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Quince99

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  1. Have experienced this myself after the game was updated. A new compatible version of SKSE is now available from Nexus but I haven't been able to rectify this issue and the batch file mod scripts, e.g. ship builder limitation remover, no longer seem to work at present.
  2. I've set the workbench (as per instructions) so the Boolean flag is already OwnedByPlayer, so you don't get a message about clearing the location. Going to the location doesn't seem to trigger discovery of the map marker and activating the workbench gives you the option to build the usual stuff. Quest stuff baffles me as there's no comprehensive documentation for the CK and I doubt anyone is going to put together a definitive guide to every dialog box, radio button and parameter and what they do and how to use them - I don't think ANYBODY has that amount of time!
  3. Thank you - the link you cited was next in line for me to try. I went for the one with pictures first! The two attempts I made were both exterior cells: the Lonely Chapel and a wilderness cell near the Mayoral Shelter (the interior of which I've modded). Had created both location and encounter zones as per the tutorials, with uniquely identifiable names so that there was no doubt which one I was selecting to link to whatever needed linking. The line about the IF statement check in the quest is over my head - I have no experience or knowledge of quests or scripts. I simply replicated the steps shown by each author. All the markers, workbench, resource container were in a close group with only the attack marker outside the build area. When building beds or turrets in-game, they immediately count as items in the settlement bar; the only thing not behaving appears to be the happiness indicator. :(
  4. Having many requests to turn my mods into settlements, having failed to do so successfully a while back, with the help of some friends through PMs and links I had another attempt. Attempt No. 1: Followed procedures from this video Went through this a couple of times to check and duplicated everything he did. Tested in FO4 and initial happiness started at 0 instead of 50 and the workbench auto quit a couple of yards away, despite the sandbox area being much larger. Attempt No. 2: Followed procedures from this URL: http://stuyk.com/forum/viewtopic.php?f=11&t=32 Seemed harder to follow than the video as the sequence of doing things in whatever order seemed a bit back-to-front, anyway fastidiously replicated everything on the page. This time the workbench behaved and didn't auto quit until I'd cleared the sandbox area, then re-entering stopped the quit action. So far so good... but the happiness was still at 0 despite the script saying 50. Bit vague, but any ideas on this please?
  5. @Crimsomrider - Agree with your comments 100%. As the author of a small number of restoration mods, I provide detailed descriptions noting features, required files and any possible issues or shortcomings. It is patently obvious many people see the page of text and skip to download then post bug reports when their textures don't show up because they haven't downloaded the Resource Pack that works for all my mods! As a niche market, my resto mods will never appeal to a large number of players (thankfully! Can you imagine the thousands of comments if they did?) but I try to respond to players who feedback genuine issues that can be rectified in the next update. I took the decision to remove your pristine workbenches because of the amount of whiny complaints I received in my Sanctuary Hills Restoration mods - hello, it says RESTORATION in the title people!!! That said, they'll be going back in the next update, credits and acknowledgements accordingly as I'd like to see them and as I've stated many times before, the mods I make are primarily for MY game so that it doesn't look like a constant swathe of grey, brown and trash! Having read your bit about bug reports, I may pull that feature as I have a regular group of Nexus members who QA test and troubleshoot very kindly and then report back glitches and visual impediments.
  6. Having no working knowledge of Papyrus, I use pre-existing scripts if I have to or, usually, just not bother with any sort of script, NPC or quest in my mods. Having seen a boat-based transport mod I want to couple my restoration of Taffington Boat House with a small motor yacht that can take the player to various watery locations using the ship's wheel as an activator. I've seen this type of thing done in a few travel mods and basing it on a script that I have in both PSC and PEX forms, have been looking to try to attach it to the activator. The Add dialog brings up a list and the script, which is in the Scripts folder doesn't show up. Copying and pasting the script as a new script crashes CK when clicking OK afterwards. This doesn't bode well for the rest of the mod so if it's not going to work for me, then it'll just be a parked yacht at Taffington and that's it! Obviously something not working here and I have a word-blindness with things like programming and scripting languages (written English absolutely fine) where it just doesn't make sense in its language and word order.
