Jump to content

aurum42

Premium Member
  • Posts

    26
  • Joined

  • Last visited

Everything posted by aurum42

  1. The item in question is a material swap of the pre-war table flag seen during the game's introduction, called 'SanctACT_PrewarFlagpoleUSA01' in the Creation Kit, which uses the mesh 'PrewarFlagpoleUSA01ACT.nif'. Some screenshots of the issue in action: https://imgur.com/a/HzaUh8u Without success, I've tried ticking 'Use As Platform', as well as adding the Actor Values 'Workshop Stackable Item', 'WorkshopSnapStacks', and 'WorkshopAllowUnsupportedStacking'. Is there a setting I haven't tried that I should be applying to the Static, or could it be a mesh issue? If the latter, how would I go about resolving it? Many thanks to anyone who can help me fix this!
  2. I'd love to see a mod add equally slow animations for heavy two-handed melee weapons when using power armor in 3rd-person myself, for balance purposes. Being able to swing a super sledge or the like so fast in 3rd-person feels like a developer oversight to me, but a version that changes 1st-person animations to be as fast as the vanilla 3rd-person animations would be a great option for people to have, too.
  3. Still looking for a solution to this issue if anyone has suggestions.
  4. The issue began when I installed the mod Nick Uses Repair Kits, which has also caused problems for a number of other users. After re-recruiting Nick (I'd dismissed him prior to installing), his heal prompt would read 'Repair your companion', but pressing E would only use a Stimpak as normal. Frustrated, I uninstalled and continued my progress from the same save, rather than load an earlier save and lose hours of play time (playing on Survival). I use the mod Everyone's Best Friend to have both Dogmeat and another companion recruitable at the same time. Its heal prompts - one for each companion - worked fine prior to installing Nick Uses Repair Kits, aside from a very minor quirk where Dogmeat's heal quest would sometimes get stuck in my quest log until I next healed him. But now, Dogmeat being downed results in the marker pointing to the wrong companion. Moreover, heal quests/prompts now only ever read 'Repair your companion', though Stimpaks still work as usual. Here is a video of the behaviour. Any suggestions on how to get the heal quests/markers working normally again are deeply appreciated. I've already tried dismissing Dogmeat and Deacon, saving, uninstalling Everyone's Best Friend, reloading, resaving, reinstalling the mod, then re-recruiting them, to no avail.
  5. I'd love to see a mod add the ability to transfer brahmin between settlements via the workshop interface, like most settlers. Until now, I'd assumed this was possible in the base game, but apparently it's not :sad: Many thanks to anyone who decides to tackle this.
  6. Rename Anything will give you the ability to name animals whatever you like using a console command :)
  7. I love the mod I'm using that adds buildable greenhouse tables and snapping planters, but thanks to the game's farming animations, settlers act really unintelligently when assigned to their crops: http://i.imgur.com/EcNt33z.jpg I'd love to see a mod that stops these animations from activating, at least within player-allied settlements. Settlers assigned to farming would walk around their settlement and sandbox as an unassigned settler would, but would still contribute to food production. How plausible would this be to implement?
  8. There's an unmarked location in South Boston where you can find a shack with a cat in it on an overpass, its previous owner having fallen to his death: http://fallout.wikia.com/wiki/Sleepwalker%27s_place It'd be nice to be able to rescue it by sending it to a settlement, where it'd function like a Wasteland Workshop cat - adding to settlement population, providing happiness, etc. Just a little idea I had when playing the other day - it feels a bit jarring for an otherwise compassionate player to just leave it stranded up there. Thoughts?
  9. Haha, all good. Modding the scripts might be beyond my very limited knowledge, but I'll look into it, and leave them unprotected in the mean time. Thanks for the advice.
  10. Thanks guys, when I reach Diamond City in my new playthrough I'll try recruiting Nick, dismissing him, installing the mod, then recruiting him again. If someone does end up making a version that only changes it at a safe time, that'd be awesome, too.
