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kawaksallas

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Everything posted by kawaksallas

  1. The bugfix for the duplicate sugar bombs paintjob for the T 51 doesn't seem to be working. Tested on a new save with the beta patch. I'm still seeing two identical sugar bombs paint twice in the material mods menu.
  2. btw, fix for issue 23353 also fixed issue 24399 that I opened about the traders at nuka world never taking off the shock collars after open season, if you want to include that the release notes
  3. Nice, thanks for the update. So the overseer terminal is now actually a viable solution to manage settlement population?
  4. I was told that I should disable Sort FLST, Set enable state opposite of player, Set scale, Set Z position and Replace MSTT Form ID options on xEdit when cleaning FO3/NV dlc's. Is this valid or I should not touch the dlc masters at all?
  5. Show No Mercy quest is not working properly with the new beta It hangs after you board the vertibird which would fly you to fort strong. After you board, you can only control the camera, can't go off and the flight scene does't happen. Tested with 2.0.3 and it's working as expected, so I'm certain it's something with 2.0.4. xEdit shows no edits to this quest (BoS202), but the changelog mentions edits done to vertibirds, so something may be backfiring Here's the save Save1_C547DCABM5361676974746172697573_Commonwealth_010236_20180523135656_41_2.fos EDIT - BoSVBAliasBoardingScript seems to be the culprit. Putting the vanilla script as a loose file allowed the quest to continue accordingly.
  6. I have transfer settlements, honestly don't know if that is interefering with anything. I can ask CDante about it on Discord if you want.
  7. Oh, I thought it was something that slipped through the beta, sorry. At any rate, fast travelling away from sanctuary and then back seems to have unassign him.
  8. Changelog for 2.0.4 says issue 24446 is fixed - https://afktrack.afkmods.com/index.php?a=issues&i=24446 However in-game says otherwise EDIT - The issue with the oxygen tanks seems to be indeed fixed, but only on a new game But I found yet another issue Started a new game, activated the workshop in sanctuary, red rocket, grabbed dogmeat, send him to Sanctuary ...and he is now assigned to produce food . Trying to remove him from the current job using that vaut tec settlement manager terminal don't work either. Never saw that before and I don't think it's intended?
  9. Changing DLC01REPercentChance value mid-game don't change nothing, as in you'll need a new save. Tested it myself by setting it to 0, plenty of Automatron RE still on existing saves, yet to see one on a new save. DLC01LoadScreenRate seems to work fine on existing saves.
  10. "but the game has been pretty well patched since and deserves all of those reviews being wiped and start again" Hardly. Release of games on a sub par state should never be ignored or forgotten. Reviews about it should serve as a reminder to the developers - the consumers are aware.
  11. xEdit found some errors in the newest beta [00:01] InstM02SRBTerminal "SRB Terminal" [TERM:001128A7] [00:01] TERM \ Menu Items \ Menu Item \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "RR201 "Underground Undercover" [QUST:000B2D48]"> [00:01] TERM \ Menu Items \ Menu Item \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "RR201 "Underground Undercover" [QUST:000B2D48]"> [00:05] MQ101 "War Never Changes" [QUST:0001ED86] [00:05] QUST \ Objectives \ Objective \ Targets \ Target \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MQ101 "War Never Changes" [QUST:0001ED86]"> [00:05] QUST \ Objectives \ Objective \ Targets \ Target \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MQ101 "War Never Changes" [QUST:0001ED86]"> [00:05] [INFO:00096E57] ('Frag 'em quick. The tubs gonna power up any minute.' in GRUP Topic Children of [DIAL:00096D09]) [00:05] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MS11 "Last Voyage of the U.S.S. Constitution" [QUST:00022A02]"> [00:06] RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9] [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:07] InstM01 "Building a Better Crop" [QUST:000986C7] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "InstM01 "Building a Better Crop" [QUST:000986C7]"> [00:07] Vault81Tour [QUST:00099E5D] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [00033525] < Error: Could not be resolved > [00:07] InstM03 "A House Divided" [QUST:000B2D47] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [001690AD] < Error: Could not be resolved > [00:07] [INFO:00162D8F] ('I never expected I'd get this close to one of those.' in GRUP Topic Children of CA_Event_LootEpicItem_Piper "CA_Event_LootEpicItem_Piper" [DIAL:000BBED0]) [00:07] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "FFDiamondCity07 "Story of the Century" [QUST:000456E8]"> [00:08] Inst301 "Synth Retention" [QUST:000E2058] [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000AEF92] < Error: Could not be resolved > [00:08] BoS303 "Spoils of War" [QUST:000FDC8C] [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "BoS303 "Spoils of War" [QUST:000FDC8C]"> [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000FDCC8] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000FDCC9] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000E50CA] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000F08C4] < Error: Could not be resolved > [00:10] All Done!
