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Lonewanderer

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About Lonewanderer

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    Hearthfriend
  • Birthday November 12

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    Austria
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    Electronic, Computers, Software, Internet Servers, Books (mostly Fantasy and SciFi), Movies and Games.

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  1. Lonewanderer

    Leveling Rate

    Just a very quick and incomplete answer: I have made myself a mod for Fallout 3, which I am using, to slow down level gain, because if you want to do all the side quests your level grows too fast, especially if you play the addons. I found this page, where things in Fallout 4 are explained: Page about Leveling and other things in FO4 The formula seems to be: XP_needed_for_next_level = 75 * (Current_level - 1) + 200. This means in level 1 you need 200 XP to reach level 2. In FO3 the names of the two variables were: XPBase (would be 200 in the above formula) and XPBumPBase (would be 75 in above formula). Therefore: XP_needed_for_next_level = XPBumpBase * (Current_level - 1) + XPBase. To slow down leveling you just need to change XPBumpBase, i.e. change 75 to a lower value. I recommend that you use an Excel Sheet to see the differences. The page above contains a table with the XP values you need in the vanilla game. The mod is very simple, because you just need to change the variable XPBumpBase. It may be, that they renamed the variables, just look at the games global variables. If you change just the correct variable and save this to a mod, you have a very small mod which does what you want. The variables you mention in your question do not look like the variables you need to change, btw. The first set looks like a variable to change XP values you receive (a multiplicator), the second set looks like some other XP value modification. I would not fiddle around with this. Try to find the two variables I mentioned (no idea if they still have the same name), and change one of them. And use the excel sheet to calculate the values and compare them, because it is very frustrating if you then endlessly hang in one level... Hope this helps
  2. No - I used Nexus Mod Manager, the version which is linked in the Readme of the UFO4P. But I seem to have it solved already: I tried to activate it again (and deactivated the older 2.0.2a version) and this time I started with the Nexus Manager directly. This seems to have done the trick, also I checked under 'Mods' in the game, and it showed up (as my only mod). I have all the DLC, but no Creation Club content. So it seems to work now, because starting normally after this did not bring up a warning. Also I tried to load an older save, and no warning showed up - seems to be okay now. Thanks for the help!
  3. Hello, sorry if I overlooked something: I downloaded version 2.0.3 of the UFO4P, and installed it via Mod-Manager. The result looks fine, the same 3 files in the same location (game-data folder), LOOT reports it correctly and I do not use any other mods, also no Creation Club mods. My last save with UFO4P 2.0.2a now loads only with the warning of missing content?? This is new, because up to now an update to UFO4P did not report anything, just loaded. I started this game with an earlier version of UFO4P, and there were at least 3 updates to UFO4P in the meantime, which I activated, and never it reported missing content. With UFO4P 2.0.3 I receive a warning, that content is missing from this save. I changed back to 2.0.2a, and the warning went away. Is this a known behavior? Somehow it seems not to see the new UFO4P, but the previous version is seen. Game Version: 1.10.64.0, on PC Thank you
  4. Hello, I just went to Greentop Nursery, to build something, and I heard permanent fire from there. When I went investigating, it was at Listening Post Bravo, a location I had not yet visited. There is a Brotherhood Initiate standing before the entrance, constantly under fire by the turrets and the Protectron inside, not reacting in any way and obviously completely invulnerable. I think, this may be an effect from the Vertibird patrols, but it has nothing to do with any quest (I never did BoS quests with Initiates or Scribes in this game). I can talk to him, but he will only spout standard BoS comments. I destroyed the turrets and the Protectron, to no effect except the firing ceases. I think, this is a bug with the Vertibird encounters, and one Vertibird patrol less, since it obviously is not cleaned up. I have two saves, one while hearing the shot from Greentop, the second after destroying the turrets and the Protectron with the Initiate standing there. I am uploading them here, so you can analyze them, if this helps, if not, please delete them. I am playing on PC, only Mod is UFO4P, all DLC. Level 60+, solved Far Harbour and Automatron, rest is open. Have a lot of settlements. BoS is friendly, I did not yet go to the Glowing Sea to find Virgil. All in all REs are working MUCH better than without UFO4P. This includes all Vertibird encounters - but I think Vertibird patrol or BoS patrols still have bugs, because the invulnerable NPCs are described quite often. I will watch what happens to this guy in the future. When I fast traveled in to Greentop, I did not see a Vertibird patrol, but they are often in this area. Somehow there seem to be patrols modeled after the random quest 'Leading by Example', with Initiates, and maybe the cleanup does not work. There are also reports of other invulnerable NPCs left in the world, they are believed to be Vertibird pilots. I hope this helps - I will also make an entry into the tracker. Bugsaves.rar
  5. Lonewanderer

