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Everything posted by astantos
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This has been really bugging me for a while now, but, out of all the mods for Settlement building, there are only a few elevator mods? Most of them are outdated, too. Contraptions adds an elevator, but it's dirty, rusty, and its floor is literally plywood. Not at all aesthetic. Could someone please consider making one (or all!) of the following? 1. Contraptions Elevator Retexture/Remodel esp! the floor :/ 2. Different height so that it's NOT warehouse compatible only 3. An updated, multiple-floors working elevator . . . I would love to see something like this, and I don't think I'd be the only one either.
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I only just realized this, but my character currently has 200 maximum hp... but I did a bit of looking around and apparently there is no cap on max HP, even in survival mode. Since I am currently level 81, with 9 points in endurance, I calculated using the formula on the Fallout wiki (http://fallout.wikia.com/wiki/Hit_Points) that I SHOULD HAVE almost 700 hp. Is this a bug? I don't have any mods that edit stats... EDIT: It's not that my maximum hp can't increase - life giver, for example, works as intended and gives me +20hp at the first level of the perk.
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Blurred Cascading Graphics - Simply Modu
astantos replied to astantos's topic in Fallout 4's Discussion
Hey Vormina, thanks! The thread you linked didn't fix my problem, but it helped me work out the solution :D If anyone is looking at this thread, go to the one Vormina linked, I posted my solution to the problem there. . . it seems its a different mod screwing up for everyone :/ -
Is this screen tearing, lag, studdering, something else?
astantos replied to WFRJ's topic in Fallout 4's Discussion
I just thought I should put up some SS, so here they are: WITH the bug, due to Simply Modular Housing - http://imgur.com/gallery/GcNrH Removed Simply Modular Housing - Naturally, all my lovely builds are gone :/ http://imgur.com/a/LSJr8 But hey! The road's fixed :D -
Is this screen tearing, lag, studdering, something else?
astantos replied to WFRJ's topic in Fallout 4's Discussion
So for anyone talking about scrapping mods, bUseCombinedObjects=0 and so forth, as far as I'm aware of what you're talking about is the LOD flickering, which is not the error described by the OP, but IS a problem with scrapping things that aren't meant to be scrapped. That's fine, however, as there are mods to fix it. What the OP is talking about, and what I was STILL experiencing for ages is different. Thanks to this thread, I've managed to find out where the problem is - in my case, its because of the "Simply Modular Housing" Mod. As SOON as I uninstalled it, the problem went away (which sucks, because I had some MASSIVE structures with things pinned to the walls - if I uninstall SMH . . . well . . . yeah). Mod loading order, as far as I can tell, does not matter. There is no fix (load order wise). Maybe some actual mod authors would be able to find what went wrong, but I'm gonna guess that something in SMH was changing something that should NOT be changed. . . Well - I'm off to fix my settlement (gonna give myself back the 8000 plus wood and at least 5000 steel I used to make it using console while I'm at it :/ ) Hope this helps some other people fix their issues! -
-Build your vault- mod , odd visual glitch
astantos replied to giuliohe151's topic in Fallout 4's Discussion
EDIT: I'm stupid, I posted my comment in the wrong tab on chrome lol . . .ignore me, tyvm. I'll see myself out. -
Hey guys, Firstly, name is screwed up, sorry lol, I couldn't fix after it was already posted. Hopefully someone here can help me with a graphics problem I've been having . . . Album of some screenshots of this problem/bug: http://imgur.com/a/GcNrH As you can see, the blur I'm talking about is definitely not something to do with scopes, fogs etc (I mention these because I've come across posts about such bugs). This only happens in Sanctuary, as far as I can tell, and only happens to CERTAIN objects, at CERTAIN places that I'm standing at, when I'm looking in a CERTAIN direction. I have absolutely no idea why this is the case . . . I DO play with a lot of mods, but as far as I can tell, none