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RandomUnit

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Everything posted by RandomUnit

  1. I'm trying to start my fourth playthrough, but it's the first time I stumble upon this problem: Mod Configuration Menu isn't working as it should. First of all, look at the Mod Config string in the pause menu: MCM menu doesn't look right too: And most of the Game Configuration Menu sliders look like this: When I try to change their values, close and then open the GCM again, the sliders are at the zeros again. I use MO2, but I tried to use Vortex, problem persists. I tried to install FO4 on different drives, tried to completely delete saves folder in Documents/My Games, reinstall MO2, nothing helps. My load order is as simple as that: #Mod_Priority,#Mod_Status,#Mod_Name "0000","+","DLC: Wasteland Workshop" "0001","+","DLC: Vault-Tec Workshop" "0002","+","DLC: Nuka-World" "0003","+","DLC: Far Harbor" "0004","+","DLC: Contraptions Workshop" "0005","+","DLC: Automatron" "0006","+","Mod Configuration Menu" "0007","+","SKK Fast Start new game" "0008","+","Game Configuration Menu" "0009","+","GCM DLC Automatron" "0010","+","GCM DLC Far Harbor" and the MCM.log looks quite odd: It says it can't find translation file, but there IS a file "MCM_en.txt" in "Mod Configuration Menu\Interface\Translations" folder. I've spent three days trying to fix this, and now I'm quite desperate. Any help would be appreciated. Thanks in advance. EDIT: after googling more, I've found out that the solution is quite simple, all I had to do is go to Tools > Tool Plugins > INI Editor, then coose "fallout4custom.ini" tab and add these three lines there: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=I just don't understand, why did I have to do it myself, because this was like automated before, and I never got such problems all these years. Anyways, case closed.
  2. I'm working on a FNV mod and I need to create a lamp that would have two glow colors that would be switched in random time intervals (let's say, Rand 4, 8 seconds) and also it would have a light around it that would switch it's two colors synchronously with the lamp. What is the best way to achieve it? Cheers!
  3. This mod removes that awful fog from everywhere indoors, which will make picture look more saturated, bloomy and realistic. Besides the mod itself, there is a fix for Realistic Interior Lighting users, which is strongly recommended for even better immersion and experience. Grab it right here.
  4. I've stumbled upon this bug just yesterday. There are a bunch of bugs tbh, and all of them are linked to the episode when the Sole Survivor leaves Prydwen with Tom and Deacon. These bugs are as follows, combinated differently each time I load my savegame and try to leave Prydwen: Claymore won't undock from Prydwen at all;Claymore continuously flies by circles above the Airport;the dialogue sequence between Tom and Deacon never start;Prydwen never explode;Claymore flies to the northern edge of the map, slowly falling through ground textures;when (if) Claymore lands, I disembark it, holding it's own minigun with infinite ammo, which I can't drop or remove.I've googled solution for this bug to find absolutely nothing. There are a lot of posts about it on Steam, Bethesda.net, reddit etc., but there is no working solution. So I've found it by myself and it was quite simple: Disable Unofficial FO4 Patch if you use it (I still don't know if it's necessary, I've disabled it just for sure) When you meet Tom and Deacon near Cambridge Police Station, take Deacon with you as a companion, letting your current companion go (if you have any).That's it. Prydwen is destroyed, Tom lands Claymore at Nordhagen Beach, telling you to get off, you and Deacon jump to the ground and vertibird flies away. Now you can save your game, enable patch, load game and tell Deacon to leave if you want. Bug solved! P.S. Sorry for my awful english.
  5. This mod makes some more sense of Scrounger and Locksmith perks by adding a chance to any locked safe to spawn one LEGENDARY item if successfully hacked. This chance is based on two things: lock's difficulty and, therefore, your Locksmith perk's level, and your Scrounger perk's level. The higher those levels, the better are chances to get the LEGENDARY item. I'd like to keep the exact formulae in secret, but, let's say, if you lockpick a Novice safe without any Scrounger perks, there is a ~4% chance that you will find something with the star on it, and, on the other hand, if you lockpick a Master safe, having a four stars Scrounger perk, there is an almost 100% chance that you get something more valuable and useful than just a pipe pistol and a handful of .38 ammo. http://www.nexusmods.com/fallout4/mods/24650?
