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Crimsonhawk87

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Everything posted by Crimsonhawk87

  1. I had to UNINSTALL Pleasant UI and no dotdotdot (2 of my most cherished mods) to get back up and running. It's sad that the survival stuff (something that I am not in the least bit interested in) broke two of my most useful mods, but oh well, they'll either get patched soon or something similar will pop up at some point. Until then, guess I play with the annoying UI that shipped with the game.
  2. Still waiting on some help with this issue. There is no rhyme or reason (that I can see) for CTD when saving, but it continues to persist, even when changing to different characters. It seemed to clear up for awhile then, poof, there it is again, anytime I try to save, whether it be autosave, manual save, or quicksave....CTD. I lost about 6 hours worth of settlement building last night and about 45 mins this morning. Any ideas about this would be much appreciated.
  3. In response to post #37025410. Ahh, the weaselly snakes could not resist slithering their way back into the wallets of their customers. Guess it was inevitable, although I don't think it will be the boon that everyone thinks it will (modders and gaming company alike).
  4. Seems that the invisible companions thing is somehow tied to a hair mod....I was using one of KS's hair styles (one of the ones with the news cap and hair) and I think that was causing the vanishing companion. Once I changed the hairstyle to another one, everything seemed fine. I had to target the area where Piper was standing while in console mode, get her ID #, then run SLM and move the cursor around until I found her hair, then change it. Once I started scrolling through the hairs, she appeared and it became easier after that. Just putting this out here in case someone else runs into this issue.
  5. So, I was moving along nicely, then *poof*, Piper just went invisible all of a sudden, I can still talk to her, give her commands and all of the normal stuff, but just cannot SEE her. She was in PA at the time, so I told her to get out, the PA appeared, but she was still invisible. Has anyone had something like this happen before, or does anyone have any ideas about why it would happen? I literally watched her simply fade from my screen and now she is invisible in all of my previous save games. I had this happen to Curie ages ago, on my original character and nothing I did seemed to bring her back.
  6. So, as the name applies, I keeping getting CTDs anytime that I attempt to save the game...whether it be via quicksave or save from the menu and even autosave is affected. This has just started in the last few days, and while I have updated a few mods, I don't believe that I have added anything new within that time frame. I was just wondering if anyone else has experienced this and if there is a possible fix and/or workaround. Edit: It seems I can save withing a settlement, but not outside in a world space. This has me perplexed.
  7. Vlit5's .ESM patch alone worked for me...allowing me to see all DLC content, Robot Home Defense, Homemaker, and Better Stores without an issue. With other patches, or even his .esp patch, I was missing some of those mods in my workshop menu. Hope this helps some folks. Hats off to you Vlit5!
  8. Because they changed the vanilla menus ? Ok, but how does that make an entire sub category just vanish? Not being a smart ass, I really want to know and if it is fixable.
  9. Robot Home Defense no longer seems to work since the WW DLC was installed....if the keyword cap was indeed removed, then why are things still wonky with several mods?
  10. In response to post #36561500. Yes, I know that it is a game mechanic problem, but I was basically saying that fast travel could be more immersive, instead of just getting rid of it altogether (in survival mode, where immersion is supposed to be the "thing"). You don't see the entire journey when you hop aboard a wagon in Skyrim (with that cloned, creepy driver who's eyes seem to follow you where ever you move), so I figure something like that could have been added as a more immersive fast travel. Hop an armored bus, horse and buggy, Vertibird, boat, etc., show a 2-3 animation of it pulling off, then boom, at your destination. A small thing perhaps, and fast travel does not bother me in the slightest, but an "immersive" alternative to those that want to play survival mode but don't want the hassle of trying to get from one end of the map to the other because some dumb ass settlers can't shoot straight.
