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Posts posted by ReaperTai
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Free stuff is always nice.
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Hmmm...is there any kind of stuff from DC in the area you are building? Some other quest or dc related stuff that maybe jacks up the new area maybe?
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Did you recently add any automatron based mods that are maybe broken? Only asking because the line you mention shows a quest. If so try disabling that mod and try again.
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You may have forgotten a line in the other ini file.
You will need to add the following lines to the Fallout4Prefs.ini file below the section marked
[Launcher]:
bEnableFileSelection=1
You will need to add the following line in Fallout4Custom.ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal= -
In response to post #55261238.At the bottom of the mods listing in my mods it says comments and last comment made....can also sort by last comment made.sheepswirl wrote: Is there a way to do easy comment tracking on mods you made? The new design makes it harder to see if people commented on mods unless you go to the actual mod or i just don't know where feature is located.
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Sorry for the delay joe, speed is correct all it takes is one keyword not there or linked incorrectly. Would be happy to take a look at it if you send me the file.
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Thanks for the update guys. Looking forward to the new program. I use NMM and never got around to trying MO but I hear it had some good features. Good call hiring Tannin to build it and sounds like Kit has a good grasp on things to be done with the mock ups already. Keep up the great work everybody. See ya in January. :thumbsup:
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In response to post #54983273. #54992608 is also a reply to the same post.There is a way to do both of those in NMM as well, I do it all the time. Just save a preset with everything off or use the tool tab to disable all mods for clean starts, and goto the plugin tab and drag the mod up or down to change load order.azraal wrote: Honestly, I will reserve my judgement for when I have the actual program in my hands...
But unless I misunderstood, it checks at least one of my requirements:
Easily return to a clean state without having to click an hundred time. I don't really care about the fact I won't have a clean folder or not in any other time. The idea is if I mess up I can go back to a pristine install without delete/redownload.
As for my second, the most important to me and the reason I use MO rather than nmm is the ease to change the load order for the mods ressources. Want an older mod to take precedence over the other? You don't have to uninstall both and reinstall giving hell to your files in the process.... You just drag the mod up or down and the stuff just works it's magic the next time you launch it.
But in the end, setting your order and clicking a "generate folder" button would be a good middle ground. Because if each time we move a mod we have to wait for the whole things to be re-created it will be hell unless it's really fast even with a large number of mod.
Those are my important points for a mod manager.
As for the rest in all honesty, it really come down to testing the program itself. NMM took time to get used to, as did MO, and as will vortex.
That said, for those who don't want vortex, le presidente and a small team are still working on MO and a release will happen soonish if the discord is to be believed...
https://github.com/LePresidente/modorganizer (hope no one will mind I put the link here)
So it's not like there is a reason to fight over the features anyway. Well as long as nexusmods keep the api to their site open, there is another option.RDubon wrote: Mod order installation is surely very important for many folks, worst case i personally can live without the virtualization system but not been able to easily change the load order for mods resources will surely discourage some of us from migrating to vortex.
Since they hired the guy who made MO it should have the best features of both. -
As a in game workaround, make 1 settlement you will use as a home base and send all of the others there. That way you only have to worry about 1 base/stats.
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Just FYI, no assets from prev fallout/elder scrolls games can be directly ported in according to bethesda EULA.
If somebody does this they have to make them 100% from scratch.
Not saying it can't happen just letting you know it is a large undertaking.
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There is this one:
http://www.nexusmods.com/fallout4/mods/10750/?
Have not used yet but says it has a switch that can trigger on rain.
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The way I interpret it (as Reneer said we all have our own opinions) is that:
- if it is just a compatibility patch (no real changes, just makes it work with other mod) and still requires both orig mods, you can post with credit/links to orig mods. (still nice to send a pm to author(s) letting them know in case they do have a issue)
- If it adds/changes content (even if the author is gone/banned) you need permission to post whether it still requires the orig mod or not. (especially if it does not require the orig mod as that is considered a remake)
- The 3rd option is to build it yourself from scratch giving cred to orig as inspiration (example: X author's armor mod is no longer compat and they are banned. DO NOT use their assets, instead make your own version with your own assets and give a shout out to the orig in the description. also state clearly why it is so similar and that is is done from scratch.)
Also look at the permission posted in their mod, some say you can do whatever you want, some say ask first, some say no to everything. If they allow in posted perms make sure to include a copy of that line on your mod.
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What exactly are you trying to create/do?
Is the location supposed to move around in game?
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You can also do a youtube/google search for specific tutorials (like fallout4 creation kit weapon vid for example) and find many out there.
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Not sure if it would fix your issue but sanctuary (for example) has several cells. They label them with a ext## (sanctuaryext02 for example) and link them with the main cell location.
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So the brahmin issue is fixed. Still trying to figure out how to make it hold more settlers.
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Figured it out, just copied all the values and such from the normal guardpost.
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Cheers all,
Anyone have the steps for multicell settlements anywhere? I'm looking to do some bug squashing on a regular CW location, noticed the recruitment beacon only works if it's in the same cell as the workbench. 0 happiness while we're at it, so I think I messed something up along the way, I can throw the file to anyone who thinks they can help.
This means the script did not fire. You either missed a step or need to redo the scripts to initialize it. And don't forget to pack them.
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In response to post #49984342. #49985262, #49989507, #49992427 are all replies on the same post.Actually I do see a middle ground here. There is already a format for required mods popup so simply add another optional popup for incompatibilities that can be filled in like the required. If or as any arise the author has a option to display them that way.Bonechip wrote: Great update.... thank you.
Request: Can it be made so the website reflects what you have installed?
IE: If I have BadAssGunMod001 installed... when I visit the mod's page, or see it in a list, it will show "Installed".
When you have over 200 mods installed, it is sometimes easy to forget when one is trolling around looking for more.sgtmcbiscuits wrote: That's actually a great idea! Especially when changing modlists between playthroughs and such, it can be easy to forget what all you have. Even better would be if mod authors could state which mods are incompatible with others, and if it sees that you have that mod installed, it could warn you. That one would definitely be harder to support, as it requires authors to do a little extra work rather than the site doing it automatically, but for casual users that don't understand incompatibilities and the like, that would be a lifesaverGribbleshnibit8 wrote: A lot of extra work that would quickly go out of date. Not really possible, no matter how convenient it'd be.SorrelKat wrote: Do you want mod authors to devote time to developing, or to doing things like this? Choose... -
I am making a mod and want to make this item into a guardpost using existing animations if possible. What changes (besides renaming) do I have to make to assign a guard here?
If this has already been posted a link would be great.
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Ahh...I see now. This wont change it to robotics or anything but will allow supply lines from day 1. (have not used it myself but remembered reading about it. Is on my tracked list.)
http://www.nexusmods.com/fallout4/mods/16661/?
"This mod allows the player to establish supply lines from the start of the game, without any perk requirements. It is a deceptively lightweight mod, and in fact only modifies a single record: the WorkshopLocalLeaderPerk_DO Default Object record. Instead of pointing to Local Leader 1, it now points toward the PlayerPerk record. You could also just use the console to give yourself Local Leader 1, but I prefer this method."
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April Giveaway #2
in Site Updates
Posted