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> Fallout 4 - no spoilers, Are the rumors true?
Kane
post Feb 26 2018, 02:18 PM
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Interesting. I was looking at that mod, but decided against it. I don't use the console very often, so it didn't seem necessary.

I typically only use it for getting selfies and using tcl to get unstuck.


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TheCheshireKhajiit
post Feb 26 2018, 03:33 PM
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QUOTE(Kane @ Feb 26 2018, 07:18 AM) *

Interesting. I was looking at that mod, but decided against it. I don't use the console very often, so it didn't seem necessary.

I typically only use it for getting selfies and using tcl to get unstuck.

Yeah it was pretty much crucial in the older games because getting stuck in the environment was just a fact of life (or falling through overpasses to your death *looking at you Fallout3*). Khajiit can honestly say he’s never been stuck in the environment in Fallout4 though.


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SubRosa
post Feb 26 2018, 06:06 PM
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What is really weird is that Better Console was working fine in my old game install. And it was working fine in the new install for a while. Then it just magically stopped working one second. So maybe I will be able to use it again in the future.

I like the console for getting the ids of modded items, so I can add them directly to my character's inventory. It is also handy for applying a legendary effect directly to a weapon or armor piece. I found using the console was a lot simpler and easier than using a mod to do the same thing. When I find an item with a legendary enchantment I want to use, I use the console to get the id of the enchantment. Then I drop my gun or armor and use the console to select it. Then it is as simple as using the amod command to add the legendary enchantment to the item. Then I use the console to markfordelete the original legendary item from the game.

The console is also good for summoning missing NPCs, especially companions who vanish into thin air. Though in this case you need to click on them while they are still around to get their id. But after that you can use prid and moveto player to bring them to you at any time. I had to do that so often with Serana in Skyrim, that eventually I created a batch file to run from the console.

I use TCL in Fallout 4 a lot for getting down from the roofs of buildings. I could go back inside the building, then back out to ground level from there. But that means going through two load screens. I could watch the Lord of the Rings in that time. So I use TCL to walk down to the street instead. Except with the characters like Killer Frost who have jetpacks, or Persephone who is immune to falling damage. They just jump/fly down.

Console aside, sadly I lost all of my F4 saves during the uninstall and new install. It is not the complete end of the world though. At least I had saved both Hecate and Annie's faces to LooksMenu presets already. So they are safe and able to played again at any time.

The real kicker is that I still don't know if I fixed the issue with Essential status not working. I probably won't for a while yet.


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Kane
post Feb 26 2018, 07:06 PM
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QUOTE(SubRosa @ Feb 26 2018, 12:06 PM) *
I use TCL in Fallout 4 a lot for getting down from the roofs of buildings. I could go back inside the building, then back out to ground level from there. But that means going through two load screens. I could watch the Lord of the Rings in that time. So I use TCL to walk down to the street instead. Except with the characters like Killer Frost who have jetpacks, or Persephone who is immune to falling damage. They just jump/fly down.

My solution to this was having an Acrobat legendary effect on both pieces of leg armor. 100% less falling damage. biggrin.gif


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SubRosa
post Feb 26 2018, 11:07 PM
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Good news, I didn't lose my saves! I found the backup I forgot I made before I did the reinstall.

But I already started a new playthrough of Killer Frost, so I am going to stick with it. I am not using Start Me Up this time. Maybe that is what caused the Essential status problem? Instead I used the Same Sex Couples and LGBT Families mod. I think I am going to try doing the main quest one more time with Frost, and try the BOS line. Frost does not know anything about the Brotherhood, so unlike Hecate or Annie, she can go into them without any negative opinions.


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SubRosa
post Mar 4 2018, 11:04 PM
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Killer Frost teamed up with Codsworth for the last few days. They did not have a truly serious fight until today though, inside Corvega. Just like before, Codsworth was killed. I checked with the console, and he is indeed still marked as essential. So my issue of essential characters dying is still present, even with the clean reinstall. *sigh*


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Renee
post Mar 5 2018, 04:11 PM
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I just tried to Google it. First I had to wade through all the "how do I make essential NPCs killable?" results.

Only thing I've come up with is uninstalling all mods and starting from scratch, but I assume you've already done that.

