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Sephrajin

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Everything posted by Sephrajin

  1. Looking good, so thx for (upcoming) sharing your work! Except maybe that, to me, it looks more like a charger than a regular (fusion core) storage container. But hey, maybe one needs to enter the proper code for the container to 'spit out' a fusion core? (not that you should add this, just imaginative RP speech) Keep it up, Gl hf :)
  2. Oops.., yeah I was just browsing n stuff...
  3. For 2. there's a mod called 'Advanced Follower Tweaks' (AFT) which has funtions very close to your request. Like autoscrap all items of a companion's inventory and move the scrap to your inv, ignoring 'equiped' items.
  4. You're aware that you could use ANY container to store caps in it, right? :tongue:
  5. You mean like: * open console * click item * enter 'disable' (if it was the wrong one; enter 'enable') Or more like 'Advanced Follower Tweaks' (AFT) which aside of ist Name, lets you scrap a complete Settlement. I hope it is saver (not! approved) than the console command 'scrapall', havent tried that command for savety reasons, but I did use the mod's function ;; which i assume to call that command.. anyway… :p hth
  6. Sounds like: * Sim Settlements, Conquerer Mod
  7. While i use the 'Achievement' mod which enables achievements even if one had the console open or is using mods (heck i'm only using visual/building) mods, I dont mind opening a console (for which I only require to Restart the game to get rid of that, so it's just a hazzle saver). This said, I created a script collection for Fo4 based on the wiki console command list (just like all the others, i'm just linking the source). This said, you could call either: bat s_newbase bat s_newbase_lore bat s_newbase_vault Each giving different amount ranges of materials. The "lore" one (in mind/Theory) would send settlers to run around outside of the Settlement and search for scrap, and bring back these mats, thus the numbers are the lowest of those scripts available. Lots of other scripts there too. But, you dont like open console. How About opening the pipboy? * Advanced Follower Tweaks, while doing what it sais, it does a lot more too, you can select to 'scrap all' of a Settlement. (NOT sure if it is saver than the console 'scrapall' command!) * Sim Settlements (3 in 1), can tear down an exisiting Settlement for it's materials, and then rebuild according to a City plan (desk) or Manual (regular Workshop mode, using plots) Personal experience, if you have enough People in your existing Settlements, I first assign one of those to establish a trade route to the new settlement to be protected. Exception example would be Oberland, for which I sent a settler from Starlight to Graygarden (robots), from which the settler will start the route to Oberland. Other than that, scrapping a new Settlement completely, gives more than enough resources to build a good start. Despite the beacon and probably depending on your loot on how many Generators you'll be able to build, but if you carry some weapons with you, at least a small Generator should never be an issue. my 2 Cents, hth
  8. Roughly said: You need to batchbuild 'all' clothes. Specifics: You can apply one bodyslide setting to 'greace jacket & jeans' and another to raidarmor, and a third to institute jacket, another to BOs scribe underarmor, etc... However, doing so WILL cause 'bugs' (aka empty 'holes' (distance from body to armor/cloth) or 'submerged' clothing in the Body) when clothes with too different bodyslide settings are combined. Recomodation: * Apply 1 bodyslide to ALL armor pieces and every bodysuit that can be worn under. * Apply 1 bodyslide to all full Body clothes (which cannot be combined with armor pieces) * Apply 1 Body slide to any single clothing mod (as Long you dont Combine them / with armor pieces) my 2 Cents, hth
  9. What are those please? I just bad bought the SP and played the DLC's started with an 'adjusted' character, at lvl 30. Figured, if one Returns from Nuka/Harbor, the Commonwealth is…. a Sleep-walk in the park (beeing 70+), also mostly because those 2 are slightly harder than default game. I'd like to have Emily to start the Harbor Radio quest only once i reached 50. Having that as arealy as Nick is… a Killer... My LO is very tenderly fine tuned, I dont like to add mods but then need to be disabled in the middle of the game, as that could interefere with paralalell playthroughts… (I have 5 game saves/characters)
  10. Not sure if the Institute textures would look good on a supermutant. (stretch n stuff) But I'm pretty sure that scaling 'those new synths' to 1.2 or even 1.5 (mind the doors though) could do the trick, the 'rest' could probably be done by Armors.
