is why the Beth games dominate the mod list.They have 3-30+ times the number of mod of any game on this website. Bethesda Know how to make people play their games and that is to allow people to mod it from their liking. On average 90% of players from one of those games has their mod load maxxed (about 255+ mods before merge patches.) you do the math; of the 257,444 mods on nexus, Beth games own almost 100k. And as such, of those 100k we have only a portion opted in. If even 5-8% of that opted in, beth would still own 90% of that pool at about 5-8k mods. As the post stated 10,955 mod were opted in, and Beth was 93% of the opted in mods. see what i mean. ======================================== @Dark0ne If the pool is $6,000 and you remove Beth games from the equation, The $$$ going to the less common game mods would mean the mod authors would get hundreds of dollars instead of $1-50 for the current setup. But with that said, you might be right after all. I had no idea Beth took about 50% of the total mods on this site. Though, I do not think Nexus needs to add more funds to the pool for the non beth mods. In Fact you know the numbers of Beth to non-Beth mods as stated in the post; so why not set the pool to x% for non beth games based on the ratio you stated. So, the $6000 would be (15%)$900 for non-Beth games and (85%)$5100 to Beth games. It would make fair and reasonable sense to split the funds. Though going forward it would only be fair to further divide the funds to all games base on their ratio.
  18. Cool. Thank for the update. @Nexusmods I play lots of the games you have on here but only Bethesda has made modding easy by providing the Creation Kit. While games like 7D2D, The Witcher, etc require you to learn much more time intensive and complicated ways of modding their games. - If the other games had mod authors as abundant as Bethesda, they would have just as much going toward them. I do not see why you should have to 'segregate' the games by Studio/popularity. It is not Bethesda's fault that they have several MAJOR title games (Oblivion, Skyrim, Fallout, Doom) millions of people love and want to mod. Their games give us the tools to make mods for them, unlike other game devs that just give you the option to mod if you can figure out how. - Also Many of the game like Terraria, Sims, etc, have direct mod downloading from steam via their workshop, so almost no one wants to take the time to upload the mods on nexus, much less download them from nexus. - Starwars Knights: KotR and KotR 2 has a dedicated modding community with thousands of mods already, few MA still actively work on mods for that game and few are willing to moving their mods to nexus just to get points. - Sims: Well that is a series of games that has another modding community of its own. You have hundreds of games, some very old, with a small mod base. Some popular but full of mostly cosmetic mods. I am sorry to say; but, Bethesda games seem to be the majority of your mod base simply because NEXUS has ALWAYS been the go to place for Bethesda games. And the fact that you allow 'adult' mods, which was not always the case, even Lovers lab is not as popular as nexus. In the end, I guess it does not matter. We make mods because we like doing it, so i guess the points being segregated by game studio does not really matter
  19. The King has come for his Queen. Because Nexus is requiring me to make spam/junk accounts I will be disqualified since i refuse to setup a new account on Gleam.
  20. In response to post #57600591. You can't really get a straight answer on that. - Open Alpha could reveal a hidden issues that was missed during the closed Alpha; If that happens, it will require reworking and then more testing. - If all goes well and no major issues then we could see a few weeks or months.
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