#fallout-4-mods
1 messages · Page 2 of 1
If you are using mods you've probably done something wrong
My Skyrim is already unplayable, I don't want Fallout 4 to be it's partner.
Skyrim there was an issue with an update, your fallout has mods installed incorrectly
There needs to be Crash to Menu mods.
I'm tired of all these problems. Is it too much to ask to be immersive and previous game accurate?
It is if you incorrectly mod the game
Incorrectly... What do you mean by that?
Some mods aren't compatible and generally you'll want to put mods in a certain order. You also need to make sure any mods with dependencies on other mods have those dependencies fulfilled.
I make sure to download the mods that the dependencies depend on first.
I don't know what's compatible and what isn't.
It is hard to tell on console. If they add things to the same area, edit the same thing or npc, or sometimes for other reasons.
Then I've got two unplayable games now. Because both seem to give me the Play Vanilla choice.
I cannot play Vanilla on Skyrim because my Save files will be corrupted.
I'm here to report a bug in fallout 4 it keeps on making me sign in my bethesda account each time I go to mods.
I'm not on pc thank you for the help
I hope it helps. I should warn you it may not always work.
I wonder why they still won't increase mod space even though every single player who plays fallout and mods it would be willing to give up their save file for more space and a better experience, it would literally make Bethesda money too because the player base would increase which means more CC sales.
not every single player uses mods
this wouldnt just kill modded saves
this would have to kill all unmodded saves aswell
cartogriffi has said why a few times
CC ≠ Mods. Creation Club is additional content that was checked and verified by Bethesda as safe to use in a playthrough and safe to download mid-save. Mods on the other hand are different. They aren’t verified as safe and can break your game if you download mid-save.
This is why on console you can still earn achievements with CC content but not mods.
Increasing the mod size would just break the game saves for everyone, like what Mah-Rahka said. That doesn’t mean it won’t be increased though. It’s just unlikely. Cartogriffi has stated in the past that they do come back to the issue every now and again to brainstorm ideas. But every idea they either come up with or test will break the saves. So, until they find a way (which is unlikely) to increase mod size without breaking saves then we’re stuck.
Is there a mod that have a fully working driving mechanic?
I'm getting fallout 4 on PC btw so
I think so
I'm on ps4 tho so I don't know the name
It's on Xbox also
Also can someone help me find the mod creater LBGSHI? the mod description said to reach them join this server
One of his mods that I use isn't working
There's a mod called 'Drivable Cars Redux' it's not very good but it's the best you'll get on Xbox
I keep hearing about these poor mystery people that don't use mods and would be distraught if their saves were deleted, Fallout 4 on Xbox has a really small playerbase, although not every player uses mods I'm certain at least 80% of it's players play it purely for the mod support, if not more, the game hasn't had any new content for 5 years ffs. Mods are the only reason Fallout 4 still has a huge player count on PC anyway.
I'm sure if Bethesda set a date to do it 2 months away or something and had a message in game to say that all saves will be wiped in 2 months nobody would be bothered by it.
It just depresses me how even on next gen consoles the mod menu and all of it's community content are caged behind a miserable 2GB limit, at least Skyrim has 5GB and their players still complain about it. Although practically everyone on Xbox who still puts up with Fallout 4 have wanted it for years Bethesda won't increase the mod limit because apparently it would anger like 5 people.
@sand summit @hot chasm
Idk
Here's what I don't get. Why isn't the limit user customizable. I'm aware there's a limit to the number of file handles the game engine allows (a windows problem), which is something that can be setup.
PS4 have no custom assets because of Sony which is why I moved to Xbox
Then the devs should tie the mod limit to file handles and not hard drive space, imo.
PC side, extremely packed mod limits lists even hit that eventually, which I think hits 8K with 3rd party engine patches (Buffout 4)

Beans
True
There’s basically no data to support any of this though. And even if it’s “80%” you still have 20%. You would be upset if your management took 20% of your paycheck. Same logic applies here. 20% is a huge number of people. And Bethesda isn’t going to risk losing 20% of their fan base because of a rushed decision to increase the size limit. Ontop of that it’s not really needed. There’s not really any mods that can be added that would be worth raising the size limit. A ton of mods on PC use Script Extender. That’s not compatible with Xbox.
20% of millions of people is still millions of people. Each of whom has access to social media. Not a good idea 😛
Man, sim settlements alone can fill the mod limit...
Late reply is late, but sort your load order, Darkhai. If you're crashing at start up, there's an incompatible mod. Sort it and then post your link with your load order. If you've removed mods and gone back to the same save, delete the saves. They're hosed. Here's a template to use: https://oddsmods.xyz/FO4LOFrameworkTemplate Definitions are in the link at the top.
Anyone know how to get ahold of LBGSHI? Mod author on PSN. Description said he was on here
@lucid minnow When you get a chance, mate, @slate forum needs to speak with you about a mod.
Unless this is the @hot chasm to contact. Apologies for the pings. @slate forum needs to speak with you about one of your mods.
When they get a chance, they generally respond. If they haven't responded, then they must have something going on.
What's the issue?
And what mod is it?
Which quest is derpy for you?
none right now, just curious
If a quest bugs, add it to the bottom of you load order and use it. Do not remove it once it is added. And do not move it in your load order if adding later in the game. If it works in a different way than I'm thinking, it will need to be added on a new game though because of persistence and quest aliases. Will need to wait for LBGSHI to confirm though.
because the xbox and playstations security doesnt work like that?
everything is sandboxed
the sandbox has to be preset
Mods that use Script Extender can be untangled from the Extender and converted to work on Xbox. Script Extender is a great tool to leverage when building PC mods. But workarounds exist for getting F4SE mods onto console. It just depends on the skill level and level of commitment a MA is willing to put in for converting an F4SE mod into a functional Xbox recreation.
not all
script extender can outright change chunks of the games underlying stuff
in ways there is no way to work around
i dont think you understand
you CANT integrate something like script extender
because script extender lets you just add whole new functions adding the script extender functions would still eventuwlly necessitate the further creation of more script extenders
it is physically and practically impossible for bethesda to add all its features because its features are the ability to add more features theough dll files
You also wouldn't need to integrate it if the coding was done native by the company. It's by no means impossible for them to add every single thing an SKSE script does, or even a DLL, because they have the source code to the game itself and could just write it in directly.
that and even if they did have every function script extenders do (they do implement them from game to game) youd still have the fact that its impossible to cover all possible cases which requires more script extender
The main reason you don't find these kinds of things implemented is because they're not something the devs needed to make the game.
yes
its why despite skyrim still having auality tags nothing checks for them
because the only items that made use of them are unused
I think I understand. Like I said, its a pipe dream.
What's an auality tag?
quality
skyrim has a set of 3 items for each crafting category with 5 levels of quality in their own “apparatus” catagory a few of them are still placed in the e3 areas (not that it matters as they are all devoid of everything except their quality tags
novice apprentice journeyman expert master
Ah, so stuff for the vestigial alchemy apparatus items from Oblivion.
they arent from oblivion
That's where they originated.
oblivion had nothing for enchanting and smithing
They were used for alchemy.
Dont spell tomes have the whole novice, apprentice n so on?
skyrim has 3 alchemy apparatus
akyrim has 3 smithing apparatus (infact the apprentice models are still used in skyrim )
skyrim had 3 enchanting apparatus
its also definitely not an oblivion leftover as their data is organized entirely dofferently
The calclinators and alebmics are, but yes, they did apparently at one point intend to expand the idea into smithing as well.
oblivions quality is out of 100
skyrims is 1 of 5 options
oblivions quality was in the DATA value along with the value and weight
skyrims quality is in the dedicated QUAL value
How they format the stored data isn't really that important.
It does exist: https://en.uesp.net/wiki/Oblivion:Alchemy
Also we're not even in the right channel for this discussion 😛
artmoor i have the editors opened up
right now this second
i even went to check fallout 4 but the entry was replaced with attraction rule
Read the page. Then get back to me.
im also PLAYING oblivion i know how oblivion works
so i dunno what you think your getting st
I'm just telling you where the quality thing comes from, by citing a source that's reliable even. So I dunno what else you want.
oblivion doesnt use the same syatem for qulity skyrim does
So UESP is wrong then? Cause I don't think so.
oblivions is NUMERAL 0-100 (allowing for decimals) but uses 10 25 50 75 100
skyrims is direct with how its used with nothing inbetween the 5 options
im LOOKING at oblivions editor right now
I can see I'm wasting my time trying to make the point.
I think it's a good time to move on with discussion.