  7. You've already done the hotel - then why am I doing it?! ;) It may be a case of the 'Do' button failure - tragic but quite possibly true!
  8. Using the savegame I presently use for testing mods, I haven't been to Far Harbor at all - so nothing will be attached to the savegame that I'm aware of. The testing mod is loaded last in order and has also been loaded as the only mod present. The trash objects were selected en masse in any given cell, batch referenced and the Hidden from Map and Initially Disabled flags were set in that within CK. That, I thought, was sufficient to ensure they wouldn't reappear in the game. Putting the mod through FO4Edit gave a huge amount of message errors: Background Loader: Error: Record INFO contains unexpected (or out of order) subrecord... Don't know if this is par for the course for FH DLC or something is screwed up with my install of the game generally. Having cleaned through FO4Edit, these lines come at the bottom: [Removing "Identical to Master" records done] Processed Records: 2161, Removed Records: 2, Elapsed Time: 00:00[undeleting and Disabling References done] Processed Records: 2159, Undeleted Records: 0, Elapsed Time: 00:00 If there's something else that needs doing in FO4Edit, then I have no idea what. There doesn't seem to be much in the way of a manual for the Fallout-specific version of it.
  9. I had a request to restore and beautify Cliff's Edge Hotel in FH. I reconstructed some sections and then selected huge bunches of trash, dead plants etc. These were batch actioned as both hidden from map and initially disabled, put into respective layers and that, I though, was that. Doing a basic walkthrough in FO4 though and all the trash is as if I'd never done anything! Place still looks a mess but with my restored balcony sections and windows overlapping the ruined pieces - not impressed. With the rubbish all initially disabled, surely it shouldn't be showing up? What have I missed along the way, anyone? My next step is one of two options: just delete all the rubbish in CK from the cells or abandon the mod entirely. Are there peculiarities with FH that are not in the main game?
  10. Did you mean in the custom command line? Previously the Launch Fallout button opened the default launcher and the Launch F4SE button had (automatically?) launched F4SE into the game. I have since done a complete reinstall of FO4 and reverted to an earlier build of NMM which has - for the time being - resolved the issue. I'll see what happens when I start reinstalling mods.
  11. Thank you for that - I'm going to try that one - much appreciated.
  12. Having done some mod reorganisation of my own (whilst working on the revision of my Sanctuary Hills mod with quest and gameplay items reinstated so that it can be used from the moment players leave the vault) I am now faced with the Bethesda default game launcher that just will not go away. Whatever changes made to: 1. my mod setup (currently only the DLC and my personal mods installed) 2. the game update (has there been one recently?) 3. NMM - my suspicions resting here now result in the 'Launch F4SE' button in the top left refusing to launch the game correctly and giving me that annoying Bethesda launcher I thought I'd seen the last of! I have the current version of F4SE and, for the time being, the latest NMM, although I think this may be changing. Has anyone else experienced this annoying facet of NMM or is it just me? Any suggestions welcome as I'm currently looking to reinstall FO4 (from Steam) entirely.
  13. And it's for you that I'm trying to do the exterior of Hubris! That said, the interior is looking good but probably won't be uploaded until after the weekend. Need to finalise Super Duper Mart's lighting and navmesh and get that updated.
  14. I have the same issue with Hubris Comics Exterior and some sites in Boston - even altering the render details in preferences before trying to load the cell in render window that cell crashes CK every time. Have been scouring the forum here trying to find any other reports/remedies for this. Know that you're not alone! :)
  15. I experience similar crashes when trying to type in numbers (as opposed to using the up/down arrows in the dialog boxes) into the Scale box, Spline thickness/tension, time of day to affect render window... Pretty much anything where I try to type in anything - hugely frustrating and was hoping for a fix by now.
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