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MikeCobalt

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Everything posted by MikeCobalt

  1. Theres another good reason for my contingency plan. in my game the RR is still going, I've even offered assistance to Des. Twice, she comes up with very odd reasons not to and believes the RR *Must be isolated (I can't believe all of them agree with her on that (Insane). So, this now also means I should keep on the lookout (If possible, in this game) for the BOS starting some "Righteous Warfare" on them and wiping them out in one big raid. The BOS under Maxson just can't be trusted, not even for a week at a time. it would *Almost be acceptable to provoke "Only" Maxson alone and leave all the rest,
  2. Ok, So things now are set that the MM and BOS will remain allies forever (with the RR on the side). That was my original plan to get through this with as many still alive and as friendly as possible. What I was thinking is the BOS seem to like showing up just as I'm finishing with the shooting and in some of the bigger firefights they show up while the firing is still very much going on. With them shooting, my party (Cait, Buddy/Dogmeat) and any MM that have joined in (Patrols/Nearby Checkpoints/Provisioners and their Escorts/Those I called in) that sometimes turns into *Alot of lead, lasers and others flying around. I have seen too often sometimes friendly's do sometimes shoot each other, usually I just wait for it to be over and see how it turns out but if all this involves the BOS it might be a good opportunity to rid the Commonwealth of the Brotherhood (They started it by killing xxxxxx). The General sentiment of the citizens of the Commonwealth towards the BOS is usually not a good one and again, they are too trigger-happy and lore wise, they horde whatever they get, they don't *Help/support anybody but themselves; also, what's up with demanding Tribute, Supply's etc. and what if my people refuse? It's good we're all friends, but I don't think that will last and I won't allow *Any Intimidation, Coercion. Taking from or any of that to anybody in the Commonwealth. Maybe I should just keep the Quest code on the side, if this does happen I'll setstage it to fire on the Prydwen, contingency plan (If it works).
  3. Hey :), I've just added the "The Danse Dilemma (aka Face Maxson etc.)" mod to an older playthrough as I was planning to challenge Maxson, I stopped in at the police station first to chat with Scribe Haylen but a surprise was she said she was proud I stood up to Maxson (past tense) and Danse was lonely in one of the bunkers. I flew to the Prydwen but Danse was still there waiting for me to take him on a quest, like he always has been since we both went there. I've destroyed the Institute with the *Minutemen long ago. I know I threw out alot of the BOS quests doing that (pfft, whatever) and now Danse is safe however this is still an incongruity in the game. I don't like the BOS, Maxson especially (too eager to kill and their blatant animosity that I did that with the Minutemen instead of allowing them to "Mow Down" everybody in the building really inflames that). The BOS and my Minutemen/Commonwealth are headed towards a showdown that will likely start with "Somebody accidently (or not) shot somebody else", its guaranteed the BOS will react so I need to bring up the quest where I fire on the Prydwen cause they wont leave just because I want them too (They certainly are not the Big Dog on this block). I need to know how to get their quest line to resume.
  4. Ok, now this is a big problem, now it Seem's "Everyone's best friend" isn't working either; no telling what else isn't working that isn't obvious.
  5. Hey Everybody:) Is "Aurelianis's" "Rebuild Mods" no longer working? I'm at Sunshine Tidings now and everything is ready but when I look at the Plywood instead of "Enter Rebuild" this time it's just "Enter Select". I have one other mod that seems to not work these days so I'm wondering if anything's changed that would render some mods ineffective.
  6. Hey everybody I just reached 71 and since Cait's chat has changed, first of all its "Talk" now whereas it used to be "Command" and the dialogue options have changed. Specifically I'm trying to get her to "change outfits" but the Trade option is not there anymore. I've read others do have a level cap but searching for this specifically I haven't found any answers; I've read Dogmeat does have a limit but I avoided that with a mod. I've restarted the game several times before posting this, no change. Just wondering if this is an error or is it back to just me and Buddy (Dogmeat) again.
