Fallout 4

88 comments

  1. gungho95
    gungho95
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    That minefield is great. I put it outside the north entrance to the Castle, when the Institute tried assaulting it the synths coming from the northern path where in for quite a surprise. Plus any idiot friendly NPCs who blunder into it dont blame me for their screw up
  2. Qrsr
    Qrsr
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    Just from the pictures.. seriously creative content. Nice stuff.
  3. Heledir0815
    Heledir0815
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    Great mod! I love the buildings. The vending machines are a really good idea, I love it! However I sadly cannot use the vending machines. It shows me the option to buy the product with the activation key [E], however when I press E nothing happens. The game realizes that there is an activator, but it simply does not react. I have refreshed the plot, I have given the plot its own power source, I redownloaded and reinstalled the mod - sadly nothing has helped sofar. I hope someone has an idea what could be the culprit. Kudos.
    1. pra
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      And you have the caps, too? I can't really think of any reason why it wouldn't work...
    2. Heledir0815
      Heledir0815
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      I do, more than enough and double checked that I dont have a mod fiddling with caps (like "Stash those caps" or anything like it). Also did the whole fast travel in & out to update the building, but even after about 4 hrs playtime nothing has changed. With about 200 mods there is a lot of stuff going on, but the vending machine is technically so simple that I couldnt imagine which one would conflict. 

      Could it be potentially problematic that I am running the Year-3 Pack together with your standalone?
    3. pra
      pra
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      Maybe... I guess I have something I could investigate now, at least. Do you have BetterConsole? Can you try to figure out if the vending machines are from the standalone or from the pack?

      edit: ooh, this is my SS1 mod. I completely forgot about it TBH...

      I guess I can look into it somewhen later, but I can't guarantee when. Rather busy with other modding right now, and the SS1 mod doesn't have the highest priority to me...
  4. Nitro1Dragon
    Nitro1Dragon
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    So I have the Advanced Nutritional Paste factory and when I click on the nozzles by the counter it says I don't have the required item. What is this item? or is it a bug?

    (Also, side thought, it would be cool if the output had higher nutritional value like 100 or 150 or something. VaultLand's interior plot Nutritional Supplements has more than 3000 nutritional value but takes effect slowly. I get that it's more immerse to have a lower number but it should be higher than most other foods in my opinion.) 
    1. pra
      pra
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      An empty cafeteria tray. Maybe I should change the message to say that. I thought I did...

      I guess I could increase it. Unfortunately it's all tied to the price, and is not just a simple setting. But yes, I should probably increase the values, both of the pastes and the cans.
  5. integz
    integz
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    I updated from 3.2 to 4.0, now starting up it tells me "SS2-PraRandomAddon.esp" is missing, but I have the esp in my load order, except it's titled "ss2-prarandomaddon.esp" (all lower case).  Is the name of the mods case-sensitive?

    Did the update change the ESP text to all lower-case?  If I don't rename it (to add capitals), will it break mods looking for capitalized version?  (Or vice versa, rename it and risk breaking some other mod?)
    1. pra
      pra
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      "SS2" is for SS2, this here is the SS1 version
  6. Grund400
    Grund400
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    Is it possible to make a stand alone vending machine with xedit script to make a
    craftable items for sale?
    1. pra
      pra
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      No. The scripts of the vending machines rely heavily on their parent plot existing. They would need to be rewritten for a standalone version.
  7. jnpsmith
    jnpsmith
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    • 2 kudos
    I Love this add on. Awesome stuff. Thank you most kindly.

    My apologies if this is a dumb question. I have never used the advanced industrial stuff before. How do I go about getting my food factory to turn into a cannery. Right now I have a food paste factory, but I  want the cannery.  How do I unlock that?
    1. pra
      pra
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      L1 Food Storage -> L2 Food Scavenger -> L3 Cannery
  8. SuperJ96744
    SuperJ96744
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    I think I messed up. I installed this because of the update forgetting that this mod is already included in Sim Settlements Mega Pack - Year Three.
    I guess I'll leave it for now and hope I get the updated plot instead of an older version. Or is there something I can do?
    1. pra
      pra
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      Upgraded plot? Which one do you mean?

      If you installed the MP3, built some plots, then installed the mod itself, that plot will remain at the MP3 version. Is this what happened? If so, what plot do you mean?

      Otherwise, as soon as this mod is installed, MP3 versions of my plots will be hidden*. If you select one, or it comes up randomly, it will be the new.


      ____
      * Mostly. This system doesn't work for alternative Advanced Industrial building path, meaning you will have two E-Waste Burners in the list.
  9. BlazeStryker
    BlazeStryker
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    Great progress as always, pra.

    Yeah, aside from an Upper!Shin-high fence dumbasses can walk over and pets/chickens/bunnies can't, there's really no way for your critters to not risk getting gibbed. That's actually immersive; minefields are a menace for a long, long time to come once laid as anyone in Korea or Vietnam (among many other places) will readily tell you.
  10. Zorkaz
    Zorkaz
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    Top content! Love the rooftents