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laowai68

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Posts posted by laowai68

  1. I've been playing and modding my release day install up until now. It worked surprisingly well until just recently when settlements broke and stopped functioning as they should. No one except for named settlers would man their assignments, but they still performed their tasks. Vendors vended, farmers produced food, etc. At level 160, it was time for a restart. Then my four year old PC began giving up the ghost.

     

    I finally have the chance to start over. I love the mods I use, but info I've read here tell me that some are less than ideal. From what I see, two in particular, Spring Cleaning and Don't Call Me Settler, should be avoided.

     

    Is Scrap Everything a good replacement for SC?

     

    I know Don't Call Me settler breaks things. What's a reliable replacement? I've been looking at What's Your Name? Is it any good?

     

    One thing I like about DCMS was that it let you choose the male/female ratio. I choose 40/60 male/female in my playthroughs. In In my head lore I figure it's the men going out to get killed by deathclaws and other threats, while women held the fort so to speak. Is there anything else that can do that?

     

    Also... How do you list your installed mods here without using images. To meet the 250 KB limit, my attempt looks like it was done on a potato.

     

     

  2. I-pad. Kidding.

     

    You provide no budget nor do you indicate the computer's primary purpose, so I'll say: A really fast computer. (Edit: You did say cost was no object. Please, forgive my comment, it was beer related.)

     

     

     

    But for a 4k rig it is 8700k/1800x and GTX1080ti and 16Gb of RAM

     

     

    What socket/system board does an 8700k ride on?

     

    I'm on an Intel Z77 - i7 3770 @ 3.4 ghz and am thinking my GTX 1070 performance is getting cpu/memory limited

  3. In my current game, Shaun somehow imported the usual settler AI (sleeps/wakes up on the usual schedule, roams the whole settlement, uses workbenches etc) and grew to adult size (I can set him back to kid size via console, but he eventually regrows).

     

     

    I would love to know that console command.

     

     

     

    It seems to be linked to their sleep pattern somehow as they grow to adult size when they go to bed.

     

     

     

    In my experience, kids need both kid sized chairs and kid sized beds. I've watched child settlers at a settlement bar ( there for a bourbon, I suppose) and grow before my eyes when they sit on the bar stool.

  4. @JimmyRJump

     

    Thanks for the reply. I don't have any mods that add settlements or expand existing ones. Which ones do you use that you find work well?

     

    I do have some mods like Tales of the Commonwealth installed which add a bunch of map markers. Maybe one of those is interacting badly with another mod or vanilla. I'll admit that I'm terrible about updating mods once they're working and don't have the patience or time to figure out which one is the culprit.

     

    It's not a big deal as the settlements still function, generate caps and all that stuff. I can't confirm, but it seems those settlements no longer get attacked anymore. That's fine because with uncapped settlement surplus, the others are attacked plenty enough to keep you running around.

     

    The only nuisance is that supply lines don't work, but I just figured out which settlements lost their names (Oberland, Mirkwater and Finch Farm), made a *.bat for building materials, dumped them into the workbench and got on with building and killing super mutants.

  5. I have run into the bugs regarding settler assignments. On my current save, (35 days, level 157, 110 active mods and 124 plugins. ) I have the assignment delay. (understandable as all have 29-50+ settlers and no settlement budget/limit)

     

    I also have settlers having been assigned but not going to their work areas (vendors and guard posts). They will trade, but are nowhere near their posts.

     

    I also get the opposite where vendors will go to their stalls, but when you try to trade, all they want to do is tell you about that farm run by ghouls.

     

    These only affect some settlements, while others work perfectly. (Well, as perfectly as can be expected) I do use DCMS, but never updated it past V 1.05. It has worked really well on my playthroughs with no ill effects. I believe it was only after the author began to expand the scope of the mod that problems began to arise.

     

     

     

    I have the same issues. All new settlers are deadbeats. I tried the console but all variables are True. However all settlers can be assigned to Sim settlements items (houses, businesses, military etc) with no delay. I can't assign to vanilla resources or supply lines. I tried spawning new settler via console and that had the same issue.

    Like I said before, if and when you can't assign settlers to a supply line (because the settlement you want the supply line sent to isn't in the list) then check your PipBoy's settlement list for Commonwealth entries. If there's a Commonwealth entry you have a mod that adds a settlement which doesn't work like it should.

     

    Also, on the vanilla resources, when you have a food/water surplus (meaning, more than needed) then settlers will stop working the fields because they don't need the food/water. This happens in all settlements that have their WorkShops connected from the moment one settlement has enough food/water to cover several settlement needs. Settlements that haven't yet been connected to the storage cloud (through supply lines) will have the settlers keep to their assignments.

     

    To test this, take all water/food out of the WorkShop from your main settlement (the one where you add most of your found junk; usually Sanctuary Hills), add crops to a patch of land and assign a free settler to it and see what happens.

     

    Settlers still not performing like it should could also be caused by having added buildings or altered terrain in such a way that the nav-points (the in-game set points along a route a settler/NPC takes to go from point A to point B) are no longer there or an object is blocking the path normally taken.

     

    This can even be caused by adding stairs/ladders the NPC have a difficulty to tackle. In this case, either the settler will remain standing in a certain spot for longer periods until the A.I. of the game has re-calculated another route or the settler will start roaming around aimlessly.

