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GamerChas

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Everything posted by GamerChas

  1. Is there a mod that will auto/batch scrap your junk into base components? The best way I can think of is to have a command that will scrap all the items in a container. Or, have a special container that auto scraps any junk you put into it. That way, no menu is needed. After scrapping, you can then remove all from the container and then store all junk into the workshop. Done. Using a separate container for junk scrapping is a safety issue. A mod could just scrap all junk in the workshop on command but that could be dangerous. I know that the game will auto scrap when you need a component at a shop station. But I do not trust Bethesda code to do it correctly. Has anyone checked? What if I need 1 circuitry for a repair, so it scraps a circuit board, uses the 1, then deletes the board without saving the other 4. Also, there are already about 100 base components. When I do look for something I want in the workshop, I do not want to also scroll through the 1000 different junk items.
  2. Moraelin: I am not sure since I am not a Preston hater, but I think the problem is with people that want to finish the game with no unfinished quests - ie a 'perfect' playthrough. But there is an easy exploit that allows that - when you turn in the latest quest to Preston, run like hell before he has a chance to give the next one.
  3. Is it true that if I have the Minutemen revived, then there will be random battles between Minutemen patrols and the Brotherhood patrols/checkpoints? If I delay reviving the Minutemen until after the Institute is destroyed, can I ever get the Defend the Castle quest? What about if the Institute is destroyed and the Brotherhood is also destroyed?
  4. Is there a game setting or something I can tweak in an .ini file that will make it so you must be closer to a random spawn point to make it spawn? I have every game setting set to max right now. For instance, there is a random spawn point between the Red Rocket station south of Sanctuary and the lake. Anytime I am in the Red Rocket in the evening, I hear gunfire from the spawn point. There is always some random encounter between two groups, raiders vs mongrels, mutants vs settlers, etc. As I travel around the map there must be at least a hundred of these spawn points. I want to make it so that I must be a lot closer to the spawn point before it 'activates'.
  5. I can't help but this seems to be a bug with companions. The conversation choices are stuck to only the current mission. I had the same problem with Preston when he starts the reclaiming mission. That is the only conversation available: are you ready to go yet? And I could not get him out of the power armor that I wanted to use for that mission. GRRRRRRR!!
  6. I see several camps up on the elevated freeways. Usually with large windmills. I assume that these are all Gunner bases. Are there any missions to wipe them out?
  7. Is there any way to stop/end a speech so I can get to the options? Maybe a mod? What I mean is like when you approach or click on a merchant, they start their 'hello there' speech that I have heard many times before. I just want to get to the barter option. Also, I have subtitles enabled so I read all that an NPC is going to say before the speech is over and I would like to skip forward to the next sentence. Some games let you hit ESC and jump forward, but I can't find any way to do this in FO4.
  8. From the starting menu, go into 'data files' and check to add the MSGO esp.
  9. I always like to be a goodie-two-shoes character in RPGs. I decided I will not be a graverobber except when the plot forces it. But then I was talking to some Dummer who said that it is their right to bind their ancestors spirits to guard the tombs. Just like slavery is their right. Now I wonder if maybe killing the bound spirits is really mercy killing. Giving the sprits a final rest. Is there any official lore on this idea? On a side note, with all the bandit caverns around, there really should only be emptied out tombs.
  10. What is the best way to get kicked out of a faction? I want the game to show and other factions to know that I am no longer in that faction. I do not care what my former faction thinks of me as long as they do not attack me on sight. I also do not want to break anything for the main quest ending. And I do not want to kill anyone. I want to join the Imperial Legion and the Imperial Cult early in the game, but after I have done most of the quests I want to get booted out of them both. I am pretty sure this is not a necessary step, but I want to just because.. After I leave the Legion and the Cult behind, I will feel free to join the Tribunal Temple and one of the Great Houses.
  11. I chose the animal friend perk, but I did not like it. So I tried to cheat and I used the console command player.removeperk to remove that perk and add a different one. But it did not work. The animal friend perk does not show up in my list of perks but animals are still non-hostile. Even after a couple of respawn timers, they are still friendly. I should have tested it better when I tried to console it away. Now I do not want to go back so far to a previous save before I chose the perk. Is there any way to really disable it?
  12. Thanks for the reply. I still hope someone will answer my question because I still want to try and tweak these on my own. The SpeechLite mod goes too far. It cuts all the chatter, including from the enemy. It also kills the beginning combat chatter, which I still want. Because many times you do not see an enemy until they say something. Which is why the game does have a start combat chatter. It also does not work if I am using a custom follower, i.e. Brisa.
  13. I would like to reduce the chatter that followers do while in combat. There is a random chance variable that controls how often they say something while in combat. Where can I find this variable to change it? Also, they always say something after the combat ends. Is there any easy way to eliminate this chatter? I think I could eliminate the end combat chatter by replacing all those speeches with a sound clip of silence but I do not want to do all that. I barely know how to use GECK but I searched for the speech that they say during combat. I see that there is are speeches triggered by a start combat event, and speeches triggered by an end combat event, and speeches triggered by a random chance during combat. I tried to find some place to edit these, but I got totally lost.
