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Posts posted by Kastergir
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Also depends heavily on what other mods you are using. I have some issues using all 4 plus DDproduction83's mods, Crafting Workbenches and Armorsmith.
Depending on what you have installed for Armorsmith, the PersonalPatchEmporium may be helpfull . lunarionsilver created a TON of patches for various MODs, including one which kindof merges CW and AE . Does not work with custom addons to AE I think . Since every keyword entry into the workshop build menue as well as in the workbench categories seems to count towards the infamous keyword limit, it may help .
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Sent you a msg about that . Basically, Settlers can be made killable - am not sure whether that holds true for SynthSettlers though . Thorn 293 made a mortal Settlers mod, and also a mortal patch for his "better settlers" mod . From what I have seen, I think he created override records in which he removed the "protected" flag for the Settler NPCs . Additionally, I found theres an "override bleedout" flag setable....have no clue really how that works/what it does, youd have to test that out .
Since I am a wet nub at modding anything - I really know nothing, only dled xEdit a few days ago and havent created anything, still reading up a ton of resources, looking at records and existing MODs in it to learn how stuff is being done, Its very likely I am totally wrong XD .
But IF what I think is true, then: if you find the SynthSettler formID(s) in Fallout4.esm, create override records for them in your MOD where you remove the "protected" flag . Should make them killable without the need to send them into frenzy . But then ofc they could also be killed by any random attack on your settlement - which you could probably made less probable by giving them some perks, changing their health or something like that .
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I found the scripts in Misc.ba2, can we extract and edit scripts yet?
Thanks
How do you decompile .baX files ?
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Wow. Great advice, thanks . Especially the heads up about the cell reset . I had read about it happening under the mentioned conditions before, but did not think of it in regards to what I want to do XD .
Using leveled List(s) was suggested to me as a way to distribute the Items I want to use to make the Player learn a recipe. Maybe I just do that . Kindof not EXACTLY what I wanted, since I do not want to spam recipe magazines into the world, and also would prefer a bit more control over where they are found instead of random chance, but I think it would be nice practice to just see whether I can get the Basic idea to work .
I assume its nothing big, and fairly simple, but me being a total newb it feels like some project... XD .
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Well, I know you can get Wellingham's recipe as a (possible) quest reward for The Devil's Due. So I'll have to assume that if it's not the item itself that gives the recipe, it's possible the quest itself does (so the quest forms/scripts then?).
Edit: Have you checked if the item form has any conditions set? Might also be it.
RIght, that is another nice lead to check, possibly finding an alternative way to add a recipe . If you mean the item Form of Wellingham's recipe, yes, I was looking for any hint towards how it adds a recipe .
But as said, I think I figured out how DDProduction83 makes the player learn a recipe for some special ammo in his Prelude To Vault 273 by looking at it . I think I can reproduce it with some tinkering and a lot of try and error . What I do NOT have a single clue about is how to place objects into the world XD .
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Voted .
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Think it's doable. There are a few items (like Wellingham's recipe) that give you access to new recipes, right? You might be able to use their forms/scripts as a template and apply them to a magazine.
Thanks for the hint . Did not know "Wellingham's recipe" existed, have not played FO4 to the point where I found it . Will look that up .
edit: I did lookup the BOOK records for Wellingham'S recipe and the Reactor Coolant List . While both display the text of the recipe, I can not see anything related to calling a Script . Need to add, I am a total newb to modding, and have only very little understanding of the internals of Fo4 yet . Any hint as to where I need to look to find how those 2 - Wellingham's recipe and Reactor Coolant List - actually add a recipe ?
2nd EDIT: Okeh, I started looking at DDProductions83's QuestMOD Prelude To Vault 273 . I did figure out the Basics of how he made the player acquire a new recipe . I think...
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Hi .
Just one quick question - as the title says : With the tools avilable to mod FO4 at the moment, is it possible to say add a Book, or Magazine - or a Series of such - which makes the Player learn a crafting recipe and consequently adds said recipe to the appropriate Workbench when found and read ? ?
~k
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snap'n build greenhouse - homemaker - SSex
Homemaker expanded settlements - SSEX patch 1.23
Try unloading the 2nd one, since the first one should be a 3way patch for the MODs mentioned - if I understand it corectly .
In addition, check this out:
http://www.nexusmods.com/fallout4/mods/4930/?
as it provides a 4 way patch between Homemaker, Snap'n'Build, SSex and a MOD that changes a lot of the farming mechanics ( NX ProFarming ) .
