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MarkusTay

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Everything posted by MarkusTay

  1. First off, just posting this request was quasi-difficult, because its about a specific game forum, but you do not have a separate 'site' sub-forum under the games themselves (of course, I am only using Thew Nexus for two, so my knowledge of other game-specific forums is limited). I feel like dumping this here - in a sub-forum designed to handle ALL the games - will just allow it to disappear through the cracks. But whatever... In the Fallout 4 mods page, there is just ONE group list for Settlements themselves: Player Settlement. Sim Settlements has TWO just for itself. So when I go searching for a new settlement I want to try out, I have to wade through tons and tons of mods that are NOT settlements, or should ONLY be in the Sim Settlements categories. Two categories not enough for them? To make things worse, all the 'settlement blueprint' mods get dumped in there as well, even though those have their OWN category. Some of us prefer to play the game, rather than have it play itself. Also, there are quite a few mods that simply have the word 'settlement' in their name, and they end up there, even though they have next to nothing to do with settlements. That mod-list has become almost useless because of all the extraneous crap that gets dumped in there. Can we please, PLEASE have just a list that contains NEW settlements, and JUST new settlements? If its a new settlement AND is 'SS-compatible' (I understand it doesn't take much to make it so), then it could still go in there, so long as its also able to be a vanilla settlement as well (because otherwise, once again, it SHOULD go into one of the two Sim Settlement categories). Adapted vanilla locales as well as user-created ones both count as just 'settlements'. Player-homes should NOT go there, because they also have their own category. Every time I try to wade-through that mess, I give up after a dozen pages or so... its just too time-consuming, and the lack of 'policing' (control?) of what gets shoved in there makes it so counter-intuitive. Maybe give the new category a more specific name, like "New Settlements ONLY", so people stop applying that tag to just about every mod on the Nexus that isn't a weapon or armor? I spend enough time away from playing the game just to mod, that I don't need to waste even more time trying to find mods that are actually relevant to the mod-category title. Cheers
  2. But will the rules carry over? And thank you for quick response. EDIT: nvmd... it appears the rules are still there, even though I didn't use 'clone'.
  3. So this is the second time I've tried to create another profile in Vortex on a new install. The last time, I messed it up pretty badly, mostly because there is no documentation on how to do so properly (I assumed all mods carried-over would be enabled already). So this time I know to enable them, but I had a new thought - are the rules going to carry-over as well? Because I have created a LOT of rules, and I certainly don't want to go down that painful path again.
  4. Restarted twice, and both point to the exact same file path in the first (target) entry. However, in the second 'start in' entry, the first path stops at 'Data', and the second continues all the way to tools\Bodyslide. There is no 'Bodyslide' folder in the Data folder. I only have the one instance of Bodyslide, except for a copy on an old HD which is turned off ATM. Weird.
  5. I just had an update install, and now my dashboard is showing me TWO instances of Bodyslide. So now I am trying to figure-out how to get rid of one of them.....
  6. I have it installed on every play-through, and although I've had tons of problems over the years with my game, I can't think of any I traced back to AWKCR or AE. My longest-running game (still completely stable) is Lev. 260+ with over 400 mods installed (many have no esp - just textures - while a bunch are either esl, or I made them 'Light'). Sure, my FPS is in the dumps half the time, but its still stable. EDIT: Oh, and I forgot to mention, Raiders Overhaul, Unique NPS, SM Redux, etc., and all the other 'optional mods' that Unique NPCs can tie into are staples in my game. I can't imagine playing without them.
  7. I accidentally closed my 'Tools' window, and can't figure out how to get it back. NVMD: Didn't realize there was a pg.2 to this thread. BigBizKit's post above was very helpful. TY
  8. Its a vanilla bug - I used to get it sometimes, even before I modded. When she first follows you in Vault 81, she can get 'hung up' on stuff, and she falls behind. If you get to the room with the doctor and the sick boy BEFORE she gets there, and the dialogue with those people activates, then you get the bug. In other words, if she isn't close enough to hear that conversation, she gets stuck going back to Vault 81 forever.