     

    Then there's settlers that accept an assignment but don't go do what they were told to do. This could be caused by the setller being a Synth spy. Sometimes these act like any other settler, but as many times they show either reluctant or even completely erratic behaviour.

     

     

     

    I quote this for a couple of reasons: I want to ask about settlements being listed as Commonwealth entries. I have no mods that add settlements, but I do use Move That Workbench. I wonder if that mod can also cause this behaviour.

     

     

     

    Settlers still not performing like it should could also be caused by having added buildings or altered terrain in such a way that the nav-points (the in-game set points along a route a settler/NPC takes to go from point A to point B) are no longer there or an object is blocking the path normally taken.

     

    Yes, 1000 times, yes. Take into account the settlers' braindead pathing when building settlements.

     

    edit: because I can't into grammar.

  6. I use DCMS v1.05 plus Better Settlers without issue for many a play through. Average settlement size is 30 with a couple at 50+. That's with 59 active mods and 69 plug-ins. If memory serves, all 1.05 does is name settlers, allows you to choose male/female ratio and set NPCs to essential or killable. A reminder to all that the latest version isn't always the greatest version.

     

    Reading this, I just dumped a copy of my NMM folder with the 7z and Rar files onto a second and third hard drive. Too many great mods that I'd hate to lose, like DCMS and DDproduction's work like the .50 Desert Eagle, Thumper, 1x1 foundations...

  7. I agree that money is the motivation. Consolidate the product and extract the greatest profit from the minimum of effort.

     

    That is a very short sighted view, especially for a franchise like Fallout. A world of Call of Gears of Counter Strike has made games a disposable commodity.

     

    That doesn't even begin to address that the RPG element has been all but eliminated to cater to the casual gamer. Does anyone remember Fallout when a particular faction was unwelcoming to you if you were a good guy or even outright hostile if you were really good. The flip side of the coin was equally true. In F4 you can be whatever and everyone will be friendly, just to move the plot along.

     

  8. I'm old. I don't want to see the PC as a gaming platform reduced to a console that can do every thing that someone in /current year might need to do. (think video editing, audio recording, financial planning, whatever) The 1.5 update is a fine example of our future.

     

    The last console I had was a Sega Saturn, and that was immediately ditched as soon as PC became a truly viable platform for gaming. The quality, variety, complexity, and depth of PC games was far superior to anything else on offer.

     

    That is disappearing now as we appear to be in a Stukka dive bomb trajectory to achieve parity with the lowest common denominator.

     

    Fallout 4's latest update to 1.5 is a fine example of my point. With little to no effort, Bethesda could have made their new mod model an option for PC gamers, but rather they chose to foist their vision of a console experience upon those who have no desire to partake.

     

    I played the first Fallout in 1997, (and I was old then) and the progress this franchise has made boggles my mind. It's truly a shame that publishers today need to cull that progress to accommodate the console crowd, always to the detriment of those who prefer the PC.

     

    If you want to vent, this thread may be a good place to do so.

     

    In the interest of making this more than a rant, if anyone is having problems with the current situation, this thread and some google may help:

     

    https://forums.nexusmods.com/index.php?/topic/4096230-this-ingame-mod-bulls-has-to-stop/

     

    edit: spelling and punctuation

  9. I'm using 61.22 version of NMM and I still need to re-enable everything every time. I will try to disable and re-enable every mod I use, (all settlement/clothing/weapon mods, about 12 to 14 in total) in NMM, but honestly, at this point I'd rather get drunk and watch cat videos on youtube.

     

    edit: I found my plugins.txt file, removed the read only flag, and added the *s.

     

    I would see if it works, but now I'm drunk and watching cat videos.

     

    Thanks Bethesda for making a great game/franchise less fun than substance abuse + mindless entertainment.

  10. Just use the latest version of NMM and don't touch Bethesda's mod menu... it's really as simple as that.

     

     

    I have updated to the latest NMM and I still need to activate each and every mod using the in-game interface. I'm sure I'm doing it wrong, but it still saddens me that that, in a effort on consoleify this game, Beth completely unsolved a solved problem for PC players. Worse, it was a problem that was solved not by their developers, but rather by the efforts of their enthusiastic community no less.

  11. I posted this at beth.net.

     

    "You have taken a solved problem (F4 mods on PC) and unsolved the ever loving life out of it.
    You sold me a car that can turn in both directions and then proceeded to update it so the car can only turn left because SOME people only watch NASCAR.
    Offering a simple option for PC players to choose an alternate mod loader would require fewer than 10 lines of code.
    I'll go back to trying to puzzle out workarounds for these new great new features while beth.net redownloads all my mods that are already on my hard drive.
    So, yeah. Thanks for that. Posing here is much more fun than playing Fallout 4."
  12. All you have to do to fix this is create an account on Bethesda.net.

     

    Launch the game.

    Go into "Mods"

    Log in (one time only)

    wait for bethesda to sort it's self out.

    Press T (to enter your load order screen)

    Enable all your mods. (mine said something about still downloading soming but I exited anywho)

    Wait for it to "reorder" your mod list (it'll put them in the order NMM has them)

    Load your game and enjoy your mods.

    Great. That works with mods that are not hosted/sanctioned by Bethesda? Glad I went to the recycle bin and restored my last half dozen saves.

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