From what I have read, it will be pretty hard - as in close-to-impossible - to get OCD, Homemaker, Alternate Settlements, SSex and the Snap'n'Builds working together . Though that may change, since the Creators of AS and OCD will migrate their MODs onto a common Keyword resource to decrease the number of menue entries, and Snap'n'Build has been changed to an all in one install as of its latest build .
I suggest you also check this out
http://www.nexusmods.com/fallout4/mods/2655/?
since it incoorporates the functions and features of a LOT of MODs within I think 3 files .
I have not yet tested either, Ijust read about them . PCW is on another Profile to test with a new Char, havent gotten around to start that Game yet though XD .
Can not suggest anything reg. load order of your desired MODs, since I simply opted for less once I found out how the menue entries cancel each other out . My LoadOrder atmo looks like this
Fallout4.esm=1Homemaker.esm=1ConcealedArmor.esm=1ArmorKeywords.esm=1ShaikujinSettlementAttacked.esp=1Homemaker - Unlocked Institute Objects.esp=1Simple Intersection.esp=1Simple Intersection - Homemaker 1.22.esp=1DDP_Bridge_mark1.esp=1DDP_Elevators_mark1.esp=1DDP_Ramps_mark1.esp=1DDP_Interior_doorway1.esp=1Screen Flicker Killer_emit.esp=1Screen Flicker Killer_fading.esp=1Screen Flicker Killer_flicker.esp=1Screen Flicker Killer_scanline.esp=1Screen Flicker Killer_shudder.esp=1Screen Flicker Killer_vh.esp=1BetterSettlers.esp=1SettlerRenaming-Indicators.esp=1Build Crafting Stations in Player Home.esp=1Armorsmith Extended.esp=1[PPE] Armoursmith Extended (Improved Gasmasks).esp=1Crafting Workbench.esp=1Crafting Workbenches - Ammo.esp=1Crafting Workbenches - Ammo Expanded.esp=1ConcealedArmor.esp=1Craftable Armor Size.esp=1Daft Punk Jacket[CraftWorkbench].esp=1Dark Hats.esp=1Dark Drifter.esp=1Jacket.esp=1GlovesOfTheCommonwealth.esp=1CommonwealthSurvivalist.esp=1Eli_ArmourCollection.esp=1BostonJacketFatiguesMod.esp=1AnS Wearable Backpacks and Pouches.esp=1AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1EferasShoulderBag.esp=1[PPE] Wearable Shoulder Bags (for Valentine).esp=1[PPE] Wearable Backpacks and Pouches -- Wearable Shoulder Bags [Patch].esp=1[PPE] Crafting Workbenches Collection Extended.esp=1WeaponRacks.esp=1WeaponRacks-Weapons-Vanilla.esp=1WeaponRacks-Tools-Vanilla.esp=1D13Crafting.esp=1MoreWeaves.esp=1PurifiedToDirtyWater.esp=1ValdacilsItemSorting-Aid.esp=1ValdacilsItemSorting-Ammo.esp=1ValdacilsItemSorting-ArmorByType.esp=1ValdacilsItemSorting-ExplosivesSortBottom.esp=1ValdacilsItemSorting-Junk.esp=1ValdacilsItemSorting-Misc.esp=1ValdacilsItemSorting-NotJunk.esp=1ValdacilsItemSorting-Weapons.esp=1DX Chem I Care Outfit.esp=1DX Commonwealth Mini Dresses.esp=1squireoutfit.esp=1LongCoatVaultSuit.esp=1I had Alternate Settlements and 2 more CW modules loaded for a while and thought all was running fine, and only through some messing around found out that actuallly there were some entries missing from Homemakers Workbench menue, as well as some crafting stuff was jumbled/missing from AE/CW . For the latter, the CWCE from PPE helps greatly :D . You may want to reconsider why you think you need both HM and SSex, many people agree Homemaker is the better choice atmo - and offers almost everything SSex has .There is also this workaroundBear in mind: Use/try anything at your own risk.Good Luck . -
If possible, I'd like to assist .
* WIndows 7 Home Premium (64bit)
* Intel Core i5 2320
* 8 GB RAM
* Palit Geforce GTX 750 ti StormX / 2 GB
* 1 TB internal HDD, one partition .
* UTC + 1 ( Central Europe )
Yeh I know, its a low end System :) . Didnt feel like trashing that old Lenovo Minitower for something newer...so just added up the RAM to the MBs max. and shoved the 750 ti in . I am still amazed how well it runs FO4 tbh :D .
