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Lonewanderer

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About Lonewanderer

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    Hearthfriend
  • Birthday November 12

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    Male
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    Austria
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    Electronic, Computers, Software, Internet Servers, Books (mostly Fantasy and SciFi), Movies and Games.

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  1. In reply to my own topic, a bit late: I started a new game, latest UFO4P, and latest FO4 version, and use only one mod besides UFO4P, namely 'BetterCompanions'. This is an old mod, but does what I want. I also recompiled the script for this mod with the current CK. Works fine. and does not change a lot anyway. In my post above I mentioned a problem with the Minutemen Quest for the Castle. They arrived (previous version of UFO4P, latest game version, essentially the same setup as now, only older UFO4P) with pipe weapons - including Preston! As a result only Preston and the essential M
  2. Just a small observation, probably not a bug: I use the latest patch and the latest UFO4P (2.1.1). I started a new game, no save in the folder, with this setup. I finished Automatron and Far Harbor DLCs. What I see: Now - in contrast to earlier games - Minutemen quests seem to have lost their 'stopgap'. While working normally, suddenly every time I arrive in Sanctuary a settler has a 'Raider Trouble' quest for me. Every time, I had now around 4 such quests, nothing from other settlements. And I just took the Castle, and the moment (really seconds) I connected the transmitter to its p
  3. No not important - I just wanted to make sure that it is intentional different. Thank you!
  4. Hello, 2.0.9 release (just released) is different from 2.0.9 beta. Is this ok? Changelog for both versions is identical. Is this important or only some different packing?
  5. Hello, I do not want to open a new thread for this: In my game practically all merchant guards have no clothes, only armor parts. While this is not new, in earlier versions (and with earlier versions of UFO4P) only several guards ran around this way. In the picture I am over level 50, and often the problem corrected itself when the guards also had a higher level, as the entire world levels up more or less with the player. I always thought, that the reason for this is a sloppy list of clothing, with clothes which cannot be used with armor, and therefore the clothes are not equipped. B
  6. Quote from Changelog: Preplaced bodies in the following settlements will now clean up properly once the player has taken them over: Croup Manor, Kingsport Lighthouse, Sunshine Tidings, Taffington Boathouse, National Park Visitor Center. (Bug #20215) Does not work with 2.0.8 on PC in Sunshine Tidings. Bodies of killed Ghouls are cleaned up fine, but in every house including the big barn with the terminal a Ghoul body remains, which is preplaced. In one house a Settler body too remains. One house is barred and can only be entered by the collapsed back side, and this may be outside of the wo
  7. Hello, this is now my third or fourth time playing this - and I still did not learn how to do it This time I received the Mission Jackpot: Hub 360 first from PAM. And going from memory I climbed up to the Skybridge, entered the 'Ruined Skyscraper' (Pinnacle Highrise), used elevators and complained about the quest markers, which always seemed to point the wrong way. But they do this from time to time, and - from memory - I found a Jackpot location, it opened, and the quest was done. So far, so good... After several other missions PAM again wanted a Jackpot Mission: Jackpot: Hub
  8. Hello, I think most of this is already known here, I write it up despite that, because there is a fix, but not simple. According to posts this is what can happen: 1) Head crippled, and the effect remains even after using a Stimpak or visiting a Doctor. 2) Use Med-X while poisoned (have the poison effect) and the Perception penalty remains. To fix 1) You can try to become head crippled again, and then use a Stimpak. This works only if the bug occurred because of 1). I tried it with my problem and it did not work. To fix 2) Become poisoned (poison effect from animal
  9. I have FO4 1.10.138.0 installed, all DLCs, and the latest 2.0.8 UFO4P. I use no mods, except UFO4P and the following DLC (plugin) modules: Chinese Stealth Armor Modular Backpack Armor Paintjobs: Minutemen and Railroad Load order for the plugins is automatic, the only mod is UFO4P, and it is loaded after the official DLCs. So the installation seems to be fine? I started a new game with UFO4P 2.0.8 and 1.10.138.0. (The list of Creations is shorter, because before restarting I removed some, I did not like). My PC: Windows 7 64, 32 GB, GTX 1080 Ti, Driver 399.24. Except
  10. Ah - thank you. Then you can carry them away and they will not respawn but stay where you drop them, correct? For Demo (Hardware Town): This seems to be new, that he does stay. I restarted yesterday using the 2.0.8 UFO4P, and will watch what happens to Demo (this time he is red powder from a laser :). But in my previous games I never saw Demo persisting, so I thought I would report it.
  11. I have FO4 1.10.138.0 installed, all DLCs, and the latest 2.0.8 UFO4P.(beta). I use no mods, except UFO4P and the following DLC (plugin) modules: Chinese Stealth Armor Hellfire Powerarmor X02 Powerarmor Antimateriel Rifle Modular Backpack Armor Paintjobs: Minutemen and Railroad Load order for the plugins is automatic, the only mod is UFO4P, and it is loaded after the official DLCs. So the installation seems to be fine? I started a new game with UFO4P 2.0.7 and 1.10.138.0, and then updated to the beta version 2.0.8. My PC: Windows 7 64, 32 GB, GTX 10
  12. Hello, I am back to the game after around 6 months, and have FO4 1.10.138.0 installed, all DLCs, and the latest 2.0.8 UFO4P. I use no mods, except UFO4P and the following DLC (plugin) modules: Chinese Stealth Armor Hellfire Powerarmor X02 Powerarmor Antimateriel Rifle Modular Backpack Armor Paintjobs: Minutemen and Railroad Load order for the plugins is automatic, the only mod is UFO4P, and it is loaded after the official DLCs. So the installation seems to be fine? I started a new game with UFO4P 2.0.7 and 1.10.138.0, and then updated to the beta ve
  13. Thank you for looking into it, I just uploaded the save (as a comment to my own report), I cannot see it, but this time it went error free, and took a bit to finish, so I think it worked.
  14. Hello, I just played a bit more FO4, and received a quest: 'Kidnapping at County Crossing', via Radio Freedom. I have a save exactly after receiving this quest, but before accepting it at County Crossing. But I am unable to upload it to my bug report! This is my bug report: Issue #25780 I add the save here, so somebody can look at this. It would be better to attach it to the bug report in the tracker, but this won't work, it always states it failed because the file may not exist. Is this normal? Upload here works fine. I actually tried to solve the quest twice (no sweat, cha
  15. Just a very quick and incomplete answer: I have made myself a mod for Fallout 3, which I am using, to slow down level gain, because if you want to do all the side quests your level grows too fast, especially if you play the addons. I found this page, where things in Fallout 4 are explained: Page about Leveling and other things in FO4 The formula seems to be: XP_needed_for_next_level = 75 * (Current_level - 1) + 200. This means in level 1 you need 200 XP to reach level 2. In FO3 the names of the two variables were: XPBase (would be 200 in the above formula) and XPBumPBase (would
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