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About Nylonathathep
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Super Robotnik Land
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The Elder Scrolls IV: Oblivion
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It seems to work like a charm by just doing the version thinguie. I got the holotape and all that and had no more attacks since I disabled them with it... for now at least! Thanks again for your mod and your answer!
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Curious. Most mods I've seen that touch it either require stuff that is not stable on VR, require a new game, or are part of enormous mods with billions of features that would turn my game into a Dalí painting if I tried to install them mid playthrough, which led me to believe that modders had to tinker with convoluted stuff in order to disable them. I let it go and just took the attacks. In the beginning it was like once a week, but it's gotten too ridiculous. I'll try yours, I've done the 0.95 before with other mods with no problems, the main problem with mods on vr is when they require unsupported F4SE versions and stuff like that... Thank you very much for your help!
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Okay this has gotten too infuriating. I'm experiencing one settlement attack every single day, sometimes two at once. And the settlements always lose, no matter I have 400000 defence (yeah, from time to time they win, but it's mostly an anecdote) This is ruining the fun quite a lot. I'm currently in far harvor and it's constant attacks and constant defeats in the commonwealth settlements. A bit of a slap in the face every 10 minutes. Yeah, some people may like roleplaying this and whatnot, but to me it pretty much kills the fun of the damn settlements, because it feels like a bit of a middle finger to your efforts and increases that feeling that everyone in this world is a useless piece of crap to the asolute max, so even if you roleplay... it's godawful trash. Am I supposed to run to the commonwealth every 10 minutes? Or perhaps make a MASSIVE time consuming repair run through a billion settlements when I get back? Not to mention that then the attacks will still happen in the island! This cripples the game experience real bad. I tried a few mods but they do not seem to work in VR. I'm also surprised that the damn attack system was built to be so difficult to disable even by modders. Any solutions you guys have for VR? Yeah, I could have gotten straight to the question but I needed to rant, even if it doesn't provide info you didn't know about. I even managed to pretend that spectacle island wasn't completely broken, but this is like having an asshole sticking a finger in your eye constantly while doing the Butthead laugh.
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Did this. Doesn't exactly disable them, but it considerably reduces the annoying factor. It replaces pack brahmin for supply lines (and traders if you want) with eyebots. http://www.nexusmods.com/fallout4/mods/14395/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D14395%26preview%3D&pUp=1
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Mod Request: Robot Provisioners don't need a Brahmin.
Nylonathathep replied to Dadditude's topic in Fallout 4's Mod Ideas
Ok, just uploaded it. Not exactly new to modding, but it's the first time I've uploaded something for a console. The mod is simple enough, though. Should work without issues.- 11 replies
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Mod Request: Robot Provisioners don't need a Brahmin.
Nylonathathep replied to Dadditude's topic in Fallout 4's Mod Ideas
Sweet! Would you please consider posting it to Bethesda.net for Xbox One? I don't have a PC capable of running Fallout 4, so I can only play on Xbox One? You'll have to post the settlement-only and all pack Brahmin versions separately, though. Sure. Let me see...- 11 replies
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Mod Request: Robot Provisioners don't need a Brahmin.
Nylonathathep replied to Dadditude's topic in Fallout 4's Mod Ideas
Well... I did this little thing. MIght interest you, it replaces pack brahmin with eyebots. http://www.nexusmods.com/fallout4/mods/14395/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D14395%26preview%3D&pUp=1- 11 replies
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A confusing mod problem
Nylonathathep replied to Nylonathathep's topic in Fallout New Vegas's Mod Troubleshooting
D'oh...uble post.- 5 replies
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A confusing mod problem
Nylonathathep replied to Nylonathathep's topic in Fallout New Vegas's Mod Troubleshooting
That's not something that is known to happen. I feared that, maybe, on a "save & quit" the geck crashed while saving and screwed things up... I am very careful with those things, but I've been working in this for so long that maybe one day I lowered my guard? But it would be a strange way to corrupt a file, too localized "corruption". I've been looking for someone with a similar issue with the doors, I found no topics about it, and I was worried, because the script is quite popular. It is reconforting to know someone else had this problem, this makes me less worried about it being a screwed up mod file. But I don't understand why the trigger boxes stopped working... and not even all of them! Just the new ones I place... I made other tests with new master files and they work... but not in this one.- 5 replies
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A confusing mod problem
Nylonathathep replied to Nylonathathep's topic in Fallout New Vegas's Mod Troubleshooting
Yeah, it only upset my neighbor. As for the doors... well, yes, that would solve the thing, but I'd feel like I'm burying a problem rather than solving it. If this script stopped working for no reason, there's no guarantee that other less evident scripts are not dying as well... I don't want to one day realize I've been working in a corrupt mod file for three months haha EDIT: Hmmm... and now I've tried placing trigger boxes with a simple script around and... they don't work in the master file (IF i add an esp file and alter them -move them slightly, etc...-, they work, with the same script and trigger box). This is starting to look very worrying, since I reverted to a very old file to check this. I'm beginning to fear that the damn geck corrupted a file in a subtle way long ago... if so, this is serious and might lead me to abandon the whole project.- 5 replies
