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Macrophobic

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Everything posted by Macrophobic

  1. So this synthetic weave is a misc item, like paper folders or books? And you can craft it from aluminium and adhesive (or whatever)? Than everything looks right, you can use anything as a crafting ingredient, it doesn't have to be raw material. Why junk items and components are displayed how much raw material you can get from scrapping? Because they are automatically scrapped when there's not enough material in your inventory/workshop menu (yes, compounds are also 'scrapped'). For example, an aluminium can is scrapped into 2 units of c_aluminium_scrap, which equals 1 unit of aluminium ingame (you can edit the multiplier). Here's the topic about the difference between c_material and c_material_scrap. Maybe you used the latter as ingredient for power armor?
  2. Is there a mashup of the jacket from 'Greaser Jacket and Jeans' and trousers from 'Green Shirt and Combat Boots'? A Schott coat doesn't go well with these highschool jeans and sneakers, besides jeans are already used for Letter Jacket. I tried to use clothes from Simple Clothing and Jackets of the Commonwealth and I even found a perfect denim texture for combat pants, it would be a perfect match, but the first mod wasn't mean to combine these particular clothes, so there are some clipping issues and/or holes. Or maybe someone could recommend me a mashup of this jacket and some other trousers? I use vanilla body and no DLCs.
  3. I made a lot of changes to NPCs inventories, added new faction outfits for scavengers, caravan guards, BoS, vault dwellers and many named characters. However, after I reload an old save, the changes affect only Diamond City Guards (inside and outside the city). As for named characters, they have new clothes in their inventory, but they are not equipped. Does inventory reset after a couple of days or do I have to use "Recycleactor" on each character individually? Maybe there is some way, like some sort of script, to reset all ot them at once?
  4. Actually you could even use the same script. I've just tested it and it works. Under "Magic/Magic Effect" find "NukaColaBottlecapAdder" Duplicate it and rename the copy to, let's say, "EmptyVodkaBottleAdder" Double-click and change the name "Bottlecap Collector" to "Empty Vodka Bottle Collector" In the bottom-right dialog you can see the script's name: "NukaColaBottlecapAdderSCRIPT". Now click "Properties". Change "Pick Object" from "Caps001" to some other item from the dropdown list, like "BottleEmptyVodka01" Now go to "Magic/Potion", find "Vodka" and add a new effect: right-click "New" and select "EmptyVodkaBottleAdder" from the dropdown list :smile:
  5. I'm asking on this forum, cause the author of the Chop-Shop isn't active for quite a while. Thanks to this mod I know how to apply paint jobs to raider power armors. But is it possible to make the Forged use a particular paint (Hot Rod Flames) the way BoS knights spawn in armors and PA with BoS decal? If not, I'll try to add it as a separate PA, but i would rather use the mentioned mod. The whole point is, using different paints makes sense only if paints are associated with factions. I never use power armors (except for BoS quests), and if I had to, I would pick a custom one, like Hellfire or one of m150's. I've already added some faction outfits to the Scavenger faction, maybe I could equip them, as well as Children of Atom, with PA?
  6. Yes, many thanks! Looks like it's fine now. I added another keyword, WorkshopRecipeFilterScrap, now I can recover components in workshop mode and at armor workbenches.
  7. Now I noticed I can get components if I scrap armor/clothes at armor workbenches. They are added to the player's inventory, looks like the multiplier is 0.5: 2 units of c_Rubber_scrap give 1 unit in the game. It doesn't work in workshop mode though. Components, for some reason, are not added to the workshop. I don't think it's caused by a conflict with other mods. It's just like I missed something, left something unchecked. The changes I've made work fine with Immersive Scrapping, the only conflict was the steel formlist (I removed combat armor from this list, moved it to fiberglass).
  8. I want to make the following groups of items be scrapped to: lead pipe -> lead some helmets and combat armor -> fiberglass security armor -> ballistic fiber gas masks -> rubber In the CK under Misceallaneous/Formlists, all objects are grouped into lists and each one is linked to a scrapping recipe. Those starting with modScrapRecipe_NullMelee are clothes, armor and weapons. So I started from removing previously mentioned objects from existing lists. Then I created new lists modScrapRecipe_NullMelee_AntiBallisticFiber modScrapRecipe_NullMelee_Fiberglass modScrapRecipe_NullMelee_Lead modScrapRecipe_NullMelee_Rubber It looks like this Then, under Items/Constructible Objects I created new scrap recipes. There were already some recipes named mod_Null_Melee_ScrapRecipe_Leather, mod_Null_Melee_ScrapRecipe_Steel, so I named my recipes: mod_Null_Melee_ScrapRecipe_Lead - I set 2 units c_Lead_scrap as "required items" mod_Null_Melee_ScrapRecipe_Fiberglass - 2 units of c_Fiberglass_scrap mod_Null_Melee_ScrapRecipe_Rubber - 2 units of c_Rubber_scrap mod_Null_Melee_ScrapRecipe_AntiBallisticFiber - 2 units of c_AntiBallisticFiber_scrap I linked them to existing formlists, then I returned to Formlists and put the mentioned items and some custom items I've created (mostly variants of clothes, armor and headgear) on the lists I needed (by dragging and dropping items from "Items/Armor") I made sure no item is on more than 2 lists (right-click.- use info) After saving the plugin, I moved it to the bottom of loading list and disabled "Immersive Scrapping" mod to avoid conflicts, Now when I run the game, I get no components from these items, except for lead pipe (1 unit of lead). Is there somehing I have missed?