  9. The easiest way to mod (at least, for me) is to simply rename the files. You'll need a couple of empty folders for all of this, and you'll have to be careful as to not get mixed-up while you are doing it (each time you you change a single file name, you'd drop in the other 'completed' folder until all of them were done). If its anything like clothing - which I have done this with - there should be some identifier in the files (in clothing, its a simple 'F' or 'M'). Just swap the file names around (rename them), but I would back them all up first before doing so. Then just put them in the correct folder as 'loose files', and they should over-write the vanilla files. You should have Loose Files enabled anyway, if you are modding. This isn't nearly as 'neat' a way as creating an actual mod, because you'd have to reverse all this if you wanted to ever play a non-transgender (or perhaps a post-op trans) person, but I know it will work. Its also a LOT more work - you have to go through just about every voice file for every NPC (even ones like raiders constantly use gender pronouns while yelling at you). Another way I thought of is to just swap the body files (something else I've played with), but I think at that point the clothing would become a problem - you'd likely get the 'wrong' clothes on the body and have clipping issues. In the end, I hope you can find someone who is good with Papyrus to do this for you; it should be as simple as put a check in every time an NPC speaks, and do a "If {var} = 'A' then set {var} to 'B'; if {var} = 'B' then set {var} to 'A' " kind of thing. I programmed back in the dinosaur days, so I know how its supposed to work, but I am unfamiliar with Papyrus specifically. I can think of at least one very good modder who'd probably be willing to help you, but her discord (TMaH) doesn't have a 'modding ideas' section. On the other hand, if you join Thuggy's Discord (Project Valkyrie), I know there is several like-minded folks there who's modding skill put to shame my own meager abilities, and that Discord server DOES have a 'mod ideas' section, and they are VERY helpful. And a lot of the same people are on both those servers, so I stress the 'like minded' part. :wink: Cheers
  10. Weird question, I guess, but I downloaded mine so long ago I have no way of remembering which it is. It doesn't list the way other mods do, so I can't just dig through my mod list. The problem is, my vid card got fried and I need to get rid of the ENB for now, until I install a new card, because the onboard graphics can't handle whatever its doing. But I love my ENB and want it back, eventually. So before I use the tool to delete it, I want to figure out what it was. Is there a way of somehow seeing a list of stuff I downloaded from The Nexus? EDIT: Nevermind; I'm an idiot. I just scrolled through all the ENBs here until I saw one that said I already downloaded it (actually, it said 'Update available', so that was good to know). Sorry for having bothered you good folk. Cheers
  11. This is usually caused by adding/subtracting mods mid-playthrough, or updating mods, FO4 itself, or F4SE mid play-through (because sometimes updating that stuff will screw-up a LOT of IDs - I KNOW, because I used to have this problem A LOT). In my experience, once this happens, ALL your saves are corrupted, because your game has reshuffled IDs and is confused. There really is no saving it. I lost my last lev.75 game this way. Reinstall everything (I even went as fart as reinstalling Steam), and start from scratch, and no matter how tempting it is, DO NOT mess with your mod list in the middle of a playthrough.
  12. In the case of Nuka-World, that sounds very confusing. The Gunners should be there ONLY the first time you go. I have never seen them respawn (and if they weren't there the first time, then something went wrong with your game - maybe you weren't high-enough level?) If you somehow managed to talk to Harvey BEFORE the gunners were there, that may have borked your game. I think you needed to clear the area before the quest to go to Nuka-World kicks-in. As for the backstreet Apparel thing, you are going to have to advance the quest using Console Commands. I've had that happen to me numerous times, where you complete the objective but the quest doesn't complete (just yesterday, in fact, when I cleared Hubris Comics for the BoS, and after killing the highlighted, glowing ghoul, the quest didn't complete, and the quest-marker simply disappeared). You'll have to find out the quest ID, and the use the 'setstage' command to advance it so it completes. At Bethesda, they're not bugs, they're 'features'. :tongue:
  13. I usually put a scarf or some other neckwear on the NPC when that happens. No real fix for it.
  14. I only use some of those mods - I never touch the Sim Settlement mods, so I'm not sure if they add anything. The only thing I can really think of - that will affect as many different game mechanics as you are talking about - is that the version of F4SE does not match the version of the game (and if you use the CC, or even just use the Beth launcher, then the game itself HAS TO BE up-to-date). On the other hand... I don't even see you listing F4SE. You DO have it, right? Because that could be your problem right there. It NEEDS to be updated regularly, because Bethesda likes to 'update' (*cough* milk its customers *cough*) on a regular basis, and breaks F4SE every time.
  15. I use an ENB, so I've never had that problem. However, I do agree with your assessment of 'night blindness'. I see nearly as well at night as during the day, so the game world looks like the RW to me, at any rate.
  16. I just had the same problem. I even managed to get the guy up to the Prydwyn the second try. However, once you step inside, he disappears, and is considered dead by the quest. "It just works" - Todd Howard
  17. I saved the pic, because if I ever get around to trying my hand at making custom outfits, that's definitely worth doing. In the mod, 50 ways to die at Dr. Nicks, there is a costume called 'Thatman", which is like a noir Batman. The costume itself is probably available separately. The mask part reminds me of that Flash one. EDIT: With a little research, I found that its the mod Batman & Batwoman Armor, but in the '50 Ways' mod, it doesn't have the Bat logo. With a good retexture, that could be a nice starting point.