  11. In response to post #36468930. #36486615, #36489005, #36508740, #36509535, #36509560 are all replies on the same post. It's always bothered me that you craft a laser with duct tape, some metal, and various odds and ends, build insanely intricate robots, and craft city sized settlements (all within the scope of the vanilla game, mind you, never mind the stuff you can do with mods) but you can't somehow get the multitude of vehicles lying around the wasteland (already with fuel, judging by the explosions when you shoot them) up and running. I get that player vehicles adds a very tricky mechanic to the game, but are you telling me that the Minutemen couldn't get a bus running, or that Brahman pulled wagon trains aren't viable? Vertibirds are already implemented in the game, albeit in a limited capacity, so you are telling me some industrious soul wouldn't have started their own transportation company for hire? The lack of vehicle use in game, to me, is just as lore breaking as not having to eat, drink, or sleep to keep going. Survival mode fixes one of those, it damn well should fix the other.
  12. In response to post #36468930. #36486615, #36489005 are all replies on the same post. Firstly, portable bedrolls/sleeping bags for wilderness saving should be available, with the caveat of being unable to do it with enemies close by and would go along way to mollifying many of the arguments against survival mode (and yes, I realize it will be modded in 2 secs after the patch goes live, but it should be a vanilla feature). The second thing is to implement a travel system similar to Skyrim's wagons that travel from settlement to settlement and to designated areas of the map (ie, Diamond City, Goodneighbor, Bunker Hill. etc) AFTER they are discovered via exploration. The first one is an easy fix and will be in the game, regardless of whether it is intended or not. The second one, not an easy fix, but alot more immersive than fast travel and tons better than having to hoof it all the way across the map every time to need to turn in a quest objective. The settlements can already be linked to share resources, so why not a 5-10 second travel animation with whatever travel system that is appropriate (Vertibird, Armored Bus, horse and buggy, boat) for various locations? Basically it's more "immersive" fast travel, but to only locations that you have previously discovered. It could even be incorporated into the settlement building process (have to build helipad, bus station, stable, boat dock...etc) to really make it immersive.
  13. In response to post #36297220. #36298815, #36299420, #36303765, #36306040, #36307275, #36412135 are all replies on the same post. @lux....haha, no, permadeath in any incarnation is not fun. Having to re-do weeks, days, hours of game play is redundant and a poor business decision by any gaming company. There is a reason it rarely, if ever, exists in today's games: Consumers HATED it. UO got away with it because it was the first major MMO...once Everquest came along, the permaddeath thing pretty much died. It always amuses me to see people pining for the "good ole days", when sometimes, it is just better to let a sleeping dog lie.
  14. In response to post #36264185. #36272420, #36280400, #36281620, #36294745, #36295480, #36307360, #36313620, #36340025, #36344490, #36347635, #36348020, #36368590, #36372830, #36372990, #36373850 are all replies on the same post. One word popcorn....consoles! I have a feeling that this update was made as it was for the console versions, as they will probably not have access to the sheer amount of mods that are/will be available to the PC modding community (pure speculation, mind you, but I'm willing to bet that this is the case). Most likely quite a few of these "issues" that people are having will be modded by the community post-GECK.
  15. In response to post #36170555. To me that's worse case scenario, the "nuclear" option, if you will.....the only reason they would go that far is if the numbers came back and showed that significantly more copies of FO4 were sold for consoles as opposed to the PC. In that case, they may decide that it would be more lucrative for them to completely handle modding on their end, there by controlling all content and a way to introduce paid modding to unsuspecting console whores, who have no clue about modding's true potential. Yes, they would piss off a huge portion of their PC fanbase and creative community, but they could mollify some of the bigger modders with paid mods and revenue sharing, and could bank on many of the PC users rolling over and buying their next game anyway (I, for one, would wash my hand of them...but that's me). Granted all of this is just pure conjecture on my part, but it's the only reason I can see for them to take such a 180 degree turn on community modding. DISCLAIMER: I do NOT believe this to be the case, this is just my hypothesis on why it would happened if they did, in fact, go the "nuclear" option. I fully support Bethesda and all of their hard work, and if they want to disable modding and the console command function for a BETA test, then so be it.
