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My Sim Settlements menu is only giving me interior plots for Recreation and Martial stuff, is that normal? I get the impression it isn't but no amount of sorting mod orders or reinstalling things seems to be fixing it.
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# ¿ Jan 5, 2018 13:19 |
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# ¿ May 16, 2024 14:35 |
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OwlFancier posted:You don't.... have to? Actually, not using RotC right now because I was worried about bugs in a new release. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 ArmorKeywords.esm 9 9 XDI.esm 10 a HUDFramework.esm 11 b NAC.esm 12 c SimSettlements.esm 13 d Quieter Settlements - Recommended Settings.esp 14 e NoVanillaRadiantDLCLocations.esp 15 f LeverActionReloadOverhaul.esp 16 10 th1nkEyebot.esp 17 11 th1nkEyeBot-FarHarbor.esp 18 12 th1nkEyeBot-NukaWorld.esp 19 13 th1nkEyeBot-DLC03DLC04Addon.esp 20 14 CompanionsGoHome_A.esp 21 15 Craftable Armor Size.esp 22 16 Craftable Armor Size - Fix Material Requirements.esp 23 17 BrighterSettlementLights_LongAndSoft.esp 24 18 DD_Khassar_De_Templari_Increased_build.esp 25 19 ManufacturingExtendedFH.esp 26 1a DLC items to manufacturing.esp 27 1b ManufacturingExtended.esp 28 1c Vivid Fallout - All in One - Best Choice.esp 29 1d CompanionStatus.esp 30 1e Easier Hacking - 1 Word.esp 31 1f Easy Lockpick.esp 32 20 Faster Terminal Displays (20x).esp 33 21 SkipHSH1_6.esp 34 22 QuickTrade.esp 35 23 NPCGreetingTweak90.esp 36 24 NAI.esp 37 25 ImmersiveGenericDialogues.esp 38 26 LongRangeBulletHoles.esp 39 27 ShellRain.esp 40 28 PD_VisualReload.esp 41 29 GKX Worthwhile Caps Stashes.esp 42 2a Nuka-Cola Flavors for the Commonwealth.esp 43 2b RAW INPUT.esp 44 2c SafeTrunkContentsReworked.esp 45 2d SettlementMenuManager.esp 46 2e ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp 47 2f MK_ComponentsRedone_VIS.esp 48 30 dD-Enhanced Blood.esp 49 31 dD - Limited Blood Decals.esp 50 32 dD - Small Splatter Size.esp 51 33 FlaconOil HD ReTexture_Performance Pack_Part_1.esp 52 34 X01Light.esp 53 35 ModdableRobotSettlers.esp 54 36 TinaDeLucaSettlerVoiced.esp 55 37 Crimsomrider's DLC Ammo.esp 56 38 AllSetsExtended.esp 57 39 Mechanist Lair Overhaul.esp 58 3a FortHagenSataliteArrayOverhaul-Automatron.esp 59 3b The Castle.esp 60 3c nvvault1080.esp 61 3d HAIA With Crafting.esp 62 3e Armorsmith Extended.esp 63 3f Crimsomrider's Transparent Cleanroom Suit.esp 64 40 NAC-AE Patch.esp 65 41 EAMR.esp 66 42 MoreAGOMBz.esp 67 43 MoreAGOMBz_CP_ASE.esp 68 44 ClassicShacks.esp 69 45 Altairp's Animal Farm.esp 70 46 Better Settlement Defence.esp 71 47 PCDugBuildAWall.esp 72 48 Settler Sandbox Overhaul.esp 73 49 SkjAlert_All_DLC.esp 74 4a SimSettlements_XPAC_IndustrialRevolution.esp 75 4b SimSettlements_AddOnPack_Foundations_JtBryant.esp 76 4c PCDugWedges.esp 77 4d UncappedSettlementSurplus.esp 78 4e ValdacilsItemSorting-ArmorBySlot.esp 79 4f ValdacilsItemSorting-Weapons.esp 80 50 Radrose Usability Enhancements.esp 81 51 Armorsmith All DLCs Patch.esp 82 52 AWKCR - Color Swap Mod Slot Hider.esp 83 53 FlaconOil HD ReTexture_Performance Pack_Part_2.esp 84 54 Fat Man Weapon Rework - Nuka World and Far Harbor - Mav's Marvelous Mods.esp 85 55 Publick Occurrences Expanded.esp 86 56 DV-Durable Vertibirds.esp 87 57 contraptionslights.esp 88 58 BetterAutomatronWeapons.esp 89 59 Broadsider Weapon Rework - Mav's Marvelous Mods.esp 90 5a Cyrolator Weapon Rework - Mav's Marvelous Mods.esp 91 5b Fat Man Weapon Rework - Mav's Marvelous Mods.esp 92 5c GatlingLaserAmmoFix.esp 93 5d NuclearPhysicistFix.esp 94 5e Laser Musket Mods.esp 95 5f Missile Launcher Weapon Rework - Mav's Marvelous Mods.esp 96 60 Minigun Weapon Rework - Mav's Marvelous Mods.esp 97 61 Railway Rifle Weapon Rework - Mav's Marvelous Mods.esp 98 62 Yona_Weapon_DefenseGun.esp 99 63 NAC-FarHarbor.esp 100 64 NAC-NukaWorld.esp 101 65 Radrose Usability - Workbench Perk Requirements + Armorsmith.esp 102 66 Radrose - Valdacil Patch - Armorsmith Extended.esp 103 67 Radrose - Valdacil Patch - CompanionsGoHome_A.esp 104 68 Radrose - Valdacil Patch - Craftable Armor Size.esp 105 69 Radrose - Valdacil Patch - nvault1080.esp 106 6a Radrose - Valdacil Patch - Publick Occurrences Expanded.esp 107 6b Radrose - Valdacil Patch - SimSettlements.esp 108 6c CheatTerminal.esp 109 6d UsefulCrank.esp 110 6e UsefulCrank_LMO.esp 111 6f No Fusion Core Drain.esp 112 70 NoNegativeAffinity.esp 113 71 HalfAffinityCooldown.esp 114 72 NoNegativeAffinitySeason.esp 115 73 StartMeUp.esp 116 74 StartMeUpNukaWorldPatch.esp 117 75 StartMeUpFarHarborPatch.esp 118 76 StartMeUp VIS.esp Bolded the Sim Settlements related stuff. It's mostly just LOOT defined load order, but swapping stuff around didn't seem to help much. I tried putting all the SS stuff at the bottom with no go, for example.
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# ¿ Jan 5, 2018 20:01 |
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OwlFancier posted:I would suggest trying installing Settlement Menu Manager because that's supported by SS and is designed to overcome issues with lots of things adding to the menu. It should give you a new SS menu at the end of the root menu with all the gear in it. 45 2d SettlementMenuManager.esp
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# ¿ Jan 5, 2018 21:38 |
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OwlFancier posted:Must have missed that then. Yeah. Like, Res/Agr/Ind/Com plots are all normal and pop into a submenu with the basic plot, concrete, wood, interior, but Rec and Martial plots only have the interior 1x1 plot option.
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# ¿ Jan 5, 2018 22:07 |
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OwlFancier posted:Did you definitely update industrial revolution as well? I know it didn't actually update but cos they rolled the plots from it into the basic SS, it seems to have some weird conflicts with older versions regarding martial/recreational plots. Yep. 3.0.0. My save was only a few hours in so at this point I'm just saying loving it and nuking the entire install.
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# ¿ Jan 6, 2018 04:49 |
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Whatever was causing it is fixed after a total flatten, so welp.
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# ¿ Jan 6, 2018 16:40 |
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Pound_Coin posted:Is Natural and atmospheric commonwealth outdated? it crashes after a few minute every time even when running with no other mods It's running fine for me, but I haven't seen a ton of the weather effects yet so maybe a specific one is crashing and you just had the bad luck to draw it?
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# ¿ Jan 7, 2018 01:34 |
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What are some decent lore friendly gun mods that don't have clipping or animation issues? Most of the high endorsed stuff on Nexus seems to be high speed low drag tacticool ARs and the like.
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# ¿ Jan 23, 2018 05:36 |
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The_White_Crane posted:Depends on exactly how anal you are about "lore friendly". I mostly mean fitting with the aesthetic of the game as it is, which means not a ton of matte black tactical elite assault rifles and poo poo mostly. Thanks for the list.
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# ¿ Jan 23, 2018 14:13 |
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Lum_ posted:Your F4SE may also not be working because Bethesda patched Fallout 4 yesterday to push out more Creation Club stuff, which breaks F4SE and will thus break any mod depending on it How long does it usually take the F4SE people to release a new one anyway?
