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Posted
38 minutes ago, Nuka Cherry said:

Just be glad they never made Smell-o-vision for fallout 4 mods.

 

I think Futurama has provided all of us with a sufficiently cautionary tale.

Posted
On 3/11/2024 at 6:42 PM, Mr Zombie Brain said:

ooo im downloading this thank you :D 

 

Is it possible for a patch between this mod and Commonwealth Captives 1.00 that makes the captives use the decorations from this mod rather than spawning their own? would look awesome to find already tied NPCs in them while walking in 

That's exactly why im here, is kind of dissapointing to find the decorations empty

Posted
1 hour ago, Gamaramdi said:

That's exactly why im here, is kind of dissapointing to find the decorations empty

 

Ego has already updated Commonwealth Captives to scan for local furniture for this mod (and theoretical others).  It happened pretty quick, so you may have missed it.  The new updates work great with this mods added placements.

Posted
16 hours ago, Bigglsby said:

 

Ego has already updated Commonwealth Captives to scan for local furniture for this mod (and theoretical others).  It happened pretty quick, so you may have missed it.  The new updates work great with this mods added placements.

Yeap thanks!!

I just updated and i saw your msg! i love the community!

Posted
On 3/17/2024 at 5:32 AM, JB. said:

Exactly.

 

Just don't go to Hardware Town. 

 

 

It's the wildest thing I've encountered so far.  😬

 

  Reveal hidden contents

Photo560.png.a21628b19c894f60b65a482244398e2b.png

 

 

Call me stupid, but could you please tell me what's wild in Hardware Town?

 

I don't exactly listened to your warnings and visited there, but nothing seems to be that wild... Any ideas?

 

 

Posted
2 hours ago, Kzuuual said:

 

Call me stupid, but could you please tell me what's wild in Hardware Town?

 

I don't exactly listened to your warnings and visited there, but nothing seems to be that wild... Any ideas?

 

 

Heh, there was no need to go there to check, I put the pic in the spoiler. 

Posted

Hi. I can see in the AAF manual that they recommend Crazy animations GUN version over RUG, saying RUG is bad and stuff. Is rug a hard requirement? 

Posted
37 minutes ago, Douie said:

Hi. I can see in the AAF manual that they recommend Crazy animations GUN version over RUG, saying RUG is bad and stuff. Is rug a hard requirement? 

there is no mention that rug version is bad or anything like that on the manual, the only difference between versions is:

gun version adds a gun for the player to shoot NPCs and make them do animations
rug version adds rugs to workshop allowing player to assign npcs on them

Manual probably recommends gun version because rug version is limited to workshop areas or to make animation alignment better, idk
Since my mod places furnitures, you need the rug version

Posted
13 minutes ago, HeavyYoungHeathens said:

there is no mention that rug version is bad or anything like that on the manual, the only difference between versions is:

gun version adds a gun for the player to shoot NPCs and make them do animations
rug version adds rugs to workshop allowing player to assign npcs on them

Manual probably recommends gun version because rug version is limited to workshop areas or to make animation alignment better, idk
Since my mod places furnitures, you need the rug version

My bad for dissing the Rug version, I misunderstood some discord comments the Manual authors made. So I should uninstall gun version in favor of rug? 

Thanks for answering btw! :)

Posted
51 minutes ago, Douie said:

My bad for dissing the Rug version, I misunderstood some discord comments the Manual authors made. So I should uninstall gun version in favor of rug? 

Thanks for answering btw! :)


I believe you can use both of them without issues

  • 1 month later...
Posted

OK. I think I found a bug.

 

In the Shamrock Taphouse, in the basement, there's some kind of guillotine with a circular saw that I don't remember seeing in any of the requirements. And if I get close enough (I think it is close enough to be able to interact with it), the game just crashes.

 

Am I missing a requirement? I'm pretty sure I've installed all three of them.

Posted
5 hours ago, POLE7645 said:

OK. I think I found a bug.

 

In the Shamrock Taphouse, in the basement, there's some kind of guillotine with a circular saw that I don't remember seeing in any of the requirements. And if I get close enough (I think it is close enough to be able to interact with it), the game just crashes.

 

Am I missing a requirement? I'm pretty sure I've installed all three of them.


Thank you, I will look into whats causing this issue :) 

  • 2 weeks later...
Posted

So... this maybe mods conflicting on my part but i figured i'd post and make sure ppl were aware of this bug/feature.

For a bit more context i did update commonwealth captives too.

 

Put some of the furnishings down in a settlement came back a while later and found settlers using them, turns out they were prisoner spawns. A pleasant surprise but not an expected one. Not sure if that's Captives or UTNG messing with things. Again not a big issue but figured others should be made aware :)

 

Onto my second question: Where can i find the banners hung up in the raider camps? I wanna throw some of those up as decor XD

  • 2 weeks later...
Posted
On 5/18/2024 at 9:17 PM, Grimmhelm said:

So... this maybe mods conflicting on my part but i figured i'd post and make sure ppl were aware of this bug/feature.

For a bit more context i did update commonwealth captives too.

 

Put some of the furnishings down in a settlement came back a while later and found settlers using them, turns out they were prisoner spawns. A pleasant surprise but not an expected one. Not sure if that's Captives or UTNG messing with things. Again not a big issue but figured others should be made aware :)

 

Onto my second question: Where can i find the banners hung up in the raider camps? I wanna throw some of those up as decor XD


Well, my mod does not include any NPCs spawning, I use Com Captives and it has in-built feature to not occupy player-built furniture, so I am not sure where to go from here :/ 

 

Posted
42 minutes ago, HeavyYoungHeathens said:


Well, my mod does not include any NPCs spawning, I use Com Captives and it has in-built feature to not occupy player-built furniture, so I am not sure where to go from here :/ 

 

It's fine, i think it's just interacting with Com Captives a little strangely but it just means free settlers XD

Posted
9 hours ago, vranina said:

 

Kendal hospital is brocken.



That is weird.. Happens only in Kendal Hosp? I've only added things to the cell, never removed any or moved something.. Do you use full PRP? If so can you try to put UpToNoGood.esp above it and see if it fixes the issue

sry :/ 

Posted
1 hour ago, HeavyYoungHeathens said:



That is weird.. Happens only in Kendal Hosp? I've only added things to the cell, never removed any or moved something.. Do you use full PRP? If so can you try to put UpToNoGood.esp above it and see if it fixes the issue

sry :/ 

No PRP

Federal

 

Posted (edited)
13 hours ago, vranina said:

No PRP

Federal

 



Some mod must be conflicting with mine

Even though I haven't edited any vanilla records, my mod still ships them.
Therefore if you have any mods that do change vanilla records in cells (such as Enhanced Light&FX / People Live In series etc) make sure they are loaded on top of mine

If possible can you send your plugin list

Edited by HeavyYoungHeathens

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