  18. I appreciate your responses - sorry it took me a couple of days to respond back. I don't feel comfortable doing this mid play-through (never a good idea to alter/delete a mod like that), so I am saving this info for my next play-through. Thank You
  19. Okay, I think I understand all that, and TY for your quick response. So just to be clear: Even though I see TWO columns of data - one for the main game (1st column) and one for the mod (2nd column) - when I hit 'delete' (both the locale and the NPC in the mod) I will ONLY be deleting the data from the mod, NOT the game itself (so long as I don't see the sub-menus under the .esm, or as you put it, have it 'expanded')? And while I have your attention, what if I only delete the location data? I'm not even sure what it's doing, other than maybe placing that NPC. What would happen? Would the NPC simply not get placed? EDIT: Oh, and how does that 'backing up' thing work, in case I royally screw this up? How would I restore the file afterward? (and yeah, I always anticipate the worse case scenario, because that is the one life tends to deal me LOL)
  20. Play the game as God (Howard) intended - Vanilla. Not even the UF4P (I've had my own troubles with it... just sayin') THEN you will have a very good idea about what parts of the game you liked, and what parts you didn't. I have my own 'must have' list, but you need to make your own. The ONLY piece of advice I would hazard to give is that CBBE is a must for just about all of the clothing mods, but there are a few more that that have become so integral to modding that a lot other mods depend on them (like AWKCR, etc.) But do vanilla first, so you can appreciate what the mods are going to do for you. EDIT: And if you have NO plans to add any other mods this play-through, then what you did was fine. HOWEVER, do not start adding other mods without a mod-organizer. I used to use MO2, and was happy with it, but I now use Vortex. Even though its harder to learn/implement, I feel it was worth the effort, because my game is FAR more stable because of it. I hope you aren't planning on using the DLCs, because the UF4P doesn't work (currently) with Nuka-World.
  21. I have that gun, and it works fine (although I find it ugly and under-powered, compared to others). The thing about THAT mod is that you have to do a TON of work to get everything working correctly (extract files from many other mods for textures, etc.). Its more like 'someones personal hack' than a true mod. It took me a long time to get it all working right, and even now I am having troubles related to it (using the see-through scopes mod, you can't use any of the options for the weapons for that mod, since the optional files require the ORIGINAL mod, not that all-in-one). Thus, I have a 'missing master' message in Vortex, even though everything is working okay. The thing looks like part of someone's car exhaust system. LOL
  22. By "installed them last", do you mean you are trying to set your load-order by the order in which you install the mods? Because Vortex doesn't work that way - you have to set 'rules'. Also, if you put those mods into the 'load last' category, it should move both to the bottom of your load order (and then you would have to apply a rule to them of which loads first, if that is required). I still don't understand it all 100% myself, you'd probably do best watching a how-to video on Vortex itself.
  23. I have a random NPC added by a mod (that does a lot of other things), and I think its interfering with another mod working correctly, that alters the world-space that NPC was placed at. Now, that NPC doesn't have anything to do with anything else - he's just there to recruit as a settler if you want, so it should be safe to delete him. When I bring up the data on him, and the location (Atom Cats Garage), I can delete those entries... but I also see the entries for the main game file - the FO4.esm. If I delete the data I want to - under the mod header only - will it effect the stuff in the first column; the stuff from the game itself? I have tried twice before 'modding' (using the CK), and borked my game once, and had to reinstall the mod the other time, so both BAD experiences. I get that pop-up that says, "are you SURE you want to do this?", and every time, I back-out, because I really do not know what I am doing. Any advice here would be greatly appreciated.
  24. The fact that you have a workshop someplace (a place with an active encounter), but no mod putting it there tells me that you MUST HAVE had some mod put it there at some point, which means you have deleted mods mid-playthrough... And that's ALWAYS a bad thing. Especially mods that change the world space. If that's the case (and I don't see how else you could have gotten that WS there), then that's it, game over. You need to start a new playthrough. I used to have this happen a lot, because I came from Xbox originally, and with a console, you don't get these problems - "it just works". I was able to add and subtract mods willy-nilly. Took me awhile to learn you just can't do that with the PC version. That workshop is now 'baked in' to the game, and since you don't have the mod, your game is confused as hell.
  25. "Lets ask the company that SELLS assets that CAME WITH Fallout 4 (for FREE) in Fallout 76 (same EXACT models & textures) if they would be willing to give away the few new assets they have created so modders can place them into the game that people prefer over the game said company wishes everyone wanted to play." Hamma gonna just sit back and eat my popcorn on this one. LMAO
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