    HD Failed

    Hm - in my experience, this is a serious problem. The reason, that your disk is no longer visible in the BIOS, can be, that it is truly shot and if that is the case, data recovery is in doubt too, even from a manufacturer. Maybe they can restore some from platters, but they need to extract them and put them in some sort of 'reader', which will be not cheap. I think you will find, that they do not and cannot guarantee anything... But it also could be, that you are unlucky enough that just one sector failed fatally, could no longer be read and therefore not remapped, namely the boot sector or some disk formatting block after it. In this case BIOS also refuses the disk. You cannot start from it. (If this is not the disk you boot from, forget this). So - what I would do: I assume this is a SATA disk? Nearly every disk today is. Put it into an external enclosure, an USB disk enclosure. If you do this, maybe it can be read, because you do not need to boot from it. I was lucky enough to have such a case (years before with a problem disk), the disk had several non recoverable read errors, but most of the files were still there and I could back them up. I am quite sure, that opening the disk and trying to 'reposition' the head mounts will destroy the disk. You would need a lot of experience and a clean room. Dust in any (clean home) room is more than enough to lead to a head crash nearly immediately. I would not try this. It also could be, that it will not help to move the heads to their parking position manually. The clicking sound can also mean, that one of the heads came lose and hangs. Or the disk cannot read its own formatting data. If you can access your disk in the external enclosure, data can be saved. Do not forget: Disk imaging software reads at OS level, it cannot access the disk at low level usually, because it would not work on Windows. Special software needs to boot from a low level OS like MSDOS, so it can access the disk directly. I do not know such software, but it may exist. Ideally the software knows about SATA and maybe it can use SATA test & recovery functions. I would not put too much hope in such things. If a manufacturer can ask $ 700 for a recovery task, which is several times the price of a new disk, it has to be complicated... And *cough* I am using this software https://www.macrium.com/reflectfree on a regular basis. It is completely free (they will ask you from time to time to buy it, but the free version is legal and free, and not a test version). It is quite fast, it has a limited functionality, but does all you need. I have recovered single files and used it to transport an entire disk image to a new disk of different size. I admit, it won't help you with your problem, but will avoid similar catastrophes in the future...
  6. I also posted a comment to this issue. It was about Ronnie Shaw, not bartering after Old Guns. The description is correct. Yet - not all day. See my comment, seems to be a schedule problem. Some merchants barter 24/7. Ronnie does not - see my comment. So - please close it. Sorry. [rant] This NPC interaction and dialogue system is the worst I ever saw in a game. If this is 'progress' with Bethesda, the next Fallout will have no dialogue at all. NPCs talk to you and walk away in mid sentence, you need to run after them, or it breaks dialogue - and a quest in some cases. You do not need to know, what your character will spout, you can only guess - but answers don't matter anyway. Other NPCs walk through the scene, disrupt the dialogue, or push you or your dialogue partner away, stand between you and the NPC and the menu disappears, som other NPC tries to open a dialogue from behind, and says something, which cannot be understood, because the other NPC talks too, the list is endless... [/rant]
  7. Lonewanderer

    Extreme long loading times - all of a sudden...

