Jump to content

Chaophim

Premium Member
  • Posts

    72
  • Joined

  • Last visited

Everything posted by Chaophim

  1. Is there any modder/animator out there who would like to make something that is both lore-friendly and 'new'? I was thinking about the wrecked tanks you can find lying around the Commonwealth and how cool it would be to make them buildable (in head-canon, your settlers simply dragged it there and rewired it) in the settlement, but with a small twist - they are partially animated - the top of it actually functions as a turrent, able to urn around on the tank body 'base' and shell (or whatever, variants would be cool too) intruders. It would also serve as maybe a midway point between the standard turrents and the artillery cannons that "Old Guns" gives you? Thank you in advance for reading this and considering the idea.
  2. I would like a mod that adds a fourth raider gang to the mix. My own. Think about it - just like you can assign settlers to farming and such, it would be great to have an activator that recruits them to be in your gang, essentially moving them from the settlement to be gang memeber NPCs when you plant a flag for your gang. And this would include the flagpoles you have to activate once clearing out the zones. A new NPC could take orders for our gang to declare open season on one of the other gangs until only our gang remains. Basically, after a few battles, whatever gang was wiped out would then never spawn again and their 'camp' (like the parlor, etc.,) would be overtaken by our troops.
  3. I would love the ability to make the automatron robots in my raider settlements look raider-iffic with body paint/decals/etc., related to the gang itself, like their flag logos as chest decals, paint that gives the illusion (for instance) of an Assaultron wearing a pack necklace, etc., Not sure if this is doable or not, just throwing it out there in case it is. Thanks in advance!
  4. There's an easier way to restore the original, I think. May seem tricky, but should work (in theory, anyway) Save your game where it is. Go back to an earlier save and click on the door in console. Write down the number it shows in parentheses. Go back to your current savegame. Open the console at red rocket, type 'prid <followed by the number>' (without the apostrophes or lt/gt symbols) and hit enter. Then type 'enable' (again, without apostrophes) and hit enter.
  5. I'm actually working on a mod like this, nibbling away at it when I have the spare time, but yeah - it's gonna be Muggy-ish due to not being legally allowed to port his voice files over - recording new Muggy-style dialogue and chalking the voice change up to all that you find of the original is a holotape backup of the persona. New voicebox=new voice, etc.,
  6. I have thought of the same idea (lack the skills to really pull it off though) and love your logic behind it - only reason I abandoned the thought, though, was the SS was the only one whose cryo life support was restarted correctly - the rest were all freeze-dried either by accident or due to Kellogg wanting them to die along with the SS's spouse. No matter their causes of deaths, though, Kellogg knew the shot spouse was dead and wouldn't re-start the life support needed to stabilize him in stasis till medical help could be applied. :( With the way your mind works, though, I think you could account for that. :)
  7. This mod already exists. It is called "Manufacturing Extended" and the machine is the recycler. Auto-butcher also rocks. Personally, I put all of my junk into the workshop with the one-key shortcut, then a vaccuum hopper pulls it all out and sends it through the recycler. After that, I have the base components sent to a component container so that it doesn't get auto-dumped back into the workshop, repeating the cycle for infinity. After all is broken down, I shut off the machine and hopper and move the components back to the workbench for building.
  8. If you use Win 10 and don't mind a small learning curve, I'd recommend switching to Mod Organizer 2. I can hover over a plugin in the plugins list and it tells me exactly which mod put it there even if I have renamed the mod in the list.
  9. I just had an epiphany. Bethesda really dropped the ball with Vault-Tec Workshop. No, this isn't a 'This DLC sucks!' post, but a legitimate ball-dropping. Think about this - Vault 81 prides themselves on maintaining a running vault per Vault-Tec guidelines. They have a rubble-strewn second Vault they are never going to use, from the way the game AI makes it seem and have an unmarked quest to gather tools because the Vault is in disrepair. Seems like a perfect opportunity for a hard-hat-wearing Sole Survivor to come fresh from Vault 88's questline, talk to Vault 81's Overseer, unlocking the Vault 81 workbench (this option would not be available even if Vault 81 was visited earlier in-game), and expand/upgrade the vault, unlocking the expanded 'zone' upon the compilation of that particular side-quest while maybe uncovering other zones when scrapping preexisting walls, etc., What do you guys think? My opinion is that another underground settlement would certainly be.a better prize than the non-customizable crappy room that they give you in the core vanilla game. Couple this with Vault 111 and it gets even better. I lack the world-building skills to do this, but I'm thinking that if the Vault 81 and 111 cells were cloned and replaced with the modded versions, they could be expanded upon with more caverns/rockslides/behind-the-scenes stuff without doing too much damage. Also, thinking that the Vault-Tech rep could have 111's control board, making it so that you couldn't just thaw-n-build. :) I could try to help with this mod, if anyone wants to pick up this idea and run with it. If you do use the idea, but don't need my help, all I ask is that you let me know about the mod and maybe shoot me a little thanks in the credits. :D
  10. I have this problem as well and came to post about it. In answer to lincolnshooter, I do use MO2, and thought it might be an issue with the VFS, so I tried it with installing the mods through NMM and even skipping mod managers entirely and installing manually. The problem persisted across each of those attempts.
