Jump to content

virgoproxyy

Premium Member
  • Posts

    30
  • Joined

  • Last visited

Everything posted by virgoproxyy

  1. I'm having this same issue but I don't use combat behavior improved, I think it has something to do with true directional movement but im not sure if its just that mod or a conflict with another mod
  2. Could you please add back the forum profile button and the friends category? I used to use them frequently to get around and I really feel their absence
  3. The problem I was experiencing was that it would only ask if I wanted to find the missing mods, if I selected not to then a second window would not appear asking if I still wanted to load it anyways. Regardless I was able to figure it out, the issue was being caused by UIExtensions
  4. Hello, Ever since I updated I've been experiencing an issue with Skyrim where if I try to load a save without every single mod I had when that save was made, it'll ask me if I want to look for the missing mods on the creations store and if I say no it just cancels the attempt to try and load the save. Does anyone know if there's a workaround or if this is caused by a mod? I'll attach my loadorder just in case. Hoping someone can help me with this, virgoproxy loadorder.txt
  5. I've actually tried the mod linked above in the past but it didn't seem to get along very well with another mod I use, sorry for the late reply on that it just occurred to me today that I hadn't checked my posts in awhile
  6. srry for the late reply, can't get that one to work unfortunately though; my game freezes every time I try to turn the follower back into a chasis. I also would kinda like it to be the sentinel power armor cause I payed for it lol
  7. So, the creation club has this mod that allows you to get an automated power armor chasis that follows you around and helps you kill enemies. I was just thinking how awesome it would be if someone made a mod for it that allows you to enter into the power armor, and once you get out it would resume its automated companion mode. Ideally I'd want something that adds a button to the interact UI under it's name like quicktrade for example. If someone made this it could act like a portable set of power armor, so you don't have to constantly wear it and can just get into it when you need it. Thank you for reading, here's hoping someone is willing to do this for me cause it would be so damn cool and useful P.S. yes I am aware of the mod "Wearable and Commandable Sentinel Power Armor" but I've tried it and its not really what I'm looking for, I find it too cumbersome and inconvenient for me to regularly use and I just end up not using it.
  8. hey so, all of this flies over my head since I really don't understand coding but, are yall just talking hypotheticals or r u thinking about making this? sorry if this message comes off as rude btw I just wasnt sure how to ask
  9. yee id take that as a second option that aside though i swear u are like the nexus equivalent of justin y lol. I see u everywhere, u even on commented on one of my mods
  10. So, I'd really like to actually be able to use the profits I make from vendors I've placed throughout the commonwealth but, there's no way I'm going to periodically tour all my settlements just to retrieve a few caps especially in survival mode. Thats where this idea comes in: any settlement(s) that are connected through provisioners share the same global inventory, that way you can just reach in any workbench at any settlement and retrieve all your caps. This would also be convenient for legendary armor and weapon storage, I tend to store my legendaries I have gotten while exploring in the nearest settlement workbench when I'm overencumbered, but I tend to forget I left it there and never really go back for it. I've looked for mods that do this but so far the closest I've seen are mods that make every workshop connected straight from the get-go which seems wayyyyy too overpowered to me, up until just recently I was using SKK workshop utilities' consolidate inventories feature sparingly when I felt it was fair as a compromise but then it started crashing me every time I tried to use it so now that's off the table. Thanks for reading, hope someone is able to help me with this
  11. Okay that should be easy, i can def do that for you. As for rarity I'd want it to be decently common enough to where i can use the thing but not so common that i wouldnt have to worry about how much I have left; id probably set it as like around 3 every time you find them and probably occur as often as fusion cores do in those ammo containers
  12. Hey so I noticed when playing that 1, stealth boys are way too unpractical as they are and 2, when you activate it and the animation plays it ejects this "electrode" thing (that's what the piece is referred to in the game files). I'm looking to have a simple mod made where instead of a Stealth boy consuming itself upon use, it consumes a special ammo type called something like "stealth boy charge" and it could be added to ammo box loot tables with a rare chance to spawn, somewhere around fusion core or mininuke chance. I went ahead and made a slightly edited model of the electrode thing which fixes the hole in the bottom ready for the inventory model in the unlikely event someone sees this and decides to make it. before anyone suggests any already existing mods I've looked and almost every mod that edits stealth boys just makes the time longer or makes it so it never gets consumed which is way too op in my opinion. I did find one that was sort of similar to my idea, where you get a depleted stealth boy and craft a charged one at a chemistry workbench but that would be too tedious for me and I'd just default back to my current behavior of just letting them collect dust in my inventory lol. if nothing else thanks for reading this!