    Now this is interesting - thank you for pointing it out! Concerning Microsoft, and Windows 10: I probably never will use Win10. After their behavior with the Windows 10 upgrade, the nag screens (which I never installed, because I always check the updates before I install them) and their 'explanations', tries to blackmail the user to upgrade, and the fact, that they until today do not even apply security upgrades to Windows 7 in a timely fashion I will never again buy anything from Microsoft. I never really trusted them, but now I trust them not at all. They abuse their monopoly more than ever. Automatic involuntary updates? Spying on me? Not on this computer... And btw. this bugfix is long overdue, isn't it? And now they fix it, and are proud, despite this bug is obviously in their shitty DirectX for ages. I can only hope that Vulcan becomes the new standard. Windows 7 should be supported until 2020, AFAIK, Windows 8.1 until 2022. You can bet, that they will try to shirk on this, but in the end public pressure will force them to do it. The only way Windows 10 will grow its installation base is by being installed on any preinstalled PCs. They can go to hell, as far as I am concerned...
  8. Lonewanderer

    Extreme long loading times - all of a sudden...

    Just to conclude this thread, a short report: 1) I started a new game, without mods (except UFO4P in the newest version). I did not use several 'tricks' posted on the Internet for 'faster loading', especially not the 'Load Accelerator' (from Nexus) mod, which just removes the fps limit during loading. While it works fine, I am suspicious that it also damages the game in ways, that are visible later. I now use default values in the INI files, except several changes for mouse acceleration and X/Y axis. 2) During this game I had sometimes extreme long loading time, always when leaving an interior cell towards exterior. This was worst in the beginning and required a lot of patience. In some rare cases I decided to break up the loading time by Alt-Tab (I play in full screen) out of the game during loading, and Alt-Tab back immediately, this helps a lot. But I avoided this too, when possible. 3) I am now level 41, and the game is progressed: Main quest stands after Fort Hagen and Memory Den, I did nearly the full quest line from Railroad (Randolph Safehouse Quest 5 done, all quests for Tinker Tom done). I also have now a lot of settlements, and build up more. In the main quest it says to go to the Glowing Sea. Open are several smaller quest from the BoS (Show no Mercy is done). Automatron started at level 15, but I ignored it first, then did it, Automatron is done now. I avoided the random quests from the BoS (Scribe Haylen, Knight Rhys), because I did not want a location from Far Harbour, which always happens after 2-3 quests. I have not yet started Far Harbour and other DLC quests. 4) During the game I saw very positive effects from the UFO4P, the entire game runs smoother and is changed, because random events work now as planned. After starting the Minutemen quest line (I delayed 'Taking Point' at Three Pines) I have always 3 open quests from the MM. Now quite sensible settlement quests happen, mostly if you near or at the settlement, one time I also had a settlement attack and had to travel to the settlement. Works really fine now, and I think as Bethesda planned it. The quest chaos from MM quests is no more. Quests now come from the radio (after activating it) and from Preston. This looks very good now. 5) The most interesting point: The loading times gradually became faster during the games progress! I now have fairly long loading times too, but the very long loading times have nearly disappeared! So something seems to happen during the long loading times, and mostly in a new game. If several quest lines are closed and done, this becomes better. If one uses the high definition DLC textures, loading times (on a hard disk) are slower, but the loading process, where no disk access happens for 30-60 seconds, sometimes longer, are now nearly gone. My conclusion: Something happens during loading. AFAIK script engine is off during loading, only