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DracoInvictus1

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Nexus Mods Profile

About DracoInvictus1

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    http://www.youtube.com/c/DracoInvictus1
  • Country
    United States
  • Currently Playing
    Fallout 4

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  1. I think the current system works fine. Any system you have visited is a glowing white dot, any system you haven't visited but have the fuel or route to visit is a non-glowing white dot.
  2. Skins are a thing for weapons in Starfield, so why are modders all making texture replacers instead of making a skin for that weapon? That way users can swap them in and out just by using the weapon workbench. Is making a skin harder? do modders not know about skins? There are some really cool designs out there, and I'd love to be able to choose them all.
  3. As a hoarder, I am often required to sit on a bench, stool or chair to wait 48 hours for the vendor to restock their credits. There is an arbitrary speed at which each hour ticks down while waiting. Pretty sure that speed can be adjusted to let us wait less for waited time. If I knew where to look, I'd make the mod myself, but I don't know where to look.
  4. As a work around for weapons and suit parts. You can rename all of them. I put a number at the beginning of all my stuff and it automatically puts them at the top of the list. Example: 0-Suppressed Urban Eagle (Be advised there is a character cap for names) This same thing was available in FO4, just go to your weapon bench and rename the guns you want to keep. Go to the Suit bench for your suits, packs and helmets. While you can't rename digi-picks, this could help you with your guns and suit stuff.
  5. Or you could just click on the "hide helmet" or "hide spacesuit" button when you have that gear selected and it will hide those elements when you are in cities, settlements, or even planets with breathable air.
  6. Progress made... I made a precombine for the cell, as well as generating visibility...and with my mod test character...it worked. I could see the objects I was trying to place. So I moved to my main build character...and ran into an issue. Because most everything in the museum is not from a settlement, my normal scrapping mod (STS) wouldn't scrap most anything...so I turned on STC (Scrap that Commonwealth), and invisible objects again...I tried moving my mod to the bottom, just above, at the top of the load order...didn't matter where I put it, if STC was on, invisible objects. Turn it off, all the debris comes back, but I can see what I'm placing. Here's a goofy thing. When I place say floors in "invisible mode", when I turn off STC, they show up fine. Turn it back on, they still show up fine. So it's only the textures of new objects being placed. Keep in mind, I play on XB1, so the process is tedious...and with all the precombines, even cleaned up in xEdit, the file size is nearly 19mb. Quick question, how do I remake previs/precombineds to exclude items I want to make scrappable?
  7. Interesting, so it might be in the .ini files...or one of my scrapping mods. will definitely be doing some more testing. As for instructions. I've been putting together and refining instructions for a while now. the last update to my instructions was from jackapoint (I was working on my Edenvale settlement just outside Nuka World). This would probably be working fine as an exterior settlement, but because it's an interior cell I'm having these issues. Like I said in my original post, driving settlers there is not my primary intent. I run a YT channel focused primarily on building in Fallout 4, and being able to just build in the Museum is enough for me.
  8. Just so everyone knows...I have 50 happiness and the settlement does show up on the settlement list in the pip-boy.
  9. Rebuilt from the ground up...and generated visibility...still invisible. Any other thoughts? .Checked the box for the interior cell on the map marker...still no stats. (not too worried about this one)
  10. Hey everyone, had another video demonetized because of the stupid radios playing music in the background. Would there be a way to turn off every radio in the game? and yes, before you say it, I have the radio audio setting turned all the way down, but that turns down the volume on your pip-boy radio...it doesn't seem to have an effect on radios in the world space. This is a part of modding that I've never even thought about looking at, and don't even know where to start. Anyone offer any suggestions, thoughts??? Thanks.
  11. Hey everyone, I am trying to turn the Musuem of Freedom into a settlement/player home. I've done everything right as far as setting up a settlement, but I run into a couple problems. The first (and true problem) is that when I go into build mode, everything I could build is invisible. Not the icons...the buildable floors, walls, etc. It has to be something in the settings for the location. I've tried both workbenches (regular and interior)...same problem. There is something about that cell. I can place floors, walk on them, etc...just can't see them. If I could figure that out, I'd be happy. The second issue (much more minor), is turning it into an actual settlement. What I mean by that is tying an exterior map marker to an interior space. When you are in the museum, and in build mode...happiness is at 50 (so the quests are working properly), but when I go outside, the map marker doesn't show settlement stats, it doesn't show up in my list of settlements on my pip-boy, etc. I know that my map marker is linked properly because I changed it to spawn me inside the museum instead of at the steps outside. Am I missing something, or is this reason they won't allow you to send companions to Home Plate? Again, this is truly not a big issue as I am really just wanting to fix up the museum, but I know that if I put this mod public, I'd have players who want the full settlement aspect, so I'm trying to head it off at the pass. Thoughts, advise? Thanks in advance. Draco
  12. Did you ever find a solution to the invisible items? I too am working on an interior settlement and having the same issues. I don't even really want the site to be a regular settlement, I just want to be able to fix up the space in game. The place is trashed, and I want to make it better! Yes, it is an existing interior space in the vanilla game, for anyone that was wondering.
  13. As a mod author who doesn't add anything to inventory, the back end of this is way over my pay grade. It is great to see modders thinking about this though because as a console player (XB1), it sucks having to be incredibly careful with my mod selection on new character start because it will crash my game if I have a mod enabled that adds inventory before vault exit. Then, once I've gone through my intro and exited the vault. I have to save, quit, enable the mods I wanted to use, let fallout restart, then load my save.
  14. Vlits, I don't care what anyone says, you are "Da Man!" :) I didn't notice any performance issues (other than not being able to sprint, which I thought was fixed over a year ago. It is only in my new settlement, so I am sure I did something!) So I must have some precombined in one of those other cells that is jacking with the scrapping. I will tinker some more. When I change it, I will take a close look at performance. Since it is pretty darn rural out that way, I am hoping that I don't have to make a mountain out of a mole hill.
  15. Update: So the formlists I created work in 4 of the 6 cells of my settlement. The two far right cells (closest to the road) won't let me scrap anything other than some of the furniture and a trash can lid (which none of those things are in a list I created). All the cells are renamed, all the settings are the same for all of them. So now I am even more confused. I triple checked that my sandbox is both covering and down far enough (elevation change and all that).
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