-
Posts
341 -
Joined
-
Last visited
Nexus Mods Profile
About lazloarcadia
Profile Fields
-
Country
United States
-
Currently Playing
Starfield, Fallout 76, Enshrouded
-
Favourite Game
A modded Fallout 4
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
lazloarcadia's Achievements
-
Mod Request: Lillian Hart / Cora Coe race discrepancy
lazloarcadia replied to lazloarcadia's topic in Starfield's Mod Ideas
Thank you for the heads up, I'll take a look at the mods you have suggested. -
Can someone do a body swap mod for either Lillian Hart or Cora Coe please? According to Starfield cannon Cora Coe is the biological child of Sam and Lillian. There is no discussion of Cora being adopted etc. Both Sam and Lillian are white, yet Cora definitely appears to be black or at least of mixed racial heritage. Can someone please either do a body swap for Cora as a white child, or a body swap for Lillian as a black woman? Either one would correct the lore discrepancy and both solutions are equally fine in my book. Thank you for the consideration. Lazlo
-
I was able to track this down to what appears to be a conflict with Shade's Immersive Looting and SFSE. I've reported it to the Immersive Looting mod page, and uninstalled the mod. Everything is working normally now.
-
Hey guys, I have theft level 3 and any time I try to pickpocket random citizens and such in town their inventory is greyed out except for a few items. I can still get things like credits an ammo or keys but that is about it. Most of the AID and misc items are greyed out with a 0% chance to steal. Anyone else seen this?
-
So here is what happened: My girlfriend Sarah and I were taking our ship on a resupply run for LIST out to Tau Cetti II. The colonists there were nice enough folks and were working hard on getting their settlement all up and running. Although our time with them was brief, it had been pleasant and everything had gone smoothly. That is, until we were coming back to Jemison. Halfway back we had to stop to refuel and immediately on coming out of hyperspace I find that I've jumped us right into the middle of a fight between the Crimson Fleet and a group of Spacers. Fortunately I'm not a half bad pilot and I was able to avoid most of the fighting while they were busy killing each other, and then as a final cherry on top was even able to capture one of the Crimson Fleet ships that had been damaged in all the fighting. After patching up my newly acquired ship I take the helm and head for home while Sarah follows in our old ship. Now you would think this was pretty much the end of this story. Take the ship back home and decide if I wanted to keep it, or sell it. But no, nothing is ever that simple....ever. On entering into Jemison space I am told the ship is being scanned for contraband. So what? I've done this all about a thousand times before, nothing new. I mean, what could possibly go wrong with bringing home a pirate ship back to Jemison and claim salvage on it? As it turned out, what could go wrong would be the motherload of all rookie mistakes. I knew better. I did. This would be the day that I didn't bother check the ship's cargo hold and make sure these clowns weren't flying around with alien bio weapons, or a hold full of Neon's finest Aurora or something equally as crazy. Yeah, I REALLY should have checked the hold. Truth to tell I still don't even know what the scanners picked up but man did they ever have a fit about it! Instead of being hauled off in front of some judge on Jemison for hauling contraband however, I found myself taken into custody by some special branch of the UC Navy called "Sysdef". I vaguely remember hearing something about them being formed when I was getting out of the marines a few years back. Why they would be involved in this whole thing however I had no idea. Maybe it was my newly claimed Crimson Fleet ship itself that had caught their attention. Or whatever they found in the hold. Or who knows what? Either way, Sysdef showed up, takes me into custody and impounds my new ship. So much for my salvage rights! Fortunately Sarah had been piloting our old ship during all of this which had passed the contraband sweep no problem, so she was not charged with anything and they simply let her go. The fact that they didn't hold her is most likely what saved my hide that day, but more on that later. So I get thrown into a holding cell on board the Sysdef command ship, the UC Vigilance. There I have these two guards watching over my cell as they try to decide if they are gonna keep an eye on me or just kick the crap outta me to pass the time. I get the impression that they actually think I'm with the Crimson Fleet because, well you know I WAS flying a Crimson ship when I was stopped and I guess these Sysdef guys have a real serious issue with the Crimson's. A couple of hours later I get called in front of the Vigilance's CO, one Commander Ikaba. Fortunately the Commander was a really nice guy and we spent hours swapping stories about our time in the service and....well ok, no. That is not how it went down at all. In fact this guy was a royal ass hat from the word go and started giving me this big speech about "Join me in my crusade to crush the Crimson Fleet or I'll screw over your whole life!!". Yeah well, that didn't sit well with me. Nope, not at all. So I told him to go throw himself out the nearest airlock and deal with the Crimson Fleet his damned self! He definitely did not like that. After screaming and foaming at the mouth for a bit he tells his people to throw me in some black site prison hellhole on the far side of the galaxy until the end of time. My marines guards dutifully drag me off and throw me back in my holding cell where I cool my jets and wait to be shipped off to God only knows where. I guess some other stuff must have been keeping their attention because about a week goes by and I'm still on the Vigilance, until one day the door to my cell opens and in walks this Sysdef lieutenant with a couple of big Marine bodyguards. I gotta hand it to them, these guys looked tough as nails and any thoughts I had been entertaining about making some heroic effort to overpower them and make a run back to my ship vanished the instant I laid eyes on them. "Well this is it," I found myself thinking. "They are here to cart me off to that prison cell. Man I'm so screwed!" Instead they tell me I'm being released. What!? Just like that?? Yep, just like that. They even gave my ship back and then escorted me back New Atlantis on Jemison. Good God what a turn of events a single day can take! I don't mind telling you the first thing I did when I touched down was I walked straight over to the Viewport (a local bar close to the shipyard) and got raging drunk with Sarah and a few of our friends she called to come over and join the party. I would later find out that Sarah had been busy during the week I was being held aboard the Vigilance. Ya see Sarah and I had met when we were both in the service. She had been a naval officer and had apparently been quite close with Admiral Logan, old family connection or something I guess. Now you see the problem is Sysdef is a specialty branch of the UC Navy, and you'll never guess who they ultimately have to answer to? You guessed it, Admiral Logan! I'm betting that Commander Ikaba was quite surprised when he suddenly found himself having to explain this whole mess to the Admiral and was told he had to let me go. Oh that look on his face must have been priceless!! Too bad I was still in lock up at the time and didn't get to see it for myself. <chuckle> Oh yeah, good times. With the way that all of this unfolded it did however leave one unfortunate piece of unfinished business. Ya see, Sysdef isn't the only one's with a axe to grind with the Crimson Fleet. In fact I want them at least as bad as Commander Ibaka, however with the way all of this went down makes any idea of actually joining Sysdef to take on the Fleet pretty much impossible. It seems to me like the only other real option to take them out would be to join up with the Crimson Fleet itself and try to take them out from the inside. That would not be such a bad idea were it not for the simple fact that I had more than enough of guys always yelling at me, making threats, talking s#*!, etc during my days as a marine. I'm just not gonna tolerate that sorta garbage from a bunch of asshole pirates. Yeah...not happening.