  12. working fine on fallout new vegas, but got a error when testing with fallout 4 here's the log Loading Unofficial Fallout 4 Patch.esp (1/37) Exception loading Unofficial Fallout 4 Patch.esp FormID [0001D971] in file Fallout4.esm refers to master file Fallout4.esm which has not been assigned a global load order Fatal Error: <Exception: >
  13. what's the money/credit cost ratio? 1 dollar, 1 credit? 10 credits? 100 credits? 1000 credits? the ONLY way to obtain credits is by buying them? I want to download a mod that is priced at 50 credits. Is 50 an actual amount of credits I can buy, or there is a mininum value, like 100 for example. if I download a mod that costs me 20 dollars (based on money/credit conversion) how much of this money goes to the author, how many goes to bethesda? authors will be paid based on how many downloads the mod have? highest ratings? in the long run, what are the good and the bad things that this platform can bring to modding - for both users and authors? lastly, the FAQ can be a bit ambiguous: Is Creation Club paid mods? No. Are Creators Paid For Their Work? Yes. And please don't fall for fancy official names - content, work, add on, creation. Bethesda take precautions to not mention the term "Mods" anywhere, but anyone with a functional brain knows what a mod is.
  14. in the meantime, FO4Edit 3.2.1 results dlcrobot - 45 itm, 38 und, 1 nav dlcworkshop01 - 6 itm dlccoast - 75 itm, 86 und dlcworkshop02 - 2 itm dlcworkshop03 - 18 itm, 10 und dlcnukaworld - 193 itm, 418 und, 7 nav
  15. thanks for taking a look now what about the aeternus? it should be TRUE unlimited ammo or what?
  16. there is one that comes to mind, 2-3 dead mirelurks and some raiders, alongside a cooking station - apparently they're were cooking those mirelurks
  17. what about loading screen hints? after picking up ada every damn screen show those robot repair kits info now I know I nitpicking here, but since we're talking about it...
  18. Currently I've been using this one http://www.nexusmods.com/fallout4/mods/18874/? and it does the job, however the author says you must get the bobblehead before any of the np perks otherwise no deal - so there's something wrong there still
  19. then I should edit FLTV? default value says 50... seems to be way higher in-game, but anyway
  20. Then I would really like a mod like this available, or even better, a tutorial showing me how I can do this on my own. Say, like, a 25% chance of an automatron related RE to trigger after automatron would be ideal.
  21. Now let's talk about the Aeternus - Unique gatling laser with the never ending legendary effect Keeping in mind the fustercluck with gatling lasers and fusion cores, but let's focus on the never ending legendary effect and what it does "Unlimited Ammo Capacity" reading this one could understand as "cool, a weapon that fires and doesn't consume ammo" sadly, it's not how it works A better description of the effect would be "Unlimited Clip Capacity" , say you have 500 fusion cells and every 30 shots you need to reload. With this effect, you never have to reload you laser rifle again - but it stills consume you fusion cells, after 30 shots you have 470 remaining. The best usage of this effect would be in a double barrel shotgun that can only fires 2 rounds between reloads. Now, how do you think this effect works on a gatling laser? Some users report that on gatling laser, this effect grants TRUE unlimited ammo - that is if you have a fusion core, you can fire forever. However there is no evidence of this in the game files that I could find (and please correct me if I'm wrong). Let's talk about the logical effect of this perk as we understand it - excluding perks and bobbleheads, gatling lasers fires 500 rounds per fusion core. Say you have two cores in your inventory your gatling laser should be able to fire 1000 rounds without the need to reload a new core after the first 500 ones - but at the same time, it stills consumes that core and the end of 1000 rounds, you should be empty of fusion cores. And how it works in-game? Here's a well explained video of it Confusing to say the least