  11. Just asking, you still want the minigame? If so, I'm pretty certain to have seen such a mod on the nexus already, I just cant recall it's name.... If not, i'd have an absolute simple solution using the console. What do you want to do? :: unlock Very simple. Without any mods, and opening about EVERY locked lock I come by manualy, I ended up having over 400 needles @ lvl 71. (played from 30 to 71, DLC only playthrough)
  12. Easiest 'solution' (I'd bet there is a 'save game editor' though) I could come up with would be to tear down your Starlight settlement. Beeing aware that you cannot enter workshop mode, either one of these Mods could help: * Advanced Follower Tweaks ; yep sounds strange, but it has a function to 'scrapp all' of the settlement. * Sim Settlements (3 in 1), you can place a 'desk', and select a 'settlement blueprint' (City plan), after you've assigned a leader it asks you if it shall 'tear down everything' of the settlement, agree. After that, a new settlement will be built automaticly. Without mods, you could try to remove single objects until your Settlement works again. However, for this method, I recomend 'Enhanced Console' which will give you a Tooltip info of your selected obejcts, it's not required, but helps a lot. Once this mod is in place, click on the objects in Question with the console open and when you get the ID, enter 'disable'. If the select object disapears (turns invisible), you might enter 'markfordelete', so it'll be deleted upon next Settlement load. If the wrong object disapears, enter 'enable' to make it available again. hth, all ideas and suggestion are to be used at your very own risk!
  13. To put it simple, imaginative speech: 25 years ago, nobody was crying for 256 bit textures while having 640*480 Resolution. But today, everybody wants 2k-4k textures while running a 720p-2k Resolution. For the Computer to handle the 2k resoltion is ONE Thing. Feeding all the graphics/memory with 2-4k Images, is another. And if that is done… not optimized.. well… welcome to 'lag' City. Worst of them all is the official HD DLC (free), beeing 75G by it's own, while you need to stand 1 meter in front of an object to get it's good image/texture after 20 secs. Long Story short: Drop the HD DLC, Keep the others -> use 1k or 2k tops where available. And one important Question: Do YOU REALLY see difference between the 1k, 2k and 4k textures -> asking for each mod individualy to those items it replaces? Personaly I play on High Settings @ 1k Resolution. And while I do see a differnece on the texture itself (512-1k-4k), I dont 'really' see it ingame, unless I activly pay attention and look for it. While my ~180 mods eat up around 20gb of storage, If i'd 'go HD', that would be 40-120gb, additional, to the Default game. And with that Change, Keep in mind of of that additional storage would be required to be loaded into your graphics Memory. my 2 Cents, hth EDIT: Oh and one Thing, bottle labels in 2k??? Each and every texture would be at least 10 times larger than all of the bottle itself… I mean, the texture is 2048x2048 Pixels.... what is the bottles Dimension? 200*400 Pixels? ^^
  14. Hello Kardien, check this out: https://forums.nexusmods.com/index.php?/topic/7384446-voice-actors-needed-male-and-female/
  15. If you're talking about the sneak Multiplier upon smoking, i think that was 'Smokeable Cigars'. hth
