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madmedic446

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Posts posted by madmedic446

  1. Is it possible to make (or does anyone know of) a mod that requires you to get on a boat to travel to Spectacle Island, similar to the way you travel to Far Harbor??
    Doesn't have to have the cut scene where you are actually sailing in the boat.

     

    I'm thinking...somehow restrict fast travel to Spectacle Island so that you must walk aboard a static boat docked in the Commonwealth to fast travel there, and end up on an identical static boat docked at Spectacle Island.

    And likewise to travel back from Spectacle to the Commonwealth.

     

    (EDIT): I found a mod that does this with rowboats...I was thinking of a bigger boat, though.

  2. It's not working...

     

     

    I just started playing FO4 again, and my NMM version is still 0.63.14

    I have a lot of mods that I have edited for my own preferences...

    If I update to the latest version of NMM, will I lose or break my installed mods??

    If the version you are currently using is working for you, skip the update. :smile:

     

    It can no longer download from the Nexus.

  3. Lights are powered on at many places they should not be. (Off the top of my head, just one for instance is Wicked Shipping, near Abernathy Farm...and the little shack that is between Abernathy and Wicked Shipping).
    Both have lights turned on, but they should not have power.

    I have found a few mods to get rid of lights in settlements...But is there a mod that will turn out the random powered lights around the Commonwealth??

  4. Easiest, though probably most time consuming, is to not use a pre-fixed sanctuary mod, but instead load it up as vanilla and use Scrap Everything to get rid of whatever you want. That way the game will automatically (though sometimes ssssllllooowwwwwllllyyyy) update the Navmesh when you build your new houses, and no hidden crap left behind.

     

    I've personally stopped using almost all pre-built settlement mods except for the Clean and Simple Startup series. (and Crimsonriders Taffington) Way less hassles.

    The game will update the Navmesh??

  5. A long time ago, I installed "Repairable Sanctuary"...(It deletes the original Sanctuary houses, and replaces them with repaired ones)....which is great, until you decide you want to change things around.

    The repaired houses it spawns are not scrappable.

     

    So... opened the mod in CK, and made the houses scrappable.

    In the game, you can scrap the repaired houses now...But the NPCs act like the walls are still there.
    If you try to send an NPC to the middle of an empty lot, (where a repaired house once stood), he will only walk in where the door used to be. As if the walls are still there (but only for NPCs).

    Player character can walk freely on the empty lot.

     

    Is this because some NavMesh is being left behind??...Or, maybe...Is the ground under the houses NavMeshed to fit the doors/walls of the houses??

     

    I need to find a way to completely nuke Sanctuary of all previous buildings NavMesh.

     

    (I want to put my own houses in Sanctuary, using Snappy Build).

  6. It may still be there, but hidden like when you try to remove an npc's clothes, or if you give them the same outfit as they are already wearing. Try giving him two different helmets to see if this is the case. As far as taking it off, i noticed some headgear will not go under powerarmor, the npc takes the helmet off. This happened with the newsboy cap but i didnt investigate, i just removed the cap

    I have removed him from power armor... I have actually put him in the Sierra 117 "Halo" armor I downloaded from the Nexus.

    If a helmet is in the actual outfit he is assigned in the creation kit...he wears it when he is spawned, but if you make him take it off, it is gone from his inventory.

    If you put a helmet in his inventory via console command...it is there, and you can make him put it on...but as soon as you make him take it off, it is gone from his inventory.

     

    This does not happen with other characters. I gave Knight Rhys the exact same outfit, and the helmet stays in his inventory.

     

    It seems like Danse is somehow different, because he is supposed to be in power armor...even though I have removed him from it.

  7. Hi...I tried editing Paladin Danse, because I don't want him in power armor. (I'm actually trying to replace power armor with a completely different armor altogether in the game...well as much as possible, anyway).

     

    So...I edited his inventory in the CK.

    I made an outfit for him (without helmet), and I added a helmet in his inventory (Because I don't want him to put the helmet on until later)
    Start the game, and "ressurrect" him...He is wearing the outfit I gave him, but the helmet is not in his inventory.

     

    If I give him an outfit that DOES have a helmet, he is wearing it when he spawns...but it disappears, if I make him take it off.

     

    Am I missing something special about Danse??? The method I used has worked on every other character I have edited.

  8. Hi

    I'm trying to create a texture BA2 file.

    I started CK, and opened "Fallout.esm"....then saved as a new .esp called "texture helper"

    Next I clicked on "create archive" to add texture files...but the window that pops up does not give me an option to "add files".

     

    It has a tab that simply says "file", but nothing happens when I click on that.

     

    I followed the directions I could find for packing textures into BA2 files, but it does not want to work for me.

