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virgoproxyy

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Posts posted by virgoproxyy

  1. 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

  2. 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

  3. 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.

  4. 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

  5. If you make a Stealth boy with no electrode/gap as well, I'll do this for you, should be easy.

    I assume you'll want to find the electrodes pretty commonly?

    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

  6. 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!

  7. What details does SWG miss exactly? To me, they are a perfect replica of vanilla windmills, from what I can gather. Multiple styles, airplane and junk, all snapping.

     

    Just curious why they aren't good enough, I suppose lol.

    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

  8.  

    Alrighty then. You mention SWG. What you didn't mention was whether you meant the

     

    Meant the stackable one, and the other two you linked only deal with the vanilla windmill. I would try reddit but I haven't had the best record in the past when trying to get info there.

  9. Hi, I'm looking for either a new mod to be made or a preexisting mod that adds this specific windmill as a generator.
    windmill1.png
    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.

    windmill2.png
    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.

  10. 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

  11. 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

  12. 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

  13. 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:

     

     

    # Automatically generated by Vortex
    Fallout4.esm
    DLCRobot.esm
    DLCworkshop01.esm
    DLCCoast.esm
    DLCworkshop02.esm
    DLCworkshop03.esm
    DLCNukaWorld.esm
    DLCUltraHighResolution.esm
    ccbgsfo4001-pipboy(black).esl
    ccbgsfo4002-pipboy(blue).esl
    ccbgsfo4003-pipboy(camo01).esl
    ccbgsfo4004-pipboy(camo02).esl
    ccbgsfo4006-pipboy(chrome).esl
    ccbgsfo4012-pipboy(red).esl
    ccbgsfo4014-pipboy(white).esl
    ccbgsfo4005-bluecamo.esl
    ccbgsfo4016-prey.esl
    ccbgsfo4018-gaussrifleprototype.esl
    ccbgsfo4020-powerarmorskin(black).esl
    ccbgsfo4022-powerarmorskin(camo01).esl
    ccbgsfo4023-powerarmorskin(camo02).esl
    ccbgsfo4025-powerarmorskin(chrome).esl
    ccbgsfo4038-horsearmor.esl
    ccbgsfo4044-hellfirepowerarmor.esl
    ccbgsfo4033-powerarmorskinwhite.esl
    ccfsvfo4001-modularmilitarybackpack.esl
    ccbgsfo4024-pacamo03.esl
    ccfrsfo4001-handmadeshotgun.esl
    cceejfo4001-decorationpack.esl
    ccrzrfo4001-tunnelsnakes.esm
    ccbgsfo4045-advarccab.esl
    ccgcafo4001-factionws01army.esl
    ccgcafo4002-factionws02acat.esl
    ccgcafo4003-factionws03bos.esl
    ccgcafo4004-factionws04gun.esl
    ccgcafo4005-factionws05hrpink.esl
    ccgcafo4006-factionws06hrshark.esl
    ccgcafo4007-factionws07hrflames.esl
    ccgcafo4008-factionws08inst.esl
    ccgcafo4009-factionws09mm.esl
    ccgcafo4010-factionws10rr.esl
    ccgcafo4011-factionws11vt.esl
    ccgcafo4012-factionas01acat.esl
    ccgcafo4013-factionas02bos.esl
