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DaedricBard

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Everything posted by DaedricBard

  1. It must be hard, maybe impossible to do beyond a LooksMenu preset. Other things have been ported over, but not companions. A shame, because some Skyrim followers were vastly superior to anything in FO4. I'd pay real money for "Vilja in the Commonwealth". But only if the original voice actor did it.
  2. Settlement Objects Expansion Pack (https://www.nexusmods.com/fallout4/mods/10075) has angled and curved walls (including glass), but not foundations. What SOE does is give you access to pretty much everything you see in the game, including unique locations such as The Institute and the submarine.
  3. IMO, 90% of gameplay mods are horrible fun-reducers. I'm waiting for the ultimate lazy-player mod, one that just ends every main quest as soon as you leave the vault. Modder SKK50 has made several mods that add to the fun factor. Here are some of my favorites: SKK Random Encounter Manager (https://www.nexusmods.com/fallout4/mods/42081) SKK Settlement Attack System (https://www.nexusmods.com/fallout4/mods/37393) SKK Combat Settlers (https://www.nexusmods.com/fallout4/mods/34693) SKK Combat Stalkers (https://www.nexusmods.com/fallout4/mods/30308) NPCs Travel by win2009 (https://www.nexusmods.com/fallout4/mods/16987) doesn't make gameplay harder, just less predictable.
  4. Two come to mind: The Machine and Her (https://www.nexusmods.com/fallout4/mods/30488), and The Bleachers - A Diamond City Story (https://www.nexusmods.com/fallout4/mods/40267). Both feature better-than-average storytelling, characters and voice acting. The latter has a new chapter pending that continues the story.
  5. I, too, use a mod that stops the vanilla settlement attacks. In their place, I use SKK Settlement Attack System (https://www.nexusmods.com/fallout4/mods/37393), which is a great improvement. Attacks don't happen until I get there, and there is more variety (e.g. a troop of deathclaws). I don't think the settlers turned against me as a result of raider attacks. I think there was some kind of math error in the happiness calculation. Like maybe they got pissed when I scrapped their beds, not taking into account that I'd already replaced them. It's tricky when you're at the build limit, because you have to incrementally destroy the old settlement as you build the new one. That strategy worked fine in Sanctuary, though.
  6. HeyYou, thanks. I was hoping there'd be a way to deal with this short of cheats. So far they haven't been very talkative but I'll keep going back periodically to see if they've warmed up to me at all.
  7. Thanks for the reply, Gunslinger. As far as I know, I've been present for every settlement attack and each time the raiders were easily defeated. So when you lost The Slog, did you ever get it back? Is there even a game mechanism for doing so?
  8. I passed by Finch Farm and noticed that it looked pretty ramshackle, being one of my first settlement builds. So I decided to fix the place up. I built them a nice 4-story concrete building with every conceivable amenity. Outfitted the security team with upgraded weapons and armor. Added a restaurant. Even some of Mary Jane's pot plants, which boost happiness. Gave them a brand-new fusion generator, water pump, upgraded beds and turrets. So how did they react? Their happiness went down to 10, and then they booted me out. I forget what the exact message was, something like "Finch Farm is no longer allied with you". They aren't hostile, but they no longer act like settlers, and Finch Farm is now a generic icon on the map. Prior to that, they had excess food, water, beds and defense. Everything, I thought, to be happy. I haven't encountered this before. What did I do wrong, and how do I win back those settlers? Is there a console command to reinstate the settlement?
  9. I'm curious about this as well. To date I've only tried reviving two NPCs, and both times they became unresponsive zombies. They'd been settlers but I couldn't talk to them after their resurrections and they abandoned their previous settlement jobs. Maybe their scripting is not being restored?
  10. Does the coming update include a volume adjustment? Sometimes, radios are annoyingly loud while in other situations they are barely audible over ambient sounds. I'm asking on behalf of my settlers. They don't complain about much as long as they've got a bed to sleep in, but given that they are basically slave labor the least I can do is let them listen to the radio in the evening.
  11. Spotlights fall under the category of turrets and add to the Defense stat. However, they do not actually contribute to the defensibiity of your settlement. There appears to be no practical justification for using them other than they look cool. Would it be possible to make a spotlight that locks onto and tracks approaching enemies, and give a bump to the accuracy of settlers' weapons and turrets?
  12. Looking forward to it, SJ. Take your time.
  13. ^^^ This is a brilliant suggestion. Want your mod to stand out? Do something that's never been done before. It would entail some custom armor and weapons, but other than that it would be down to personality: a preference for melee (bows for ranged attacks), anachronistic dialog (Deathclaws? Phht. Where I'm from they can fly!), a penchant for ale and song, a fondness of exploration. The Skyrim connection need not be explicit. Doesn't need to be detailed in the backstory, just let users make the connection on their own. And a big YES for having the VA occasionally speak in her own language. Especially taunts and curses toward enemies. Doesn't matter what her native language is, every language can do insults well.
