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Obituary

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  1. I guess it's the combination of mods in then. It seems Spring Cleaning's workaround since v2.05 breaks compatibility with all other mods that edit world spaces so I just go without it. The ini version of V2.04 shouldn't give any problems with compatibility so maybe I'll try that later. Thanks for your help. Much appreciated.
  2. Added my load order to the first post. I copied it from LOOT but haven't sorted it yet as I didn't know LOOT was available already. Edit: Looks like it's fixed. Removed Spring Cleaning and installed the workaround. Went from Sanctuary to Concord and waited for 24 hours, got reset. After that, I did the above, went to Concord again for 24h, no reset. Went to the USAF satelite station for 24h, no reset. One container, a duffle bag that floats on the roof of the house with the root cellar in Sanctuary did still empy itself though but the author of the workaround patches mentioned he didn't get every last container.
  3. I have reverted the edit and that didn't help but I don't know if there are any other mods that do cell edit. I'll see to it that I post a load order when I get home from work in about 5-6 hours. Lost items I would probably just recover through console commands.
  4. So what you're saying is that by adding that one wall safe could have caused this? I haven't lost any items or PA parts as of yet except for some ammo I stored in the wall cabinet to the right of the power armor station in Sanctuary. That's the only container that empties itself. All the others just add random junk next to what I have stored in them. If I install the workarounds, would that still require to load a previous save to stop the game from resetting? That would cause me to lose a lot of progress since I'm playing survival with the Sleep or Save mod and only have three "autosaves" and one manual save from before exiting the vault. I already have uninstalled and reinstalled the original esp without the added wall safe by the way.
  5. Update 2: Wasn't (fully) fixed. Some containers still respawned as wel as a set of Power Armor that completely disappeared. Now it is. Turns out it was the Beantown Interiors Project. It doesn't just add interiors but also opens up some of the boarded up houses (exterior cells) found around the map. Never thought of that. Update: Looks like it's fixed. Removed Spring Cleaning and installed the workaround. Went from Sanctuary to Concord and waited for 24 hours, got reset. After that, I did the above, went to Concord again for 24h, no reset. Went to the USAF satelite station for 24h, no reset. One container, a duffle bag that floats on the roof of the house with the root cellar in Sanctuary did still empy itself though but the author of the workaround patches mentioned he didn't get every last container. So I recently started experiencing these cell resets, currently only in Sanctuary. All the vanilla and workshop placed containers keep resetting (not resetting per second, they just add items). I'm currently running with 114 mods or so and didn't experience this before, it just started a couple of days ago without adding any mods other than me editing an esp to have a safe in the "players house" in Sanctuary in this. This is the mod which I added the safe to. http://www.nexusmods.com/fallout4/mods/10406/? Maybe it was dumb in the first place to add to the mod instead of creating a new one but I reverted it by reinstalling the original. I'm currently not at home to add a load order or anything but if anybody could explain why this happens "delayed" so to speak I would be much obliged. A possible fix would be welcome too. :wink: Thanks.
  6. Don't forget how your own son thinks of his father/mother's death as "collateral damage". I must say I agree however the only play through I did was the Institute way. The next one I haven't decided yet.
  7. Looks like the mountain icon from Skyrim.
  8. Yes! Get rid of it. The stupid thing disables some mods even if I enable them over and over. In NMM, in-game, "load order has changed, need restart." And then just quiting instead of restarting only to find out the same mods are still disabled. I'm getting really annoyed by this crap. The in-game mod menu also keeps telling something is downloading while clearly there isn't. Why add something (and implement it poorly) that's already there?
  9. I'm with this. Especially a lot less pre-war guns along with less guns overall. That would make melee more exciting and pipe weapons less inferior. (Why use this pipe junk when there's all the great pre-war stuff around.) With the pipe weapon overhaul and craftable pipe weapons this would be awesome.
  10. Functional displays has shelves. They even work unlike the weapon racks. Nevermind. Didn't read properly.
  11. I'd rather not. If you open the pip-boy at the wrong moment eg when a Deathclaw is about to smack you, you would end up dying on loading.
  12. As long as they make the pivot point (if that's the correct term) in the neck so the head is actually turning and bending forwards and backwards. (With the head turning and the neck bending obviously lol) Otherwise it's just the camera turning in the middle of the head causing clipping and stuff.
  13. I remember a terminal in Vault 87 (Fallout 3) mentioning that the FEV "straightens out" sexes, removing any difference between male and female. In short, Super Mutants are male nor female.
  14. I think cleaning yourself would be a nice addition. Be dirty after all gives you a bigger chance to get sick. Especially for someone who has been frozen for 210 years and hasn't adapted to the wasteland in any way. I don't know about the toilet part. It would make sense but I don't think I would like to find myself having to go to the toilet in Fallout.
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