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Blinxys

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Everything posted by Blinxys

  1. Hey wysiwyg! Just came across this, sort of the opposite of what you requested, but proof that such a thing may potentially exist. (There is a wired wireless transmitter, so the inverse may apply somehow). Take it up with the author there, seems quite proficient in may ways.
  2. What Stormwolf Says is true. :thumbsup: Just to be concise: Open console (~) type "help tessa 4" find the entry that is WEAP if there are multiples then type: player.additem ######## with whatever the code was for that WEAP entry. Repeat for Clint's rifle. ie. type "help clint 4" To clarify: (Initially, I just got you where you asked to go, getting you the items is a slightly different question)... So now you got what you asked for and more! :dance:
  3. Uhm, I don't think the game knows what you are trying to do. Erm, I mean it doesn't really do what you think it should be doing. As in: the baby is a piece of clothing to the game, the "dropped" is a standard "Go" or world object (clothing). The Crib isn't actually a functional crib (with collision and all, its a looks-like-a-crib prop). The baby is dynamically created/included in the scene itself and also just a prop designed only for this particular scene. (It's specifically hard-wired in effect). Think back to the opening sequence... You never actually see your spouse pick up the baby, (it's swapped via a script somewhere). There is a mod (not on this site) that handles this [presumably] with scripts and custom cribs/babies along with a whole lot of other reproduction related features. :blush: Short of that you need to repurpose/replicate augment the game's script, or roll your own script/baby/crib collision. None of which sounds simple to me.
  4. What you are asking is very situational, meaning: it depends on a few unknowns ATM. It's not all that complicated- once you get it. For the Texture/Tint: Make sure you are not experiencing the brown face glitch, (easy to detect because they will have no eyebrows). It could be a conflict because of multiple references to the same NPC with different/too many (or missing) face textures. 1) You might do well to check the RGB values of QNAM and Face Tint as that is key to their appearance. Or 2) Remove those entries altogether, and use LooksMenu to (re)set it on the character in game. (Save a preset for futureproofing). Or it might clear up once you decouple and deactivate Vex Plugin. As a matter of course on patch: You probably should have copied the whole NPC's (Eden's) entry into a new esp. Compare records with Vex plugin (control clicking each, right-click selection, compare records) and manually copied settings from Vex replacing values in new esp. That would have bypassed the two masters problem. Currently: In order to de-couple from the "Vex" master, you need to find all records referencing that plugin id (the first two of the eight hex numbers for the esp). This number will change in FO4edit based on what/how many plugins you have loaded at the time. i.e. Depravity 01 Vex 02 <- that's the plugin's id (for our purposes) Patch 03 Make sure (in this case) no records in the patch are referencing 02. Save Right-Click the patch and Clean Masters (remove unused masters). If it doesn't work you missed something. (In effect you are making sure the patch is not asking the vex plugin for anything anymore). As an aside: Make sure you are using Eden's entire Quest/Dialogue and not Vex's. (they are mutually exclusive). Advanced: In the end, for simplicity (for the game), once all changes are confirmed to be correct: Look into merging the patch overwriting directly into Depravity making the change permanent, (but also not redundant). Hopefully that will get you far, if you have more trouble, come back, here. There are many very helpful people here, and with the above you will have zeroed in on any issues that much further. Good Luck, you got pretty far on on your own already (for a newbie)! :cool: Hopefully that will get you far, if you have more trouble, come back, here. There are many very helpful people, and with the above you will have zeroed in on any issues that much further.
  5. It is indeed supposed to work like that, reading the mod's page goes far. :geek: There is a holotape that allows you to configure it, but the capability is intrinsic to the mod and settings. See if there is not a better setting to suit your needs. Otherwise, there is only the stray or custom gun designed without that capability, that won't do it. You can remove the function from your own guns if you like, but most people are happy when mods do what they say. :huh:
  6. Update: Reviewing the plugin/mod bug reports, there seems to an issue, unclear if it ever resolved itself but it spooked the mod download numbers for sure. :ohmy: So I'd recommend just getting there from console "coc QAsmoke" and see what does or doesn't happen from there. I've never personally gone there, but you know; now I gotta do it at least twice first to see what it is, then to decide if I like it or not.
