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TaxiVader

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Everything posted by TaxiVader

  1. Hi. I'm making a mod that has some changes to Vault 75. I want to add some stuff but cannot find any of the vault resources in the CK, and the DLC06 option is not present in the master files list when I load data at the start. Vault 88 is not in the locations list either. Is there a solution for this? Do I have to download something separate for the DLC06 resources? Any help greatly appreciated. Roger.
  2. Another thing, I'm trying to make an indoor settlement too, and it all works except that settlers sent to the indoor loc won't actually go there. Do you have any thoughts on that?
  3. Regarding the map marker data, make sure you have a set owned trigger box around the workbench with a link to the bench. Also manually set the map marker in the initialize quest as in Neeher's youtube vid on the topic, using the generic quests has given me way too many problems.
  4. Hi Folks. I'm trying to make an indoors settlement. So far all is well; I have 50 hap, settlers recruit and map data is OK and stays current. My problem is this: 1. Settlers can be transferred to the new indoor settlement, as it shows up on the list of transfer options. A settler from an outdoor loc to the indoor one de-registers at the outdoor one and registers at the indoor one, but they just stand still at the old location. They even assign to jobs in the indoor loc, but never show up physically. The same happens if I send a settler from my new indoor settlement to any other settlement. 2. Same thing with supply lines; they establish OK, show up on the map, but the Provisioner just stands there. These are obviously one and the same problem. Does anyone have any idea how to allow the settlers to path in and out of the settlement? I have tried picking apart Vault 88 and Vault 98 (by RyanC229) but have come up with nothing. I'll try anything, so if you think you've got some clue please chip in. Roger.
  5. Hi. The link to the video isn't working. Also, these "custom settlements"...are they at vanilla locations (ie places with their own named cell and location and encounter zone, or are you placing them at entirely new spots (ie in wilderness cells)?
  6. UPDATE: This is for when SE is running. When I look at the workshop lists in Pipboy>Data>workshops, the names of all the wilderness settlements have changed to "Commonwealth". Without SE running they have their correct names.
  7. Hi folks. I've been making a bunch of player settlements and have noticed that if Scrap Everything is running, the following occurs: 1. If a non-vanilla settlement is set up at a vanilla location there is no problem; settler transfer and vanilla supply lines are all still available, as is pipboy map data. This is even true if the settlement is added mid-game. This has worked perfectly at both Scrap Palace and Cutler Bend. 2. If a settlement is set up at a non-vanilla location such as a wilderness cell, that settlement only appears on settler transfer and vanilla supply line lists when SE is NOT installed. With SE installed they disappear from the settler transfer list and there's also no map data and sometimes no map icon either. Interestingly Sim Settlement supply lines will still establish properly even though vanilla supply lines are unavailable. 3. Apart from the disappearance of the wilderness-location settlement from the lists, all else functions normally at that settlement; recruitment, scrapping, everything. Also, if vanilla supply lines are set up before SE is added, map data and supply lines stay in place though the settlement is no longer visible on the settler transfer list. I've tested this heaps and the results are always the same. I'm wondering if there is some work-around you might suggest for the non-vanilla location settlements so that they can stay in the settler transfer list? I've tried everything I can think of. I have not played with Scrap Everything since I have no idea how it works. I'd love to find a fix for this as there are so many good places to settle, but not without a mod like Scrap Everything. Looking forward to hearing from you if you have any suggestions. TV
  8. In response to post #57578476. UK English = humour US English = humor
  9. Actually I have been through both tutes about 5 times each and I only got the map icon to work once; I think it was a fluke. I've tried combining parts of the two tutorials but all I get is 0 happiness and no map icon data. The Wiki also has no info about making settlements. This is all very frustrating.
  10. never mind, fixed it by linked reffing the workbench to the map marker and back. Just out of interest, that's not in marymint's youtube tute (Mods1984) and also doesn't get a mention in Neeher's Part 2 tute since the map marker for atom cats is already in place when he starts making the settlement (I think...)
