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bluemoonies

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Posts posted by bluemoonies

  1. A quest script spawns the prizes. The script called "DLC04_NukaCadeQuestScript" and the quest "DLC04NukaCade". The actual item is picked randomly from a LeveledItem (DLC04NukacadeLeveledItem1 - DLC04NukacadeLeveledItem5).

     

    To change the default prizes, you can either modify the leveled lists or the script property:

     

    1. Leveled lists: simply add new items or remove the existing ones

     

    2. Script property: remove the leveled list you don't want and then add a new one

    thank you for answering, i ll try the LL method hope I can manage that
  2. hey, sorry for the long waitingg period but I hadn t much time to boot the game, let alone test it, I did grab some screenshot that i m going to post later but in short, the ghouls outside cambridge had nothing showing up with the sv command, there s a bos member permastuck in my settlement attached to some quest according to the sv command and lastly the mutant attack inside the boston library was never cleared by the game, resulting in a huge amount of corpses piled up all attached to some quest
  3.  

    I found out that ghoul corpses outside cambridge that spawn on your trip to arcjet are still there, preventing a random encounter from ever occourring there as well as dogs near arcjet system, do these have a marker too that can get disabled to make the RE appear again there?

     

    ResetInterior works on interior cells only so I guess you used the game setting method from the CK website to reset all cells. Were you in the Cambirdge Ruins during the cell reset? (It doesn't work in cells which are currently loaded).

     

    RE quests are very different. Open the console, click on one of the ghoul corpses and type "sv" (called ShowVariables). This command will show if it's an alias on a Random Encounter quest. Like Alias_Corpse01 on quest REXXXXX quest..

     

    (UFO4P fixed the RE quest bugs and the MS13ChemDealLatimerMarker has nothing to do with RE quests).

     

    But did you mean the random encounter marker on the bridge to the Beantown Brewery?

    thank you for reply and yes I was inside home plate when I did run the commands to reset everything and indeed all the cleared tags disappeared from the map, apart from the non respawning locations ofc, that is a good interior to run the test right?

    I wasnt aware of that command, I will do it asap and report back.

    Ye i m using ufo4 on this save and the encounter on the bridge still plays fine there, maybe it s just a coincidence but I rememeber that before I did the arcjet mission that spawned those corpses I was always finding patrols over there

  4. I don't use UFO4P so I don't know.. But if you're interested, here's their official bug tracker link.

     

    Cells of a "non-cleared" location reset in 72 ingame hours while the "cleared" ones in 96 ingame hours. Note that the reset timer always gets reset when you enter the Back Street Apparel.

     

    You can "force reset" interior cells.. You shouldn't do this if you have a quest that relies on that location.

     

    1. Create a Hard Save

     

    2. type "ResetInterior BackStreetApparel01".

     

    Another option is to reset every cell in the game. Here's how to do it.

    thank you very much for reply, this was really an interesting read about how the game handles some stuff. I did indeed reset the cell of backstreet apparel and it worked just fine and I tryed to do that with other cells as well and I found out that ghoul corpses outside cambridge that spawn on your trip to arcjet are still there, preventing a random encounter from ever occourring there as well as dogs near arcjet system, do these have a marker too that can get disabled to make the RE appear again there?
  5. thanks for reply but I think I wasn t clear enough, I m talking about the raiders inside the interior zone, not the exteriors, those work just fine for the most part and also on this save I didnt even enter the colonial taphouse once, so the quest isn t even triggered in the early stages afaik. Anyways i ll try your fix for another save, that stuff always bothered me, so thank yyou vvery much for that)

     

    p.s. you mentioned vanilla in your msg, does that mean that this is fixed in the unof patch? i never did that quest on a save with it enabled

  6. Hello there, as title says I did recently come back to that dungeon to finish a mm quest and noticed that all the raiders, minus the previous boss corpse, are still there. There were also only 2 raiders ad 1 turret in total that did respawn, the loot respawned just fine as expected.

    The location lost the cleared status since forever in my game since I vvisited it during the early hours of this playtrought.

    Is this normal behaviour? thanks in advance for help

  7. t

     

     

    Hello there, as title says i m trying to make a random event appear not for just 1 time. Is there an easy way of doing that? The random event I would like to repeat is the ferals of sanctuary hills, I remember it was quite some fun when it appeared in vanilla. Thanks in advance for help


    i got it more than once for sure trought the game, at high level they are all charred

     

    thanks, i will have a look at it

  8. Hello there, as title says i m trying to make a random event appear not for just 1 time. Is there an easy way of doing that? The random event I would like to repeat is the ferals of sanctuary hills, I remember it was quite some fun when it appeared in vanilla. Thanks in advance for help

    i got it more than once for sure trought the game, at high level they are all charred

  9. If you'd like to use the vanilla script, go to your Fallout 4 installation folder:

    C:\Program Files\Steam\SteamApps\common\Fallout 4\Data\Scripts\Base

     

