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Everything posted by Deleted35607895User
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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. -
Can someone tell me if Bethesda borked the way the brotherhood handles your destruction of the Institute as a pure Minuteman, or should I be looking for other reasons? Specifics: 1) Never joined the BoS. Saved them from ferals, joined Danse for Arcjet, but told him no when he wanted me to join. "Join later! We'll still be there!" sort of thing, 2) Pure minuteman effort to find Shaun, which did necessitate the briefest Railroad interaction. Didn't join them either. 3) Nuclear Option with Minutemen. Visited the smoking sinkhole where CIT used to be. Even Bunkerhill decided it would be better to join with the Minutemen, and no Bunkerhill battle. 4) Visited Danse in Cambridge just to see what they'd have to say. Danse has a one-time long dialogue about how impressive it was and what good it did for the Commonwealth; he then had zero dialogue available. Rhys apologized and called me Sir. Haylen, however, went into full "You're a brother, thank you for going against Maxson's orders about Danse, Danse seems lonely out in the bunker" dialogue. Uh, yeah, Danse never left the police station . . .. Never had him as a companion. Never boarded the vertibird, etc etc. What? Did Bethesda really leave this like that? What happens if I visit the airport? I can still fire on BoS sometime and get them to be hostile, yeah?
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Do you have to join The Railroad?
Deleted35607895User replied to AtomicJukebox's topic in Fallout 4's Discussion
I just completed that quest yesterday. Just talk to them and walk away. -
Skyrim SE: keyboard stuck in shift mode
Deleted35607895User replied to Deleted35607895User's topic in Skyrim's Skyrim SE
Has absolutely everything to do with the CAPS lock after some testing. With SE, CAPS lock requires all buttons to be Shifted even though the normal keyboard behavior relates CAPS lock to letters. Oh well, at least I know what now. Stupid, but I know. -
Hello, Reinstalled SE to give an honest test. Installed a bunch o' mods, and everything is working just fine except that my keyboard is stuck in shift mode. It is only when Skyrim SE is running. All of my other Steam games and my normal computer functions work just fine, just as this comment shows. I was using console specifically, and it doesn't seem to effect game key mapping. V or v works either way. What in the hell? I can press the shift key to revert to normal letters/numbers, but that's just damn weird.
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I've never had the High Res DLC on this character (but have on other characters). Never had custom face or body textures, but I do have Azar's ponytail mod (related?). Some of my settlers have black face. I tried the High Res fix off the nexus in the chance it might work, but no luck. Just a few people have black face, and only black face. I have a reasonable rig (with 980ti), but don't have SLI. I cannot understand how they could have black face without having custom or high res mods. How? What fixes my settler troubles?
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Ok folks, if you ever wondered what would happen to the world if the apocalypse hadn't happened, but some of the same narratives still did, you must watch HBO's new show, Westworld. This is what an alternative narrative of the world would be like if an Institute like organization had still come to power, and yes, their synths. Wow, it's a show for sure. Do watch the first episode.
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Went through looking for conflicts, and found not a single one in any constructible object in Nuka World or the primary settlement quest. All were green. I opted to copy flags and transmitter and the raider still into an override mod to remove some of their restrictions so that they'd just appear in the menu. They did not, in fact, appear in the menu even then on a borrowed non-modded save! Noticed another odd thing. I went back 20 hours of play to the time I first had to take over a settlement, which was Starlight. Hadn't even discovered it yet. Cleaned out the mole rats, claimed the workshop. Same as before. Tried to craft the flag as the quest needed, and the flags were still grayed out even though the amount of rubber and cloth listed was well above the needed materials. That's the odd part I noticed. It said I had 70 rubber and 20 cloth, but my personal inventory was empty of junk AND the workshop inventory said I had 5 rubber and 2 cloth without any other way items to get those two from. Where is that rubber and cloth coming from?
