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oomcommander

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  1. Possibly related, I can now board landed Starborn ships. And also, hostile ships (starborn included) no longer drop off NPCs. I've seen other people with the same issue also report this, so it's probably related.
  2. From my own experience and from others who are experiencing this bug, the boarding quest works properly for non hostile ships that you're boarding/pirating. The quest is called 'BE_Objective', so I'm assuming BE stands for board enemy. At this point I've tried many combinations of setstage, resetquest, completequest at different stages of boarding enemy ships to try and get it unstuck, to no avail. It seems to be permanently linked to a ship I had previously boarded, hard to say exactly when, but I can go back to a save from before the bug started and the boarding quest will trigger properly. Frustrating stuff.
  3. Must have forgotten to attach the file I mentioned. Here it is.
  4. When boarding ships, the misc quest (kill crew or leave ship) no longer starts, no enemies spawn, and nothing spawns in the captain's locker. I'm assuming the quest handles the crew and loot spawns, so something is wrong. I did find this solution here, but I'd hate to lose all the progress I've made. It took me a while to catch on to this bug and realize how far back I'd have to revert my save to a point where it's fixed. Besides that, I'd prefer to figure out a way to fix it in case it rears its ugly head again. The quest (ID is 98b4e) can't be reset via console commands, and setting the quest stage with commands also does not work. I've been experimenting with it today, checking out the difference between SQV (showquestvalues) commands on bugged saves vs unbugged ones, and they are identical until I board a ship. Then, the quest triggers properly and SQV prints out a nice list of all the variables relating to the enemy ship and its crew that make the quest work. This seems beyond my normal ability to debug broken Bethesda quests. I included the sqs findings that the console printed out for me, hand typed so forgive any errors, but all the values should be correct. Any creation engine gurus know how to fix this without rolling back or just going to NG+? Thanks.
  5. Not even tied to the percentage I believe. It has to do with one or more dialogue choices during the Chippin' In quest. Picking the right option probably places a flag on your save or changes a variable, allowing you to get the ending. People have tried to just change that middle (Johnny) percentage and either they are just changing the displayed value, or it really does not matter how much Johnny likes you, just what you picked during that quest.
  6. Bump. Very much this. I believe it can be unlocked solely by your dialogue with Johnny during visit to his 'grave', independent of the 'You Only Live Once' percentage. It's probably a flag on your save. Even just a guide on how to edit this myself would be appreciated.
  7. Hi guys, I've been using the Glock 86 (https://www.nexusmods.com/fallout4/mods/36358) mod and while I love the weapon the accuracy in VATS is terribad until you are a few feet from enemies. I did some testing using basic non-scoped/sighted/scoped versions of this weapon and the vanilla plasma gun to make sure I wasn't going crazy. This is with all relevant perks. I spawned a raider and stood a set distance away, I didn't move between switching weapons. I was surprised by what I saw. This is the distance I stood: https://imgur.com/NvqK34J Accuracy with a default, unmodified Plasma Gun: https://imgur.com/U4iHLVy Accuracy with a non-scoped Glock 86: https://imgur.com/3bqhztX Accuracy with a reflex-sighted Glock 86: https://imgur.com/rownU6J Accuracy with the medium scoped on the Glock 86: https://imgur.com/wRL7lLM As you can see not only is the accuracy quite bad even at a medium range, but the scoped options only make a minuscule difference to VATS accuracy. I'm not really a modder, I had a look at both the Plasma Gun and Glock 86 in the CK and I didn't see anything really out of the ordinary for the Glock. Does anyone think they could make a simple mod that would fix this inconsistency? Or tell me what to look for so I can fix it myself? Thanks.
  8. Pasting this from an earlier topic on reddit, and I'd like to specify I use Sacrosanct: I'd really like to be hunted and attacked for being a murderous vampire. If towns are aware of your presence in their hold (you have a bounty) or have done someone wrong (like the hired thugs event) instead of or in addition to the bounty collectors I'd like to see powerful vampire hunters try to ambush and slay me. Like Dawnguard, Vigilants, or just strong semi-unique mercenaries or adventurers that will use fire and sun spells, turn undead, silver/dawnguard weapons and other gear. I'd like to see whole groups try to ambush me after leaving a dungeon, or spawn on a delay once I'm inside to try and catch me off guard, or even inside my own lair or home.
  9. https://www.nexusmods.com/newvegas/mods/37502/? It was one of my favorites if I was doing a power armor or high-tech playthrough. I haven't seen any nightvision or overlay mods like it.
  10. http://www.nexusmods.com/fallout4/mods/15767/? I'm about to start a new institute playthrough but the lack of usable workbenches makes this a real bummer to have to keep all the components in my inventory to be able to craft in the Institute. Has anyone fixed this or has it been updated somewhere else?
  11. I'm trying to make a legendary effect for a weapon that changes the ammo type to "NONE" and adds unlimited ammo capacity, which gives the weapon unlimited ammo. The problem is, doing this adds physical damage to an (what should be) exclusively energy ONLY weapon that I've attached the legendary effect to. I know the problem is coming from changing the ammo type to None, but I don't know how I can just keep the damage strictly what the original weapon had while keeping the unlimited ammo effect. How can I remove the physical damage from the weapon?
  12. As a bonus for player characters that sided with the Institute, it would be neat to have an aid item in your inventory that functions like the relay grenade. It could summon a group of two or three synths or coursers to defend you for a short time, on a cooldown. Or it could be an ability that has the same effect but triggered when your reach a certain health, since you are the director.
  13. So many of the other armors get special treatment and various resolution updates from skilled texture modders, but rarely Daedric Armor, and retextures usually ruin the vanilla feel of the armor. If there already is an updated resolution mod that I'm not seeing, could someone post a link?
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