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ferogain

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Everything posted by ferogain

  1. I have created a new interior settlement, and have everything working fine, but outside the settlement, close to the linking door is an already existing Power Armor Station from the vanilla game (it's one of the many PA Stations downtown). If I simply connect that already existing station to my Workshop inside my interior settlement with "WorkshopItemKeyword", will it function correctly (i.e. take crafting supplies from the workshop) ? Or, since it is not "in" the settlement, will it not work? Thanks in advance.
  2. UPDATE: Ok, so I got the power box to work correctly. It generates and radiates power only AFTER you claim the workbench. It is showing animations and works as it should (only odd thing is I had to add a light to the space to get the lights and animations to "kick in"). Now my only confusion is how to set up powered connectors. That is to say, with what keywords. I double clicked on the connector and gave it the "WorkshopLinkedKeyword" in the Linked Ref, but does it need a linked ref to the power source, or do I link the power source to it with a specific keyword? Man! This was way easier in Skyrim. LOL!! Thanks again in advance all.
  3. Can somebody please fill in the blanks for me? I have looked and looked but cannot find a sort of "once and for all" blow by blow about how to add power to an indoor Settlement Map in the CK. So I am getting mixed results. After I set up the WorshopPowerSwitchBox01 item in my map, and altering the base object to the correct amount of generate and radiate power (I created a new object with increased power radiation and added the power generation keyword), I then double click the WorshopPowerSwitchBox01 and create a Linked Ref to the Settlement Workshop with the _______________________ keyword. After that I double click the Settlement Workshop and create a Linked Reference to the WorshopPowerSwitchBox01 with the ____________________ keyword. I have tried "WorkshopItemKeyword" and "WorkshopLinkPower" and while I can get it to radiate power, after the workshop is "claimed" I get confusing results. Problems I get; For some reason the switch moving animations quit altogether including the lights changing from red to green Any power connectors I try to link to the box do not have any power in them (not sure what the correct key words are for those I guess) In the end, I would prefer to use the "CircuitBreaker" item and then just attach several power connectors to it throughout the house. But when I tried it instead of the box, the animations died as well and nothing linked would generate power. So confusing. Thank you all in advance.
  4. NM. Figured it out. I forgot to add the Linked Ref ON the actual dummy item to the workshop. Forgot they had to be added to both!
  5. So I have created a new interior settlement. I linked a named dummy reference box to the workshop with the “WorkshopLinkedPrimitive” keyword, but every time I click on the workshop in game, it instantly says I am out of the Buildable Area, and kicks me out of workshop mode. I have made sure the ref box is larger than and contains all the cell contents. All the floors have the correct keywords to build on. I created an additional named, workshop linked dummy ref box and overlapped the first one, and I get the same thing. I saw there was a way to mark the entire world area as the buildable area, but the tutorial doesn't really say HOW to do that. Any suggestions? Thanks in advance.
  6. I couldn't get the Spoiler tag to work. You have been warned. Every time I have played the game, and it's a lot, when I blow up the Institute it always fades to black and the end cinematic plays. I just did a new one and it never played. Killed off the Institute with the Minutemen. Also, it appears Maxson will not speak to me. He just says "I'm busy. I'll send for you if I need you." Piper, Danse, and others have given their "Institute is dead" speeches, so everything else is the same, just no end scene. That ever happen to you?
  7. I call it the "Pig Pen" walk, but yeah, I hate it too. Hope there is a mod for it.
  8. When I type TGM, save my game and exit, when I reload god mode is off. But when I type set timescale to 0, save and exit, when I reload time is still paused. So does that mean the set command remains in place and all toggles do not? The reason I ask is because I have a BAT file I use at the start of each game to make all merchants and certain NPC's be essential (setessential ID 1). When I reload my game, would I have to redo the BAT file? Or will that console command stay? Thanks in advance for any answers.
