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TheCheshireKhajiit
QUOTE(Cain @ Mar 1 2017, 11:37 AM) *

Hmm, no. I know what you mean, though. I wonder....can you change your body at the surgery center in DC?

You can but it wouldn't be ideal because you are sitting in that damn chair.
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 1 2017, 12:34 PM) *

So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?

I have not tried it in a while, but as I recall if you just use the SLM Player command at the command line it will take you to the face menu, in exactly the pose and position you were when you opened the console. So if you were looking at the back of your character's head when did it, that is all you would see. And you cannot move the camera around.

So you could back up to where you can get a good view of your character's entire body, then use the console command. That should work fine.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 1 2017, 03:55 PM) *

QUOTE(TheCheshireKhajiit @ Mar 1 2017, 12:34 PM) *

So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?

I have not tried it in a while, but as I recall if you just use the SLM Player command at the command line it will take you to the face menu, in exactly the pose and position you were when you opened the console. So if you were looking at the back of your character's head when did it, that is all you would see. And you cannot move the camera around.

So you could back up to where you can get a good view of your character's entire body, then use the console command. That should work fine.

Aw man, Khajiit's console isn't working sad.gif
TheCheshireKhajiit
*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 2 2017, 06:31 PM) *

QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.

Here is an example
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 2 2017, 06:58 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 06:31 PM) *

QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.

Here is an example

Awesome! Thanks to your info Khajiit found exactly what he was looking for! Gracias!
TheCheshireKhajiit
Khajiit is obsessed with this mod that lets you lock doors and stuff.
Kane
QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *
Khajiit is obsessed with this mod that lets you lock doors and stuff.

Ho boy. That's getting installed tonight! No more rando's wondering through my old Sanctuary house!! Many thanks for sharing, Khajiit!!
TheCheshireKhajiit
QUOTE(Cain @ Mar 3 2017, 02:48 PM) *

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *
Khajiit is obsessed with this mod that lets you lock doors and stuff.

Ho boy. That's getting installed tonight! No more rando's wondering through my old Sanctuary house!! Many thanks for sharing, Khajiit!!

Ja, no problem! It works great. Locks and unlocks with the click of a button. Tested it on dogmeat (he can open doors you know) by locking myself into the Red Rocket Station. He couldn't get in! You can lock containers too! This will be very useful. Khajiit once had a raider pick up a minigun from a container in the garage part of Red Rocket Truckstop. That wasn't fun!
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *

Khajiit is obsessed with this mod that lets you lock doors and stuff.

I thought Khajiit were obsessed with unlocking things... laugh.gif
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 3 2017, 04:22 PM) *

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *

Khajiit is obsessed with this mod that lets you lock doors and stuff.

I thought Khajiit were obsessed with unlocking things... laugh.gif

Bahahaha!
SubRosa
Eli's Armour Compendium = has some neat looking outfits. I thought the Bad Wolf tee was especially cute. smile.gif A lot of it is just reworking vanilla assets, which normally does not impress me. But I also see a lot of gray clothing. So there just might be something in there for Persephone.

Concealed Armors = gives you the option of making individual armor pieces invisible. I just ignored this at first. But then I realized that armor clips through a lot of outfits, which looks like crap. I noticed this with the Fatigues (as worn by Desdemona, not the military uniform). This would let you make the armor invisible and thusly fix that.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 6 2017, 05:09 PM) *

Eli's Armour Compendium = has some neat looking outfits. I thought the Bad Wolf tee was especially cute. smile.gif A lot of it is just reworking vanilla assets, which normally does not impress me. But I also see a lot of gray clothing. So there just might be something in there for Persephone.

Concealed Armors = gives you the option of making individual armor pieces invisible. I just ignored this at first. But then I realized that armor clips through a lot of outfits, which looks like crap. I noticed this with the Fatigues (as worn by Desdemona, not the military uniform). This would let you make the armor invisible and thusly fix that.

Khajiit eyed Eli's last night. May dl that soon.
TheCheshireKhajiit
Khajiit is happy to report that he did not find an R91 until the battle of Concord. Gristle was carrying one. So that means either this one's alteration of the R91 mod's leveled list was successful, or it was just luck none of the lesser Raiders spawned with one (which Khajiit thinks is unlikely given the frequency it was spawning before).
Kane
I need to do that, too. They are way too common. I have one on display, and gave one to everyone in Sanctuary already. Way too common.

Also, I'm giving this a try next: Realistic Headshots. An NPC shouldn't survive a sneak attack headshot with a sniper rifle, especially on Survival mode.
TheCheshireKhajiit
QUOTE(Cain @ Mar 8 2017, 07:00 AM) *

I need to do that, too. They are way too common. I have one on display, and gave one to everyone in Sanctuary already. Way too common.

Also, I'm giving this a try next: Realistic Headshots. An NPC shouldn't survive a sneak attack headshot with a sniper rifle, especially on Survival mode.