  11. Stamp this sucker 'Solved'. Found the culprit. I forget which mod suggested that I do this, but I was checking my old inis against the new and found that I had added "busecombinedobjects=0" into the [General] section of my Fallout4Custom.ini Removed the line and removed the glitch. It may work for some, but not for me, from the looks of it.
  12. Okay, so I think I have narrowed it down to either drivers or INI file. Thinking drivers. Gonna try a rollback and see if that helps.
  13. Thank you in advance for clicking on this and giving it some thought. I really appreciate it. I'm having a small problem with textures and LODs in one section of Sanctuary, specifically the lot next to Nate & Nora's house, on the right as you are in the street and looking at Nate & Nora's front door. I had cleared the spot like I have dozens of times before with 'Scrap Everything' and built a house with SKE+Alternate Settlements (again, have used many times before w/o issue) and noticed a LOD/texture problem while building. As I lack video recording softtware, I took a series off screenshots using the console command (I have Steam Overlay disabled atm). Here's the link to the gallery... imgur.com/a/0Zk7e Now, what is happeneing in the pictures is that I am taking slow and small steps forward, snapping a shot with each step. You can see the spot beneath the crosshairs where there *should* be walls showing the outside world disappearing in such a way that I almost begged Sebastian to name the princess in order to stop the Nothing. (Sorry for the Neverending Story reference, kids) Anyway, it only happens at that spot - rest of the game is playable, etc., (just finished Far Harbor's main quest, so not looking forward to zapping this playthrough if I can help it) and it happens whether in Workshop mode or not, although it seems to be a 'just annoys the player' glitch since the NPCs and PC aren't falling through the ground or anything. I've updated my drivers (nVidia) and made sure my fans are clean, etc., just never seen this problem before and was wondering if it was easily fixed or (and I hope this isn't the case) a symptom of a much bigger and much worse problem. Any help folks can give would be appreciated.
  14. It's cool, as far as the notification... I figured "The guy has a life too - can't be expecting him to be sitting there hitting refresh every five minutes to make sure that my plexotomy* is going well..." Since it was early on in the testing, I went ahead and tried SKI with a few mods that it had patches for. Did not find it working as well as advertised. Not 'buggy', per se but, like more along the lines of neither really sorting parts the way I would like, but with SKE being a bit 'closer' to what I am looking for. After I enjoy some actual playtime and complete Far Harbor, I will probably sit down and reverse engineer the two to start making my own in a way that satisfies my OCD (disorder, not the mod), much like I eventually do with sorting mods. I tried Spring Cleaning as well - figured 'why not?' but didn't find it quite as useful in my cleaning efforts as my modified version of Scrap Everything. Mine is modified not to scrap deco walls (like in Hangman's Alley) and roads, like in Sanctuary, since zapping those can sometimes lead to very unlevel ground, glitches, and walls that look invisible from one side and visible from the other. Also put Place Everywhere back in and tested it. No 'missing content' on my save/restores so far. Yeah - tried Loot when it first got Fallout 4 capability, but with a lot in FO4Edit being guesswork before the CK, that the odds of people finding true 'dirty edits', etc., was going to be minimal. My mod managers both do well to tell me when masters are missing, so I just let LOOT ride for the time being. Will give it another shot now that the CK is out and the guesswork can start tapering off. Meh - the fat needing to be trimmed seems to have just been in the load order. I just weighed the options and figured that I needed F4SE more. Not trying to sound like I'm bashing Homemaker here, but I did the same with it a while back when I realized that (1) I had a rather hefty load order and (2) 1/3 to 1/2 of it seemed to be compatibility patches to make *it* play nice with 50 other mods (an exaggeration, but not by much) and decided that if all of the others could play nice with SK acting as a traffic cop directing the flow, then the one guy who wanted to weave wherever he wanted to up and down the road could lose his driving privileges for a while. Nice to see, though, that SKI and SKE both package modified versions of Homemaker to pretty much force it to stay in its own lane without the 900 patches. It has been welcomed back into my load order with open arms. (well, except for the covenant walls, that is. As pretty as those are, they still cause the 'scrapped trees and stuff popping back into existence for a moment' glitch.) As it stands *fingers crossed* it looks like I stamped out most of the bugs, save for the coffee mug. Lost about half of my load order, but that's okay. Just the fluff which can slowly be introduced back in once I have taken a vacation to my little island resort on the 19th. Thanks again for all of your help, even if you might have felt like some of the advice was a friendly shrug. I think chatting about it helped me find spots I had overlooked before. ----- * Plexiotomy - A highly risky operation wherein a curved piece of Plexiglas is surgically embedded into a person's abdomen so that they can still see where they are going while having their head up their own anus.
