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tcplotts

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Everything posted by tcplotts

  1. I'm getting a bug now with spring cleaning since the patch release where it lets me delete the objects and credits me with resources, but the objects remain in the world. don't get me wrong, I love the free resources, but the point was to make my places look like someone re-invented the broom. patch messed up a lot, as they always do.
  2. the compatibility patch wasn't an issue since I tested my order without loading Homemaker both times. there's no shop at all with set kywords/alt settlements. for whatever reason, apparently enough other folks aren't having this issue to get it looked at by the author, so I guess it's back to those sh**ty shacks again. So close to heaven. But even closer to h*ll. but I appreciate the help. eventually someone may figure this out, or maybe even Bethesda might finally complete a game! Okay, that last one's pure fantasy.
  3. Here's my current order. GameMode=Fallout4 Fallout4.esm=1 SettlementKeywords.esm=0 Homemaker.esm=1 SpringCleaning.esm=1 Snap'n Build.esm=1 Simple Intersection.esp=1 New Landscape Grass v2.esp=1 PPH Min.esp=1 AlternateSettlements.esp=0 Guard Rug - D3.esp=0 Guard Rug - D6.esp=0 Guard Rug - D1.esp=0 ScrapDeadThings.esp=1 Safe SSEx.esp=0 SpringCleaning_GrassDirt.esp=1 SpringCleaning_SancConcrete.esp=1 Snap and Build - Modules.esp=1 Snap and Build - Patches.esp=1 CraftableAmmo.esp=1 CraftableAmmo_plus.esp=1 SSex isn't loaded at all. I've shifted order all over the place and got the same result every time. If I select Set Kywrds and Alt Settlements, I get the borked shops. If I leave it off, everything else is fine. Again, I've also tried this with nothing BUT the launch program, Setkywrd and ALt Settlments, too, so it wasn't another mod messing with it. As I said above, that was my first test. It's a shame, really, because if I could just get a mod with the stone work materials for walls, floors and ceilings I'd be set without anything else (wanted Medieval Resurrectionist Architecture going!)
  4. thanks to everyone so far. My first impulse was to check resources and then misc and there was nothing there. I'll check again, and if I come up with something useful I'll share. Hopefully if anyone knows the mod creator maybe they can get them to weigh in on what might have happened. Alt Settlements is a really useful and lovely little mod and I'd like to see it work on my game.
  5. Jut to verify, I ran it all again but loaded a different order and quite a few more mods but it still came down to alternate settlements busting things up. it's either the keywords, then, or the settlements file itself. Either one. I also tried to see if shops were somewhere else. Nada. So it appears you have to choose between shops and those nice brick walls you always wanted! rats.
  6. me, too. I disabled all of them, added one by one until I first saw the break at the alternate settlements mod. That's what did it for me. At least I think. Here's the order I reenabled mods and still got shops to work. 1. Disabled all mods/plugins 2. Reenabled Grassy Landscapes (my favorite!) Shops available. 3. Reenabled Settlement Keywords and then Alternate Settlements Shops no longer available. Gee, 2d try found at least one mod that broke it! I suspected this one might be the culprit simply because of its sheer size. No idea what else to be done, because I've used the alternate materials for almost all of my settlements and taking it off will pretty much destroy them all. You can't disable, then build some shops, then reenable and still have your old stuff there. Once it disappears, it's gone, although there's something to be said for hovering turrets. It's unfortunate, because this is likely the second gamebreaking mod (and no shops is a game breaker for me). The first was the spring cleaning mod which messed up the floors and prevented you from building properly on them. And this is why I generally avoid modding. Too much can go wrong. In any event, my game's down after 30 levels. I'm not happy.
  7. That pizza cut mini game though. So game breaking. Only true for CRPGs and TTRPGS though. I can only speak for me, but I think you can already assume that critics of this formula would take choice a more often than not. I really do think that all this griping--including any of mine--is just a reflection on a generational change in gaming overall. I've already gathered you're a shooter fan, and having played a few, I get the attraction (even though I'm older than dirt!). Fast, exciting, not too much thinking, mostly a test of reflexes and some creativity depending on the title. You mention Half Life. When that came out, it was the beginning of the transition to graphics and game engine first, everything else, second. It was an incredible environment. Rich yet still not cumbersome. That was a great frigging engine. But I didn't think the game was especially good. Make no mistake, that era was the golden age of the adventure game. SO you already had some of the more creative attempts at shooter/narrative hybrids that are the core of adventure games. For many of us, shooters were simply dumbed-down adventure games (at the time. remember, the gaming community was a wildly different demographic than it is now). Personally, I don't care what a game is as long as it's honestly marketed. But the gross misrepresentation common with the AAA titles is appalling. But until we learn to punish devs that do this, they'll keep lying and cheating.