  14. I tried to relocate a couple of the ghouls you meet in the wasteland standing around a burning barrel. I thought it would be fun to move them into the now abandoned Temple of The Union because it is safer there. I used the prid command and the moveto player command. But they immediately started wandering slowly back to the spot I found them at. Looks like they a scripted to wander around a specific map spot. I just thought they would wander around any spot you place them at. I also tried moving the burning barrel but it is not defined outside of the cell it is in. Oh Crud :( Anyway to easy relocate them? I am not gonna start messing with scripts. Way outa my league.
  15. I have a mod called No Theft Comments, that stops npc's from accusing you of trying to steal stuff just because you look at a locked container. Is there a mod that stops npc's from yelling at you whenever you kick something on the ground?
  16. No. I wish you could also. I do not need to see any more bodies flying through the air. I forget the name, but there is a mod that kills the animations. It uses a kludge to do it, so be aware that it could make things worse. Worth a try though.
  17. I want to try one of the new companion mods but I want one that is less sadistic about killing. I play on very hard so I always get Jericho (aka Jerko) as soon as I can, Then I switch to Charon as soon as I can. I use Charon up until I can get Fawkes. But Jericho and Charon drive me crazy with their over eager combat taunts. Jericho is just insane and Charon is not much better. Charon is about the best companion but his "Yea, yea you want some of this..." etc. is too annoying. I have tried all the other vanilla companions, but they are not very good. So I would like a companion as good as Charon but with a much toned down voice acting. I also do not want a way overpowered one either. Any suggestions?
  18. I am used to upgrading the traveling merchants: Doc, Crow etc. This time through I thought I would also try upgrading the random scavengers. Just because. I use the console command openteammatecontainer because it is a lot easier than reverse pickpocketing. But they lose everything whenever the cell resets after 3 days. I tried Grandma Sparkle, and some random traveling scavengers. They always lose everything after a reset time. I think it has to do with an inventory reset. An NPC I equip that does not sell stuff, like a group of ghouls that gave up going to underground, does not ever lose the equipment I gave them. But the named merchants reset their inventories without losing their equipped items. I am confused.
  19. Is there a way to disable the Enclave radio completely? I am very sick of hearing President Eden's speeches. When I go into a building it may take a long while before I can find the @##@##$ radio playing to turn it off. Meanwhile, I have to listen to Eden over and over again. GRRRRRR!!!! I see mods that extend the playlist and one that replaces Enclave radio with Three Dog, but I would just like to kill it completely.
  20. Is it possible to take damage from your companions weapon? I do not mean AOE damage. I know I can damage them, but I kinda thought the game did not let them damage me. I think Charon just killed me. I was sneaking through a doorway to fire on a turret. Then Charon came up behind me and started firing. Suddenly, I was dead. The turret should not have done that much damage. I think I took the full damage from Charon's shotgun because I was in his way. :sad:
  21. In Denerim, I find Sister Theochild's constant repeating of her sermon annoying. You have to pass near to her every time you enter or exit the Market District and then she starts her sermon up again. Is there some way to kill her speech? Maybe replace the speech file with a very short one?
  22. Most places I see list the damage from a fire bomb, freeze bomb etc as 80. But on the wiki page: http://dragonage.wikia.com/wiki/Poison-Making It has a table that says the damage from grenades is linked to a tier. A tier 1 bomb only does 26 damage. Tier 2 is 52 and tier 3 is 78. I am totally confused by this table. Is it true that a fire bomb does not always do 80 damage? What are these tiers - maybe the poison ability of the maker of the bomb or the thrower of the bomb?
  23. Thanks. I missed the part were she says that the humans/werewolfs that commited the crimes are long dead. Ending the curse seems to be the 'best' solution, but I was worried that I just set free a bunch of bad people. Interesting. So, does that mean that werewolfs grow old and die? Or are they just eventually killed? The curse is only carried on by the people that they turned. I think that killing Witherfang for the heart would end the curse. And free the spirit? Zathrian seems to be OK with that and that does feel like a big plot inconsistancy. This means that Zathrian is really a complete POS. Innocent people have been turned for centuries. They were not mindless beasts before they were turned. Maybe because they were all just humans? Many other innocents must have been killed by the werewolfs over the years, including elves. The spirit he used to start the curse sounds like another innocent victim. It says she was a spirit, not a demon. And he does not care. Does he still have a hatred for all humans? But he does not seem to dislike the humans in my group, including me.Even members of his own tribe are now being turned. Others of his tribe are being killed fighting the werewolfs. He knows how to end it but he will not do it. Except to ask someone else to kill Witherfang. And Tuvok used to be completly logical in his thinking! Hee Hee
  24. If you get Zathrian to lift the curse, the werewolfs turn human again. The wiki says that these are not the original humans that killed the children a long time ago. They are recent victims of the curse. How do you know this? I did not see any clues that they might not be the criminals that are still werewolfs after all these years. Maybe werewolfs have a finite life span?
  25. I am trying out very hard mode. I can definitely see that I am doing less damage. But it seems like Boone, Veronica or ED-E still do the same damage. I am using the MMUE mod. Should the companions be doing less damage on very hard?
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