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GatorByte

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Everything posted by GatorByte

  1. On a new settlement, assignments happen almost instantly but as you get more settlers and build more objects, the longer it takes to happen. I have found that massive settlements with 125+ settlers simply wont assign jobs while you are there. You must fast travel somewhere else and after a few min of playing there, you'll get "resource assigned" message. Another way is to use "Dont call me settler" mod by a1a3a6a9. It has an option to use Power Of The General to auto-assign all available settlers to a job.
  2. Not a perfect fix on CBBE but I usually use Outfit Studio to just resize the particular piece of clothing until it shrinks or expands to fit my particular body style. It is very tricky and cant really control as much as would like but best can do with pre-existing piece. Otherwise have to go into Nifskope and such and actually redraw the outfit which is a pain. As for as posting Boob pics, cool! If you dont use them ingame, you should..... I caught a modded Curie with Strong in the showers other day :devil:
  3. You mean you or the mod aint in game? Make sure can get in game with ALL mods turned off just to verify that you are uptodate on game version. Guessing you run NMM for mods and would agree with Kingtobbe. If have only a few mods then you could update each manually, but if alot..... that process gets old quick. Need latest NMM, version 0.61.23 and make sure Steam is updated also. When you bring up Nexus MM, on the right hand side under "Mod version" will be a list of numbers seperated by a "/" mark. 1st number is what version you are running and 2cd is what version is available on the site. Other words, if they match then no problem but if not, probaly wanna click on the versions which will take you to site to DL the latest.
  4. I wish could help you out but can only reassure you that message is being read. I have not been having much luck trying to incorporate Nifskope into my modding either. Errr.... You-Tube does have several videos about Nifskope but I couldnt find an actual tutorial, either. Thanx for asking though, maybe someone will catch and help us out
  5. I thought I might could help ya out when read about pipboy being to big, they can be resized but after reading about toes, flats, etc.... as in a new pair of shoes or somthing? I usually let mine run barefoot or else put some armor plated sexy Hip-waders on them.
  6. Same here, cept actually maxed out at limit of 266 mods active and have to delete one before can add another. Save files are a pain, thats for sure. Even with great hand-built system, do have troubles with certain things. Actual number of saves recorded is limited no matter what size, your newest save just overwrites your oldest when maxed.... well worth noting. I have found on load times and such though, there are tricks that can help. Example... Spectacle Island I have 174 settlers, 14 floor HUGE warehouses, Nightclub to rival Hard Rock Cafe, etc.... yeh, I have started lagging while on the island due to simply to many object references. Loading a game into the island takes quite awhile but found that if I travel to another settlement that aint real big and then save. I can reload the game quickly to that save. Granted, if I then fast travel right back to the Island its gonna take forever to load but alot of time I might choose to go elsewhere which is 10x faster. I actually built Sanctuary so overgrown with stuff that cant even go there now, just instant freeze. Save files gonna build up no matter what ya do, but deleting redundant ones and minimizing will help alot.
  7. The way I see donations.... It must be a really good mod if I go that far and when I do, I am doing so NOT to get a thank you letter but to try and make sure that particular mod author can continue updating and contributing without having to worry about his Internet bill not getting paid this month. Big difference between buying a "share or stock" and a donation. All mod creators deserve recognition but the small handful that push the limits trying to help us out, deserve a lil extra at times just to reassure them that "We" as a community really do appreciate all their efforts and costs. :happy:
  8. Not "correct" way to do but could also just use console to add a bunch of firework rounds and then load into the dif mortars. As in "player.additem xx000a4b, 500"... would give ya 500 red firework shells to put in a mortar. Once all mortars full and goto shooting off, they tend to be kinda spaced out so you will probaly get bored watching long before run out of loads. Just kill the power and they stop till you start again. As far as timing to go off at a pre-set time everyday, yes.... that should be possible but would have to be created. Thats not a built in function though could be scripted in to make happen. Would require someone to write a script that checked time of day, settlement happiness level, loads stored, etc. I am not good at scripting myself but you might wanna think about dropping a line in the "Request" section cause is really a good idea and shouldnt be too hard for someone to do.
  9. Not a fan of, I tend to prefer just alot of lead being thrown more than gamma, energy, etc. Rapid fire hunting rifle conversions or just shotguns seem to work alot better for me.
  10. Looks like a version of the Simonov PTRS to me. Anti-Tank rifle, lol. I have and love it! I have mine shooting either 14.5mm Explosive rounds or Nukes and though kinda overkill, sure is fun at times :) http://www.nexusmods.com/fallout4/mods/11925/?
