Jump to content
⚠ Known Issue: Media on User Profiles ×

Undernier

Members
  • Posts

    56
  • Joined

  • Last visited

Nexus Mods Profile

About Undernier

Profile Fields

  • Country
    Canada

Undernier's Achievements

Contributor

Contributor (5/14)

0

Reputation

  1. yeah those pirate attacks get annoying rather quickly. Thanks for your answer!
  2. Hey everyone, So I was considering starting creating mods for NMS but haven't had time to look in details at game files and, before I do spend a lot of time doing that, I'd like to know if an Idea I have is even possible. The idea would be to tweak the portals, teleporters and freighter summoning mechanics so they are a bit more immersive. Things like: Freighters would take some real time hours to travel from one point to another in the galaxy. So that, if you find yourself on a planet on the other side of the galaxy from your home base, there would be some kind of cooldown (maybe based on distances if we can calculate them) before you can summon the freighter.Make it so that your can't summon your current ships after going through a portal, without removing the ability to find wrecks and/or buy new ships at your new location. (kind of an improved version of how the portals worked before they changed it)A maybe simpler alternative to the previous point would be to just not automatically summon your current ship on the other side of a portal (without actually removing the mechanics and ability to summon them)Tweak base/station teleporters so that they would have a maximum range for summoning your ships. Like using a telporter in a local system would bring your ship with you but not if you teleport to another system (where in "reality" the ships would have to warp to get there).Tweak base/station teleporters so that they would have a maximum range to be used. Like if a destination is 10,000 light years away you wouldn't be able to use a telporter to get there (you'd have to warp or use a portal instead).Any help would be greatly appreciated. Thanks in advance.
  3. I also looked into that a while back but couldn't find anything in the CK. I think it could probably be done with scripts though ... but don't know how. you may want to look at this mod: https://www.nexusmods.com/fallout4/mods/14835?tab=description it allows for plants to grow without a settler assigned to them and there is some sort of timer to the auto growth ... but it's probably done via scripts as well.
  4. Interesting. Though you probably can't really pose the corpse then? The ghoul in my addon is placed on a gurney. But better than it being headless I guess. But wait, a propos gurney: it works in DLCRobot, in the mechanist's lair, doesn't it? Maybe whatever beth uses there can be replicated. Unless it's something beth-esm specific... you are indeed limited to the famous "lay dead on the ground" pose. I haven't checked but I'm pretty sure they don't use anything special in the mechanist's lair, the headless bug seems only limited to modded content, and even then, only happens in some interior cells (I placed some dead ghouls outside and didn't have the issue. ) An idea you might try with the kill on load script, use an ambush ghoul and place the ambush marker on your gurney (you might have to add navmesh on top of the gurney for it to work). that way, when the cell load the ghoul should spawn on the marker before being killed by the script.
  5. For anyone stumbling upon this thread, the solution to this problem is to not use "start dead" but instead use a script that will kill the actor on load. there is one you can find in the vanilla scripts list which is called something like dlc01 caravan kill (forgot the precise name but you'll see it if you search "kill").
  6. By duplicate I mean, create your dummy esp, load fallout4.esm with it, once it is loaded, go to the object window and select any reference from the list, then duplicate it and save. I think the issue might have been that you created a plugin that had no master associated with it and therefore might not have registered as a valid mod on consoles.
  7. I've had this issue a while back with this mod : https://bethesda.net/en/mods/fallout4/mod-detail/4137889 I reworked it and apparently fixed the issue here: https://bethesda.net/en/mods/fallout4/mod-detail/4139399 Unfortunately I don't remember how I fixed it, but I think it had to do with the fact the the dummy esp had to have at least one modification to it, for example just duplicate any asset and it could work.
  8. In addition to the link to the workshop there are scripts to setup properly on the shop object itself. It's been a while and I don't remember the details but you can look at my mod called fort abernathy overhaul. I added a cash register that work as a shop, on a small building to the left. this should give you all the info you need.
  9. One more small thing to consider when you recreate the static collection: At the step where you select all the parts, the last object selected will act as the central point for the new static collection. It's not always important but sometimes you want the central point to be in a particular place to help with placement in the world. So you can do two things about that: 1. when selecting all the parts, select the part you want to act as the central point last 2. use the object "StaticCollectionPivotDummy" and select it last to create the collection
  10. Hi everyone, I'm working on a Far Harbor mod and I noticed on the satellite map that there is a large island to the North West that is blocked by the world border. I did some quick testing and expanded the border in the CK, to be able to access this area in game. It worked fine and I didn't notice any issues regarding LOD, previs or performance once there. But I'm not sure what problems I might run into in the long run with that modification. So my question is, is it safe to expand the border and add some content to that area or are there any performance/optimization issues that may arise later? Thanks.
  11. I've been working around a similar issue for a mod for Frost and you could add a condition to the workshop object so that they can only be built in interior cells (if you plan on having interior workshops) or, and it may be more complicated, but if you plan on adding heat sources, you may be able to have a condition that restrict placement to be near those? Otherwise, you could do as Frost did and just remove those items from the workshop menu; or, since you're working on your own world, you could simply not provide the raw materials needed to build those and not change anything in the workshop system. Iirc, you need carrot to build carrot plants ... so, if the player cannot find any carrots in your world, problem solved?
  12. Hi, so I've just finished a clean install and I mean as clean as can be; I deleted every mod folders, mod managers, save directories, fallout 4 directory, etc. there was basically nothing Fallout left on the computer. In the commonwealth everything seem to work as before, however, in Far Harbor and Nuka World I seem to be getting some very late pop-ins. It feels like either the game is starting to load higher resolution files too late or that an entire level of LOD is missing. Here are some screenshots : https://imgur.com/a/Di08XWX In Far Harbor, it might always have looked like that since, with the heavy fog we never really have a long line of sight, but I find it weird that not even the cliffs seem to have LOD ... and in Nuka World, it seemed odd that the church from bradberton doesn't have a full roof as LOD or the truck with the turrets and gunner appeared all at once without any transition. All screenshots were done on ultra (the vanilla ultra), no mods at all, and the game runs on a SSD with a geforce 2080 super. I guess what I'm asking is, can anyone tell me whether or not it's all normal. Thanks!
  13. Thanks for clarifying that; that's the information I wasn't sure about.
  14. Or a faster testing could be to just copy one of your floor to a new empty cell and see if the problem is still here. :)
×
×
  • Create New...