Yea, both parties were correct, imo. Just misunderstanding
Human nature do be like that
Oh, also super mutants n rad roaches, amirite
Alright, time to break out the XB1 again
Anybody have a solution or mod to get rid of settlers corpses that don't despawn?
My game is littered with dead settlers that don't disappear... I think it might be the mod what's your name by pra... it's making every settlers unique I guess the way it implements names to settlers
Not sure how to help, but have you heard about the Preston Garvey “Settlement Needs your help” mod? Combine that with Master Chief and you got the perfect duo.
Mr tidy will remove corpses in your settlement and clean up some ground clutter.
Will it remove quest related settlers too that happened to die?
No matter what mods I use or get rid of, They will not load in my game, I get nothing but a crash to dashboard. And almost none of the mods I have, got any load order instructions.
I'm left with no choice but to leave them Disabled and ergo it means, to me, Forced to play Vanilla.
Well, it sounds like you may need to clean the slate at some point. In the meantime though, find another game? Not much other advice to give here.
I’ve always found FO4 to be a bit more finicky to mod on console than Skyrim. It can absolutely be done, though. All I can recommend is that you use the template turtle linked for you, fill out your mods as best you can based on what they do, and people will help you get it sorted.
One of 23. Only other way to show my load order via Xbox.
Look through these and tell me what I've done wrong.
The mods in the images are the mods that I have.
Fill out the template turtle linked, as well as you can. It’s designed for console players, and many, like myself, fill it in and manage it on our phones. Screens are a bit unwieldy, and don’t have any of the Load Order categories to be able to see what’s what.
That being said, I can spot a couple of major issues straight off the bat. Once you have the sheet filled out as best you can, putting your mods where you think they go based on what they do, link it back here and folks will help you out.
I can’t remember who asked but
Here’s the link to the Xbox secret service armour mod
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Darkhai,
You've got too many mods. That load order is not stable. Sort your load order. Here's the list to sort if you don't want to use a template: https://oddlittleturtle.com/load-order-framework
Patches for mods go below the lowest one in your load order or they will not be patched. Whatever is lowest has priority. Mods load from top to bottom. Cannot remember what platform you're playing on. If you are on OG or S, then all those creature additions is going to be hard on your console. Pick one or two and save the rest for a different playthrough.
World edits go near the bottom. Textures go in the middle below weathers and lighting. Water changes are lighting changes, sometimes they have textures but they are largely considered lighting because there isn't a way to edit the mesh on a budget. 3DS Max is $4k licensing and Havok is around $15k-$20k licensing.
FPS (framerate) 'fixers' are placebo on Xbox. The game is locked at 30 and should not be pushed to go over. Hopefully, FO4 will receive an update on Series X like Skyrim did and they'll do away with the ini edits for FPS.
Some FPS mods aren't framerate, they're designed to turn the game into first person shooter and have camera edits. Those edits may or may not require a specialized patch for the engine level derp on cameras that requires updating the papyrus scripting for the surgeon and makeup chairs (or any mods that use these scripts like Cheat Terminal). So read the description.
That said you've got 3 mods that have FPS in the name.
60 FPS is not necessary. Remove it and start a new game. If you want a smooth gameplay experience, use less mods and add Boston FPS Fix (which regenerates the precombines and UVD files downtown) and Previsibines Repair Pack. They are the only mods that will fix framerates downtown. They contain bugfixes for precombines.
Fallout 4 FPS Overdrive: if this is for First Person Shooter, it is fine, if it's for framerate, then remove. Game is locked at 30 on console because of Havok physics.
TLS Fallout 4 Subtle FPS Improvements: if this is for First Person Shooter, choose which one you want. Don't use two mods that do the same thing. FO4 has a Rule of One. Whatever is last will override the top. If this is for framerate, remove.
SEO appears to be broken. The mod author could never figure out how to fix it and then he left the modding community. It is abandoned, and it overloads FO4's power grid. The only way to fix an overloaded power grid is use a F4SE mod that undoes the power grid corruption. That is not available on console so it is safer to skip the mod. Start a new game without it.
Budget Remover is not necessary. You've got cheat terminal. Remove budget remover because it is redundant and start a new game.
Cheat Terminal has inter-mod communication scripting that needs to communicate with your full load order. Place it at the bottom so that it can see the mods in your load order. It is fully scripted. Never remove a scripted mod in the middle of your game and continue on that same save. Scripts pause during saving and then expect their functions to be available after the save.
No borders is not necessary. If you are using a mod that requires it, then it has been set up improperly. Determine if it is worth disabling the precombines for. Remove and start a new game.
Read the instructions on the Previsibines Repair Pack. It specifically states BOTTOM of the load order.
Soldiers are people too: place with level list changes under Factions
Automatron Paints: place with Craft Your Own
Consumables Overhaul: place with Craft Your Own
Cleaner Diamond City: Place above Previsibine's Repair Pack
Armorsmith: Is not compatible with Creation Club and requires a patch for the game
STS AIO: Replace with STS Base and place above Previsibines Repair Pack
USO and other settlement building mods: place with settlement workshop mods nearish the top
Keep Radiants in the Commonwealth: not compatible with the unofficial Patch. There might be one for the patch or you can replace with Ugh. Radiants. https://to.oddsmods.xyz/zv4NWf (Ugh Radiants requires a new game for the changes to take effect and it must be enabled BEFORE starting a new game.)
Ferals cannot open doors is a feral ghoul race overhaul.
Everyone's Best Friend: find a patch for the unofficial patch so the followers script updates from the unofficial patch carries over. You want that fix not dogmeat.
Blacksmith's crafting expansion is not compatible with AWKCR/Armorsmith/UCO. Remove and start new game
Vanilla Crafting Expansion is not compatible with AWKCR/Armorsmith/UCO. Remove and start new game
Unlimited supplies is redundant with Cheat Terminal. Remove Unlimited supplies and start a new game.
Improved Map with Visible Roads works best with a pipboy FX disabler. There are several available. My preference is this one, but there are others: https://bethesda.net/en/mods/fallout4/mod-detail/4066527
shakes fist at bot trying to help, bot. :p
Highwayman Chrysalis Replacement breaks the precombines everywhere one of those cars is placed, it's not worth breaking precombines all over the map for a minor immersion feature
If you avoid using mods that break the precombines then you won't need performance mods other than PRP.
Been thinking of playing fallout 4 again once I’m done with New Vegas, and I’m wondering if I should use Scrap That Settlement? It’s a nice mod to use if you like building settlements, but last time I used it, it was clashing with another mod I was using, lights out, which removed light sources from certain settlements. Anyone have any opinions?
iirc the Lights Out mod breaks precombines at the Castle so I recommend skipping it. Then you can use Scrap That Settlement or Raze My Settlement (goes great with Clean My Settlement Redux)
STS lets you scrap what you like (without breaking precombines) and Raze/Clean take a different approach. Raze lets you scrap ALL scrappables at once with a holotape button while Clean lets you scrap some plants and flat trash you couldn't previously without breaking precombines.
I don’t use scrap mods outside of the addon for STS that allows you to scrap bodies. They are cool but sometimes not necessarily great with certain load orders. I have a tendency to overbuild, so go with a less is best approach. It depends on your build style on whether or not they are necessary. Otherwise, what DAmanding said.
I use STS base if I’m stressed and just need to scrap stuff to scrap stuff. But generally start a new game and go light.
I'm lazy AF so I prefer the Raze/Clean route myself. Clean will have a slight performance impact on console or low end PC because it's duplicating the stuff it lets you scrap. So you can skip it if you're having performance issues.
I do use a mod for scrapping dead bodies, mole rat mounds, etc. as well vs waiting on cell cleanup for that stuff.
I should make that available on console
A general rule of thumb that I observe is to only build up one settlement per character. But that is because I overbuild and break the crap out of the game. 
so that it's standalone....unless the STS addon is standalone?
Yeah. It is standalone
does the body scrapper for STS also cover things like mole rat mounds?
and skeletons?
Hm. That might be part of STS proper. When I get home, I’ll look at the lists and check.
The original purpose of STS was skeletons and mole rat mounds and then people started making requests 
that's always the way 😄
I use the PC mod Scrap Dead Things, having all "dead" related items in one scrap mod is useful I think
it also lets you add graves I think, though I've never used that feature
I still need to take the mechanist’s lair out of the AIO but my luck is going to be breaking the crap out of Far Harbor in the process 😭
this is the one I use, it's handy https://www.nexusmods.com/fallout4/mods/6497
problem is you can technically scrap some living actors but eh....just be careful 😉
Oh that’s why I use the STS addon. I totally cheat with the Mirelurk Queen and scrap her instead of fighting her.

I am the cheatingest cheater.