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Hi, mates! I don't usually hit the forums because I find some fun into trying to find solutions to my problems by myself, but this time I'm completely lost. I've been working on the next release of one of my mods for some time now, and, about a week ago, I stumbled upon a strange and sudden problem. The mod is an esp converted into an esm using FNVedit. It's a bit extense and contains many things, but what caught my eye is a specific issue: I use the famous autoclosing door script for the thing, and it seemed to work nicely... but suddenly, with no explaination, it stopped working. The doors open, but don't close after the timer is up! Here is the script: I thought maybe I had screwed up in the geck, so I reloaded a previous version that I knew that worked... and sure enough, the doors worked. But when I modified it with the geck, the doors failed again! Even just opening the esp, saving it with no modifications, converting it into an ESM and then going in-game causes the doors to stop functioning! “Maybe it's the esp to esm conversion then?” I thought, but nope. If I convert the untouched .esp file of a working version of the mod without touching it with the geck, it works. And there is a random component as well: some doors still work! Maybe doors in other cells, maybe some of the doors in the same cell. The results seem to be strangely semi-random, and this leaves me with little ground to detect a pattern. The only “consistent” element so far is that “persistent reference” doors seem to always work... for now. This thing got me completely paralyzed: I can't just ignore a “healthy” script deciding to malfunction like this! It could be a symptom of other less evident scripts malfunctioning as well, or a computer problem causing issues to my mod. So for the last week I've been testing like a madman, with zero results. I've tried... *Reinstalling the geck *Reinstalling FOSE *Clean save *Going back to a very old save *Shaking my fist at the screen *Deleting doors to check if it's a case of active script overloading -I use a lof of these doors- *Disabling all other mods *Yelling “Khaaaaan!” * Many other things I can't remember at this time *reverting and experimenting with different old versions. That last point has been interesting, but still confusing: -For some versions it seems to work, but then I locate a few doors that don't work. -In others, no door works. Except the “persistent reference” ones, which seem to work consistently in all versions. The door issue is the only malfunctioning thing I have been able to spot so far. I could ignore it and move on, but the fact that I can't find an explaination for it makes me believe that it could be a symptom of a more serious issue, and I won't feel like moving forward if I can't understand why does it happen. Any help or suggestions would be very apreciated!
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Mothership Zeta Crew ¿Romance? Referendum
Nylonathathep replied to Nylonathathep's topic in Fallout 3's Discussion
*Official communicate* S... Sally?! R... really?! ... ... Eeew... I... I mean... EeeeeWwwww... ...EEEEEWWWWWW!!!! *End of communicate* P.S.: EEEEEEEEEWWWWWWWW!!! -
Mothership Zeta Crew ¿Romance? Referendum
Nylonathathep replied to Nylonathathep's topic in Fallout 3's Discussion
Mothership Twilight Crew! Sparkling Alien lovers! Long introspective speeches, searching the true feelings of a commander nobody understands, because he/she is so unique, tortured and different! Teenage love! Will the commander sacrifice the fate of humanity... to save the only person he or she has ever truly loved? MORE EXOTIC AND COLORED HAIR! I can see the horror in your eyes... Bwa-ha-ha! :devil: -
Mothership Zeta Crew ¿Romance? Referendum
Nylonathathep replied to Nylonathathep's topic in Fallout 3's Discussion
If I have to be honest, I didn't have the romance idea in mind when designing characters -no surprise there-. (Don't take the list too strictly. It's more about the archetypes than the character itself. The "other" option is there for a reason. Might find some surprises haha) I wanted to add optional conversation topics for when they are "off duty" and make they offer new possibilities and options as the story progresses, simply for character developement (in the end, the extra layer will be there even if I don't implement romance, because extra character dialogues were in the original plan.). But I've seen that people expect more than that. If the support for romance is high enough, I'll start keeping it in mind when writing the scripts. I mean, I'm supposed to be a bloody screenwriter! I would have to take it as a challenge, even if I suck at romance... hell, SPECIALLY if I suck at romance, because it's becoming a bit of a requisite when it comes to RPG writing teams... One thing must remain clear, though: story comes first! And overall enjoyment of the mod and its characters! If I implement the romance it will be completely optional (options clearly marked) and I won't put the player in a situation in which he or she has to "kick away" a character because the NPC brings the romance topic and the player is not interested (the player would always take the initiative). Remember Dragon Age 2, where everyone seemed sex-crazed and wanted to get in your pants? Well, that's exactly what I don't want to happen here x_X Hmmm... Come to think of it, I might even add the romance as an optional plugin file, then everyone would be happy. We'll see how this develops. -
Hello! I write this because I'm back into working on the MZC project. I've been receiving quite a few requests to implement a romance system, and I've given it some thought. I mean, I received quite a lot of different requests, but this one seems more consistant among players. I want to know just how wanted that really is before pouring more time into it. However, if I do, i will only implement the thing for ONE male and ONE female character. If I start implementing romance options for just everyone... I'll end up puking rainbows! And, if I feel the thing is coming out horridly... I'll cancel it and let third party modders handle the it! Better no "official" romance option than a crappy one heheeh Not all the characters are listed, because there is new people turning up in further releases (and some of the listed characters aren't really available for romance), but this will help me get an idea about what kind of character the public likes the most. The list is short and more orientative than anything, showing different character archetypes to help me identify what kind of persona "players fancy". It is more important for me to know IF there is a large enough base of "TSC citizenship" who want romance options implemented. Thank you for your patience during this looong hyatus! I'm glad to be working in the project again. -Nylonathathep-