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Valour549

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Everything posted by Valour549

  1. I see~ I hope that would be a configurable for individual posts rather than forcibly applied to all posts (esp not stickied ones).
  2. This may be an old post but I second this whole heartedly. Would love the ability to collapse / spoiler some long comment or comment chains.
  3. @PickysaurusSorry I accidentally pressed alt enter before typing my whole post. Please see the update OP.
  4. With the new DP system unique downloads are no longer shown in monthly reports. But can't anyone still easily keep track of how many unique downloads a mod has had in the last month? Authors also have the analytics breakdown showing how many unique downloads per month for every mod they have. Just to be clear, I fully support the new DP algorithm implementation, it just seems strange to hide information from the Monthly Reports page that can easily be found on another page.
  5. For items that have an Object Effect, FO4Hotkeys is incorrectly grabbing the ID of said Object Effect instead of the ID of the item itself. Take for example the Cryolator [WEAP:00171B2B], it has an Object Effect namely "Cryo Freeze" [ENCH:0018C353]. So when you try to hotkey the weapon, it instead hotkeys the effect Cryo Freeze, so when you try to use the hotkey it will say [You do not have Cyro Freeze]. FO4 Hotkeys includes the source files, but I can't figure out how to fix this.
  6. Once my character moves a certain distance away, these ugly red patches will start appearing in the ground. When using a scope to snipe from afar, you can see them. It's because a specific ground texture is not loading. Funny enough, the grass and trees textures still all load just fine. It's just that ground texture that ain't loading. See this video. Go from the Sanctuary bridge and run to the food station at the back of the Red Rocket. Use tfc console command and fly back across the bridge. The ground on the side closer to you looks fine. Does the ground on the Sanctuary side have red patches? Use tfc again, and run back to the bridge, but do not step onto the bridge. Now look at the other side again. Does the ground on the Sanctuary side still have red patches? Once you step onto the bridge, about half way, suddenly those red patches will be gone. At least in my case. I've tried days and everything I can find on the internet to fix this issue, to no avail. This happens whether I use texture mods or not, whether they are .BA2 or loose textures. And everything I can tweak with ini's. If your answer is NO to either of the questions above, please upload or post your Fallout4.ini, Fallout4Custom.ini, and Fallout4Prefs.ini. Cheers!
  7. The thing is after you've made changes in FO4Edit, you may need to load a new game (so the quest starts again). Did you try that?
  8. I want to make the item added by FO4 Hotkeys undroppable so I don't trade it accidentally (regardless of the fact it can be re-crafted). In FO4Edit the item is called HM_Activator (1800080D), and I've tried to play around with the Alias section of the corresponding quest called Hotkeys (18000800). This is what I've tried. The reason I tried that is because I have another popular mod, See Through Scopes, and I found out in-game the item added by it is Quest-flagged and undroppable, which is what I am trying to replicate with the first mod. So I basically looked at what See Through Scopes did and tried to do the same with FO4 Hotkeys XDD Sadly nothing I've tried works. Would appreciate if anyone could upload an altered .esp where the HM_Activator is undroppable, or give me some guidance as to what I should do in FO4Edit.
  9. I want to make the item added by FO4 Hotkeys undroppable so I don't trade it accidentally (regardless of the fact it can be re-crafted). In FO4Edit the item is called HM_Activator (1800080D), and I've tried to play around with the Alias section of the corresponding quest called Hotkeys (18000800). This is what I've tried. The reason I tried that is because I have another popular mod, See Through Scopes and I found out in-game the item added by it is Quest-flagged and undroppable, which is what I am trying to replicate with the first mod. So I basically looked at what See Through Scopes did and tried to do the same with FO4 Hotkeys XDD Sadly nothing I've tried works. Would appreciate if anyone could upload an altered .esp where the HM_Activator is undroppable, or give me some guidance as to what I should do in FO4Edit.
  10. All the information I could find online states the default health regeneration cap is 30%, which makes a lot of sense because with Combat 4B (+20%) and Team Support 6B (+50%) this reaches 100% total. But in my game it keeps showing the default cap as 25%, both with a mod that shows statistics and from checking the health bar max regen after a battle. This is especially obvious with only Combat 4B: after a battle you will see health bar regen to 45%, just under half the bar. I have removed all mods and still face the same problem. Can anyone confirm if they have the same issue?
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