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About DrkSpde
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Key shortcut to show all possible movement?
DrkSpde replied to guranto28's topic in BattleTech's Discussion
I think its ALT when you have a mech selected to move. Iirc, it's not very useful. Just shows the pips surrounding your cursor. Doesn't do a good job of showing where you can and can't walk. -
Wow, that's going to be a project. Going to have to wait until I have some more free time for that. Hopefully this weekend. I'll start with verifying that I only have installed what I want installed. I'll report back with the results. In the mean time, thanks for all advice. You've gone above and beyond. :thumbsup:
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Steam is set to always update my games. Details on the EXE say file version 1.10.163.0 I update vortex every time it asks. Running the latest F4SE as well. Is there a way to get vortex to confirm what I have active and what I don't? Having found at least 2 mods so far that are clearly active when vortex says I haven't even installed them, I'm starting to wonder if I might have an older version of a mod(or more) running at the same time as a new version and I'm just not seeing it.
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That's going to be tough. I took about a year off the game, but kept up with Nexus and installed mods that I knew I would want when I came back. I don't remember everything I had installed over that time. Spent most of a Sunday to get everything updated. :laugh: If companion mods might be the problem, I think I start with Companion Overhaul ( https://www.nexusmods.com/fallout4/mods/26502? ) When I last played it wasn't working correctly, but I never got around to uninstalling it. Now it seems to be doing what it's supposed to so I wander if maybe there's some adverse side affects? No mentions I see from others having an issue with it, but it's proving to be a little over powered so I was planning on getting rid of it anyway. All the other mods marked as companions in Vortex are ones I've been using for as long as I can remember. Interestingly, I just checked on the Heather Casdin mod that I noticed the other day I hadn't disabled. Vortex is showing me it's not even installed, but her bunker is clearly marked on my in game map right now and I did catch her in VATS once. Not the first mod I've noticed active in game that Vortex said wasn't.
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Odd. I know I replied to this, but I don't see the post. Anyway, I just tried the recommended mod. Some neat stuff in there. It reports there's no errors though. Technically a good thing but still leaves me without a clue. As for the load order, this is what I've got. I've let Vortex do its thing for the most part. Thanks for the help!
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My settlers have started ignoring me and their jobs. It started with just them abandoning defensive points shortly after I assigned them, but now I'm entering settlements to find everyone starving because no one is farming, but they'll sometimes latch on to other assignments if they're available and ignore my instructions to do anything else. I'm running Sim settlements and often have to reassign houses too. I tried turning off auto assignments, but it doesn't seem to have helped. Are there any mods known for causing this? Solutions? I've read about script problems on really large settlements, but this started happening before I even had 10 people and in previous saves I've had close to 30 settlers in one settlement with no issues.
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Been a year or so since I played, but I recently got all my mods updated and now I'm running into some problems I didn't have before. #1 Somewhere along the line Cleaner settlements Debris Edition decided that in addition to cleaning up debris it would also replace the Sanctuary bride with the prewar model. In addition to looking out of place, it also causes problems with The Sanctuary Bridge resulting in me have two bridges. Previously I've solved this by putting the bridge mod after Cleaner Settlements in my load order, but now I'm getting two bridges no matter which is first. The disable command won't work on the wooden bridge which is the one I want to get rid of. #2 I believe the three houses on the ridge over looking concord have been affected by Bean Town Interiors, but I'm not getting an interior. Instead, I'm seeing a set of 3 house almost directly on top of another set of nearly identical houses. Any ideas on how to fix this? Maybe I'm setting up load orders in Vortex wrong?
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Idea: How about some invisible ground and wall markers you can place in build mode. Normally nothing would shows, but when it's Christmas, Christmas decorations show up. Should include options to increase the time period the decorations to show up so we get better than Diamond City's single day. Better: Add items that change during Christmas. Things like normal trees and bushes that during Christmas show up as being strung with lights, or maybe a normal string of lights that during Christmas show up in different colors. Best: Cover even more holidays!
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https://www.nexusmods.com/fallout4/mods/20890 I've used this one for awhile. It's pretty simple. You hit a key, screen goes black with tool noises, and then there's a power armor frame next to the corpse. Various settings make it as quick or slow as you want it.
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Anyone working on a way to have the Hatchetman and Raven appearing even before completing their required flashpoints?
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Anyone else has caravan guards airing their privates?
DrkSpde replied to cossayos's topic in Fallout 4's Discussion
Never had it happen with the guards, but when I returned to the market after clearing all the raiders form nuka world all the merchants were in their underwear. I didn't know about the console commands that would fix it, so I downloaded an inventory manipulation rifle mod. -
Noticing that any mod I install that uses an ESL has to be reactivated in my load order every time I load FO4 using the NMM. Any tricks to getting around this? From what I understand, this is any issue with NMM 0.63.14. I keep trying to download the upgraded version, but the file vanishes from my computer every time I try to save it. I'm not getting any notices from any security programs on my computer. It's just gone.
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Something I've wanted since New Vegas. The option to command my companion in VATS. Even something as simple as an "attack this guy" option would be great. The option to specify ranged or melee attacks would be even better.
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I think the creator of simsettlements mentioned something about wanting to do this is a future patch, but that something in the game's code might make it impossible without requiring the script extender(which I believe he wants to avoid).
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If you haven't beaten the game yet, move on. This request has a spoiler While on the quest to destroy the institute, you have an optional objective to evacuate the civilians. In some of the quest chains(depending on faction) it's even mentioned that in all the chaos, the people evacuated could have been teleported anywhere. That seems to be the end of it aside from a railroad repeating quest to rescue some escaped synths. Where did all the people you evacuated go? I'd like to see a mod that peppers the commonwealth with Institute refugees. They could be used in a number of ways. - Kill quests. Kind of like the coarser quests, but instead you're after an institute scientist that's out for revenge or trying to finish some project that should have died with the institute. - Rescue quests. It's reasonable to believe that the majority of the institute were just innocent civilians that are now homeless, lost, and really vulnerable. Find them and either help them or offer to recruit them(either for the brotherhood or your own settlements). - Random events. This could work as any of the current random events in the game only now they'd sometimes have institute gear. Kind of like when you just wonder into some scavangers that may or may not be friendly, or the group of settlers you're able to recruit. Heck, even the guy with the digestive issues could have an institute jumper on. - An institute settlement. Could be an all new location or an old one that's now occupied by former institute members. - Someone has bought Kellogg's old place. Sneak in and find a normal squatter's home, but the secret room now hides institute gear.