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skubblebubble

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Posts posted by skubblebubble

  1.  

     

    If tgm is enabled, building won't cost any mats, but to my knowledge, you don't even need the mat requisites to build in tgm.

    You still need the items in your inventory even in god mode.

     

    Not true. You need the mats for weapon and armor mods, not for settlement stuff.

     

     

    correct. settlement things, planting food, no mats req in tgm.

  2.  

    I had a dream last night that Dark0ne sent me a PM asking if I wanted to participate in the closed testing for the new Vortex mod manager. Then I woke up and went to work, resigning myself to continue patiently waiting. :sad:

     

    My birthday is in October, if Vortex releases, or I'm invited to join the closed alpha/beta testing on or before October 14th, I'll subscribe to a lifetime membership on the Nexus. Would be an awesome birthday present, hehe. :smile:

     

    I have to reinstall so often from testing mods, conversions etc, that trying a new mod manager really wouldn't make my life any harder.

     

    Of course, I'd have to stop mucking about with the mods, in order to be fair to said beta proggie. :smile:

     

    I'm hoping it has a better way to do profiles than NMM does (having just tried it and done a lot of creative cussing at it)

     

    :tongue:

     

    We will indeed be looking for people who are willing to test Vortex and provide detailed feedback. If you're interested, please PM me or Tannin42 with your email address and we'll get back to you. :thumbsup:

     

     

    Well that was unexpected. Welcome, but unexpected.

     

    Sometimes tongue in cheek comments are actually worthwhile.

    whodathunkit. :P

     

    (and sorry about 2 pm's, I really am sick this morning and brain is really fuzzy)

  3. I have to reinstall so often from testing mods, conversions etc, that trying a new mod manager really wouldn't make my life any harder.

     

    Of course, I'd have to stop mucking about with the mods, in order to be fair to said beta proggie. :)

     

    I'm hoping it has a better way to do profiles than NMM does (having just tried it and done a lot of creative cussing at it)

     

    :P

  4. no and the alpha is.

     

    I've converted racemenu on my system, and some parts do work, many do not.

    Of course, had to port over SkyUI first.

    Best to ask the mod author, and he's got a post about what won't work without a LOT of rework.

     

    The SKSE64 alpha is for testing. Modders and the inquisitive.

    Some bugs have been found.

     

    Gonna be a while before we start seeing official ports of mods.

     

    Before you ask, yes, the author of SkyUI is going to do a port.

    (racemenu needs that)

  5. Racemenu kinda works. No sculpting and other goodies, but the sliders are there.

     

    Still testing things. (no, not porting it or releasing things)

     

    If you want to test things out, highly recommended you make a clean version of SSE and test there.

    Things will break, you'll have to use loose files for some things, etc.

    You don't want that messing up a working install.

     

    (I just renamed my working SSE folder and reinstalled the game, made a new profile in NMM and had to tell it to delete every single mod for that profile.

    That took time)

  6. oh, commands if you want to build right away. Can do manually in console, or put in txt file:

     

    player.additem 001BF72D 10000; Acid
    player.additem 001BF72E 10000; Adhesive
    player.additem 0006907A 10000; Aluminum
    player.additem 001BF72F 10000; Antiseptic
    player.additem 000AEC5C 10000; Asbestos
    player.additem 000AEC5B 10000; Ballistic Fiber
    player.additem 000AEC5D 10000; Bone
    player.additem 000AEC5E 10000; Ceramic
    player.additem 0006907B 10000; Circuitry
    player.additem 000AEC5F 10000; Cloth
    player.additem 00106D99 10000; Concrete
    player.additem 0006907C 10000; Copper
    player.additem 000AEC60 10000; Cork
    player.additem 0006907D 10000; Crystal
    player.additem 001BF730 10000; Fertilizer
    player.additem 00069087 10000; Fiber Optics
    player.additem 000AEC61 10000; Fiberglass
    player.additem 0006907E 10000; Gear
    player.additem 00069085 10000; Glass
    player.additem 000AEC62 10000; Gold
    player.additem 000AEC63 10000; Lead
    player.additem 000AEC64 10000; Leather
    player.additem 00069086 10000; Nuclear Material
    player.additem 001BF732 10000; Oil
    player.additem 0006907F 10000; Plastic
    player.additem 00106D98 10000; Rubber
    player.additem 00069081 10000; Screw
    player.additem 000AEC66 10000; Silver
    player.additem 00069082 10000; Spring
    player.additem 000731A4 10000; Steel
    player.additem 000731A3 10000; Wood

     

    player.additem 000F742E 10000; Carrot
    player.additem 000330F8 10000; Corn
    player.additem 000EF24D 10000; Gourd
    player.additem 000FAFEB 10000; Melon
    player.additem 00033102 10000; Mutfruit
    player.additem 000E0043 10000; Razorgrain
    player.additem 0009DCC4 10000; Tato

     

    You can change the 1000 to however much you want to start with.

     

    I've broken the above into 2 files, 1 for mats, and 1 for foods.

    It will take the 10k, but you will be way over carryweight.

     

    tlg in console to toggle god mod so you can move to dump the stuff.