  22. I think the whole system with Gatling Lasers is somewhat broken let's see if I can explain Gatling Lasers use Fusion Cores as ammo. Nothing new here. So as a control scenario, I did a test with a fresh character, with a Gatling Laser and a Fusion Core in the inventory. with 1 full fusion core in the inventory, the gatling laser fires 500 rounds. with 2 full fusion cores in the inventory the gatling laser fired 500 rounds, reloaded, and then fired another 500 rounds Now I got myself the repair bobblehead - Fusion cores last 10% longer. 500 rounds + 10% = 550 rounds, right? well... with only one fusion core in the inventory, the ammo count says it's have 500 rounds ready. So the game doesn't taken the repair bobblehead perk into consideration? I fired the 500 rounds, doing so drained the ONLY fusion core I had to my surprise, after the last round fired, I reloaded ANOTHER fusion core that came from nowhere. Remember, I had only one in my inventory. This new fusion core have 9/100 capacity, and had exactly 50 rounds to fire, the same 50 rounds from the repair bobblehead perk. Why it had to to this? Why the fusion core doesn't had 550 rounds to begin with? I repeated the same trial with now 2 full fusion cores in the inventory after the initial 500 rounds fired, it reloaded - I checked to see what fusion core it selected - it should be the another full one? No, again the game give a 9/100 fusion core out of the blue and selected that core, but now it don't have 50 rounds, instead it had another 500 again, a 9/100 fusion core with 500 rounds selected, the full one left alone so I fired these 500 rounds from a 9/100 core but as soon as I fired the first round, the game then changed the core I was using - it now used the full one. What? after 500 rounds fired I had now 2 9/100 cores with 50 rounds left. I fired it up, the two were consumed. So what have we learned? a full fusion core have 500 rounds to be used from a gatling laser, and aparently it cannot have any more than that - with the repair bobblehead, after the full core was drained, the game gives you a 9/100 core with 50 rounds left. with this behaviour in mind, I leave the repair bobblehead alone for now Now to focus on the Nuclear Physicist perk first rank says fusion cores lasts 25% longer - so 500 + 25% = 625 again the same behaviour = with 1 full core on the inventory, ammo count shows 500 rounds, after fired a received a 19/100 core with 124 rounds left, 1 round less than the 125 granted from the 25% bonus second rank of this perk says fusion cores lasts 50% longer - so 500 + 50% = 750 yet again, after the initial 500 rouns I reloaded with a previously inexistent core with 33/100 and 249 rounds, again 1 round less than the 250 the perk should grant to complete the show, let's add the repair bobblead on top of that 500 + 50% from the two ranks of Nuclear Physicist + 10% - it now should have a total of 825 rounds to fire it turns out the game completely renagate the bonus from the repair bobblehead while you have the Nuclear Physicist perk I fired the 500 rounds from the full core, it reloaded a new one with 33/100 with 249 rounds, as if I didn't have the bobblehead at all note that I run these tests with one and two cores in my inventory, during normal gameplay a player may have 20, 30, 40 - the game then keep using the full ones, leaving a bunch of 33% cores left edit - note again that I didn't mentioned level 3 of the np perk, fusion cores last double - but it's the same thing happening also I didn't mentioned the aeternus, the unique legendary gatling laser introduced by nuka world. It's supposed to have the never ending effect but it doesn't work that way at all. I'll do more tests with it later. why the game cannot fire more than 500 rounds from a full core with all perks?
  23. this apply to general clothing vendors? like Becky Fallon? I recruited Anne Hargraves and assigned her to a level 4 clothing store, and she always have the colonial duster for sale, AFAIK that's he only way to get this item (not counting trading with Preston Garvey) and I suppose unique itens are out of equation? not unique like legendaries - wastelander's chest piece or any of this kind, but for example: submariner's uniform only obtainable if you kill Zao at the Yangzte, or lieutenant's hat only obtainable if you visit USS Constitution after completing the quest and siding with Ironsides
  24. BTW, let me ask - what's the fate of that bugfix related to the prydwen being shown as a settlement? I remember it worked until patch 1.5 or 1.6, then bethesda did something in one of those updates that invalidated your fix. Later I read in the patch notes that the fix was removed because of these reasons I just explained. The current situation as in the latest patch both official and unofficial - prydwen and airport ruins are shown as settlement icons in the map. Is it now unfixable? Are you planning to "re-fix" it?
  25. just did this side quest and can confirm some oddities When I reached this portion of the building, I heard her voice "who's there, come around the side" only to find she wasn't on the room... instead she was coming in the corridor that leads to the stairways and there was a gunner shotting at her from behind. It was very funny actually. I did manage to engage in dialogue and passed the speech check telling her to leave - she just stood in place and when I made my way through the corridor I heard "wait, don't leave me here"
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