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Everything posted by NaiRae
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I play very similarly to how you do, where it can feel tedious to cart stuff back and forth after while, especially because I play exclusively on survival and my builds tend to have very low strength. I do have a few trips or methods to lower the tedium: - You can cheat your encumbrance by dropping the heaviest item, and then carrying it using the 'holding E' method. If you drop all the scrap pieces of one kind in one lump sum (say, 200 steel you're carting around) it will drop as if it's one item. So you drop the 200 steel, hold E to carry it physically, and then run back to the settlement. this is also useful for getting heavy weapons like Fat Mans back to base if you're low on available carry weight. I rely on this a lot low level. - Dogmeat's carry weight + Lone Wanderer boost are very good. This and the above tip let me clear out most beginner sized dungeon locations in one or two trips. - After a few trips I start building, and see what all I want to make and what I am low on. I then go back to the locations I have cleared and grab the items with only the components I am low on instead of indiscriminately everything. - To get ammo low level when you start in harder areas, I trade the high value scrap, like gold bars, cigar boxes and cigarette cartons, the paper money, watches, gold plated lighters, etc. I set these aside in a separate container so I don't accidentally use them for building. Also avoiding using more ammo than I need to, so roaches I melee always, and I don't use automatic weapons at all. As for actual settlement building methods, I usually start off with a settlement that is easy to take, rather than ones with people living there I have to do a quest for. I like to set up water production and a bed right away, plus food supplies, since I play in survival. Other than that I don't care much of the order I take. I usually only put the beacon in one or two settlements that are set up to be recruitment centers (Sanctuary and Spectacle Island are good for these), and then I move them to permanent homes that I have set up to sustain so many settlers. Red Rocket or Hangman's Alley I usually set up as a me plus favored companions home, no settlers. :smile:
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F4 Mod Request: Black Bomber Jacket
NaiRae replied to YourInnerWolfe's topic in Fallout 4's Mod Ideas
Just wanted to tell you: You can definitely mod with a cheap PC. I started with a computer that was below the minimum requirements for Fallout 4, it was a $500 computer. I also know a not insignificant amount of people who do the 3D asset work for mods with a very very low end graphics card - I used a 1050ti for a significant portion of my mods - and that was an upgrade to the $500 computer (it started with a 610 lmao). A couple of my slav friends do amazing work with much worse. x) People grossly overestimate the hardware needed. It will be faster with a higher end PC, but if you have low-end hardware the only thing stopping you is a lack of patience and will. If you can run the game you can make stuff for it.- 8 replies
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- fallout 4
- mod request
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(and 1 more)
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You'd have to edit the mesh to remove them, the building is all together in one .nif.
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- fallout 4
- red rocket
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creativty, motivation, environment relevant for future modding ?
NaiRae replied to xrayy's topic in Site Support
So to uh, get this derailed train back on track: I think people mod for different reasons and there is no universal motivation, it comes entirely down to the modder themselves. Some of the big ones I see in my section of modding: - Portfolio building to land a gamedev contract in some way - It's a creative outlet to process real life stress - Community interaction/recognition/endorsements/downloads/etc. - The puzzle of figuring it out being the motivation - Something was in the game they wanted fixed - They want to feel like they contribute to something greater and provide something back to the community they're apart of For me personally, I usually get ideas based on what I wish was in the game, and then a puzzle will motivate me to actually do it. The problem with my type of motivation is that since the fulfillment happens before I actually release something, I have a lot of projects partially done that sit dusty in a folder because I "figured the thing out" and motivation is gone. I am also community oriented in some small groups - I have been known to spend effort doing small requests and write up little guides or help people make things they wanted if they contribute to my social communities in a good way. I do not necessarily care to receive recognition or attention for these things, I just like the act of giving. Edit to add: I also probably fall into the 'creative outlet for stress relief" category. I started back up on projects significantly after I had a car accident in April, and it's something I do when I feel like crap in general, so. The reason this topic has derailed is because certain motivations listed above can feel threatened by the nexus changes. Mine are not, in fact I'd argue my motivations would benefit in some ways, so I am unbothered. Someone else's motivations might be. I think instead of arguing about whether things were good or bad in a black and white manner it would be better for everyone to identify their own motivations and think about how they could fulfill them from this point forward. -
Oh, well I'm out of ideas on how you got in then! :sweat: I'm not too active on the forums, I just wanted to chime in that I did have to have a mod I published myself get to that amount before I got in, even though mods I was author on the page for and managed at the time had hit the download threshhold.
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I'm guessing it's what Dark said here. My experience before DP was even implemented. If you got access around the time DP was implemented, or after that time, this would explain it. :)
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When I first got access to GMAD it required that the mods in my name have 1k unique downloads. This was 5ish years ago. The pages I was listed as an author/ page manager on did not count. This was also true for other small authors I have helped since then. If that was ever how it worked, it's been a very long time since the change.