at the end it is activated. But something happens, some sorting or memory organization in the engine. It may be, that one of the Microsoft patches to the libraries or some interface between game and NVIDIA driver was changed, and leads to the extreme loading delays. I do not think, that something can be done on mod level, and Bethesda will not do anything, I fear. But as it is now, mid game, I can live with it. Open problems: What happens now from time to time are LOD textures, which are not removed. Especially on bridges you 'wade' in a washed out texture, which overlays the road texture on the bridge. This seems to happen, when you do not fast travel, but come near to the bridge walking. It is annoying and dangerous, because you cannot see holes in the bridge. But saving the game at this point, leaving the game to the main menu and reloading the save corrects this. The problem is old and was reported often, there seems no solution for it. Maybe this is one of the things which is done during loading too. This is clearly an engine problem, and new to FO4, because Skyrim never had it. (I have Skyrim 64, but have not yet played it, only tested it with the new patches, official and unofficial). All in all the game plays now fine, with some drawbacks, but much better than before thanks to corrected REs. It also seems harder now, the robot groups from Automatron (which happen for the rest of the game even after solving the quest) are quite unbalanced, there are robots who kill my character around level 30 with a single hit in melee. The robot groups (Raiders with robots) are now integrated into the other RE, and make the game much more diverse and entertaining. Some of these groups are big, very strong and dangerous, especially without a companion, other groups are harmless and small. The Vertibird patrols of the BoS are now much better, they seldom crash and they bring BoS groups or fetch them back. They also often fight Automatron robot groups, and when they do, they seem to 'loot' robots they destroyed. I saw this more than once, when they won the destroyed robot is empty. There are road blocks (Choke Points?) as events often from several groups, Raiders, Robot Raiders, Gunners but also BoS, Minutemen and traders. The game is more fun than before, and interesting, even before starting Far Harbour or Nuka World, and this is owned to no small part to the UFO4P, I think! The loading times are long sometimes, but the extremes seem to be only in a new game.
  9. Still sometimes wrong, even with patch 2.0.2a. No obvious reason, sometimes it looked that fast traveling near a settlement triggered it, but it also happens while the settlement is far away. Sometimes even two settlements (in my last case Sanctuary and Starlight Drive-In) have some values (mostly beds, but also food or water) set to zero. In some cases it is not corrected in the PipBoy, even if you are in the settlement for several minutes. But it corrects itself immediately if you open the workshop. But the damage is already done, Happiness goes down. Could this just be an overload for the script engine? I have a suspicion, that something changed in the graphic drivers management, which also leads to extreme loading times. Could it be that the time slice for scripts is now too short? Interestingly I still have occasional unnatural long loading times, but the issue was much worse at the start of this game. I started again without any mods, without modifications to the INI files - all is default for Ultra quality (PC, 32GB, i7 6850 @3.6Hz, GTX 1080 Ti). Works fine, performance wise. So the script engine should have its time slice nearly always. But somehow - with a progressing game - the hangs and extreme slow loading cases are becoming much better and rarer. Should I just give the script engine more time, just to test it? What I mean: fUpdateBudgetMS is at default at 1.2ms. How about giving it more? Say 1.6ms, because this is at the cost of the frame time (16.6ms at 60 fps), but since the graphics engine is much faster that at the time the game was developed, this should not hurt much. Could this help? What do you think?
  10. Lonewanderer

