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Everything posted by TontonCactus
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I was sure such a mod already exist but I can't find it. So... Does my memory fail me? Or am I too dumb to do a proper search? Either way, I'd love a minimap on my pipboy where different type of locations, in addition with a different icon, would have a different color. Let's say white by default, green for the settlements, red for the quests markers etc. Would that be possible?
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Doesn't seem to be related to the mods. I uninstalled the game and reinstalled id. I'm still stuck at logon. The true question is "Why did I bother to reinstall it?".
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Hello, It seems that I'm unable to uninstall my mods. Here's the scenario: - I updated the game few days ago (might have been on Wednesday) and I played. I think I noticed that my mods didn't seem to work but I didn't worry about it. - Today, I wanted to add a new mod (without trying to run the game before) and I realized that my Fallout76.ini was "vanilla", without any reference to my mods - I remembered about Wednesday and thought it was because of the update. I thought it would be a nice opportunity to use a Fallout76Custom.ini so I created it and added the mods in it. - I ran the game and got stuck: my character was like a straw man and I could not move (wasd keys don't react, but esc, q and other do. I can navigate in the menu, check my control and change them with any key, so it does not seem to come from the keyboard) There, I thought that I had messed up something with my mods, so: - I restored the original .ini files and removed the Fallout76Custom.ini filed I had created. I removed also the mods from the data folder. And now when I launch the game, I'm still stuck. I can't do anything but I can see that at least one mod is still there: the text chat is still active and I see other players chat. Sooo... It looks like I failed to uninstall mu mods. I don't know if they have anything to do with my problem, but I guess the first step to investigate is to remove them, right? So apart from restoring the .ini file and removing the mods from the data folder, did I miss something?
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FO4 Will Not Start After 1.9.4.0 Update
TontonCactus replied to ravenigma's topic in Fallout 4's Discussion
I replaced the INIs with backups I made a couple months ago. Game started right up. I guess I never considered that would be the source of the problem because I knew that I had not made any edits to the INIs or installed any mods that made INI edits in a very long time. I didn't know that the updates Bethesda sends out do anything with/to the INIs. Thanks for the help. This has been boggling my mind and it feels great to have it sorted. Hi! I might have the same problem but unfortunately I don't have any backup of the INIs... If you still have both versions, could you please tell me what has been changed? It might help me to fix this. -
OK, I take note of this... But first, I still have some much more basic tutorial to read: I was planning to start with FO4E (which seemed limited but much easier) and move to GECK later, when I understand a bit more everything. I now realize that's not the right way to do it and I have to learn more about GECK first ('cause right now, I have to confess I did not even understand you topic). If I may post here a link to share some GECK's basics tutorial that I found helpful before going through yours, here is a step-by-step guide to fix Sanctuary's bridge which is also a good occasion to learn the basics: https://www.reddit.com/r/ManyATrueNerd/comments/4i1fc0/fallout_4_geck_tutorial_my_first_mod_in_42_steps/ (just in case someone else doesn't know, like me, where to start ;O) I'll focus on the Commonwealth first, and when I manage to create somthing I'll move to Nuka World (O: Thanks again!
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Great, thanks! Dunno how I missed this one. I only found one tutorial about settlement mod using FO4E. Well, I guess I'll also have to improve my searching skill if I want to progress here. Thanks again for this first lesson ;O) Seems I have a lot to read and to test. I guess I just did everything the completely wrong way. I'll be back (here or there) once I'm done.
