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Hello, I'm hoping someone might help or ask to help the mod author of Cigarette Card to create a display rack for the cool cigarette cards the mod provides when you open one of it's packs. Right now they are junk, but perhaps in a the chem station + plastic, they could be converted into a laminated misc card that then could be put onto some sort of cool rack. I presume it's not as simple as creating a recipe and giving that Misc item a keyword or something from the magazines to allow them to display in a magazine rack (wrong size too, etc etc). https://www.nexusmods.com/fallout4/mods/37798
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I tried to make a patch that allows the player to Repair the Creation Club Sentinel armor by way of a keyword add from Ada, which says it allows players to repair. However . . . it must be more complicated than that. Does anyone know what else or other would be needed so we can repair our CC downed walking/talking PA?
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Randomly getting duplicate holotapes
Deleted35607895User replied to Deleted35607895User's topic in Fallout 4's Discussion
Ok, that respawn thing's a very helpful thing to check. -
Randomly getting duplicate holotapes
Deleted35607895User replied to Deleted35607895User's topic in Fallout 4's Discussion
Generally, not specifically. -
Hello, I'd appreciate any ideas as to why the mod might be plopping in duplicate holotapes. The original is offered up as a quest. Later, random additions appear. Any suggestions as to what I'd look for to solve said dupe?
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I tried to create a patch to take one NPC line item as a copy/non-override from Sim Settlements Conqueror combined with a lvl list override from CMG. While those two line items work to spawn NPCs from that lvl list when those two lines are IN the CGM mod, they don't work in the .esp patch. Note I am using Fo4edit here. CGM offers opportunity for capture the flag, and you can choose which faction (including custom faction provided by mod author) you want to spawn to help you fight. While testing with those two line items inside that CMG mod, the mod correctly spawned those NPCs from that lvl list. When I moved those two line items into a new file to make the patch, the custom spawns never spawned. I recreated the whole scenario several times, and the same line items IN the mod work but do not work when in a new .esp. The new .esp has these two as masters (which FO4edit said must be so, of course). The mod author for CGM said this: "The spawn script just pulls straight from the leveled list. When you press "Custom Faction 1" a setstage occurs which calls a function inside the script attached to the quest which sets an empty leveledactor property in the spawning script = to that of the ctfcustom whatever it's called list. Then actors are pulled from the list. It doesn't really make much sense to me that the patch would stop working after an update seeing as all it changes is that custom leveled list. I didn't really have patch conflicts in mine when I was updating it though, sorry about that" Does anyone have any ideas? Can such a patch work at all? Also, for reference, I use Wrye Bash to bash patch lvl lists. On startup, WB told me my new file had "unrecognized versions", but did rebuild without complaint. Loot correctly ordered the mod to boot. Any help you might offer would be grand.
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Yup, a 49mb file said it would take an hour. That's 300baud at best.
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Hello, I noticed that my total downloads vs unique downloads always seemed to be exactly twice from the moment I uploaded. After a few days, unique downloads went up and (lo and behold) the total downloads were most always twice that each time. That seems odd. Is that odd? Happenstance? Problem? No one is posting they had problems with the download/file.
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1.19 Another pointless update
Deleted35607895User replied to blackninja50's topic in Fallout 4's Discussion
If you do the backup thing but don't have Auto Updates turned off, Steam will just redownload the file again. For Steam users, we're pretty much screwed. Steam doesn't have a way to turn off auto updates. I suppose it would still run in Offline Mode without downloading? Or simply refusing the run? -
A pointless update to boot. Bethesda said they'd try to not break the F4SE pointlessly. Yup.
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1.19 Another pointless update
Deleted35607895User replied to blackninja50's topic in Fallout 4's Discussion
F4SE broken because of this very important update. Never a full moment of uninterrupted gameplay with Bethesda around. -
I noticed that the standard way to remove rads from the pool in Starlight stopped working for me a while back and through many characters, even purely vanilla/unmodded gameplay. Is it intended by Bethesda now that the radiation remain, or what could I do to ensure those rads go away? It's well above 25+ rads per, so it's a thing and whoa to me if I use mortal settlers.
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Hey there, So does food for raiders only mean food that is grown (tato, corn, etc) or does it also include looted food (blamco,/cram, roasted mirelurk, etc)? I feel it means all of those, but maybe not. Related to raiders, but not food--I see that I can still place a settler beacon at raider outposts. What would that do? Turn on but never recruit anyone? Recruit a few settlers to work the land?
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Possible bug with 10 yr old synth Shaun
Deleted35607895User replied to Talwyn224's topic in Fallout 4's Discussion
I don't believe Shaun can be moved from his location/settlement ever. He has no proper function other than to give you presents. That's it. Doesn't even appear to be cut content. Just Shaun. Standing there. Put a house over him and thank him for his presents. Another character also gives you presents after the Institute is blown to bits, but I won't spoil it.