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Talkie Toaster posted:Every gun has an 'NPC clip' field. If an NPC spawns with that gun, they get the ammo for it. It's probably in that. There's an LNAM - Ammunition leveled list field I'm seeing, but the syringer doesn't have one. I think it might be an exception.
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# ? Jan 12, 2016 02:46 |
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# ? Jun 1, 2024 06:02 |
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Midnight Voyager posted:I mean, you can just hand Curie a syringer. But I'm not actually sure how well companion/ammo stuff works with syringers? I've never tried it. It should be easy to edit, but I don't know how the ammo usage would work at all. I didn't change her default companion weapon, I just made her use it. Ahahhaah, wow, sorry to have given you such a thorny problem, I just thought curie/syringer was a natural. Now my hopes of playing as the ghost of Kenneth Williams and muttering "Oh MAAAtrooon" are dashed. By the way, Awesome Modders of S.A. : Rose, Midnight, Toaster, Amstrad and many others, (in no particular order.) Your mods are fab, and I want to use them all, BUT. You know we can only have a certain amount of menu's & Items due to the lovely way the settlement menu is made up. people are estimating 225 or thereabouts. is it possible for you to make replacers, as opposed to adding to the menu, Like, if Amstrad just nuked the ugly vanilla stands in Convenient Stores. (I might try to edit that myself, ) and so on, I know its a lot to ask, so I'm going to try making "pruned" esp's or "modular" ones, because, right now, (maybe, been removing a lotta mods) my games settlement menu has stopped showing stores entirely.
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# ? Jan 12, 2016 02:52 |
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staberind posted:Ahahhaah, wow, sorry to have given you such a thorny problem, I just thought curie/syringer was a natural. Now my hopes of playing as the ghost of Kenneth Williams and muttering "Oh MAAAtrooon" are dashed. It's just the way that syringer ammo works, I'm afraid. I don't think they set up the syringer so a NPC can use it at all. Maybe something can be figured out once the GECK's out.
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# ? Jan 12, 2016 03:00 |
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If I disable Homemaker or SSEX, will the placed items disappear? The menu bloat struggle is real. And while having the options is nice and all, in reality it just makes it harder to find the obligatory Diamond City Radio that every settlement gets. All I really want is bunk beds...
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# ? Jan 12, 2016 04:41 |
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gromdul posted:If I disable Homemaker or SSEX, will the placed items disappear? The menu bloat struggle is real. And while having the options is nice and all, in reality it just makes it harder to find the obligatory Diamond City Radio that every settlement gets. http://www.nexusmods.com/fallout4/mods/4386/ Here's just bunk beds! Okay, there's a few more nice beds, but still.
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# ? Jan 12, 2016 04:59 |
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staberind posted:Ahahhaah, wow, sorry to have given you such a thorny problem, I just thought curie/syringer was a natural. Now my hopes of playing as the ghost of Kenneth Williams and muttering "Oh MAAAtrooon" are dashed. I only add the one weapon crafting station, though you could merge it back into the chemistry station if you really wanted.
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# ? Jan 12, 2016 06:44 |
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The Iron Rose posted:I only add the one weapon crafting station, though you could merge it back into the chemistry station if you really wanted. What I miiiight do is merge as many of the weapon type mods (adding keywords mebbe,) into the legendary x 2 mod along with "any mod any weapon". The idea being that the L2 mod already has tons of armor/weapons/powerarmor in it already. I really liked the idea of having separate stations to do different things, However, with this problem, cutting it down to two stations; Crafting & Modding, plus chem and cooking, (I just put a little cooking stove onto a regular chem station, was surprised when my character climbed onto the chem station and sat down to do some cooking.) Although, I'd have to figure out how the menu and sub-menu system works, I don't see it happening for a while.
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# ? Jan 12, 2016 07:06 |
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It's always something. NMM is telling me it can't get permission to write to the default C:\Nexus Mod Manager\Fallout 4\Install Info, and says the best course of action is to move the Install Info folder out of the Program Files folder...which isn't there because I told it to use the above address. What
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# ? Jan 12, 2016 09:34 |
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Relin posted:It's always something. NMM is telling me it can't get permission to write to the default C:\Nexus Mod Manager\Fallout 4\Install Info, and says the best course of action is to move the Install Info folder out of the Program Files folder...which isn't there because I told it to use the above address. What Check the ownership, permissions and read only attribute on the folder.
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# ? Jan 12, 2016 17:15 |
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staberind posted:By the way, Awesome Modders of S.A. : Rose, Midnight, Toaster, Amstrad and many others, (in no particular order.) Your mods are fab, and I want to use them all, BUT.
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# ? Jan 12, 2016 18:04 |
Kind of unrelated to this thread, but does anyone have a good New Vegas mod list? I want to replay it, since I never got to try any of the DLC or mods for that game.
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# ? Jan 12, 2016 22:00 |
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shovelbum posted:Kind of unrelated to this thread, but does anyone have a good New Vegas mod list? I want to replay it, since I never got to try any of the DLC or mods for that game. http://forums.somethingawful.com/showthread.php?threadid=3376713 The OP is still relevant.
