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dikr

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Everything posted by dikr

  1. Well i thought of that too, but the problem is looksmirror needs to be crafted ingame and i don't see which container in CK is the one used for looksmirror. If possible, could you take a look and let me know ? Thanks for the reply Not near a CK at the moment so can't help you with that. It's easy to sort CK items if you expand the size of the window to sort on the date of object entries. Modded ID's mostly have a younger date. Also you could look at the Constructible Object for the Mirror to see exactly which item it adds to the workshop menu. Otherwise coding it yourself like DieFeM suggests should work too and prevents your mod needing a dependency on Looks MIrror I guess.
  2. Well the easiest way would be your mod being dependent on LooksMirror. Load them both up in the CK, set yours as active, find it somewhere in the container / furniture section and place it in your home. As long as your game loads looksmirror's esp first there shouldn't be a problem, I reckon.
  3. Yeah, you don't want to do that. Try the headband slot on the hat you want to change.
  4. I always build it out. It's probably my most popular one and the first one after Sanctuary where I settle down. Love the urban, grungy feel of it and try to preserve that when building it out. Also tried various mods for it with various results. Currently I play it on vanilla parameters and it's my best hangman's experience yet. I made sure to leave the main thoroughway empty so npc's navigate 'alrightish' (but sadly still not between both parts it seems). I tried to scrap as little as possible (only the middle shacks that really stand in the way + the fence & guardpost in the middle), and I built it up in levels along the edges. NPC's will use stairs just fine. (The thin scaffolding ones come in handy). Pretty sure that most precombined meshes are still in tact currently as I get a steady 60 fps when I am there (it's properly filled up and has 10 settlers currently, which I find is about the right amount for this one). Not sure what you meant with turret effectiveness. Mine work just fine on both sides. It's silly that there's a spawn point within the settlement bounds though (in the NE corner of the empty part) but once you know that, you can build around it and put down some fences, triggerplates and flamethrower traps around it. (Just make sure your settlers can't trigger them) Great fun to see them burn as soon as they decide to cheat and pop-in at that spot.
  5. Thanks for the tip! Never tried Screenshot Assistant. Will give it a go. I agree that FO4 has its limitations in the RPG department. Lackluster writing here and there, a lack of meaningful choices, a general lack of dark and harsh atmosphere or experiences, (apart from Far Harbor), and a lot of filler content, rather than full fledged, unique quests (like FO New Vegas had). But like you I still enjoy the gameworld, the sightseeing and the settlement building too. Mods like Advanced AI, Raider Overhaul and Unbogus Health Scaling while playing on (modified) survival mode also keep the combat challenging and a lot of fun. (Had to assault Easy City Downs yesterday to save a kidnapped settler and I never had as much fun doing it (and dying a few times trying to work out the best tactics) as this time around with those mods installed).You know that feeling that you're almost trembling at the end of a fight and have the urge to immediately save the game to preserve the wonderful fact that somehow you're still alive. Sometimes I even end up with fewer stimpacks as I set out with so that's saying something too, hehe. Catch you later Lemur!
  6. Started a new game and my flickering issue is gone too. Occasionally some issues with foggy conditions rendering weirdly but apart from that NAC is working great. And I am spamming that screenshot button too these days :) (Got a mod to quickly hide my UI with a favorite key installed now to help me with that). My nights are really dark too but I kind of like that. NAC has some night vision headwear options in the chemlab which come in handy in some interiors or outside but I mainly sleep through the nights and add a lot of lighting to settlements. Not sure how to make them lighter apart from NAC's settings. Good to hear you are finally enjoying the game!
  7. It's not about us not wanting to hear anything and it isn't about Fallout 76 either. It's about; a. not being posted in the right section (General gaming would be better suited), and b. the OP having a history of actually obsessive anti-Fallout 76 and anti Bethesda thread posting in the FO4 forums. Being opposed to an upcoming title is one thing, presenting it as a friggin' world problem or a conspiracy is another. If there's anyone with an agenda here (or an 'issue', for that matter), it's more likely the OP than anyone else. I am highly skeptical about the game too but I do understand one thing which the OP or yourself seem unable to grasp: Bethesda / Zenimax, etc are private companies founded in a free country and they can do whatever they like with their IP. Milk it, exploit it, port it and make cartoons for kids out of it. (It can always get worse, right?). You guys seem to think that FO76 is somehow the end of the line for Fallout. While I think it's nothing else than the FO equivalent of TES Online. A game from a cherished sp-rpg IP ported towards a different crowd which I will probably not touch with a ten foot pole but I'm not going on a crusade about it for not being exactly the game that I crave to satisfy my personal gaming habit. And it's not like we never had to be patient before for new, full fledged TES or FO titles. Patience and popcorn to watch the upcoming launch from a safe distance are all we really need.