-
Need help ship build snap points driving me crazy!
lazloarcadia replied to lazloarcadia's topic in Starfield's Discussion
Thank you for the tip!! I did not in fact have the additional line in my .ini file. So that is most likely one problems which I've now corrected. Ultimately it seems like it was a limitation with the mods not properly flipping the part to have the additional snap points on both sides. The vanilla parts simply do not have the necessary snap points at all. In the end I had to use a different weapon mount and just say screw it. It did not have the look I would have liked, but the look I ended up with was pretty nice anyway so I just went with it. -
Need help ship build snap points driving me crazy!
lazloarcadia replied to lazloarcadia's topic in Starfield's Discussion
I have been able to track this down to a mod conflict / incompatibility of some nature between Better Ship Part Snaps and SMSEX. Theoretically they should be completely compatible, but apparently this is not 100% true. I'm still trouble shooting it to see if I can learn more about it. -
Hey guys I've running into an issue with the snap points in ship build mode. Specifically I'm in New Atlantis and I'm trying to attach the horizon weapon mount to port side of the Nova Breaking Engine Port on a Spacer Coyote B Class ship. Here is the rub, it works FINE with this exact setup on the Starboard side (see pics for reference) to which I've attached a missile launcher perfectly fine. When I try to attach this same weapon mount to the port side however it simply turns red and wont attach. From what I can tell both sides are symmetrically identical and there should be no reason for one side to allow the weapon mount, and the other not to. NOTE: this is not an issue with the missile launcher as I can't even get the weapon mount to attach, much less the missile launcher. Build mods I'm currently running: Better Ship Part Snaps Ship Build Tolerances Tweaks Ship Module Snap (SMSEX Updated for SF1.11.36)
-
I'd love to have an R2D2 crew member with skills in Pilot and Navigation. Pretty simple, he just rolls around and sandboxes on the ship (or your preferred outpost) and helps with your ship.
-
I'd like to be able to buy individual ship parts (cockpit, engines, habs, whatever) at a shipyard, store them and assemble them later at any other shipyard. Or buy (or steal) a full ship, strip it for parts and reassemble with any parts you have previously purchased or stripped. There would need to be some sort of "banking" system for holding the parts for later assembly as opposed to running around with tons of ship components in your pocket. This process could be tied to one specific shipyard to make that location more interesting and worthy of visiting often, such as an orbital space station / shipyard or could be set for use at any shipyard for easier access. I'm certain this would be a royal pain to implement, especially with how new the creation kit tools are and the obvious learning curve that needs to take place to get familiar with the new tools. But whatever could be done towards this type of ship building utility would be greatly appreciated. Cross posted from my original mod request on reddit:
-
I'd love to see a Fallout 4 style ability to scrap weapons and armor into their base components, or at least scrap them down to their mods. So maybe you could not turn a scope back into glass, but you could at least detach that scope and store it to later attach on to another weapon of the same type. Even better if the scrapped mods / components went into a shared infinite storage linked to nearby crafting stations (again same / similar to previous Fallout games) Cross posted from my original mod request on Reddit:
-
So I'm looking around for a full breakdown (website, google doc, etc) of what each of the crew skills actually does. So far the references I've seen to them will only give vague answers to this like "increases your payload" or "makes laser weapons better". Yeah that's great and all but that doesn't allow for an objective comparison to know which are actually better options. Secondly, I'd love it if this same resource showed what skills the various companions and hirable crew members are bringing to the table. From what I can tell some of the hirable crew appear to be random spawns which is cool and all but I still want to be able to make good choices for who should be on the ship vs who would be a net loss. Thank you for any help!
-
I've always been surprised that the Railroad would allow Piper anywhere near them even as your companion. Further Decon even has some dialog stating that Piper isn't welcome near their secrets. So why not have a mod that if you show up with her, you get blocked at the door with the guard saying, "No way is she allowed in here." Perhaps the fast travel marker to the RR would simply reroute you back to the tunnels at the point where you would have gone inside HQ for the first time only to be told "No way, get out!" As for Decon's quests, such as when doing the Switchboard mission, he might have felt the same way. On the other hand he might not have cared as that site was already burnt to start with.