first of love the mod. i have been using it for years now. the one question i have id how do i make the terminal unscrappable?? I use SS2 and when i tear down a settlement (scrap it) the terminal for this mod gets scrapped as well making this mod stop working until i reinstall it. thank you and again love the mod.
Ok, how to stop the terminals from showing up. I try to rename a item while in the workshop menu for whatever workbench I'm in and bam terminal shows up and I'm shunted out of the rename option all the while a terminal shows up that doesn't do anything but shows up now in the workbench.
The terminal doesn't do anything other than glitch through the workbench. All I honestly want to do is rename some boxes to help me organize, but I'm guessing the console commands aren't permanent.
Did you figure out what was causing the extra popups? i have used this mod on 3 other playthroughs without this issue but now it happens every time i access mark and recall holotape. Anyone who might know the answer to the issue i woild love your insight. I love this mod and all the functionality that it provides.
This is a veryuseful tool kit! Many thanks. The ability to cap settlement population is very useful, as is the ability to find dead bodies in thick underbrush. Have not tried the other functions yet. I use Start Me Up to begin my game outside the vault so I am looking forward to seeing how your mod helps me collect the holotapes that are usually missing when I start outside Vault 111.
One question and one observation: What did you edit in MQ101? I ask because when I hide no conflict rows in FO4Edit the right panel is completely blank. To me, boosting SPECIAL points to 40 at start is a cheat, and seems out of place in a mod like this. No problem though, I just set the value back to 28 in FO4Edit.
In response to the SPECIAL points, I think that many options of this mod could be considered as a tool, trick or cheat, a wider answer is in the previous comment on this page, what I am considering is to change this modification and make the player have the option to choose if want the extra points at the start of a new game.
Regarding the change in the MQ101 mission, the change implemented is really about the script, that's why it appears without conflict when you use the xEdit, the CK when detecting a change in any part of a Quest adds it to the mod, the change is the one that helps to prevent the loss of the objects that many mod add from a new game and that are lost when leaving the vault 111 when leaving for the first time since the original script has the instruction to eliminate everything that is in the container of the pipboy. If I delete this entry in the xEdit nothing happens, no problem, but if I modify the mod in CK and that entry is no longer in the mod the CK no longer adds the script to the BSA file.
the MOD maker alas never removed the SPECIAL boost :(. Nor the pip boy from the prologue. I really wish he did put in the option for that as he said he would/might.
Bare in mind though you can install the mod AFTER leaving vault 111, all features work which I do NOT consider cheats. But you will no longer have access to the SPECIAL boost as this is only available during character creation (talking to Vault-Rep at the door and again leaving vault 111 for the first time)
Alternatively you can use FO4Edit to alter the mod and remove the special points boost. Youll have to do it yourself as I cannot republish the mod without the authors consent obviously.
Rename Anything? on screen interfase. TextInputMenu? for the use of RA. ?MCM? integration: 3 Hotkeys -Rename Settlers and Objects - Localize bodies -open the portable terminal. (instead of the use of ring armor slot). CLO - Custom Lighting Overlay? - PTT dettect if you have this mod installed and fix the newgame bug and add it at the terminal menu options. Does this version included as you written in description; rename anything, Textinputmenu, or do we have to download and install them separatly????
Habe ihn seit 1 Jahr finde ihn gut...was weniger gut ist, das ich bei und nach Benutzung durch den Boden falle und nicht nur ich!!!! Fixen läst es sich dann nicht mal mehr durch deinstallation. Sondern nur durch laden eines sauberen Saves (((: Die fehlenden Holobänder zu sammeln habe ich somit komplett eingestellt was wirklich schmerzt, den dafür hat ich deine Mod gedacht!!!! Was fehlerlos geht ist die Siedlergrenzen zu erhöhen, darum hab ich ihn auch noch. Erscheint mir besser als der Charismacheat! Umbenennen geht gut für mich.
Haben Sie versucht, TextInputMenu zu aktualisieren, oder doppelt überprüft, ob Ihr F4Se und Ihr Spiel auf dem neuesten Stand sind? Wenn Sie die neuesten Updates verwenden, überprüfen Sie, ob das MCM aktualisiert wurde und ob Sie es MANUELL in Ihrem / Fallout 4 / Data / -Verzeichnis installiert haben, da dies die Verwendung aller erforderlichen MCM-Modifikationen behindert Es bleibt bestehen, führen Sie LOOT aus, um sicherzustellen, dass Ihre Ladereihenfolge nicht das Problem ist oder dass ein anderer Mod nicht in Konflikt mit Snikes Terminal steht, obwohl ich meines Wissens auf kein Problem außerhalb von "Rename Power" gestoßen bin Rüstung "überschreibt" Benenne alles um ", aber du hast keine Probleme mit diesem Teil der Mod, also ist es wahrscheinlich nicht dein Problem.
I know, this is a bit late, but I've been using your mod since it's initial release, and I love the features... Although there are other mods allowing you to do so, this one in particular's NPC LooksMenu use is just simply the best IMO.... Kudos, snikegear!
Hello, recently an update of the game came out, therefore you need to update the mods on which my mod depends, starting with F4SE (all others are dependent on everything being updated for the same version of the game), TextInputMenu, Rename Anything and Mod Configuration Menu.
If you can not rename an NPC or change the maximum size of the settlement, it is most likely that the incompatibility is with TextInputMenu. I have not updated to the latest version, I do not know if there have been any changes that affect its operation, next week I will try it.