of them should be causing such a conflict . . . probably, so has anyone else come across this or know which mods are conflicting? I use a mod which disables LOD so I can scrap whatever I want (No More Disappearing Act - http://www.nexusmods.com/fallout4/mods/13294/?)I use quite a few building mods but the only ones present in the settlement and screenshots are from Simply Modular Housing (http://www.nexusmods.com/fallout4/mods/15108/?)I use a Scrapping modI use a mod which clean's sanctuary roads (but shouldnt change anything else - Sanctuary Clean Roads - http://www.nexusmods.com/fallout4/mods/12963/?)Thanks in advance for some help :D My Complete Mod Order if it may be useful is: # This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*DLCRobot.esm*DLCworkshop01.esm*DLCCoast.esm*DLCworkshop02.esm*DLCworkshop03.esm*DLCNukaWorld.esm*Unofficial Fallout 4 Patch.esp*ArmorKeywords.esm*Worsin's Garage.esm*Homemaker.esm*TrueStormsFO4.esm*AWKCRPatch-UFO4P.esp*IST-AdamantiumSkeleton.esp*IST-AnimalFriend.esp*IST-CannibalToVulture.esp*IST-DarkCraving.esp*IST-DemolitionExpert.esp*IST-LeadBelly.esp*IST-LoneWanderer.esp*IST-RoboticsExpert.esp*IST-StrongBack.esp*CBBE.esp*ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp*Armorsmith Extended.esp*Better Locational Damage.esp*EndorsCustomCombatArmor.esp*My_Minutemen.esp*Armorsmith Automatron.esp*Armorsmith Far Harbor.esp*Armorsmith Vault-Tec DLC.esp*JetPackDrain0.esp*WIPAG - Paint Garage - Full (Easy).esp*WIPAG - Decal Station.esp*WIPAG - Materials Overhaul.esp*WIPAG - Mod Overhaul.esp*WIPAG - ArmorKeywords Compatibility Patch.esp*WIPAG - Model-X.esp*EndorsCustomCombatArmor_AE.esp*QuickEnterFromStand.esp*QuickExitToStand.esp*GhoulsCombatDogs.esp*DD_All_the_COncrete.esp*LongerPowerLines3x.esp*This is MY Bed (Extended).esp*MYLadyKillerBed.esp*PipBoyShadows.esp*Old World Plaids.esp*SpotlightShadows.esp*ShellRain.esp*LooksMenu.esp*BetterSettlersNoLollygagging.esp*BetterSettlers.esp*BetterSettlersCleanFacePack.esp*BetterSettlersMortalPack.esp*Scrap Everything - Core.esp*Scrap Everything - Far Harbor.esp*BetterSettlersFarHarborPatch.esp*AutomathroneAddons.esp*Docile Radstags.esp*SettlersRename.esp*ImmersiveVendors.esp*PD_VisualReload.esp*console.esp*dD-Enhanced Blood.esp*dD - Small Splatter Size.esp*Better Power Armor - BLD - Patch.esp*dinoshelf.esp*dinoshelf_retex.esp*OCDispenser.esp*OCDecorator.esp*OCD FarHarborDLC.esp*FunctionalDisplays-Collectibles.esp*FunctionalDisplays.esp*FunctionalDisplays-MISC-VIS-HTNJ.esp*brtrn_highValueAreNotJunk.esp*brtrn_holoTagsAreNotJunk.esp*brtrn_undamagedItemsAreNotJunk.esp*brtrn_uniqueItemsAreNotJunk.esp*FunctionalDisplays-Patch-DLC03-VIS.esp*FunctionalDisplays-Patch-DLC01-VIS.esp*Better Explosives - Far Harbor.esp*Better Explosives - Normal.esp*Better Power Armor - Extended.esp*Better Explosives - Enhanced Grenades.esp*Better Explosives - Grenade Frequency 30.esp*Better Locational Damage - Ghoul Edition.esp*Scrap Everything - Automatron.esp*Better Locational Damage - DLC_Automatron.esp*Better Locational Damage - DLC_WWorkshop.esp*better chems - valdacils item sorting.esp*Better Locational Damage - DLC_Far_Harbor.esp*Stab and Break.esp*Better Cooking.espBetter Perks.esp*IST-BigLeagues_MovingTarget_Sprinter.esp*IST-ShotgunSurgeon_IronfistedBasher.esp*Scouter_V1.1_by_Ruddy88.esp*Scouter_AWKCR.esp*Scouter-NamingPatch.esp*SlowerGhouls_NoLungeAttacks_Both.esp*SlowerGhouls_Optimal_Slow.esp*move that workbench!.esp*AutoDoors.esp*FunctionalDisplays-AID-VIS.esp*NoThirstyMedsVIS.esp*CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp*AltNightVision.esp*AltNightPerson.esp*AltReconVision.esp*3dscopes.esp*3dscopes-AddToSpawnList.esp*3dscopes-framework.esp*3dscopes-FarHarbor.esp*3dscopes-NukaWorld.esp*IST-AwarenessExpanded.esp*IST-Ghoulish.esp*IST-VANS.esp*TrueStormsFO4-FarHarbor.esp*TrueStormsFO4-GlowingSeaExtraRads.esp*TrueStormsFO4-FarHarborExtraRads.esp*TrueStormsFO4-EarlierSunsets.esp*TrueStormsFO4-EarlierSunsetsFH.esp*TrueStormsFO4-NukaWorld-FH-Compat.esp*EndorsCustomCombatArmor_CFA.esp*EndorsCustomCombatArmor_WATM.esp*EndorsCustomCombatArmor_CADog.esp*EndorsCustomCombatArmor_ChromeSynths.esp*ScarfMask.esp*Siles - ModernMagazineShelf - All in One.esp*YAR_Bobblehead_Stand.esp*3DNPC_FO4.esp*ImmersiveGenericDialogues.esp*EveryonesBestFriend.esp*Eli_Faction Housing Overhaul - AiO.esp*Eli_MarlboroughHouse.esp*Sanctuary Cleaner Roads.esp*InstituteFastTravelForSurvival-DLC.esp*LightsOut.esp*NukaBenchv1.5.esp*Give Me That Bottle.esp*AkaWaterWorld.esp*SMH.esp*Journal.esp*DynamicInteriorFogRemoval.esp*DIFR - VIS Patch.espPowerArmorDrain90.esp*DarkerNights.esp*MTM-NoGreenWeather.esp*DarkerNightsDetection.esp*FQ_NoMoreLODFlicker_AIO.esp