    ccgcafo4014-factionas03gun.esl
    ccgcafo4017-factionas06inst.esl
    ccgcafo4018-factionas07mm.esl
    ccgcafo4019-factionas08nuk.esl
    ccgcafo4020-factionas09rr.esl
    ccgcafo4021-factionas10hrflames.esl
    ccgcafo4022-factionas11vt.esl
    ccgcafo4023-factionas12army.esl
    ccawnfo4001-brandedattire.esl
    ccswkfo4002-pipnuka.esl
    ccswkfo4003-pipquan.esl
    ccbgsfo4053-dggoldr.esl
    ccbgsfo4036-trnsdg.esl
    ccbgsfo4062-pippat.esl
    ccrzrfo4003-pipover.esl
    ccfrsfo4002-antimaterielrifle.esl
    ccygpfo4001-pipcruiser.esl
    ccbgsfo4072-pipgrog.esl
    ccbgsfo4073-pipmman.esl
    ccbgsfo4076-pipmystery.esl
    ccbgsfo4078-pipreily.esl
    ccbgsfo4077-piprocket.esl
    ccbgsfo4008-pipgrn.esl
    ccbgsfo4015-pipyell.esl
    ccbgsfo4009-piporan.esl
    ccbgsfo4011-pippurp.esl
    ccbgsfo4021-powerarmorskinblue.esl
    ccbgsfo4027-powerarmorskingreen.esl
    ccbgsfo4034-powerarmorskinyellow.esl
    ccbgsfo4028-powerarmorskinorange.esl
    ccbgsfo4031-powerarmorskinred.esl
    ccbgsfo4030-powerarmorskinpurple.esl
    ccbgsfo4032-powerarmorskintan.esl
    ccbgsfo4029-powerarmorskinpink.esl
    ccbgsfo4013-piptan.esl
    ccbgsfo4010-pippnk.esl
    cctosfo4001-neosky.esm
    cckgjfo4001-bastion.esl
    ccbgsfo4063-papat.esl
    ccqdrfo4001_powerarmorai.esl
    ccbgsfo4048-dovah.esl
    ccbgsfo4092-as_camoblue.esl
    ccbgsfo4093-as_camogreen.esl
    ccbgsfo4094-as_camotan.esl
    ccbgsfo4105-ws_camoblue.esl
    ccbgsfo4106-ws_camogreen.esl
    ccbgsfo4107-ws_camotan.esl
    ccbgsfo4112-ws_pickman.esl
    ccbgsfo4098-as_pickman.esl
    ccbgsfo4082-pipprc.esl
    ccbgsfo4081-pipphenolresin.esl
    ccbgsfo4086-pipadventure.esl
    HUDFramework.esm
    Settler Sandbox Overhaul.esl
    TrueStormsFO4.esm
    Ballistic Weave Standardized.esl
    WorkshopRearranged.esp
    EBMD_AllInOne.esp
    Automatron Decals.esp
    Max Performance - All Interiors - All DLC.esp
    FHLeveledListIntegration.esp
    Buildable Fallout 76 Watchtowers V2.esp
    EvenShorterNPCgreeting.esp
    InteriorsEnhanced-All-In-One.esp
    LongerPowerLines3x.esp
    LooksMenu.esp
    More Where That Came From Diamond City.esp
    QuickTrade.esp
    Quieter Settlements - Recommended Settings.esp
    Rusty Face Fix.esp
    Scrounger DLC Fix.esp
    Third Person Movement Speed Fix.esp
    3dscopes.esp
    TrueStormsFO4-FarHarborExtraRads.esp
    Companion Infinite Ammo and Unbreakable Power Armour.esp
    CREAtiveClutter.esp
    LegendaryModification.esp
    No More Fake Puddles - Nuka World 1-0.esp
    SettlementMenuManager.esp
    KillTips_by_tooun.esp
    No Seeker Boulders.esp
    CBBE.esp
    AA_CommonwealthConifersREDUX_SEASONS.esp
    Insignificant Object Remover.esp
    TrueStormsFO4-EarlierSunsets.esp
    TrueStormsFO4-FarHarbor.esp
    TrueStormsFO4-EarlierSunsetsFH.esp
    TrueStormsFO4-GlowingSeaExtraRads.esp
    BostonFPSFixAIO.esp
    Lowered Drawbridges.esp
    BostonFPSFix-NukaWorld.esp
    Nuka World Bottle Fix.esp
    BosVertibirdDLCLocations.esp
    BostonFPSFixFarHarbor.esp
    Fallout 76 Watchtowers.esp
    Buffed Minutemen.esp
    ExcavatorPA.esp

     

     

     

  14. 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


  15. 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

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