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Balx2

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Everything posted by Balx2

  1. You can edit GCBUILDINGGLOBALS.GLOBAL.MBIN if you want longer wires. Change the following: <Property name="BuildingPlacementMaxConnectionLength" value="200" />I've tested it with values up to 2000 so far and it works without issue.
  2. To each their own, I'm glad it's gone.
  3. Like someone else said, mod authors usually make their mods because they want what it adds in their game and are nice enough to share them. Sometimes we make a mod because someone asks on the forum "is X possible?" and someone else says "no it's not" and we go "hmm I f*#@ing think it is." I take the approach that it is the end users job to run their load order through FO4Edit and look for conflicts and either search for a patch or make one. Some times a mod author is kind enough to provide patches but I never expect it. I'll ask but if they say no or don't respond, I've learned how to make them on my own. The initial idea would have merit if people were not inherently jerkoffs, look how 99% of wiki's work
  4. I nuked that play through and started a new one with zero mods other then my personal custom fixes to stuff and didn't have the issue this time around. I still have no clue which of my mods caused the issue and I spent several days looking at them all in FO4Edit and the CK so I dumped them all and went for a more vanilla playthrough. I'm sorry that I can't give you a clear answer about this issue Loriwood01. Another one of the threads about this issue saw someone knowledgeable like SKK post a modification to DLC04DialogueSettlement quest but I'm not sure if that would fix your issue.
  5. I'm glad you got it to work. I only wish the developers kept things as simple as possible, other then unique weapons you find on vendors, it seems like every damn thing in the game is done four different ways so trying to find good examples in the CK can be such a pain in the ass. IE I found another part of the game with annoying audio so went to fix it and found that this one was not just an X-marker or a speaker but also had a quest attached that controlled audio for parts of it but not the entire aspect.
  6. I wanted a certain weapon with Rapid mod to be on a vendor so what I did was: Form List – created form list and added the OMOD mod_Legendary_Weapon_speed “Rapid” Leveled item – created and added the base weapon type I wanted and overrode the name, adjusted level and chance to taste Quest – created a quest, attached CustomItemQuestScript and edited in my Leveled List, Form List, and my reference to the vendor. I never tested adding the weapon to a non-vendor npc because I wanted it through a vendor but it should work
  7. yeah this magical scrap everything that manages to not break precombines, the system you have to break to scrap s#*&#33; that otherwise you cant scrap... see how that sounds?
  8. Music and sound in FO4 is a pita. There is no uniform way it's applied. LarannKiar points out the most important thing though, you need to look at all scripts with the suspect mod and decompile the scripts if source wasnt provided, which is easy enough to do with the tools for FO4.
  9. One page unless you want to annoy people, we don't need another dd
  10. Have you tried something like this? https://www.nexusmods.com/fallout4/mods/23559
  11. Well good news or bad news, not sure which yet. Verifying files to fix amphitheater broke a bunch of textures in boston and caused a few areas to CTD when I enter them so time to zap everything and start again. Not sure when it'll happen but this is top of my "find and kill/fix" list. One mod at a time it is.
  12. If that mod is on nexus, provide a link and I'll look at it and as well.
  13. Yeah I cant figure out why the doc is being a punk, cant find any conflicts in my load order and nothing stands out at first glance. I need to find which patch version this issue started being reported and work from there but I'm going to be lazy and get to it next play through.
  14. https://forums.nexusmods.com/index.php?/topic/9766693-nukaworld-merchant-issue/ Had the same issue and could fix all but the doc. It's top of my investigate list when I start the next play through but I'm not interested in throwing away my current one.
  15. I use FO4 Hotkeys so gave it a try because it sounded interesting and couldn't make it work. Granted I only put in a couple hours effort because I hate no drop s#*&#33; cluttering my inventory.
  16. That's a big "depends." Depends on what? No one f*#@ing knows, like at all. It's one of the reasons after I was forced away for a few months that I didn't come back and work on mods, precombines f*#@ing suck and landscape is a b&amp;@*&#036;.
