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Levantinium

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Everything posted by Levantinium

  1. I'm going to leave this here in case anyone else runs into this issue. I completely forgot that my Fallout4Custom.ini contained the Combat section command "bForceNPCsUseAmmo=1" Removing that out solved the issue of NPCs not using their weapons. Word of warning to anyone who uses this command, it affects scripted firefight encounters such as Preston defending the museum or Danse defending the police station. They run out of ammo and switch to melee.
  2. The shadows are a big part of what taxes the system for this game. Setting shadow quality and distance on High delivers very similar results visually with Ultra, while at better performance. I have a GTX 980 that's overclocked, and it still gets bogged down by this game. I tried out the Ultra Godrays fix mod, but it actually didn't seem to make a noticeable difference for me. The biggest problem with this game is just different zones. If you walk around in Downtown Boston, you're going to get lower FPS no matter what. My 8-core i7 just won't put up with it. Even on lower settings, it's just too much going on in some of these cells.
  3. Exit save remained. I'm just curious why the game is deleting any save I manually put into the saves folder, and deleting my saves when I exit the game. I'm thinking it's either a steam cloud sync issue or a mod has ninja survival mode on or something. But I don't see anyone else having the same types of problems with the mods that I have installed. I currently have all files and folders to be visible.
  4. Also be careful of any cell edits mods as well. I've had CTD when loading saves in Skyrim, because I saved while standing on top of an object that was added in a mod.
  5. This has happened again. This time, however, the saves are deleted as soon as I launch the game. Everything in the saves folder will just completely go missing, not even in the recycle bin. Here is my mod list. *Unofficial Fallout 4 Patch.esp *FAR.esp *killmove-100.esp *CustWeapNames.esp *DOOMThatGun.esp *M14.esp *m16servicerifle.esp *Yona_Weapon_DefenseGun.esp *No Seeker Boulders.esp *VatsOverThere_IncreasedVATSRange_AimIncreaseHigh.esp *LegendarySpawnNormalQuarter.esp *NoCraftingExperienceAutomatron.esp *3PercentBase.esp *yace_LevelCap50.esp *No Mess.esp *Quieter Settlements - Recommended Settings.esp *PowerWaterCustom.esp *SettlementAttacksBeyond.esp *SettlementAttacksBeyondFH.esp *No More Sanctuary Dead Dog and Raider - They never existed 1.1.esp *SanctFixedBridge.esp *IMG_Castle_Wall_Patches.esp *Scrap Everything - Core.esp This time I only had 2 save files in my folder, and I made sure not to ever quicksave or load the exit save, and I never saved over a file. I would just create a new save each time and then delete after I saved again successfully. Does anyone know what causes this? I'm running on Windows 10 x64 with an i7 and a GTX 980. I have an SSD with about 300GB of free space left. 16GB of RAM. I don't get CTDs, but for some reason this is happening. I'm running on 1.8.7 with the 11/14/16 version of UFO4P, and my Nvidia driver was updated yesterday. Is Steam the cause, perhaps? I remember hearing that mods downloaded onto consoles from Bethnet could corrupt save files, but I download all my mods from Nexus and install manually following the guide on manual installs. The only Bethnet mod I have is the M16 Service Rifle, but I made sure to download the PC version. I'm also suspecting it could be the Castle Wall Patches mod, but I thought that one only corrupted save files on Xbox back when that mod was stolen and uploaded to Bethnet. This sucks.
  6. The usual suspect, yes. Unfortunately these are prevalent without mods as well. I sniped around UFO4P's FAQ page as well as comments section, and see that Bethesda left a lot of messed up meshes and placement in the game. For the record, though, I don't have any mods that have terrain or building cell edits outside of sanctuary bridge fix and scrap everything. *Unofficial Fallout 4 Patch.esp *FAR.esp *DOOMThatGun.esp *M14.esp *Yona_Weapon_DefenseGun.esp *LegendarySpawnNormalQuarter.esp *No Seeker Boulders.esp *VatsOverThere_IncreasedVATSRange_AimIncreaseHigh.esp *JetPackDrain10.esp *PowerArmorDrain05.esp *NoCraftingExperienceAutomatron.esp *3PercentBase.esp *yace_LevelCap50.esp *IMG_Castle_Wall_Patches.esp *Quieter Settlements - Recommended Settings.esp *PowerWaterCustom.esp (my own mod, just edits power supply and water supply to provide power/water in units divisible by 3) *SettlementAttacksBeyond.esp *SettlementAttacksBeyondFH.esp *No More Sanctuary Dead Dog and Raider - They never existed 1.1.esp *SanctFixedBridge.esp *Scrap Everything - Core.esp *ddsmods_bloodymesswothemess.esp Removing these mods and starting a new game, then fast traveling to the areas revealed the same issues.