I regret nothing
cheater mccheatface
paragraph on my fusebox generator plus mod description:
Cheater McCheatface:
These don't require any special perks to build, you can build them as a level 1 character so obviously if you're firmly against cheating this isn't the mod for you. Yeah I could do a separate set involving some high level perk but these are already cheating as is so why bother? Travel to Dunwich Borer's and drop a bunch of caps in the hole at the bottom of the interior if it makes you feel better about yourself.
Turtle waits at the bottom to collect caps. Mama needs a new power armor set from Arturo.
whispers "cheat terminal or player.additem f 10000"
Could I get a link to clean my settlement or is that a pc mod?
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
and Raze is here: https://bethesda.net/en/mods/fallout4/mod-detail/4115696
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Thx
Good night, guys!
I got a question about an animation bug that occurred with me on the Hunting Rifle
For some reason it's charging handle anim after fire is a extremely fast
Dunno what caused this. I'm using Hitman's Right-handed anims, this never occurred with it. I also tried disabling the mod for testing purposes and the vanilla anims are bugged as well
What type of Xbox are you on? Or are you on PC, Goreseeker? Animations are Havok-based and AFAIK the timing is based on frames per second. If you're using a mod that increases the frames per second, there's a chance it will make the animations funky/borked (I know such mods will definitely borkenate any HUD animations since they're timed at 24 frames per second). If you're on Series S|X, turn off the frame-booster setting and attempt to clear your cache. If you did not start a fresh character and tested on a save that was on-going, then there might be issues as well. (It's not a true test unless you're testing on a vanilla save.) Also, keep in mind that when downloading animation mods, there isn't a good way to make animations for Fallout 4 because the software is no longer available for download and hasn't been available since Microsoft bought Havok in 2014 or so. So if it breaks, it breaks, and there's nothing anyone can really do about it. If it ain't there to use, it ain't there to use, y'know?
I'm on Xbox One S
I don't use any FPS mod
Just PRP
This never happened, this is the first time, and it's only with the Hunting Rifle
The LO I'm using I started on a new character
I follow everything in your LO Framework
Fire Rate and Reload Rate mod attachments can affect the rate at which animations are played.
That's strange, cuz I'm not using anything that alters that. I used to have Equilibrium Installed, but I stopped using it (I didn't removed mid-playthrough, Ik that messes everything)
I’ll check it out. I may absorb those meshes into C76; w permissions of course.
Could that be Perk Up? I installed for the first time in this playthrough. The alterations in Perks are not much and it aims to be the most vanilla possible
Taste this drink and let me know! 😄
https://www.nexusmods.com/fallout4/mods/64631
Where can I find a mod server for developers?
Per this server's rules, invites to other servers aren't permitted, which makes this topic a little tricky.
I'd recommend checking out some of your favorite modders, and seeing if they advertise a server they use. Many do, either their own or a larger group server.
Why does my game crash on the main menu when I launch it, I just made a new LO I’m on Xbox btw
I expect a mod is causing the issue.
How can I fix this?
The most likely cause is that a mod is missing a requirement
Is there a mod that allows me to disarm and remove Pacified enemy’s weapons?
Whoops
Oh snap it was
Glad you got it sorted out!
Can I just delete the mod from the Bethesda website and it’ll pop off my load order?
Yes because I can’t access my load order on my Xbox because it crashes upon loading to the main menu
Xbox
or you could install the missing requirement
Deleting a mod from the website will not remove it from your in-game downloads.
As Crayonkit has noted, re-installing the missing requirement may fix your issue and allow you to remove both of them safely. If this doesn't work, the first link Suserial provided will resolve things, but you'll need to re-download and re-order everything afterward.
This is confusing
Anyone know a good Minutemen replacer that isn't corrupt for Console? Looking to make them more formidable since they are weak asf at their current state
Some mods show up in nexus, some dont.
Depends on if they’re ported
This is the first time I looked up a mod that didn't show up in nexus
Even looked up BSAA Minutemen just on Google and no results lol apparently according to Google it doesn't exist
Its based of another mod
So its not going to show up
Ui’s like that dont get much traction
Along with replacers
It happened again
I gotta redo my load order for the 2nd time this is stupid
Just saw the post/video about Fallout London. To the Bethesda team: I would pay money for something like that. 🙂 Looks awesome!
If you're adding more than a few mods it's often a good idea to add them one at a time, testing in-between. This is especially true when a mod is changing content rather than adding content, and particularly when game systems are involved.
Chances are, there are two or more mods you'd like to include that are incompatible. Adding one at a time will at least help zero in on where this problem is occurring.
Any modders here?
Yes
Aye.
Yes
👀
Militarized minutemen is my go to
Now which of you 4 is the better modder? Lmao I need a really good Castle mod that makes it look like it's being repaired but I don't want it to collision with the base game and screw up the pathing of AI
All modders are awesome. Each has their own skill set, own way of thinking, and particular style. If you’re going to start modding game assets to do what you want, youll need 3DSMax 2013 (a free trial copy is still available if you’re in the right Discord for a link), the plugin for 3DSmax to export (comes with the Creation Kit), and a copy of havok tools 2013 (which you may or may not be able to license through Unity engine or Unreal). That said, Crayonkit and Robotten put out a nice Castle mod that doesn’t break the precombines and rebuilds the navmesh. I believe they worked on it for quite some time (a year?). See if that will work for you. Else, now is the perfect time to learn modding.
I'm on Xbox
As am I. I bought a PC to mod my game and help others with their load orders.
Took a year to save up the funds
Unfortunately I live in a motel and don't have one yet
I can easily buy a pc but keep getting screwed over
Technically I'm homeless because can hardly afford 1200 a month or 300 a week
Try CrayonKit’s Castle mod. You might enjoy it.
This is what I manually built
Looks good so far.
I haven’t built at the Castle in ages. I do wish some of the markers were in other places and that the caravans would come through the hole in the wall instead of the front door. That way a portcullis of sorts could be built in the area.
Scrivener is the best modder - just wanted to cast my vote 🤓
I mean, once I figure out how, ima start making my own mods
If they can make a castle mod that has what my pictures show and has no pathing issues where the AI get confused or anything then I'll agree lol
The Perfecf mod doesn't exist
Depends on what you want.
My pictures are what I want but I already built what I wanted lmao
If yall played skyrim and you know Lucien and Inigo, could anyone make a great Fawkes mod? Fully voiced with Fawkes voice and him with his fabled Laser mini gun
Miss him
If you want it bad enough, you will find a way to get it done.
Can anyone tell me what kinds of mod that can cause CTD's?
Im trying to pinpoint the mod in my modlist that keeps crashing my game
I cant save, fast travel, load without CTD
Any help would be appreciated
uh… well… it all depends on your load order but your games gunna need to restart anywys
Yeah nvm, I loaded a slightly older save and its fine now. Found out that as long as i dont quicksave on city area I'll be fine
I have a question or two (or more maybe) about Sim Settlements. On Xbox 1 and haven’t played FO4 for a long time. I would like to return but settlements are just too annoying, but they are also a draw. So I thought I would try out Sim Settlements. If I use this will it adversely effect previously built settlements? Can I still do normal settlement building? I want to build a donut eating, rolling pin wielding, power armor wearing baker using the Slocum’s Joe cC mod. But I’m wary about using SS with this build.
How much real life combat have you ever been in?
People usually want higher damage weapons and lower health pools when they say realistic combat.
Maybe just go survival. And crank up the difficulty if that’s an option.
The difficulty slider doesn't help that. It just makes enemies take longer and more ammo to kill. Kinda the opposite of what they want
I think sim settlements is worth trying. I'm not sure if a new game is required.
Sounds risky on Xbox. Seems like a lot of code needs overwritten to accomplish one shot kills and death. If that’s considered realistic. Of course that’s completely hypothetical because we have no way of knowing how strong the fantasy creatures and enemies are. But in real life, it can take more than one shot to take down elk and larger game. And at the same time those animals can easily kill squishy humans.
Not really a lot of code. You have to cache the enemies as they’re spawned and add a hit listener to each. When hit, detect the location and if it’s the head, use the Papyrus Kill method to kill them.
That’s about 10-ish lines or so.
Well, maybe the person wanting to turn a game into real life is in luck then. Of course it would also need to be permanent death. Nobody who was ever killed got to reload a save.
I know Oddlittleturtle already recommended it, but here's the link. It has the navmesh adjusted so that NPC's can walk around correctly. Plus since it doesn't break precombines it won't harm performance. I designed it specifically to be as Xbox friendly as possible. https://bethesda.net/en/mods/fallout4/mod-detail/4269007
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I already built these tho lol
There’s a few mods that do it but the issues I’ve seen is for the most part they’re all old or they add a bunch of other things. I’d like to run things like militarized minutemen and gunner outfit pack alongside it without being overwritten, as was the case with immersive gameplay and war never changes.
