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About TRADERSMYTHERS

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"The Vault Base" mod from Bethesda.net
TRADERSMYTHERS replied to TRADERSMYTHERS's topic in Fallout 4's Mod Ideas
It always made sense to me if the Institute went to the trouble to break into a vault, they would leave a stay behind team to protect the reasons why they did so. Kellog noted a backup in terms of the main character. I don't get to play often, much less participate in the community, so I'm unaware of all the incidents involving Bethesda or why people left. At some point in the past I recall a conversation online about a stay behind team at the vault or evidence the Institute was there. It makes sense. It would be a shame if this idea were never explored again. As ImmortalAbsol noted, "I'm sure so many come to that thought independently." -
I'm a fan of the Institute version of Sanctuary Estates and have used it both on PC and Xbox One. For the Xbox One there is a mod on Bethesda.net called "The Vault Base" by Grime_Blade. That mod goes perfectly with the Institute Sanctuary by MadRoX. I've tried to contact Grime_Blade more than once about the possibility of porting the Vault Base mod to PC and there was no reply. I'm hoping someone would be able to make a similar mod that would have had the Institute and perhaps later Father leave a stay behind team of synths and some Institute furniture and supplies inside the vault. When starting a game and emerging from cryosleep I always hear gunfire with the mod. When I get near the kitchen I find two gunners accessed the vault and were engaging four or five synths in the kitchen and bunk room. The mod author put a combat shotgun and ammo in the security office to help better deal with these threats. I'm hoping someone can make their own version of the Vault Base mod. There was enough scavenged gear off the remains to give at least one set of synth armor in the game, several weapons, ammo, Institute food, water and perhaps some clothes in lockers. Every other time I tried the mod one locker would have a Courser's coat, but not every time... It didn't unbalance my hard survival games and I always had fun with it. I'd love to have a similar mod on PC and am hoping someone with the time & talent would make something similar to The Vault Base.
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The mod was ported for Skyrim SE. Search for the mod under SE and see if the fellow who ported it will do the same for Xbox. Like you I'm an old school gamer and love the work of Trampier and Sutherland along with other vintage artists. I played through once and it was superb. The only point I'd like fixed is to make the custom items found in the adventure improvable at the forge/workbench.
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Possible mod issue with Nuak World
TRADERSMYTHERS replied to TRADERSMYTHERS's topic in Fallout 4's Discussion
Thanks! I'll try the console commands for that problem. My character was definitely high enough level for Nuka World. From past experience I recall from an old Xbox One playthrough that the Nuka World transit center didn't appear till I reached the minimum level and the radio call became available, but I could be wrong. Time to play is spotty and I could have went there to "loot" at a lower level if it WAS there and that could have caused the issue. I saved the old game and started a new one using the mod for the first time that allowed you to start as a different person than Nate or Nora. I picked a scavenger and started in the Southern marsh area and ended up going to the Sakhalin mod I never tried. It wasn't perfect, but interesting so far. Now I see it causes problems with Far Harbor and I'll likely get rid of it and start over to avoid losing Far Harbor. I love mods, but not ones that cause issues with the main game. Bummer, I wanted to take all the Soviet items I looted back to the Commonwealth. Now I'm concerned that I should delete all my saved games and get rid of Sakhalin before starting a new game to avoid any issues with that mod making Far Harbor unusable. Bit by bit with many tries, failures and restarts I'm sharpening a list of mods that are making a game I'd enjoy. Left Xbox for PC to enable more mods to be used, but have hit limits on PC that have made me chose my favorite - new places to explore over new outfits & weapons. -
I'm new to playing F4 on PC and not a computer expert. I've put a number of hours in a game and got to the Nuka World transit center and Harvey only says "You're back!" and something like "Are you going to help?". I might have been there once before to loot, but the Gunners were there waiting for me this visit - do they respawn? The train is closed and I can't get in. Quest log said talk to Harvey, but he only repeats the two phrases above. The control both computer (area behind the station counter) has a notation that a password is needed. At this point I can't get to Nuka World. I don't THINK it involves a mod. Are there console commands to get to Nuka World and back or another way around this apparent glitch? I'm having another glitch with Backstreet Apparel where a settlement would join the Minutemen if I defeat the raiders, but once I clean the place out, the game won't indicate it's cleared. The map shows that I still need to clear it out, as if there's one more raider that fell through the floor.