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Hi! I'm trying to create a settlement mod in Nuka World and I met some strange issues once my mod is active: the map on my pip boy became the Commonwealth's one (but the markers are still Nuka World marker. Only the map on the background changed) I just started playing with the Creation Kit and FO4Edit. I started with the only tutorial I found and now, following some advice, I try to learn by studying other mods. So I started by installing a settlement mod from the Commonwealth and try to reproduce. It looks like this mod just add a workbench, and that's it (which is fine and more easily understandable for me ;O) So I used FO4E to: - copy the Nuka World "permanent" cell so I can modify it: DLCNukaWorld.esm > Worldspace > 0100290F NukaWorld > 01007B9C Persistent Worldspace Cell > Persistent > Copy as new record into... - add a persistent "Placed object", named it "WorkshopWorkbench "Workshop" [CONT:000C1AEB]" and set a position. And that's it. I was not expecting any miracle and I know there's some more work to do to produce a proper mod but I'm trying to understand that step by step. The result is a functional workbench located at the right place, but the two issues described above. I might have other issues as I didn't test all functionalities but I'm working on it. So now I have a lot of questions (O: - Any idea why the map background is changed to Commonwealth's? - Is there some kind of tutorial, or at list a manual, about the creation of mods in general and settlements mods in particular? Next step, if I can solve the current issue, will be: - Add the missing items (right now there are some things I can't build, like the brahmin feeder for example) - Add the green/red borders - Condition the availability of the workbench to the a quest - Change the limits of the settlement to fit what I like So if you have any hint about those question, I'll be extremely grateful.
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New power conduit that goes through walls
TontonCactus replied to TontonCactus's topic in Fallout 4's Mod Ideas
Ho... Yeah... That's exactly what I meant. I'm sorry, its name is quite explicit, I should have find it before. Thanks! -
Such a mod would be great! Unfortunately, I'm afraid Cartman is right: there are other way to do it, either with existing stuff or as suggested by adding your own text to existing mods. There are paper labels with letters too (I think they came with one DLC, don't remember which one), so you can write whatever you want, but it needs "Place everywhere" to be resized and placed exactly where you want, and it doesn't need electricity like the neon letters. However, it's very difficult to place correctly and it's one letter at a time... Another offshoot (but I'm not sure it's even possible) of this would be a spray paint so you can tag everything (like in Counter Strike, if someone remembers...) either with pre-set paintings of with hand written (or stencilled) letters. So yeah, even if there are alternatives, I'd love such a mod too (O: Cartman, if you have some hints or maybe if you know some online tuto where I can learn how to apply my own text on tome object, it would be very helpful)
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I'd like a mod offering to add and/or change the information displayed on HUD: - add in-game time (yeah, I'm too lazy to open my pip-boy for that) - add real time (I know, a simple clock above my screen would do it, but I don't have any clock) - change the way compass is displayed into a round thing where we can see what's behind, and maybe where some notion of distance could be displayed. Or, maybe better, a mini map? - More health status. On the pip-boy, I often see few icons (the only one I think about is one with a heart and some curve on it. I don't event know what it means but it seems to symbolize some health condition, maybe related to stamina...) that I actually never take care of, because I see them only on pip boy and not in-game. Like maybe icons to say if I'm ill, poisoned, tired, suffering of insomnia and so on instead of just the little med-kit icon? - The same option offered in the PA helmet to highlight people. OK, I know the clock looks a bit lazy, but I really really miss the in-game time display. I don't know if the mini map is even possible, but that would be really great. And the people highlighting is my favourite but maybe it would be better in a mod that just creates some specific new full helmet or a mod that allows to use the armour workbench to modify existing eye-gear (but it would be weird to ad this on simple sunglasses, right?) Updated on 2016/12/15: Yeah! The clock is there!! http://www.nexusmods.com/fallout4/mods/20300/? And the framework might allow other cool stuff too (O: http://www.nexusmods.com/fallout4/mods/20309/? I'll try them and come back later if I still have requests (O:
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Dunno if I missed something or what, but if I want to bring electricity inside a house (for items that need 1 actual power or more like pumps, not for the one like light bubble that only need to have some power somewhere around), I have to put one power conduit outside, one inside, and link them by a wire that has to pass by a hole, a door or a window. A power conduit that goes through the wall would be great. Few items to fit various width of walls would be even better.
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Mod to show in game Date and Time as an extension to the UI
TontonCactus replied to rreighe's topic in Fallout 4's Mod Ideas
I've been looking for it for long, and I'm not the only one, proves this topic. And others have done this for other games, which proves it's not just tantrum.