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fud

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  1. Here ya go: http://www.nexusmods.com/nomanssky/mods/169/? I made a v1.02 this morning. It has the possibility of having 500 of something available, but no guarantee. I didn't change the minimum amounts, just the max (500). It also adds a few more items as well (tweaked the possible number of actual listings in the menus), and warp cells.
  2. Well, that's a relief, to some extent. It's like they have the menu at a different resolution than the rest. Hopefully it's just a line in a file somewhere...
  3. This is an irk of mine from the first 5 minutes of playing. is there anyway (whether setting in game options, or in an MBIN) to make the menus fixed? It's a bit tiresome when you try to move the cursor to a specific selection, all while the whole thing is scrolling/moving with the mouse movement. I will gladly thank someone for making me feel stupid, if this is an actual game setting in the options. but if there is, it's something I must have completely missed.
  4. My 2 cents: if it could be done, and tailored to suit, you could max the now-single items to 10 (ship and suit). I think having 20+ slots of 250 Sac Venom in your exosuit would be a little silly :)
  5. This is actually a two-parter: 1: I think that your ship should be able to hover while "on" planet. (or while in space, come to a complete stop), to aid with mining. Rather than use your multi-tool, you just blast the piss out of it with your ship's guns (and not have to fly passes at it). 2: I find it odd that the proton gun works on asteroids in space, but does SFA to concentrations of any terra-based resource. Yes, you can use the beams on the ship, but they last (by default) a whole .136 sec.
  6. Initially, I was hoping it was an early version, ans subsequent updates would fix it, but, alas, no. Abernathy Farm Boston Airport Egret Marina All crash when I try to load their cell (double click cell and wait for it to load up in the render window). I can go to (double click) the adjacent cells in Abernathy (the one right next to it), but if I move too close to it in the render window, I get a crash. Is this a CK problem, or a hardware/setting issue? It's been doing this since day one. Also, I am only loading the Fallout4.esm, no other files. Thanks,
  7. Is this possible in CK? I'm trying to remove a couple things from all cells, but, as I can see it, I can only do so one cell at a time. Is there an easier way to delete all references in the worldspace/cell at once?
  8. Open up CC. In object window, select "Character" then "Quest" Find "Workshop Parent", open/edit it Use the arrows to go all the way to the end (right) "Scripts" tab You should see "workshopparentscript" listed in the left pane. Double click it to open at the very top, click "workshopRatings" In right pane, right click top entry (#0) "edit properties", double click, or right click/edit properties Now you're where you want to be. Third line down "maxProductionPerNPC", double click or right click/edit, change from 6 to whatever you want. (I chose 10, as it seems reasonable) Hit ok, save to a new esp, you should see it changed in game (you may have to re-assign a settler for it to re-register). It worked for me on an existing save anyway (no new start needed, that I can tell) I think this will also apply to guarfposts, but I haven't really investigated, since I don't usually utilize them
  9. I've been trying (unsuccessfully) to "pre-build" various combinations of bots in the DLC bench. Eg: A Sentry bot with all the armor/guns/etc, already done (goal is to just select, spend your resources (a massive amount, I totaled each resource for each installed mod, for instance, one Sentry bot requires 190 ashesive and 80 Aluminum, among other things), and voila, a new bot. Without the need to go through 15 steps to build each one piece by piece. That being said, I copied the DLC robot bench (to a new record/ID), made a couple new keywords, added a new "bot" with all the mods already installed, but when I build the second/new bench, it's just the same options as the original. Selections are: "Build new Automatron" and whatever various bots I've already created. I made a new workbench keyword for the new/copied bench, and a new "recipe" filter, both are referenced in the co section for the new bot. Any advice would be appreciated. Thanks
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