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I contacted Tramp's Rest mod author plunket about porting the mod to SE and he replied: "Thank you partner. I tell you, if I made SSE mods, I'd be all over it. I don't. Send a potential collaborator my way, if they are a seasoned pro who does such as that. Convert other modders' work to SSE I mean." I'm very new to playing games on PC and am still learning the ropes. I'd try myself using videos I've seen online, but plunket is looking for someone with experience to do the port and that isn't me. As an old school gamer I'd love to have the Tramp's Rest mod or any other mod that uses vintage AD&D art and monsters available for an SE game. Any help with this effort would be appreciated. Thanks! https://www.nexusmod...88985?tab=posts
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I contacted Tramp's Rest mod author plunket about porting the mod to SE and he replied: "Thank you partner. I tell you, if I made SSE mods, I'd be all over it. I don't. Send a potential collaborator my way, if they are a seasoned pro who does such as that. Convert other modders' work to SSE I mean." I'm very new to playing games on PC and am still learning the ropes. I'd try myself using videos I've seen online, but plunket is looking for someone with experience to do the port and that isn't me. As an old school gamer I'd love to have the Tramp's Rest mod or any other mod that uses vintage AD&D art and monsters available for an SE game. Any help with this effort would be appreciated. Thanks! https://www.nexusmods.com/skyrim/mods/88985?tab=posts
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It could be the Bethesda patch. I got out of the vault, noted a couple of the mods I was using were working, advanced toward Sanctuary and saved for the night (work the next morning) without incident. Once I went back to the game a few days later I couldn't get it to start. I was wondering if it was the update of the Nexus mod manager that caused an issue. I'll keep trying.
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I'm new to modding too and can't find: 3 • Download and install Institute Patch for PRC and PRC Patch for Enbs. (mandatory) I'm assuming I drop the d3d11.dll and d3dcompiler_46e.dll and PRC main Enb preset in the main Fallout 4 folder and not the Fallout 4 folder in that folder. Didn't see .exe files anywhere. Where are the Institute and PRC patches?
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Recently I upgraded my PC to play Fallout 4 and wanted to take advantage of of the many fine mods on the Nexus that either are too big for Xbox One or not available on Bethesda.net. I admit to being far from a computer or program expert. The PC processor is a i7-7700K 4.20GHZ 8MB Intel Smart Cache LGA1151 (Kaby Lake) [+96], 16GB memory and a GTX 1060 graphics card. According to what I saw online, what I have should be able to run the game with mods with no problems. I loaded the game with STEAM and had no problems. After playing the game intensely on Xbox One since it came out there were mods I wanted from my previous sources, so I downloaded some from the Creation Club and some of my favorites from Bethesda.net that were not on the Nexus. Most of my mods came from the Nexus and due to my lack of experience I use the Nexus mod manager. Before I started I did a little research and saw that others were running mods from the same three sources with no problems, so I gave it a try. Just as I was about to start the mod manager noted "game will not run" and I had too many plugins, so I deleted a number of mods till I got down to 187 installed & active mods with 188 total mods and 255 plugins. The "game will not run" notice disappeared and I started the game. At first it would not run (hit start and the blue circle spun endlessly) and I felt the game still thought I had too many mods, so I disabled them in the manager, started the game and re-enabled the mods before I started playing. Everything seemed to go well and I played till I got to the surface and went to Sanctuary. Some mods were clearly working, like CBBE. My original intent was to quickly explore, see what mods were working/causing issues and make adjustments before starting a long term game. Had to work a few days, came back, updated the mods, updated the Nexus mod manager as I got a popup noting a new version and then tried to play again. Once I hit "play" from the start menu the screen went black and the little blue circle went around and around endlessly once again. Ctrl/Alt/delete brought up the task manager, but I couldn't close Fallout, so I used start and restart to try again. Tried disabling all mods through the Nexus manager. Always the same. Uninstalled the game and tried again and no combination will get the game to play. The only changes I made in the options menu were to eliminate Godrays and tone down a few graphics points to improve frame rates, especially downtown where I had plenty of trouble on Xbox One. Tried resetting that, same result. Any ideas what the guy who's fresh out of the PC vault is doing wrong?