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lightguidste

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Everything posted by lightguidste

  1. are u playing on PC or console becaus eu might try to do a console command to start the quest its either start quest or setstage with the quest id and then mos tof the time just a 10 behind it!
  2. to make it more clear i was wondering if u could make a syphoned of gas container to store only He3 from a chain of incoming gasious supplys ? its a bit like the sorter options in the fallout 4 dlc where u can set a sorter to move all metal or leather onto a different conveyer belt!
  3. the reason i posted is was that when u on PC can increase the amount of outposts u are prone to lose concept of wat u farm where and even with an extended daisy chain remembering where the end point is also gets a bit cumbersome wich is why i thought wat if the end hub actualy is inside the house u can get from a nice modder ( since i doubt Beth would ever consider this)
  4. i notice plenty of nice playe rhomes and outposts for that but i am wondering if there is a way to create a option where the player home could also be a reciepient of goods , thru youre ( interstellair) hub network the way i think it might work is if u have a home in new atlantis u could have the landing hub on the roof of a skyscraper outside of view from the house but stil a link to youre network ?
  5. i am wondering if there is a way to sort the mats u collect and send to lets say the 3 or 4th outpost in youre daisy chain to lets say diverg 3 or 4 ore types to a different stack of storage? so like it arives from the cargo hub into the solid containers but then u divert iron , Alu , Co and the like into a different stack of solid storage containers thet send stuf to youre manufacturing items! cargo = > storage ==> storage L>> storage => production
  6. for all those modders just a heads up if u dont already know it there is a big update comming end april from bethesda it should also include some quests involving the enclave
  7. depends i think u need to personaly add a line into the custom ini file for esm's i think its first a line with # then the next lines with the ESP's need to first have a *followed by the file name but so far there are only a few i actualy managed to get to wrok right *CraftAdhesiveVacuumTape.esm *Comspike and Conduction Grid.esm could be tha tu need a diferent text before the esm in some cases but realy hard to find out if responders are 8 hours out of sinc with u
  8. i am not sure wat i am doing wrong i have downloaded several mods and those that need the bat command in my ini seem to be working fine just as some of the esm files like the craftadhesivevacuumtape or comspike, but the USU.esm selection Gravbooster and Biggerships just wont load correctly ! in all casses of the ESM files i used the same setting *name.esm so why do those few not laod correctly?
  9. i was wondering if some one can help i have managed to get most of my mods working just some are not mostly those that only have a real master file. placed them in the righjt directory ( the one where the starfield master and the constituion is but i cant for the love of god get rich merchants and the make advhesive from tape to work?
  10. just wanted to add my 2 cents currently the download works fine just vortex has a problem where to place the downloaded files , i managed to just copy past them to the right place so i dont mind but i hope this can be solved before beth starts the engines roling to add patch afther patch of fixes for bugs that should never have gotten past the beta testers!
  11. i dont know if there is already such a mod but just like the scrapper i gat from some mod that lets u dump in all of youre "junk" items i was wondering if there is also such a device where u can put a lot of youre intended to be scrapped or bulk sold armor and weapons to be scraped in due time into yopure settlement stash? its just because standing at a weapons or armor workstation and finding out the "modav carryweight 99999 "was a bit over the top in relation to knowing when u are carrying a bit much :-) and working thru a lile of 20+ cushened / leaded and other wise prefixed pieces does take a whole lot of time? my mistake looks like i found one in Nexus now checking oif it works
  12. i was wondering if there is a mod available for FNV that like project valkury in F4 enables u to have multiple factions living along peacefully i know that the raiders are a lost cause but why cant the robots brotherhood and the like not join up?
