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Everything posted by dferstat
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I'm trying to build a hexagonal greenhouse to fit into Glitchfinder's We Can Live In - North Point Park. Of course, rectangular greenhouse roof pieces aren't going to fit very well. Now, I was sure that, somewhere, I saw some triangular greenhouse pieces that would work. However, I'm darned if I can remember where I saw them, and haven't been able to find them in my downloaded mods, or on Nexus. Is anyone able to help, or did I imagine it?
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PLease see: https://feedback.nexusmods.com/posts/1617/ignore-users-on-main-site
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On a mod's comments page, I've received a particular reply to one of my posts, and I don't like it. I'd rather not see see any further posts from this user because: 1) they might, conceivably, upset me, and 2) I'd rather not be tempted to make a response that might be considered offensive, or in breach of forum rules. Now, I've added this user to my Ignore list on the forum, but this doesn't seem to affect the main mods site. Is there any way to hide posts from selected users on the main site?
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I also have this problem. Several weeks ago I stopped tracking Gore - A Companion Mod. However, I'm still receiving notifications for it.
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I'm posting this here to Mod Troubleshooting, rather than Technical Support, as I'm having an issue with a particular mod. However, as I've been able to get the mod in question working flawlessly on a different play-through, I'm presuming that the issue is either a mod conflict, or a game bug expressing itself. I've been using Atlysan's Lynn Pier Parking Settlement quite successfully in a previous play-through. By this I mean that: 1. I can enable Workshop Mode while at the location. 2. Happiness starts at 50%. 3. It shows on the map as a settlement, with population and happiness. 4. It's listed as a workshop on my Pip-Boy/Data/Workshops. 5. I can send settlers to it, and use it as a provisioner destination. However, on a new play-through, things are different. I first noticed issues when I claimed the settlement, and then tried to base a provisioner there. I found that I couldn't find Lynn Pier as one of the available settlements. I checked my map, and found it visible, with population and happiness. However, I couldn't find it listed on my Pip-Boy as a settlement. I then loaded a save from immediately before I discovered the location, and tried again. This time, despite claiming the settlement, there are no settlement stats on the map, and it's not listed as a settlement. Two further attempts repeating this procedure gave the same results. I'd be grateful for any help in diagnosing, and hopefully fixing, this problem.
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Steve40 tells me, via PM, that they haven't yet decided what to do with CWSS.
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Voiced companion mods that I've enjoyed include: Buttons Darlene Ellen A radical change to the vanilla Cait is: Cait as Female Half Super Mutant especially when paired with: Rugged Voice for Cait
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I'm getting really worried about the Nexus site, simply because of the mods that are being removed from it. Just off the top of my head I can think of three major mods just for Fallout 4 (CREative Clutter, Do It Your Shelf and now CWSS) that are no longer available on the Nexus. Not only is their absence a blow to mod users, but it's also a blow to the many mod authors whose own mods required these. The recent disappearance of CWSS is also a blow to me. I'm working on a few settlements that I want to upload as blueprints soon, and I was going to use CWSS. CWSS is, of course, the go-to mod for bathroom fit-outs, having a wide range of easy-to-use pieces, along with appropriate animation. Well, it was the go-to mod. While many older users will have already downloaded CWSS, newer ones won't be able to, so I'm going to have to go back the drawing board, and try and find another mod to replace it. Oh, and I'll have to cross my fingers and hope that the replacement(s) won't also disappear. Of course, there's always the risk that any given mod might disappear from the Nexus. The Nexus has no way to guarantee that a mod author will always want their work available. Conversely, the Nexus shouldn't be making mod authors want to remove their work. To the best of my knowledge, each of the three mods listed above was removed by their author(s) because these authors were unhappy with Nexus policies regarding control of the mods, more specifically regarding the much talked-about mod packs. Some authors have written at length about issues that are important to them, such as interaction with, and feedback/endorsements from, users. They're also concerned about getting blamed if their mod conflicts with another mod it's packed with, as there's unlikely to be support from the mod packager. They also don't want their hard work lining the pockets of mod packagers, especially when mods are created to be free-to-use. I understand that it's important that the Nexus, as a business, has a solid financial footing. But if, to achieve this, mod packagers make money while content creators not only don't, but at the same time lose the only reward they do get (interaction with users) then I think that we've wandered into Faustian pact territory. Not only that, but I fear that such a move may be self-defeating. The less attractive it is to create mods for the Nexus, the fewer people will post them there. The fewer mods, the less attractive the site will be for users, meaning less income from both memberships and ad revenue. And yes, I know that there's been no announcement, official or otherwise, detailing what, if anything, will happen with mod packs on the Nexus. However, the simple inability to opt out of mod packs is clearly enough to make several authors remove their high-profile mods. The uncertainty on everything else probably isn't helping, either. And what am I going to do? Am I going to keep trying to build my settlements, when people mightn't be able to use them because a dependant mod has just vanished? If I do upload, do I abandon any hope of trying to control how my mods are used, or distributed? Perhaps I should, instead, start playing some of the other games I own, and say goodbye to Fallout for a few years, or at least until the dust settles at the Nexus.
