Jump to content
⚠ Known Issue: Media on User Profiles ×

dabigpit

Members
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About dabigpit

Profile Fields

  • Country
    Italy
  • Currently Playing
    X4 Foundation
  • Favourite Game
    Fallout 4

dabigpit's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. As the title say atm there's no way to get rid of buggy/unsellable/glitched ships in the fleet, beside going ng+. And there are worthless ships you get by default anyway, yes, I'm looking at you Guardian! Testing buggy mods can also lead to have such ships and no way to fix it. I hope a well written mod can do the job and clean up such messed fleet lists.
  2. So, according this Steam post https://steamcommunity.com/app/1716740/discussions/0/5904837854429829934/ I'm not the only one with this bug. Is any of you talented guys and girls able to fix New Atlantis Starport cell and revert it to vanilla? Please?
  3. With redscript, codeware, tweakxl, archivexl, cybercmd and red4ext updated the game starts but I don't suggest loading a save since CET is disabled, too many mods need CET to run properly.
  4. Any suggestions beside waiting for mods update? I guess CET is a priority...
  5. Try this: https://www.nexusmods.com/x4foundations/mods/4 Survey module :happy:
  6. Hi fellow modders, I'd like to move multiple (specific) crew members from a role to another within the same ship. For example all girls as service personell and male marines, or maybe all split marines and argon services.. It shouldn't be very difficult but also a simple multiple selection/move/fire of members should be enough. I usually do it manually but in a capital ship it requires thousand of mouseclicks and hours... Is it feasible?
  7. No replies in 6 months... and it still bugs me... worth a bump. -_-
  8. There are a couple of mods to lay invisible "rugs" to animate npcs in many different ways, but there are no mods to make the vanilla marks visible (maybe only in workshop mode), or at least selectable in console, to allow a selective removal. When you build the settlement your way this can become a real issue, npc floats mid air to hammer some removed structure (hangman alley) or lay on a wall with half body buried in a concrete walkway (happens when you cover such marks with floors), or bury themself in a lockers line to hammer a solid looking wall... While a selective tool can be most welcome, even a complete removal of such marks from the settlements is better than having all the undeletable vanilla markers active... This can be a very, very useful mod if anyone can figure out how to do it...
  9. Here's something annoyed me from the launch... Guards with invisible guns!! http://i.imgur.com/8du1U9v.jpg Can someone fix this massacre? I've also seen a mod trying to fix it but I can't find it no more, maybe he gave up...
  10. If I knew it was you my search would have been way shorter :D
  11. Well... Thank you... where were you when I made the post?? :D I had to dig the nexus for 2 weeks to find out myself... ;)
  12. For those interested I found out myself. All the pieces here are from this collection: LINK The guy is awesome, he fulfill workshop requests and make custom mods for everyone.
  13. Anyone knows where these stone pillars, walls and fences come from? Any help will be appreciated. Thanks.
  14. In my knowledge there are no indoor settlements mods, I fear this is due to some hardcoded stuff preventing it, which is kinda weird since the mechanist lair removed many "technical" obstacles for indoor settlements (supply line, settlement assign, etc). Add mods availability for stuff like crop planters and moisture condenser and we have all the pieces to turn Diamond City home plate (or any custom player home) in a working settlement. Is it possible? Anyone working on it?
×
×
  • Create New...