  11. Hi all. I have made a functioning settlement (https://www.nexusmods.com/fallout4/mods/29441) but there are a few issues with it. 1. The settlement icon does not show the settlement stats in the regular pipboy map view, 2. The icon does not appear in the trade routes map view, and 3. I can send settlers from the settlement to other locations, but not the reverse because the name of my new settlement isn't in the list of destinations from any other settlement. I have also tried a whole new game, same thing happens. So it's not due to the game already being in progress. I'm brand new to the FO4 creation kit so I don't have any idea what to do. My guess is that all of these are linked or are in fact the same thing, and that I've not inserted the settlement into a list / script of some sort. Can anyone suggest how I might try to fix these issues? TV
  12. Hi yall. If I re-build the bodyslide bath thing with new settings in the middle of a game will it break anything? seems like a silly Q I know, but I am using the Nora Spouse mod to have a clone follower of my female character. When I changed the hairstyle on the original character, Nora became invisible which kind of spoiled it and I started again. I am wondering if changing the Bodyslide settings will do the same? And it's not like I can just give it a go and revert to a previous save if it stuffs up. Interested to hear your thoughts. TV
  13. Hey folks. Trying to install Bodyslide mod and don't want to balls it up. I'm probably just being a dumb**** here, but I can't figure out what this means: "If NMM didn't find the BodySlide folder by itself, you have to select the BodySlide folder within your game's Steam folder yourself (right-click)." âThat's from the instructions on installing with the NMM. âSo far I have downloaded it with NMM, clicked on supported tools, and it did not give a preferred location. âWhat folder is this talking about? There is no Steam folder in the Fallout 4 folder. Or do I just install it in the overall Fallout4 folder (ie, C:\Program Files (x86)\steam\steamapps\common\Fallout4)?? âOr does it go in the data folder with the other mods? âPls advise, I don't want to screw this up. âThanks in advance. âTV
  14. Hi funs. Thanks for the reply. I followed some graphics card advice and now it's working. I find it a bit surreal that in this day and age one has to rely on random hardware and software changes to get a program to work. I had this same experience with Skyrim and then Skyrim SE on PC (another crappier pc) yet the solutions there were entirely different to those needed in this case. Anyways, I guess I should just thank the GOS (Gods of Software) that I managed to press the right sequence of buttons. Halleluja!
  15. some extra info: I have tried playing FO from steam, as well as from the files stored on the HDD of the computer. Same result for both.
  16. Hi all. I cannot get FO4 to start. please help! Here's what's happened so far: 1. I bought a new PC specifically for gaming. It has 50% more than the max specs for optimal performance for fallout; graphics card, ram, HDD, the lot. 2. I downloaded FO4 from steam (already purchased) which took about 9 hours (go Australia's NBN!) 3. I run the game. It starts OK, I get to the screen with the helmet that says "Play, settings etc" and I set the graphics to as low as possible (or as high as possible, or anywhere in between; I've tried all possible combinations) 4. The screen goes black AS IF it's about to play, but then I just get booted back to the desktop. No error message, nothing. Just won't start. Man I'm frustrated by this. I got the PC because I was sick of the PS4 limitations and reduced file save capacity, and 'cause I want to have a go at a few mods. But atm I'm just sitting here getting angry. Any suggestions?
  17. Hi. 1. I suppose not but I would prefer it 2. about $3000 (that's $aud, so it's about $2400 usd)
  18. Hi Folks. I'd like some opinions on what PC hardware I'll need to play FO4 and be able to use CK smoothly. I've been getting away with an integrated graphics laptop for playing Skyrim SE and using the CK, but I know it won't cut it for FO4. I'd prefer to purchase a laptop capable of handling this stuff. Any suggestions? I'm so out of the loop on PC stuff it's laughable, so I need some pointers. TV.
  19. Hi Sol. Well, here's what happened. I tried adding to a new perk (non NPC, non "was ****") and it had NO EFFECT; I could select the perk OK, but the added Perk Entry did not get added to the effects of the perk AND the changed text in the description did not show up either! I tried modifying a "was ****" perk and it remained greyed out as before, which confirms what you said in the above post. Sadly I'm still no nearer to being able to modify that Conjuration tree. Could the author be using a script to lock the perks?? Or maybe it's just this perk tree, since there seem to be mods for other ordinator perk trees...
  20. Hey folks. I'm trying to modify the Conjuration perks in Ordinator to increase the amount of summonable creatures gradually. I have hit upon a stumbling block I can't seem to solve. Here's the issue: * If I add the Perk Entry "Modify Commanded Actor Value" into the perk (for eg) Conjuration Dual Casting, when I load my mod (AFTER Ordinator in Load Order) then the Perk "Conjuration Dual Casting" is greyed out and I can't select it. * If I select "Conjuration Dual Casting" BEFORE I add my mod to the mod list, then add the mod and start the game again then that Perk (Conj Dual Casting) is still selected but GREYED OUT. However, the effects are still working; I can dual cast and the commanded actor limit has been raised by the specified value in that perk entry. I have tried giving different priorities to the perk entries, but this had no effect. Not sure what to try from here, I've not seen this before (I am a newbie though). All I can think of is that the original author has found some way to lock the perks that is not showing up on the Perk window. BTW this happens with ALL the conjuration perks I try to make changes to. Any ideas? the sreenshot below shows the perk selected but greyed out
  21. Hi Literally. Yes, you are correct. It is now on the mod. Thanks!
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