  7. Hey everybody I'm rebuilding a mod I had started a while back however it's not going like that first time. 1- I have a few castle mods I'm using the parts to build in my new worldspace Kingdom however when I go in world to look, those parts are nolonger there and when I look back in the CK, those parts are not there either. It's not being saved despite my often save attempts. 2- Starting with the inclusion of the castle mod parts the CK is creating files (1st was meta) in the Overwrite and those are piling up. Secondly now its adding the main .esp into the overwrite which is totally odd. I've read to add the Overwrite files back into the mod they came from will usually stop that which but doing so not it puts the entire mod .esp into the overwrite. These are totally weird, problems I certainly did not have the first time building this mod.
  8. Thanks, that got it. Now I can start on a few Mods I've been thinking on for a while now and do a bit more to my own home. When I read your post that jogged my memory to look back at the .exe list and sure enough the CK and a few others were there; come the end of the year, it'll be a year since I did anything with the SE CK last. Still not sure what I think of MO2, maybe if Steam will let a character live for a bit I could get used to it's differences from the original "Mod Organizer" I still use with LE. Again, Thanks
  9. To use, take the items from a mod to use requires that to be an .esm that mod and the other "Modders Resource" additions always come as .esm's. When building my current home sometime back it was an ".esm" than aswell. Using any item from an .esp requires using TESedit to "Change the *Hedr line" from .esp to .esm, temporarly.
  10. Hey everybody The "Creation Kit" is not loading my "Mad Modders Assets" mod. That mod shows in the MO2 both sides and the assets I've already used are right in my players home like always however when I try to load that mod in CK is fails to open stating it cannot find the MMA.esm. This being MO2 that folder does show in the "Mods Folder". Obviously the mod and its data is there so why does the CK not show this in the drop down when loading. Also I intend to upgrade the MMA V2 to MMA V3, so I "Removed the v2 there now and it nolonger appears on the left side but it still shows in the right side pane. To ma, this just seems like something that couldn't happen.
  11. Hey Everybody Has anybody else ever thought that Elisif, Falk and Bryling might have some questions ot simply be good to talk about what happens in Skyrim? Falk would want to know at least some or more about the Dragons and certainly the situation(s) of the civil war, Brying has made her opinions about the Imperials/Stormcloaks known for everybody to hear Other large issues also and certainly Elisif would want to know the reason one of her Thanes may have taken "The other side". Depending on chosen mods, somebody might want to tell that Breton "Let's take that smart mouth outside and see what happens (A good fist fight should fix that for at least a while)". There's a High Elf with a lot of attitude also in there that could listen to "Just be quiet and thankful you're in here to begin with". Somebody's got to tell Naive Elisif what's really going on outside even is she's still going to believe everything is happy and fun. Mostly standing around the court as usual but some discussions on certain subjects go too far and be better taken in a different room where truths can be spoken out loud. I've always liked the Potema related quests for this reason that at least for a few times our Dragonborn is important in the Blue Palace about the land and its own people. This is way beyond my ability's but when I do go in there, it does seem like these could be reasons to go in there for a reason important to the story and our DragonBorn. Falk and Bryling are there and have issues and the DB has some very important events, shouldn't they be more important issues and therefore at least as important for discussion? Just my ideas for out characters to more a part Of Skyrim, its culture and the lore instead of simply a visitor watching from the outside.
  12. Hey everybody I'm rebuilding a mod I had started on before and as this is a new world-space I thought the guards should not look like Skyrim/Tamriel. I have an Armor mod I intend to use for that and using TESedit to change the mod, that worked however the mod is not showing up in the CK. MO1 shows the mod as an .esm but it doesn't show in any of the lists for creating their outfits.
  13. Thanks. This is something that's been haunting me for a while now. After the update late last year I didn't want to lose another SE character and this one is just starting to get their bearings straight. I'll read this a few times, copy paste it and try later to see if I can get this.
