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Everything posted by wunima
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Wow, I never thought of that. The Main Menu Replacer! And I always thought it was just the NG update from Bethesda and an update of F4SE would be enough. I copied my replacer in without VORTEX (ages ago, 2-3 years?), let's see if I can find the original author. Thanks for the note/info. The modding community probably needs to be made aware that even simple video replacers need a fix.
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Thank you for the ping @worm82075 Try out @spacetribe94 https://www.nexusmods.com/fallout4/mods/48958?tab=files
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Something in the script of this mod https://www.nexusmods.com/fallout4/mods/48958?tab=files allows mouse and keyboard control for the buttons. I looked at the file but can't figure out what it is. I'm going to keep this mod It's one of my 227 active mods and I'm happy now.
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I'm not completely helpless and am still working on a solution. I'm currently trying this mod, but it's not working perfectly. But maybe it will help someone else with a similar problem? https://www.nexusmods.com/fallout4/mods/48958?tab=files
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Summary in bullet points: F4 update Steam,| Mods updated, | Controls in the main menu lost - Controls as far as available, up to the pop-up window with the question: Continue starting? (Due to changed mods) Hello dear community. I have been using Nexusmods for years and have always been able to cope with any mod installation, strange instructions and have also been able to correct minor and major errors. Now I have actually reached my limits and my patience has run out. (And this is my first time, I ask you for help) Every now and then I start F4, ES5 or other games. Today was a mammoth task to complete. F4 latest patch. Before the F4 update I was able to successfully start and play F4 in offline mode. Then I started the Steam update, which involved countless updates to my mods. Mods and game are now fine, BUT... A new game can be successfully made to run. An old save game needs my confirmation (an ESP file was replaced with an ESM, so the old file is of course no longer there.) SKSE, user interface and other mods are up to date. Vanilla F4 - New Game - works perfectly Modded F4 - New Game - works perfectly Vanilla F4 - started old save - problem Modded F4 - started old save - same problem. Modded F4 - New Game - Save / load - works fine Modded F4 - New Game - Save - Change any Mod - my problem has arisen As I have read in other forums, there seems to be a script with a message in the background that prevents me from confirming this "YES" or "OK" button with the mouse / keyboard. The author's suggestion was: Let the game run for 1-2 minutes, at some point you will have control. (I made 2 rolls in the oven and ate them afterwards, ... gave it 10-20 minutes) I also connected a controller as a test and changed the INI accordingly. Fallout4Prefs.ini (bGamepadEnable=0 ;pad off | bGamepadEnable=1 ;pad on) In summary. I can't press YES or NO on the message that appears via mouse or keyboard or gamepad. The mouse can be moved freely. With the keyboard I can take screenshots and open the debug console and also enter data. Do you have any suggestions for me that I can try? Praise the nuke.
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I know this was written a long time nothing more. I have searched the WWW for this TimeScale (without command console) and have found this TOPIC. By now I know the solution and let others who participate find this entry. Use GECK. Go to menubar to "Gameplay" and "Globals..." and search for TimeScale. Or short type during GECK [ALT] [G] [G]
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Item transfer between two boxes
wunima replied to wunima's topic in Fallout New Vegas's Mod Troubleshooting
That's the reason why some Modder begin their REF IDs with zz or aaa instead 00.- 5 replies
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Item transfer between two boxes
wunima replied to wunima's topic in Fallout New Vegas's Mod Troubleshooting
Aaah, that was my mistake, thanks a lot!- 5 replies
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Item transfer between two boxes
wunima replied to wunima's topic in Fallout New Vegas's Mod Troubleshooting
Something what would me help is: Using a container with OnActivate to open the other box. But I don't know the script command for open inventory showinventory.00Container2 ... or something else. _____ |EDIT| I got a solution from someone else One Box called: MAINBox, placed on Cell, ReferenceEditorID: MAINBoxRef [x] Persistent Reference Second box called: MAINBoxOpener with script ScriptName: MainBoxOpen Begin OnActivate MainBoxRef.activate Player End and the MAINBoxOpener can placed as often as you want. Its just an activator for the main box. For those who can use this information. [CLOSED]- 5 replies
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[GECK 1.4.0.518 / Fallout NV Ultimate] I created two Container, called: 00Container1 and 00Container2 My Script is: ScriptName 00OpenPlayersContainerInBunker Begin OnOpen 00Container1.removeallitems 00Container2 1 1End _______This is what I want, but the GECK doesn't allow me to save the script. I triedref rContainer100Container1.removeallitems rContainer1 1 1 <-saved to a variable, but..rContainer1.removeallitems 00Container2 1 1 <-won't run. and00Container1.removeallitems player 11 <- work okay, but not what I want Any clue? Thanks in advance.
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- removeallitems
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