The implementation I’ve described could theoretically be done w/o interfering w any other mods. That being said, I have my own personal wishlist I’m grinding through and I’m not up to tackling this.
Never quick save,exit save, and try not to use autosave unless level up then you can't help it but follow it with a manual save...
Yeah i try my best not to do that
Some suggestions for you:
(1. Wasteland Ballistics
Makes you and the AI do equal damage/bleed from damage (It's one of my favorite mods)
(2. Immersive Gameplay.
Makes the game well... immersive.
Not just combat but everything. Power Armor is how it should be, different weapon calibers make a real difference.
A .50 BMG converted Sniper Rifle will mess up Power Armor foes.
All NPCs use up ammo (So they'll be stacked with a realistic amount)
Oh nevermind. Yeah Immersive Gameplay does that to the Xbox One consoles - haven't noticed many issues of it on my Series S.
Anyways Wasteland Ballistics is as close as you'll get.
Unless you use the 'War Never Changes' mod - similar to Immersive Gameplay but not as taxing on the console.
Nice so series s can run Boston downtown with immersive gameplay with no/less crashes? I’ve been wondering about that. Honestly, I’ve been tempted to save up for a series x just for the ability to play sim settlements 2 with ig5. I tried it on OG xb1 and it was running very well until my settlements were getting bigger
Ok the CTD is happening again after 17 hours into the game, I think I should've turned off autosave. Other than that im sure this is a mod problem though so is there anyone here thats experienced in handling these crashes? heres my crash log
I think its Horizon causing the issues but im not sure
does anyone know a fallout 4 randomizer mod?
Yep it can.
There's some hiccups/some stutters but nothing too bad.
From what I've seen the Series X can handle all of that with no issues at all.
Would anyone in here be free to help me learn how to port mods
I have everything needed
Fallout 4 creation kit etc.
It's probably best to search it on youtube. Even if someone typed out a how to, the videos avabel are full of good info.
Detailed Tutorial for porting PC mods to Xbox
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Thanks man I appreciate it
I was just wondering if someone could walk me through it I find it much easier
Unpack, optimize, repack, upload. It's not to hard. Be sure to post the permissions to port from the MA.
If you have a specific question just ask it. Walking into a room and asking if you can ask a question is funny. Just ask the question, someone will answer.
Tried it for a bit. I didn’t like the amount of ground needed for the plots. Or putting everything on level ground or placing floors down to level the ground. Seems like I did almost as much work and put in as much time as I did without it. Given it’s 400mb size, I scrapped it and reverted to older saves. I felt like it had limited overall use, and best used in wide open settlements. Not good for places like Sanctuary, Tenpines, Hangman’s, or other compact settlements or settlements with non-scrapable buildings.
It didn’t interfere with previous saves.
Sounds like I should give up on the OG xb1 then and make the switch xD thanks so much for telling me about that
Sounds like you were only playing with the basic included plots. There's a wide variety of addon packs that provide a variety of plot sizes including lots of smaller options, ones that fit in internal spaces (such as inside Sanctuary houses), etc.
I was. I don’t have enough mod space for anything bigger.
Actually I did have internal plots. I guess my thoughts swaying me away are as follows: every plot other than farming needs power. This requires lots of generators or conduits or poles or street lamps. This in itself makes all settlements generic. I can’t just build a settlement using only oil lamps and candles for lighting. How creepy would Murkwater be with only oil barrels as light? I also can’t use themes. Rail cars at Oberland, hydroponics in Hangman’s, buses at Starlight. Or be super efficient as I could in Sanctuary. I can easily put 24 beds in the houses already there. This gives me 4 large empty plots for casinos, multi floor restaurants, things like this, large shopping centers, a Slocum’s Joe. Of those 24 settlers, only 8 or 9 would be tied up with a daily duty leaving the others as shop owners or patrons. And it keeps me well under the build limit as the houses are already there. I wanted to be less hands on for settlements, but ultimately, I prefer the creativity of building each settlement in a distinct way. Turning Spectacle Island into a resort for tourists just seems more entertaining than dropping plots of crops that look like mounds of manure with a rad chicken running around it. Plus all that XP is being left on the table. For a low intelligence build with Idiot Savant, settlement building is a huge bonus for leveling up.
Does 60 FPS Series X Ultra+ Settings https://bethesda.net/en/mods/fallout4/mod-detail/4196205 with the series s patch help with crashing in Boston any?
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Is anyone able to port the Updated version of Unbogus fallout overhaul to Xbox 1?
Xb1’s Unbogus hasn’t been updated in 2 years whereas the pc version was updated earlier this month.
Or does anyone know how to go about asking for that from the mod author?
It does not. Ultra settings are only for things that will actually allow ultra settings. And you need a good PC to do that. Series X will run downtown with very little issue provided you've not overdone it with spawn or weapons mods.
What Xbox do you play on?
Series S? Make sure if you've downloaded via wired connection, that you're playing on a wired connection and your router and your modem have the latest firmware. Equipment like that only lasts about 3 years before they reach end of life so check the manufacturer to make sure it hasn't reached the end. If it has, it's time to get new.
Other than that, there's Boston FPS fix which rebuilds the precombines and UVD downtown and the Previsibine Repair Packs. There is a small version of Boston FPS Fix that is just updating the timestamp and UVD for the DLC that was missed that seems to work for people.
Contact them on Nexus. Nexus accounts are free if you do not have one. See if they will update their port. The PC version became an all-in-one game overhaul so be sure you're ready to only play with that one mod.
TsukiFox, also if you're running the game from external SSD, make sure it isn't a knock off brand or hasn't been 'refurbished'. Don't skimp on the external.
Yeah, don’t be cheap 👀
If there was a way to be cheap and have a good set up...😭
My current modding setup:
Surface Pro 4.
FO4 runs in a small window but it’s enough to check the latest C76 updates. I’m too poor to get something better.
I feel that pain. When I first started I ran on a 4gb hp craptop that wouldn't even load FO4 and took the CK about an hour to load. All mod tests had to be done on Xbox.
I feel like this may or may not have devolved into some kind of weird, "when I was your age we walked to school barefoot in the snow..."
I started Fo4 on 8 Gb of ram, now I have 48, yet still chasing parts. Power supply needed.
It never ends can't stop tinkering.
Not just modding games, eh? lol
I’ve been down that rabbit hole as well.
I ... have 64GB of ram.
There was a period of about half a year or more where I could run the CK but not the game because my gaming system died and all I had was a crappy ancient walmart wonder with only onboard GPU. I first started playing the game and modding it (lowest quality settings only) on a GT620? 660?
you need that much to generate previsibines for the entire game though
... technically twice that
at least in a decent time frame
I seem to recall Chucksteel saying that regenerating previsibines for Beantown took his system something like 3 days
that was an Apple that was old when the game came out though
Can't imagine the kind of hardware Bethseda needed to do it back in 2015 and 2016
Ya, I would like to see that rig.
I mean, here I am with the i7-6700K/GTX1080 combo that's served me well for years
I mean they can afford $5k+ rigs for their devs. Spend that kind of money and it will keep you going a few years 😄
The day I got my GTX 3060 lighting hit my neighborhood and EVGA stopped making cards. True story.
if we had that kind of rig, we could keep up with gaming changes for a few years easily, grinding through major regeneration of previsibines, rendering massive media etc. maybe not so much
Did....did... did the card survive?
Yes I use a filter
phew
The ruter died and could not get drivers for 2 days
lightning has hit my house 4? 5? times. killed off various pieces of hardware but this is why we buy good surge protectors for the important stuff now
It's more necessary in the US we got durty power, oldest system in the world.
oh we're totally in the wrong channel for this kind of discussion as it's developed
I'm in Texas...ERCOT 
I need to change a world space to a master file. How to I change the Pre-vis and stuff to look for an ESM? Can I change the pre-vis file names? Or do I have to regen all that stuff with C.K. loaded the mod as a master?
Were the files generated through the GUI or the CLI in clean mode?
You might have to do so, as the meshes have their own file dependent subfolder typically
Ya the dependent files
Like meshes\Precombined\Filename*.nif typically unless it's sourced from Fallout4.esm then it has no subdir
And vis\Pluginname\*.uvd
yes
I thought fo4edit could change the link to that, but IDK
Just need to re-do the full thing then.