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When you command a follower to loot at dead body or container, you usually say something like "See if there's anything useful". So your follower walks over to the chest (half the time painfully slowly), opens the chest and . . . takes 1 thing off the top. Why? Is the rest of the stuff in that chest - like that heavy combat armour for example - not useful?? Of course not. You're followers are just lazy. So what I'm hoping is that this is A) changeable, and B) someone knows how to change it. What I want is: when you command a follower to look a body or container, they should take EVERYTHING, not just one This is a really small thing (not sure if its simple or not), but given how often I use it, it's become a really big annoyance. Hope someone can help!
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Deathclaw Companion anyone? :P Came across this on FB haha http://www.pixiv.net/member_illust.php?mode=medium&illust_id=41482304 Note: this is apparently NOT actually a Deathclaw, just someone's original character, but ....
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Thanks KataPUMB for your help :D I now have a Vertibird that I can get on, use the minigun. Just a few things I'm trying to figure out atm (basically by looking through my options and trying everything :P), any help from anyone would be greatly appreciated. 1. I can't fast travel (well, fly) in the Vertibird because fast travel is disabled in survival and I'm trying to find the script that allows you to fly with a selection on the Pip-Boy. 2. Getting onto the Vertibird for the minigun does not force First-Person, and I have to manually press "v" (my camera button) to get into the correct view.
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So I'm pretty new to modding (by which I mean I started last week). One of the things I'm trying to do now is create a stationary Vertibird that is waiting at Sanctuary for you. I had hoped to do this by finding the Vertibird NPC, duplicating it and changing a few settings/scripts/AI to make it start landed, allow you to travel with it as thought it was from a Vertibird signal grenade etc. However, I haven't had any luck at all reproducing the Vertibirds from the signal grenades. Has anyone had a look at Vertibirds for modding yet? I duplicated the MQ101 Vertibird, which had only one AI Package, MQ101VertibirdHoverPkg. Although a few of the scripts SOUND like they would do what I want them to do, such as the BOSVertibirdSmokeGrenadeScript, I can't get it to work. Currently, I can board the Vertibird, but do nothing else - no pip-boy so no map, its in third person, no minigun (it appears i'm holding my rifle, and yet i cant fire either the minigun or the rifle). If anyone has any tips, info, or even better, a full tutorial on the matter, please tell me :S
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This is another one of those small annoyances. It just seems strange to me that I can't ride a Vertibird FROM the Prydwen. The Signal Grenades are meant to call a Vertibird and even the message you get after using one reads "A Vertibird has been dispatched to your location". Presumably, dispatched from the Prydwen, so why do I have to get OFF the Prydwen and throw a Signal Grenade in order to ride a Vertibird? Especially in Survival, where Vertibirds are your main source of transport, you really should be able to fly directly from the Prydwen without using a Signal Grenade. I came across this because I had two signal grenades left and was in the Glowing Sea. I used one to return to settlement, drop off all my loot, and then used the last one to fly to the Prydwen to pick up some more Signal Grenades. It's extremely immersion breaking for me to then have to get OFF the Prydwen and use one of my newly bought Signal Grenades immediately... EDIT: for anyone that may be interested, the animation to fly to/from the Prydwen IS already in the game. Not only do you have to do so in a mission, but also you can call a Vertibird and have it fly you to the Prydwen, as well as watch it take off afterwards.