  15. The 'fresh start' already helped me nip two possible problems in the bud. First, holding off on MO for right now. Yes, it moved to beta and yes, I <3 MO, but the biggest bugs in the beta bug list are textures and meshes not loading and esp errors, both of which I am already having even with manual installs and NMM. Don't need to compound the problem. Second, I use several F4SE-based mods like Place Everywhere, etc., In doing the fresh start, I figured it was time to try out a new ENB and found that the current vversion of Reshade (required for most, if not all, ENBs) does not play well with the most recent version of F4SE, so the advice I got was to choose one or the other - not both. As I use multiple mods that use F4SE, but only one ENB, the scale seems to be tilted toward skipping the ENB till F4SE and reshade can get along. Also, a few people have narrowed Place Everywhere down to corrupted savegames (i.e. suddenly 'missing content' like the error I have. The author is aware, but can't duplicate the error at this time, so holding back on that mod until a few days or so have passed and more news comes to the forefront. Could be a snowball effect - the Reshade breaks F4SE, which breaks Place Everywhere, which breaks the savegames. We dunno. Testing without it though. Now, got a couple of questions for you, ddavies... Do you use Settlement Keywords and, if so, what flavor? All was fine with the original, IMHO, till he stopped development on it and all the forks took off. I *was* using SKE, but SKI might have some merit to it as well. On a related note, do you use a scrapping mod? I was using Scrap Everything, but Spring Cleaning looks pretty popular too. Just looking for personal opinions before fully committing to standing or changing.
  16. Okay. Vanilla world is golden. Elevator door is present, as is elevator lift. No 'magical ascension' to the overworld. All looks like it is supposed to.
  17. Sure thing. Firing it up vanilla to build inis, etc., to begin with, so will go ahead and play through the tutorial and save the game upon exit from the vault, etc., ...although, with no mods, there won't be a load order problem, modded textures not loading, etc., but it will verify if mods are what is killing the elevator door at least.
  18. http://www.seekwithinyou.com/images/tea-meditation-quote-rs.jpg Okay, so taking this approach with it. I'm 'emptying my cup', so to speak. Just wiped the Fallout 4 directory off of the SSD, emptied the recycle bin, copied the files back in from my "Unmodded Game Backups" directory on another drive (20 minutes of copying beats 20 hours of downloading, imho), verified game integrity via Steam, waited an hour for it to replace/update 13 files, updated my "Unmodded Game Backups" directory with the fixed and validated version, wiped all plugins.txt, loadorder.txt, ini files, and saves, and am starting 'from scratch' to make sure that the slate is 100% clean. (My mod download directory is on one of the other drives, so no fresh downloading of mods needed, thankfully. Now, as for your suggestion of... ...I plan to do *something* to this effect. Now, with MO, having the mod files on a different drive than the game, you run into 'waiting for the manager to copy them into the VFS' game. As such, installed on the same drive, there is a longer pause between 'click' and 'play' in MO than there is through NMM or from the actual launcher itself as it is. I found this out the hard way when modding Skyrim with just the one small SSD - it took 10 minutes to launch a moderately-modded Skyrim from 'click' to 'play', with me wondering if the game wasn't frozen on an ILS the whole time. Finding out that it wasn't was by total accident - won't go into details, but Mexican food was involved - but needless to say that my giving it the time needed to load instead of ending task in task manager immediately, showed me that there was stuff going on behind the scenes. I'm old-school and can remember the long wait time for a Commodore 64 to load just 100k off of a 1541 drive or, even worse, for a TI-99/a to pull data off of a tape, and this is what that wait feels like. Would rather avoid it if I could, hence the SSD. lol Now, that isn't a 'no'. MO *does* allow you to customize directories (like being able to point it toward that shared downloads directory), so I am going to give your suggestion a partial shot with this new MO2 beta by making the 'install mods to this directory' point to an empty directory on the SSD, while the beta, itself, will be installed to the default directory on C:\
  19. I just downloaded it. Thank you for this update. Gonna check the changelog and see if any of the fixes match my problems.
