-
Posts
335 -
Joined
-
Last visited
Everything posted by MarkusTay
-
They should have showed that Minuteman statue at the entrance of Sanctuary half-buried in the sand... and THEN the Sole Survivor drops to their knees and says, "Oh my God... I'm back. I'm home. All the time it was... we finally really did it. [screaming] YOU MANIACS! YOU BLEW IT UP! OH, DAMN YOU! GODDAMN YOU ALL TO HELL!" Of course, that would only be amusing the first time... not the next 75 play-throughs I've done. :P
- 47 replies
-
Enemy of my Enemy - Kellogg Story Continuation
MarkusTay replied to RacsoC's topic in Fallout 4's Mod Ideas
The only problem with all this is that Kellogg is like a hundred years old - the guy who killed his family CAN'T still be around (Kellogg was was granted artificial longevity by the Institute). What you can find is his kids (also old at this point), and maybe his grandkids, at which point Kellogg might decide to "do unto him as he would do to others" and kill the guy's descendants (family). That would give you a new choice, to either aid Kellogg or kill him and save the innocents that had nothing to do with what grandpappy did (call that quest "the sin of the father"). Personally I don't like any option wherein you work with Kellogg - he's not supposed to be 'likeable'. He is a cold-blooded murderer. Perhaps if he manages to takeover Nick, or get transferred to a new synth body (I'm thinking 'hot chick' just to make it more interesting... which also leave it open for a new voice; I hear Glory has a basement full of old friends-turned-vegetable), he could strike out on his own looking for the murderer (because now having Nick's instincts he realizes he could have followed a trail of clues back then, but he didn't have that skill at the time). Then you have to catch him before he kills more innocents - that sounds more like where I see an furthering of the Kellogg story going. You go back to the Detective agency to find Ellie knocked out (or even killed, if you REALLY want to hate Kellogg), and realize Kellogg has taken over. You find yourself following the same set of clues that Kellogg did to find him before he gets to where he is going (the first clue should be right there in the detective agency). Then you realize he was heading for Doctor Amari's to get a new body, where you can find another clue (and perhaps more dead people). Where most FO4 quests have virtually no time limit, you'd have to stick with this quest path in order to catch him before he makes things any worse (constantly finding more dead bodies along the way, as you get closer - same as you did when you tracked him the first time). Aside: The 'body' Kellogg could get could be an Ex-Courser. i already have a theory that the female Coursers were decomissioned because they were more likely to develop compassion than their male counterparts (considered 'a defect'). Glory was one-such (she said she 'mostly did field work', spending very little time at the institute itself, if you question her when you first meet her), and some of her 'friends' from back then didn't take well to the mind-wipes (and maybe not all Doctor Amari's fault - the institute could have been erasing them for quite some time). Thus, not only does Kellogg become female, making it harder to find him, but he also becomes a courser - the only thing IG he admits to being afraid of. (so now he is 'super Kellogg' for some end-game fun). Oh... and make his mortal enemy General Mills... just because I love a good pun (well, a sort-of pun... its more of a play-on-words because they are the two top, competing breakfast cereal companies). Someone should say "The place is full of flakes... STAY FROSTY". :tongue: -
It usually needs to sit pretty high up on the list, and the only other thing you have before that is 'Spring Cleaning'. Now, I used Scrap Everything, and that has to go as low as possible on the list - I'm not sure what the case is with SC but I would imagine it should have similar needs, and since its the only mod above AK, try moving that down instead first. AC should be working where it is - thats where I keep it (right below all the esl and DLC, and just below the UFO4 patch). Come to think of it - I don't even see the Unofficial Fallout 4 Patch (unless I missed it) - that should be at the very top of your load order, and the only thing I put above Armor keywords. You play without that?
-
I've seen a few 'finished builds' versions of V.88, but I usually prefer to build my own settlements. However, in the case of V.88, I would have preferred if we had some of the Vault finished for us. I've just never done anything with the pace aside from some limited building in that first cave and throw down some beds for people to sleep in (and plant crops.. which will still grow without sunlight, because, ya now... Bethesda). Come to think of it, they should have either forced us to build a greenhouse/grow-room (like they have in V.81... which is ridiculously TOO SMALL), or given us some new crops that grow underground (mushrooms, or some cool stuff bio-engineered by Vaultec). I'm actually on my way back there right now - I HATE having to do the quests with that DLC - they have ZERO replayability, but you can't just skip them because you have to unlock the stuff. I really feel like they dropped the ball with this one. We should have an 'auto-complete' option for certain sections based on blueprints we find/steal/hack our way to. I say 'option', because you could still build from scratch, or do the 'auto-build' and then tweak it to your liking. yeah... and DIGGING. We should have been able to expand in directions if we wanted to (they could have made it cost an enormous amount of caps, like how terraforming is handled in other games). And why can't I set-up a shop in that old drug store? That would have been awesome! Opportunities missed, and all that. That part should have been part of the exterior cell, so we could assign people to work there and make some caps (and have traders stop by). Can't do much with that manhole exit that comes out in the middle of all those Supermutants. Isn't there another exit somewhere? I haven't bothered with the other sectors since the first time I played-through this DLC, so I don't recall. EDIT: - I just checked, there isn't. We have three other 'sectors' to clear-out, but only get two other exits - there is something someone could work on; expand the one sector missing an exit and give us one with some above-ground stuff going on there.