  8. Vanilla faces, yes. Most characters I used to build ended up having all kinds of vague resemblances. You need Looks Menu and some presets for it to create some natural variety and have more control.
  9. Weird. I would test if it's a mod interfering. Something that changes environment settings / blur, etc. Like NAC or ENB's.
  10. Interview with Pete Hines here: https://www.gamespot.com/articles/fallout-76-how-mods-and-private-servers-work-and-w/1100-6462371/ Gist of it: "I don't foresee a universe in which we allow players to come in [to Fallout 76's public servers] with their own unique and different mods. If you want to run mods, they'll have to be done on a private server," Hines explained. "You'll be deciding what sort of mods you're including and running, and everyone playing on that server is playing with those mods." Mods aren't coming to Fallout 76 at launch, however. Hines cautioned that mods may not be supported in Fallout 76 until November 2019 at the soonest. "It's going to be a lot of work. But mods and private servers are definitely coming," Hines said. It seems we've got more than a year to wait and see how this game will be received and whether it has any long term value apart from eventually playing it with mods. There's some things that I like: - Playing with just a few other players on a server, (rather than an entire legion of bunny hopping, emoting lunatics with a bad dress sense). - The prospect of private servers and mods - The size and setting of the gameworld - It's another Fallout title - According to some stuff I read: you are not so much shoehorned in a roll as 'savior of the galaxy' or leader of factions but rather just another vault dweller. This I like. It MIGHT open up the door for more realistic and immersive roleplaying. Whether you do that by yourself or with friends. There's some big questions I still have: - Will there be censorship on mods / will they be hosted on CC only or will third party platforms and open modding still be supported? - In what way will this game be any different from all the other themepark (m)morpg's which I played before and got really tired of? - Will there be dedicated RP servers? And there's stuff which I don't like at all: - No friendly human npc's (From hearsay because those might confuse players about whether a human actor is an npc or player, lol ... ). - Gameplay over immersion & lore: re-nuking the wasteland on a daily basis seems really off to me. Yeah big explosions are cool but they need to be very rare to make sense. (Like in Fallout 3). - One-size fits all pvp resolution, rather than dedicated pvp and pve servers with different rules. - Seems kind of themeparkish with bread and butter mmo quests and grinding. - No modding till who knows when. Anyway, enough reasons to be interested yet very cautious. I learned my lesson in the past by jumping in too early on some titles and I can advice everyone to wait and see how the player feedback will be, at least until a few months after launch. *off to buy some more post-launch metacritic pop-corn*
  11. I understand it can't be saved now. Crashing while saving is kind of bad. *presses F to pay respect* Good thing you already got inspired :smile: Backing up is as simple as copying esp's to any other drive. (And manually copying other files it adds). Easiest to just use the 'save as' command in CK occasionally and navigate to that BU location. I use a secondary disk for that and it's also the place where I first download new mods, unpack them in their own categorized folders and inspect their contents before manually installing them. (Which I still prefer over any other form of automation as it gives you more control and understanding about what mods add). Even if my C drive crashes and I loose my entire game installation, I can hook up that disk to a new installation or another system and I'm back to a modded game fairly soon.
  12. Ah crap. That sucks hard man. What a shame ... Did it got set as a hidden file somehow? Or read only or something similar? Deleted wrong files? Renamed it? What was the last things you did on the mod and on your pc that might have triggered it? When it can't be saved, I hope you get over it and get modding again when you get inspired. As someone who worked in graphic design for most of my life I know how it feels like to lose a lot of digital work but I also know that redoing it goes much and much faster and allows you to make things even better. It will probably take you only half the time. Hope you will come to that point someday. Screens look awesome for sure. p.s. Kind of a Captain Hindsight remark but it's very good practice to back-up files when modding >_< There's always things that can go horribly wrong. Especially with the CK. I make backups of the esp's around every big CK change I do. Maybe a bit of an overkill but I had it happen a few times that I needed to jump back a few steps.
