JB. Posted April 8, 2024 Posted April 8, 2024 Lol, I removed the corpses from the cafeteria because I doubt even real raiders would want to drink drink or smoke there with corpses. Really sometimes those people at Bethesda seem like they are disconnected from reality. What I mean, you can modify as you like Nisha's base. I don't do it because it's not a particularly important place for me. Now, what I came to. I remember you mentioning to me about garden shears. Now I came in to look and I love the rack you put. Just remember that the shears are an activator. That is, when you "grab" it, you don't take it to your inventory: it's actually just disabled. You can attach it to the bike rack so it won't fall. I have done that for the next update but will use a different type of rack hehe. 4
izzyknows Posted April 9, 2024 Author Posted April 9, 2024 On 4/8/2024 at 9:28 AM, JB. said: Really sometimes those people at Bethesda seem like they are disconnected from reality. The timeline vs the game world says it all. On 4/8/2024 at 9:28 AM, JB. said: Now, what I came to. Learn something new! Sweet! I'll do that as its simpler. And your pegboard is backwards. I'll prolly clean up Nisha's base at some point, when I get more time. RL has me kinda busy for a retired old fart. LOL 1
Langmans Posted April 10, 2024 Posted April 10, 2024 (edited) On 3/30/2024 at 3:31 PM, izzyknows said: Also, the garden tools rack... there's a lot more to them than what it looks like. I swear that broom was possessed by Lucifer himself. The shears are the only tool that doesn't return to the rack IF it's the last tool used. Not really an issue.. just letting you know. I don't know how or what I did but for me the shears are gone. Using Nuka Ride 6.6.1h (march 18th) + World CWSS patch 1.06. Nuka Ride is set to late loaders group, so both mods are at the bottom of the load order. Lucky JB included console commands, so I used SetStage _NR_Chores 110. Otherwise I would have been stuck Edited April 10, 2024 by Langmans
izzyknows Posted May 27, 2024 Author Posted May 27, 2024 V 1.0.7 Hot fix for the Privet Room door on the Moon of steel which stalled the Music training quest. (my bad on that one!!) Removed the garden tools edits so they don't interfere with the new 6.7 version. Will update later for the NR 6.7+ But, there were already some tweaks done. 1
valcon767 Posted May 28, 2024 Posted May 28, 2024 downloaded and by the time i get back to NR you will probably have upgraded this yet again. new game started and testing to make sure some other stuff works right. NR not installed and activated just yet, but will be. just felt the need to say thank you again for all the work you do with this. 2
izzyknows Posted May 28, 2024 Author Posted May 28, 2024 10 hours ago, valcon767 said: downloaded and by the time i get back to NR you will probably have upgraded this yet again. new game started and testing to make sure some other stuff works right. NR not installed and activated just yet, but will be. just felt the need to say thank you again for all the work you do with this. Thank You for the kind words! ❤️ It'll be a little while before I will have time to really dive into 6.7. But, I'd made some tweaks to unused cells, and CWSS was already added to a couple unused cells. Sooo.. they might be fine.. eeh.. we'll find out! LOL 1
packprof Posted May 28, 2024 Posted May 28, 2024 Was poking around your CWSS patch in FO4Edit and noticed several "Error, could not resolve entries" . Is it missing something or just a Creation Kit glitch? Spoiler
izzyknows Posted May 28, 2024 Author Posted May 28, 2024 (edited) 45 minutes ago, packprof said: Was poking around your CWSS patch in FO4Edit and noticed several "Error, could not resolve entries" . Is it missing something or just a Creation Kit glitch? You're missing something. Maybe an old version of CWSS? It should look like so. Spoiler I've not updated any tools, mods or the game to the next gen version. Probably wont for a looong time. Edited May 28, 2024 by izzyknows
packprof Posted May 28, 2024 Posted May 28, 2024 1 hour ago, izzyknows said: You're missing something. Maybe an old version of CWSS? It should look like so. Reveal hidden contents I've not updated any tools, mods or the game to the next gen version. Probably wont for a looong time. I had CWSS Redux v3...updated to v4.01 and problem was corrected. Thanks. Also noticed the shower in Seven Bar does not have water animation (still gets PC clean). The one in the apartment works fine.
