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Aidopunko

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Everything posted by Aidopunko

  1. Hey everyone, I've run into this weird CTD on a heavily modded FO4 game that Iâve been trying to troubleshoot and I'm wondering if anyone has seen something similar or can brainstorm a possible culprit. I am many hours into this play through and have spent tens of hours in FO4Edit resolving conflicts and am not seeing crashes otherwise. I'm at the Prydwen and have just started the quest 'Learning Curve' that you get from Proctor Quinlan. He tells you to go down to the airport and speak with a scribe. When I get down there and speak with her, if I respond that I am ready to start the mission she responds affirmatively and I get an immediate CTD. I'm trying to think logically what mods might be causing this as the crash happens, I assume, immediately as the quest progresses to the next stage, one of six or so locations are chosen for the quest and the NPC is scripted to follow me. Here are the things I have tried so far: 1. FO4Edit shows that the quest dialogue for this scribe is overwritten by Player Comments mod. I deleted the entries from the plugin for this quest and still get a CTD. No-one else seems to be reporting this error on the mod page. 2. The quest itself is being overwritten by Player Comments (because of the dialogue) and then by Keep Commonwealth Radiant quests within the Commonwealth mod (which adds a condition that the location chosen by the radiant quest be within the Commonwealth). Again, removing this from the mod plugin doesnât solve the CTD and no-one else seems to be having this issue. 3. I can use the console to coc to each of the six possible locations (listed on wiki) that quest can apparently send my character to without any problems. My character has never previously been to any of these six locations. 4. I have wondered whether Amazing Follower Tweaks could be causing the crash. I have tried after dismissing all companions and still see this crash. The mod is at bottom of load order so there arenât any conflicts. Also, no similar issues reported on the mod page. 5. I can use console to setstage the quest - using setstage 40 immediately crashes the game while 50, 60, 70 all seem to work as it should. Can anyone offer any ideas on where to look next? Thanks in advance.
  2. I've been collecting hats. You can trade with the settlers, give them bits of armor or weapons and then move to their inventory and there should be an option to equip the item when you select it (it is Y button on controller). Anyway, give them certain clothing or hats should make it easier to remember what they are doing.
  3. A standalone jet pack that isn't part of power armor would be kinda cool
  4. In response to post #24581189. #24581254, #24581444 are all replies on the same post. @akkalat85 mate you are talking about the company that was selling horse armor DLC a decade ago. Both of the instances of Valve taking profit from community creations are for free to play games, whose continued development is funded by those sales. This is a single player game that will see no further development that Bethesda already charge money for. Both companies deserve their share of criticism but I actually feel like this is something that Bethesda have wanted to do for some time. After all, Valve are taking the same cut they do for any other transaction, Bethesda are the ones deciding to keep ~45/50% of the money.
  5. Sooo .. Long term, if this becomes popular, what are the implications? A lot of people talking about how hard it will be for paid mods to compete with free nexus mods but when the next Bethsoft game comes out will there even be the option for nexus mods? I mean, if the publishers start making money, for zero effort, zero cost, zero risk and zero QA required, why wouldn't they lock their game to only support steam workshop for mods. They would be leaving free money on the table. This is the start of a closed mod system, mod creators should be looking at the long term effects of opting into Bethsoft and Valve's scheme. Second, if people are buying mods, what incentive do publishers have to not release a half arsed game for full price and collect ~50% of the sales of the inevitable mods that the community makes to fix up their shitty game? They are already incentivised to remove features to sell later as DLC. If this becomes a thing, then why would a publisher spend money to add a popular feature to a game when they can leave it out and cash in when the modding community steps up? Third, even if it doesn't succeed, they are warping the concept of user mods into free DLC. Worst case for them if the modding community is destroyed its no problem because they can develop their own DLC with less/no competition from modders who used to do it for free. I am so disgusted with Valve and Bethsoft, shame on their greedy asses.
  6. Yep using that explorer. The code is identical in UE Explorer so I'm following up to that point no problem (see below). You can also use View Buffer in UE Explorer which is showing me the same as what my hex editor is on the unpacked class file so I assume that isn't the problem. :shrug: class XGAction_Overwatch extends XGAction hidecategories(Navigation) notplaceable; simulated function bool Init(XGUnit kUnit) { BaseInit(kUnit); return CanBePerformed(); } simulated state Executing { Begin: Sleep(1.75); CompleteAction(); } Edit: Perfect, thanks Daemonjax :biggrin:
  7. Thanks Daemonjax for all your efforts, really making it easy for the rest of us. I'm getting a little stuck using your post above as a guide, specifically on the part in quote tags above. I have XComGame.upk uncompressed with the decompress tool on Gildor's homepage and also unpacked into a folder with the unpack/repack tool you suggested in another thread. I have opened in UE Explorer but when I open the XGAction_Overwatch.Class with my hex editor I see: bd 86 00 00 00 00 00 00 e1 7f 00 00 00 00 00 00 a8 86 00 00 00 00 00 00 ff ff ff ff ff ff ff ff 00 00 00 00 00 00 00 00 09 00 00 10 ff ff 02 00 00 00 01 00 00 00 31 3a 00 00 00 00 00 00 a7 86 00 00 12 00 80 00 92 fe ff ff 32 55 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 64 54 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 32 55 00 00 00 00 00 00 aa 86 00 00 ... and therefore I can't find the float 1.75 in hex for me to change. This is also what UE Explorer shows in the View Buffer option for XGAction_Overwatch. Am I missing something? If you can help some more that would be awesome.
  8. This is great, thanks for the effort. Do you have any ideas of what iRange and iRadius do? I would love to increase the ArcThrower range Another thing I would like to change is standard medikit uses, maybe from 1 to 2. Can't really see anything in the item properties that determines that : /
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