  16. Oh yeah, Sim Settlements is one i wanted to tryout for ages. Also, I highly recomend ENB and F4SE. However, the core files for these are outside of Nexus, but you do find ENB profiles on Nexus, and many mods 'here' use F4SE. My %localappdata%/Fallout4/Plugins.txt That is the file that contains the 'LOAD ORDER' (LO) of your installed mods (those with *.esl or *.esp files) Those with an asterix (*) on column 1 are activated, those without, are disabled. # Manual Setup by Sephrajin # FO4: 1.10.114 (2018.Oct.03) // F4SE: 0.6.13 (f4se_1_10_114.dll) #------------------------------------------- # LoadOrder is a hex value: 0-9, A-F # 01-0F, 20-2F, 30-3F.... ################### # BASICS // LoadOrder's: 01-0E ################### *Unofficial Fallout 4 Patch.esp *ArmorKeywords.esm *Armorsmith Extended.esp *CBBE.esp *LooksMenu.esp *LooksMenu Customization Compendium.esp *KSHairdos.esp *Lots More Female Hairstyles.esp *AzarPonytailHairstyles.esp *The Eyes of Beauty.esp The Eyes of Beauty Looking Stranger.esp *Playable Synth Eyes.esp *DnxTattoos.esp *LMNSOverlays.esp *MisfitInk.esp *LooksMirror.esp *HUDFramework.esm *EvilInstituteHD1k.esl ################### # Clothing // LoadOrder's: 0F-22 ################### *AresTsunami.esp *ASA.esp *ChemicalOutcastPA.esp *darklord_dracula_mod.esp *DX Adventurer Outfit.esp *Franky_Urban_Cloth.esp *HN66Fo4_EasyGirl_BS.esp *Gipsy_PA.esp *LrsamwaysExtendedPaints.esp *MilitaryDigitalCamo.esp *Post Nuclear Girl.esp *slootySynthUniform.esp *TERASuccubusMashup.esp *TheKite_HCD_SynthUniform.esp *TheKite_VTS.esp *TheKite_MilitiaWoman.esp *TheKite_Railroad_Handmaiden.esp *Vault Alt_Suit.esp *VGS_Sucettes.esp *vneck.esp *Zipsuit.esp ################### # Environment // LoadOrder's: 23-29 ################### *TrueGrass.esp *TrueStormsFO4.esm *DarkerNights.esp *DarkerNightsDetection.esp *DarkerNights-NuclearWeather.esp *DarkerNights-Radiant.esp *BetterNightVision.esp ################### # Nice Fun Tools // LoadOrder's: 2A-2E ################### *BuildYourOwnVault.esp *Loot Detector.esp *mso_sms.esp *TransferSettlements.esp *BBS000-F04-Ultimate-DEF_UI.esp *ESPExplorerFO4.esp ################### # Companions & Settlers // LoadOrder's: 2F-3A ################### *SettlerSandbox Overhaul.esp *Marmo1233 - Immersive Settlers.esp *BetterSettlers.esp *BetterSettlersCleanFacePack.esp *BetterSettlersAllFemale.esp BetterSettlersMostlyFemale.esp *BetterSettlersNoLollygagging.esp *Beautiful Female Settlers v.2.0 - BS Compatible.esp *BS BFS Merged Patch.esp *BusySettlers.esp *BetterCompanions.esp *Cait CBBE Standalone LC.esp CompanionStatus.esp *CompVex.esp ################### # Synths // LoadOrder's: 3B-3E ################### *MakeYourOwnSynths.esp *p865_SyntheticLove.esp *Synth_Uniform_Lootable.esp ################### # Settlements // LoadOrder's: 3F-4D (without homemaker / settleobjexpand) ################### *SettlementMenuManager.esp *AllSetsExtended.esp *dinoshelf.esp *dinoshelf_extra_ammo.esp *dinomore.esp *OSHA_Signs.esp *Pos_GuardPositions.esp *Pos_ShopPositions.esp *SolarPower.esp *Thematic and Practical.esp *Crimsomrider's Immersive Market.esp *CWSS Redux.esp *Housekeeping.esp *Invisible_Guard_Marker.esp *SnapBeds.esp *Homemaker.esm *Homemaker - Bunker Disabler.esp *Homemaker - Streetlights Use Passive Power.esp *SettleObjExpandPack.esp *SettleObjExpandPack-AutoDoorsPatch.esp *SettleObjExpandPack-AllLightShadowEnabler.esp ################### # Radio ################### *3DNPC_FO4.esp *AtomicRadio.esp *JetfuelRadio.esp *AtomicAestheticsRadio.esp *More Where That Came From Diamond City.esp ################### # Roleplay ################### AnotherLife.esp *Campsite.esp *Higher Female Protagonist Voice (German) - Type A1.esp *Remington700 PrecisionStock.esp *Smoke-able Cigars.esp ################### # Expansions ################### *AA FusionCityRising.esp Stm_DiamondCityExpansion.esp DCE_female_body_replacer_EasyGirl.esp *projectphoenix.esp *risingphoenix.esp ################### # Sex/y ################### *AA HotC - Standalone - SE.esp *aSexMod.esp *Hot and Horny Wastelands Billboards.esp *Hot and Horny Wastelands Posters.esp *Paintings Kinky.esp *Vault Meat Paintings.esp # # # ################### # Bugfixers / last ones ################### *CompVictoria.esp *llamaCompanionHeather.esp *TheKite_HCD_SynthUniform_Replacer.esp *CompanionJasmineWITHQUEST.esp *CompanionLauraWITHQUEST.esp FV20_Synth2.5.esp cutoffs-calyps.esp Harness-calyps.esp *AmazingFollowerTweaks.esp # # NEW # *CommonwealthVehicles.esp *ConcealedArmor.esp *Immersive HUD.esp *CROSS_CourserStrigidae.esp *Shino Vault Pack.esp *Rusty Face Fix.esl Enjoy searching, hth :smile:
