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pra

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Everything posted by pra

  1. He just has a malfunction. The institute never thought about them getting destroyed, so they never prepared their synths for that possibility :D I just sent him to a settlement and made him work on the fields. Nobody complained about that.
  2. Only the title is in russian. The post is in what I've been told is called "krakozyabry" edit: I could partially decode it: Help, Fallout(?) crashes(?) after editing of files for nexus mod manager(???), as soon as<unknown> <unknown> <unknown> the game crashes on launch, but without this you all know the manager doesn't work!
  3. I'm confused now. Is this now a bug on UFO4P's or Bethesda's side? That post sounds like UFO4P set a flag which it shouldn't have. And then there is this in the Bethesda thread: So, what now? Can I just upgrade to F4 1.6 and UFO4P 1.0.4c and everything will be allright? PS: you can link to specific posts, in a way: https://community.bethesda.net/thread/53871?start=145
  4. Wait, I just noticed this: https://community.bethesda.net/thread/53871?start=145&tstart=0 So it was UFO4P's fault all along, after all?!
  5. Just seen this: https://bethesda.net/#en/devnotes/fallout-4-1-7-update Anyone tested it? Has the settler bug actually been fixed in there? It's not really mentioned, but as I understand it, "Fixed issue with companions unequipping clothing when fast traveling with player" could actually be the same bug.
  6. Title says it all. I've read that the UFO4P does... something, but I think it was only about actual settlers. What about robots losing all the modifications or companions having parts of them disappearing? As I understood it this is all caused by the same bug, namely NPCs respawning as soon as the leave the player's field of view. I think it's safe to assume that bethesda won't fix it anytime soon, and I now don't dare upgrading to 1.6 in fear of it permanently corrupting my savegame, and therefore can't use the vault-tec DLC, either.
  7. Just something I thought of because of this thread: obviously some pre-war power stations still work, there are lights in some places, terminals still work, etc. And then there are some settlements with still connected pre-war power lines. Like Red Rocket, Abernathy farm, or Hangman's Alley. Now my mod request is simple: add some attach points for power lines at those settlements. They should be neither movable nor scrappable and produce about 5 power. Not too much, just enough to power your radio beacon, some lights and maybe a water pump/purifier.
  8. It was one of the first things I noticed, actually: http://images.akamai.steamusercontent.com/ugc/447364710888796782/B1E18936C474597BE77CC737D2A334F293C36E57/ This one was underground, in some sewer. Maybe those are small breeding reactors which actually create plutonium, for municipal use?
  9. The important question is: have they actually bothered to fix that game-breaking settler/robot resetting bug? If not, is it compatible with Fallout 1.5.416?
  10. Caps? No, it should run on pre-war money! Some pre-war teleshopping warehouse has still enough operational robots to take your calls and do deliveries. You contact them using some item, then an eyebot appears and delivers it to you.
  11. http://www.nexusmods.com/fallout4/mods/14896/? Like this one?
  12. But there are refridgerators in the game, which look mostly like today's models.
  13. The machines in F3 and NV are basically the 81-D, only mirrored. http://www.antiquevend.com/images/history/2008/cocacolavendo81/cocacolavendo81~interior.jpg <- here you can actually see how it worked. There's no way the F4 version would work in a similar way, unless you were to modify the texture like so: http://files.katzenpapst.de//files/tb/nukawtf_thumb.jpg TBH I think the model was just made by some designers who just didn't lose a thought about whenever it makes any sense...
  14. Am I the only one who doesn't understand how the nuka cola machines in Fallout 4 are supposed to work? From the in-game model, it looks like a way too large fridge for just 8 bottles at most, where you need to pay to unlock that little door, and that would make absolutely no sense. So? Why? How? Is there supposed to be some sort of mechanism which would push bottles from the internal storage into that little window, or did I totally miss something?
  15. Interesting. I doubt they would change the regular walls, though, but you're right, maybe modders will be abl to use the same code to make conductive walls. I especially hope for conductive concrete walls.
  16. Yes, I'm wondering for months now why there isn't a mod that fixes this yet. Maybe it could be workarounded using a misc. torso mod which just plain suppresses the standard automatron dialogue, instead just displaying some simple, even unvoiced, replacement.
  17. Haha yes, plant mushrooms, cook mushroom tea :D Maybe it could be done with a retextured glowing fungus. Too bad there aren't any pigs in the game, and that there is no real mechanics regarding breeding animals for food...
  18. After reading about those "make new settlements anywhere" mods, I thought, I don't want to go that far, but, there is so much raw junk out there which I could use. All those old cars, for example. If I only could tow them to some settlement to scrap them... Well, I think towing would be pretty much impossible (and even if, very time-consuming and annoying). So, why not some sort of tool to scrap them in the field? I'm thinking about some sort of a "weapon", which you equip and then "attack" some scrappable item. It then disappears, and you gain the scrap. Of course it shouldn't work on everything what the game might consider scrappable, I suspect that might do some serious damage. Or, alternative idea: make some things, like old cars, "mineable". Like the Ores in Skyrim. You activate them, get that blowtorch or hammering animation, and then you have harvested some components, like pieces of steel, screws or ciruitry. The car itself remains where it was.
  19. Yes that might work. I guess it would be an interior cell, like the Mechanist's lair. It could also connect to other stations, so that you can follow the rails to some other places. Maybe even provisioners could use these tunnels, but I have no idea how provisioners work. I think ghouls and radroaches should spawn, though, but in the aforementioned tunnels, so that you have to build defenses against what might come from the tunnels, like in Metro. Also, thre might be still power, which you can access. Maybe only 10 or so, but still. The recruitment radio beacon shouldn't work there, though. The signal probably wouldn't punch through all that concrete. Not sure what to do about food. Maybe declare the railbeds as plantable, or just make a hole in the wall which opens to some small cave. Sure, the problem doesn't exist if you have the wasteland workshop, but not sure how many people actually have that. Water, either you have to build pumps into the aforementioned cave or onto the rails (not believable imho), or actually add a body of water. In Metro, they actually had water power in one station. You could make it so that the rails slope down at one end a little, and that that part has knee-deep water. Or somewhere an old pipe bursted and you have a puddle, just large enough to plant your purifier.
  20. What? my companions always loot everything. All the raiders are stripped down to their underwear, nothing remains. Or is that some sort of a new patch antifeature?
  21. Not sure about fusion cells. I'd rather have some sort of a fake "internal" wiring. Electric sockets for example. you build them on walls, and each socket is considered "connected" to each other in the current settlement. That would mean, you have your generators connected to one socket, and then you build sockets next to the devices which need power and plug them in. With the rationale being that you actually built the cables inbetween into the walls and/or ground.
  22. Nope, but that would be too obvious. But of course, a mod could patch that in simply enough :D
  23. That's an awesome idea. I'd love to see it implemented.
  24. Not that I'm aware of (or have experienced personally). What mods aren't you loading without F4SE? I don't have any f4se mods at all. I just wanted to use it to circumvent steam's update-on-launch antifeature, actually.
  25. I just tried using f4se, and suddenly the loading times increased extremely. Loading savegames and going through doors went up from a few seconds to several minutes (edit: starting the game as well). If I launch the game normally, it loads fast again. Is this a known issue? (used Fallout4 v1.5.416 with f4se 0.01.18)
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