Another thing I'm thinking of though is I wonder if there are any scripts running in the background that might cause this? I don't know how Fallout 4 works, but for Skyrim, Beth began making seperate files for scripts, that are external to the .esps and .esms. In other words, even if you get rid of all your mods, sometimes scripts will still continue to run in the background if these aren't removed as well. Maybe there's a script or two that's causing this. These would be .pex files, I think the folder path would go Data > Scripts, and somewhere in there are a lot of scripts.

I don't know, I'm guessing here.

This post has been edited by Renee: Mar 5 2018, 04:13 PM


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SubRosa
post Mar 5 2018, 05:54 PM
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I did do a full reinstall from scratch. So that made no difference.

It could be a script from a mod. But the weird thing is, the NPCs are not having their essential status removed. They are still marked essential. Essential is simply not working at all. Which to me suggests an issue with the core game files itself. All mods can do is remove someone's essential status, or change it to protected, etc...


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ghastley
post Mar 5 2018, 11:18 PM
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A scripted kill overrides essential in Skyrim so I'd expect FO4, too. Then the essential status is just being used to ensure they die only at the right point in the plot. So is Codsworth always being killed at the same place/by the same NPC?


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SubRosa
post Mar 5 2018, 11:21 PM
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QUOTE(ghastley @ Mar 5 2018, 05:18 PM) *

A scripted kill overrides essential in Skyrim so I'd expect FO4, too. Then the essential status is just being used to ensure they die only at the right point in the plot. So is Codsworth always being killed at the same place/by the same NPC?

No, it was just part of a random battle. He took too much damage, and died. Even though he is essential. It is the same with all the Companions I have tried in the game, who are all essential. Plus some other NPCs who are also essential.


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Kane
post Mar 6 2018, 05:07 PM
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I looked around for a solution, too, but to no avail. Maybe some mods are conflicting? I'd try a re-install with no mods.


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SubRosa
post Mar 6 2018, 05:35 PM
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I have tried it without mods. It made no difference.


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Kane
post Mar 6 2018, 05:37 PM
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Oy.

What about trying it with base game only? Nix the DLC's.


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SubRosa
post Mar 6 2018, 05:43 PM
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At this point I am going to try creating a mod that sets the important NPCs to invulnerable. If that fails I will just get used to the work around I used the last time I did the Mechanist questline - give the NPC I am with an extra 1,000 health with the console, and keep spamming that ever every fight (since the game periodically knocks it back down to their original health).


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SubRosa
post Mar 14 2018, 01:34 AM
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Making NPCs invulnerable did not work either. But I finally did come to a workaround. I created a mod that gave all the companions and important quest-givers an extra 9,999 health. So far that is keeping them alive.


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TheCheshireKhajiit
post Mar 14 2018, 02:17 AM
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That is frickin’ weird. Maybe it was caused by one of the Creation Club patches?


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Renee
post Mar 14 2018, 03:19 PM
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QUOTE(SubRosa @ Mar 13 2018, 08:34 PM) *

Making NPCs invulnerable did not work either. But I finally did come to a workaround. I created a mod that gave all the companions and important quest-givers an extra 9,999 health. So far that is keeping them alive.

Hey, gotta do what ya gotta do.

I remember with Fallout 3 when I was making companions for Janet's game last fall, it is possible to write scripts for NPC followers which cause them to automatically heal up everything (including broken limbs) once combat is over. I'll see if I can post the script I used, maybe you can copy/paste it into your Fallout 4 companions ....

Crap. Never mind. It won't work. If Fallout 4 is anything like Skyrim, it won't work. These newer games do everything bass-ackwards when it comes to scripts. Anyway, glad to hear you've got a workaround.



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SubRosa
post Mar 14 2018, 04:53 PM
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The Fallout 4 companions already automatically heal up to full after every battle. The problem is they get killed during the fight. Ada (the main quest-giver of the Automatron dlc) in particular stands no chance of surviving your very first meeting with her, in which she is in combat with a horde of evil robots.


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TheCheshireKhajiit
post Apr 1 2018, 06:51 PM
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This one wishes the clothing was more modular (not talking about the armor). Khajiit hates that his folks can’t wear combat boots with jeans or a dress, or that cool jacket from the surveyor outfit with fatigues.

Will say the the Eli’s Clothing mod does a good job of providing more options.

This post has been edited by TheCheshireKhajiit: Apr 1 2018, 06:53 PM


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TheCheshireKhajiit
post May 15 2018, 07:19 PM
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It seems that one Post-Apocalypse game published by Bethesda Softworks isn’t enough for them...

Rage2


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