izzyknows Posted May 28, 2024 Author Posted May 28, 2024 50 minutes ago, packprof said: I had CWSS Redux v3...updated to v4.01 and problem was corrected. Thanks. Also noticed the shower in Seven Bar does not have water animation (still gets PC clean). The one in the apartment works fine. They are literately both the same asset. The upgrade "might" have thrown a monkey wrench at it. Will probably work itself out on a new run, or even on the next game load. Updating things mid run sometimes causes weird issues that will resolve later on.
packprof Posted May 28, 2024 Posted May 28, 2024 1 hour ago, izzyknows said: They are literately both the same asset. The upgrade "might" have thrown a monkey wrench at it. Will probably work itself out on a new run, or even on the next game load. Updating things mid run sometimes causes weird issues that will resolve later on. You are right, next load and it was fine. Thanks and nice work on this. 1
Sorrow_421 Posted May 30, 2024 Posted May 30, 2024 Installing this on NR 6.7.2 will eff things up really bad or should I give it a go. I just reloaded a hard save before starting NR. I love this mod it gives so much more to an already great mod. "Will update later for the NR 6.7+ But, there were already some tweaks done. "
izzyknows Posted May 30, 2024 Author Posted May 30, 2024 4 hours ago, Sorrow_421 said: Installing this on NR 6.7.2 will eff things up really bad or should I give it a go. I just reloaded a hard save before starting NR. I love this mod it gives so much more to an already great mod. "Will update later for the NR 6.7+ But, there were already some tweaks done. " It should be fine. JB usually lets me know if there's something I need to change asp. 1
JB. Posted June 1, 2024 Posted June 1, 2024 (edited) Here is a list of additions and changes. I will edit the list if I remember anything else. There's no rush to correct it or anything, I'm sure I'm missing something. : Dara leans against Kaiser's truck. _NR_DaraSpot03_Sweet Dara leans against Mason's flagpole. _NR_DaraRelaxing_Audition All flapgoles dropped -12 in height (Z-angle) Mason's flagpole in the amphitheatre (I moved this flagpole slightly) Corsican's flagpole in the studio Golden flagpole in the flat Flagpole in the flat, maid's room Vadim's flagpole in Dugout Inn Overboss' flagpole in Fizztop Flagpole in Nuka Club Flagpole in Seven Bar Flagpole in Truck Stop Don't worry if you don't see the changes reflected immediately. I discovered not long ago that when a quest grabs a reference and puts it in an alias (for example a flagpole), the reference remains fixed in that position forever, no matter how much you move it in the CK. Edited June 1, 2024 by JB. 2
Raven 54 Posted June 1, 2024 Posted June 1, 2024 Thanks @izzyknows for the work on this and the use of it, it sucks that most people will trot through NR/NW and not realize all the changes you have made, all the work you have done. Thanks a Bunch 3
izzyknows Posted June 3, 2024 Author Posted June 3, 2024 V1.0.8 Slight tweaks to work with the changes in 6.7+ Really only needed 2 slight adjustments. But as usual... find something out of place, let me know with a screen shot.. in a spoiler please. 1
angrykiwi Posted June 19, 2024 Posted June 19, 2024 Would it be safe/ok to disable the mod for a scene and then re-enable it? I am just experiencing an issue during the quest Made in Heaven where AAF calls for a custom event with Mason, but the game crashes, made a quick test with this mod disabled and it all worked fine. I assume that CTD is due to a game trying to get a now disabled furniture? Do note that i have installed this mod in the middle of an active save but i did not visit a Nuka World there yet. The only issues i've seen besides this one is some objects clipping in the studio and floating poles.
