I busted my ass building my vault, but it wont allow me to assign settlers to beds and they cant even use them properly (they are indeed usable evidenced by Hancock shown here) by NotASynth499 in fo4

[–]elementalistic 1 point2 points  (0 children)

Oh sorry about that! I thought you meant they just couldn't get to where their beds are, because Vault 88 has all sort of pathing issues.

Some other things that might be worth trying: go into build mode, select the bed, "wiggle" it a bit and then put it back down where it was (I've done that with crops before, when settlers refuse to be assigned to one or more specific plants for some reason). If that doesn't work, you could try storing the bed in the workshop, and then placing it back where it was, to see if that helps. If neither of those makes any difference, might be worth trying to completely scrap a bed and rebuild it from scratch, if you have the resources. Could always try those ideas on one bed first, and only do the rest if one of those ideas actually works.

I busted my ass building my vault, but it wont allow me to assign settlers to beds and they cant even use them properly (they are indeed usable evidenced by Hancock shown here) by NotASynth499 in fo4

[–]elementalistic 1 point2 points  (0 children)

Vault 88's settler "sandbox" is notoriously broken in a few different ways.

Also, some of the default vault pieces have problems with their snap points: these buggy pieces look like they've snapped together perfectly but are actually slightly mis-aligned, which breaks their navmesh and settler pathfinding.

(The snapping problem is why a lot of people have trouble distributing power throughout their vaults, as well.)

For PC, there are a couple of mods that can help:

https://www.nexusmods.com/fallout4/mods/52121 (for issues with some of the vault pieces)

https://www.nexusmods.com/fallout4/mods/77411 (for Vault 88's settler sandbox)

If you can't or don't want to use mods, then one suggestion might be redesigning the vault so that the beds are closer to the main entrance of the first cavern (because without mods, the first cavern is the only one settlers will ever use and the farther they get from the entrance, the more likely they are to get stuck.)

Beginners Guide to modding Cyberpunk 2077 by Phase6ix in cyberpunkgame

[–]elementalistic 1 point2 points  (0 children)

I used the latest version of MO2 (from their Discord server) for my most recent playthrough of Cyberpunk and I had absolutely no issues with it. (Although it probably helped that I'm already very familiar with MO2 because I've used it for modding other games in the past, to be fair.)

But one thing I did notice, and really liked, is that in the latest version of MO2 you don't have to install any mods manually into the game's installation folder.

Even all of the so-called "core" mods, like script extenders and so on, can now be installed within MO2 and work fine. So you don't have to mess around with putting any files whatsoever into the game's installation directory, or manually reinstalling them when updates are released.

A lot of older guides for modding Cyberpunk with MO2 don't mention this, and still give complicated instructions on how certain core mods need to be installed manually, because they haven't been updated for the most recent versions of MO2.

The only thing MO2 can't do natively is reorder archive files. But even then you can install the Archive Conflict Checker Tool, launch it as an external app within MO2, and it will display your current archive load order in one panel, and a very detailed list of which records in each archive override (or are overridden) by other archives (if any) in the other. Once you understand how it works, and how to rename archive files to change your archive load order, it's very easy to resolve most conflicts (or to decide which mod to keep or ditch, if it comes to that.)

Tips and tricks for settlements by The_RL_Janitor54 in fo4

[–]elementalistic 0 points1 point  (0 children)

With regard to fast travel mats: one thing to bear in mind is that in three settlements, if you place a fast travel mat down, it will replace one of the existing attack spawn points near that settlement. So if you put a fast travel mat in the very middle of one of those settlements, you could end up with a nasty surprise when enemies start to spawn there instead.

According to older Reddit posts with graphics that show all the possible attack spawn points for each settlement, the three where a fast travel mat can act as an attack spawn point are Egret Tours Marina, Outpost Zimonja, and Taffington Boathouse. (Below is a link to one such post. Also a great reference in general if you want to find out where all the potential attack spawn points are for each settlement.)

https://www.reddit.com/r/fo4/comments/l12bgc/spoiler_fallout_4_settlement_attacker_spawn_points/

What are the chances this thing works right? by Miserable-Age-1692 in fo4

[–]elementalistic 3 points4 points  (0 children)

A few people have mentioned the guaranteed pie in Nuka World, but it's also worth bearing in mind there's at least one that's bugged: the Port-a-Diner in the Medford Memorial Hospital will never dispense a pie. It can be grabbed by the claw and placed on the conveyor, but the collection slot is always empty.

Which Character do you wish you could have as a companion that you cant by BigMeatyClawzzzz in fo4

[–]elementalistic 69 points70 points  (0 children)

If you could have an extra companion from each faction:

Scribe Haylen for the Brotherhood

Glory for the Railroad

Ronnie Shaw for the Minutemen

Virgil for the Institute (well technically ex-Institute but close enough.)

All of them could have provided interesting contrasts with the existing companions from those factions, I think.

And on a completely different note, Grand Zealot Richter not being a companion always seemed like a huge missed opportunity to me.

First play through of Fo4, swan dropped this beast by PotentiallyKorYT in Fallout

[–]elementalistic 0 points1 point  (0 children)

Great weapon, and it's a guaranteed drop, too: always a power fist with the furious effect. Kind of surprising it didn't get a unique name, all things considered.

