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conundrum

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Everything posted by conundrum

  1. Wanted: A sexy, somewhat skimpy, minutemen general uniform for a female character. Requirements include CBBE, high heel boots using FO4 HHS, clean, no rips, tears, stains, signs of wear. Attachment points for legendary and ballistic weave (not essential since I have learned how to add them myself). Preferred color, medium blue. The revolutionary uniforms were provided by France and were basically just standard French military uniforms. The French uniforms can be found on the web for the French pre-revolution uniforms. France used a medium blue and England a red. Alternate color choice would be nice too. (Contrary to the "lore" in FO4, the leader of the real minutemen was a Captain, and, until the formation of the National Guard, the highest rank for a volunteer militia was Colonel, never General, but it would take a massive remake of the dialogue to correct Bethesda's error.) By sexy/skimpy I mean showing a little cleavage, bare midriff and short coat over a mini-skirt or short shorts. The uniform should be creatable at a workbench, because taking it off the corpse of the old General is just disgusting. It would be nice to also have uniforms for lower ranks and specialists, like private, sergeant, gunner and medic, if someone wants to make a set, rather than a single uniform. Hats should also be included and look new. The "militia" hat and a beret. I'm big on the fantasy, not the lore friendliness.
  2. Jaxon's Positioner is not compatible with some of the mods I am running, and most of my mods require skse. I'm not sure it is compatible with Skyrim AE, as it predates AE by a long time. IronDusk33's mod Interact-Build-Decorate does work, but it wasn't any better for positioning beds than Hearthfire Extended in the storage room due to you needing to stand at the head of the bed, rather than the foot of the bed during placement. The best solution would be a mod that allowed a second bedroom in addition to an alchemy tower, display room and storage room in the choices for the room at the end of the house. Thanks for the suggestion, anyway. I think there was/or is a mod for Skyrim (original) that offered more choices, but it hasn't been ported to SE/AE.
  3. I did add beds with the carpenter's bench from Hearthfire Extended. With the right arrangement, four adult beds and four child beds will fit in the space, but it is very hard to do with the lack of object manipulation tools. So, the request is modified to ask for a mod that adds 4 adult beds along the back wall and 2 child beds on each side of the door in the storage room, plus additional lighting and maybe some trunks or bedside tables. The structure of the storage room needs no changes, just the furnishings build options.
  4. I'd like a mod that allows you to replace the storage room in hearthfire with an additional bedroom. Two options needed. One with follower beds and one with extra child beds. If you use a mod that allows extra followers or the Hearthfire Extended mod, there aren't enough adult beds for everyone. If you use multiple adoptions, there aren't enough beds for the extra children. Another choice might be to replace the storage room with a two story version with both follower beds and child beds, although I currently always select the storage room so I have a bigger balcony. Alternately, you could add a mix of child and adult beds to the storage room space.
  5. I've always thought the carriages in Skyrim were a bit unrealistic. Basically, they are just open freight wagons with benches. Here is a link to a museum replica of an actual Roman carriage that seems much more appropriate to the game. The era is right, since the Imperials are basically styled after the Romans. https://www.flickr.com/photos/carolemage/8115677525/in/set-72157631834403779 I would love for someone to make a replacer mod that replaced the vanilla and Hearthfire carriages with an enclosed carriage based off an authentic carriage of a similar era in the real world. If you search for images of medieval carriages, you will find this basic style persisted until the Renaissance, except for royal coaches. Note the side door. Research indicates that prisoner carriages were of the type shown in the game, except they had bar cages on top. Entering from the rear was typical of prisoner transport wagons. Carriages for hire were mostly like the one in the picture, with some variations in materials, like fabric or leather roof and sides on wood frames. Given the weather in the game, I think the one pictured in the link would be best. My web search revealed a number of 3-D models of the Roman style, but with more rustic wood. Most of the 3-D models were done for mods in other games. Maybe one of the creators would give permission to use an existing model. Anyway, hope someone picks up this project. You would freeze to death in an open wagon in most of Skyrim, and maybe your character would in survival mode.
  6. Regarding the comment, "If a man speaks in the forest, and there isn't a woman around to hear him, is he still wrong?" The answer is Yes, he is still wrong, according to my wife. LOL.