  11. Not really sure what ID # you are needing but if main goal is to simply change the spot where you pop up when fast travel to Marina, have you tried just using a fast travel welcome mat that can be placed anywhere in any settlement (1 per settlement). You would then appear wherever ya wanted but wouldnt get rid of roof piece. This mod does redo the Marina, I havent tried myself so cant vouch for but might be worth a shot. http://www.nexusmods.com/fallout4/mods/15073/?
  12. I had same issue trying to use 2 Distilleries side by side but making dif things. Could only get one to function till separated 2cd one from others. Really just takes 3 extra parts to make both lines work, a powerbox, terminal, and wire.... or 4 if want to add a switch. Another option that would help with resources is to use different settlements for manufacturing dif kinds of things. As in one for Ammo, one for Armor, one for Aid, etc
  13. Wouldnt try to set 10K of each mortar off but yes you can have fireworks last until you turn them off. I did by placing a 5 wide by 3 deep row of mortars on a rooftop. Then loaded each with 500 or so loads. The power bit to them is tricky, must tie all mortars together like a spiderweb. Mine were on an 8th floor rooftop on Spectacle island so I placed a baseball switch (kind meant to hit with a baseball to activate) right on the roofs edge. Then laid a fusebox down on floor, wired it to switch and the switch to just the 1st mortar. In that fashion can enter island through the gates at ground level and just use rifle to scope in on the switch HIT plate and 1st shot starts all your fireworks, 2cd shot stops them :) All mortars will go off until out of charges or you turn off, though.... depending on system you run..... too many mortars at once can easy freeze, might wanna try that and only load 1 or 2 for starts to test with.
  14. If still on same game save, once you get the perk its kept. More bobbleheads can stack as inventory but not as perk. Helpful for putting displays of bobbleheads displays in several dif locations
  15. I am currently at 70% or so on Achievements and only lacking add-on achievements. I made sad realization that though I completed Far Harbor, without that that mod being enabled and having Steam online, I got no credit for so to fix, I went back to a save before I started Far Harbor and and just playing it through quickly again, getting achievements. Side-note though.... I also have ALL cages from Wasteland Workshop built in a circle but still cant get that achievement to pop.
  16. Least favorite is tough cause only like about 3 of them at all. I favor Cait the most cause she just keeps an interesting conversation going, Curie also pretty fun as a tag-along, and of course tried and true Codsworth. Strong is cool but repeats lines too much and dont fit very well in alot of place's. Dogmeat is kinda fun if modded out but gets old quick. The rest just seem more in the way than anything else.
  17. I am just curious if anyone might be working on an Auto-sorter. Not sure if even possible but folks do seem to accomplish the impossible. I was thinking back to an older FO3 or prob NV mod that (cant think of name offhand) added an underground player home that was really cool in all respects, but best part was that as entered the 2 vault doors, there was a terminal to the right and you could use it to 1st trip... safeguard what you wanted to keep on you at all times and 2cd round... deposit ALL of your inventory into sorted containers. As in came with a wall of lockers for all dif types of armor, another wall had lockers dealing with all weapons, kitchen area took all your excess food and such, etc... I am diehard player/modder (228 active) and though making a few dinky mods, thats beyond my capability to create so just curious if anyone else that can has thought about it.
  18. Sounds like main game sound files have been deleted or overwritten, would suggest a re-install
  19. Actually Functional Displays adds "clutter" to its own cabinets, shelves, racks, etc. I just recently got OCD, Functional Displays and Wasteland Imports..... Wow, what a combo all together! My bullets are going stale from all the building been doing, lol
  20. I did search 1st but found no real answers, just more questions .. I run NMM and run hard. I was in process of getting a 3 piece/mod(s) setup but found I couldnt install the last mod. I downloaded it but it refused to install. I got to looking and seen I had 201 mods with 200 being installed. I deleted an old junk weapon esp and BAMM... it installed fine then. I had been reading others were getting 277 but curious if others might have stalled at 200. Edit.... OK, have discovered when I have 266 mods active, I can still download another but it wont install until I delete a mod 1st.
  21. Have you tried console commands? As in "disable" or "markfordelete"? If weapon is visible, easy way is to drop one, click on it in the console and will give you the ID number for it. If not visible/dropable, have to open console and hit "help <weapon name>, 4". Will have a few things to sort through but actual weapon will be obvious when see and will have the ID number that can use in delete command. That sposed to remove all reference of it from the game
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