It could probably change the filename referenced in the plugin with a dedicated script, but you'd have to rename them anyway
I see
Since that information is typically stored in the cell headers (XPRI/XCRI)
I just have my internal ssd but fallouts on my external hard drive. Should I switch it over to my internal ssd?
Would that help with Boston crashing?
I'd prefer to treat that as last case scenario because that takes a lot of time and effort. How many hours have you put in? How much have you built in your settlements? How many mods in your load order? How many mods have you downloaded that affect the area and have you uninstalled any and gone back in on the same playthrough?
I don’t have any current playthroughs, just testing and messing around with my mods.
I have basically the whole 2gb limit downloaded
Honestly, I figured as much. Do you have them written down so someone would be able to look at the load order and check for conflicts?
Mods are fun, but not all are designed to work together.
I don’t have them written down; That would probably take forever. It crashes in Boston without mods, it’s just a series s thing from what I’ve seen
Doesn't take that long.
Copypasta from the website the names into a template.
Here's one: https://oddsmods.xyz/FO4LOFrameworkTemplate
There are others floating around the internet if you prefer to use them. The point is, however, to sort them into an order that makes sense.
Try sorting first if you have not.
I’ve feel like I’ve sorted them as good as I can, but it can’t hurt to check I presume.
I follow the same template it shows also
If I know what mods you've chosen, we might be able to whittle down, attempt to give you some stability, and see if it gives you some reprieve in Boston. Bethesda was super ambitious in the area and there are multiple places where you step through a triggger that causes all the AI in the trigger to light up but then you step over a cell boundary while fighting and it cause everything to load in a different grid. Let's make sure the mods you've chosen will work there like they need to. No one's fault, it's just super prickly in the area.
What areas are most problematic for you?
Do you know how I could write down my mods faster?
Just Boston as far a I know everything else is smooth
So like at the edge of the river? Which bridge?
Copypasta from the website. Go to the My mods tab.
There might be copypasta app you can download that will save the name and link to make things go faster.
What browser do you use?
Two from internet searches are called Instapaper and Pocket but I do not know how they work or if they're free.
"web clipper" looks like might be another one.
Ok I’ll try them I’m on safari
You think I could just take pictures of my load order on my tv? Lol
Two problems with that: this is a chat app and scrolling up and down to provide assistance is very problematic when conversations go on about the various mods — a link is easier to use on my end— and Discord will sometimes order the pics in the wrong order if internet cuts out for a viewer or uploader. Having your own sheet allows you to also keep up with mods outside the game keep up with links yourself. What if you find a really cool thing and someone says, “omg what mod is that?” You’ve got an easy way to show them
If you have an XSX controller, you can press the screenshot button. And then upload the pics.
I’m almost done making it with links
If you’ve got the Xbox app on PC you can download the Xbox pics directly from there.
Yes please. (We aren't allowed to promote our servers here or I would provide a link.) I prefer helping publicly. That way if there's somone with additional info, they can give it as well.
Your welcome to message it to me if you would like to.
You and What Army (Updated Version)
MW SFX Pack
Armor and Weapon Keywords Community Resource (AWKCR) (XB1: No DLC)
Smart AI - An Immersive-Gameplay standalone
Search and Destroy - Extended Combat Range and Stealth Searches [XB1]
Rich Vendors+ [Basic] [XB1]
Fallout 4 AI Overhaul
Enemies Don't Shoot So Good No More
No Enemy Respawns (XB1)
Boston - Less Enemies
Concord Expanded V2.0
Salem Expanded
Crowded Commonwealth - New Locations and Lore Expansion (XB1)
Plenty 'o' Exploration - Xbox One - New Interiors and Exteriors to explore!
Sandbag Fortifications
Brutality Hardcore Rebalance - XB1 - Vanilla
Immersive Fallout (Non DLC)
Weapon Drop Standalone
True Tracers and Bolt Lasers (GEFN Edition)
FOV 110/100
Immersive Animation Framework by AnotherOne
Running with Hands Animations | XB1
Swimming Animations | XB1
[XB1] Russian Stimpack Replacer
[XB1]Realistic Ragdoll Force
Snipers Of Commonwealth
Lost World - Immersive Soundtrack Replacer
Distortion - Combat Music Replacer
ScreamingLake Soundscapes - Dark, Brooding
Realistic Sound XB1
Commonwealth Warfare - Realistic Gun Sounds And Bullet Cracks
Commonwealth Warfare - Explosions
Immersive Squeaky Doors
Not Great Not Terrible - Scarier Geiger Counter Sounds
Horrorghouls soundpack
Realistic Low Health
UltraFire Flashlight Sound
NAC X | LITE
Fireflies [XB1]
[Dn-0] Darker Nights (Level 0 - Darkest)
Enhanced Blood Textures Basic
Blood Mist Overhaul
Power Line Physics [XB1]
Spitfire (Enhanced Muzzle FX) Lite Version
Extreme Particles Overhaul [XB1]
Realistic Roads - Black Asphalt [XB1]
[XB1] Disable God Rays
[XB1] Disable Lens Flare
Green in the Commonwealth XB1 (3.0)
Shadow Resolution 2048 > 512
Conquest - Build New Settlements and Camping [XB1]
HUDFramework [XB1]
Immersive HUD (iHUD) [XB1]
Power Armor HUD - paHUD [XB1]
[XB1]Tactical Tablet 2.1
[XB1] Pip-Boy Flashlight - Small
[XB1] Tactical Tablet V2.0 Pip-Boy Flashlight Patch
Improved Map With Visible Roads [XB1]
Armorsmith Extended (Xbox) Framework version
[XB1] Militarized Minutemen (Green Uniform - Leveled Lists)
The Mercenary - Pack
Modern Firearms - v2.6.9 Official
MF Vanilla Weapon Replacer
Cheat Terminal [Xbox One]
Alternate Start - Infinite Answer [X1]
[XB1] STS - Scrap that Settlement! - Base Game
Well it didn’t send links
That’s sucks
That's why I said to link your template.
Google link.
Two mods that stand out as crashing are as follows:
Tactical Tablet, if it has not been updated, is on the list of mods that crash on PC. There is either a bad mesh or something that needs to be fixed but it has been removed from Nexus so it is a use at your own risk mod.
Extreme Particles Overhaul, if it has not been updated, is on the list of mods that crash on PC.Particles are generated by proprietary software that I'm not sure is available to the mod community. If it works at all is a miracle. Regardless, causes crashes. Here is the information regarding the crash logs: https://www.nexusmods.com/fallout4/articles/3115
[left][size=3][font=Arial][i][color=#e69138]DISCLAIMER: [/color]To prevent any misunderstandings, I am not associated with the Buffout 4 author / dev [url=https://www.nexusmods.com/fallout4/users/5687
If it crashes on PC, it will crash on Xbox.
You're disabling God Rays and Lens Flare when you're attempting to use a weather mod AND lighting mods that need them. Remove the god rays mods or remove the lighting mods. Lighting mods and weather mods increase load downtown.
Dark Nights conflicts with NAC X.
Shadow Resolution is unnecessary, you're on a Series and that one may or may not conflict/overwrite ini edits within NAC.
Brutality is a full game overhaul. Only use it and no other mod. If I remember correctly, it is the precursor to War Never Changes.
FOV is unnecessary.
You can only have one soundtrack replacer. They edit the same forms. Choose one.
Improved Map with visible roads works better with mod that disables pipboy FX.
Choose a lighter greenifier like SimpleGreen.
Armorsmith conflicts with the current version of the game and if I'm not mistaken, Brutality (double check the documentation). It requires a patch to be useful. What I would do is determine if the Merc pack is absolutely necessary and if not, remove AWKCR/Armorsmith and go with ECO for your crafting overhaul. You do not need a crafting overhaul if you do not do a lot of crafting. The vanilla is just fine.
Mods that I'm not sure why you're running so high up because they're Commonwealth edits and not landmass/worldspace edits:
Plenty O' has deletions that disable the precombines and cause issues/crashes in the areas that other mods need. Remove.
Crowded Commonwealth disables the precombines. Remove.
Move these to just above New Quests:
Concord Expanded
Salem Expanded
Fallout 4 AI Overhaul
Rich Vendors is not necessary. You've got Cheat Terminal. Just sell your stuff to the Merchant provided and refresh the inventory.
Stabilize your game with these:
Add unofficial Fallout 4 Patch for the previsibine, quest, and script fixes
Add Previsibine Repair Pack
Add Boston FPS Fix
hold off until your load order is stable:
Search and Destroy
Smart AI
You and What army
Modern Firearms
Replace Alternate Start with SKK's Fast Start New Game
If you're going to use Brutality. All you need is that one. Easy peasy load order.