  20. I'll answer the questions a bit out of order. :) The SSD drives are seperate. Bought a 128-gig when it was the only 'latest and greatest' option I could afford and used to have to delete/shuffle stuff around when switching between Oblivion, Skyrim, and TTW (my machine seems to be allergic to vanilla FO3, so TTW is the only way I can play it). When Fallout 4's release date was announced, I made 2 purchases: the pre-order of FO4 and a new SSD drive. :) Mods that have .esp's seem to work intermittently. The first that comes to mind is the 'Starter Kit' mod that I mentioned in the OP, where all it does is replace the toy car and baby rattle in the changing table next to Shawn's crib with some head-canon-friendly (Nate was a soldier) vanilla start-up gear. It usually comes dead last in the load order, to make sure that it takes effect. I checked my load order in FO4 edit, applying a filter to show conflicts, etc., and it shows 'green' - no conflicts. Boot it up into the game, though, making sure the mod is enabled dead last in the in-game mod load order as well, and nada. Just a rattle and toy car. On the flip side, there is another mod that adds lootable vault suit boxes to vaults. I do admit that I am thinking there are dirty edits involved in this one, but it has a similar prognosis. Everything looks great in FO4edit...no conflicts reported, but if this mod is too high up in the load order, it doesn't function and the boxes revert to static. What *really* makes this odd, though, is there was an instance where the only mod that loaded after it was one that added new hairs to the game. *Totally* different animals, not even touching the same types of things...or even similar things... but lo and behold, the mod didn't work, thanks to whatever odd conflict it still managed to find. As of last test, it was working in its current load order in the OP. This is one reason why I am suspecting that the load order that Fallout 4's in-game mod manager *shows* us and what it is *actually* loading them as are two totally different things sometimes. The modding community had the same frustrations with the Workshop mod manager for Skyrim, iirc. I am retired from a 30+ year career in the IT industry myself, so I tend to mind that I don't come off as 'that guy' when asking for tech support - you know the one.... "My computer was working just fine till this morning. Fix it for me quickly because it is ALL YOUR FAULT!" I obviously don't have the physical scars to prove it but, as tech support, I've been nailed to that particular cross more times than I care to count. LOL
  21. The game is installed to G:\SteamLibrary\SteamApps\Common\Fallout4 and was installed there by Steam, with me setting the Steam Install directories (I keep Fallout titles on one SSD, Elder Scrolls titles on another), just to make sure things like registry entries, etc., were made with no user-tampering (like copying/moving a directory from one place to another, etc.,) I have full admin rights to everything and am not using a limited account. Yes, I run both MO and NMM as admin. Even when I tried the 'screw the managers, I will just install manually to see if *that* helps' approach, I launched the game as admin, just to cover bases. I installed both NMM and MO to the SSD drive ( G:\ ) to eliminate transfer speed differences between the ssd and non-ssd drives. The only thing that gets installed inside the Fallout4 directory though, besides F5SE, is FO4Edit. Everything else is sitting in their own directories off of the root, G:\ModOrganizer and G:\NMM, respectively. Thank you for the questions, btw. I hope my replies don't sound argumentative - you're doing just what I had hoped, making sure that t's and i's are crossed and dotted as they should be. I appreciate it..
  22. No - makes no real difference at all. Some load, others don't. Same with loose files. Even with the files physically in the correct fallout4 directories and with MO completely out of the picture, which is what is driving me nuts.