  11. The player isn't the one killing either in the events I've mentioned, though. Maybe the deaths are scripted, and will override the Protected flag, but I'm not sure.
  12. I've made an esp applying the Protected flag to a range of NPCs, including originally unprotected level 4 merchants and named settlers, the idea being to protect them from enemy spawns. I'm up to Warwick Homestead, but I'm wondering whether applying the Protected flag to each uncovered NPC would break two events - one being the possibility of Bill Sutton killing synth Roger Warwick during the quest Building a Better Crop, the second being a random event in which Bill drowns himself. Would anyone with more modding experience be able to shed light on this for me?
  13. Just an annoying little immersion issue, but I believe Nick should require robot repair kits, not stimpaks, when downed. From his dialogue: 'I'm still mechanical, not bioengineered like the fancy synths giving everyone the willies these days. I get tune-ups now instead of check-ups.' This change has been attempted with the following mod, but users have reported that it's permanently broken the cure hotkey for him altogether, and the author hasn't been online in 9 months: http://www.nexusmods.com/fallout4/mods/14859/ It would be excellent to see this implemented correctly, preferably reversibly if possible in the event that people do experience issues with it.
  14. The random encounter 'Art vs. Art' is bugged, and can keep spawning multiple times with both Arts in combat, regardless of whether one or seemingly both Arts were previously killed: http://steamcommunity.com/app/377160/discussions/0/492378806376211134 http://i.imgur.com/9CPpOig.png This is possibly a result of getting to the two Arts too late the first time around, finding them already in combat. It's possible that a mod to stop them from beginning combat before spoken to could prevent this bug from appearing. A fix for this very annoying and immersion-breaking issue would be deeply appreciated.
  15. You make a fair point, I'll edit my original post now. Your template isn't exactly what I'm after, but many thanks. This is an American revolutionary flag texture I made with a royalty-free grime texture and a canvas filter, I'll likely stick with this style if my original idea's a no-go: http://i.imgur.com/OHHlYTj.jpg EDIT: I've received permission from Dragten to use a texture from Your Workshop - Your Custom Flags with credit.
  16. I've been wanting to create some mods that add a range of flags as constructible Workshop objects, with varying levels of wear and tear. One of my aims is to mimic the appearance of the vanilla faction flag textures as closely as possible. I figured the best way to do this would be to use the white Institute flag as a base, edit out the faded red logo, and after converting white to alpha, overlay its cloth and grime pattern over my own lightened, desaturated textures. Vanilla Institute flag texture (holes and tear damage removed) Here's where I hit a wall, and need to ask for help: despite my best efforts, I haven't been able to seamlessly edit out the logo, leaving a perfect, unadorned dirty white flag texture: The closest I've gotten to a dirty white flag texture with no logo Custom flag with this imperfect cloth/grime texture applied It seems extensive use of the clone tool would be needed to make it appear seamless, but making it look good this way is beyond my limited ability - each attempt I've made has stuck out and looked pretty janky. If a skilled, experienced artist could edit out the red logo, and succeed in making it look seamless on close inspection, I'd be very grateful. If downloading the Institute flag base above, or my flawed attempt at removing the logo, be sure to download the full-size png with Google Drive's download button, not the preview, which appears smaller.
  17. In the spirit of other amazing mods that add high-poly recreations of weapons from prior games, it'd be fantastic to see someone remake the super sledge from Fallout 3 and New Vegas. According to Nukapedia, this is a sledge manufactured by the US Army before the Great War, whereas the scrappy-looking rocket-powered sledge we got in Fallout 4 is a post-war creation. Thematically, I think this would be a great fit for a Brotherhood of Steel character, or any other character with a general preference for pre-war military equipment. It could have slightly different base stats to FO4's post-war super sledge (higher damage, slower speed? Different reach, different weight?), and it'd also be great to see some in-game moddability, level-list integration alongside its vanilla counterpart (maybe also given to some high-level Gunners?), and its addition to the Legendary loot list. Military super sledge
