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MarineCorps

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Everything posted by MarineCorps

  1. I want to start a new game of Fo4 as my current save is borked, but unfortunately I can't start a new game as I can't get the character creation menu to appear, so I wish to start fresh with no mods but what is the simplest way to do it? Can I just quick disable all mods in vortex?
  2. Is it possible to modify certain attributes like making Turret A cost 50 power while Turret B is only 10? I see the weapons part of the turrets but not the actual turret
  3. I hadn't noticed SS2 was a master at the time. 6 hours of frustration led me to miss that fact. It would have been nice if vortex had said unable to load a master file after a esp or something like that
  4. that is blatantly false. Scrap everything and satellite world map both have issues with other mods that vortex doesn't seem to know about or ignores. *Response Deleted* Not worth my time. Vortex doesn't claim to know everything about every plugin but the rules that exist are curated by people who know what they're doing. When you're saying things like "I can't move a master below regular plugins? that sucks" you clearly don't understand the basic rules of load ordering. This isn't a rule Vortex or LOOT enforce, it's how the engine works and it's one of a bunch of things you need to know before you can expect to create a valid load order. To create a cycle you have to add a rule that contradicts one of the masterlist (or implicit) rules and considering you don't know how masters work there is no chance in hell that the incorrect rule isn't the one you added yourself. Thats ok. I saw it anyways. You seem to have added a bunch of words to "my sucks" comment. I was lamenting that I would no longer be able to solve my conflict by moving it down on the load order. Not complaining that I couldn't move a ESM to the bottom of a load order. I'm aware that is not something can be done by the game engine, I hadn't noticed that SS2 was a master. I had at that point been trying to get SS2 to work for over 6 hours, I was more than a little frustrated and vortexes generic error message was not helping.
  5. that is blatantly false. Scrap everything and satellite world map both have issues with other mods that vortex doesn't seem to know about or ignores.
  6. Ok, I keep trying to move SS2 to the bottom of my load order as it appears to be conflicting with another mod and not showing up in my workshop menu. So I dragged it all the way down to Yona defence gun which is near the bottom and create a rule that it must load after yona defense gun. THis is the only rule I created for SS2. When I try to sort it I get a cyclical error and discovered that for some reason yona was required to load before SS2 and SS2 was required to load before yona. That is not the rule I created. Tried it to create a rule to load it after a plugin that might be causing the conflict, a mod that as no other custom rules attached, same cyclical error.
  7. Yes, yes I do. They were from A World of Pain and not vanilla New Vegas. Hahaha. Yes! So very much yes! That's exactly what I was thinking when I read that line. Three cheers for DJMystro and A World of Pain! Just downloaded Fallout 4 onto my computer but I haven't started playing yet. I have been hoping things will stabilize and the first character and quest mods would appear. I am pleased to hear about Tales of the Commonwealth from the author of Skyrim's premier quest mod. I am anxious for the Heather mod from llamaRCA. I am hoping Someguy2000 does a mod and that new mod authors appear who will blow everyone away. I keep prying djmystro will make a fallout 4 version of AWOP. That mod single handily added hundreds of hours of playtime to FNV for me. This. Exactly this are my thoughts.
  8. Well I suppose DMCA is a tiny step in the right direction, but my eyes just kind of gloss over when reading what one would have to do to file one with them....
  9. Is there a mod that enables me to build the green ammo crate/box in my settlement?
  10. Several times today I ended up getting forwarded to a malware site from the nexus. I become a supporter since it was a cheap alternative to ad blocking this site.
  11. Yes, in fact the prototype already contains the reputations for several of the Fallout 3 factions, however they are disabled and used at the moment. 0rez is helping with the artwork for the Pipboy images. When he has that ready, we can start slowly adding the rep factions to the mod. They won't be part of the first release of the Prototype, but will be included in updates. Our biggest issue is understanding the rep system and duplicating it for FO3. That's awsome. Can't wait for the prototype.........
  12. That sounds awesome and I can't wait for it. Are you going to going to add faction reputation to FO3? Like Megaton and Rivet city and the like should be their own faction with their own reputation.
  13. Those are GRA ammo types it won't use. You need a GRA compatibility patch, none currently exist. I use GRA ammo with no problems with other Fo3 weapons. Just no those 2 I was wondering about if it was possible to do that with the dart gun. Now how are you going to handle that? Are you going to make it so that the recipe for the ammo is fixed to just radscorpion posion or are you going to allow all types of poisions to be used and create more ammo subtypes, one for each type of posion??? Ex are you going to create cloud kills darts and bleak venom darts or just plain old posion darts?
  14. I've noticed that some of the guns won't use alt ammo types. The Terrible shotgun and the MIRV come to mind
  15. We can create powder juryrigging recipes, turning one into another, but the bottles may be a bit tough. You would need to use a FormList in the Recipe, and I'm not sure the game is programmed for that. If it is possible, then it'd be rather easy to introduce that into the game. It would make surviving all that little bit easier. OWB adds this into the game. If you hand the SInk any empty bottle it turns them into purified water. This maybe beyond your scope but WMX for Fallout3 would be nice. Though I tired it myself and found it hard to apply the current weapons mods to a lot of the FO3 Unique weapons. The metal blaster comes to mind. only 1 of the 3 mods would really work with it(it's a laser shotgun so a scope is a bit worthless, ditto for a beam splitter (which might actually make the gun either over powered if if it spits each of the beams into 2 or underpowered if it reduces it to just 2 beams), so only the optics would be of use)
  16. I tired NVamp once and promptly unistalled it. I disliked that fact that when I run into a group of fiends my plasma rifle did no damage to them while their 10mm SMG tore through the NCR armor I was wearing and killed me in three shots and that even through my energy skill was over 50 and I was crouched I was still unable to aim with my plasma rifle because it wouldn't stop swaying. Also didn't like that I gained 50 points just for discovering new places. I'm not a fan of hardened due to the changes it makes to the creatures. It adds huge DT and regenerating to them to the point that they are nearly immortal. Trying to kill a gecko with a varmint rifle is an exercise in futility, you can't break their DT so they just keep regenerating the couple HP you took off So that makes the sunny smiles quest impossible. A .50 AP round won't break the DT either.
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