    Issues with random encounters

    I started a new game (without any mods, including the mods above). So Automatron started with level 15 and the encounter rate is unchanged. I think, this encounter rate is influenced by the Automatron quest progress rate, after solving the Automatron main quest the encounters are much rarer. But the entire game is changed now! Automatron encounters - for some reason - seem to be exceedingly hard. I play on Hard Difficulty, but I am not used to this encounters yet. All other encounters are quite well balanced, but robot encounters can be very hard, since there are One-Hit enemies. One hit, and the character dies from full health. Some encounters I cannot survive without chem use. It does not matter, and it may be as planned, but somehow it seems just harder now. The rest of random encounters is much more diverse and fun, and there are lots of it. I think this is as the game was planned. There are well known encounter spots (for example the camp site just outside Concord), and they have encounters each time one passes. Also BoS vertibird patrols are active, and seem to work better. They land, take somebody and start again, or they drop Knights in Power Armor and continue flying. The entire system seems better and makes more sense now. Vertibirds crash often, but only when shot down. Before they crashed somehow senseless. Also the MM quest line seems to be much more streamlined - could it be that the story manager had problems with REs? Now the quest come in a measured rate, make sense, and one can even use the Radio, there will never be more than 3 quests at once. It becomes a bit hectic from time to time, since many of these quests are timed, so one should plan for this phase and not do much besides it. But it also seems as planned by the developers. What regrettably still does not work are the Workshops. Without warning or obvious reason bed counts or food counts go the zero, or a much lower count. There is no clear trigger for this bug. Could it be that script load is now sometimes so heavy (because of REs which do not block themselves), that it sometimes does not complete?
  11. Using the latest UFO4P (2.0.2a), game version 1.10 on PC, no mods except UFO4P: Is this normal? I changed companions from Curie to Ada, who was waiting in Sanctuary. The log is on, because I had another bug (reported in the tracker #23085), and then I found this: [11/07/2017 - 02:00:13PM] Saving game... [11/07/2017 - 02:00:13PM] VM is thawing... [11/07/2017 - 02:00:29PM] error: Cannot access an element of a None array stack: [ (0100FF12)].companionactorscript.GetNextThreshold() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1207 [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] error: Cannot access a variable of a None struct stack: [ (0100FF12)].companionactorscript.GetNextThreshold() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1207 [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] error: Cannot call GetValue() on a None object, aborting function call stack: [ (0100FF12)].companionactorscript.GetNextThreshold() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1207 [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] warning: Assigning None to a non-object variable named "::temp372" stack: [ (0100FF12)].companionactorscript.GetNextThreshold() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1207 [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] error: Cannot access an element of a None array stack: [ (0100FF12)].companionactorscript.GetNextThreshold() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1209 [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] error: Cannot access a variable of a None struct stack: [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1655 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] error: Cannot call GetValue() on a None object, aborting function call stack: [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1660 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:00:29PM] warning: Assigning None to a non-object variable named "ThresholdValue" stack: [ (0100FF12)].companionactorscript.TestValueForAffinityBump() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 1660 [ (0100FF12)].companionactorscript.GetWithPlayerAffinityGain() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 300 [ (0100FF12)].companionactorscript.HandleWithPlayer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 684 [ (0100FF12)].companionactorscript.::remote_FollowersScript_CompanionChange() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 443 [11/07/2017 - 02:04:16PM] VM is freezing... [11/07/2017 - 02:04:16PM] VM is frozen [11/07/2017 - 02:04:17PM] Saving game... [11/07/2017 - 02:04:17PM] VM is thawing... [11/07/2017 - 02:07:07PM] error: Cannot call play() on a None object, aborting function call stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:07PM] warning: Assigning None to a non-object variable named "sound01" stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:16PM] error: Cannot call play() on a None object, aborting function call stack: [Active effect 2 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:16PM] warning: Assigning None to a non-object variable named "sound01" stack: [Active effect 2 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:42PM] error: Cannot call play() on a None object, aborting function call stack: [Active effect 1 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:42PM] warning: Assigning None to a non-object variable named "sound01" stack: [Active effect 1 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:57PM] error: Cannot call play() on a None object, aborting function call stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:07:57PM] warning: Assigning None to a non-object variable named "sound01" stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:08:06PM] error: Cannot call play() on a None object, aborting function call stack: [Active effect 2 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:08:06PM] warning: Assigning None to a non-object variable named "sound01" stack: [Active effect 2 on (0100FF12)].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:08:24PM] error: Cannot call play() on a None object, aborting function call stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 [11/07/2017 - 02:08:24PM] warning: Assigning None to a non-object variable named "sound01" stack: [None].AssaultronShockHandScript.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronShockHandScript.psc" Line 32 The second group (AssaultronShockHandScript) is probably working on Ada in the Robot Workbench, where I changed the legs to Assaultron Legs, and fiddled around with her hands. But the first group was logged, when I went to Ada with Curie as companion, and asked Ada to come with me. The exchange worked normally, but there was no dialogue (maybe because Ada has none?). The problems with AffinityBump could also be because Ada has no affinity. Just wanted to report it - there was no problem in the game visible, but a lot of none objects.