Yeah that's really annoying! Khajiit also downloaded the Survival Options mod. It's pretty good. This one likes that you can adjust the necessities rates. The only one we tweaked was hunger as we thought it was way too fast. Just bumped it down 1. Didn't change any of the save options because you can get the "save item" and save whenever you want. May do the save over time option and set it to maximum time between saves just as a back up. Only thing this one doesn't like is the ever present "Survival Options Holotape" in our inventory. Really wish we could stuff it in a drawer.
Kane
The holotape bothers me a bit, too. Haven't adjusted the food rate, but I may do that as well. The main thing I tweaked was carry weight.
TheCheshireKhajiit
QUOTE(Cain @ Mar 8 2017, 11:27 AM) *

The holotape bothers me a bit, too. Haven't adjusted the food rate, but I may do that as well. The main thing I tweaked was carry weight.

Khajiit is really surprised the author didn't make it to where you could stash the holotape. We are running the "Take Cover" mod (which this one is probably going to remove because it's janky) and it's holotape can be thrown away or stashed.
TheCheshireKhajiit
Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 8 2017, 02:55 PM) *

Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 8 2017, 03:55 PM) *

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.

Yeah Khajiit is very curious about that.

Messed with the "Raider" start too. It puts you at the power line tower thing north of Abernathy Farm. The Raiders there are "friendly" (they won't talk to you though), but others will attack. That was kind of neat.
SubRosa
I found an article about Start Me Up here. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.


Start Me Up - Alternate Start and Dialogue Overhaul = The alternate start mod we were talking about above.

Revamped Playable Ghouls = Because once you have played a zombie, there's no going back!

Looks Mirror = Adds a mirror you can build from the workshop. You can use it to change your face. I have tried it, and it works just fine with centering your camera via the .ini file. So you don't have to comment out the bApplyCameraNodeAnimations=0 line like you do before using a surgery chair. So if you are using a center camera mod, this is probably you best option for changing your face.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 8 2017, 06:18 PM) *

I found an article about Start Me Up here. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

Start Me Up - Alternate Start and Dialogue Overhaul = The alternate start mod we were talking about above.

Revamped Playable Ghouls = Because once you have played a zombie, there's no going back!

Looks Mirror = Adds a mirror you can build from the workshop. You can use it to change your face. I have not tried it yet, so I don't know how it plays with center camera mods. But it is an alternative to creating a mod to add the surgery chair to your character's lair.

Oooh! Good to know!
Kane
Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

Prydwyn Player Home - adds a workshop, and links the crafting benches.
Hunting Shotgun - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.
TheCheshireKhajiit
QUOTE(Cain @ Mar 9 2017, 07:00 AM) *

Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

Prydwyn Player Home - adds a workshop, and links the crafting benches.
Hunting Shotgun - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.

Yep that's a pretty good lookin shotty!
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 10 2017, 04:31 PM) *

TheCheshireKhajiit: Cool crossbow! Maybe someone will post a link to that in the mods topic... whistling.gif


As you wish!

Playing with Unique Player, trying to get it to work with CBBE so Khajiit can give the NPCs back the vanilla body.
SubRosa
RU556 = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 10 2017, 08:11 PM) *

RU556 = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.

That is a sweet looking gun! Did Khajiit mention that taking the R91 out of regular raiders leveled list solved the issue with every other low lvl Raider being equipped with one? Now only boss lvl Raiders will have a chance if carrying one. It may also spawn on certain Super Mutants and Gunners too.
Winter Wolf
QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif
TheCheshireKhajiit
QUOTE(Winter Wolf @ Mar 10 2017, 09:45 PM) *

QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif

No prob Wolfie! Sorry you can't use it right away, as the bow seems pretty solid as long as you aren't trying to fight a large scale battle with it (the crank to load takes a long time when you are on the roof of the Museum trying to take out Gristle's raider horde). Love your handle and avatar by the way!
TheCheshireKhajiit
Khajiit was just thinking:
We can take bandannas and use them as gangsta face masks, but what about using them as head wraps? Has any one made a clothing mod that adds head wrap bandannas?
SubRosa
I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 11 2017, 10:29 AM) *

I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.

Exactly! Khajiit will dig through the clothing files and see if he can find some!
SubRosa
I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 11 2017, 07:16 PM) *

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.
TheCheshireKhajiit
This looks interesting for those (like Khajiit) who likes playing around with settlements:
Sim Settlements
TheCheshireKhajiit
Oh ma gawd! SKS!!!(if a bit stylized)
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 11 2017, 09:40 PM) *

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.

I am reading through the comments on the mod, and someone else had the exact same issue of the 10mm and baton vanishing in the Vault 111 start. So it is not just you. Apparently Start Me Up alters the scripts associated with the weapons, and if you have another mod doing the same it causes a conflict that disables them. Putting Start Me Up last in your load order might fix it.

I am seeing what you mean about the Traits it adds as well. I created Persephone as a test last night, and I was underwhelmed by all the trait choices. I am tempted to just delete them all from the mod. But it might be easier just to ignore them, and continue using Traits for Fallout 4.