  9. I assume you are using Armorsmith Extended. Cause if you don't use any slot-removing mods, you can just equip Piper (or some other settler or companion) with a piece of armor, remove all clothes from her inventory, then take the armor back (cause armor is not locked and it's visible in the trade menu). Edit: If you are using AE, try installing any standalone clothing mod that does use some armor slots.
  10. You can find utility jumpsuits, including armored version, in Elianora's collection.
  11. Weightless Bodies and Objects to drag the corpses Or you can use Scrap Everything to scrap them
  12. For me it would be Starlight: the location is perfect, in the middle of the map when you're a mid/low-level player, artillery can reach many important targets, including Thicket Excavation (raiding this location is a great idea for acquiring many weapons, armor and mirelurk meat). Quite a large area, very flat and after scrapping radioactive barrels you get a large source of purified water. You can use existing structures, like rooms inside the movie screen and the diner - by using either console commands or some mods you can make vendors sell their stuff from behind the counter, Hangman's Alley is very useful due to proximity to Diamond City, but it's too small to make it a central settlement The Castle is the worst one, because of it's size and shape of the building, walls of the rooms don't have right angle, Hard to find room for more than 20 men, I would rather pulled it down and built a rectangular version. I always prefer to surround my settlements with lon, as tall as possible, multifloored buidlings rather than fences.
  13. It's the main bug of this mod. Well, actually it's not a bug, it's a vanilla game issue, certain locations were just not supposed to be a place for settlement, they reset from time to time (or after completing some quest) and if you build in one of these locations, the cell reset may cause some objects you've built disappear. This may include a part or even your entire settlement. There are not many locations like this and the mod prevents you from building too close to marked locations, but in some locations it can still happen. The real problem is when the workshop was placed in an affected area and it disappears too, cause once it happens, there's no way to re-enable it and you can't dissolve the settlement without the workshop. Conquest is not developed anymore, the author focused on a Skyrim mod.
  14. You asked if it is possible to replace vault suits. The answer is "yes" and you can easily do it using the Creation Kit (or Fo4Edit). You have to create a plugin, cause by default Vault 81 jumpsuits use the dirty version of Vault 111 suit texture. All V81 residents wear dirty suits, despite having a laundry room. There is also a clean version of V81 suit and it's obtalnable with console commands or can be crafted with Crafting Workbenches, but this one is dirty as well. In "ArmorAddOns" tab, find AAVault81Suit, you can type the phrase in the "filter" window. Now the armor addon dialog looks like this: https://www.creationkit.com/fallout4/index.php?title=ArmorAddon In this case, locations of vanilla meshes are: Clothes\Vault111Suit\Vault111Suit.nif (male) Clothes\Vault111Suit\VaultSuit1stPerson.nif (male 1st person) Clothes\Vault111Suit\FemaleVault111Suit.nif (female) Clothes\Vault111Suit\FemaleVault111Suit1stPerson.nif (female 1st person) Now you can edit these paths and use a version from some other mod (e.g. Slooty Vault Jumpsuit). So it's pretty simple. If you want to use vanilla models but with new texture, just follow instructions from my tutorial and the modded versions should be available on the dropdown list.
  15. Yeah, this one's tricky. Dunna why, but I checked DIamond Dogs mod and for some reason there are 3 logos.
  16. If you mean Vault 81 suits, it depends if you want to use a mod with a custom mesh, or a retexture. If a retexture, check my tutorial about material swaps. If you want a custom mesh, like slave suits, go to ArmorAddons (Creation Kit or Fo4Edit) and edit the default path to a custom path.
  17. Why are you even asking? You know everybody would give you the same answer. It's hard to judge by nothin but pictures, just release it and let people download and test it. You shouldn't let weeks of work go to waste. But be prepared for a long list of requests and comments like "I like it, but...", "Does it support CBBE?", "Could you add 20 alternative color versions?" etc
  18. Actually you don't even need to kill a brahmin. Pushing it outta your way is enough for entire settlement to turn hostile, while you can beat and open fire to settlers and they won't react as long as you don't kill anyone.
  19. I often edit or merge clothing and armor mods, recipes, NPC stats. But you are asking about settlement building mods. Most of popular building mods are frequently updated, so removing some features doesn't make much sense, cause it's pretty obvious your changes will be undone after you install a new version. Other mods (like Snap and Build) are obsolete, no longer supported, so any possible bugs you encounter won't be fixed. Be careful with removing items from the workshop menu, cause you can even make entire categories disappear, especially if the mod was already installed and you use the altered version in existing save. If mods you're using are huge and they seriously slow down loading of the workshop menu tabs, making some minor changes won't make much improvement. I know things like planters, greenhouses or pre-war buildings are included in 3-4 different mods, but maybe, instead of removing these features from these mods, a better idea would be just uninstalling some of mods and using only those you really need? And maybe one of these mods slows down loading time more than others?
  20. Each human/ghoul companion has also an unplayable version of road leathers (except for Preston's minuteman outfit) in his/her inventory. They all look like normal road leathers, except they are separate objects and they are invisible in companions' inventory. It was probably meant to auto-equip when you equip your companion with only armor pieces and you take their outfits and all other clothing items from them. But it's never used and when you take the armor back from his/her inventory, your companion stays naked. I'm not sure (I think I've checked it months ago), but they are "invisible" only because they are marked as not playable. You could try changing it to playable and turning these clothes into copies of unique outfits by editing stats and replacing the meshes.
  21. Yes! Thanks, it's the first one, this is the picture I remembered.
  22. Several months ago one modder released some pictures to show he was working on a new armor, inspired by combat armor from Fallout 2. Armor, helmet and arms were already finished and it all looked absolutely amazing. I forgot to add him to tracking list though. Does anyone remember?
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