  8. Well, yes, and Bethesda invented them, which was my point. You have several choices here. In my case, it's not at the level of principle. They're a poor substitute for character/story driven games. At face value, I have no problem with them, although they're not my thing most of the time. Yes and no. Morrowind's pretty straight rpg in the computer gaming sense of the term. Obviously there's some variation in what that term means to certain players, but there are core principles common among all the variations. First is that you are never roped into playing one way. There's always multiple *character* paths to an end. Quick example since I just finished doing it--I just did the initial intro quest for the BoS (ghoul fight at cambridge). I can play a jerk and not only not get a merc quest from Danse, but the quest marker remains to remind me that I "chose incorrectly", urging me to return to Danse and answer more appropriately this time. That's a major sin. And nearly every game quest is just like this. The truth is that "renegade" option might as well be removed, since it largely serves no function other than to quest break or attitude decoration. 2 of the other responses are both vanilla boy scout--the 'more info' query and the cnfirmation/reject at the bottom of the wheel. The last on the left is the boy scout response utilizing the "HaHa " feature. Voila. 4 choices. All the same guy.
  9. It won't matter much, since you'll still have to basically be a boy scout to advance the story at all, since there are few "renegade" triggers for a lot of quests and virtually no unique renegade quests. I think the dream of playing a real rpg here is just impossible, and no mod can fix that. I recommend replaying FONV instead. However, if you absolutely insist on trying, maybe create a mod where you begin as a resident of Diamond City who meets the official main character and takes on the case of finding the son a la Valentine. Maybe an intern or something. At least you'll preserve most of the content while getting out from underneath the overwhelming baggage of that crap beginning.
  10. by now you've heard it all. but one of your lines stands out the most: "The story is ok for what it is, but man I'm really not a fan of the voiced protag and predetermined Identity at all. I feel robbed of my own character." This absolutely wrecks things, and sandbox games depend on replayability as one of their most attractive points. I've made 3 different characters, and to get through even the main quests, have little choice but to wind up playing the same dude over and over again. Oh, sure, I can make him or her more sarcastic or more boy scout-y, true, but that's a change in tone, not character. The option for being a jerk just makes you a jerk that won't pick up any experience points until you give in and be the person the devs want you to be. That's no choice at all. In rpgs, the true test of quality is always the dialogue trees/branches and their depth. It's the hardest, most time consuming thing to do, and frequently the most expensive overall. You can almost always tell a rushed or shoddy product by how superficial the dialogue system is or not, and this is Beth's worst since Oblivion. FO4 cut a phenomenal amount of corners in the pursuit of easy profit, and it shows. The game creator is quoted as saying that if FO4 fails, it will be because of its ambition. My response is, "no, it will fail because you didn't take the time to realize that ambition. Your suits killed it, not your imagination"
  11. Bethesda's invented the sandbox-shooter. Much easier than making a quality rpg, and bigger than a linear traditional shooter using checkpoints and missions. It's a pretty clever niche, especially if you want to sell the *illusion* of a big, story driven game without having to actually make one. I tip my cap to our gaming overlords. So that's my comparison with Skyrim: they're fundamentally the same game. Nothing wrong with that, btw, because it turns out this sandbox shooter thing can be pretty fun! Nevertheless, as someone who is dying for genuine rpg play to return instead of these ersatz replacements, it's always disappointing. I had really high hopes for the FO franchise when Obsidian got back into the game again. And they absolutely nailed it--not technically, of course. Smaller house, bigger game=more bugs and glitches. But it was a major achievement. Truly multiple paths to completion, and some radically different. FO4 is like FO3--one base character with one base path to the end. Period. And man, do they lean on radiant/repeat quests for content and duration. FO4 is okay, just as Skyrim was. It has some unexpected pleasant surprises--Covenant quest is a blast for a throwaway mission--and some solid npc characters, but the reality is that the two or three types of gamers that play these games are increasingly going in different directions with what they want. Older gamers want character range and depth, and story range and depth. They want true control over the path of the game. Younger ones appear to like making stuff to the point of distraction and shooting stuff in new and unique ways. I see so many posts talking about settlements this and that, or crafting this or that, and I realize just how out of step I am with the market now. Again, no one's right or wrong, it's just a sea change in taste.
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