  14. Hey everybody, I believe this is a bad question with no real answer, but I thought I'd at least try before doing anything big. My computer doesn't have much time left and I do have a replacement I'm trying to figure a method to Transfer my current SkyrimSE playthrough using MO2 from this PC to the next and hopefully not have to start a new playthrough. Steam does keep records from one save to the next and I can stock up the new "Mods Folder" (MO2) with the same mods as this I'm just not sure that would work, never tried before. MO2 seems alot more complicated and therefor finicky then the original Mod Organizer.
  15. Your good, those are possible next steps after this BS has past and so part of this conversation.
  16. Been doing that for years with Skyrim and now FO4 also until recently. I cant imagine this now is the way it's intended , was always able to shutdown, uninstall, and clean for years.
  17. Hey everybody:) I've been using "One Radiant Minutemen Quest at a Time" but recently added "We are the Minutemen" and the quests from both Preston and The Castle/Radio have stopped. I'm wanting to uninstall the former mod but when I do using MO2 the game freezes when asking if I want to proceed. Anybody know how to get around this?
  18. Really maddening, My games from Steam stay on "Do Not Auto Update" and yet, they update them anyway. The October update destroyed my first SkyrimSE character at Lvl 31 right in the middle of Black Reach doing the vampire DLC for the first time. Considering this now us my first FO4 character at 30 may soon need to be scrapped aswell. Ruining the best part(s) of their own product by proving their unsavory business practices.
  19. Loading the game using the Main folders f4se_loader does load well enough, the menu comes up about the mods will be excluded and Yes or No, just what I expected it to do. What is there to look for loading that way. I have looked in the MO2/Archive window and all of the loaded scripts are listed and checked plus the left side shows no Overwrite icons and Information tab shows no conflicts. This is like MO2 simply does read the scripts it has loaded and checked. Odd though, scripts in the other mods do work., that would tell me it's the Mod, but at this point, I don't know.
  20. Ok, well the Fallout4 I just downloaded and installed 5 or 6 days ago from Steam, and the Script Extender is the current version as of that same number of days ago, so it would seem both are the very latest version (I did not get the VR version of the Script Extender).
  21. I've already uninstalled those mods; this has been an issue for a few days already and I was getting some feedback from a couple of others, unfortunately, they didn't know either so the issue just faded out. Oddly, MO2 did list all of the scripts loaded, showed them as Checked in the Archives section and left panel/information none of those tabs showed any conflicts at all. I really don't know, I try to do these things in the basic, step by step manner (following instructions) but this time, it didn't work. I'll pick up FO4 again later, in the meantime, I'm going back to Skyrim. Thanks for the offer though :).
  22. Yes, I do have MO2 launch using f4se_loader. Also I'm sure the Script Extender is running, using the "GetF4SEVersion" it responds with "F4SE version: 0.6.23, release idx25, runtime 010A0A30" and some of the mods do work, the Simple sleeping bags, Body Slide did work. I've removed nearly all of the mods now and there no [$NO_F4SE] on startup anymore, but then again, I'm down from 14 to just 3 mods until this is fixed.
  23. Yea, I did watch a video from Gopher it had ... MG/FO4Fallout4Custom [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= MG/Fallout4Prefs [Launcher] bEnableFileSelection=1 I did add those where they go, maybe it wasn't that alone, but the game ran "verrryyy slow and choppy afterwards, besides it didn't even solve the MCM "$" problem. I did get the link from a sticky on the MCM mod creators posts.
  24. DEI_UI? I haven't installed that mod.
  25. Hello :), I've recently started FO4 and do have the Script Extender installed, MO2 loads through "f4se_loader" however the MCM shows $/Dollar signs and certain mods seem fine while other mods do not. When starting the screen shows "$NO_F4SE". Some mods are working while others their MCM fields are empty. I verified the Script extender is working using the "Get FO4SEVersion" and it returned "F4SE version: 0.6.23, release idx25, runtime 010A0A30"" so that seems fine, after a few days, this is getting frustrating.
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