-
I have to ask - how could you have downloaded a mod that does SPECIFICALLY THAT, and not know it? :rolleyes: I have tons of things showing up IG that I never modded on purpose - seems like mod-authors leave a lot of their personal tastes on other things that have nothing to do with a mod you downloaded (I'm looking at you, DC baseball-uniform wearing guards!!!) Ya know, like, why does a mod that makes jetpacks better also put mini-skirts on radscorpions? (not that any do that... although that would be HILARIOUS) But in your case, you downloaded and installed a mod that specifically did something you did not want. Do you share a computer with someone? Thats the only logical answer I can think of. And of course you don't have to answer, but I just HAD to ask. Cheers
-
To be honest, I've NEVER had success with 'batch build'. I build each outfit separately, by having someone wearing it IG, and then I go in-and-out of game tweaking the outfit in BodySlide. Its the only way to get it perfect, IMO. Especially 'short-shorts', or underwear (or other, tight-fitting apparel, like a lot of the stuff from the 'easy girl' collection).
-
I am trying to figure-out ways to make kids more realistic, and there are several different mods that help with that, but there is no one big mod that does everything needed - kids of different ages and sizes, and kids being able to wear a lot of the adult clothes (I mean stuff like hats, etc, but you should be able to modify some VANILLA outfits to work with them). Kids should also have all the animations (they can smoke, but they can't run a store?) and dialogue like adults have. I fully understand WHY this is a tricky area, but right now, for me to even get a very meager semblance of 'immersion' with the kids, I have to use about ten mods. I want more interaction, and maybe a huge 'Children overhaul' that gives them quests and stuff (like Fridge-Kid, but better). Make them real orphans that you need to find homes for. I use Unique NPCs, which includes Orphans of the Commonwealth (although it works slightly different than the stand-alone), and the very first settler I had show-up at Abernathy was a girl - how perfect was that? They lost a daughter! It was like they adopted her... I only wish we had quests along those lines - make the kids more interesting than just the same exact child (with the same voices!) in different outfits. Also, who at Bethesda thought it was a bright idea that children can't use the same furniture as adults? What planet did those people grow up on? Kids can only sleep or sit on the floor in vanilla? I know its an Apocalypse, but seriously, even the dog gets his own house! Did you know he saw a Deathclaw once? He did! But it was far away... And mama Murphy killed one with a single bullet.... I no more trust mama with coolstory then the kid. Mama Murphy claims to have killed one, when just a short while earlier she 'saw' one in a vision, and had NO CLUE what it was. Still not as stupid as a 'sea monster' taking out ALL the Minutemen and claiming The Castle, and Preston thinking you and three nobody's can take it back easily. "I can hold a defensive perimeter, and lead my team in a firefight...". Ten minutes earlier - "A month ago there were twenty of us; yesterday there was eight. Today we're five." Preston Garvey = the poster-child of incompetence. What he doesn't realize is, if he NEVER sends you to any of those settlements, they will NEVER be attacked. Never listen to any of those idiots you find in Concord.