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It looks like we have some potential fixes in the works that might get rid of this problem entirely. As I've stated before, some modder's have already made mods that avoid this problem entirely, but two new possibilities have come up:
http://www.nexusmods.com/fallout4/mods/7259/?
If you're a mod author I suggest keeping an eye out on what these guys figure out. For the rest of us, let's keep our fingers crossed.
I am falling to my knees kissing those 2 guys' feet...
Serious THANKS to Stuyk and ddproductions83 - for the wonderfull MODs you both have gave us, as well as your ongoing efforts to make everything even better .
*keeping fingers crossed*
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My pleasure :smile: .
If you install loads of MODs adding menues, and run into the KeyWord Cap, this sounds like a good way to deal with it:
https://www.reddit.com/r/FalloutMods/comments/3yi8tm/fo4_tip_for_anyone_using_multiple_mods_and/
I have not tried it out yet, just found it a few moments ago .
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It may be helpfull if creators of building and crafting MODs would add a resource, like a .txt or sthg on their description page, detailling the menues/categories their MOD is supposed to show . Before I learned about the keyword limit, I had a few conflicting MODs installed - and in the wrong order XD - and was pleasantly surprised by all the added options once I got that sorted .
If the category/menu structure and maybe - count of a each of those MODs was known, it would probably take less experimenting in some situations .
was just a thought though, I dont know anything rly...
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Hiho.
I am not sure whether it is of help to you, but anyways - here is my current load Order . I am using NMM 0.61.4, and everything works like a charm .
Fallout4.esm=1Homemaker.esm=1ConcealedArmor.esm=1ArmorKeywords.esm=1Homemaker - Unlocked Institute Objects.esp=1Simple Intersection.esp=1Simple Intersection - Homemaker 1.22.esp=1AlternateSettlements.esp=1DDP_Bridge_mark1.esp=1DDP_Elevators_mark1.esp=1DDP_Ramps_mark1.esp=1DDP_Interior_doorway1.esp=1Screen Flicker Killer_emit.esp=1Screen Flicker Killer_fading.esp=1Screen Flicker Killer_flicker.esp=1Screen Flicker Killer_scanline.esp=1Screen Flicker Killer_shudder.esp=1Screen Flicker Killer_vh.esp=1BetterSettlers.esp=1D13Crafting.esp=1More Dirty Water.esp=1MoreWeaves.esp=1Crafting Workbench.esp=1Crafting Workbenches - Ammo.esp=1Crafting Workbenches - Ammo Expanded.esp=1Crafting Workbenches - Pre War and Manufactured.esp=1Crafting Workbenches - Junk Items.esp=1Build Crafting Stations in Player Home.esp=1Daft Punk Jacket[CraftWorkbench].esp=1ALD Travel Backpack.esp=1Crafting Workbench ALD Backpack Patch.esp=1EferasShoulderBag.esp=1HubrisShoulderBags.esp=1Crafting_Workbench_EferasSShoulderBag_Patch.esp=1Craftable Armor Size.esp=1ValdacilsItemSorting-Aid.esp=1ValdacilsItemSorting-Ammo.esp=1ValdacilsItemSorting-ArmorByType.esp=1ValdacilsItemSorting-ExplosivesSortBottom.esp=1ValdacilsItemSorting-Junk.esp=1ValdacilsItemSorting-Misc.esp=1ValdacilsItemSorting-NotJunk.esp=1ValdacilsItemSorting-Weapons.esp=1SettlerRenaming-Indicators.esp=1CBBE.esp=1ConcealedArmor.esp=1WeaponRacks.esp=1WeaponRacks-Tools-Vanilla.esp=1WeaponRacks-Weapons-Vanilla.esp=1My_Minutemen.esp=1DX Chem I Care Outfit.esp=1DX Commonwealth Mini Dresses.esp=1Eli_ArmourCollection.esp=1squireoutfit.esp=1Armorsmith Extended.esp=1Armorsmith Okido Extended.esp=1Armorsmith Elianora Extended.esp=1Armorsmith DeserterX Extended.esp=1Now, I dont know whether what I have installed comes anywhere close to what you meant when posting " a lot of crafting mods", maybe if you specified exactly which MODs you are using/want to get to work fine together, it would be easier for people to assist .
Mods just won't work for me in Fallout 4
in Discussion
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Strange that fix then....especially since you also wrote you tried NMM, who manages that .txt file for you - if you allow it to ( it brings up a popup at startup ) .