I'm not sure if Junkmaster is still available but if you want an easy peasy loader, all you need is that one as well. Same with any of the mod overhauls. If it touches more than one system, treat it as a game overhaul and only use one per load order as your load order.
OH. If Concord Expanded and Salem Expanded are not TheSoundofSnow's fixed versions, they delete navmesh. Will cause issues. https://www.nexusmods.com/fallout4/mods/54872?tab=description
Also keep in mind that the series architecture is different from when mods first came out. I personally avoid lighting mods or mods that have new cubemaps in case of visual derpage or other issues.
Is it safe to use PRP with BFPSF? Besides BFPSF breaking FH I heard it could conflict with PRP
I believe Starhamster has said they're fine together. And I thought that the other had a version that removed FH. Is it still an issue? I know there is a smaller version available that should only be the UVD and timestamp updates.
Doublecheck with a search of this discord for Boston FPS Fix. Also for assisting with searches, I'd avoid using abbreviations when asking about so that newer individuals will be able to search.
Although searching here might be a bit on the nightmarish side of searching.
I found this: #fallout-4-mods message They may not have completed their testing as of yet.
Also try them together alone and see how they work. This type of modding isn't done in a box. The more feedback Starhamster gets, the better they can make improvements for us.
When you say don’t use any other mod if I use brutality you mean mods like it or any mod at all?
No other mods. Unless someone has named another mod the same thing. Game overhaul is game overhaul. It's gonna touch every aspect of the game for balance purposes because armor/weapons/level lists/combat are all intrinsically linked.
You throw off one thing and it will derp stats on another and create either an OP bullet sponge or an underpowered derp
Yeah, probably. I asked cuz in the PRP page for Xbox said it might not be compatible with Boston FPS Fix
The big version will probably conflict then. Starhamster would know better than I.
I said this for the VD version.
As VD is vanilla data as far as I know
That's my understanding of that version as well. So "smaller" version.
I'm led to believe the AIO version of BFPSFix on XB1 is broken in some fashion. Don't know if it's true or not.
Neither do I. Stitch, a modder and player in ARM, was one of the testers for BetaVirus for the Xbox version but with the Bethesda forums gone the data is unfortunately lost. I did not participate in the chat for it so it did not save to my email. :/
The patches I make would get clobbered by that anyway.
I've never had room in my LO for the AIO.
Do you know any mods that I can use that makes the damage and health realistic like brutality that work with my weapon and armor mods?
Define "realistic". Fallout 4 is a game in which you can craft armor out of asbestos found in medicinal cigarettes and craft houses out of pencils.
I need to sit down and get the rest of the blocks created on a side note.
and that sounds sarcastic AF, but I'm very serious. I have no idea what your definition of realism is.
ChrisDVD has some interesting mods in regards to combat. But when planning combat, plan your full game around the combat mod to avoid as many potential conflicts as possible.
Thank you for your work, Starhamster. It is very much appreciated.
SKK also has some interesting mods in regards to combat.
It just depends on your definition of realistic.
There's also plasma rifles that turn enemies into goo piles and laser weapons that turn people into ash piles. Both of which are fun.
And nukes. Because yes.
Mainly just the health and weapon damage part. Like a headshot 90% of the time is instant death and maybe 1-3 shots to the body to kill
That’s how brutality is but it relies more on bullet calibers I think
Reliance on calibers isn't how the damage system works. It's DPS.
You can 'fake it' by a few things. Immersive gameplay is a full game overhaul that fakes it pretty well.
But in order to fake it you've got to rebalance things.
wut
Here's a list of headshot mods: https://bethesda.net/en/mods/fallout4?number_results=40&order=desc&page=1&platform=XB1&product=fallout4&sort=popular&text=headshots Shad0wshade, SKK, and Arisingdragon all have individual mods to fit into load orders so you can customize to your liking.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Also CaptaiStarDreamer has an individual mod that's taken from Immersive Gameplay as a stand alone.
If you want to test them, start a new game and play through the prologue with just a single headshot mod installed and shoot the radroaches see which you like better. For a quick start add SKK's Fast start and just the single fast start mod new game and run to the scavver shooting the bottles to the East or try it on the bugs on the way there or go west to the raiders there and travel down and see if the Super Mutants spawn instead of radstags on the way to Abernathy.
Adding a cheat mod during this type of test will throw off results so not recommended until you're sure which one you want.
When you get the crunchiness you're looking for, look at weapons that are based on vanilla stats so you get the same results for the head shots and try out one. If you want a pretty thing, then you'll probably have to go back and try the headshots with each weapon mod.
I'm to the point where I happen to like testing mods more than I like playing (I preordered the game and the season pass) so the above sounds fun to me. But YMMV.
here's what a weapon's stat's page looks like, btw. DPS.
Ammo.
ammo with damage modifier:
Updates vanilla DPS to 33:
So calibers don't count. Not really. The player doesn't see the ammo in the stats. They see the the barrels and receivers and such.
I stand corrected. The ammo let me update to more than one. I apologize. But the point remains. The stats for the ammo are not viewed.
I have mods affecting combat?
Crafting 76 has weapon jamming, doesn’t it?
Perks and tactical reload. That’s combat. What do you call it?
I mean besides overhaul. :p
I didn’t even think about that, LoL.
FO76 has a lot of fun crafting mechanics I’d like have in FO4 🤓
The player above might enjoy Crafting 76, but they seem to want Fallout Ouch Let’s All the Death rather than something more balanced which is why I simply said to have a look at your offerings.
FO76 has some really neat stuff
I really like the mutations.
I’d like to think as C76 is balanced. It’s not extreme in any direction… except for the fact that it touches quite a few vanilla forms 👀☠️
Mutations System is the next big thing now that degradation is essentially final.
See, playing 76 can compliment your FO4 mod-making; I told you it was important that you play it 😛
I do need to finish up some quests. 
Are there animation mods for Fallout 4 where guns jam? Id like to download and play with that if it exists?
Animations are limited. It’s a particular skill set as well as having to have the right software, which is no longer available to the public. And why in the world would anyone role play as someone who doesn’t follow gun safety so as to prevent firearm malfunctions?
On Xbox, Crafting76 has weapon jamming in the style of FO3 for some weapons. On PC, there are no publicly available mods.
Why is it no longer public?
A lot of software has gone the way of subscription models
Sorry im clueless in terms of mods, subscription models?
"Owners" of the product must pay for updates, and if you don't pay your subscription you can't use the softwere
So the software gets terminated if you dont pay. Pretty funky?
Ya no one wanted that. And if old versions of the software compete with subs, they unpublish the older versions.
Dang
So you have to continuously pay if you want one of your mods up if it uses a subscription software
You only need the program to make the mod, or to make updates to it. If your sub runs out the work you've made with it is still yours and the mod fine.
Ah
My limited understanding is that animations in FO4 require at least two programs in order to create: 3DSMax 2013 and Havok physics 2014.
3DSMax is creation software for 3D artists to use to make the models you see in game, and, as Invoker said, it is subscription-based, and the 2013 version is no longer available since they update their product each year. Those who have not updated may still have access, but I'm not sure. I'm not an animator/3D artist, and the last time I looked it wasn't even close to being affordable. The monthly subscription was about the amount of my car payment, and, if I remember correctly, the yearly payment was more than my property taxes. (3D art students or interns may have free access to it through their schools though. And there are "finance" options for those who are interested in 3D art or are professional artists.)
Havok Physics is the third-party software plugin for 3DSMax that FO4 uses for animations, physics, collision, etc. This is the more problematic piece of software to get. It is what is definitely no longer available to the public. If I'm not mistaken, Havok was sold to Microsoft before FO4 came out (or right afterwards -- I'm not actually sure of the date). In order to have access to it, you have to have a copy of what was originally available from the old owner's website (which is impossible if you haven't been modding since 2013/2014). But again, not being an animator/3D artist I don't know what is entailed.
AFAIK, it's really difficult to get animations in the game because of the above even though Bethesda devs made it so we can add new animations with the CK. -.- I see a lot of weapons' animations, but I really wish someone with access to those programs would release a modders' resource for some new animations for NPCs/settlers to use for quest-making-purposes. But that is outside my skillset and budget and only wishful thinking.
You’re in the ballpark but it’s a bit inaccurate.
3DS Max 2013 is the minimum and the 2015 is the maximum. When you’re developing custom creatures w custom animations, then you must use Bethesda’s Nif Exporter which only supports 3DS 2013. However, you can save 3DS project files as 2013 out of 3DS 2015. From my understanding, doing animation work is better in 2015 than 2013 so most animators choose 2015.