-
Make sure all your game-associated folders are set to 'writeable' - it almost sounds to me like your game is trying to access data that is hidden behind a wall it can't get through (in other words, when you change cells or open something - WS/CS/container/etc - the game is trying to find the 'orders' on how to handle that, and sometimes some of that is in the .ini files, which are always on the 'C' drive, and Windows LOVES to reset any folders on the 'C' drive to 'read only'. And yesterday I had a Windows update, and fully expected another day of frustration... but fortunately it behaved itself this time. The last two times Windows updated on me it changed my folder permissions. Anyway, its a longshot, but I hope it helps you. Cheers
-
I used to play on Xbox, and got all my mods off of Bethesda.net (that 'in game menu' you mentioned). That was easy - they are 'dumbed down' versions meant to play nice together on consoles. Once you come here you've reached a whole 'nother tier of power-gaming. Since Sept. I have been playing on PC, and been using Nexus. First off, I feel your pain. it is daunting - I was there. But its not really as hard as it seems so long as you are able to follow directions, and the F4SE 'mod' is necessary for a lot of others to function properly. You'll find there is 3-4 other 'must haves' that other mods rely heavily on (like AWKCR), but once you have have all that loaded and ready to go, the rest will become MUCH easier. It does become easier as you go forward... until you break your game. Completely. More than once, too. Expect that. I've found modding isn't so much as a way of making your games better, but rather, it starts to become the game. You'll want to see how much you can get away with. How much you can throw at your system before it goes on strike. Also, its fun to see how certain mods interact with each other. Sometimes you get unexpectedly excellent results from combinations, and other times you'll find your quests have all become bugged (be wary of having more than one mod adjust the same world space - you can, you just have to tip-toe around the quests - sometimes loading a mod after you've finished a certain quest just to get past that point). There's also a cap on how many you can run at once - around 250 or so (although there are plenty of work-arounds for that as well, like using esl's instead of esp's, or merging mods). You'll see. Welcome to the addiction. EDIT: I see you mentioned getting the game after seeing MxR's videos. I know he has started reviewing Lover's Lab mods - do yourself a BIG favor and stay away from there until you become used to modding. If you think Nexus modding is hard, you haven't seen nuthin' yet. That the 'dark web' version of this place. LOL
-
Which mod adds [Backpack] Military 3 Days Backpack?
MarkusTay replied to VeggyZ's topic in Fallout 4's Discussion
Not related (directly) to your problem, but I had some texture/mesh issues with a bunch of weapons, and I see you also had to finagle with Weaponsmith extended, and also had to load the prerequisite mods (I truly hate the calibers one - WAY too many different types of ammo now). When checking the mod page I realized that I hadn't followed the instructions precisely - you need to manually download a slew of mods, and then C&P the textures and meshes (and sometimes materials and sounds) into you game data folder. You don't download them using your mod organizer, because then you'll get redundant esp's you don't need. So its a bit of work, but now I don't have raiders running around firing invisible guns. I probably won't use WE on my next play-through - a little too much work and way too much other stuff I neither want or need (and if you are missing textures/meshes for something, that may be where your odd bug is coming from). And those 'baseball bazookas' that the DC guards walk around with look incredibly stupid. Seriously... never again. :confused: -
What determines load-order without a Mod Organizer?
MarkusTay replied to MarkusTay's topic in Fallout 4's Discussion
Thanks for that info. I no longer want to do things that way, but I appreciate your answer. Vortex and I have a nice, normal love/hate relationship at this point. :tongue: Hmmmm... I HAVE been able to disable a plugin in Vortex - maybe its a case-by-case basis? I use Unique NPCs (which requires a LOT of 'hand-holding' and prerequisites, but is entirely worth it), and it says to disable the 'clean faces' esp from Better Settlers, and I did so, and I didn't get an error message (to my surprise). I had to leave the rest of Better Settlers active, though, and everything seems to be working fine (although my 'mix' of settlers is quite a bit different than my last install, even though I chose the same settings - perhaps its just 'bad luck' that I get about 60% female ghoul settlers). I guess so long as you don't delete the plugin, merely disable it, Vortex doesn't have a cow. -
Help needed with NPC behaviour at Sanctuary
MarkusTay replied to jcro25's topic in Fallout 4's Discussion
Thanks for coming back and relaying that info, Jcro25 - I have been considering 'pack attack' for awhile now, but I can see that I would likely have problems with it as well (because the sheer number of mods I have adds TONS of new creatures/NPCs, some of which have their own new factions). As an aside to all this (in case I do ever decide to experiment), can anyone tell me which faction settlers are considered part of? The player's, or the Minutemen? -
I knew about those commands, but not how to make a script file like that - THANK YOU VERY MUCH Addikti - that is some extremely useful information. Did you know he saw a Deathclaw once? He did! But it was far away...
