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AbsolutGrndZer0

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  1. Yep. Nothing works, once it breaks it's broken. Previously set up stores are fine, but no further stores can be set up. It was a much talked about issue on the Bethesda forums before they closed them down.
  2. I even tried it with a brand new save, and it still doesn't work outside of the 7am-8pm window. It makes no sense. Also, as I've said if the Start and End Times are changed, they end up having the Barter option all the time, but the store is empty outside the 7am-8pm window. That's the part that is so damn confusing.
  3. i not looking to move settler nor teleport a NPC, i just want to sent a NPC like dogmeat to kill another NPC like Jared at Corvega Assembly Plant, you know, like command folower to attack certain NPC or take Certain Item, but skip the "follow me" part Oh, no there is no way to just send Dogmeat out into the Commonwealth as an assassin.
  4. Caliente's Better Bodies Enhancement and Looks Menu (with the Custom Compendium) for sure. CBBE has both nude and non-nude options. Beyond that, I'd definitely say Everybody's Best Friend is a must if you are a fan of Dogmeat. Basically it restores him to the way he was in beta, he becomes a secondary companion that you can have at all times. In fact, you'll even see that a lot of the base game dialogue has options for him being there. Like one NPC says "What about her friend and the dog?" Then lastly, I'd say Combat Zone Restored is a great one. Long story short, originally they'd planned for the Combat Zone to be an actually functioning arena and you would unlock Cait by fighting her, but due to a few bugs and time constraints, they decided to scrap it and just have you destroy the Combat Zone. So this most restores most of it (nearly all the dialouge is there, other than a line or two where Tommy misgenders the female player as the voice lines for the female SS were not finished. Also, the bartender doesn't work and occasionally the lift will bug out and combatants will end up fighting in the basement. What I do is hard save before I enter then quicksave before any fights or such.)
  5. So anyone else by chance have any ideas. As I have figured out, the Slocum's Joe Vendor Faction has a Start Time of 7 and End Time of 24, yet any changes to that merely make the merchant available for the "Barter" command, yet outside of the 7am-8pm window, the barter window is empty so there is some other factor in the file that is governing the 7am-8pm window of the donut sales. I did send a message to Rob about it, but I know he's very busy and probably gets tons of messages, so I would understand if he didn't reply, or if it took him awhile to sort through.
  6. I haven't tried it but since the store is a workshop object, if you open the console, click on it and type "SetPV bWork24Hours 1", the next settler you assign to it should work 24/7. Also, set the vendor faction's Start Hour to 0, End Hour to 24. Okay, I tried that and while she still stands there now 24/7, I still can't access her store inventory outside the 7am-8pm window (The "Barter" option is there, but it comes up empty.) Thing is, even default settings the hours are Start 7 End 24... so her ending at 8pm is... coming from somewhere else.
  7. I can try the first part of what you said, but changing the hours like that in the file itself seems to break it entirely. I'll try your thing to set it manually in game though, and get back to you.
  8. Hmm, so I made a new mod file that should change the hours to 0 0, but it doesn't seem to be loading properly. Not sure what I am doing wrong. I even tried directly editing the file with FO4EDIT and the hours still haven't changed. The only thing maybe I can think of is if the hours are baked into the save file? Going to try a quick new game and see if that changes it or not. EDIT: OKay, that did weird things, but basically the time won't change... so it's some other setting that governs the actual hours. Really wish I knew how to contact Fading Signal, as he's the one that actually is credited by Bethesda as having written it. I'm sure he'd know how to set it to 24 hours.