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Why was the "Synth Lives Matter" mod deleted?
NaiRae replied to TheMalevolentTrout's topic in Fallout 4's Discussion
https://forums.nexusmods.com/index.php?/topic/9136853-bp12946-formal-warning-issued/ -
Donation Points Stats and No Ads for Mod Authors
NaiRae replied to BigBizkit's topic in Site Updates
I paid my way to no ads a long time ago as a thank you for everything you do to support us, but I'm still very appreciative of the gesture to give back. You guys rock! -
Win a copy of Fallout New Vegas or Fallout 3 with GOG.com
NaiRae replied to Pickysaurus's topic in Site Updates
:DDD Thanks for this giveaway! -
:ooooo
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I don't know you, from your posts you seem like a very sweet person, and I agree with DaddyDirection about your screenshot abilities. They're all very lovely! Unfortunately, that isn't a big insight into who you are as a person, so I'm going to have a difficult time connecting you there. It'll feel fake because I'm a stranger, I know it did for me when I was in your position. I can tell you that you do want to live. That's why you posted here. I can tell you that your brain is sick and making you feel like this is the only way out, but you know it's not. That's why you're asking for help. People make fun of this sort of thing, but they're wrong to. This is you fighting a mental illness, and you're in a period of crisis where it's worse than it usually is, and you can't remember it ever being better. But it has been better, and it will be better, and you do know this.1-800-273-8255 is the number for the US suicide hotline, I saw that you were in the US like me (we're also the same age!) Please, please call.
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File > Preferences > render window > grids to load - I would lower this to 2 when working in heavy areas, it resets when you close the application (or it did for me). There's also View > Current Cell Only. I also advise against extract files into your game directory or else the game and CK will try to load those above the ba2 files. I have a copy of all files somewhere else, and that helped significantly. Apart from those, I didn't really get stable functionality with little lag/no crashes until I got a SSHD when my HDD burnt out. My specs are lowers than yours though.
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Been a while since I last modded, can I get some help?
NaiRae replied to Vanusk's topic in Fallout 4's Discussion
Start with trying to merge armors together and weapons together, because if any of them edit a leveled list you'll want a merged patch for them anyways. As for looking for incompatibilities, go here: http://www.nexusmods.com/newvegas/mods/38413/? to learn how to scan for incompatibilities and use xedit in general. It's the same program as fo4edit. -
Operators are my favorite, but I usually end up siding with the Pack too. I just can't stand the Disciples attitudes. I did a playthrough where I sided with Operators + Disciples and afterwords the Disciple new recruits would say "Oh you favored us? that means you like us.... or are scared of us." Excuse me? I wish I could kill new recruits for disrespect without pissing off the gangs. Ugh
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FWIW I have never had luck generating navmeshes. It usually freezes or crashes before finishing. My PC isn't the greatest so I have no idea if this is typical or not. Doing it by hand gets faster the more you do it, and comes out with better results. If you're going to making a lot of things that need it it's worth practicing.
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Not sure if double-posting is frowned upon, but I figured out the problem and wanted to update in case anyone else having this problem in the future. A better description of what was happening at this point is that it was obviously glitching when trying to place/move items. When place the behavior was erratic, sometimes the collision would line up, other times not. If you tried to pick it back up, it would turn around, flip upside down, shoot in a random direction, spin in circles around the character, or freeze in place. Some of the items in the static collection I made had conflicting physics despite being made from all vanilla static objects, in these specifics cases it was the pet food bowls. Going into nifskope and figuring out which was the collision for the bulk of the item, and then deleting the rest fixed the problem.
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I'm in the middle of creating new furniture objects, and some of them are behaving... strangely. Specifically only my doghouses actually. I've made beds, couches, and prefab buildings using roughly the same method and all works well. I create a static collection in the CK, export it, then add the nodes and adjustments in nifscope as necessary, and I use base objects of the same kind to get an idea of what everything needs as far as nodes and properties go. The doghouses work fine until after you build them in workshop mode, they will either fall through the ground, or teleport to some other location in the settlement (as in, I placed one near the back of the Red Rocket, and I found it in the front by the filling stations). I'm... stumped. Loading the vanilla doghouse up there are no extra nodes apart from the animation one, and I have all static item properties the same. This is the same thing I did with the prefabs and those work wonderfully after being navmeshed. I don't know where to look next to troubleshoot.
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http://www.nexusmods.com/fallout4/mods/12675/? Only one of the warehouses is available as a player home, however. :)
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I would love something like this, I also tend to add scars and bruises and after particular fights anyways.
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This was actually going to be my next project since I finished my "tester" project. I was only planning on turning one of them into a player home, and the other two for something else (like maybe more housing in general since there's like, nothing). I'm not sure if people would prefer furnished or non-furnished, however?