-
^^^^^^^^^^^ You can't really fly there on the ship - the game auto-kills you. I've tried. I have the same problem with the Marlboro Mansion, so I had to stop using it, which is a shame - its a very nice FREE mod that I had gotten used to having. But now the old clutter is superimposed on the pretty Elianora stuff. I thought it was being affected by my other mods, but when I recently did a reinstall of everything I loaded that first, just to see, but it was still broken. In fact... it stopped working right after that last CC content update....... :confused:
-
I would never bother with Horizon - it changes so much, that nearly all my other mods would need patches, and that's a total deal-breaker for me. Bad enough I had to finally resort to VIS (I HATE it, but there are so many combined patches wherein I need the other things in it, that to save room it made sense to finally use it). @Undeadbob666 - but where's the fun in that? :P
-
Why are Face mods popular
MarkusTay replied to Deleted49413338User's topic in Fallout 4's Discussion
Rather than start a new thread, I have a question related to the topic: Can I install these presets without having to use an .esp? In other words, can I just take them and dump them into a folder somewhere? I haven't downloaded any yet, but I'd like to, and I just can't justify wasting an esp slot (and then i would have to decide which ones I wanted, whereas that wouldn't be a problem if I wasn't worried about mod-clutter). -
I addressed some of this in the 'FO theories' thread - I've had a problem with a LOT of IG dialogue, especially pertaining to quests. I've created a very convoluted 'conspiracy theory' that most of what is going on around the Survivor IS scripted... by the Institute. Or rather, by some shadowy-types that are pulling the Institue's strings (a FO-version of the Illuminati). Thus, when things seem 'hokey', its because they are, and as part of my theory, the sole survivor's memories have been tampered with, or even completely replaced with false ones (DiMa even hints at this). This way, even the aspect of your IG 'persona' not being clever enough to see through all the major plotholes gets smoothed-over. And the thing that first started me down this road was Doctor Madison Li - that whole interaction is a thousand times dumber than anything with MacCready. "Hi, I'm Dr. Li, and I used to work for the Brotherhood, but they were total douches so I left them. I came to the Commonwealth (no one ever explains how all these characters get around a dangerous wasteland so easily) and found the Institute - an insanely secretive group who NEVER lets outsiders in... and I joined them. This place is da Bomb! Not only is everyone so nice and polite (and not trying to shoot me), they shower! regularly! With HOT water! And I have access to the most amazing tech on the planet! This place is like a small slice of heaven!" "Hi, you don't know me at all - I'm just a dangerous outsider who does NOT bathe regularly and kills tons (and TONS) of people daily. I think you should rejoin the douchbags (BoS), and help us murder all these people you call 'friends', and destroy the very tech you find so invaluable" "Okay! I will! I may be a rocket scientist, but I'm also VERY 'special'......." "So do you need my help relaying out?" "What? Heavens no! We all come and go all the time - how do you think the synths or Virgil got out? I'll meet you there." So, YEAH... thats the main storyline... I would say written by a three-year-old, but that would be insulting toddlers everywhere.
-
Actually, i have plenty of poses, its just a pain to use them - what I would truly love to see is 'mats' (like Invisible Furniture) that allows us to assign poses (and new animations) as idle-animations, so that the NPCs will 'just do them' sometimes on their own. Not sure if thats even doable - it would take some sort of scripting guru magic (I'm thinking a pre-game mod would need to be in-place, like Mod Configuration Menu, that would scan for new animations/poses).
-
Can we have a megathread for mods adding FO76 features into FO4?
MarkusTay replied to LX6R's topic in Fallout 4's Discussion
I've been biting my tongue on this one... A mod that removes ALL the NPCs? One that T-poses all the ghouls? Or one that makes the AI not even notice you (oh, wait... we do have that one sometimes), or that your own bullets don't do anything? How about a mod that uninstalls the game when you update it? :laugh: See what you did? You got me started....... On the other hand, an overhaul that sets the date to 25 years after the bombs fell would be neat - there was an empty pod next to the Sole Survivor's... maybe somebody made it out first. Maybe they met Codsworth and had some adventures of their own. That might be worth doing. -
Repaired Sanctuary houses & roads (not prewar)
MarkusTay replied to TheBigOrton's topic in Fallout 4's Mod Ideas
There are two mods you can use to accomplish that, both by the same author (Hozsa). Try this one - Sanctuary Homestead - Postwar Edition. His other mod - Easy Homebuilder and Working Double Beds, will provide the house to replace the collapsed ones - he even marks the spots and has them numbered for ease-of-use (and whether you use that first mod or not, I still highly recommend the second one - I don't know how I lived without it). I had already started my game, so I was afraid it would screw something up (I have several mods that affect sanctuary), so by using the second mod there I was able to replace the roofs, and patch some holes here and there. -
Bodyslide issues after importing to Vortex from NMM
MarkusTay replied to TwilightDB's topic in Fallout 4's Discussion
Just for future reference, NEVER do it that way. I did a lot of research before i switched (same as you, only about a week ago), and the BEST way is to reinstall EVERYTHING as if you were installing for the first time. I even reinstalled steam, just to make sure i got rid of all my problems (which it seems I did). When you do it that way you have to also make sure you get all those sneaky ini files hiding on the Windows drive (usually 'C'). I missed one folder that had some Steam data in it, and five mods that I used to use from Bethesda.net showed up, without me ever installing them. Plus, if some of the mods are broken (which I suspect they were), then why would I want to copy that broken crap into my fresh install? It did take me more than an entire day to replicate my mod list (I think its improved now - I 'cut a lot of fat'), but I feel it was worth it. There is simply way too much stuff being shoved all over the place by the game, Steam, the ModOrganizer, Bodyslide, F4SE, etc, etc., for a simple 'C&P' method to work (even if Vortex acts like it will... because obviously, it didn't). -
Have you tried shooting? The game does a 'slow-mo' for certain shots, and maybe that's stuck on for some reason, so if you can get it to happen correctly, maybe it will turn off when the shot completes. Other than that, good luck. EDIT: have you tried going back to an earlier save to see if it happens there as well? Could just be a corrupted save, and there isn't much you can do about that. I got stuck in a dying loop once - the game auto-saved just as I got exploded, and every time I tried to continue, the game would start with me blowing up again (which, come to think of it, happened in slow-motion).