  12. Hm - I just want to add a global function. This is what the mod does. There is no need for a quest. The original mod provides just the script (and instructions how to enable console hotkeys, but this works nicely). The original mod puts the script to data/scripts as a loose file. Since it is often said its better to archive files, I tried to do it. The INI for CK should be okay. When I put the source of the script to its folder /data/scripts/user/ the CK found it and I was able to compile it in the CK. In the game loose files are enabled at this time, since it does not work with a single script in an archive - the game seems to ignore it. It accepts the script as a loose file. The script itself is a set of new global functions, nothing is overridden or changed. As long as nothing calls these functions, they will be inactive and sitting there and take up a bit of memory. The console hotkeys are supposed to call several of these new functions. All this is not my work - and it works fine. Only the method to add this with an archive does not work for some reason. I probably could add the script to UFO4P's archive and test, if it is accepted then. It does not override anything, it is entirely new. But this would be impractical, since with every update of UFO4P I would need to repeat it.
  13. Hello, this is a beginners question: I know, that the UFO4P has all its changed scripts in the ba2-archive, and obviously the game uses the archive and the scripts. Now - I have just one script (a new script, does not override anything). It is the CompanionCommand script from the Companion Commands mod. The mod uses a console command (cgf, call global function) to call the new functions, it allows to change distance, aggression and more. It uses console hotkeys so that you can use the keyboard to call it. This mechanism works fine. But the mod author supplied his script CompanionCommand.pex and installs it to data/scripts. If I enable loose files, it works nice. But I wanted to have an archive. First try: Create an empty plugin named 'CompanionCommand.esp' with FO4Edit. Used the archive2-tool to create an archive named 'CompanionCommand - Main.ba2' which contained this script, it is stored under scripts/CompanionCommand.pex. Did not work: The script does not exist. The mod is loaded (and LOOT says it will load an archive), but the new global script does not exist, and if I use the console to call it, it says so. The console hotkeys work fine, because I also added a hotkey to switch on and of the menu overlayer in the game (tm). I do not need to open the console, I can just use the key. Second try: Open CreationKit, use the supplied source of the CompanionCommand-script, compile it, create an archive named 'CompanionCommand - Main.ba2' from the CreationKit and save it all to an empty mod named 'CompanionCommand.esp'. The result is the same, one mod, which only contains a header and a ba2 archive which contains the compiled script. This also does not work! Why? Am I doing something wrong? Or is this a bug, that a single script, or scripts with an empty plugin are not used? LOOT recognizes the mod, sorts it at the end after UFO4P, and says it loads an archive. But it does not, obviously, recognize the single script in the archive. If I enable loose files, and have the script sitting in data/scripts all works nicely. I can use a configured hotkey to give commands, to change the distance and several other things. But why does it not work with archives? (Btw I am using just this one mod and UFO4P) The script is not my work, I just tried to put it to an archive. I added my 'mod', the esp and the archive in a ZIP, if somebody wants to try it out. The two files are the result from the second try, i.e. done with CreationKit. The mod alone will not work with hotkeys, but with the console one should be able to call the script, for example one can type cgf CompanionCommand.ToggleDistance. Thank you. CompanionCommandMod-with-Archive.zip
  14. Thank you for the explanation. The warning signs - I am used to them, they often pop up with 'Happiness' in a settlement, even when the happiness is rising, not falling. The problem is - as you explained - that if some vital value, number of beds, food or water is set to zero and if this are the real values, happiness will drop sharply. Also, if the defense values drop, attacks will come. So you are forced to go to this settlement, and if you just on Far Harbour or mid quest, this is annoying. But it is already better than before, without UFO4P it was sometimes much worse, and also much discussed on Beths forums - but never really fixed... EDIT: With the new 2.0.2a UFO4P this seems better again - I did have it one time (but after installing 2.0.2, without the hotfix!). This time it even said 'Build beds for the setllers 0%', the same it did during the tutorial quest at the beginning. There are 14 beds in Sanctuary, and 13 settlers in the meantime, and I was at the time in Red Rocket, not in Sanctuary. As usual there were zero beds displayed. So I went to Sanctuary, and the display corrected itself. After the hotfix (2.0.2a) I did not see the issue again, the bed count seems stable now, or at least much more stable than before. Also the two beds in Three Pines for the settlers there are now correctly marked 'used'. One cannot scrap them, but they seem to be taken into account by the settlers. They were counted always as beds, but happiness always took a hit in Three Pines, since the beds there had no 'users', despite being used. Probably they were not counted as sheltered.
  15. To make that clear: I was talking about the PipBoy display bug. As soon as I arrive in the boundary of Sanctuary Settlement, the PipBoy display corrects itself. With one exception: Once it did not correct itself, it stayed this way while I was waiting. I waited around 2 minutes (real time) , but it did not correct itself, it stayed at zero beds. I went to the houses, the beds were there, one settler slept. But opening the workshop immediately showed correct values, and afterwards the PipBoy display was also correct. But normally it is enough to enter the Sanctuary workshop area.

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