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Puddycat

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Everything posted by Puddycat

  1. They only wander if you put more placemats down than guards....obviously. If you don't want them to wander you just don't place spare guardposts, they stand on the same one all day, hardly even sleep from what i've seen too
  2. Oh are you not already running spring cleaning? That is the mod that is supposed to cause the issue in the first place. Maybe other scrap mods do too, are you using any? It's simple intersection and homemaker that are supposed to solve it
  3. Have you tried the guard placemats? Homemaker added a bunch of these placemats for me (guard, bar etc), and i think they must be the things you're talking about. But maybe the guard one might be a better one to use, cause they don't seem to wander from guarding much.
  4. I believe that is caused by Spring Cleaning The author of that mod used to recommend using Simple Intersection to solve most of the issues but i don't think it fixed them all. They now recommend Homemaker instead and i think that's because it kind of does the same thing now. I actually can't find the quotes were i read all this, they may have been moved from the mod descriptions, or i could be remembering that all totally wrong but i'm almost sure There will be instances that it still won't fix though. I have both and the only place i have seen that i can't place things is the existing building at Oberland Station. But then i've not really tried to place stuff in existing buildings around the world so far.
  5. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_Mods that will tell you how to enable mods so check you did all that ;)
  6. I read in the beta patch notes that there is now a 'status' menu for settlers. I assumed that would be info like what they're assigned to, but i've not got the beta so i'm not really sure. If that is what it means, then the issue will be solved as soon as they roll that out.
  7. top right of steam, looks like a console controller ;)
  8. Armorsmith Extended has some craftable static ones (sniper, pistol harness, katana, working jetpack!) http://www.nexusmods.com/fallout4/mods/2228/?
  9. Vivid Landscapes won't have a plugin, not all mods do. Mostly texture mods. Are you sure it's not working? I'd recommend taking a screenshot with it enabled and also without and viewing them both. It might just be that the difference is subtle in the location you're in.
  10. Do you have Spring cleaning? I only ask cause i do remember reading on that page about a known issue with water near settlements when viewed from a certain angle. I've never seen it though and there was no more info on what that bug looked like, that i could see anyway.
  11. Thankyou!! Didn't even know Steam had that big picture mode as an option till you said ha OP, I'd been trying to do this also cause i know at least one of my mods that's gonna break when the game updates. And totally agree with you! The day Steam buys my computer is the day they can act like they own it, it's the principle of it! :D
  12. Quoted from sticky on CBBE Saw with someone else that updating didn't fix it...they still had to delete that directory
  13. Oh they definitely should! I dunno, i find the search function on here to be a bit hit and miss. I searched for alsorts in the description field, i even searched 'longer item names' and it never showed that mod once, even though that is wrote clear as day in the description! Anyway, we're all good now, so thankyou once again :)
  14. Thankyou! It was that second one :D I already have Valdacil's and that's why i need longer names for the unique items that were generated before i added it, so i can tag them correctly myself. Can't thank you enough, this has been driving me crazy! ha
  15. I believe that's caused by Spring Cleaning. The author of that mod recommeds using Simple intersection to solve it
  16. I'm starting to think that i did indeed dream it....which is a bit disturbing
  17. Ok, so a while ago, i'm sure i saw a mod to increase the amount of characters you could use when renaming items in the weapons and armor workbenches. I've been searching for it for days and either i'm being really blind....or i dreamt it. Anyone seen it? :)
  18. I think that's because it was the old version of that d'load that introduced the bug with the scientist outfit. so removing that, removed the bugged version of the scientist outfit. Either update to the latest version (scientist outfit has been removed), or the fix that was on CBBE page will let you run it with no crash
  19. It is a good idea, it's always annoying me that i can't set my lights to just turn on at night. If what you said isn't possible though, how about a mod that changes the interval switch to hours instead of seconds. I have zero use for that thing as it is
  20. Yeh all settlers are a bit stupid ha And if you update Spring cleaning, the cell reset bug is fixed :) Like i said though, be sure to follow the instructions carefully if you do update
  21. There is a console command too for the build limit if you can't be bothered to keep dropping stuff. Click on the workbench in console getav 349 - Will show the maximum value of the triangle budget for the settlement.getav 34B - Will show the maximum value of the draw call budget for the settlement.then setav 349 <value> - Will set the maximum value of the triangle budget for the settlement.setav 34B <value> - Will set the maximum value of the draw call budget for the settlement.
  22. It's working as it should when i open nmm so i know i didn't click no by accident. I've double checked what it's doing today..... I set plugin.txt to be read only manually (as it should be). I then open nmm and check the plugin.txt and nmm has made it not read only (also as it should). I then close nmm and check the plugin.txt again and it is still not read only. So it is just that last step, when i close nmm, it's not setting it back to read only. Can you confirm that it sets it back to read only for you? When you close nmm Cause maybe that's not my issue, maybe it's the way i start up Fallout or something. I believe it's the fallout launcher running that causes that plugin.txt to be cleared if it's not set to read only at the time, which is then when all the plugins are unticked in nmm. So maybe if there is a way to start fallout that doesn't cause the plugin.txt to be refreshed? I've not tried running fallout through nmm itself so i'll see if that works
  23. Desie, no it doesn't uninstall them, it just unticks the plugin so they won't show in game. It's safe to just keep re-ticking them. Maybe someone else can help you better as far as load order goes. There are programs that do it for you, but i just do my own by trial and error and reading the individual mod pages for general placement suggestions. So i'm really not the best person to help you with that ha. Takara, i've tried running it as admin too and it still doesn't set it back to read only after i close it. What OS are you on Takara? I'm on Windows 7, maybe it could be a problem just for certain ones? I dunno, just clutching at straws really :/
  24. Hmm well that's strange, and kind of annoying. I don't think it's supposed to be behaving like that though so i wonder if there is still something we can do to make it work as intended. So do you know, if i'm also right in thinking that it is running the Fallout 4 launcher that then deselects all plugins? Cause maybe bypassing the launcher will be a work around for now :/
  25. http://www.nexusmods.com/fallout4/mods/3615/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D3615%26preview%3D&pUp=1 This is also a good workaround for what you want to do place the object then move it easily into red It's basically just an easier way to do modpos
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