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- survival
- fast travel
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Lol yeah I was thinking of doing exactly that once my Uni semester is over, not for this but rather so I can try my hand at a quest mod xD If no one makes this though, I'll try do one in like....4 weeks? haha
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Yeah I know that scrapping those items weren't intended, but when you have mods that overhaul areas with candles, such as those ones which clean sanctuary, it creates a situation where the lights sources are gone and I have no way of bringing them back, and I can't get rid of the light sources either. I know lights are a different, but come on, Bethesda is a huge gaming company, they could't spare a single moment for this? Even with my s#*! level of programming knowledge in Unity, I am well aware that you can create 'empty' objects and place both the light source and the light model under that 'empty' object. Even if this method isn't QUITE the same in Bethesda's engine, I seriously doubt the actual method is impossible. Bethesda just didn't do it, which admittedly I understand. That's why I'm asking someone here to remove them...
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Yeah I know right? There was absolutely no logical reason for Bethesda to separate them...
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Can someone PLEASE remove the goddam light sources present in some of the settlements? I'm talking about the candles, the lamps, etc that are present in the settlement already. While the items themselves are scrappable using any of the scrapping mods, THE LIGHT SOURCES ARE NOT OBJECTS AND DO NOT DISAPPEAR (&*#@^&*#*@ Why, in the name of all that Atom touches, would the Bethesda devs separate the light source from the object??? Every single craftable light does not have this problem, because the light and the object are together...
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I was just about to put up a post myself about this! I too would absolutely love to have some sort of vehicle other than the vertibird signal grenades... But really, could someone AT LEAST fix up the vertibirds? Holy crap, they are the most useless piles of oil and metal I have ever seen, and the pilots who fly them must have failed grade school, they can't even fly to somewhere you haven't been. Lorewise that just makes 0 sense since its a HELICOPTER ... YOU FLY IN A STRAIGHT LINE. Also the very first time you ride in a vertibird as part of a mission *cough* spoiler *cough* you aren't kicked out of the vertibird as soon as the wheels touch the ground (and in some rare cases, BEFORE the wheels have even touched the ground). You get an opportunity to use your minigun to sweep the area, which makes sense. If someone could add that to ALL the vertibirds, that would be amazing. Now, I just have to go figure out why I'm getting a bug where my minigun disappears mid flight and stops me from shooting at all (well, the gun isn't there, so its just me standing on the deck with an empty mount...)
