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Deleted2948850User

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Everything posted by Deleted2948850User

  1. Fallout4Custom.ini is not the file you're meant to edit, instead you edit the Fallout4.ini and Fallout4Prefs.ini files (located at C:\Users\[user]\Documents\my games\Fallout4). You change the sResourceDataDirsFinal=STRINGS\, line in the Fallout4.ini to sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ and the bEnableFileSelection=0 line in the Fallout4Prefs.ini to bEnableFileSelection=1. Note that if you're running the FO4 beta, you will also need to make the plugins.txt (located at C:\Users\[user]\AppData\Local\Fallout4) read-only (after you've added the mod .esp names you want to run to it ofcourse (*insertnewline*[mod file name].esp)). If you don't make this file read only, the FO4 launcher will blank it out on every launch. The longer load times are probably due to the fact that a full sResourceDataDirsFinal= line makes the game scan the added directories to load in any loose files it finds there. So if you're running mods dependent on loose files, you shouldn't clear the sResourceDataDirsFinal= line and you should NEVER delete STRINGS\, from the line (the game has a couple loose string files of it's own which it would be unable to load if you did that).
  2. Heya folks, I'm trying to locate the inventory forms for companions so I can edit their default weapons (and corresponding ammo), maybe even to make it so they don't use ammo at all even with given weapons. But I haven't had any luck finding their inventory forms. If anyone has anything to point me in the right direction, this would be much appreciated =] Ps: I've already gone through the container category, but no luck so far.
  3. Don't delete the GO reference, this is the world model when it's laying on the ground or w/e and not the equiped model. Here's what you do, 1st find the helmet under the Armor category and remove the 30 - Head flag from it. If you don't remove that, the game overrides the hair model and you'll be bald when it's equiped. http://staticdelivery.nexusmods.com/images/1151/2948850-1448558649.jpg Then find all the helmet parts under the Armor Addon category and remove the male and female model references. http://staticdelivery.nexusmods.com/images/1151/2948850-1448558384.jpg I know, the example images are for Piper's cap, but it should work the same for any helmet/hat.
  4. The ability to place live grenades/mines unlocks with the 2nd rank of the Pickpocket perk.
  5. Use bought PA frames, for some reason these are excluded from the cell-reset error and won't revert to their starting values.
  6. I'm currently working in this, though I'm having a hard time finding the correct forms at this time.
  7. May I remind you that FO4 is still somewhat in a beta stage. Like so many other games these days, publishers rush deadlines which end up in somewhat unfinished game releases. Wait a few months and they'll probably have patched a lot of these sort of things. Meanwhile, I do have two solutions for you; 1) Don't bother with settlers and companions. 2) Don't play the game. Problem solved =D
  8. In FO4Edit, the vendor inventories are located under the container category. Hope this helps =]
  9. I've found the reason for this bug, it's a problem in the game engine. Apparently editing the cells causes the cell update to break which in turn resets all furniture items (yes, this includes PA frames) to be reset to their starting values. It does however not seem to affect containers that you've placed yourself and for some reason PA frames that were bought from vendors. This means that at this time I have no solution for this bug and we'll have to wait for Bethesda to fix the cell update.
  10. The console command you're using is fine. The outfit forms are used to generate equipment on NPC's (mostly based on your level), could be that these forms are overruling the changes you're trying to make.
  11. I haven't used this mod personally, so I can't be certain. But did the mod come with a material file? The game itself uses material files as well to display wet characters in the rain 'n all, seems logical a mod that makes you sweaty does the same. Look in Data/Materials, if there's a .bgsm file in there someplace, it's probably what you need to delete to undo the mod. Can't give you a guarantee, but worth a shot. Hope this helps =]
  12. The hell.. Think they're just trying to coast on the popularity of the game and it's mods.. Sooner or later they'll probably end up pissing off the wrong person though.
  13. I found out why it didn't undo the changes for me, another one of my mods which adds a new set of clothing to the same cell as that combined object. Apparently adding a new placed object instead of overriding one has the same effect when it comes to detaching combined objects, who knew. I'll test whether or not adding a new object still causes this bug. Edit: Messing with the placed objects in any way seems to have the same effect. Be it overrides or new forms, they all seem to both trigger the combined objects detachment and the container respawn bug =/ I'm currently experimenting for a viable, bug free workaround.
  14. This is very odd. I've somehow managed to trigger this bug, not sure how. It seems though this doesn't apply to every container, seems that only the PA's and containers that were there already there are affected. Weird thing is, I've removed my modded .esp only to find that the 1st combined object I've detached still has the modifications I've made to it in-game even though earlier testing proved that those changes should've been undone once the mod was removed..
  15. It could probably be done with FO4Edit, but it's near impossible to add new models at this time. You'd at least have to wait until full support for the new .nif format is available to the public.
  16. Huh, now I'm really curious as to the cause.. Still can't reproduce it.
  17. @randydg: @Danneyo: You could still act out the revenge for Kellogg taking your kid. Might take a little out of the story, but not nearly as much as changing the timeline altogether.
  18. There's still a shield equipment slot leftover from Skyrim, you might be able to utilize that to add shields. I believe Super Mutant Behemoth use this slot for their shields as well. Might be hard to add shields without full FO4 compatibility of the currently available modding tools though.
  19. That can't be it.. My .esp uses both the Red Rocket exterior cells and doesn't produce this bug..
  20. You're on to something there. Kellogg knocks your spouse out, leaving them alive. He still takes Shaun, Thus keeping the wanderer's driving force to head out into the wasteland and finding his/her son. You could even add your spouse as a follower or leave him/her in the care of a settlement.
  21. Good luck! Do let me know if the bug reoccurs, I'm interested to know as to what causes this.
  22. Why? All the technology to download/upload ones mind is already there. And I'm going to have to assume that cloning tech exists in the Fallout universe as well. Okay, okay, I suppose it doesn't have to be a synth turned human, but at least some alternative to completely undoing the Wanderer's timeline. Besides, if he/she went back to the pre-war era along with his/her husband/wife and child, wouldn't they still have to face the war? Ps: I'm not questioning your time as a modder or your previous mods, but if you ask for people's opinions you should expect some criticism as well. And in my personal opinion this would simply undo the driving force and storyline. On top of that I'm simply giving you some alternative ideas that would achieve similar end results while maintaining what I think shouldn't be lost. Do with it as you see fit and good luck with your mod.
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