  14. Most important factor is also the rarest and most difficult to implement: imbuing the character with personality. It's hard but I know it can be done because there were several for Skyrim that managed it. Viljia, Recorder, M'rissey, Rigmor - all had distinct personalities. In FO4, Darlene and Heather Casdin do that well, and Cait among the vanilla companions. You are on the right track putting an emphasis on dialog. Dialog that changes with affinity, dialog that affects how a quest plays out, dialog that reveals something about the character and her (of course, we all want a "her") backstory. Humor is good. Snarky comments are good. Have the character react to receiving items (see Heather and noodles). And don't forget the suggestive morning wake-up comments when you have the Lover's Embrace perk (see Cait). Tip #1: have someone else vet the dialog for grammar and spelling. A third party will catch mistakes that you've looked right at and not noticed. Tip #2: pay attention to the technical side of recording dialog, e.g. setting appropriate levels, using compression and EQ. A laptop microphone is unacceptable. Recording in an empty, untreated room with excessive "room sound" will destroy an otherwise-acceptable performance. Second most important is a satisfying quest. We like quests that let us play the noble knight, getting revenge for our companion, rescuing her from slavery, fighting off thugs, helping her realize a personal goal. Make sure the dialog conveys her gratitude, perhaps via random comments that refer back to the quest after it's completed. NOT important: enormous boobs, overpowered weapons, impervious bikini "armor".
  15. Well, apparently one of the propellerheads over in the Steam bunker noticed, and fixed the problem. I imagine somebody, probably named Jason (they all are) looking up from Candy Crush and saying "hey, doesn't that light normally blink?"
  16. If I invoke fallout4.exe or f4se_loader.exe, instead of starting the game it opens up the Steam app, which helpfully tells me that I've already purchased Fallout 4. If I try to launch FO4 from within the Steam app, it just reloads Steam. Attempting to start FNV or Skyrim results in the same weird behavior. The problem persists after a reboot. Nothing's changed on my system, and I was playing FO4 this morning with no problems. I'm giving Steam the benefit of the doubt by assuming that this is an unintentional bug rather than something nefarious. Is this something others have seen happen before?
  17. In Skyrim I had a mod that let me change clothes before sleeping. Anything like that for FO4? I bought Curie a very nice bed, but she insists on sleeping in it with her muddy, probably radioactive boots on. Does a mod exist that would let me specify her bedtime outfit?
  18. I had the exact same experience back in June. Apparently, Steam and Bethesda got wise to our defensive measures and figured out a way to defeat them. It took me a month to track down every SKSE-dependent mod and either update them or remove them if no update was available. After that, I made backup copies of SkyrimSE.exe and SkyrimSELauncher.exe. When I saw the message that Skyrim was being updated, I didn't panic - just renamed those two files and made copies of my backups, and I was back in business. Note that this is not a forever fix. Eventually I'll install some new mod that requires the new version of SKSE, and I'll have no choice but to go through the whole process again. One tool that might help is this script that lists all your SKSE-dependent mods: https://www.nexusmods.com/skyrimspecialedition/mods/30387 I didn't have that tool last time and had to do the same thing manually, painstakingly listing every mod folder that had a DLL in it, which most of the time means it talks to SKSE.
  19. That's because SkyrimSE.exe was automatically updated without you requesting it or even giving permission. Every new build of the executable causes incompatibilities with SKSE64 or mods the depend on it. To get your mods back, you'll have to update SKSE64 and many of your SKSE-dependent mods. It's a pain, but once you've endured that process, go into the Skyrim folder (e.g. program files (x86)\steam\steamapps\common\skyrim special edition) and make backup copies of SkyrimSE.exe and SkyrimSELauncher.exe. That way, the next time Steam insists on updating Skyrim you can simply replace those two files with your backup copies.
  20. Seems like all weather mods increase the likelihood of rainstorms. At least, "too much rain" is a common complaint regardless of which weather mod is in use. I know that Skyrim has definitely been a wetter place since I started using Vivid Weathers.
  21. Yup, sounds like a memory leak alright. I, too, have 16 GB of RAM, and have never seen memory usage go that high. I'd still suggest monitoring memory usage via Task Manager while playing. I know, that's not easy to do unless you have more than one screen. But if it is a mod that's eating memory, that's how you'll identify it. My guess is it will probably turn out to be a texture mod - got anything that adds, say, trees?
  22. How do you know it's a mod causing memory leaks? If it really is a mod, I'd expect to see memory usage fall back to normal after exiting Skyrim (note that Skyrim*.exe manages memory, not indivdual mods). If usage does not drop after exiting the game, then that could indicate Skyrim itself has a memory leak, but that's not something I've ever seen reported. Reboot your computer, wait 10-15 minutes, open Task Manager, go to the Performance tab and select Memory. This will give you a baseline for comparison. With Task Manager still running, start up Skyrim. This will let you see how much memory the game is using. It'll vary as you play the game, that's normal. Now close the game and compare memory usage to what it was after your reboot. It will probably be slightly higher. That's normal. To test for a leak, repeatedly restart and close out of Skyrim while monitoring memory usage. A true memory leak will show itself as memory usage ratcheting upward each time and never returning to the baseline until you reboot.
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