  7. No argument, I only play on PC with a 26 in monitor, so, you are probably correct about very large (50") displays. On my system, I can't see any difference in detail, but a little difference in the vividness of color, and I probably could not see it on yours either, since my vision is less than 20/20. My PC did come with some 4K videos pre-installed and 2K versions for comparison, and I couldn't see any difference. I just thought it was an interesting piece on the science of vision and shared the conclusions for information and entertainment. I used to get all the mods I could that upgraded texture to 4K, but somewhere after 200+ mods installed, the system hit got a bit much for the benefit received, so I became more selective about which objects I wanted in the higher textures. Like you said, billboards yes, bullets no.
  8. I just watched an educational video on the limits of human vision. According to scientists, the maximum resolution that is of benefit for a human with 20/20 vision is 2k (TVs and monitors call this 1080p) This can be boosted by caffeine and some drugs for a short period until the eyes tire, but for the average person, anything above 2K is pointless. Similarly, the maximum frame rate that makes a difference to the average human is 60 fps which is also the maximum frame rate a 60 hz monitor can reproduce (video cards can pump out much higher fame rates, but the monitor doesn't benefit and, even if it did, the average person can't tell a difference. This is just provided as interesting information and is NOT meant to criticize people modding in 4K textures, because some people do have better than average vision and can tell a difference. Anything beyond 4K, however, will be beyond 99.9% of all people's visual acuity, and will result in huge file sizes (8K resolution is 4X bigger file for the same texture than 4K and 16 times bigger file than 2K.) Footnote: Average includes average age, so most FO4 players probably have better than average vision, since the average age of gamers is usually less than the average age of the general population. I'm an exception. I don't personally know anyone else near my age (70) that loves games like this.
  9. Follow-up: I'm not 100% certain, but I think I've traced the problem to a LL mod that implements prostitution and adds scripts that auto-strip the characters involved. This isn't like the HOTC mod here on Nexus, because it uses animations and not a black screen like HOTC. So, most people won't experience the problem. It seems the script has a problem with newer versions of FO4, since the author has quit modding for a while and hasn't updated recently. Consider the problem resolved, or at least explained and not likely to be resolved any time soon. Although, a solution is to roll back FO4 to the last supported version and then roll back any and all version dependent other mods you use to that same version. Frankly, I'll just dump the mod on my next play through. And no, I won't name the mod, because that would probably violate Nexus' terms and conditions, so don't ask. According to what I've read, the Unofficial Patch fixed the base problem when it was introduced in FO4 1.6, but mods that contain scripts that auto-equip and auto-unequip items have the potential to cause the problem in some future FO4 update if Bethesda messes with the scripting. Another good reason to not allow auto-updates by Steam, especially if you don't use any Creation Club content, which is just about the only reason Bethesda releases updates now.
  10. I read a article about settler's respawning when FO4 version 1.6 was launched, but I never had it happen in my game. Now, it seems to have resurfaced in the latest FO4 update. If I give a settler a weapon, I can walk just out of conversation range, turn back and the settler has reacquired his/her original weapon, and the new one is either unequipped or, usually, gone from their inventory. This also happens with clothing, armor, basically anything. If I actually leave the cell, the settlers have not only lost all items I gave them, but have actually changed looks and/or gender. Also, settlers loose their job assignments and, in 3 cases so far, have lost their assignment to the settlement and have to be reassigned to the settlement and then reassigned to a job. According to the article, written just after the release of version 1.6, Bethesda changed from storing settler data to respawning settlers to aid in memory problems with consoles, but also changed the pc version to do the same. Has anyone else experienced this problem? Is it actually based on a change in settler processing and storage by the core game? Or, is it a problem caused by some mod? Is there a mod or patch to fix this problem so settlers keep weapons, armor and clothing I give them? The article said that named NPC's were not affected, but they too are reverting back to their starting load-out in my game.
  11. I'm amazed at all the hate this topic has generated. English - "plea" means "sincere request" and in no way carries the sense of "demand" or "entitlement." Unless, of course, there is some new definition of the word "plea", of which I was previously unaware. I'm also amazed at the number of good mod authors who have made such comments, when, clearly, they are NOT the target. It is the dump the mod and abandon it sort that I intended as the audience, but then, they probably don't read the forums anyway. For those who have made comments with helpful advice on backups, thanks. I also now better understand why version dependence is often unavoidable. As always, the problem centers around the way Bethesda chooses to do things, and their greed at trying to profit from the mod market.