  13. Could be the Don't Call Me Settler bug if you have that installed. I ended up reinstalling my game and starting over after uninstalling it (because of the crashes that causes), but like in the link posted, there might be a way to clean your saves.
  14. Hey, it's zanity with another pre-launch FO76 thread. *insert similar reply as I made previously on those here* p.s. On a side note. This hands-on article popped up just now on Endgadget.
  15. Yeah, full frame windowed sure helps. Also keeping an eye on which mods you use. Stuff that breaks a lot of precombined meshes can make walking through Boston a slideshow. Since I discovered Another Green Mod and uninstalled Regrowth my performance has also increased dramatically, to give an example. Actually feels weird NOT to lag in Boston now :smile:
  16. I have a similar flickering problem using Vanilla ENB and NAC. Mostly when I enter open doorways or walk past plants. Something to do with NAC's interior lighting? Not sure ... would like to see an answer on that as well. But for me it happens only occasionally. Might also be some ENB effects interfering as I stubbornly installed all its files. But the atmosphere that NAC brings to interiors and combat and the control to climate and weather is worth it for me. p.s. To me FO4 is the most fluid and stable Bethesda game so far and I have been playing their games with mods since Morrowind. I was actually used to Beth games crashing every hour while FO4 almost never crashes while playing it. What I've read about your case it seems a lot of bad luck really.
  17. Had the same problem. Using firefox with noscript and had to allow a new script before the list will show up.
  18. Try Bodyslide's Outfit Studio for that. Also you might need to change some of the flags and nodes on the mesh using nifskope for the game to recognize the mesh as a skinned object (?) or piece of armor, rather than a static item with collision. You probably need them both for it. Just saw this on the front page: Barrel Armor I would download that, look at the mesh in nifskope and it's structure for an example.
  19. For personal use, sure. I change presets on companions and other unique npc's all the time using Looksmenu. If you want to release it as a mod you'd probably need to seek approval from the creator of the preset, or just make your own.
  20. Yes, that sounds nice. A World of Pain worked like that as well; once you cleared a path to another spot to surface, you could use it as a shortcut. But because of there would be a large amount of running involved anyway (because of matching distances above and below ground), they also added that teleportation system in an old laboratory / military hub, which allowed fast travel to a (very) limited amount of locations. Though restoring an old subway system sounds even more awesome to me personally. But that would probably require some heavy scripting.
  21. Sounds really neat. Not sure if you played Fallout New Vegas but one of my favorite mods was A World of Pain, offering a tremendous underground maze underneath the entire wasteland with a variety of sections, challenges, enemies and quests to the extent that it actually almost doubled the game's content. If I recall correctly it also featured an experimental teleportation system that added a means to fast travel. If you're planning on anything like it I would be very much interested. Perhaps you could center the transport aspect around something like the Nuka World Express. An underground service stopping at various stations but requiring clearing of obstacles / completing objectives to be able to become interlocked and fully functional as a quick (but real time) way to get around the map? *Thinks of improvised, steam punkish, push cart-like steam engines with armor plating and a lot of smoke which eventually can be modified to allow greater speeds, etc, ...* Curious to see how this will develop :smile: p.s. So far I have always been using Red Wave Reloaded as an immersive way to get about (a bit more) quickly without using any normal fast travel. Not sure if you've tried it but I love it dearly.
  22. Sure, they have all the means to release quality (paid) mods and attract modders to work with/for them, but as long as they will support open & free modding of their games, third party platforms will always have an edge because they don't have to adhere to as much censorship as a game publisher needs to. Publishers have to release games with less blood and gore in some countries and without any nudity in others. So developers are served by third party platforms to supply people with the kind of modified game that they actually want to play but without being responsible for it. I hope Bethesda realizes that. Then there's also independent software developers like the folks behind F4SE, ENB, etc. I don't think going for a total control on modded content sometime in the future, will do them any good. (For me personally that would be a definite deal breaker).
  23. It probably is Bethesda. I set steam to not update but regardless, occasionally I crash on 'click any button' as well, lately. Never ingame though, and it never happens twice in a row either. Probably related to the the CC content that it wants to collect not really playing nicely with launching by F4SE. But that's just my hunch. p.s. Good thing you're stubborn :)
  24. Posting plugins.txt as well as screenshots of your Meshes / actors / character / characterassets and Textures / actors / character / basehumanfemale + basehumanmale folder contents might help in finding the cause of this.
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