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# ? Jan 12, 2016 22:20 |
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hobbesmaster posted:Check the ownership, permissions and read only attribute on the folder.
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# ? Jan 13, 2016 02:15 |
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To the guy who made Weapon Balance Overhaul (it was a goon, right?) Do you think you could bump the fire rate for the .308 Caliber hunting rifles? Currently they're the same as the .50 cal, sitting at 3, which means that the .50 cal is a flat upgrade that makes .308 obsolete. I'd suggest a higher rate of fire for the .308 to differentiate it from the .50, which is more of an alpha strike one shot kill weapon while a .308 would be more suppressing.
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# ? Jan 13, 2016 05:02 |
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Arcsquad12 posted:To the guy who made Weapon Balance Overhaul (it was a goon, right?) Do you think you could bump the fire rate for the .308 Caliber hunting rifles? Currently they're the same as the .50 cal, sitting at 3, which means that the .50 cal is a flat upgrade that makes .308 obsolete. I'd suggest a higher rate of fire for the .308 to differentiate it from the .50, which is more of an alpha strike one shot kill weapon while a .308 would be more suppressing. gal, but whoops! I actually thought I already did that! It'll go on my list for poo poo to change next time I open fo4.
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# ? Jan 13, 2016 05:03 |
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The Iron Rose posted:gal, but whoops! I actually thought I already did that! It'll go on my list for poo poo to change next time I open fo4. My bad! Much appreciated, though.
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# ? Jan 13, 2016 05:20 |
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Talkie Toaster posted:The problem is the fix is basically 'cram everything you can into a single menu' which ends up messy and hard to use. I'd rather have fewer mods, each well-organised, than have to scroll through 50 items every time I wanted to place something. The vanilla wooden walls menu is bad enough. Yep, this, what seemed to happen was : first the submenus die and stop making any sense, then everything in the mod/bench w/e just becomes a slurry of barely related stuff, I think fo4 kills or prunes out submenu's first so it can still show all the content, which I guess is good, maybe. what would perhaps be ideal is mudular submenu's of a mod, again, thats just a lot more work for the modder. The submenus can be pretty granular as well, at least at crafting stations, the settlement stuff is a whole other kettle of fish, that way lies madness and I have no idea why it cannot be as neat as the crafting menus. Oh, maybe because one is visually driven and the other is list driven.
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# ? Jan 13, 2016 10:08 |
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Maybe one of you all can help me out with a problem I'm having in FO4Edit. I have two new base effects (Magic Effects); let's call them Effect A and Effect B. Effect A has a lengthy duration, has a custom "Killswitch" keyword, and is tagged with the property "Dispel with Keyword". Effect B has a duration of one second, and also has the Killswitch keyword and the "Dispel with Keyword" property. There are also two new ingestibles, one that applies Effect A to the player and the other that applies Effect B to the player. Effect B's entire purpose is pretty much to dispel Effect A, and from everything I can tell, that's what should be happening - take one ingestible, then the other to dispel its effect. However, no matter what I try, I just cannot get Effect B to dispel Effect A, despite sharing the same keyword and both having the "dispel with keyword" flag. Effect A just stays on forever without being dispelled by Effect B. What am I doing wrong? How can I get Effect B to dispel Effect A? E: I should add that both are "Fire and Forget" and "Self" effects, in terms of casting type and delivery. E, again: Disregard; I figured it out earlier this evening. Cirosan fucked around with this message at 05:38 on Jan 14, 2016 |
# ? Jan 13, 2016 22:39 |
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New version of Mod Oraganziser 2 out, early support for 32bit apps. https://github.com/TanninOne/modorganizer/releases
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# ? Jan 13, 2016 23:10 |
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Looks like you need to delete plugins/bsa_extractor.dll from the new alpha, or it crashes when merging/replacing mods.
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# ? Jan 13, 2016 23:36 |
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FronzelNeekburm posted:Looks like you need to delete plugins/bsa_extractor.dll from the new alpha, or it crashes when merging/replacing mods. Good catch.
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# ? Jan 14, 2016 00:35 |
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Ok so I have Homemaker, Snap'n Build and Simple Intersection installed and everything was working peachy, but now everything in the settlement menu only rotates in 45 degree angles. Items also seem to want to align themselves automatically to adjacent walls/floors. I tried reinstalling each mod, but can't see any option to stop it doing this. Anyone know what's going on?
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# ? Jan 14, 2016 00:44 |
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How are mods like this possible if new models can't be added right now? Did people figure out how to do that?
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# ? Jan 14, 2016 03:29 |
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Gestalt Intellect posted:How are mods like this possible if new models can't be added right now? Did people figure out how to do that? It was figured out late last week I think.
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# ? Jan 14, 2016 03:36 |
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Gestalt Intellect posted:How are mods like this possible if new models can't be added right now? Did people figure out how to do that? They still haven't added physics to those yet though. Of them, the only one I like is the tucked in bun.