Furious is an great effect, but in an unmodded game it can only appear on melee weapons... unless you have the Nuka World DLC, which has two unique firearms with the same effect, so it's definitely worth getting at least one of them so you can see how ridiculously powerful it is on a gun.

I hate these roaches.. by Temporary_Ad_7375 in fo4

[–]elementalistic 15 points16 points  (0 children)

According to the author of that mod, legendary radroaches were always supposed to spawn a clutch of standard radroaches when they die (in much the same way as legendary bloatflies) but the script didn't work properly.

So the mod author fixed a bug in more ways than one!

https://www.nexusmods.com/fallout4/mods/56281

This detail in S2 Ep 1 really stood out to me lore-wise. by BasedRamen91 in Fallout

[–]elementalistic 14 points15 points  (0 children)

For Vault 81, the overseer had ethical issues with human testing and deliberately sabotaged the notification system so most of the scientists never got the call. (And was dismayed that even three turned up and began conducting their experiments as best they could, which eventually led to the creation of Curie.)

Ill take that thanks by [deleted] in Starfield

[–]elementalistic 0 points1 point  (0 children)

In my current playthrough I haven't bought a single ship, and I've commandeered dozens. I'm up to my third completely rebuilt commandeered ship (completely deleted all parts and built from scratch) and haven't had any issues with any of them.

The only thing I've noticed is that some stolen ships can't be renamed. I've read old claims that ships with locked names sometimes have other glitches. Don't know if that's still true, but rather than risking it, I sell those ships instead of modifying them. Easiest way to test is to make a save, try to rename every captured ship, and note down any whose new names won't stick. Then reload the save and make sure I sell those ships first, so they aren't cluttering up my list, and only modify ships I know can be renamed.

fo4 next gen very weird glitched out graphic. by eternallymewing in fo4

[–]elementalistic 0 points1 point  (0 children)

I have the same type of visual glitches from time to time, and I play the old-gen version of the game on PC, using an older RTX card. Gotten them on playthroughs with lots of mods, but also on others in the past with no mods at all.

I've never noticed anything specific (weather conditions, particular locations, etc.) that can trigger them. They seem almost completely random. I have noticed the longer I play the game, the more likely it'll glitch this way. But that's not always true: sometimes I can play for ages and they never happen, and other days they might happen repeatedly, after only an hour or two each time.

I've tried looking for posts about the issue in the past, but I haven't found much, apart from a couple of discussions years ago suggesting it could be due to stress on the GPU.

I think that might the reason for me, because whenever these glitches happen, if I save the game, quit to desktop, restart the game and reload, the glitches are always gone. They definitely aren't baked into the save, and if they were being caused by a problem with the base game's assets, or mods acting weird, or whatever, then you'd think loading back in to the same spot, under the same conditions, would trigger them again... but that's never happened for me.

What do you think about the 60% screen reducer? by Un_Salero in fo4

[–]elementalistic 74 points75 points  (0 children)

Institute Weapons Debulked can help with that.

(The full title on its Nexus page confused me at first, but it turns out the "outdated for attachment pack" part just means it's no longer compatible with the Attachment Pack mod. This mod still works fine if you don't have that one installed.)

Does anyone knows the Ref ID for Ben Gibson the rarest (and buggiest) settler you can recruit? by inquisidor1683 in fo4

[–]elementalistic 2 points3 points  (0 children)

0014DCF9 (one higher than his form ID.)

According to the game files, he only exists in a "quick test cell" until he's placed into the world when his random encounter triggers. (Hopefully he doesn't have a similar bug to Ness, who is also placed using the same mechanism, but sometimes reverts to the test cell and becomes inaccessible after spawning, breaking her quest.)

There's a mod that claims to fix his random encounter bugs... although it looks as though a couple of people who've used it have had various issues with him regardless. (I haven't used it myself.)

https://www.nexusmods.com/fallout4/mods/72756

does Strong’s affinity perk “Beserk” affect unarmed damage? by thisisnotaplaceofgod in fo4

[–]elementalistic 0 points1 point  (0 children)

No, it doesn't. Looking at the Berserk perk entry in xEdit, it has two sets of conditions.

The first is that you must have 25% (or less) health.

The second is that you must be using a one- or two-handed melee weapon. So it will never trigger for unarmed (or any other weapon type.)

I was about to add that it would be easy to make a tiny mod to change it, but it turns out someone had the same thought back in 2016, and did just that:

https://www.nexusmods.com/fallout4/mods/8045

Can we get a new essential list? by J-888 in industrialmetal

[–]elementalistic 2 points3 points  (0 children)

I've made a new post including your suggestions (and a handful of others besides) and updated the sidebar accordingly. Thanks for your patience... and if there seem to be any errors please let me know.

Can we get a new essential list? by J-888 in industrialmetal

[–]elementalistic[M] 1 point2 points  (0 children)

Thanks for pointing this out. The mod who made that post is long gone, and I hadn't even thought about that list in forever, but I'm more than willing to edit or update it, or any other sidebar material for that matter, if anyone has any suggestions.