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DracoInvictus1

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Everything posted by DracoInvictus1

  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).
  16. Okay, so I read through all 20 pages (most of which was over my modding head), but I did garner a couple bits. First, I went into FO4Edit and looked at all the objects in the cell, and none of them were in [ ], so they weren't in some precombine mesh (unless I read that wrong). So, I went back into CK and looked at what else might be causing the issues, since nothing I was trying to manipulate was part of a precombine. I was messing with the monkey bars and the geodome slide, in the edit I set them as hidden from local map and disabled. I then lowered them beneath the surface. I figured what the hell, I will see what that does (since deleting them in my mod they still appeared in game which was REALLY weird). I then upload again and instead of updating I accidently deleted the mod on my XB1. No biggie, just install it again. I fast travel to the location, and not only are the monkey bars and geodome gone, but my formlists are working. I am scrapping trees, hedges, leaf piles, and brambles (all with the materials that I set in the recipes). Is it possible that me deleting the mod and reinstalling it fixed this issue? That there was some junk left over from the previous version that was not allowing the formlists/recipes to work?
  17. Thanks Vlits. It's really stupid that I can't just allow the user to scrap brambles, leaf piles and monkey bars! haha If I go with option 1, I'm a game killer. If I go with option 2, I spend weeks making sure I only select crap I want scrappable, make a large mod out of a small mod, and cut my potential users in 1/3 (since Sony are d-bags and view new pre-combines as external assets). I'm not adding anything to the area (other than the pond out back as a water source). There are existing structures, and the potential for a lot of building space (If the user could clear it out). I'm doing my take on Fairline HIll Estates down by the hospital and Fallon's, next to the parking garage. It's 6 cells. I looked at another mod for XB1 for this area, and they removed houses and stuff, which is more than I wanted done to the area. I'm more of the mindset that I want the player to walk into the area for the first time, and not know that anything is different than the vanilla game until they find the workbench. I don't even want them to scrap the houses in my mod. If they are running a scrapping mod that allows them to, then they have that option (what a wonderful world to have choice). I do however want them to be able to scrap every tree, bramble, hedge, picket fence and geodome slide. I appreciate the great information, and I will get reading on the thread you linked to. I don't know which way I will go yet, I'll know more after a bit of reading.
  18. Hey everyone. I am working on a settlement space in the Commonwealth, and of course there is a crap ton of stuff in the cells that is not currently scrap-able. I have tried (repeatedly) to create formlists and constructible Objects (recipes) for this stuff, but it just doesn't want to work. I have even tried creating a recipe for a single object and that didn't work either. What am I doing wrong? I don't want to count on the end user running a scrapping mod (even though most probably would be). I just want them to be able to scrap stuff located in the cells of my new settlement. Everything I have read and watched is all very similar in information, and I am following along, but no glory. I have read the posts on here, watched YT vids, etc. Good news is, I have got the "creating a new settlement with correct happiness" down pretty darn well, I just need to get past this hurdle, and I should be good to go. I do not play on PC, only on XB1, so the bouncing back and forth is tedious and time wasting. Any advice from the experts?
  19. Is there a way for me to move the thread? I looked but couldn't find anything. I appreciate the guidance. Yeah, I thought about that too. Of course, I could just blow out everything to do with that quest and tell everyone not to install it until they have completed the quest, but I would really rather not do that. (More chances to royally screw something up, and I don't want to be "that" guy)
  20. Let's say I have a settlement that I created in Salem. It has no problems in and of itself (no 0 happiness crap). If I wanted to make it so that you couldn't engage the settlement until you help Barney with the Mirelurks, what would I need to do to tie the settlement to the completion of that questline? I did a search in the forums, but couldn't find anything, so I here I am. Thanks in advance. Draco
  21. New to modding, and someone asked me to upload my mod here. Problem is, all I have is an .esp file (and the upload section said that wasn't a good file type for here. It's just a new little settlement in Nuka-World (my first attempt at a mod, just to see if I could get it done). Any help would be appreciated.
  22. I've searched and could not find anything on this. I just built a test settlement in Nuka World...and it's working nearly perfectly. Happiness starts at 50, I can scrap and build, settlement beacon seems to work fine. Big problem I have run into is that companions will not move there from another settlement, or when you dismiss them. At least Preston won't. First mod and I was stoked I got this far, just need a little help. Thanks. If this was in another thread I certainly apologize. Could someone point me in the right direction?
  23. Hey everyone, Been on here since June, but just now getting into modding. Primarily focusing on FO4 right now. Been playing FO4 on X1 since launch, and have been using mods since the day they dropped for the console. Some of you may know me from my YT channel. I focus on settlement build videos on console (with all the limitations that has been since day 1). I am currently running at capacity (count cap) with mods, so I am familiar with many of your mods. I have always been an advocate for mod authors, I understand your passion. When mod-gate (is that a thing?) hit on Bethesda, I was one of the first to publicly declare that my videos would only show and support legit mod authors, no thieves...no matter how cool the mod was. If the original author wanted me to use it, they would post it themselves on Beth.net. I am really just trying to figure all this stuff out, and try and bring something cool, incomplete or missing to the console mod community. I am sure I will have lots of questions, and I will always try and find the answer in the search bar before creating a new thread. As a previous forum admin, I understand the frustration of multiple threads for the same stuff. Thanks for your time. D
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