There are different toolsets that carry the Havok name: Animation Tools, Content Tools, and HavokMAX. Animation Tools is for developing custom creatures; not really sure what Content Tools is for, it may be required for HavokMAX; and HavokMAX is a 3DS plugin that can import/export compiled HKX files for use in FO4.
Animation Tools is the rarest but the other two are readily available without resorting to legal gray areas.
3DS Max 2013/14/15 are no longer publicly available. The only legal way to acquire these ancient versions is to find someone that’s willing to sell and transfer their license to you (eBay, employer, etc).
Thank you. As I said, not an animator.
The tool for export included with the CK says 2013 3DS max, which is why I thought it was only that version. Thank you for the additional information.
There's a learning curve in addition to the software access. MsRae worked pretty hard just to figure out how to create a plant watering animation and get it in game. It's apparently more difficult to learn than 3d modeling
That tool is almost - if not entirely - exclusive to 3D models. Animations are not part of any model. And are therefore not tied down to using that Nif Exporter.
Animations are packed into HKX; more specifically, the animation data is packed into HKX. The data itself isn’t - it’s more of a glorified text file that stores information about the bones and their given position at any given frame. The game engine reads this data and then animates the bones based off of the data stored in the HKX. “Bones” include things like the hands/fingers and the different weapon parts such as the magazine/cylinder, the hammer, the slide, the bolt charging mechanism, etc.
It can get tricky really quick. But once you’ve got a setup and workflow, it’s much less intimidating.
In search of a decent to good companion overhaul mod on Xbox1. I normally don’t use them because they are so dense. But I have some builds in mind that center around companions. They are so bad in combat, though. Especially, the poorly written combat of Preston. I enjoy him as a companion but his combat is brutally ineffective. I can be completely surrounded by ghouls and he runs off asking if I see them.
Try More Smarter Companions. It hard edits the companions so you cannot use with face overhauls. It’s an older mod and there have been others that came out since, but it really expands how companions fight.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I have a face editor for settlers. Will that be problematic? The companions physical appearances are unchanged. All I have for them is faster affinity.
Doesn't affect settlers. It's only the vanilla companions. As I said it's an older mod so that one doesn't even have Gage or Old Longfellow in it.
Give it a try and see how you like it.
If you use a mod that affects their weapons, be sure to place the weapon mod below to overwrite the weapons edits (in fact, I recommend finding one that does since there's a little bug with assigning the new weapons to them). It's not so much a bug as the mod author did not realize that the player cannot them up to give them to them.
Quirky but fun mod.
I’ll check it out, thanks. I’ll likely give them my own weapons. The RU556 is a good choice usually. And I’ll just cheat them some ammo.
I’ve got a question. I downloaded TreyM’s NAC on Xbox and it doesn’t work. I got the Far Harbor one only so is that the issue? Or do I need to set something up in game?
I’m on Xbox btw.
Try loading the patches after both NAC and LUT Framework and the filter ur using
Make their LO like this:
NAC
LUT Framework
TreyM's filter of your choice
You can put the patches here
I’m trying to figure out where to place the mod “enemy scaling revamped” from Bethesda.net on my load order, but I’m not quite sure where to place it.
What it does is all zones in the game level with you, so instead of simple raiders in concord, raider veterans can spawn in at the appropriate levels.
Anyone know what it would be classified as?
Here use this as a reference
Llo spreadsheet
When is the fallout london full release coming to xb1
Never
Nooooooooooooo
FO4's mod space is very limited. FOL would never fit 2gb of mod space
Well thanks for letting me know
Np
Fallout 4 modders: I'm a big fan of Jonah's work on Fallout (he was a developer on it) and he had a cut concept for Fallout 4 that he'd love help with from modders to make happen. It is a honestly terrifying boss enemy. See this thread: https://twitter.com/Jonahlobe/status/1577752160581943296?s=20&t=OAPZtZ_gHp0w4sK-3vch8w
@philip92loldk Yes it's a giant glowing one. A crazy idea I had for Fallout 4 that never came to be. Would like to make a mod for it one day, if I found a little team of folks willing to help out.
Trevor Henderson type vibes
I’d love to see that as a mod
Yeah same! The thing is terrifying. lol
Know any mods to decrease the lag in Cambridge?
There’s other removed stuff I want to be made into mods
One of the ferals was supposed to have long hair and look intimidating
I can't even get to Goodneighbor because the game keeps crashing. I studied the load order and thought I placed everything in their right section. How is anyone supposed to progress in this game?
Happened to me too without any mods. A whole clean slate.
Mods wont be released till MW2022 gets released
All assets used belong to Infinity Ward
I'd like to meet the creator of this mod and ask them a question about it, maybe request an improvement https://bethesda.net/en/mods/fallout4/mod-detail/4075984
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
That's highly unlikely considering the last time it was updated was 2018.
What Jack said ^. They're on Nexus but the Nexus mod page specifically states they are no longer supporting the mod and the pinned message in the comments from the MA says that they cannot reproduce any of the previous issues reported nor have they had time to revisit it. It either works for your load order or it doesn't. Rather than making a suggestion, you could leave them a message thanking them for making it and bringing it to Xbox. You could also give kudos to them on their profile page as a way of saying "thank you". https://www.nexusmods.com/fallout4/mods/23922?tab=description
Aren't working as in not loading or loading wonky? Did you create them with Looksmenu or did you download them? If they are wonky, have you merged or turned any of the required plugins for them into ESLs? You'll need to update the JSONs with the correct FormIDs if that is the case. For the other, will need more information.
The last time I played with Looksmenu, the plugin for it was not dependent upon Fallout4.esm. You can use xEdit and add Fallout4.esm as a master if it is not. It will not disable itself then if you happen to go into the in-game manager. The in-game manager requires that all plugins be dependent upon Fallout4.esm or they disable.
Isn’t LooksMenu F4SE only?
Yes. The player who asked the question was too vague to make an assumption as to whether or not they had installed F4SE, which is why I asked the follow up questions.
Are here people who can help me with my loadorder?
There's a great template that should help. https://oddsmods.xyz/FO4LOFrameworkTemplate
have you a video where it is better to understand 😅
No. Just follow the blue bar section headers
crashing usually means that you are missing a requirement for one of your mods
Yeah some mods slide down but must be further up examples The Master Plan and Snap'n build and Snappy HouseKit etc
Y’all think Sony gonna let PlayStation have Pc and Xbox mods Cause rn these mods ain’t cutting it
Not in my lifetime, I expect.
UPDATE 2.0:
New Materials and textures for the Proto VT Suit
Update the VT-FRAMEWORK at the version 3.0
https://www.nexusmods.com/fallout4/mods/64839
Doubt it
@lucid minnow one of your mods aren't working on fallout 4 it's a quick start mod for ps4
I haven't heard anyone else have issues with the mod; have you tried disabling other mods to see if you have a mod conflict?
A person was looking for you when I first tried to find you
Actually imma go check if it's a mod conflict I forgot if it may be
Brb
Installed the mod no other mods installed
It was a mod conflict I think
🗿
is there a mod that makes the Drs lab coats clean? That removes that nasty green stuff all over their coats
i had forgotten to load fallout 4 with F4SE_Loader so they werent working
Ah ok. I had wondered. Have fun with your game. 🙂
What platform do you play on?
Nvm. I did not pay attention to your name color. Apologies.
Since you play on PC, you can change it yourself without needing to download anyone else's mod. Just update the outfit form for each of the doctors to the same as Dr. Penske's in Vault 81.
You can either do that in xEdit or Creation Kit.
Can walk you through the steps if you'd like.
Does anyone know of any mods on Xbox that actually let you fly a vertibird? Like you can move it with the joysticks like the car mods.
That’s a tall order, LoL
I don't recall there being a mod for that on Xbox
You can become a UFO with Pocket Vehicles. Not what you’re looking for, I know, but it’s the closest. It was a proof of concept mod to show what could be done and has a couple quirks but it’s still hilarious to drop Molotovs as a UFO.
This is so stupid, I type in flashlight in the mods on xbox and don't get a single one lol
Any decent modders here, I have a simple request for a xbox port.
It's a simple Castle mod that removes only floor clutter and rubble. I don't want the castle fixed up. Just want to build anywhere without something being in my way
Thats because there are no flash lights.... PIP BOY LIGHT.
Scrap that settlement should let you scrap the rubble and bushes.
There were flashlights, ive used the mods
Here's the flashlight mod I use: https://www.nexusmods.com/fallout4/mods/16172
Bethesda said their comments are here now, Im searching the most popular mods and cant find a single comment or discussion for any of them that there used to be 100s of comments under in Bethesda.net what in world is this mess ?? there is zero usefuful information here where are the mod threads for the individual mods i cant get any info anymore for xbox or ps4 mods what is happening??