  16. In response to post #36130355. #36131015, #36131195, #36131385, #36131925, #36132930, #36138310, #36140975, #36144405, #36146925 are all replies on the same post. Well that is doable, I suppose, as I don't plan on playing in survival mode and the ones who do probably won't miss the console anyway.
  17. In response to post #36130355. #36131015, #36131195, #36131385, #36131925, #36132930, #36138310, #36140975 are all replies on the same post. Sorry, I cannot believe for a moment that there is a valid reason for disabling the console, but "allowing" mods....it makes no sense. Maybe they mean if you go "survival" mode, then the console is disabled....*shrug*, even that seems abit over reaching, but some ppls can't just help themselves. If the console was disabled for all modes, regardless, then that's almost as bad as not allowing mods. That is what people are worried about....them changing the rules mid game for some unknown reason.
  18. In response to post #36130355. #36131015, #36131195, #36131385, #36131925, #36132930 are all replies on the same post. @dikr: I never said that they would disable modding/console ( I even said as much in my initial post), what I am saying is that were to be the case (for whatever reason...none good enough to justify doing that, I can assure you) then you can expect an out cry that would make the paid modding scandal seem like an afternoon tea party. The point I was trying to make is that modding goes hand in hand with Bethesda games, every since the days of Morrowind, and anything that seems to disrupt that tends to throw fans into a tizzy. The concern among many right now is that Beth seems to be heading in the direction of catering to the consoles and that eventually that mods for the PC will be restricted or controlled in some way. I'm not saying it will happen that way, but I've read enough about it on the forums and in a myriad of posts to know that some fear it is heading in that direction. I'm not saying Beth would even do it on purpose, but you have to admit that the last few patches have played havoc with mods and if they inadvertently translate the beta settings into the live version, the result would be the same.
  19. In response to post #36130355. #36131015 is also a reply to the same post. I get it and support what you are saying, betas are for testing purposes....I'm just talking about after the beta. If the no mods/no console "feature" remains after it goes live, then there will be hell to pay, and rightfully so.
  20. I have not opted into the Beta, nor do I plan on playing on Survival Mode when it goes live (just not my thing), so this doesn't really affect me at all...yet. If the no mod/console thing translates into the live patch then I will see which way the wind is blowing and it's time to move on from Fallout 4 (and maybe even Bethesda). What makes a Bethesda game re-playable (I have already played all the way through in vanilla) time and time again, are mods. Without mods, this game is a pretty "meh" one off playthrough...which I suppose is what you pay for in the first place, but we have come to expect more out of Bethesda games. I mean, I was still playing Skyrim up until FO4 release, which is a pretty good testament to Bethesda and the modding community. If they force the no mods/no console thing onto the game after the beta, it probably means that they have completely sold out to the consoles and are taking control of the modding scene by having all mods go through their official website. It is my fervent hope that this is not the case (I don't think that it is the case, just to be clear), but if it is, then FO4 just became another un inspired FPS and is no longer worthy of my time. Oh, and to the people screaming that mods aren't officially "supported" yet...that is beside the point. The game has been modded, will continue to be modded, and was made to be modded, so regardless of "official" support yet, modded FO4 is here to stay or will wither and die. THAT is the truth of the matter, like it or not.
  21. I've noticed it alot more since the DLC....I'm sure there's some un optimized something or another that will take a couple of patched to sort out.
  22. Ok, seems I fixed it. The problem is that if you build the Robot Workbench before you speak with ADA, it messes up the quest somehow. Simply delete the Robot Workbench and rebuild it and it will move the quest along. Leaving this here in case someone else runs into the problem.
  23. So after completing the General Dynamic portion of the new quest line (not too far along, so a minor spoiler) you are supposed to speak with ADA after the Robot Workshop has been built....unfortunately ADA seems to be stuck in a speech loop that will not let me advance the quest. Has anyone else experienced this, and if so, were you able to fix it?
  24. That is what you call a blessing in disguise....Preston is, easily, the most annoying companion in the game (I would say NPC, but the sad sack Longs have that sewed up) and most folks would love to have that "bug".
  25. So just to be clear....this new survival mode is optional, correct?
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