izzyknows Posted June 19, 2024 Author Posted June 19, 2024 1 hour ago, angrykiwi said: Would it be safe/ok to disable the mod for a scene and then re-enable it? I am just experiencing an issue during the quest Made in Heaven where AAF calls for a custom event with Mason, but the game crashes, made a quick test with this mod disabled and it all worked fine. I assume that CTD is due to a game trying to get a now disabled furniture? Do note that i have installed this mod in the middle of an active save but i did not visit a Nuka World there yet. The only issues i've seen besides this one is some objects clipping in the studio and floating poles. It will make a mess if you disable it as it heavily edits the navmesh pretty much everywhere in Nuka Town and a lot of edits are baked into the save. The scene with Maxon failing has nothing to do with this mod, it doesn't disable any furniture in Fizztop. Trust me, if you seen that mess of markers, triggers & furniture you'd leave it alone too. LOL! They should either use the chair Maxon is sitting in, fucking Maxon with the suffocation collar, or on the rug if fucking the dog/both OB & Maxon or the couch the OB is sitting on. The entire scene is restrained to that little area... during that quest. There's actually 2 rugs between the chairs & couch, the one AAF is made to use is actually disabled all the time. But there are a lot of disabled things AAF is made to use. Niffty little trick JB uses. But since you're seeing clipping & floating poles, is probably a result of installing this mod mid run. Like I said, a lot of things are baked into a save when the game is loaded, even before actually loading the effected cell. And once a cell is loaded it's really set in stone and removing a mod turns it into dust. LOL
angrykiwi Posted June 19, 2024 Posted June 19, 2024 10 hours ago, izzyknows said: It will make a mess if you disable it as it heavily edits the navmesh pretty much everywhere in Nuka Town and a lot of edits are baked into the save. The scene with Maxon failing has nothing to do with this mod, it doesn't disable any furniture in Fizztop. Trust me, if you seen that mess of markers, triggers & furniture you'd leave it alone too. LOL! They should either use the chair Maxon is sitting in, fucking Maxon with the suffocation collar, or on the rug if fucking the dog/both OB & Maxon or the couch the OB is sitting on. The entire scene is restrained to that little area... during that quest. There's actually 2 rugs between the chairs & couch, the one AAF is made to use is actually disabled all the time. But there are a lot of disabled things AAF is made to use. Niffty little trick JB uses. But since you're seeing clipping & floating poles, is probably a result of installing this mod mid run. Like I said, a lot of things are baked into a save when the game is loaded, even before actually loading the effected cell. And once a cell is loaded it's really set in stone and removing a mod turns it into dust. LOL I see, guess i'd just setstage out of it, don't really want to restart this playthrough. Want to add that the edits to the Nuka World look fantastic! Definitely takes a permanent mod load slot for the future playthroughs. 1
izzyknows Posted June 19, 2024 Author Posted June 19, 2024 7 minutes ago, angrykiwi said: I see, guess i'd just setstage out of it, don't really want to restart this playthrough. Want to add that the edits to the Nuka World look fantastic! Definitely takes a permanent mod load slot for the future playthroughs. Thank You for the kind words!! ❤️ Removing mods mid run that heavily edit the world/interiors is like removing scripted mods. It tends to break stuff, and sometimes in really weird ways. But, on your next new run and beyond it should be a lot better.
izzyknows Posted June 26, 2024 Author Posted June 26, 2024 (edited) On 6/19/2024 at 8:59 AM, angrykiwi said: I see, guess i'd just setstage out of it, don't really want to restart this playthrough. Want to add that the edits to the Nuka World look fantastic! Definitely takes a permanent mod load slot for the future playthroughs. Well....sitting here with egg on my face...🤕 It's been a little bit since I played NR, real life stuff, but I do apologize as it seems I DID edit the chairs. JB is adding it to the xml, so we be good to go the next update. But strangely the animations play fine for me. Oh well... I probably edited my xml files.. done that a lot. LOL Edited June 26, 2024 by izzyknows
JB. Posted August 23, 2024 Posted August 23, 2024 (edited) Hey, Izzy, until yesterday I was making modifications to the map so I couldn't send you a version. I'll leave you the two points that I think you need to update whenever you want. New room in NukaLab Spoiler Added some navmeshes inside the pool garden. Spoiler I'm not sure if there should be more, but I'll play it soon with your patch and see how it goes. Edited August 23, 2024 by JB. 1
izzyknows Posted August 23, 2024 Author Posted August 23, 2024 4 hours ago, JB. said: Added some navmeshes inside the pool garden. Did you add some kind of a helper to get the NPC's out of the pool? If I remember right, you can't walk out of it. Don't have much time this week, but will play it next week. 1
JB. Posted August 23, 2024 Posted August 23, 2024 2 hours ago, izzyknows said: Did you add some kind of a helper to get the NPC's out of the pool? If I remember right, you can't walk out of it. Don't have much time this week, but will play it next week. That's an old image. Right now you'll find it full of invisible couches. And yeah, it has a marble staircase for NPCs. 1
izzyknows Posted August 23, 2024 Author Posted August 23, 2024 3 hours ago, JB. said: That's an old image. Right now you'll find it full of invisible couches. And yeah, it has a marble staircase for NPCs. Kool beans! Now, it's pizza and nap time! 😜
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