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# ¿ Jan 25, 2018 01:44 |
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Holy gently caress the unique in the new creation club poo poo is stupid humongous, and despite being patterned after the colt 6520 it's still a semiauto magazine feed BETHESDA
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# ¿ Jan 25, 2018 02:36 |
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Glazius posted:So the thread-pooling options in Sim Settlements are paying amazing dividends in game stability. Instead of just trying to update 50 plots I haven't seen in a while and crashing the game unless I pull up short of the render radius for a few rounds of Red Menace, I can set it up to do 4 or 5 at a time. Do I get to those from the Holotape settings or such?
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# ¿ Jan 25, 2018 19:29 |
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Sim Settlements by default also only allows 2 unemployed folk before recruitment stops, so make sure you have enough non-housing plots for folks to go work in, maybe?
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# ¿ Jan 26, 2018 16:03 |
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SeanBeansShako posted:I don't mind the pop culture references but some of the just naked straight from real life post cold war guns in fallout 2 were a mistake... i didn't mind the g11 but that was a wacky spacegun irl too basically if it's got picatinny rails and an acog with a high speed low drag front vertical grip it doesn't belong in MY FALLOUT
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# ¿ Jan 27, 2018 02:29 |
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i always tilted my head a bit at the fatman being a pneumatic launcher system instead of a davy crocket sorta thing
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# ¿ Jan 27, 2018 02:53 |
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Yeah the OG P90 is just fine imo, it's a wacky plastic spacegun like the G11. Basically if it has rails on it or anything more advanced than maybe a big laser sight or very basic holo sight (like the reflex sights in 4 basic) then I get salty
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# ¿ Jan 27, 2018 22:10 |
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Are there any decent mods to rebalance laser weapons so they're not garbage past early game?
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# ¿ Jan 29, 2018 04:18 |
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I'll give Equilibrium a go. It'll likely conflicted with Mav's Marvelous [X] mods though, right? Would a merged patch be able to sort that sort of poo poo out?
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# ¿ Jan 29, 2018 05:30 |
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And yet the bartender in Bunker Hill talks about how Minutemen 'at the end' were able to be taken down by raiders, the minutemen in question having his grandfather in them
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# ¿ Jan 30, 2018 03:18 |
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khy posted:I'm seriously conflicted about Dogmeat's AI. The part where he always runs ahead of you trying to figure out where you're going feels pretty true to many dogs I've known in reality, but at the same time it's a video game and having a companion running ahead triggering mines and traps isn't good video game companion behavior. It's bad enough when a companion goes into combat mode and stops following me only to walk DIRECTLY INTO MY LINE OF FIRE ADA GODDAMNIT GET OUT OF THE WAY. Just make Ada a full on Mr Handy with gatling lasers or miniguns, she's ridiculously accurate and melts poo poo. Plus the Hydralic armor for the handy looks sick as hell.
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# ¿ Jan 31, 2018 18:31 |
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I'm tired of my robot buddies dying when the hordes from More Attackers invade. What's the best mod to use to set them to be the same as other settlers, where they just sit around until poo poo's dead if they hit 0 then revive? Also what's the best mod to do that to other important NPCs like provisioners/the wandering traders/anyone who might die randomly where it'd be annoying or upsetting
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# ¿ Feb 6, 2018 06:25 |
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That's irritating as hell, drat. Thank you for the help though.
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# ¿ Feb 6, 2018 07:25 |
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Midnight Voyager posted:https://steamcommunity.com/app/377160/discussions/0/458606877318745255/ Easier than making them companions at least, thanks.
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# ¿ Feb 6, 2018 20:34 |
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Does anyone have any experience editing models? There's a nice mod that reduces the default 10mm pistol's size by 20% and makes it way more reasonable, and I was hoping for some pointers on maybe doing something similar for the Classic 10mm from the creation club. I like how it looks and it's better as a single shot 10mm so I wanna use it, but it's too goddamn huge.
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# ¿ Feb 10, 2018 05:53 |
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I always have a snort laugh when I weapon bash someone and their head falls off like a crash test dummy
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# ¿ Feb 10, 2018 23:44 |
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Admiral Joeslop posted:I found a couple alternate start mods (Another Life, Start Me Up) and I'm not sure which is best. Another Life is older by over a year. Is there a consensus on any alternate start mods? I use Start Me Up, since the author's still working on it and it does a solid job. I've found a few edge cases, like Jack Cabot still having his line about you recently coming out of cryosleep, but overall it seems the most stable and well put together of them. Now and then Vault 111's doors bug out and I can't get in to find the holotape and start the main quest but nothing a little tcl in the console doesn't fix. Also I chuckle whenever I get one of the more obviously stitched together lines, like telling Piper you're not a Vault Dweller.