    (zoom out to 3rd person view or it's only walk speed, then zoom back in)

     

    I've got the files for food at 50 as that's more than enough for a settlement to get started planting.

     

    No shipments of food alas.

  7. For unlimited settlements:

     

    stand in front of workbench, open console. click on the workbench. (I do it a couple times to make sure).

    Ensure that the ID for the workbench is showing on screen:

     

    In my fallout folder NOT DATA, just Fallout4 is the file: expandsettlement.txt with the following lines:

     

    ; Expanding Max Tri's
    setav 349 3675555555.00
    ; Displaying New Max Tri's
    getav 349
    ; Expanding Max Draw Calls
    setav 34B 3675555555.00
    ; Displaying New Max Draw Calls
    getav 34B

     

    type bat expandsettlement hit enter.

     

    exit workbench, go back in. Look at the settlement bar. It's zero and pretty much stays that way.

     

     

    I see a lot of people asking about that. It does NOT change the settlement boundaries, but lets you

    build more things, up to what your system can handle.

     

    So if on a minimal system, be careful. :)

     

     

    Other things you can drop into a txt file and the names I use:

     

    ballisticweave.txt

     

    ; Enable ballistic weave right now!

    set RailroadClothingArmorModAvailable 1

     

    This doesn't change the quests with the RR, just gives you the ability now, rather than later.

     

     

    myperks1.txt

    # ARMORER
    player.addperk 0004B254; 1
    player.addperk 0004B255; 2
    player.addperk 0004B256; 3
    player.addperk 001797EA; 4
    # BLACKSMITH
    player.addperk 0004B253; 1
    player.addperk 0004B26A; 2
    player.addperk 000264D8; 3


    # LOCKSMITH
    player.addperk 000523FF; 1
    player.addperk 00052400; 2
    player.addperk 00052401; 3
    player.addperk 001D246A; 4


    # CAP COLLECTOR
    player.addperk 001D2456; 1
    player.addperk 000D75E2; 2
    player.addperk 001D2457; 3
    # LONE WANDERER
    player.addperk 001D246B; 1
    player.addperk 001D246D; 2
    player.addperk 001D246E; 3

    # LOCAL LEADER
    player.addperk 0004D88D; 1
    player.addperk 001D2468; 2
    # INSPIRATIONAL
    player.addperk 001D2461; 1
    player.addperk 001D2462; 2
    player.addperk 001D2463; 3

    # MEDIC
    player.addperk 0004C926; 1
    player.addperk 0006FA1C; 2
    player.addperk 0006FA1D; 3
    player.addperk 00065E35; 4
    # GUN NUT
    player.addperk 0004A0DA; 1
    player.addperk 0004A0DB; 2
    player.addperk 0004A0DC; 3
    player.addperk 0016578E; 4
    # HACKER
    player.addperk 00052403; 1
    player.addperk 00052404; 2
    player.addperk 00052405; 3
    player.addperk 001D245D; 4
    # SCRAPPER
    player.addperk 00065E65; 1
    player.addperk 001D2483; 2
    # SCIENCE!
    player.addperk 000264D9; 1
    player.addperk 000264DA; 2
    player.addperk 000264DB; 3
    player.addperk 0016578F; 4

    # NUCLEAR PHYSICIST
    player.addperk 001D246F; 1
    player.addperk 001D2470; 2
    player.addperk 001D2471; 3

    # SNEAK
    player.addperk 0004C935; 1
    player.addperk 000B9882; 2
    player.addperk 000B9883; 3
    player.addperk 000B9884; 4
    player.addperk 000B9881; 5

     

    from special1.txt

     

    player.setav STRENGTH 10;
    player.setav PERCEPTION 10;
    player.setav ENDURANCE 10;
    player.setav CHARISMA 10;
    player.setav INTELLIGENCE 10;
    player.setav AGILITY 9;
    player.setav LUCK 10;

    player.modav health 500
    player.modav carryweight 2000

     

     

    agi at 9, so you can use the special book in Shauns room.

     

    Want to really be a packrat, make the carryweight higher.

     

    I'll put the entire perk list in another post. It is rather long.

  8. The CK is still stupid with facetints. Really annoying.

     

    With custom (new) npc, it's fine.

     

    Editing vanilla, not so fine.

     

    It's really an issue with converting oldrim mods to sse.

     

    CTRL-F4 on the NPC will put the facetints where the game expects it, but, if converting from oldrim,

    yes, the nif itself may be looking in the mods folder.

     

    To top it off, when you pack the files, the CK flat out ignores facegeom files completely.

     

    Easily fixed on PC (just add as loose to the archive), but if trying for console, well...

    You have to manually make an achlist file, and import them into the archive.

    Unless the drag/drop files feature of the archiver works for you. (doesn't for me)

     

    I'm just making sure the files are in both folders, since I don't trust the game behaviour to not change in the future.

    If in both mod and skyrim folders, I'm covered.

     

    (this was a real pain when converting Lakeview extended and UB)

  9. Is it really lore friendly to assume that someone would carry 100 steel "items" to every corner of the commonwealth just for 15 caps?