  9. I've not experienced the 7A to 8A hours you've noted. However, take a look at ccFSVFO4003_SlocumsJoeVendorFaction [FACT:FE000911]. There's a section in there to set hours. Mine shows StartHour 7 and EndHour 24. I've noticed 24 hour vendors have these set for 0 & 0. Interestingly, there is a 24-hour stall but it isn't built as a constructible object. ccFSVFO4003_WorkshopFurnDonutVendorCounter24Hours "Slocum's Joe Shop (24-Hour)" [FURN:FE000913]. This piece of furniture does pass "bWork24Hours" to a script but without knowing how to build it in the first place I'm not sure how this is meant to work. FWIW: On both the XB1 and PC version of this mod, the Slocums vendor's inventory never resets for me. Hmmm might see if I can use the console to spawn that 24-hour one.... as for it not resetting, I know what you mean, it seems to be some kind of weird scripting bug that occurs over time if you take too long to 'start' the mod. So what I do on a new game is basically cheat. I COC SLOCUMSJOEHQOFFICE god mode kill the raiders, loot everything in the office, then go back to Red Rocket (COC REDROCKETEXT) and set up a shop using a spawnable unique settlers mod I have. Once the shop is up and running, I exit god mode. It sucks to have to cheat, but.... it's come to be the only way I can guarantee the shop will even have inventory. EDIT: Hmm, yea I managed to spawn it in, but can't seem to move or interact with it in build mode. EDIT2: Also I noticed I mistyped the hours are 07:00 to 20:00 so 7am to 8pm.
  10. So, does anyone know how to change the store hours for one particular store, specifically in my case, the Creation Club Slocum's Joe Donuts. I think it's so weird that it's only open from 7AM to 8PM which makes it so my settlers and I can't hang out in the donut shop after work. Which makes me think of another question, Settlers don't actually HAVE to sleep any more than we do, right? Like, they will if their assigned settler job lets them, but if I were to set the Slocum's Joe store to 24 hours, the settler would always be open to trade, yes?
  11. This is something I am very familiar with as I run a game pretty much at the maximum mods. Others have given good advice, but I think as I run my game literally at the max, I have a lot of experience with juggling mods to keep my game running. From what I understand, there is 256 Master Slots. The main game DLC goes in these slots too, so that gives you IIRC a limit of 248 Masters. These are your ESPs usually. Then one of those Master slots is also reserved for your "Light Masters" which you can have 255. Creation Club content uses this level of mod slots. These are your ESLs usually. Now, one thing to note, if you have too many mods your game won't crash on startup, it will crash when you try to actually enter the game itself, at least in my experience. I would recommend using something like LOOT to verify that too many mods is your issue, as it will tell you that you have mods double loaded.
  12. I think actually the problem is that certain NPCs including settlers can't be changed as they revert back to their baseID. The same problem happens with some companions like Curie. You can't just willy nilly change Synth Curie's appearance like you would others (though honestly her case is much weirder) but like Piper for example has a setting called FaceMorph which is set to 1. This basically hard locks their hair (and even body/face sometimes.) The only way to fix it is to use a mod that changes Piper on her BaseID and changes the FaceMorph setting to 0. Settlers have the same thing except for a few that are "unique" that you can change. What I've found since is Spawnable Unique Settlers that lets you spawn in settlers and then customize them (there's 100's of settlers in the mod, since each settler must be unique, unless you want clones) and then I use a Name changing mod to change their names. Yu just spawn them in the settlement you want them to be in, customize their appearance (they do spawn naked, so you'll have to give them clothes unless you want a nudist colony, and hey if you do, you do you) and weapons) then assign them to the settlement using the workshop menu. Their name will be like Unique Settler Boston F and the mod doesn't include the ability to change it, but you can use the mod "Rename Anything" to change their name. :)
  13. BAM loaded the up a new game, coc cheated directly to Diamond City and Piper looks just like she should! :) Thank you sooo much :)
  14. OKay yea I have that Bodygen preset thing already installed, so I just create a special one just for Piper like you said above and put it in that folder? But I seem to be getting errors with that Body Convert... I'll keep trying to figure out what I'm doing wrong since you said you don't use it, but thanks so much for all your help :)
  15. Templates.ini contains all the body presets and their settings for the sliders. "Random" is just a sample, you use something from your templates.ini file. OKay, so then if my plugin is say BlondeScoopPiper.esp then I'd need to make a folder with the morphs.ini in it, and have it say Fallout4.esm|2F1E=Blonde Piper then make sure the Blonde Piper sliders are in the template file in the same folder? Which if that's so, how does one convert a .json to a 'template" entry? Cause they look totally different in the formatting and even text. :O
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