  7. FO4edit. Load one,or both of the following into your game using Mod Manager of Your Choice. Combat Helmet Illumination Which will give you multiple examples Marine Helmet HeadLamp Fix Will give a single example If you can make sense of what is before you when you compare your helmet records with these, you are worthy to take the next step and make the edits you desire. Or, you will be able to ask a new question with increasing specificity. (It's kinda Zen like that). :mellow:
  8. I think what you are looking for is a console command. ~ coc QAsmoke although the wiki says this goes to tunnels, there is this mod: Entrance to QAsmoke Which is described as (and I Quote): "Ever wanted to enter the developer test cell QASmoke? Don't want to use console commands? Here is your solution! This adds a manhole cover outside Vault 111 [marked 'tunnels" which is the area name of QASmoke] that allows access directly to the developer test cell. It contains all the workbenches, every power armor set, and every item in the game. Once inside, there is a ladder to take you back up to the Commonwealth right where you left." (Emphasis mine). (I think that might be what you are requesting), The first item is direct in-game access via console. the later (mod) is a mod that will get you there from outside Vault 111 (without the console). Hope that helps! :thumbsup:
  9. Generally the maxim of modding (here) is "make a copy of the original to modify". In a case like this there is not reason to vary from that norm. :cool: In my sidequest to knowledge and adventure is the mission to promote relevant items discovered in the community to the community. This is one such occasion... Check out: Fallout 4 Mining System It is a (re)usable framework for settlement production. The companion mod: Useful Chemist Is a proof of Concept (POC), and does precisely what you are attempting with chems instead of booze. (Which would render the mechanical dependencies on the DLC script/quest negligibleat best). (I say this having recently noted the chem station's resemblance to a still, and the amount of alcohol in the wasteland, and the Bobrov's Moonshine, and I came to wonder)... Well then, where is their still hidden? (I smell another side-quest coming on here)... :wink: And when you are done with that... The same subsystem can be used to go fishing with: Basic Fishing :woot: (Why limit yerself, right)?
  10. Well, technically we are all walking swarms of organisms, some of which are viruses. There is much evidence to indicate that parasites can influence their host's behavior... So I am not really contradicting anything being said. Truly, it comes down to how we define things in our world (compartmentalization) that is our undoing. The Oppenheimer quote niston has in his sig pretty much sums it up. [sic] "It is perfectly obvious that the whole world is going to hell. The only possible chance that it might not is that we do not attempt to prevent it from doing so." - J. Robert Oppenheimer If we see it as a problem [that we must solve] that might be the crux of the problem... :unsure: Just ask Google's AI engine... Oh, wait you can't: it already decided (based on collective human data) that we ARE the problem. (So you would have to pose it as a question about dogs)... :rolleyes: So anyway, it's not all nihilism and atom bombs all the time. Sometimes you just gotta step back, sit down, enjoy an Ice-Cold Nuka-Cola and smile. :D Because irony is always delicious. :devil:
  11. Ok, According to last post: This mod works fine with SKE. The labels don't show on the containers Most of the nif files in the SKE menu are blank. Author's Plans were for: Make static items animated like containersNew skinsNew nif files for custom containersExpand selection According to the author: S.O.R.T seemed to be a solution, but it didn't work for me. I not only wanted the text to say something like "Weapons", but also to look different from any other box. It also did not integrate into SK very effectively. So, this would be my answer to the same challenge S.O.R.T is addressing. Note: Could not find S.O.R.T. on nexus anyway... :sleep: At any rate it doesn't look terribly unfixable... Not saying I'm the one to do it... :blush: This is just to put all the info here for consideration by the passers by.... Some wasteland wizard that is set up for this sort of thing could probably make it at least function again. :ninja:
  12. Been looking at Clipboard for a while, but it seemed to have some unresolved/unsupported issues last I looked. Would have been nice to have some of these functions built-in, but I considered contributing that to the nex-gen thread... :unsure: That and a HUD/UI that does look like a 4yo made it. :ermm: Transfer Settlement s is kind of stock in trade now AFAICT. So many things use it. As a companion mod, it looks like Workshop Plus is a very useful thing. :whistling:
  13. Seemed relevant to your method somehow- this just went up today: Small Letters Font It seems like punching buttons would have a 1st person anim floating around somewhere... Just sayin'... :huh: Like a finger to the dot in the center of the screen might be pecky-feeling in a HUD, but it's no worse than other mechanics in the game. (Ah yes, spin the mobile is close)... :pirate: Hooking the mp3 player functions through SUP from F4se may allow for: Terminal/Pip listing of songs/selection/options from a directoryDirect Streaming (through the system- outside of the game)Rename Anything end-user track name editingAnd a whole lot more... j/k :cool:
  14. That's the FIRST thing I thought when I saw this topic go up! :pinch: (And your have a backup of the backup thing)... It's doubtlessly gonna be a Game-Changer! :nuke: Been a lot of "upgrades" that I take a pass on initially, and sometimes permanently. Since THEIR progression :down: is not always necessarily MY progression. :thumbsup: Be interesting to see what they Do come up with though... :unsure:
