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njep

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  1. Make sure that you are not trying to assign them to something which is broken, it can be really hard to tell. I had a broken scavenging station for several game days and never noticed. Very hard to tell when crops are damaged, but they are the first to fall usually. No, this is not the problem. They DON'T move. They walk into walls constantly when left to themselves, and when I assign them to newly crafted items, they get up, start to move, then just ignore the order and go back to leaning on a wall or just standing there, leaving the item still unassigned. The guards will take 2 steps forward, then stop for a minute, then take another 2 steps forward, over and over, never getting to their posts. Sometimes the supply line assignment works, sometimes it doesn't, often ending with the "provisioner" just standing there, and no link to the assigned settlement established. I'm telling you, something is very wrong with this area. It also makes no difference if I send settlers to a different settlement and then send them back. They function normally at the new settlement, but when I send them back to Finch Farms, it's buggy business as usual. And this is not present at ANY other settlement, just Finch Farms. Is there anyway to reset the area with console commands? I can't test this theory, but looking at http://fallout.wikia.com/wiki/Fallout_4_bugs One fix for the problem could be: All NPC's in a settlement (including inactive companions, Brahmin, traders) will occasionally become stuck in an idle standing position, not moving through the map or attending to their tasks. Ringing the bell seems to fix this.
  2. Make sure that you are not trying to assign them to something which is broken, it can be really hard to tell. I had a broken scavenging station for several game days and never noticed. Very hard to tell when crops are damaged, but they are the first to fall usually.
  3. I am not sure why that number occasionally spikes. I have seen the exact same thing happen at Sanctuary. I noticed that I had 2 or 3 new settlers more than expected, and was worried about the bed count. When I got there the Recruitment Beacon was off and the total was back to what I expected. I am not sure if the population moves a little based on merchants, supply lines, or maybe even raiders that are attacking. This has happened to me several times.
  4. You may still have some work to do there.
  5. There are some good tutorials on line(and some bad ones). This one should give you what you need succinctly.
  6. Was wandering with Preston around the hippy farm and abandoned church when a radiation storm started up. We headed into the church for cover, where Preston promptly sat on the pew and started praying. Has anybody else seen any cool idles?
  7. Hopefully Fallout 5 will have the Shishkebob edition.
  8. Art and reality meet, in a violent kind of way. http://makezine.com/2015/11/12/we-built-the-flaming-sword-from-fallout-4/?utm_source=MakeNewsletter+20151117&utm_medium=email&utm_term=&utm_content=image&utm_campaign=newsletter I want one.
  9. In a way you can. You can take a Pipe Pistol and turn it into a Rifle by making some mods. I'm not sure yet if this extends to the specialty weapons like the injector.
  10. I haven't found a mod request or mod that covers this, and I think it would be really handy to have smelters in the dwemer ruins. Since the ruins are supposed to be dwemer cites it would make sense that there would be smelters and forges. Of course the smelters would allow you to haul out about 3 - 5 times the amount of dwemer material, and this seems like a fairly lore friendly way to make that easier. I may take a stab at this since it should be fairly easy. It isn't adding any new assets and there is a lot of space in them thar hills to throw in an extra object or two.
  11. I keep walking by Ranger station Charlie and it seems like it suffers from Kvatch syndrome and never gets repopulated. I was thinking that this could be made into a base for the player character, and allow them to fortify a fairly strategic location for the NCR. It could tie in to Boone and possibly even Ranger Andy. Not too sure if this has come up as a request before. I guess I'm just a little bored with the Ranger safehouse. Actually I think most factions have a base that may get wiped out in the game, and would be cool to have some quest associated with those instead of a fairly boring safehouse.
  12. I was trying out the perk every level mod and thought that 29 perks is a bit of overkill for me, and it could seem to make the game a little easier than I might like. Seeing the implants available for purchase in game, I thought that it might strike a nice balance if other perks were available through implants. Possibly making certain perks like, animal friend, lady killer (not sure where that implant would go, makes more sense for black widow), pack rat, strong back, etc.. Also maybe give an option to always max at 10 implants. Not to dis perk every level in any way, personally I turn it on until level 10 and then turn it off.
  13. I have been searching several forums for a while in regards to framerate issues and so far have found no information on reducing the framerate below 60. I find that at 60 fps you are running around like Buster Keaton in an old silent film. Everything including the controls are much too fast and the main character looks hyperactive. I am trying to get the controls to work more like fallout 3 speed. My problem is not a low fps issue but rather when the fps is 60 the game is much too fast. I have set the ifpsclamp to 30 in the fallout.ini and set the read only, also set the falloutprefs.ini ifpsclamp to 30, in the steam fallout new vegas folder I have set the ifpsclamp in the Fallout_default.ini to 30. After starting the game, the fps displays in fraps at 28 to 60 and everytime I get over 45 the controls become hyper-active and the Buster Keaton effect kicks in. Is this the same framerate issue that others are having? Most of the time I have seen complaints about the fps being too low or stuttering, and sofar nothing about keeping the fps at 30 and preventing the controls from being hyperactive. Previously I have gotten the ifpsclamp to work when set to 30 but as of recently this never works according to fraps.
  14. I see lots of mods for followers and it seems like people have done some pretty ambitious projects. Looking at the Creature Resources and mods, it seems possible to make a Harold follower. There should be enough dialog for some basic conversation, and all of the textures are there. Does anyone think this could be done? Maybe instead of killing him, you could just let him escape from the freaks in Blur (Sorry I mean Oasis).
  15. Revert back to the save before the siege crawler disappeared. Just to clean things up. Attach the script in the same process that you used to attach it to the siege crawler but attach it to "CitySignsIMperialCity" exactly the way you attaced it to "SiegeCrawlerDeath". This should allow you to perform the action from any road sign that says imperial city on it. I have seen the street sign not present the activate indicator as you saw with the siege crawler. This might just be a matter of re-loading or trying a different sign. One thing that I have noticed is that occasionally I get two statues mixed together after the update of the statue. Hopefully this won't occur. Keep your backups.
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