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aurreth

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  1. I know in FO4 you had to have both a linked door and an xmarker for the doors to work. It wasn't enough to just have the arrival door, you had to have a marker to show where the player appeared and what direction they were facing.
  2. Unless it is attached to an outpost. The landing area should disappear when you build a landing pad, but it doesn't. And I don't want to just shuffle them around, I don't want to see them. I tried zero, didn't work.
  3. I just want to get rid of Landing Area markers. Yes, I understand why they are in the game, but for me they just clutter things up. If I want to remember a landing point I'll just drop an outpost beacon.
  4. Weather isn't covered by a keyword. It's in the Climate (CLMT) record. To find the one you want look in the Planet record and find the Biome your house is in. In that Biome record find the Climate record. The Climate record will contain a list of Weather Settings (WSLT) entries. You can remove them wholesale, getting rid of all fog by removing WeatherFogList, or edit the referenced WTHS record to remove just one type. Note that this will affect multiple planets. There are some planets which have unique Climate records, but these are mostly in Sol System or have specific quest related content. So: PNDT > BIOM > CLMT > WSLT > WTHS Edit: Hazards are in the Biome record. Remove them there.
  5. You're wearing a suit on Bardeen III because it has a weak magnetosphere (PlanetMagnetosphereType02Weak "Weak" [KYWD:00290FCF]). Change that keyword in the Planet Data Record (BardeenIIIPlanetData [PNDT:0005E526]) to fix the suit issue.
  6. A BA2 will only be loaded if there is an associated ESM, so yes, a dummy is needed.
  7. It's a "load door" but it's not linked to another door or cell.
  8. I don't think you understand just how much the British owners of this site hate Nazis. Creating this, even without the symbols, is likely a fast road to a permaban.
  9. Archive2. It comes with the Creation Kit.
  10. Your swf files need to be in a BA2.
  11. Build the outpost management desk, a.k.a. crew station. Your outpost needs one crew station per NPC assigned to it, including robots.
  12. Doesn't exist vanilla. Should be easy to make, just duplicate the existing one, rotate 90 degrees, then rotate the snap template for it 90 degrees.
  13. What I meant is that you could duplicate the outpost, but you'd be placing it on entirely different terrain because of the random generation, which would likely break the outpost. In FO4 the terrain doesn't change, Sanctuary is always Sanctuary.
  14. Fallout 4 didn't have procedural generated terrain that the landscape from player to player, including randomly placed build blocking POIs.
  15. Um, you are aware that Nexus isn't affiliated with Bethesda, right?
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