  15. IDK, my understanding is windows 11 is pretty extensive in the linux/unix way, and based on UE5 documentation implying a lot of Ray Tracing algorithms are due to obsolesce there may be something big coming down the pipe in HW and SW... :woot: But native support? That's probably a non-starter on a retrofit, slipstreaming it over to a convergent new standard? Yeah, that's more likely to happen. More/better AMD Support would be where it should go... All the better for Linux in the end. :dance:
  16. That IS kinda cool! :thumbsup: Still think it would be really cool with live data. Could probably get a decent plot dump from Live Settlement Maps, (if you could string it up yourself). Edit: Ok, I tested out the Live Settlement Map and, dude, Dude... You gotta try this, just to see it in FO4! (It's like it should have been there all along). :yes: Pinned it up in the RR Office... Unbelievable! (It's a trip and a half). :wacko: Filled with delicious crunchy data goodness too. If you coould make it track hostile spawns, THAT would be A THING! :cool:
  17. Zorkaz already has a mod like that... Harvest Whales But there appears to be a vague issue with it. (enquiring minds)... :unsure: Mutant Menagerie has/had whales, but it appears to have splintered now... Probably in there somewhere though. :thumbsup: Happy Hunting
  18. The destruction is only like 2 settings in FO4edit, seriously easy, not even any scripts. :whistling: The mod works by augmenting base models in place, so it's pretty fool-proof. I could do it myself, but thought you might like to push it as a bug feature for the casual user. In my head-canon the [player's] pip-boy is the interface for anything electronic. Now that you mention it, would be cool if pip-boy captured pop-up menus so you had to open it up [forced]? to use them/it that way. To look close at something: I immediately think of the zooming into a terminal screen induction/transition. Anyway, yeah, an MCM option to choose how/where (it gets/you select) songs. SUP features (mp3) could really simplify a lot for all that is currently involved. :cool: nudge, nudge. :wink: Looking forward to seeing what you come up with! :dance:
  19. That all sounds awesome! Since you are a ways from finalizing things, coukld you make it compatible with Bubba Shot the Jukebox. Again.? I just installed and tested it, and must impart, it can be very satisfying. :devil: And just to contribute something to your efforts, mp3s have standard headers containing the information you were looking for, artist/title/track that can be read... Not sure if its the right thing but if you haven't discovered it: SUP seems to offer quite a few functions that go beyond what could be done a few weeks/months ago. :thumbsup: Says something about having an MP3 player... Have a look, :woot:
  20. Just scratching the surface here in a different direction, This is an in-game live map I am looking to test, "Settlement Maps" made using SUP. (I believe that means data could potentially be shared between mods). Would be cool to pipe and plot points from the data you are plumbing up, once you find it. :cool: Could make "securing the wasteland" a whole different proposition. :ninja: Like an active threat monitor, DIA 2287, Institute Surface Monitoring. Ooo, just realized it could track synth "away missions". Anyway, crazy tool, just felt like sharing! :blush: niston's a mad scientist!
  21. For autopilot just hit "x" (by default) anytime. (be sure to have a quest selected in Pip-Boy). Sentinel Armor* Oxhorn Video, (Creation Club Content) *this is not an endorsement in way and is only included as proof of concept. :armscrossed: Edit: Actually "Below the Belt" needs an "All Groin Shots are Criticals" patch. :facepalm:
  22. OIC, English Ivy around here is variegated (light/white edged) it's very ground bound, but I know what you mean now. At first I was just funning with you for a sec, but now that your pressing me, i'll explain myself... :blush: It's purely an aesthetic thing. Think it's more the original vines are so scraggly in comparison its a visual mismatch. (The vines need to be alive looking to support the plant-life). but I think I get what you are going for now. Your approach is spot on, and material swaps will get you far i'm sure. :thumbsup: So just to stay on topic: 30 years ago SGI made forests of fractal based trees that blew in the breeze and you could fly through miles of them. Next Gen? Please! :sad: We are bound to be the substance between the toes of giants who are apt to step wheresoever they will.
  23. Uhm, yeah don't know if this contains anything that meets your requirements, it's a bit over-the-top by your request. :rolleyes: But I saw this and thought of your post... here: NISTRON Electrical And Electronics Engineering Volume 1 niston could likely answer your queries quickest, but another of his mods require wireless power, so I'm sure He would be one who could point you right on that. :thumbsup:
  24. I know what you mean about what we think and what they do... May cause a rift in the event horizon where "versions are concerned". Or at least that's a predictable side-effect of such "overhauls". I'd like to see a whole lot more destructables and operables, along with general weather effects. But game co's will do what they do. On the upside they probably had a few cozy sessions with MS and got some $hit straight, or, you know... As far as performance of your project, It shouldn't be that bad... :sweat: Look at Forsythia Replacer and how they did it. You are just adding leaves to a few base plants that are "instanced" around (same model different position/scale). Then it's just a rendering issue, not memory. Will be a labor saver for you too. :dance: For thick foliage fake the interior with a "filler" texture. FYI: those leaves do not go with that plant. :yucky:
  25. Isn't there a spare room you can do that in or something? :armscrossed: Heh, (a question that is useful in more situations than this). :blush: But seriously, isn't that what the "test cell" is for?
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