  13. The snapping points are the main issue for me, I can never get it to the same shape as the pic above. Also the sheet metal on the tower and there's at least one propeller version missing
  14. Hi, I'm looking for either a new mod to be made or a preexisting mod that adds this specific windmill as a generator. It would preferably be snappable to wood floors, provides 20 power, and has a wire attachment point around the same place as the basegame one. P.S. Yes I am aware of both the SWG and the Sky High windmill mod, but those are missing a lot of details present in the original model.
  15. So you know those dudes from whatever faction you sided with that show up at those military checkpoints? I really want a mod that makes those guys respawn. I've been playing on one character for 5 years so they've basically all died atp and I really miss those lil bits of action when exploring (plus now I can't pickpocket any of those railroad armored coats anymore). I'd make it myself but I couldn't figure out how to for the life of me since a lot of the boxes that I assume I needed to check were greyed out, google was no help either
  16. Hi, So right now in game I'm trying to make a full collection of all the types of armor you can get in the base game and DLCs, right now I'm on clean and dirty heavy synth armor. I just now realized though that there's actually no dirty variant of the synth underarmor to go with the set (even though I could've swore I had seen one before). I was wondering if anyone would be willing to make a standalone variant of the underarmor that matches the armor? I would use the clean one but it just clashes way too much imo and sticks out like a sore thumb. Thanks, Wuique
  17. Hello, For a long time now I have used a mod called "Workshop Rearranged" it's a really wonderful mod that organizes the workshop menu and adds in a ton of objects found ingame that should've been buildable in the first place. Unfortunately, after I started a new character with a different load order I noticed something that really bothers me about the mod. For whatever reason the creator decided to edit a bunch of junk items ingame, changing the names and weights of a lot of items and even turning a few miscellaneous items into junk items. All of this went completely under my radar because up until my new playthrough I had always ran the mod alongside def_ui and VIS, which I assume were what was responsible for overriding the changes. So, getting to my request; I basically just need a dummy mod that touches the same items so I can override the changes made by Workshop Rearranged. I've attached a notepad document containing a list of form ids I got from looking at the contents of WR in FO4Edit, I hope it is enough information to be able to make the mod I've requested. Thank you for taking the time to look over my request even if you can't help me -Wuique Nevermind I ended up figuring out a way to do this for myself
  18. Thanks, that's more or less what I was looking for
  19. Thank you, I didn't even notice that lol. I was able to fix the issue, thanks again!!
  20. I was wondering if anyone would be able to take Nat's (Piper's sister) backpack and make it a standalone item? Preferably not called Nat's backpack and named like "Tattered Backpack" or something but I suppose it doesn't really matter Backpack in question: https://prnt.sc/q21978
  21. Hello, So today I decided to disable Valdacil's Item Sorting for a few reasons, but afterwards I noticed some weird things going on with the junk in-game. For some reason a lot of junk had been renamed (stuff like "ashtray, dirty", "automotive tube flange" or "laboratory beaker stand"), also having different weights and base junk components than vanilla. I suppose it could be some sort of old file lying around in my data folder, but I'd like to leave validating my game files as a sort of last resort since it takes so long. For now, could someone here look over my load order and see if anything sticks out to you as something that might do this? Thanks, Wuique Load order:
  22. Hello, In fallout 76 there is this handy thing where any workbench out in the world has an option to scrap all junk whether its a weapons workbench, armor workbench, ect. I was wondering if someone could bring this in to fallout 4 via making a mod? I know there's mods out there like mobile mechanic but I prefer how fallout 76 handles things where you don't have to lug around a 15 pound workbench but instead come across a random chemistry workbench in your travels and being able to scrap your junk through there. It doesn't have to have a fancy menu or anything like in fallout 76, but if that's the only way to to it that's fine too. Thanks, Wuique
  23. Hello, In fallout 76 there is this handy thing where any workbench out in the world has an option to scrap all junk whether its a weapons workbench, armor workbench, ect. I was wondering if someone could bring this in to fallout 4 via making a mod? I know there's mods out there like mobile mechanic but I prefer how fallout 76 handles things where you don't have to lug around a 15 pound workbench but instead come across a random chemistry workbench in your travels and being able to scrap your junk through there. It doesn't have to have a fancy menu or anything like in fallout 76, but if that's the only way to to it that's fine too. Thanks, Wuique
×
×
  • Create New...