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So I've been playing Fallout 1.5 for a while now, and noticed quite a few things that didn't really sit well with me, especially in the new Survival, so I thought I'd make a list. Since I don't actually know how to mod, I can't fix any of these myself, but if anyone is creating fixes/patches/tweaks, in my opinion these things are definitely worth including. Also, feel free to add your own to this list! I'm curious to see what really bugs other people :P 1. Carry Weight: So survival decreased carry weight. Makes sense, makes the game harder. One of the consequences of this, however, is that I've noticed WE CAN NO LONGER LIFT DEAD BODIES. Sure, I can't carry 300 assault rifles in my backpack, but what if I want to shift that Raider off the rifle that his corpse is lying over? I can't do that now, because apparently I'm so weak I cant even drag the body. 2. Vertibirds: This one I know other people have been complaining about as well. You set up a signal flare, and the Brotherhood of Steel, a MILITARY organisation, kindly sends a Vertibird to pick you up. It will take you where-ever you want - oh, but ONLY PLACES WHERE YOU HAVE ALREADY BEEN. What's up with that? It makes no sense, both game-wise and lore-wise. In the game (unless you are playing without fast travel), there is almost never a need for a mode of transport because you can instantly fast-travel to wherever you've been. Unless, of course, you are over-encumbered, but honestly, how often does that occur? Besides, lets consider the pilot. Does he not know how to fly in a straight line or something? Surely you can just point in a direction and ask the pilot to fly there, without having been there yourself? 3. Vertibird Firepower: When you get into a Vertibird, you automatically take control of the door gun. You can use it to shoot enemies while your pilot flies you to your destination (except you can't actually hit anything, because Fallout has terrible graphics or loading distance or whatever). You arrive, the Vertibird lands, and you want to use the minigun to sweep the landing zone before getting out, EXCEPT YOU CAN'T BECAUSE APPARENTLY SOMEONE KICKS YOU OUT THE DOOR. The reason why this bugs me is that the very first time you use a Vertibird as part of the Brotherhood of Steel mission, you actually get to use the gun while the Vertibird circles the area, CLOSE ENOUGH TO SEE WHAT YOU'RE SHOOTING. Then, when it finally lands, you are able to mop up the rest of the Super Mutants before getting out. Bethesda introduces you to this . . . type of gameplay, if you will, which is awesome. Then you never get to use it again. Ever. Because all the Vertibirds you can call are useless pieces of s#*! that are nothing more than glorified Taxi Drivers... 4. Stimpacks in Survival: In Survival, you are told that Stimpacks heal you much slower and that you have to carefully think about when you use them. Sure, that makes sense, that way you can't just stand in the open and blast away with your pistol while jabbing yourself repeatedly with 100 Stimpacks. But then you go attack that Gunner, crippling his arm and dealing significant damage, only to watch as he pulls out a Stimpack, stabs himself with it, and heals back up to full in 2 seconds flat. In fact, everyone in the wasteland does that. Except me, apparently. Welp, that's it. That's the four things I've noticed so far that really irritate me. Sorry for the rant, hopefully I wrote it in a way that's marginally interesting :P
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So a lot of people have already experienced the Cell Reset Bug, and some of them have been able to fix it using mods such lapdragon's Cell Reset Workaround Patch (http://www.nexusmods.com/fallout4/mods/6772/?) In fact, a second bug exists - one that I will name as the Container Contents Generation Bug for now, since no one seems to have named it already. It does exactly what its name suggests - generate random contents for containers that SHOULD NOT have their contents edited. NOTE: This is not quite the same as the cell reset bug, as nothing is lost, only added. This is extremely irritating, especially for those of us who like to sort out their items using multiple chests, as every time the cell is loaded, the chests will be stocked up with random loot as if they were 'wild' chests - contents could include ammo, caps, pre-war money, junk and weapons (possibly armour, I'm not sure). The two pictures in the link below show an example of this. http://imgur.com/a/3PxwO Picture 1: Steamer Trunk that is meant only to contain melee legendary weapons. Picture 2: Drawers that are only supposed to contain clothing, now with duck tape and shot glass as well . . . its not what you think, I didn't put them there :tongue: THE SOLUTION Apparently was right under my nose all along. In the comments of lapdragon's Cell Reset Patch, I found the following: So...yup. I'm not the only one with this problem, and apparently the problem has already been identified. Can someone please actually make the solution? :D Thanks!
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Vilkas repeating him self over and over...
astantos replied to thatguy97's topic in Skyrim's Skyrim LE
*update* actually various aspects of the entire Companions questline seems to be bugged for me, in addition to Vilkas' never ending proclaimations against magic, in certain other quests there are scripted things that simply do not happen, such as doors not opening, people not talking etc. I havn't found an in game non cheat way around these yet...I believe it is related to a mod, but since I run so many mods I have no idea of knowing which one it is. -
Vilkas repeating him self over and over...
astantos replied to thatguy97's topic in Skyrim's Skyrim LE
FOR EVERYONE WHO IS STILL HAVING TROUBLE WITH THIS BUG Okay, firstly, not sure if this is true. However, what weapons are you using? I unequipped my sword and the continuous repetition stops. When I had my bow equipped the dialogue did not stop. So, either a) my sword - ANCIENT NORD SWORD - counts as a magic item, which is possible, since my bow - ANCIENT NORD BOW - is the same type. In other words, don't use ancient nord weaponry. b)your weapon (whatever is equipped) counts as a magic item. This may be why SHIELD BASHING Vilkas works, but doing the equivalent WITH A WEAPON doesn't work. Hope that helps!