     

    The CC works for everything else.

  9.  

    Should be able to do the regular way and just ignore the "main" ba2.

    Textures are always added to a texture only ba2 ( - textures.ba2).

    This is true but as vkz89q said their still going to need a blank .esp to enable the .ba2 in game. (you may be able to add the archive to the .ini but I've heard of people having issues trying to do it that way)

     

    so,

     

    1. open Ckit, and load the FO.esm
    2. save "My Texture Mod.esp"
    3. go to create archive
    4. In the window select "Add Files"
    5. locate all the files you want packed in your archive
    6. Click pack
    7. name the archive "My Texture Mod - Textures.ba2" (Note the space before and after the hyphen are important! If missing the game will not read the archive.)
    8. quit ckit
    9. Remove textures from your data folder
    10. Enable the mod in your normal fashion
    11. enjoy your packed texture mod.

    Hope that helps and Just an FYI this is basically how you would go about packing a texture or mesh replacer for the XB1 because the XB1 can't use loose files.

     

    When I try to do this...The "create archive" window does not give me an option to "add files".

    There is a tab that says "file", but nothing happens when I click on it.

  10. Hi...I am having fits trying to figure out the way the game changes the naming of weapons when they are modified at a workbench.
    (I will use "Modern Firearms" as an example of what I am trying to figure out, because It is a mod that renames weapons, according to their modifications).
    I have been exploring "Modern Firearms" in the Creation Kit, to try teaching myself.

     

    If you go to a workbench in game, and modify an AR15 rifle from "Modern Firearms", you can change the brand name of the receivers, in addition to the barrels, calibers, etc. etc...And the name of the weapon will change, according to the modifications you apply.

    For instance:
    If you put the "Colt" receiver with a 20" barrel, and fixed buttstock...The rifle will be named "Colt M16A3 Service Rifle" (which is actually wrong, it should be "M16A2").
    Or, if you add an SPR barrel, it will be named a "Special Purpose Rifle".

     

    I understand it uses the keywords in the various weapon modifications to rename the rifle...but what I CAN NOT SEEM TO FIGURE OUT is exactly WHERE it gets the names from.
    I can not find the words/phrases: "COLT", "M16A3", "SPECIAL PURPOSE RIFLE", etc. etc. listed anywhere in the mod.

    So WHERE does it find the actual custom names that it uses?

     

    Thanks in advance for helping me with this.

  11. I have explored through the CK, and I just can't figure out how to make a door, and key that go together.

    Would someone please be so kind as to either explain it to me? ...Or...even create one, if it's not to much bother?

     

    Thanks

     

    (I want to be able to place locked doors, and give keys to selected settlers, so they are the only ones who can get through)

     

     

    I found a "generic ownership" faction in the CK that says in it's description: "Use for doors that nobody should open"....And, I found other ownership factions that have certain NPCs in them...But I really do not see the connection that allows these NPCs to open certain doors.

    I can't seem to grasp exactly HOW a specific door is added to an ownership faction.

     

    (As a test...I tried adding a door to the "generic ownership" faction with console commands, but NPCs still walked through it....Not sure I did it right)...If it worked, I was going to try to create a custom ownership faction, with keys I could give to my chosen settlers)

  12. Is it possible to make a key, that can be given to certain NPCs, allowing only them to access doors that the keys work on?

    Or...alternately...Is it possible to specify that only certain NPCs are allowed to enter an area?

     

    I am trying to keep wandering settlers out from behind the counter of a diner...But I obviously want the NPC who is assigned to the cash register to be able to come and go freely.

  13. Hi...I screwed something up while playing around in the creation kit.

    I think I might have done something to the "WorkshopNPC" (00020593) in the Fallout master file.

    I was editing some settlers, and I thought I deleted them from the mod I was working on...but I must have deleted them from the master files, because if I spawn settlers now with the console command: "player.placeatme 00020593 20" It spawns 20 friendly radroaches named "settler".

     

    Anyway, I guess I need to reinstall the game, and all the DLC I have.

     

    How do I do that without losing me save games...my mods...and my mod load order??

     

    Sorry about the newb question. The answer is probably simple, but I have never had to do it....Thus, I don't know how.

     

    Thanks in advance

  14. I destroyed the Children of Atom, (detonated the nuke in their submarine base) so they are in effect "dead" as an enemy faction now.

    I would like to bring them back, as random enemy encounters though. (like they were before I nuked them).

     

    Is this possible?

    If someone would be willing to bring them back...(or just tell me what I need to tweak in the creation kit to bring them back), I would be eternally grateful.

     

    (I assume there is an entry somewhere in the creation kit that deactivates spawning the Children of Atom, if you destroy the submarine base...so, I am hoping it could just be edited).

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