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Nuka World & Raider Settlements
Deleted35607895User replied to Flowerguy360's topic in Fallout 4's Mod Ideas
I like this idea a lot. I was going to post a thread, but here were my basic game fixing ideas: You can raid any settlement you want whether or not you have companions there (meaning, yes, they might turn aggressive if they don't like your actions and be killed/run off to be a hazard as they randomly wander the wasteland perhaps?). I would like that mod to permit you to raid in several ways: 1) kill everyone, claim it, build on it, be threatened by regular vanilla raiders, mutants and even Minutemen, 2) push the settlers off the land entirely, 3) force/convince the current settlers to supply your growing network regardless of how close they are to any other settlements/camps*, 4) enslave the settlers by killing many, knocking down a few, making them work the land like they do at Nuka World while my raiders get drunk and party. In #4, new settlers would arrive as if they were kidnapped, already collared and ready to be put to work, with an option to convert them into a raider (nobody wears a collar who doesn't want one, right? Be a raider, no collar). I would like the mod to make all those Nuka-cade games into interactive objects that raiders would use for increased happiness. * This makes sense as Bethesda themselves will have mutants from 1//2 way across the map attack County Crossing, for example, but the mutants right across the road at the satellite station couldn't give a damn about the settlement . . .. It works for Bethesda. I want some too. Bethesda's version of janky. Shank's dialogue is overmuch just to get it all under control. As of now, I have stopped playing F4 until I see something from Bethesda or a modder help us along with this. Even just fixing those quests would be nice. I've already played over 1,500 hours. Don't see the need to continue without a fix either from them or you good people. Your fleshed out versions fit nicely within the game, I think. Would make more sense than you, as a good-two-shoes settlement god decided just to be evil instantly. -
PLEASE Nuka World Home Sweet Home Mod
Deleted35607895User replied to 0Anesthetic4u's topic in Fallout 4's Mod Ideas
I'm going to look through a few of the threads for one already active, but I'm going to suggest a modder simply redo Bethesda's odd raiding schema. It just doesn't work well. You need only listen to Shank talk about all the options to realize its a barely clinging add-on to an otherwise complex system. Home Sweet Home bugged for me as well in various other ways. Shank approved of my choice of settlement, which had no settlers on it. Hell, I hadn't even discovered it yet on the map; Starlight. My crew arrived and we took it over from the fiendish mole rat settlers. Game said to plant a flag, and though I had enough materials, I could not plant any of the flags until I pushed it into Godmode. Came back another time to do some building after Shank said the settlement was being threatened. Not only was the flag missing, none of the raiders would talk to me about their troubles. Finally had to setstage to move past that part of the quest, and Shank continued on with his very verbose commentary about new raider camps. Took over two more settlements, and once again the flags could not be crafted without Godmode. It was time to force a settlement to supply my outposts, and because I had taken over Greentop Nursery, I told Shank I wanted to force The Slog to supply us. I already had the Slog, and I had done some traitorous sabotage to remove all of the proper defenses. Shank said "Nope and nope." Uh, what? Next problem I have is that I cannot find the transmitter or the still in any menu. Others have found either/or SKE or All DLC mods work to bring those items into existence, but sadly, not for me at all. Also, Shank talks about "pull machines". Is that a slot machine? I don't see any slot machines in Nuka World, so if someone didn't have Vault-tec DLC, how would they get slot machines? Is that in the building menu? I would like a mod to replace Bethesda's janky version. You can raid any settlement you want whether or not you have companions there (meaning, yes, they might turn aggressive if they don't like your actions and be killed/run off to be a hazard as they randomly wander the wasteland perhaps?). I would like that mod to permit you to raid in several ways: 1) kill everyone, claim it, build on it, be threatened by regular vanilla raiders, mutants and even Minutemen, 2) push the settlers off the land entirely, 3) force/convince the current settlers to supply your growing network regardless of how close they are to any other settlements/camps*, 4) enslave the settlers by killing many, knocking down a few, making them work the land like they do at Nuka World while my raiders get drunk and party. In #4, new settlers would arrive as if they were kidnapped, already collared and ready to be put to work, with an option to convert them into a raider (nobody wears a collar who doesn't want one, right? Be a raider, no collar). I would like the mod to make all those Nuka-cade games into interactive objects that raiders would use for increased happiness. * This makes sense as Bethesda themselves will have mutants from 1//2 way across the map attack County Crossing, for example, but the mutants right across the road at the satellite station couldn't give a damn about the settlement . . .. It works for Bethesda. I want some too. As of now, I have stopped playing F4 until I see something from Bethesda or a modder help us along with this. Even just fixing those quests would be nice. I've already played over 1,500 hours. Don't see the need to continue without a fix either from them or you good people.- 9 replies
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Discovered last night that it was indeed ENB remnants from my prior playing experience a year ago. Once I removed it, objects no longer appeared through other objects, and more importantly, I didn't see the front of my face while looking at the back! As for your suggestion about merged/bash patches, I'm not sure what I'd be doing. My game never had troubles or crashes or even weird glitches until the one I mentioned. Do you feel my game may puke its guts because of some truly conflicting mods, or worse, I installed a mod that no longer works because another mod totally overwrites it? I do have a cooler sand texture than the NMC provided, but it was clear in the NMM that it was overwriting that during installation. Also, one can only trust LOOT so far before realizing there's a more proper order!