-
Posts
670 -
Joined
-
Last visited
Everything posted by speedynl
-
LOOT & Cleaning DLC's yes or no?
speedynl replied to ninjamaster0420's topic in Fallout 4's Discussion
if i'm right it should be in the data folder, if not jimmy prolly knows it then- 19 replies
-
- cleaning dlcs
- cleaning masters
-
(and 1 more)
Tagged with:
-
LOOT & Cleaning DLC's yes or no?
speedynl replied to ninjamaster0420's topic in Fallout 4's Discussion
i never cleaned the main esm's not in skyrim(se) or fo4, never had problems with it, well the game's crash sometimes but thats kind of normal with beth games (maybe a heavy modded game runs better with cleaned esm's, but i never saw any hard evidence of it) as for cleaning, just back up(copy/move) the esm's before you do the cleaning, not happy with the cleaned files, copy/paste them back then cleaning is just like the debate body types(cbbe/unp), some think its a must others don't, just do wat you think is right- 19 replies
-
- cleaning dlcs
- cleaning masters
-
(and 1 more)
Tagged with:
-
How many settlers do you have? (Poll)
speedynl replied to kitcat81's topic in Fallout 4's Discussion
when i was playing this game, best i had was 3 settlers(well they where not real settlers but placed npc's with the right script, at my gorsky settlement i killed any other settler on side, i don't like settlements(never did) -
Lag/CtD and R6025 error at Jamaica plains
speedynl replied to Kanealpha's topic in Fallout 4's Discussion
just get them all(64/86), 2008, 2010, 2012, 2013, 2015, 2017, i have those all, never had or have any problem with run time -
Half Buried Buildings - Holes in Collision Geometry?
speedynl replied to wysiwyg's topic in Fallout 4's Mod Ideas
wana do some testing, pick any wilderness cell, use landscape editing, pick lower ground, now dig a hole big or small, drop a building in it, make sure you have a ditch that connect your doorway to the surfece, now cover up the house with crap, enable the mod go check it -
Supply Lines, settler transfers and a new Indoors Settlement
speedynl replied to TaxiVader's topic in Fallout 4's Discussion
depending where your settlements are, a settler/provider that don't move to his new location prolly mean there is a problem with the navmesh if the navmesh inside/outside is like it should be, they should move, i can remember long time ago some 1 had the same problem, after some checking/fiddeling his navmesh from his settlement locationd din't connect to the surrounding cells, after fixing this his npc's moved like intended- 3 replies
-
- settlement
- payer settlement
-
(and 1 more)
Tagged with:
-
the invisible thing have to do with broken precombined/visibility as for the map marker not showing, you have to name the marker like (myplacemapmarker, then set the encounter zone, or was it location (forgot) when linking your location to the mapmarker there is a option the say share or show interior(forgot the right name to)
- 9 replies
-
- interior settlement
- settlement design
-
(and 1 more)
Tagged with:
-
Nuka-World Provisioner Issue
speedynl replied to Deleted12668574User's topic in Fallout 4's Discussion
don't know removed the game long time ago already -
Nuka-World Provisioner Issue
speedynl replied to Deleted12668574User's topic in Fallout 4's Discussion
i can remember there was a mod that fixed that quest, brother dead/alive tina would join you and quest was done https://www.nexusmods.com/fallout4/mods/10892/? -
****Spoilers**** Dogmeat: completely useless
speedynl replied to Wolfskin75's topic in Fallout 4's Discussion
just like skyrim all followers sucks, solo is the best way to go -
tats not so hard, you can place a manhole/door wat ever anywhere, give it a map marker, drop the xheading marker in the settlement, boom fast travel the settlers will spam if set up correct inside the under water settlement, so easy
-
looks pretty good, depending on how he build it and or wat location he use for it, it just need some adjustments to make it a full working settlement prolly 10 min work
-
some reasons why no 1 ever made a settlement there its mid boston a pain to work with in CK braking the pre combined make it even more laggie then before the cells belong to that location don't fit inside the fences(you have to make xxx build boxes to get it decent) it have a ton of boss random encounters you have to clear the radiation zones, and make everything scrap able ect ect you want a settlement there, start learning to work with the CK and make your own 1
-
send him a pm, he prolly answer you
-
When do locations "clear"?
speedynl replied to payl0ad's topic in Fallout 4's Creation Kit and Modders
just place a setowneddtrigger in front of the wb, no need for changing scripts https://stuyk.com/fallout-4-creating-a-new-settlement-location/ you don't have to change the size, default size when you drop it works fine, walk in and you own the place -
Locations and "Special refs"
speedynl replied to pra's topic in Fallout 4's Creation Kit and Modders
you changed the loc(int) the mobs ect still have the old loc(in 1 of the tabs, forgot the names), so the game see the old loc but it don't match the new name = error you can ignore it all is still there, or you have to check the loc/persist i think on the tabs for the mobs ect as for the wb if you places it there before you renamed made a new loc, the game still think its in the old 1 remove the wb, place a new 1 in the new loc(int) ck/game can be tricky sometimes when changing names ect, best way is make new loc before you place anything, then place your stuff check the persist/loc on all the mobs items ect if they point to the old loc and change it -
Need help with settlement mod
speedynl replied to Excoter's topic in Fallout 4's Creation Kit and Modders
i never used a int workbench, a ext works fine everywhere, the difrent between int/ext is 1 menu (the 1 for building settlement stuff) the problem is prolly the cells, some cells around diamond belong to diamond (hence the names) i think the most simple solution will be, make hole diamond a settlement (loc/encounter) then the surrounding cells will be used to, but will break anything else that use diamond and or the other cells lil note using named cells that belong to any location is a bad idea anyway but then again what do i know -
sometimes it vari, i can play xxx time without a dc, another time the game just stop working in the middle of nowwhere, without any indication wat cause it no mods(from here) just some body textures and 3 esp's i made myself for better crafting/game play, but overall its way better then oldrim
-
if any cell don't have a coc marker teleport will fail you have to check first if those cell(s) have the marker
-
you can get the magazine and head in concord, just walk in, ignore preston walk out again, done the dead claw is another story you have to help preston the radio, its mm only, you can't put some 1 else behind it
- 8 replies
-
- nuka world
- raiders
-
(and 3 more)
Tagged with:
-
SSE How to put my modded house in game?
speedynl replied to Ydril's topic in Skyrim's Creation Kit and Modders
the door(s) outside have a warp/port function, same inside, the only thing you have to do is link the outside door(s) to your new cell(home) and the same thing from inside click on the original door, a new window pop up under 1 of the tabs is the warp function, disable the 1 on the original, (it will remove the yellow marker(is a port marker) the click again on the same door and connect it to your new cell( depending on wat you use (door/ladder ect) do the same thing from inside to outside -
you can visit my profile, almost no endorsements, but it don't mean i use xx mods, infact i only used 1 mod for this game SC(and some textures) all other i made myself endorsements don't mean anything i don't even know how long i'm here to lazy to check it myself