Edit to add: I just created a new character with Start Me Up, and ignored the traits that came with it. Traits for Fallout 4 still worked fine. Except that the two scripted places where you pick your traits for it never happen (when you talk to the Vault Tec salesman in Pre War, and at the Vault Exit). But you can open the console and do a search on mutagen. Add it to yourself, and use it. That brings up the menu to pick your traits. You can do this at any time or place.




QUOTE(TheCheshireKhajiit @ Mar 12 2017, 12:46 AM) *

I thought there already was an SKS mod for F4. But I guess I was wrong. I was probably thinking of FO3. It looks a little off to me. There are also several AK mods - AK-74 Russian assault rifle and AK-74M both look outstanding. I am using the latter, mostly because it allows you to change the camo patterns on the gun. It is seriously overpowered though. I had to mod the damage of the gun down to make it reasonable. Modular AN94 Abakan is another outstanding looking Eastern-bloc style weapon, and there is a Dragunov Sniper Rifle.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 12 2017, 02:11 PM) *

QUOTE(TheCheshireKhajiit @ Mar 12 2017, 12:46 AM) *

I thought there already was an SKS mod for F4. But I guess I was wrong. I was probably thinking of FO3. It looks a little off to me. There are also several AK mods - AK-74 Russian assault rifle and AK-74M both look outstanding. I am using the latter, mostly because it allows you to change the camo patterns on the gun. It is seriously overpowered though. I had to mod the damage of the gun down to make it reasonable. Modular AN94 Abakan is another outstanding looking Eastern-bloc style weapon, and there is a Dragunov Sniper Rifle.

On SKS for Fallout4, all Khajiit found was a good looking modders' resource that apparently nobody ever did anything with. The AK 2074 mod this one linked isn't an exact SKS copy, but it's really close. Khajiit didn't want another straight up AK copy as he already has access to the Handmade Rifle from Nuka World and he downloaded this Chinese Assault Rifle mod.
SubRosa
I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).
Kane
Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?
TheCheshireKhajiit
QUOTE(Cain @ Mar 13 2017, 06:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

Khajiit hasn't. That's a good idea though. Probably could study "Home Plate" and see how that's done since it's a Beth provided dedicated player home without all the settlement stuff.
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 13 2017, 01:05 AM) *

QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).

The M4A1 is a good one. Unfortunately the designer was lazy, and did not put any text in to describe what all the omods do (better recoil, worse hip-fire accuracy, etc...). I wound up doing that myself when I tweaked the gun's stats.

I tried the RU556, but I didn't like the sound of it firing. It was too high pitched.

M2216 is another well done mesh and texture. It did have a problem in the OMODs that I had to fix though. The random rifle was picking from a list of vanilla assault rifle meshes, rather than those from the mod. That resulted in wackiness. wacko.gif

I think there is a SCAR mod out there too, though I could be wrong.

QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 13 2017, 04:33 PM) *

QUOTE(TheCheshireKhajiit @ Mar 13 2017, 01:05 AM) *

QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).

The M4A1 is a good one. Unfortunately the designer was lazy, and did not put any text in to describe what all the omods do (better recoil, worse hip-fire accuracy, etc...). I wound up doing that myself when I tweaked the gun's stats.

I tried the RU556, but I didn't like the sound of it firing. It was too high pitched.

M2216 is another well done mesh and texture. It did have a problem in the OMODs that I had to fix though. The random rifle was picking from a list of vanilla assault rifle meshes, rather than those from the mod. That resulted in wackiness. wacko.gif

I think there is a SCAR mod out there too, though I could be wrong.
Thanks for the recommendations! This one may try the M2216 mod you linked. Or the M4. Have to look at it.

Has any one tried the Motorcycle mod?
Kane
QUOTE(SubRosa @ Mar 13 2017, 05:33 PM) *


QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.

Ok, that gives me an idea on what to work through, then. I'll have to play with it some more.... I wonder if there is an option in the CK to set it as owned by player?
SubRosa
QUOTE(Cain @ Mar 14 2017, 07:33 AM) *

QUOTE(SubRosa @ Mar 13 2017, 05:33 PM) *


QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.

Ok, that gives me an idea on what to work through, then. I'll have to play with it some more.... I wonder if there is an option in the CK to set it as owned by player?

Yes, you can set the Workshop as being owned by the Player. I tried that too, but to no avail...
Kane
Well, I made a post on the Nexus forums about it, and got a little more direction. What I really want to do is, turn the Concord Speakeasy (and if I get it to work, I'll possibly do more locations later) into a player home. There is a mod that already does that, but it's pre-configured and set up the way the author wanted it.

My dream is to drop a workshop in the basement, and treat it like a normal settlement with scrapping/cleanup needed before you can add stuff in to your own liking.

QUOTE
Your going to still have to give it a location (I think) and you'll run into issue with the existing floors because they don't have the "Workshop Stackable" keyword attached. So you'll have to disable many of them and replace them with once that work in Workshop mode.


I'm hoping it won't be too much more than that.


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