    Answer: Don't ask those questions, otherwise the whole lore background of Fallout will collapse

     

     

    Well, the shipments are just an order for whatever it is. You can buy them at vendors, and they are speedily delivered to the workbench when you redeem them.

     

    This would just be making your own shipments to do the same thing. (which is why I called it the Wile E Coyote Acme Instant Mail Delivery Service) :D

     

    It's more of a time saver in a way. Like I said, there is no inventory management system in the game, so you would have to manually track how much is at each

    settlement. Once it is large enough to have a supply line, then all of them kind of get merged.

     

    I could do 2 versions, one with no "cost" and one without. Same for perk usage. (which I may or may not do, I'll have to see)

    Put the cost in for the initial make, save mod, then just go through all the recipies and delete the cloth/caps req. simple enough.

    Or I could just say "this is how I made it, end of story" :tongue:

     

     

    EDIT: http://www.nexusmods.com/fallout4/mods/26624/?

     

    XB1 version available, it won't let me upload for PS4 for some reason. working on that.

    I can easily drop the caps req, but there really should be some requirement to actually make them. There's no paper mat, newspapers are turned into cloth.

    1 cloth is kind of minor, so.... we'll see.

     

    AIO - All In One. (for the other post)

     

    :smile:

  10. I found a mod that let's me craft shipments at the chem station. However, this mod requires bottlecaps to craft these shipments. Essentially, I'm still buying shipments, just doing so at the chem station rather than a vendor stall.

     

    I'd like a mod that lets me craft shipments ... using 25 or 50 of the standard components! Essentially, I would like the ability to turn my literal thousands of resource components into weightless shipments. That way, I can carry all my components around with me without them weighing me down, so I'd have all of them at my disposal when I found a new settlement WITHOUT having to assign a settler as a caravan first!

     

    Is there a mod out there that lets me do that?

     

    hmmm. So lore wise, it's basically carrying around paper saying "when I need to, send me XX of YY via Coyote's Acme Mail Instant Delivery System."

     

    That should be rather simple to do.

     

    Yes, supply lines link all the craft mats, but that does you no good when setting up a new settlement.

    I've gotten over 2k wood from scrapping at some places, and a stupid amount of steel at others.

     

    Not to mention, trying to remember which one has all the goodies.

     

    Yeah, I'll do this one tonight. I like the idea. I'll do it as a standalone and in the AIO mod.

     

    Nice part for the console folks, no extra assets needed, so can have on PS4.

     

    Question is, where to craft them? (probably chem station)

     

    Really need another craft place, like a desk or something for a lot of the things. Oh well.

     

    'nother thought, can also tie larger versions into perks. 25 base, 50 with 1 perk, 100 with others.

    (otherwise, you know how long you'll be there doing 1 ea of 25 to use up 1000 of something)

     

    I'm thinking to have COST though.

     

    eg: 25 steel shipment needs:

     

    25 steel

    1 paper/cloth (have to write it on something)

    5 caps (cost of ink, delivery charge)

     

    so the extra cost is minimal, but lore friendly.

     

    shipment of 50 would be 10 caps 1 cloth, 100 would be 15 caps 1 cloth. (volume discount)

    :)

  11. I made a mod for water purifiers, so if there is anything in game that would look like a "hi-tech" pump/purifier, I'll be happy to add that.

     

    Then again, maybe I can do a mashup of bits from other hitech items to make a pump looking thing.

     

    I would do a high tech power generator, but the institute kinda has problems with power gen. (part of their story line)

     

    hmmm...

  12. Loose files are easy to drop in, but become a nightmare to track later on.

     

    .bsa are easy to track, trickier to implement.

     

    Rather than change his mod, just put your custom frame in your own mod, and put it AFTER his.

     

    Last one loaded is the one used.

     

    Much easier.

     

    (also, you can double check by re-extracting the new packed ba2 file you made and make sure that your frame is in there.)

  13. The update is out but unfortunately any mods relying on it are failing :sad:

     

    Well, that stinks. I grabbed the F4SE update, but didn't try it last night.

     

    Probably won't have a chance again for a few days. oh well.

    (at least they are working on it)

     

    So what did beth break *this* time....

  14. The perks requirement will either grey it out, or just won't let it be seen.

     

    I know if you need say, a magazine read to make something, it won't show until then.

    (my bbq does that. Once you can craft patio furniture, you can make the bbq. seemed fitting)

     

    I haven't tried armor mods. (ballistic weave works like the above)

     

    edit: sorry, my civ6 game is going nuts, and messing with my typing.

     

    Having a mod tied to a perk, should be simple, and having it only work for a specific armor, that's doable to.

    I'd have to check just how, and right now I can't. (will tomorrow)

     

    I'm hoping civ recovers so I can close it. this is like typing on a 300baud connect back in the 80s.

    ugh.

  15. If you have deleted the FO4 folder completely and your saves, whatever is in the NMM folder won't matter.

    You'd have to reinstall the mods from there.

     

    If you just launch the game, there should be no mods active.

     

    In NMM if you check the plugins tab, there should only be the game files, save for your FO4/data folder.

     

    I've done that many many times.

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