  17. (1) I don't use UFO4P, I am aware of the not similar at all reports of fubar merchants and UFO4P 2.0.9's fix (2) Posting to see if anyone else has anything similar to this issue, how they may have solved it or if my temporary fix is useful to anyone I made it to Nuka World and finished the intro quest and am ready to go out and be the best me I can't be, however, first thing's first, I need new guns. Only there is one little issue, Chip Morse, Maddox, Shelbie Chase, Aaron Corbett and Mackenzie Bridgeman won't speak to me. What is a vault raider to do? SQV DLC04DialogueSettlement Above command shows the following alias ref's as NONE ChipMorseMaddoxShelbieChaseAaronCorbettMackenzieBridgeman Doing the following fixes all but MackenzieSSQ DLC04DialogueSettlementTargeting each NPC in console then typingForceRefIntoAlias ChipMorse (or whichever npc you are targeting from list above) So great I can now shop to my hearts content, but I'm hurt doc, why do you refuse to offer me treatment? I thought my medical plan [Overboss 2.0 PPO] covered bullet wounds and my attempts at gaining super powers by swimming in radiation. What is a vault raider to do? - I might just scrap this play through and start again, I had to verify files to even be able to enter the amphitheater or nukatownmarket but im curious as to why the alias's failed to fill
  18. Just saw the story and the first thing that came to mind was "oh f*#@"
  19. Did you declare your properties? Quest Property FlowerGirlsSeduction Auto Const Int Property seductionRank Auto ConstNot sure if that's correct, someone with more knowledge can correct me.
  20. Default grid 5 touches 9 cell groups (a 3x3 of cells). If you generate vis then you will find a *.uvd file where the * is FORMID. If you stand in the center and I will use -26,6 as an example and generate all loaded then you will jump to 9 group centers during the process. If you move one cell straight line to the right for an example -20,6 and generate all loaded, suddenly you only load 6 clusters. If you move diagonally one cell to -22,5 and generate all loaded, suddenly you only load 4 clusters. Ok set grid to 9 and stand in -21,6 you are loading 9 clusters. Move one cell left,right,up or down and you now load 12 clusters on generate all loaded. Move diagonally one cell and now you load 16 clusters when you generate all loaded. Sanctuary is a popular spot to mod. Sanctuary covers two cell groups/clusters with centers at -21,21 and -18,21. Generate all loaded would work fine if you don't care about RedRocket (another popular spot to mod, right next to sucktuary) which covers 3 cells in group with a center of -18,18. (Your sanctuary generate for all loaded just hit upon the cluster RR is in) --> that's with default grid of 5 btw. Imagine grid of 9 and deciding to generate all loaded from the bridge, oh hello concord. Hope that makes any sort of sense to anyone else on why all loaded may not be a good idea. IMO if you are not doing s#*&#33; across 50+ cells dont use it.
  21. Good link, RedRocketTV and Trosski have good videos as well. That excel sheet was a great idea imo, I made a copy and tested rebuilding precombines and learned a lot. There isn't really a right way or a wrong way if it works but I think Instant Hero's video is the best source at this time for people. If you want to see how generate all loaded behaves then make a 3x3 grid of cells or just use this list as a sample {sanctuary/vault111} Center -21,21 cells in grid: -22,22 / -22,21 / -22,20 / -21,22 / -21,21 / -21,20 / -20,22 / -20,21 / -20,20 Generate all loaded from various cells in that 3x3 and watch which *.uvd are created (each *.uvd represents one 3x3 and is the FormID of the center cell) and mark your grids on your paper or excel sheet. Set your ugrids to 7 and do it again. That should give you a better idea of when to generate current cell or all loaded and how doing it in downtown can be problematic. Your mileage will vary.
  22. I always ended up having issues with Grass Landscape Tree Water mods when I was trying every single one of them. Saw all the sweet pictures with nice ENB's and videos that looked smooth as butter, however I experienced the joys of 8bit gaming all over again. No story short, I ended up with the following mods and merged them all into one esp with ba2. No jacked precombines and only found one single rock that needed to be fixed in the CK, and it's under water so no sane person would normally find it. Vivid Watershttps://www.nexusmods.com/fallout4/mods/16425Reflective Waterhttps://www.nexusmods.com/fallout4/mods/34419WET Water Enhancement Textureshttps://www.nexusmods.com/fallout4/mods/20775Natural Landscapes (2k-4k)https://www.nexusmods.com/fallout4/mods/38841The Aspen Commonwealthhttps://www.nexusmods.com/fallout4/mods/40991True Grasshttps://www.nexusmods.com/fallout4/mods/23469
  23. So you are saying you have *NO* other saves on a hundred hour plus play through that you can revert to? When mod testing don't save, don't quick save, don't exit save. Or don't use your big play through to do it on.
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