  23. I do try to start with bare minimum. Stuff like CBBE and DEV_UI is about all I have active, beyond just texture replacers (which use no esps) during the tutorials.
  24. Like I said, I have tried (begrudgingly) installing through NMM and manually, to try to eliminate MO as the culprit. The problems persist even then. To answer your other questions: 1 - Tried this often. I download the mod packages onto a non-ssd drive to save space on the SSD and to make it easy for both MO and NMM to share a downloads directory. The only issue that MO really seems to have is a small one with not copying all meshes and textures at times (known issue) but, like I say, even manually hand-placing them into the fallout4/data/textures directory and removing that task from MO's chorelist entirely doesn't help. 2 - To be honest, there are very few of the mods that I have that I've seen on the workshop and, even then, I trust external managers and user control over the 'next come, next serve' way that the built in mod manager seems to handle load orders. Plus, after I did give it a shot, uninstalling the mods was a nightmare in itself, since it kept saying I had downloads in progress, etc., when I didn't. Finally had to renstall the game to get rid of that issue. :( 3 - I try to keep it around 100, even though I know the cap is ~255. Less cooks in the kitchen, the better, it seems.
  25. First of all, I want to give a huge thank you to anyone who reads this. Additional thank-yous for those who try to help. It isn't that I mind "Dunno, dude - sounds like it sucks" responses, but they are a bit of a tease when you are hoping that the reply notification is a signal that someone is posting up a solution, y'know? I have tried to Google the answers myself, but a lot of the posts are dated (like talking about waiting for WW/Automotron to come out in a few months or talking about old betas) or Google keying in on the wrong terms (like giving me links to Fallout 3/NV threads), so I figured I'd ask live people in here. In order to make this wall-o-text a bit more readable, I'm using spoiler tags religiously. To start things off: My specs. Video: Geforce GTX 970 (primary card), Geforce GTX 760 (secondary, dedicated to PhysX) - No SLI CPU: AMD FX-6100 Six-Core Processor (3.30GHz) RAM: 16 GB HDD: 240GB SSD (133GB free) OS: Windows 10 Home (64-bit) Fallout 4 Version: 1.5.157 for PC (Purchased and installed through Steam) DLCs: Wasteland Workshop, Automatron F4SE Version: 0.1.13 Mod Managers: I use Mod Organizer 2 (2.0.4a) primarily. Yes, I am well aware that it is in alpha, and yes, I know that it works though a virtual files system. This fact, and the control it gives me as far as shuffling overwrites without having to uninstall and reinstall ten different mods, etc., is why I use it. I also have Nexus Mod Manager 0.61.23 installed and have tried that to see if any of the problems were due to MO. They didn't seem to be. (nota bene: If you hit 'reply' just to start a "Mod manager X is better than mod manager Y war/debate, please don't waste my time or yours. Now, if you use the same mod manager and want to suggest a fix/workaround, that's great. In the same vein, while I appreciate sympathy, I'm looking for more solutions-based responses than "I don't use that mod manager, sorry." replies, thanks!) All Fallout 4 files validated almost daily. My modding experience level: I've been modding my games for years - Morrowind, Oblivion, Skyrim, Fallout 3, Fallout: New Vegas, Fallout 4. This included both using mods as well as making them. Not a total newbie, but currently at a loss and think a fresh set of eyes or two might help me get on the right path. My current Fallout4.ini: My current Fallout4Prefs.ini My current Fallout4Custom.ini My current Fallout 4 load order: (Mods in italics are mods that I have made and are not on the nexus. Most, if not all, of these homebrew mods are merges of smaller mods that just alter vanilla records). Each mod has been installed and tested alone or in batches of 3 to insure no CTD, and all were installed strictly according to their directions on their description pages (if supplied) to make sure there were no conflicts or missing dependancies. loadorder.txt is locked (read-only) as is plugins.txt. Plugins.txt has been edited with the * workaround to 'enable' all mods. Here are the problems. I will list each individually since they don't all happen at the same time or with any discernible pattern. 1 - Missing Vault 111 elevator. 2 - Losing mods and/or content *during* a game session. 3 - Some textures and mods work, while others don't. I have had a few other problems, but it is getting late and I am getting a headache from fighting with this game for the past month and a half, so I'll cut off the OP right here, allow some time and answers to drift by, and then possibly continue posting my issues in this or another thread. Thanks again for anyone tossing brain cells at this. I really appreciate it.
×
×
  • Create New...