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njep

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Everything posted by njep

  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.
  16. Note that this problem has occurred most likely due to a missing texture or mesh. When you enter Bruma the game looks for the texture or mesh from when you originally had the statue created, can't find it and promptly crashes. You wouldn't be able to enter Bruma to update the statue due to the crash. This allows you to update from the siege crawler. Note that in one of my games the siege crawler disappeared. If this has happened try attaching the script to something else like a road sign. There may be other mods to do what I've described but this fix should only take about 5 minutes.
  17. Make a backup of the Update My Statue.esp Open the TES Construction set. Click on the open folder in toolbar. Select Update My Statue.esp and set it as the active file (this should take about 30 to 45 seconds to load) In the object window on the far left click on "Activator" under the "World Objects". In the object window click on the editor id tab. This will sort alphabetically by id. Find "MQ14StatueBase" and double click it this will open the activator window. Note that there is a value in the script field. It reads "MQ14StatueScript". Close the activator window. Now back in the object window which should still be sorted by editor id, find "SeigeCrawlerDeath" and double click. I believe that the script should be null. Select the dropdown arrow for the script field and select "MQ14StatueScript". Click OK. In the main TES Construction set click the save icon. Update My Statue.esp is now saved with the very gross but terribly effective script. Now ingame go to the seige crawler just outside of Bruma. Click on the seige crawler. Note that before this change to the mod you had the icon to activate the siege crawler but nothing happened. Now when you click on it, you will be presented with the same menu as on the statue in Bruma. Choose to update the statue. You will be bamffed or teleported to the countess and the normal shpiel to update the statue diaglog. After you are notified of the statue update you can venture into Bruma proper. It worked perfectly for me. Good, good luck. That was a lot of typing, I'm taking a nap now.
  18. I fixed this on my game really easily. If you are having a problem with the mod on the nexus website. I went into the construction set and found the script for updating the statue. I copied it and attached it to the remains of the seige crawler. You will note that you are given the hand symbol to activate the siege crawler remains but that nothing happens. After copying and attaching the script from the update my statue to the seige crawler (find the script copy and paste it into the script section for the crawler), I saved the modified update my statue esp and restarted the game. Sure enough when I clicked on the seige crawler, I got the same dialog as the statue and I was transported to the countess of Bruma. At that point I walked outside and presto the statue was updated and no Bruma crash. This crashing occurred for me after textures were updated for some clothing mods. I have never made a mod before, but I have tweaked mods and I am not ready to post up my own files and mods in the foreseeable future. I have not gone through any troubleshooting but this worked perfectly for me and took about 5 minutes to update the mod. Any body who is keen on creating mods can easily do this in a few minutes. I have seen the siege crawler disappear before so you may want to attach the script to a road sign or something more permanent. I don't know if the kill bugged statue does the same thing or not but I wanted to add my input on this.
  19. I don't spend too much time on these forums, but I tell you its discussions like this that make the game so much more marketable and enjoyable. The whole group of people here. I have enjoyed the 360 version of fallout 3, but decided to grab the pc version for the mods. I couldn't have gotten them running without forum discussions like this. I know it doesn't work for everybody, but I had faith if I worked patiently through the recomendations here that I would get the game running. To me the biggest reason to get the pc version was for expanded gnr and this forum made it possible, along with the mods themselves. Anyways you guys are great even though I was up till 3:00 in the morning getting it to work. Cynically optimistically yours, njep
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