  12. The mod authors who are releasing mods dependent on a specific version of Fallout4.exe or F4SE tend to be among the most technically proficient modders in existence (e.g. Expired6978, Registrator2000). If there were a way to make the mods non-version dependent, it's a safe bet they would already be doing it (e.g. Expired's Achievements mod but not his LooksMenu mod), as they don't want to be constantly bothered about "when will this be updated for F4SE?" any more than users want to ask about it. The whole game/F4SE update thing is a non-issue though if you take the .exe backup advice above, or let a mod like Fallout4.exe Auto-Backup do it for you: https://www.nexusmods.com/fallout4/mods/26956 I have the Auto-Backup mod, and I installed it the day it was released. Unfortunately, it doesn't seem to work. I can't find the backup it is supposed to make anywhere. Follow up. I searched again and finally found the backups. They don't have the extension .bak which is why the file search utility couldn't find them, and the folder name is a little misleading. Seems I have all the backups since the backup mod was released, nearly a dozen now. Thanks for prompting me to look harder,, and thanks for explaining the updates by Bethesda are basically useless and not something I need to worry about.
  13. It was a plea, that is a form of request, NOT a demand! If it is a technical limitation, I'm fine with that. The vast majority of mod authors DO keep their mods updated in a timely manner, and I appreciate their efforts. I didn't tell anyone to stop making version dependent mods, I just asked them to avoid it IF POSSIBLE. Finally, I'm very grateful for all the free mods, the hard work that goes into them, and the majority of mod authors who support their work, and you do appear to give good support to your mods, so my comments weren't aimed at you.
  14. It was a plea, that is a form of request, NOT a demand! If it is a technical limitation, I'm fine with that. The vast majority of mod authors DO keep their mods updated in a timely manner, and I appreciate their efforts. I didn't tell anyone to stop making version dependent mods, I just asked them to avoid it IF POSSIBLE. Finally, I'm very grateful for all the free mods, the hard work that goes into them, and the majority of mod authors who support their work.
  15. It was a plea, that is a form of request, NOT a demand!
  16. {stands on soapbox} I would like to make a plea to all mod authors to NOT make their mods dependent on a specific version of FO4, the script extender, etc., if at all possible. If what you are trying to do can't be done without version dependence then please commit to keeping your mod up-to-date in 48-72 hrs of a new version release. If you can't make a commitment to keeping up with new version releases, then don't post the mod, or find some else who can and will keep your mod up-to-date. Someone is bound to reply that all you have to do is turn off auto-update in Steam. That is all well and good if you never, ever, turn-off or reboot your computer and you never, ever, have a power outage. Steam will update on system boot, even if update on game launch is turned off. Maybe, if enough people complain to Steam they will fix it where you have the option of no auto updates without you responding to a prompt that says "An update for <name of game> is available, do you want to 1-install now, 2-be reminded in X-days, 3-update only when I go to Steam and click an install update button. I've sent them this request several times, but unless a lot of people do it, it will never happen. {gets down from soapbox} A very big thank you to all those who keep up with version changes and respond in a reasonable amount of time.
  17. There are tons of mods that add more companions. I want a mod that removes all companions, and I mean all, even temporary. Remove the requirement to follow Cosworth in Sanctuary Hills, remove the requirement to have Dogmeat to find Kellogg, remove the requirement to have Ada to open the Mechanist's lair and any other forced temporary followers. Then remove the dialogue options to pick up any followers and either eliminate their personal quests or alter them so they can be done solo. I want my sole survivor to be a true lone wanderer. Rescued people should find their own way home, like when you rescue the traders for Bunker Hill.