  6. yep, it looks fine from here. stupid me)
  7. Wow! I'm really excited about how such simple idea could get such a huge response. Thanks! P.S. Is it only me, or there is really something wrong with the pictures in this post?
  8. If you've got tired of constant syringe animations and necessity to explain every your condition to get it healed, being forced to watch this animation over and over again, then this mod is for you! After you install it, any doctor, would it be a doc in a settlement or an NPC, would heal all of your conditions in a bunch with just one click and without any animations and fadeins-fadeouts. Approach-complain-move on. The healing is not for free, doc will take all required caps from you in one overall payment. Visit the mod's page to get more info and watch the short video there.
  9. Everything seems to work fine now, files are uploading and the speed is great. Upload indicator freezes occasionally for a couple of seconds, but it seems fine for me. Thank you)
  10. I don't know if it connects with this problem, but I have issues with uploading files on Fallout4 Nexus. They're not uploading at all or uploading waaaay too slow - upload indicator looks frozen. When I use old uploader, everything seems to work fine, but it can't hadle files larger than 0.5 Gb. I keep getting this issue for about a week or so.
  11. Have you tried the mod I've suggested?
  12. You are wrong f***ing prove it.. I've already gave the proof in this thread. If you can't read - your problem.
  13. The harder the difficulty setting, the less XP you will get with each kill/discovered location/solved quest. Check out this mod if vanilla difficulty limitations are not enough for you and you want some more challenge! Fallout 4 XP Based On Difficulty
  14. Hey! Have you tried this one? If you didn't, you really should. I have a PC with some REALLY decent specs ( Intel Core 2 Duo 3.00 GHz, 4 Gb RAM, Radeon HD 6570) and this mod have made this game playable even for me! I play with everything turned on: godrays, TAA, HBAO, shadows. Try it, it won't bite)
  15. Hi! Give this one a try: Fallout 4 Complex Retexture Project. It really helped a lot of people.
  16. Am I really that bad at english, or is it just your inclination to give your advices everywhere even if you're not being asked to? I have an NPC. He has a gun in his hands. I need to get that gun's damage somehow. That's it. If you don't know how to do it, just move along please and don't make me waste my time reading tons of text about your doubts, speculations and consumptions, unrelated to my question. I don't need to create a perk, I need to change damage through the script. crRangedDmg works fine, I already checked that, and If you don't know even these basics then your advices and comments worth absolutely nothing.
  17. Let's say I'm building a mod which, under certain circumstances, changes an NPC's equipped ranged weapon's damage. So there is an ActorValue crRangedDmg which perfectly fits my plans. For example, I need to enhance current ranged damage by 60%, so I get this value, multiply it by 0.6 and pass it to this NPC's crRangedDmg. The question is: how exactly do I get this current ranged damage value from the NPC? I know, the answer should be pretty simple, but I just can't figure it out) P.S. Sorry for my poor english, hope I could describe my situation clear enough.
  18. Let's say there are three texture files in "Fallout1 - Textures1.ba2". Let them be "TurretFreeStanding_d.dds", ""TurretFreeStanding_n.dds" and "TurretFreeStanding_s.dds"; they have a path "\Textures\Actors\TurretFreeStanding\" inside of this package. And let's say I've made new "TurretFreeStanding_d.dds", ""TurretFreeStanding_n.dds" and "TurretFreeStanding_s.dds" and put them into my working folder, following the same path. I know, that I can put this folder into game's "Data" folder and they will replace vanilla ones inside of the package, but this option doesn't suit my needs and objectives. Is there a way to create some sort of .esp file alongside with new .ba2 package with my textures inside that will override these vanilla textures like some sort of a patch? P.S.: It seems like I've put this topic into the wrong thread. I hope moderator will forgive my misstep.
  19. Do you want to play Fallout 4, but your PC or laptop is so old, it doesn't meet even minimum requirements? Are you tired of permanent stutterings and FPS drops in Boston and/or Lexington? Do you have insufficient GPU RAM and you see those blurry lo-fi textures everywhere? If you've answered "Yes" for at least one of these questions, then FO4 Complex Retexture Project is just what you're looking for! This mod drops down the texture quality of the original FO4 to the specs, needed to comfortably run Fallout: New Vegas on maximum settings, leaving visual quality perfectly balanced. Search no more - visit the mod's page, try it and make sure by yourselves! (Look for some cool screenshots put under the spoiler to attract you even more)
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