Sorry for not answering before, the first time you asked, I did not notice why and this time I did not see any notification of the nexus page about your question, I realized until now that I got the notification of another question here above.
Well, to answer in the most sincere way, when I started doing mods, I have many that are not published, I did all of them to learn and for personal use, and as a personal preference I liked having more SPECIAL points from the beginning because I always finish all the stories and the DLC before completing all the perk points, in this way I had more opportunity to dedicate the points earned to other perk that I did not regularly use in previous playgames.
From there I started the whole idea of this mod, apart from getting most magazines, notes, holotapes, etc.
But as the comment above says, you can eliminate this change through the xedit.
Thank you for this awesome mod. This one replaced two other mods so you just saved me some valuable spots on my load order. Thank you again for this as its been really helpful.
34 comments
thank you and again love the mod.
The terminal doesn't do anything other than glitch through the workbench. All I honestly want to do is rename some boxes to help me organize, but I'm guessing the console commands aren't permanent.
The ability to cap settlement population is very useful, as is the ability to find dead bodies in thick underbrush. Have not tried the other functions yet.
I use Start Me Up to begin my game outside the vault so I am looking forward to seeing how your mod helps me collect the holotapes that are usually missing when I start outside Vault 111.
One question and one observation:
What did you edit in MQ101? I ask because when I hide no conflict rows in FO4Edit the right panel is completely blank.
To me, boosting SPECIAL points to 40 at start is a cheat, and seems out of place in a mod like this. No problem though, I just set the value back to 28 in FO4Edit.
Endorsed!
In response to the SPECIAL points, I think that many options of this mod could be considered as a tool, trick or cheat, a wider answer is in the previous comment on this page, what I am considering is to change this modification and make the player have the option to choose if want the extra points at the start of a new game.
Regarding the change in the MQ101 mission, the change implemented is really about the script, that's why it appears without conflict when you use the xEdit, the CK when detecting a change in any part of a Quest adds it to the mod, the change is the one that helps to prevent the loss of the objects that many mod add from a new game and that are lost when leaving the vault 111 when leaving for the first time since the original script has the instruction to eliminate everything that is in the container of the pipboy. If I delete this entry in the xEdit nothing happens, no problem, but if I modify the mod in CK and that entry is no longer in the mod the CK no longer adds the script to the BSA file.
Forgot the 1 starting point in each stat, never mind that makes 28.
Shame.
Bare in mind though you can install the mod AFTER leaving vault 111, all features work which I do NOT consider cheats. But you will no longer have access to the SPECIAL boost as this is only available during character creation (talking to Vault-Rep at the door and again leaving vault 111 for the first time)
Alternatively you can use FO4Edit to alter the mod and remove the special points boost. Youll have to do it yourself as I cannot republish the mod without the authors consent obviously.
Rename Anything? on screen interfase.
TextInputMenu? for the use of RA.
?MCM? integration: 3 Hotkeys -Rename Settlers and Objects - Localize bodies -open the portable terminal. (instead of the use of ring armor slot).
CLO - Custom Lighting Overlay? - PTT dettect if you have this mod installed and fix the newgame bug and add it at the terminal menu options.
Does this version included as you written in description; rename anything, Textinputmenu, or do we have to download and install them separatly????
Die fehlenden Holobänder zu sammeln habe ich somit komplett eingestellt was wirklich schmerzt, den dafür hat ich deine Mod gedacht!!!!
Was fehlerlos geht ist die Siedlergrenzen zu erhöhen, darum hab ich ihn auch noch. Erscheint mir besser als der Charismacheat!
Umbenennen geht gut für mich.
Haben Sie versucht, TextInputMenu zu aktualisieren, oder doppelt überprüft, ob Ihr F4Se und Ihr Spiel auf dem neuesten Stand sind? Wenn Sie die neuesten Updates verwenden, überprüfen Sie, ob das MCM aktualisiert wurde und ob Sie es MANUELL in Ihrem / Fallout 4 / Data / -Verzeichnis installiert haben, da dies die Verwendung aller erforderlichen MCM-Modifikationen behindert Es bleibt bestehen, führen Sie LOOT aus, um sicherzustellen, dass Ihre Ladereihenfolge nicht das Problem ist oder dass ein anderer Mod nicht in Konflikt mit Snikes Terminal steht, obwohl ich meines Wissens auf kein Problem außerhalb von "Rename Power" gestoßen bin Rüstung "überschreibt" Benenne alles um ", aber du hast keine Probleme mit diesem Teil der Mod, also ist es wahrscheinlich nicht dein Problem.
renaming: the NPC just stands there with the Talk button replaced by Rename, clicking it has no impact.
changing settlement size: brings up an endless repeat of a message telling you "remember this includes your charisma!"
if i'm doing something wrong I don't read anywhere what I'm doing wrong. oh well.
If you can not rename an NPC or change the maximum size of the settlement, it is most likely that the incompatibility is with TextInputMenu. I have not updated to the latest version, I do not know if there have been any changes that affect its operation, next week I will try it.
I know you did (checked the esp in xEdit), I was asking WHY you did it.
Well, to answer in the most sincere way, when I started doing mods, I have many that are not published, I did all of them to learn and for personal use, and as a personal preference I liked having more SPECIAL points from the beginning because I always finish all the stories and the DLC before completing all the perk points, in this way I had more opportunity to dedicate the points earned to other perk that I did not regularly use in previous playgames.
From there I started the whole idea of this mod, apart from getting most magazines, notes, holotapes, etc.
But as the comment above says, you can eliminate this change through the xedit.
Sorry if it is not useful for you :(