  17. Not a bit. AFAIK there are 3 army-horny countries out there… USA, Russia and Korea. Yes, Japan and China have large armies too, but they dont get a boner when talking about it, unlike (many, NOT all!!) americans and russiancs seem to get. And Korea, well, ist that one guy… anyway… My Point is, many chinese and japanese players are more into Animes/Sci-Fi than 'RL army stuff', sure there are some, but as you stated, half the world is asian, and to my experience, the bigger half of gaming asians is (probably) more into anime stuff than '"RL" army stuff'. Long Story short, I dont think that anime fans will download your mod. Also, some People like me just dont care about 'proper' gun sounds. So, from my Point of view, your 'target audience' is: USA, Russia and Korea. How's about the endorsements with these nationalities? My 2 cents
  18. I'd be interested, do you have discord? Would be easier to send (small) files, since I cant attach any in PM's here at Nexus.
  19. If you're doing the Railroad, at least parts, you can unlock Deacan. Once you've raised his Affinity high enough, he'll unlock advanced hybrid weave mk4/mk5, regular/vanilla Cloth mod which increases your (rad, and more) protection quite a bit. If you want rad-protected Settlements, I'd recomend 'Build your own Vault', which is similar to the Vault Workshop DLC, just older. With that you can, at certain Settlements, build a vault entry, and there build your own vault -> of Course you can Import vaults of others by using 'Transfer Settlements'. Hope i'm not too off-topic with these suggetions. hth
  20. Cant one just mod some eyewear/helmets at the armor Station to have a hostile-Tracker, sort of? Not sure if it works with all, but I assume just a few ones. Other than that, I like Loot Detector, it also lets you enable to highlight Living/active enemies. hth
  21. Thanks for the link, if I wanted to do an actual mod, this would have been 'it'. But I was asking for a (hint about the) plain text script, executable by the command 'bat', as that isnt working as expected. I guess to put it simple: Will not work for text scripts? :sad:
  22. I'd search for a mod that 'has that' and isnt a 'closed package' as esp/esl and then reverse-engineer it. I'd be more interested, since i'll be facing this same question in the near future, wether the preview Image can be 'automaticly' rendered by some (if so: which?) tool, or if the Image has to be 'pre-rendered' to be implied? (Or if some/an -already created/required- 'Image' (texutre/layer/whatever those odd-colored things are called) can be used as preview?) Because i've seen (clothing) mods with 'dummy' preview Images, merly showing what Slot (if even that specific) will be used, but others give a VERY good idea of what to expect exactly.
  23. Heyas Since one can add perks and clothes via a script (bat scriptname) I wanted to automate this for male/female 'selection'. Then I came by something quiet irritating. After several tries, I came to this (experimental) solution: if (player.GetIsSex male == 1);cgf "Debug.Notification" "juhuu";endifHowever, this only works directly in console! When called by 'bat scriptname', the command fails claiming to have a mismatched blockâ¦. ? Any ideas what I'm doing wrong here please? Thank you.
  24. NMM is EOL. Use vortex (i guess): https://www.nexusmods.com/site/mods/1
  25. NMM saves the downloaded mods at a different place. For me, NMM is installed to: c:\Programs (x86)/Nexus Mod Manager, while the NMM 'data' (downloaded mods) are at: h:\games\nexusmods\ (it is a setting within NMM). If you have saved your F04/data folder, but not your nexusmods/* (in my case) folder, then the mods are there (intalled), but not managable (the downloaded tarball to reinstall) by NMM. The 'nexusmods' folder is also the place where the loadorder and your NMM mod profiles reside. hth
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