    You'll see the Base.zip file in the Base folder. Open this file and extract the TrapBarnacle.pex file to your Scripts folder:

    C:\Program Files\Steam\SteamApps\common\Fallout 4\Data\Scripts

     

    So it should look like this:

    C:\Program Files\Steam\SteamApps\common\Fallout 4\Data\Scripts\TrapBarnacle.pex

     

    If I remember correctly, they also modified the TrapThistle.pex file too. You could do the same:

    C:\Program Files\Steam\SteamApps\common\Fallout 4\Data\Scripts\TrapThistle.pex

     

    A bit off-topic I know, but what was the problem with your random encounters? Did they dry up?

    thank you again for the detailed reply, I really had no idea about these folders, will definetely try it out!

    regarding random encounters yes, they did indeed dry up, on top of my head campfire encounters were either empty or occupied by something or someone like the gassy settler, chockepoints encounters never showed up anymore after triggering them only once and lastly automatron blocked a couple of random encounters hotspots like the ones from the robobrain quest that prevented anythhing else to spawn

  10. Well, it's really unlikely UFO4P causes this. I have to look into these Barnacles in Creation Kit.. Hopefully, I'll find something.

    Â

    EDIT: Okay, found it.. You can see the changes they've made here. They modified the TrapBarnacle script. I'm not suggesting it, but obviously it's your decision whether you use the script from UFO4P or use the vanilla one. Note that they will not provide support if you choose to use the vanilla script.

    Â

    You can trust the UFO4P team, they obviously know what they're doing :)

    Â

    But if the radiation coming from the barnacles really bothers you, you can:

    Â

    1. Open the console.

    2. Click on the barnacle

    3. Type "SV"

    4. You'll see the created reference of the "MyHazard" (it starts with FF). If you type: "Prid FFxxxxxx" (where xxxxxx are the numbers after FF) and then "Disable", the radiation effect will disappear.

    Â

    The console commands I wrote were meant for testing only, you shouldn't use them during gameplay.

    thank you, I do really appreciate the help and the link, so basically if I get this right, they did intentionally alter it cause the original script was throwin errors of some sort? I can understand the logic but I really don t agree about them altering how the trap should work, but that s just me.

    Also got no idea on how I would revert that change or even make it more vanilla friendly. Honestly if it wasn t for the fix to the random encounters they did, I would probably still play vanilla

  11. I see. If disabling UFO4P alone solves this issue maybe you could check if it's a feature of UFO4P.

    i checked their changelog and I don't see anything regarding that, I even wrote on their mod page to ask if it was intentional or a bug but they decided it was best to delete my comment

  12. It sounds interesting.. you could try opening the game with no mods to see if it still happening. Maybe it's a feature of a mod? Where are these Barnacles?

    If I do just remove the unofficial patch they do return to normal behaviour, just tested it. As to where they are, they are mostly in far harbor and very few in the commonwealth, in my game it happens to every single barnacle, be it in an interior zone or exterior.. I also assume this could be very problematic in settlemets that have them like the dalton farm in far harbor, since cells dnt reset in settlements

  13. Hello there, as title says in my game every barnacle i meet doesn t stop emitting radiation. Normally the radiation cloud should last around 10-20s but in my game it last as long as i m in that cell.

    Does anyone have any clue about what could be the issue? thanks in advance

  14. I saw the livestream last night and mess their Discord was in after the incident with a certain team member and I couldn't believe what I was seeing, whatever people think of the mod the devs do not deserve the sheer volume of hate being thrown at them, these entitled basement dwellers are behaving like it's a product they paid for, I can understand people getting angry and cranky when they've paid for a product and the company has a delivered a poor one, Fallout 76, Cyberpunk etc but to do it with something they were given for free is idiotic. Criticism can help people improve, abuse serves no purpose other than to hurt people and show the abusers up for the mentally subnormal individuals they are.

     

    100% agree with this, you couldn t have said it better. Even if the mod was s#*! from start to finish (and it isn t in the slightest), they would deserve nothing but praise.

    I don t know if people even grasp at the idea of working for something as long as 7 years just with your passion as motivation with a team that probably was more often then not less than double digits number.

     

    I can understand maybe the mod didn t live up to your expectactions but was there any reason to not just move on and let it be?

  15. hello there, I have a problem with 1 texture turning white when I do pack it inside ba2, i packed thousands of textures and this is the only time I have this problem. This texture covers 3 items but for some reason 1 of them works just fine. If anyone can point me to where to look for I would be really grateful, thanks)

  16. Hello there, as title says i'm having some strange texture issues after i packed the armored leotard textures in a ba2. The strange thing is that the further away is the camera from the object, the less affected it is from that stuff (as you can see from the pics). I packed plenty of other stuff and this is the only time i'm experiencing this glitch, would appreciate some help, thanks)

     

     

     

    image.png

    image.png

     

  17. thanks guys, i think i'll keep them at 3gb max) . One last thing tough, do meshes and materials need to be compressed with default right? I saw some people that do compression None when it comes to the main ba2

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