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Problem with message in Workshop mode
dferstat replied to dferstat's topic in Fallout 4's Discussion
Remember I said that with the message box up it wasn't responding to the keyboard? Well, I was dead sure that that included the Return key. I was sure that I'd hit it while I bashing about trying to dismiss the message. Well, maybe I didn't, because I've just found that this does, indeed, fix the problem. Sigh ... Many thanks, again, for all your help. :) -
Problem with message in Workshop mode
dferstat replied to dferstat's topic in Fallout 4's Discussion
Disabling Extended Dialogue Interface did not, alas, fix the problem. However, checking that mod's page, I found that I shouldn't be it running alongside Full Dialogue Interface, so thanks for your help there. :) I'll keep plodding along. -
As some may remember, when you make your first logic gate the game issues a popup message describing them. The problem that I'm having is that, in my current game, the formatting for this message is faulty, and the button to dismiss the message is below the bottom of my display. As a result, I can't dismiss the message with the mouse cursor, and the game ignores almost all key inputs save the key for the console. See: http://davidferstat.com/cases/case_0009/logic_gate_message_error.jpg I'm presuming that I've got a mod conflict somewhere, but with the number of mods I'm running I'm dreading trying to isolate it by the old "eliminate them one by one" method. If anybody has seen this before, and knows a way around it, or, alternatively, if anyone knows how to stop the message appearing in the first place, I'd very much like to hear from you. :)
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anybody knows which mod this is? (+18)
dferstat replied to nonofyodambiznes's topic in Fallout 4's Discussion
Possibly Devious Devices, but I can pretty much guarantee you'll get a quick answer over at Lovers Lab. -
Your "best approach" would be to take this to the Vortex support forum, because clearly you're having a problem using Vortex, rather than Fallout 4.
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I'm sorry, but I fail to see the relevance in any of what you've posted. There's a "little cog", as you describe it, on the forum pages. However, I'm not discussing the forum. I'm discussing the pages for individual games, and, when I'm logged on, there's no little cog. And, given that the site has search capability, suggesting that I leave the site to search on Google is, to be blunt, somewhat ridiculous. Neither was I discussing keywords or tagging. I was, instead, discussing the search for mods based upon their names. I'm not "putting the blame on Nexus". I am, however, highlighting an inconsistency in the design of the site, and demonstrating its effect.
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If I go to the game's sub-site, and search for a mod, the search box at the top of the page will search for all mods whose titles INCLUDE the text I provide. However, if I'm adding a new file, the search box that allows me to specify required files will only return titles that START with the specified text. As an example, if I search Fallout 4 mods for the text "thicket", I get six results returned, including neeher's "SS1 Thicket Executions". If I try to add a new file, and enter "thicket" in the search box for requirements, I only have two to choose from; "Thicket And Concord Parking Settlement Spot" and "Thicket excavations settlement". To add neeher's mod, I have to enter "ss1", which is probably not the most memorable part of the title. For consistency, and for convenience, all these search boxes should search for included text, not just initial text. As background, this came up as a result of the problem that CrimsonReaperRT had in loading his new mod Le-xi's Scuba Park.
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Damn! Always something new to learn. :) Many thanks!
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This is what I would have suggested. First, create a new save. Next open up the console, select the wire, and type disable If this makes the desired object vanish, type markfordelete If disable hides the wrong item, you can just load the earlier save and try again. "Why two steps?" I hear you ask. "Disable" hides the object. "Markfordelete" tells the game to completely remove it. EDIT: Just to clarify, what I would have recommended is HeyYou's answer.
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Try ccmads' "Settlement Objects Expansion Pack" (https://www.nexusmods.com/fallout4/mods/10075). There's an SOE section on the Power category, and in that category, you'll find sub-cats of wall, floor and ceiling light. I use a lot of spots in the warehouse I'm building, as they're bright, illuminate the floor, and cast light and shadow.
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There's also DeadPool2099's Bullpup Bozar (nexusmods.com/fallout4/mods/28478).
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Heterosexual Pride mod taken down
dferstat replied to DimosZargarda's topic in Fallout 4's Discussion
Way to go. Imply that site management are lying. You're really trying to make friends, aren't you? -
Heterosexual Pride mod taken down
dferstat replied to DimosZargarda's topic in Fallout 4's Discussion
Hmm ... how do you stand on the the old test of shouting 'Fire!" in a crowded theatre? Do you hold for free speech, even when such speech is objectively harmful? How do you stand on incitement to violence, perjury, food labelling, slander, and the manipulation of stock prices? -
Heterosexual Pride mod taken down
dferstat replied to DimosZargarda's topic in Fallout 4's Discussion
StormWolf01 and HeyYou say: -
Heterosexual Pride mod taken down
dferstat replied to DimosZargarda's topic in Fallout 4's Discussion
Except, of course, that they don't. I keep asking you, and StormWolf01, to provide some evidence to support your claims. You two keep not doing so. If my statements, as you insist, are factually incorrect, then PROVE IT. -
Heterosexual Pride mod taken down
dferstat replied to DimosZargarda's topic in Fallout 4's Discussion
No need. I think I made my point clear enough. It's probably too far back for you to remember, but this thread started with people wondering WHY the mod in question was hidden. In my post, I owned to my contributions, and gave my reasons for doing so. Since then, you've continued to make statements that are objectively incorrect. Because your statements have the power to misinform others, and to reinforce dangerous myths, I've taken the time to rebut them. And no, I don't expect to change your mind; you've demonstrated that you're impervious to logic, or to new facts that don't fit your world-view. However, I want those people who still have an open mind to see the evidence, in the hope that, once informed, they'll reach conclusions based upon fact, rather than lies.