  13. i would like to kow if some one can point me to wich mod is spawnign those mistery pages/ notes thru out the commonwealth some i can pick up mostly just short pointers but now i found several in the institute that i can move about but some how i cant puick them up. any help would be grately appreciated mod list from plugins : ccbgsfo4005-bluecamo.eslccbgsfo4033-powerarmorskinwhite.esl*ccbgsfo4045-advarccab.esl*ccfsvfo4003-slocum.eslccgcafo4001-factionws01army.eslccgcafo4002-factionws02acat.eslccgcafo4003-factionws03bos.esl*ccgcafo4004-factionws04gun.eslccgcafo4008-factionws08inst.eslccgcafo4009-factionws09mm.eslccgcafo4011-factionws11vt.eslccgcafo4012-factionas01acat.eslccgcafo4014-factionas03gun.eslccgcafo4017-factionas06inst.eslccgcafo4018-factionas07mm.eslccgcafo4023-factionas12army.eslccawnfo4001-brandedattire.esl*ccswkfo4002-pipnuka.esl*ccswkfo4003-pipquan.eslccbgsfo4036-trnsdg.esl*ccrzrfo4004-pipinst.eslccrzrfo4003-pipover.esl*ccfrsfo4002-antimaterielrifle.esl*cceejfo4002-nuka.esl*ccygpfo4001-pipcruiser.eslccbgsfo4073-pipmman.esl*ccbgsfo4074-pipinspect.esl*ccbgsfo4075-pipshroud.esl*ccbgsfo4076-pipmystery.esl*ccbgsfo4079-pipvim.esl*ccbgsfo4077-piprocket.esl*ccbgsfo4009-piporan.esl*ccbgsfo4021-powerarmorskinblue.esl*ccbgsfo4028-powerarmorskinorange.esl*ccbgsfo4031-powerarmorskinred.eslccbgsfo4029-powerarmorskinpink.eslccgrcfo4002-pipgreenvim.eslccbgsfo4010-pippnk.esl*cczsef04001-bhouse.esm*cctosfo4001-neosky.esm*cckgjfo4001-bastion.esl*ccqdrfo4001_powerarmorai.esl*ccbgsfo4115-x02.esl*ccrzrfo4002-disintegrate.esl*ccbgsfo4091-as_bats.esl*ccbgsfo4097-as_jack-olantern.esl*ccbgsfo4104-ws_bats.esl*ccbgsfo4111-ws_jack-olantern.esl*ccbgsfo4083-pipartdeco.esl*ccbgsfo4086-pipadventure.esl*cczsefo4002-smanor.esm*ccacxfo4001-vsuit.esl*cctosfo4002_neonflats.esm*ccbgsfo4117-capmerc.esl*ccgcafo4025-pagunmm.esl*cccrsfo4001-pipcoa.esl*ArmorKeywords.esm*Loads.esm*HUDFramework.esm*SimSettlements.esm*WorkshopFramework.esm*AAF.esm*TBOSBodyTalk2LooksMenu.esl*Homemaker.esm*DependencyQuestFix.esp*AllSetsExtended.esp*DD_Tinas_Cookiepocolypse_merged.esp*OutcastsAndRemnants.esp*AA FusionCityRising.esp*AA FusionCityRising - HotC.esp*FO4_AnimationsByLeito.esp*rfortaleza2.esp*fathercompanion.esp*Armorsmith Extended.esp*Minutemenoverhaul.esp*LooksMenu Customization Compendium.esp*Farm.esp*SimSettlements_XPAC_Conqueror.esp*W.A.T.Minutemen.esp*Leaders Of The Commonwealth.esp*USAF_Silo_Beta.esp*BuildingGroundFix.esp*ProjectValkyrie.esp*SanctuaryBridge.esp*MakeYourOwnSynths.esp*AkaWaterWorld.esp*slootyVaultSuit.esp*AWKCR - Mod Power Armor Engine Glitch Fix.esp*BetterHeadlamps.esp*BetterOpenSeason.esp*BetterSettlersNoLollygagging.esp*More Power Armour Mods.esp*Consistent Power Armor Overhaul.esp*Brotherhood Power Armor Overhaul.esp*CBBE.esp*DD_Khassar_De_Templari_Increased_build.esp*DX Courser X-92 Power Suit.esp*EFF.esp*IncreasedSettlerPopulation100.esp*LegendaryModification.esp*LegendaryModification - DLC Far Harbor.esp*LegendaryModification2LM.esp*LegendaryModification - DLC Far Harbor (2LM).esp*More Power Armour Mods - Automatron.esp*MoritasBattleRifle.esp*NegativeAffinityIsPositiveAffinity.esp*NoAffinityCooldown.esp*PAMAP.esp*The LoveMe Pills.esp*Tiered Generators - Non-Explosive.esp*UNLIMITED JETPACK.esp*VeryRichMerchants.esp*Wattz2000 - Jake Necroix.esp*xy - Misty Outfit.esp*Loads of Ammo - Leveled Lists.espProjectValkyrie - NC-Loads-AE-VIS Patch.esp*1nivDX Courser X-92 Power Suit Male.esp*AWKCR Goodies Footlocker.esp*HN66Fo4_EasyGirl_BS.esp*ManufacturingExtended.esp*ManufacturingExtendedFH.esp*DA Merged 11 Pack.esp*Atomic Lust.esp*AzarPonytailHairstyles.esp*rxl_bp70_animations.esp*VIO_Strap-On.esp*Deathclaw_nude.esp*Vioxsis_Strap-Ons.esp*four_play.esp*MYLadyKillerBed.esp*AAF_Four-Play_Animations_Crazy6987.esp*CumNWealth.esp*ArchUniqueSettlers.esp*rfortaleza2-mk6.esp*rfortaleza2-wetsuit1.esp*LooksMenu.esp*FP_FamilyPlanningEnhanced.esp*AutoDoors.esp*Homemaker - Streetlights Use Passive Power.esp*Homemaker - Unlocked Institute Objects.esp*SettleObjExpandPack.esp*SettleObjExpandPack-AllLightShadowEnabler.esp*SettleObjExpandPack-AutoDoorsPatch.esp*SettleObjExpandPack-LightShadowDisabler.esp*SSEX.esp*Scrap Everything - Ultimate Edition.esp*BetterSettlers.esp*BetterSettlersCleanFacePack.esp*BetterSettlersHeavyArmorOnly.esp*Farm_CP_ScrapEverything_UE.esp
  14. if it also happends unmodded u might do a check up thu steam of the file integrity specialy the pre war map should not bug there is nothing there to cause buging