-
Help needed with NPC behaviour at Sanctuary
MarkusTay replied to jcro25's topic in Fallout 4's Discussion
Accidental double-post. Apologies. -
Help needed with NPC behaviour at Sanctuary
MarkusTay replied to jcro25's topic in Fallout 4's Discussion
Actually, AFAIK, Unique Creatures doesn't add them - Commonwealth chickens & rabbits does, Buuuut... Unique Creatures enhances the heck out of them (because it does so for the chickens and rabbits that appear in the FH-DLC, and that's what the CC&R is doing - ADDING those same critters to the Commonwealth). Thus, the two mods are extremely complimentary. What UC DOES add is squirrels... and BIG spiders. And YES, sometimes settlers do go after chicks and bunnies... even my followers do it sometimes. Occasionally Unique Creatures will spawn a 'glowing' or 'rabid' variety, and they tend to be hostile automatically, which causes others in their 'faction' (be it rabbit, chicken, or squirrel) to also become hostile. I've seen a whole field of happy little bunnies suddenly all turn red on me... and Heather Casdin and Ada go running off like lunatics chasing them. But when the raiders are too busy killing the chickens running around their camp to notice you sneaking in , well, thats just a whole lotta fun. I saw one chicken kill FOUR super mutants once... just proves who's dumber (they tend to nuke themselves with the CC&R mod installed). BUT, if you don't have either one of those mods, sometimes the game spawns really weird crap in - or rather, under - Sanctuary. I've had some of those Star-Cores appear in my carrots, and in another play-through I had the Red Death appear in that same spot (just to the left of the bottom of the driveway of the house the workshop is at). Now, both of those things GLOW, and thats how I noticed them - I saw the glow coming through the ground at night. but if you have something that isn't glowing spawning just under the surface, it could be aggro'ing your NPCs. They'l run around like lunatics because they can't really get to where the thing is. So the next time it happens, I would suggest using console and 'TCL' to 'go under' and take a look around. -
What determines load-order without a Mod Organizer?
MarkusTay replied to MarkusTay's topic in Fallout 4's Discussion
Actually, no-one has yet told me where the folder is that stores the 'load order' info. It must be one of those 'deep mysteries' you can only unlock after you've obtained the 66th level of modding. LOL Of course, when I asked this I was using MO2, so the question would have been "where does MODORGANIZER 2 put the load-order list?" (what folder is it in in my comp.) Now I am running Vortex, which is VERY finicky, but if you have a LOT of patience it seems to do a good job (because it won't allow you to simply ignore potential problems, unlike MO2 which just shoved everything in the overwrites). My game also runs differently with Vortex, which I am sure has a lot to do with load order (although I used LOOT with MO2, and thats what Vortex uses, so how different could they have been?) I say 'differently' because in some aspects its better (I don't see any broken meshes/textures like I used to have with MO2, and I haven't been losing any categories in Workshop), but in other ways it seems less... intuitive. Not the interface itself (which I find EXTREMELY annoying), but the game behaves differently. Of course, I am not using the precise same mods as I did before, and that could have a lot to do with it. For example, I used to be able to build the RU566 in the weaponsmith workbench, but now I can't - there are a slew of other guns I would never bother with in it now (there were two mods I HATED having to use, but was forced to because I didn't want to give up the mod that listed them as prerequisites). Yet I used those same mods the last time as well, and those other guns never showed up (thankfully), and the RU556 did. I would play with my load order, but I don't want to get Vortex mad at me again... its a moody piece of software. Reminds me of my ex - if you disagree with it it doesn't talk to you for a week.