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# ¿ Feb 11, 2018 22:49 |
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quote:Sturges - A true industrialist, he can guide a settlement's factories and workbenches to success. Strange, he doesn't seem to have any downsides... Sturges confirmed for synth? Remember to like and subscribe youtubers. For real though this is neat, I haven't bothered with the ROTC city stuff because I didn't like the idea of tying down companions to settlements.
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# ¿ Feb 13, 2018 00:20 |
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Oh, what sorts of downsides can happen? I wasn't even aware kingath had that system functional for settlement managers yet.
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# ¿ Feb 13, 2018 00:36 |
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staberind posted:I speak Japanese only Very Well-Done Gun
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# ¿ Feb 14, 2018 23:34 |
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How would I go about removing the irritating shading that eyewear causes in NAC? I like the mod otherwise, because I can't wear my beloved welding goggles and look like a very low budget steampunk cosplayer.
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# ¿ Feb 15, 2018 09:24 |
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Gonkish posted:The mod comes with a configuration holotape. There's an option under, if memory serves, "miscellaneous options" that allows you to change that. You can disable it outright (which is what I do) or limit it to first person only, as well. Oh poo poo, I had no idea it was available in the options. You're a lifesaver.
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# ¿ Feb 15, 2018 11:05 |
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turn off the TV posted:When I was messing around with the CK I was able to get a combat style set up for NPCs where they just flat out ignore cover and do nothing but shoot at you and walk directly towards you. So you turned it back into FO3 and NV?
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# ¿ Feb 17, 2018 00:07 |
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A low-impact green wasteland mod just went up on the nexus. I've wanted one of these for a while but couldn't reasonably run the big ones already there other than just the one that adds grass. So far other than constantly mistaking the ferns it adds for hubflowers that I can't harvest it's pretty awesome.
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# ¿ Feb 17, 2018 11:04 |
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There should be a mod to turn Sturges into a companion proper like the Sunny Smiles one for NV.
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# ¿ Feb 20, 2018 14:57 |
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I gotta say, running into my plodding robot provisioners and their steadfast brahmin packmules as I run around is pretty charming. It's also hilarious when I'm fighting raiders or some poo poo and suddenly there's a massive storm of gatling laser fire and cluster bombs exploding like WW4 just started because one of them happened to be nearby.
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# ¿ Feb 21, 2018 16:19 |
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Anyone with experience using the CK, how rough would it be to do something like scale down the sentry legs so they can actually be used if you plan on ever going anywhere not a flat plain? I love the way they look but they're just way too unwieldy. I'm worried it'll be something super hard to do since the legs on automatrons seem to apply a scaling effect to the rest of the parts.
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# ¿ Feb 23, 2018 06:00 |
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Well I mean, would it be as easy as 'open nifskope, scale 60%, save' to make it work properly in game? Or would I need to do animation edits and poo poo too? edit: Further question regarding Automatron, anyone have any idea what could be causing this to happen whenever I load a save? It's like a bunch of the armor and weapon particle effects are mistakenly applied even they wouldn't be on those parts, dozens of times over until my framerate drops to poo poo. If I edit the robot at all in a workbench it fixes all of it, but it comes back if I load a save again The only mods I have directly touching automatron visual stuff are Automatron Cryo Flamer Nozzle Begone (which is just a swap to change the cryo and flamer nozzles to protectron hands for armor use and because the nozzles are ugly as poo poo), and Less Annoying Voltaic Armor (which just removes the sparking effect on the voltaic armors), neither of which I think would cause this. Kitfox88 fucked around with this message at 07:35 on Feb 23, 2018 |
# ¿ Feb 23, 2018 06:11 |
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https://www.youtube.com/watch?v=XfK4kgvqPP4 god bless this great nation
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# ¿ Feb 27, 2018 17:28 |
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# ¿ May 16, 2024 14:35 |
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It's been a few months since the OP stuff was last updated, any major changes to watch out for?
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# ¿ Jul 8, 2018 21:36 |