  15. i dont know wich mod placed them but at the moment i already found 2 notes in insitute i cant pick up think there place a layer below the one where u normaly can picj them up as u can move them around by shooting nea rthem or walking into them ones they drop to floor i doubt its part of the mod that allows u to put decals on armor as there is only a visual on it that shows lines of text. so far i found a note in the room u get afther liberteria and in a room on the top ring inside . the bug is basicly wat i had with the stencils on the prydwin laying bsicly one layer to low to pick up and i managed to fix that thru the creation kit but without knowing wich mod is placing those notes in institute sorting thru soem 50 mods is troublesome
  16. I cant speak about skyrim never downloaded it but with fallout most anoying was that the lore / gameplaying bugs folks brougth forward neveer got fixed by beth and where relativly fast fixed by modders on pc at least like the fix for dependency quest or bugs with quests somehow not completing corectly And i must say in F76 they did listen to modders when shortly afther soem guy brought out a mod to show u wich paterns / recipies u already had learned where flagged at vendors / player trade afther a patch.
  17. this is wierd i updated f4se and adjusted f4 and now i get a mcm error flag on startup any way to fix it thought f4se overrides those?
  18. i am having a anoying bug that only now surfaced for me and i dont know wich mod to blame like i posted i am close to completing 1 run thru as a friend of the BoS but liberty prime wont pass broken hills as far as i can tell the only mod afecting anything around BH is the one where u extend the buildable area of settlements could this be the cause of the glitch since it looks like he stalls ight at the border of the so called green zone.
  19. i dont know wich mod might be responsible or if its a vanila bug but outside of my PA i cant open my pipboy only have the line for the radway / stimpak ba in screen but wont show the worldmap / inventory listing. it works fine when i have my PA on but i also want to equip my normal armor beter and curently cant change any of those ( u cant change the normal armor gear if u wear the PA ) i am already trying to find out wich mod it might be think the more armor slots nope seems like some other bug sad thing is my only non affected save was right outside V111
  20. i would like to know if some one could give me a heads up as to a problem i am having since i made a minor change in my mod. the problem is that as soon as i open the geck i get a kick from the game i already removed the items i added since the last time i checked it but the problem keeps poping up . it only seems to happen in the world map where the mod takes place have not had a chance to check if it also happends if i open the pip boy while inside a interior cell
  21. as far as i know motor runner is normal its not the same one as th eleader of the fiends as far as i know could complete the quest for camp mc caran stil later so no problem there cant realy say anything about the problem u are having with the other kill had no problems myself with those kills at all
  22. good day guys and girls i was wondering if some body could help me out i am trying to merge several utility mods along with the mod i am working on namely the nc one to create a single esp that has all the packages like clean vault tiles and the like in it without the need to seperatly download them or to activate them in either the geck or later when we try to run the mod in nv. and slowly i am geting the hand on how fnv edit works but i have run into a minor but anoying problem when i try to copy things from mod b to mod a i get a message that fnvedit cant copy to a master because it has a higher load order but if i switch the 2 in fomm around fnv edit wont load them as b needs a to be loaded first? i tryed a few options even to the point of reating a backup file to temp dump the files in then transfer from there but same problem. could some one plz help me out
  23. was involved in a large project but the comunication with the leaders has broken down big time and with a world spanning projekt team like we had in fnv nc mod that is to bad was a great project with lots of potential
  24. just one hint in the orginal my first dungeon lists in the geck / f3 site there was a good startup to these problems just think u had to check under traps to figure out the linkadge hints but otherwise great help in solving small buggy problems most folks have with moding. as to the link optiuons it self they work great have used that option a lot even with switches geting enabled ones u repair a generator so the preference / enable parent system works like a charm. if u do create a position that lights or other items become dis abled / idle be carefull with some scripts or u might permanently remove those items when the bound gets redrawn. i personaly used that option to clean cluytter afther a quest but u have to be carefull or it wipes more then u bargained for .
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