Fallout 4

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Yeti

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RedxYeti

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77 comments

  1. RedxYeti
    RedxYeti
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    Locked
    Sticky
    Update 3.0
    -Remade the entire mod, Now extremely lightweight with no scripts constantly running

    To update for existing saves: Uninstall the old verision, use fallrimtools to clean your save, install the new version
    New saves are fine with just updating.


    Update 2.1

    -Made who you're in dialog with more consistent

    -Spinning/Slow walking NPC in dialog reduced.

    -Cleaned up leftover edits




    Update 1.1:

    -Updated code

    -Billy no longer clips through the fridge

    -Attempted to fix Kessler still walking away
  2. NeuroticPixels
    NeuroticPixels
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    Robots at Graygarden move away while I'm trying to talk to them.
    1. ARavenOfManyHats
      ARavenOfManyHats
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      Came here to mention this. In general I also just don't see this seeming to work much. I still have to attempt to initiate dialogue multiple times.

      EDIT: This issue seems like it might actually be caused by Player Head Tracking.
    2. crazyape85
      crazyape85
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      Yes, I still have been having some people walk away from me and I try to trap them so they cant go away.  When it was first installed it was working, but now it does not seem to have much affect anymore.
    3. NeuroticPixels
      NeuroticPixels
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      Update 3.0
      -Remade the entire mod, Now extremely lightweight with no scripts constantly running

      To update for existing saves: Uninstall the old verision, use fallrimtools to clean your save, install the new version
      New saves are fine with just updating.
      Did you update during a current save and forget to clean your save before trying the update?
    4. crazyape85
      crazyape85
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      actually, that is quite possible.  I had spent 10 days on this, 250 hours, on my playthrough, but SS2 was causing specific crashes in a few areas do to something with other mods.  Those mods were not listed as conflicts, but was causing CTD's, so I gave up trying to fix it and decided to start a knew playthrough.  I kind of wanted to get rid of a few mods, such as knockout because I feel it runs more scripts, and to help with other potential crashes that may not be revealing themselves.  I have had a few crashes the further I got into the game.  So now, I am hoping that all is resolved.  I went from 244 active plugins to 236, so there may be more resources available now as well.  I was thinking about getting rid of Mutant Menagerie, but liked the diversity of animal life.  Not sure that is causing any issues, so I left it. I literally only have played about 1 hour on the new playthrough, so if I should remove it, let me know.
    5. NeuroticPixels
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      Oh, I have no idea. I haven't played FO4 in a couple years. I do hope someone comes along that can help you, though.
    6. crazyape85
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      no worries, I removed some more mods so I am around 233.  I seen that the author of the MM mod has left the field, but I think I will keep that mod in.  With the reduced load, I do not think it should be much of an issue.  I thank you for your assistance and modding.  Have a wonderful day.
  3. cubbyman1
    cubbyman1
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    OMG THANK YOU! this was the most annoying thing during conversation, the walking away or the stupid slow as f*#@ animation nonsense just to talk to them lol.
  4. ChazzBazz2020
    ChazzBazz2020
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    Howdy, trying to update and looked at fallrimtools, that page says be careful cleaning your save of unattached instances. In my save it says I have two unattached instances, can you give any clue as to whether which one is safe and which isn't? Or are they both safe?

    One is an InputEnableLayer and the other is an ObjectReference. ObjectReference one isn't connected to anything else, but the InputEnableLayer is connected to "ms17questscript".
  5. MoRZiLLo
    MoRZiLLo
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    Thank You!
  6. Docssy
    Docssy
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    Whats the update, no change log?
    edit - Never mind. Not clear that you updated the sticky
  7. Gunrunner66
    Gunrunner66
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    Unfortunatly, this mod caused all my important NPCs - notably the entire population of Sanctuary - to move back to thier default start positions, and refuse to move any further.  Killed the save.  But as with any mod, YMMV.

    Use this with caution.
  8. Svetogor
    Svetogor
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    It's a good idea, but nothing changes. Unfortunately, everything is as it was and remains.
  9. Shawnee1222
    Shawnee1222
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    Great concept, but it seems that sometimes my companions are standing idle when I engage in combat (I am using Unlimited Companion Framework), and I need to "push" (from another mod that lets you knock em down by R button) or use console command like "xxx.moveto player" to help them realize the scenario. Plus, I think some of NPCs still roam around and try to escape the talk. Few met in Diamond City don't well behave.

    I don't know if it's an issue on my end considering I haven't noticed in previous saves, but your effort is appreciated anyways. I'll temporarily abort its usage and keep track of it for a period of time.
    1. DrakeMarzon
      DrakeMarzon
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      same issue with nora spouse companion
    2. CmdrBananenKeks
      CmdrBananenKeks
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      I have the same problem that my companiions don't join combat properly. That's before usiing this mod, so it ain't the problem here.
  10. lavacano
    lavacano
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  11. SETZIG
    SETZIG
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    I always hated while npc's sitting on a chair and I sit too to talk to them, they're just stand up and leave the conversation. Hope this mod "fixes" the situation we're having here.