  18. There are a lot of very attractive older women in the world. Hollywood has many mature women past 70. However, in Skyrim most of the older women look like hags and gorgons. I would like a mod that replaces the faces of these women with mature but attractive faces. In particular, a new face for Jarl Idgrod Ravencrone. If you need examples, search Google for "beautiful mature women" or "attractive mature women". (I think those 2 phrases will not bring up porn images, even if your safe search is turned off. When I tried them with Start Page, I only got fully clothed and normal results.) I don't want the women to have young faces. There are mods that already do that. I want them to look gracefully aged. Footnote: If you decide to do this, either use vanilla hair, or make versions for both KS hair and Apachii hair. Personally, I use Apachii hair since it has fewer styles and generally avoids very lore breaking things, like pink, blue and green hair.
  19. This game desperately needs one or more CBBE based, hdt physics enabled, heel sounds enabled, high heel shoes and boots mod. There are a few full outfit mods that contain high heels and a couple of high heel stand-alone mods, but they are UNP and/or RaceMenu heels. I'm looking of a single mod that contains several styles of high heel sandals/strappy shoes and several styles of high heel boots, including strappy boots. I want several color options to include black, white, red, green and blue for the most popular clothing colors. I want each shoe/boot to have an armored and unarmored variant, so my character can wear them with armor and my Flower Girl Slaves can wear them too (they can't wear anything with an armor rating by default and even if you select the option to allow armor, a single armor point negates their special enemy seduction ability.) In general, it seems there is very little clothing available that isn't just a color or texture replacer for vanilla clothes. The exception is the Divine Elegance collection, but the clothes in it are very conservative and mostly for female characters. I would like to see some unique male clothes, a bit hot, but still somewhat lore appropriate. The following comments are made standing on my soapbox, lol: The most important issue for clothes or shoes is that one or two mods contain a large variety. Having to add an esp to get a single outfit is ridiculous. Oblivion had a handful of mods that basically gathered together multiple modders outfits and placed them in a convenient store. There were three or four such stores, two, of which, were by the divine elegance team, plus a couple of others. It was a life saver. A couple of esp files and you had dozens, if not hundreds of clothing and armor options. In addition, it solved the problem of everyone putting their special chests, barrels, etc. in duplicate locations, forcing you to chose a single mod out of several because of world location conflicts. I'm not a modder, but it seems to me that clothing, weapon, armor, potion mods should inject the new items into existing store inventories, rather than having all those semi-hidden containers, most of which end up in Whiterun or Riverwood, or worse yet, being placed at the Mage College or some dungeon that is Quest locked.
  20. I get CTD every time I try to enter the Windpeak Inn, and my mods are very different from yours. I've always had this problem, even with just the Unofficial Patch installed. I've even tried to "coc dawnstarwindpeakinn" on the console with the same result, CTD. Does anyone know how to fix this?
  21. It seems that every time someone comes out with a new weapon mod, within days two or three other people post mods to "tweak" the stats used by the original modder, and very few people download the tweak mods, because every one wants something different. In Skyrim, this happened a lot until someone wrote a very wonderful Mod Configuration Menu app that allowed you to download the Mod Configuration Menu mod and the app mod and tweak all the weapons and armor by type to your heart's content. So, if you don't like the stats of everyone else's mod, instead of posting dozens of "tweak" mods, just write an app mod for Mod Configuration Menu so everyone can have the tweaks they want without having dozens of extra esp files added. Also, weapon and armor modders, please start making your cool mods with a Mod Configuration Menu element so tweak mods won't ever be needed.
  22. In my current build, settlers are not spawning. I have about 10 settlements and even the oldest one, Sanctuary (about 2 weeks game time) has not attracted a single settler, other than the five from Concord. All other settlements have zero population, except Vault 88, where I sent the 2 sets of 3 settlers (total 6) that I rescued during the Mechanist quest. In my two older builds, no new settlers have spawned since the Vault-Tec DLC was released. Is anyone else having this problem with the Vault-Tec DLC, and is there a solution?
  23. The latest Steam update pushed at 10:00 am Eastern Time, or earlier, depending on where you live, causes FO4 not to launch on systems running Windows 7.
  24. A new update was pushed through on Steam and since then Fallout 4 wiil NOT launch on Windows 7. Whether you try the official launcher, NMM launcher, fo4se launcher doesn't matter. It also doesn't matter whether you run in windowed mode or full screen. Whatever method used results in an infinite loop when the play button is pushed in the launch window.
  25. All right!! Looks great. I'll post all future comments on the mod's page so you will not have to look in two places. Thanks for all the hard work.
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