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GrimSimon

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  1. So, in the build menu, we have one terminal that can be built, it's cobbled together and sparking... But, in the vanilla game assets, there are a half dozen different types of terminals. Desktop, standalone kiosk style, wall mount... All they need is a power connection, which I have no idea how to add, or I would have done it... Anyway, with all the mods and functions that use a terminal, I'd think that having all these neat alternate terminals would be cool. Just a thought. GS
  2. I really like the new layout. It'd be nice to be able to customize what you can see, and have filters to constrain the content to topics you're interested in. Slashdot does this a lot, where you can customize feeds and content, so you get the view you want at the start. The other thing I'd like to see, is what game the mods are associated with somewhere prominent on the mod tiles. I love the idea of seeing what mods are in other games, but I'd like to know what the game is before I dig down into the details. Thanks for all the work! GS
  3. I've attempted to track this back through the code with xedit and CK, and I end up getting lost. There are events and scripts for loading a fusion core into a PA frame, and for entering a PA frame(it's called furniture in the code). I'll see if I can nail it down tonight, but I'm not a programmer/3d artist, so this is all pretty new for me. Hopefully someone with more experience will chime in. GS
  4. I'm curious why you didn't look at rigging it from FO4 assets? As someone else suggested, you could make it a hover vehicle, which means you don't need suspension animation, or kickstand animation... Something like a modified in-game motorcycle with the Mr. Handy hover jets. or the jet pack jet flame animation. Add a custom animation, like inserting the fusion core in PA for fueling the vehicle, the mounting animation, and change the PA hud and you should be good. You don't even need to explain the smooth movement, no bumps with hover... Anyway, I look forward to seeing what you come up with. GS
  5. It's probably related to greeble, which I know of as a made up word used in prop making and special effects. It refers to any little random bit added to a larger structure to make it more visually interesting: https://en.wikipedia.org/wiki/Greeble Anyway, that's my guess... GS
  6. If I was going to bash together some models, and I needed a point to snap a wire to, how would I make that? I guess the closest thing in game presently, is the crafted computer terminal under miscellaneous electrical gear... Any help would be appreciated. GS
  7. I figured it out. She's still annoying, but she'll sell stuff, including Justice and the other Legendary gear she carries. She also counts toward my settlement population and happiness, and she works as a farmer. :) Good to have the doctor and Penny back with the program.
  8. I did the 'sleep 4 days' thing. I've ignored her for the last couple of game play days. But she's not going back to being a merchant. If anyone else has any ideas, I'd appreciate the help. GS
  9. So, I ended up killing Penny in Covenant, which was a problem, since I really wanted to keep her shop open. So, I dug around and figured out how to resurrect her and stop her from trying to kill me, and stop everyone from trying to kill her. The problem is, now she's not set to being a merchant. Anyone have any idea how to reset her to being a merchant? This is what I used to bring her back: prid 537e4 enable resurrect recycleactor removefromallfactions addtofaction 1c21c 1 addkeyword workshopallowcommand addkeyword workshopallowmove setpv bcommandable true setpv ballowmove true setpv ballowcaravan true moveto player Then I fast travelled away and returned, then sent her to Covenant through the workshop, even though she was already there. So now she shows up as a settler in my settlement, and she moves around, but she displays as unassigned, and she won't sell anything. Is there a flag to set that makes a NPC a merchant? Thanks! GS
  10. I finally fixed the issue with a brute force approach. I backed up my save and NMM dirs, removed the game from my system, then reinstalled it from scratch, then restored all the saves and mods. It seems to be working now, except for a strange behaviour with the workshop where using the console additem command to give myself resources doesn't always work. I get the item, but the workshop doesn't see it. It's weird. Thanks for everyone's help.
  11. I'm running a lot of mods, mostly graphics tweaks, but also a fair amount of building ones, like postal bags, crafting stations and Homemaker. I recently had to back out all of my mods so that I could remove one of the backpack mods that was causing the game to crash when I disabled it. Anyway, when I went back in to try and rebuild some of the stuff that I'd lost in the roll back, I started giving myself resources to build using player.additem. It was working ok, until I needed several 'gear' junk items to create water sources. I did the player.additem e1ff9 99, which added 99 of the item to my inventory, then I dumped it into the workshop, but when I bring up the build menu, it doesn't show the new items. Anyone have any ideas on what's going on here? Thanks! GS
  12. To the best of my knowledge, nothing I have done will have changed those. Could something have changed the reference to the model? I use Homemaker, and a bunch of building mods, improved junk fences, but those are the only ones I can think of that might have affected that model.
  13. Yeah, I can store them, but the model in the build menu also shows up with the same symbol. So I end up with a bunch of weird stuff stored that I can't use. Not sure if it's the texture that's missing, or the model.
  14. So, I had a helluva time getting rid of one of the backpack mods. The solution involved me removing everything one mod at a time, starting up, saving, then quitting. Repeat until every mod is removed. Now, I have to go back and fix a bunch of stuff that was removed when I took mods out. One problem I've run into, is that the tall guard post model is...missing, or broken. It's a base asset from the unmodded game. I get a big red diamond with a '!' symbol in it wherever I've built one. The mouse-over still correctly identifies what should be there, and even the build menu shows the same diamond with '!' for that item. I can build them, but then I can't get rid of them because I can't select the error symbol. Anyone experience this? Any suggestions on how to fix it? Thanks! GS
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