  9. Is there a way I can run my game as if it was completely not modded at all, WITHOUT having to get rid of my mods? I control all my mods through NMM, and I was wondering if there was a quick click to turn them all off except for 1 or 2. I suspect this would have no effect on textures I have downloaded however. Thanks in advance for any help.
  10. Quick question, is the 255 a NMM thing or a Beth thing? If I install manually, can I go beyond the 255?
  11. DANGIT!! LOOT is reporting 255 active! Well, I guess I need to start "The Great Mod Culling of 2017". Thanks all.
  12. On a PC, what is the max number of mods you can have active? Every time I add a new one now, and load up a saved game, it says several mods are "missing". So I was curious if this was odd behavior due to having too many.
  13. If that is the only way I guess I will do that. I like the smaller more grassy looking ones. I just hate the dead sticks looking "grass". Thanks for your suggestion.
  14. What would be the best way of getting rid of this grass texture altogether? I would like it removed entirely from my game. Is this something I can do in the CK, or would I remove a specific game texture file? Thanks for the help. http://p1.pichost.me/80x80/80/2050403.jpg
  15. I have looked on the Nexus and have been unable to find a head bandanna mod. Not a mask or a scarf, a Dread Pirate Roberts style head bandanna (without the mask of course). Not the rag cap either. Anybody know of one like that off the top of their heads? No pun intended.. :smile:
  16. Found it. Moderator, feel free to delete this.
  17. I was wondering if anybody knew of a fairly simple command/script that could activate a mod, upon completion of a quest? There are a TON of really nice "Cleaned Up X" mods out there. Like Atomics Galleria for instance. After you speak to the Director he even says things like "Let's get these barricades down!!". Being able to activate the Cleaned Atomics Galleria mod AFTER you complete that very small quest would be great. The game already does this with certain areas. Cambridge Police Dept. interior for example (if you help the BoS). I suspect it would have to be a timed thing. Like, travel away and then comeback after a week or so. Any ideas?
  18. Ok, it wasn't BECAUSE of your post, but can I make the list anyway??? LOL!!! http://www.nexusmods.com/fallout4/mods/19603/?
  19. Well, I saw a YouTube vid that said the collars do come off on their own (it also took off their clothes as a side effect so I am wondering if this was "fixed" in a patch), but for some reason in my game they did not. So I ran around, opened the console, clicked them, and did "unequip XXXXXXX". They all fell off and I picked them up. I wanted to see if I could have any follower equip them though. I'll see if I can slap one on Cait. She's a little hellion who could use some controlling. LOL!
  20. -------- POSSIBLE SPOILER ------- (I don't think it is, but some folks get edgy about that stuff) So I found the end of "Open Season" very underwhelming. I know Nuka World was made to allow people to be "bad", so being "good" is just a side effect. But I would like it better if at the very least at the end of Open Season, all the slave collars went invisible. As if they finally realized they were free from their bondage and ripped them off. I think that would be an easier mod for me to make than making them fall on the ground, help remove them from NPC's, etc. I am a modder, but scripting and model making is something I have yet to do. So I am wondering, I know I can alter the alpha of flags and such so that they are tattered, could this be done to any object so that it is invisible? Then I could write a script (I have seen many script resources out there) that fires this alteration upon completion of the quest. I just don't know if the alpha channel works that way on everything or if I would have to make an alternate nif of an invisible slave collar, then add a script that changes all of them to that. The latter seems out of my area of knowledge. Thanks for any info all.
  21. http://static2.wikia.nocookie.net/__cb20131110093358/shipping/images/thumb/5/5b/Doctor_Who_-_Rory_Williams_-_RORY_the_ROMAN_waiting_(benlikesit).jpg/459px-Doctor_Who_-_Rory_Williams_-_RORY_the_ROMAN_waiting_(benlikesit).jpg
  22. Phew. Thought it was just me. Funny thing is I finally got the face presets that required it yesterday. LOL
  23. Same issue for me. Have not tried the Log Into Bethesda thing. Guess I'll try that now.
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