Jump to content

ravayen

Members
  • Posts

    41
  • Joined

  • Last visited

Nexus Mods Profile

About ravayen

ravayen's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Looked all over and cant seem to find a definitive answer to this question. I get that:- unaggressive = won't attack unless provoked/friend needs help Frenzied = The hulk without calpol but what is the precise difference between aggressive and very aggressive? the reason i ask is because testing in-game shows no discernible difference between the 2.
  2. hmm then i guess i'm having some other kind of issue here because items i'm scrapping in none settlement cells are re-spawning a few game days later if i don't visit the area, things like cars, scrap piles, traffic cones etc. Does the scrap script actually 'disable' an item then? or does it do something else entirely? Thanks for the clarification on 'mark for delete; btw :)
  3. I'm looking in FO4Edit for a the part that decides an object should be disabled when scrapped specifically this mod https://www.nexusmods.com/fallout4/mods/18539?tab=description Because and please don't have a debate about weather it should be done i want to change "disable" for "Markfordelete" that way when cells reset over time the object wont respawn and be permanently removed from that save (it's up to me to be safe with it). I'm beginning to think this is in the script rather than the esp though so could someone please confirm or did i miss it somewhere?
  4. lmao nvm 10 mins after making a post what do you do? finally find a mod that does what you asked lol For anyone else looking for cowboy themed prefabs here you go.... https://www.nexusmods.com/fallout4/mods/27346/?tab=description
  5. would love to see someone make opened versions of those western style buildings in nuka world Dry Rock Gulch as nav meshed buidable prefabs some of them would fit nicely into settlements and make great vendor locations too, hell i'd sttle for sim settlement plots too coz i guess we all use that now anyway :)
  6. @Kitcat81 Found my answers in Story Manager Quest Node thnx to your earlier reply thank you, have removed the location conditions from generic farm conversations and simply put conditions to say 'not in interior' and 'in a workshop location' then started adding the conversation quests (some needed conditions removed/changed) to it and now they are all talking to each other fine :) On a related note during this investigation i discovered i can make quests in FO4edit using responses used in other conversations aswell so i'm off to create hundreds of new conversations settlers can have with each other instead of me. Finally settlers can have a social life that doesn't center around the player, have already discovered so many conversations that work really well in the settlements :) thnx again.
  7. You sir are a gentleman thank you :)
  8. Can't believe with all the settlement mods out there someone still hasn't made that big mirelurk boiler in far harbour buildable yet, it's way out of my league to do coz it's made up of multiple parts etc but with all the talented modders out there i honestly thought the nexus would have it somewhere but no joy. I'm talking about that mirelurk being boiled alive in the main far harbour town (you know the one) first time i saw it i just knew warwick homestead/nordhagen beach/egret tours/spectacle island/any FH settlement they all need one as a food source why must my settlers go without such delicacy? Hell a sim settlements plot would be fine with me i think we all use that now anyway. Please someone make this a thing.
  9. It's my windows registry that gets altered but i cant remember which ones off the top of my head was a while ago i last tried and after having to re-install everything i'm not risking my 230 mod setup for it again, maybe if i was a regular mod maker but not for 1/2 small mods that are really only for me. Not sure if it was actually the creation kit or installing beth's launcher which is required that did it but as they are mutually exclusive i guess it makes no difference, either way when i set up the creation kit it ended in me re-installing everything including the base game good times.
  10. I know we have the 'Brahmin to eyebot mod which tbh is a must due to brahmin going in houses and getting stuck ect but sometimes i feel like dogs would be a little more immersive, the only one i found that comes close is a mod that adds huge dogs rather than normal sized ones. Had a quick look in FO4Edit to see if it was an easy to do swap but nope out of my league im afraid :(
  11. Sorry if necroing offends anyone but if a topic is the only one that shows for something specific on the 1st page of a google search then in my eyes it is still relevant no matter how old it is as that is the 1st place people will look when searching their question (never did understand that whole necro bull tbh). Took me forever of testing to figure out why this wont work for me and finally figured it out for anyone that it might help... For some reason even though the npcs are friendly the tesla coils from nukaworld dlc like to target them anyway and it turns them hostile, after looking at the coils with fo4edit the conditions are really strange you'd think they were set to IsHostileToMe or something similar (i'm aware that doesn't exist) but no infact searching through the wiki of valid conditions there is no such check except IsHostileToActor which if used would make the tesla coils only work in game for enemies of a single character even if the one wearing it was the unwitting victim (i can see funny moments there) In other words this works but don't wear Tesla coils around them. This is what i did on the npc to get them to work. Saved to a text file called CovRes.txt in the data folder and then typing "bat CovRes" in console for those that didn't know about bat files. RemovefromallfactionsresurrectRemovefromallfactionsAddtofaction 1c21c 1 Addtofaction 000337F3 1Addkeyword workshopallowcommandAddkeyword workshopallowmoveAddkeyword workshopallowcaravansetpv bcommandable 1setpv ballowmove 1setpv ballowcaravan 1 Again this works but don't wear Tesla coils around them. If a clever soul knows how to fix that issue even in fo4edit i would be grateful
  12. Hate to be THAT guy and sound like a douche but this is the mod 'REQUESTS' forum for people like me that either don't have time/skills/will to make big mods like that and are either too lazy or too scared to make a settlement mod of their own i'm a little of both which is why i came to the mod requests forum to 'request' a mod rather than the modding tutorials forum where i could learn how to do it myself so 'Learn geck' really wasnt the right answer for this forum. That and for some reason installing the geck messes my game and mods up by altering my registry and i have absolutely no idea why :(
  13. yeh the problem for me is for some bizarre reason every time i install the geck it does weird things to my registry and all my mods stop working then i have to uninstall and change my registry entries just to get my game working again i've not seen anyone else complain about it so just excepted that i'm unlucky lol. I have seen on multiple dialogue quests faction conditions/voice type conditions/interior and exterior conditions etc etc but when removing them it does nothing that's why i thought the filters might be it, like you say i guess the geck must be required no matter what here. Wish someone would make this mod coz i'm losing hope here for me doing it and i love how some mods stop settlers talking to ME all the frikkin time but hate how they stop npc to npc conversations aswell and there are so many conversations in the game that would fit the settlers that desperately need unlocking. Right now it's either deathly silence or outright harassment except the sanctuary crew but if i hear about mama murphy and that goddamn deathclaw one more time lol.
  14. I did try console commanding them in after the encounter and using commands to try and make them settlers but no joy which is why i think a mod is needed.
  15. I should add that i'm aware of voice types and have many settlers in a test settlement with the correct voice types for testing purposes.
×
×
  • Create New...