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HeyYou

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Everything posted by HeyYou

  1. You could trace where the signal was coming FROM, but, so long as the institute is receive only, couldn't find 'em that way.
  2. Is it possible to change the crops a settlement grows?? Don't think I have ever tried that. :D
  3. Would it be possible to remove stuff by what slot they occupy? I am not real familiar with the system, so, don't know if armor is considered some clothing..... (but, you can wear armor with clothing.... so, gotta be some difference there.) Simply unequipping certain items when you step in, storing what they were in some variable, then restoring when you step out. (or, make folks re-equip it when the step out....) Should be able to wear clothes, glasses, bandana.... even in power armor..... but, armor, hats, helmets, etc, would have to come off.
  4. You want MCM as well, but, that requires FOSE (script extender). That gives you the option to customize PANPC, at the very minimum, and there are a LOT of settings in there you can tweak. (I bumped up the number of extra npcs/monsters, and their level. :) I LOVE that mod.) As for what else in the way of mods.... That is a matter of personal taste. There are a LOT of mods out there that addthings to the workshop, so you can build them, weapon mods, gameplay mods, and that is just barely scratching the surface. :D
  5. What's more fun is a mod that gives those building interiors. :D I do believe there is at least one out there, that gives interiors to some of them.....
  6. But it never works that way. People in power are only concerned with one thing, staying in power. (and accumulating more....) Human nature dictates the communism simply cannot work. The only things a dictator needs to oppress people are the core functions of the state. Doesn't even need to be a dictator. Elected officials can do the same thing. And they do.
  7. Depends on who ya ask. :D As long as the politicians have nothing to win and everything to lose trampling people's rights the economic development always comes. In this situation whether the companies are mostly private or nationalised is a petty detail. But it never works that way. People in power are only concerned with one thing, staying in power. (and accumulating more....) Human nature dictates the communism simply cannot work. And given my druthers, I'druther live in a capitalist society, where I actually have some motivation to better myself, and my living condition. Simply not possible under communism. The State decides who moves up the ladder.
  8. And that killed you when you built stuff?????? That's just bizarre. I really don't think that was intended..... gotta be a mod conflict somewhere.
  9. That just raises the height of the build area though, doesn't it? (I use it... but, I edited Startlight drive-in build area myself......)
  10. Ok, same one I use. Starting the game with the FOSE loader?
  11. 95 5f Live Dismemberment - Brutal.esp 96 60 Live Dismemberment - Insane-o.esp 97 61 Live Dismemberment - Liebermode.esp 98 62 Live Dismemberment - Mental.esp 99 63 Live Dismemberment - Mind-Blowing.esp100 64 Live Dismemberment - POSTAL.esp101 65 Live Dismemberment - Regular.esp Aren't you only supposed to use ONE of these?? Though I don't think that's your problem. Really have no idea why building something should kill you.... I don't know of any mods that cause damage that way......
  12. Which faster workshop mod ya usin'? Does it require the script extender??
  13. Running any other mods that affect settlements? Might try loading the expander lower in the load order.
  14. I think it already works that way...... I find that if I encounter of group of hostiles, attract their attention (by killing one or two), then run to some other faction camp, the two groups will pretty much ignore me, and start shooting at each other. I can sit back, and snipe targets at my leisure. :D
  15. Does it affect ALL weapons, or just a few? If just a few, are they added by the same mod?
  16. I have wandered around there a bit, which tends to upset the guards, but, they don't attack immediately...... I don't think it is possible to get into the building (without console commands) without the quest.
  17. Keep in mind, the uninstaller for the game does NOT delete everything...... it leaves quite a bit of detritus layin' about, which can cause issues even after a reinstall.
  18. Depends on which Clean and Simple you use. Most of them do sane scrapping, as in not scrapping roads in Sanctuary. Some of them do that, plus make changes to existing buildings. The one I use for Sanctuary fixes all the houses to save you the trouble (you can still scrap the houses if you want them gone). Overall the Clean and Simple line is very well done, and saves you a bunch of time running around weeding a settlement. I'd go for them first instead of scrapall, then manually scrap any thing that is left that you still want gone. Scrapall is the nuclear option you use before a massive build. Save your game before using it, because you might not like the results. If you are talking about Jencave's Mods, they are very well done. I have used her mods for all my settlements. The one she has for Spectacle Island is very impressive. I also used to use Scrap everything, but not the ini that allows you to demolish the game. Still, any scrapping will mess up frame rates in the cell affected. Since I tend to create very large and elaborate settlements, my frame rate tends to drop a lot where anything has been scrapped. The Scrapall command, as someone mentioned above, is a time bomb waiting to happen and I would not suggest using it. I used it once because I was going to import a blueprint and the results of the scrapping were jarring. triangle shaped landscaping, a huge hole under the house where there was a basement, it was just not usable unless you intended to add a ton of dirt and build up the area by about 2-3 blocks. If you are going to scrap, just use Scrap Everything. If you want the least amount of performance hit, use the Clean and Simple mods. Remember, all these mods will break precombines and the like, but that only affects that particular cell and not the entirety of the Commonwealth, and if you are not planning on having a huge build, the drop in performance may not be that bad. I use scrapall at Starlight Drive-in, and it actually is pretty effective. I want a big empty to start building in there, and scrapall gives me exactly that. I have also modified the build area, made it bigger..... along with scrap everything, the only pitfall for me is, it takes out a section of the railroad bridge at one corner. Which I then have to put back. :D
  19. Not sure about duplicate effects.... I think I have seen some of those in my various playthrus.... So, no idea if that is a thing or not. I am simply not familiar enough with the CK to be of much more help..... I was hoping it would be something 'easy', and you could just edit a list, and reduce the chances of some affect or other showing up to zero. Maybe still possible with the array...... but, would need to know just how the game determines which effect it wants to apply. Wouldn't surprise me if there wasn't a script out there somewhere, that dealt with it.
  20. Scrapall does indeed put the resources you recover into the workshop. It is indiscriminate though, and does EXACTLY what it says. It scraps EVERYTHING. (except the workbench.) If you are using a scrapping mod, like scrap everything... you can scrap stuff you really don't want to. Pretty much everything in the buildable area will simply be gone.... Depending on what mods you are running, that can have some truly interesting side-effects. :D I haven't used any of the Clean and Simple mods..... I think they do more than just scrap everything, so you are starting with a clean slate when you get there. I think some of them do some landscaping as well..... Would have to read the mods description to know for sure.
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