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# ? Jan 14, 2016 04:05 |
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Gestalt Intellect posted:How are mods like this possible if new models can't be added right now? Did people figure out how to do that? As troll mentioned, however, those are just edeted meshes. someone else did some with more buns and so on. (or maybe its that one.) However, there is a new gun mesh in the game, I'm interested in how that was possible. My problem is, I like creating from scratch or editing in programs like Zbrush, (well, used to, I forgot everything now, but trying to remember), but then I have to take that into another program like Blender, to rig everything, opening blender just makes me into one of those apes in 2001. I got tired of that, & decided to create a second generation Synth armor, hopefully it will be a bit more elegant. staberind fucked around with this message at 04:30 on Jan 14, 2016 |
# ? Jan 14, 2016 04:12 |
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Is there a way to edit the appearance of the randomly generated settlers that show up in your towns? showlooksmenu only seems to work for the preset settlers that come with the place, but not the randomly generated ones. I keep getting identical looking settlers in my settlements and it's making me go OCD like crazy.
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# ? Jan 14, 2016 05:56 |
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Dad Jokes posted:Is there a way to edit the appearance of the randomly generated settlers that show up in your towns? showlooksmenu only seems to work for the preset settlers that come with the place, but not the randomly generated ones. Give everyone a sack hood and long johns.
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# ? Jan 14, 2016 07:05 |
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http://www.nexusmods.com/fallout4/mods/8347/
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# ? Jan 14, 2016 08:01 |
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gromdul posted:Give everyone a sack hood and long johns. I like to give all my guards gas masks and harnesses, and all my shop owners suits.
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# ? Jan 14, 2016 08:24 |
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Dad Jokes posted:Is there a way to edit the appearance of the randomly generated settlers that show up in your towns? showlooksmenu only seems to work for the preset settlers that come with the place, but not the randomly generated ones. I tried a mod that cleaned them up and gave them makeup (!) they were still pretty identical, but now their faces and bodies had differently shaded skin. Untill the F4ck is released, I dont see any way to get more randomness. Harnesses for everyone. different colors of collars to show their assignment, like tato or sales. Got bored of that, I'll go for color co-ordicated combat armor next. http://www.nexusmods.com/fallout4/mods/4865/ And arm them with http://www.nexusmods.com/fallout4/mods/4805/ staberind fucked around with this message at 08:38 on Jan 14, 2016 |
# ? Jan 14, 2016 08:32 |
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Arcsquad12 posted:They still haven't added physics to those yet though. Of them, the only one I like is the tucked in bun. I just tried it and there is physics though, not sure what you're talking about.
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# ? Jan 14, 2016 08:39 |
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Gestalt Intellect posted:I just tried it and there is physics though, not sure what you're talking about. Unsurprising, stock hair has physics, so it looks like bark, and moves a little.
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# ? Jan 14, 2016 08:44 |
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http://www.nexusmods.com/fallout4/mods/8379/ I'm pretty sure this one is tongue-in-cheek, but it's still pretty amazing.
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# ? Jan 14, 2016 08:51 |
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Gonkish posted:http://www.nexusmods.com/fallout4/mods/8379/ I came here to post exactly that. although the name is fitting, if I saw her, I'd stone her. http://www.nexusmods.com/fallout4/mods/8376/ yesss. Just in case you were not suffering from the crafting menu's bug, This : http://www.nexusmods.com/fallout4/mods/8361/ dat crazy teddy person has put everything into one .esp. Finally, we knew it would happen, I'm surprised it took this long, really : http://www.nexusmods.com/fallout4/mods/660/ Bronies. Ah, now this is an excellent idea : Power Armor Autopilot. http://www.nexusmods.com/fallout4/mods/8262/ I'm going to go check if it works on stolen PA frames. staberind fucked around with this message at 13:31 on Jan 14, 2016 |
# ? Jan 14, 2016 09:20 |
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staberind posted:
A lot of mods are starting to use Settlement Keywords http://www.nexusmods.com/fallout4/mods/7259/ and it resolves this issue, hopefully that guy does too. edit: I made a post on this mods nexus page asking if he would use Settlemnet Keywords and the dick bag just deleted it instead of replying. edit 2: haha he banned me from viewing his files when I called him on it. LumberingTroll fucked around with this message at 01:10 on Jan 15, 2016 |
# ? Jan 14, 2016 18:43 |
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Any possibility of a mod like this being possible with current modding capabilities? I loved this for oblivion and would use way more drugs/food items/grenades/mines if there were more hotkeys, because it's too much of a hassle to scroll around the inventory every time I want a specific one. http://www.nexusmods.com/fallout3/mods/18990/
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# ? Jan 15, 2016 02:23 |
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Gonkish posted:http://www.nexusmods.com/fallout4/mods/8379/ GONE! What was it?
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# ? Jan 15, 2016 02:41 |
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Dark_Swordmaster posted:GONE! http://webcache.googleusercontent.c...n&ct=clnk&gl=us
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# ? Jan 15, 2016 02:49 |
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# ? Jun 1, 2024 06:02 |
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I still don't regret asking.
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# ? Jan 15, 2016 02:52 |