  7. I've been noticing more and more slip-ups in the game, as I explore out the map. Rooftops of Cambridge have parts that aren't textured all the way and you can see through them, objects on the roads like rocks and leaves piles floating from a different perspective, some windows in Boston sticking out and leaving a gap in the building letting you see through the map, etc... Is the recent re-introduction of Bethesda's combined meshes going to interfere with the UFO4P fixing these leftovers?
  8. Are you playing on Survival difficulty? That disables the console.
  9. I just had the unpleasant surprise of coming back after several hours worth of playing to find my save file had been completely wiped. I did not delete it. I saved while in Vault 75, and came back a day later and it's not there. What could cause this? I had about 6 save files in my folder, so I don't expect bloat to be the cause. I have hundreds of GB of space on my SSD. I didn't accidentally delete it.
  10. I played Bunker Hill and warned the Railroad only yet the Railroad owned turrets in the basement opened fire on me. I'd have to replay it. But I do remember things getting hairy in the tunnels. Also if you don't save the synth fugitives I believe the RR turns hostile. Saving them provides you with an interesting conversation with Shaun, and perhaps one of the most emotional ways to get banished from the Institute. Nothing like realizing your kid turned into a monster that can't be reasoned with.
  11. Just a heads up - you can get banished from the Institute without killing anyone. When Shaun tasks you with taking Bunker Hill, warn the Railroad or BoS (I warned the Railroad and the BoS showed up anyways, spies confirmed). Don't do anything to make anyone hostile against you (there will be areas where synths try to kill you, and you can kill them). When you go back to Shaun on the roof of the CIT, he will say that Bunker Hill went terribly for them, and ask you why. You can tell him the truth. He'll have some words that I imagine would hurt Nate/Nora to the core, and then he teleports out of there, and you're banished.
  12. Even when you finish the main quest, you play on forever. I don't think even time and age will stop you (like it did in Fallout 2).
  13. This is a beta update, is it not? I didn't receive an auto-update for it, and I had that enabled for Fallout 4. Also I don't see an option to disable updates for this game. It is either always up to date, only when I launch the game, or include beta updates.
  14. Oh boy. Before I fire up Steam, what files should I move out of the folders to avoid the update overwriting them and undoing any of my changes? I messed with some ini settings, but most of it was to enable modding. I don't have F4SE, though. After this, I will have to keep a note of what I'm modifying for future reference. Also will this affect the unofficial patch/invalidate it/make it incompatible/cause issues?
  15. The ham radios give you distress signals if you activate a radio tower in that region. You listen to them and the signal gets louder, clearer, and faster as you get closer to its location. You then turn them off to deactivate the signal. If I'm not mistaken, when the cells reset, the distress signal comes back on. I can't tell if this is a bug or intentional, because it could be intentionally letting you know "hey, I reset and my loot is back, come and grab it."
  16. http://imgur.com/a/rBNsQ I'm at the edge of my seat waiting for this to go live. Those are some amazing models, and I hope the animations are top notch. Having a hard time finding more information on where this mod is as of current. Anyone know how it's coming along?
  17. Okay, thanks for checking it out. I did some testing as well. I can aggro the BoS before I destroy the Institute, but after they seem to be locked to not making me an enemy. So very strange. I wonder if that's intentional.
  18. Also if you're not aware of it, though this is for 1st person only, you can hide behind cover, and aim down the sights to pop out to shoot. It's part of the game. Combine it with the 3rd person mod for extra glory.
  19. I pulled an all-nighter, so this is a mishap. And yes - but again, this has nothing to do with what I said. The Blade Runner gun with dual triggers is already a mod, so I'm not sure why you feel you need to remind me why it exists when this is a request for the version from Fallout New Vegas (not 3 - heh).
  20. I've been following skibs for a while waiting for the .223 redux that was in the works. I assumed it was going to be a replica of the .223 from Fallout 3. Skibs made the gun look much different. While it looks great, it is not the .223 I fondly remember playing with. There's That Gun mod, but I hate the dual triggers on it. I was hoping to see this bad boy appear in the game, fully animated and all. http://static.giantbomb.com/uploads/scale_small/14/142055/1995137-830px_fnvthatgun.png http://media.moddb.com/images/members/1/400/399748/FoNV_223_Pistol.jpg
  21. Not sure. Is there a reason you do not want to proceed with Institute past Bunker Hill quest? If it so you can get Bunker Hill as settlement, then that does not matter. Once main questline complete, go to Bunker Hill, speak to the woman who runs the place, she will say somethng like "you have powerful friends, I want no trouble, you have full run of the place", you can then use the workbench/set up settlement. I did not know that, thank you. The only reason was for roleplaying reasons. I did it the first time by accident, and after I finished the game, I read some spoilers and liked the way I had played it out. I might have to do some console cheating to get the hostility of the BoS, but I'd rather avoid that. I just can't find a guide anywhere that details how the four factions respond to each other through the quests you do for them (example: after this quest, you have this option with this faction, but not before doing this quest for them which affects this quest for faction c, etc...).
  22. Is there a way to do it without going deeper into the Institute quests past the Bunker Hill one?
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