  18. I'd love to see someone make a mod that does this too, maybe with AWKCR as a prerequisite to help with compatibility with other mods. In addition to the star and BoS decals already present in the game files, it'd be great to be able to apply Minutemen and Institute decals, and maybe even raider, Gunner, and Children of Atom ones (raiders and Gunners who usually spawn with Combat Armor could even spawn with their own chest insignia applied, if level lists were altered). Could also add a blank option for anyone who wants no decal. Like you, I tried Custom Combat Armor, but it did too many other things for my tastes, like removing the star decal from and changing the colour of plain Combat Armor by default.
  19. As someone who'd like to play a cowboy character in future, this would be great to see.
  20. As someone playing a character who gets well into their role as general of the Minutemen, I think it would be great to see an 18th-century style powdered wig modeled and implemented as a piece of headgear that replaces a character's hairstyle when worn in a similar manner to the pompadour wig. In particular, using the iconic appearance of George Washington as reference would make for an especially fitting item - it would be understandable for a Minutemen general to seek to mimic the appearance of the historical leader of the Continental Army in the same way as the Minutemen as a faction broadly emulate some visual traits of Colonial resistance fighters. Images for reference: https://upload.wikimedia.org/wikipedia/commons/b/b6/Gilbert_Stuart_Williamstown_Portrait_of_George_Washington.jpg https://upload.wikimedia.org/wikipedia/commons/2/2c/Gwashington.jpeg https://upload.wikimedia.org/wikipedia/commons/8/82/Stuart-george-washington-constable-1797.jpg https://upload.wikimedia.org/wikipedia/commons/7/71/George_Washington_by_Gilbert_Stuart%2C_1795-96.png https://upload.wikimedia.org/wikipedia/commons/f/ff/Peale_George_Washington.jpg https://presidentgeorgewashington.files.wordpress.com/2009/07/washingtonpainting1.jpg Tertiary idea: optional versions that are compatible with and do not clip with the game's Colonial-style hats (eg. Minutemen general's hat, Hancock's tricorn hat, lieutenant's hat), with spliced meshes incorporating both hat and wig if necessary. Perhaps even a new hat layered with the wig modeled more closely after a hat Washington is depicted wearing in some paintings? Some more references for this latter idea: http://s3.amazonaws.com/mtv-main-assets/files/exhibits/george-on-horseback-web.jpg http://imgc.allpostersimages.com/images/P-473-488-90/30/3032/UIVBF00Z/posters/general-george-washington-in-battle-on-horseback-revolutionary-war.jpg http://4.bp.blogspot.com/-hXxnl9jwsRk/U3zsYmtFajI/AAAAAAAACDc/XSo64LNAVQk/s1600/Washington_Crossing_the_Delaware_by_Emanuel_Leutze,_MMA-NYC,_1851.jpg https://presidentgeorgewashington.files.wordpress.com/2009/07/washingtonpainting2.jpg https://s-media-cache-ak0.pinimg.com/236x/8c/8a/9f/8c8a9f220d6d676866d466e9d1e1efb4.jpg
  21. The console commands fixed the problem for me, thanks! I haven't encountered the Novac nightkin yet, but I was in Novac when I entered the commands too, so I'll see whether he acts normally after this.
  22. Bumping in the hope that someone will be able to help me out with this issue. I've invested a fair amount of time into this playthrough and have been enjoying it, but I imagine much of the game will be awfully anticlimactic if the Legion consistently ignore me until I shoot first. A little more information: 'Vulpes Inculta.esp' is the mod 'Vulpes Inculta Redesigned' by Cakepen, which changes his facial appearance but doesn't appear to edit anything else - I've opened it in FNVEdit and checked what records it alters, and haven't seen anything unusual, though I could be missing something. I've tried disabling all mods except 'LegendPresets (No Items).esp', 'FNV-BeardEyebrowFixV1_0.esp', and 'JSawyer.esp', but even after killing those at Nelson this doesn't seem to make other legionaries attack on sight as I imagine they should. If this is an issue caused by one of the many mods I disabled, doing so doesn't seem to have corrected it.
×
×
  • Create New...