Could you let me know where you saw an official statement that this discord server is a replacement for individual mod comments? That isn't true.
Many mod authors do have preferred places to discuss their content - often these are discord servers, but some prefer websites, forums, or social media. It's worth checking mod descriptions for this.
This is where you are being directed to now by Bethesda but there is nothing here that resembles their forums this is a joke all the info was in the comments under mods all support for xbox and ps4 modding has been killed it was all there.. there is nothing in most or any of the descriptions.. this is so messed up..
Early access + to view images and videos join my Discord
Discord link - https://discord.gg/fucJhFMmnd
All assets used belong to Infinity Ward
Song - https://youtu.be/BQjR8k7HQsg
That's the one I used, I just couldn't find it on console, some mods must be individually typed it seems
Anybody here familiar with the Fort Abernathy Mod on xbox?
Fort Abernathy is interesting
Anybody know of a mod that Adds Minutemen vertibirds flying around?
It's kinda sad you see the brotherhood using vertibirds but not the minutemen after beating the institute
I don't kn9w about a vertibird one but I know of a mod that adds minutemen towers around the world
For xbox? Lol half the time mods make me crash. Just installed Liberty Reborn which is a minutemen overhaul and can't even load the game
Keeps crashing while loading
Does anyone know if there will be a proper firing and reload sound added to the 50.cal machine gun from 76? At the moment the guns really good but there's a very low default firing sound and no reload sound, I've been trying to find the author and mod on nexus but can't, I'm on xbox
So you’re asking for help on an illegally ported mod in the official discord? That takes a pair made of brass.
If your referring to me I don't honestly know if it is illegal port I didn't want to assume and thought the mod is made from scratch
I though Bethesda took down illegal ports anyway
There’s a very high chance it is a direct port from 76 (and thus illegal).
Bethesda will remove it once it’s been reported or reviewed on their side.
Not sure of the turnaround time on that.
That's probably why I can't find it on nexus although I did have doubts as it looks the same and has exactly the same reload animations
It's basically a 1-1 copy of the 76 version
It’s more than likely a direct port. Someone on Reddit asked about it for Xbox a few days ago.
There is a legit recreation in the works but it’s currently missing some animations.
I haven't tried this myself but this mod claims to do what you want:
https://bethesda.net/en/mods/fallout4/mod-detail/4200218
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Ah ok thanks and my bad I've always wanted the 50.cal from 76 in 4 and been hoping that was a scratch made one lol
Anyone know if theres a mod for xbox that allows you to have nick any follower + another? Something like "Everyone's Best Friend" but where you can have Curie + dance basically 2 followers at once
If not, any modders wanna make it happen?
Also any modders wanna tag team a mod to bring a fully voiced Fawkes into the game? It's like Inigo from Skyrim but Fawkes for Fallout 4.
To my knowledge there aren't any available for Xbox that aren't bugged or conflicting badly with the unofficial patch.
Dqmn
Turns out it was the “Mod Squad” that uploaded the .50 to Bethesda.net. Funny enough, they tag their “legit” mods w the “Join the Mod Squad” line so it wouldn’t be hard to track the exact individual that uploaded it, LoL.
I heard with Amazing Follower Tweak you can recruit up to 5 companions
Though I wouldn't recommend if ur on Console
More than one companion can weight on the game unfortunately
And I don't know if Amazing Follower Tweak is safe to use, since it's pretty old
Lol ah that's why I couldn't find it there was another person uploaded the mod to xbox he must of got there permission but still lazy way to do it ripping the assets from 76 just make your own
On the original Reddit post, there was a link to the ported assets for PC. Someone from the ModSquad group likely downloaded the ported files and then botched the port to Xbox. When you can’t steal mods without screwing up… it’s time to put the mouse down.
I've uninstalled it from my mod list anyway I will just have to wait and see if another properly made 50.cal is uploaded to xbox sighs
As I said, there is a legit recreation in the works but the team needs an animator to finish up some animations. The model itself is done. And roughly 75% of the animations and implementation are done. It’s just some 3rd person and PA animations that need finishing.
Awesome I will wait for that one when it's ready, I've know you can't port assets from 4 to 76 but wondered about the other way around since fo4 is single player
Bethesda doesn’t allow assets to be ported between games. If the asset is a recreation built from scratch, it’s all good. The reason for not allowing ports between games has never really been confirmed publicly. But at the end of the day, it doesn’t matter. Bethesda sets the rules for what is or is not allowed - end of story.
Sorry about the post too it was my bad I really thought at first it was made from scratch until I checked it out in game
No worries. I only commented the first time because I couldn’t believe what I was seeing - someone w the stones to ask for support for a ported mod in the official discord channel 👀😂
I saw just it at first and was like oh wow this is what I've wanted but then played with it and found out the sound wasn't right plus when I reloaded it I immediately though that is too similar to Fo76 reload animation
That's what gave it away for me
Hitman would help if asked?
I heard Wardaddy is retired from animating stuff
I’ve asked and he… never actually got back to me on that, LoL.
Dang ;-;
The 50.cal mg is no longer on the xbox mod page it's been taken off I'm guessing that didn't last long lol
LoL
That sucks. I still have it on my Xbox, but the sounds are still busted so it's worthless.
Thanks
Update 3.0 - REQUIRES VT FRAMEWORK 4.0
- New textures 2k for the Jacket
- Rework of the model with 2x vertex in order to fit better
- Bodyslide CBBE options support
I may change the female version to be a bit more hot
https://www.nexusmods.com/fallout4/mods/64839?tab=files
Oh cool.
Oh I didn't realize you were complaining about it. I'm like the last person to complain about having unlimited ammo. I r cheating-est cheater when it comes to that. >_>
"I have ammo."
The why, no. It could have been pulled by the porter for further testing. It requires a mod that I didn't think was on Bethesda.net.
Ooohhh
well dang
would you have a recommendation for a similiar mod that is small sized?
You can get the same things from Workshop Rearranged, Unlocked Settlement Objects, and Snappy Housekit. In fact, those are all considered much more up to date and better.
Snappy Housekit is awesome.
How much space do you have?
Tiny comparatively.
What's your playstyle?
Are you just building or are you doing more?
Just playing the game
I like to enhance the building to make my settlements more realistic also I am not going back to USO
Pardon me while I giggle at "realism". You can build sleeping bags out of cigarettes and paper money. >_>
oh hush
You've probably already got everything else finalized but if you post a load order, I might be able to make suggestions for smaller sized stuff elsewhere.
I can't really help much if I don't know what you're using.
I'm sad you don't have room for WR.
That one has everything.
UF4P
The Master Plan
A buttload of CC Club fixes
Laundry Machines
Ad! Victorium
The Danse Dilemma and patch
Spare the Railroad
Liberty Reborn: A minutemen overhaul
Gunners vs Minutemen
Gunner outfit pack + NPC Level list integration
Mankind Redefined
Railroad redone
Varied Raiders for Xbox 1
Leveled Raiders
More cc fix pack stuff (17 fix mods nothing more than 10mb or so altogether)
Creation Club delayed
Gunner vs Minutemen Previs Timestamp patch
Better Automatron Weapons
Crimson Rider's unique furniture
Alternate Guard Sources
Alternate Water Sources
BlueBeers Water Purifiers
Solar Street lamps
Water Resources Expanded
General Dave's Wasteland walls
Minutemen Morale pack
Working Fridges
Modular Kitchens
Do it yourshelf
Wattz Fission Battery
Advanced Settlement Turret Setup
Workshop Decorations pack
Wasteland computers
Atom's Greatness
Stair's, Ladders, Ramps
Vanilla Extensions
Homemaker (I had downloaded it)
SMM
Patch job- fill those holes
Comfy beds
.44 Bull Barrel Engraving Lady Luck
Simple Settlers Immortal
Icebreaker settlements- settler dialogue overhaul
lowered weapons
Hitman's animation replacer (ak, lever action, hunting rifle)
Revolver animation pack
10mm pistol reanimation pack
Reanimation pack for combat shotgun
Immersive animation framework
Manwell Rifle Sound replacer
SMG Overhaul (xbox) obsolete
Hunting Rifle Overhaul RH (Obsolete)
HRO Right hand patch hitman
automatic laser musket reworker
Laser Musket overhaul
minigun overhaul
MG69-Dak's Assault Rifle Replacer
Assault rifle reanimated for dak
Pistol grip combat rifle+ Dak's Combat rifle overhaul
AR to MG 308 and CRR to 556 combine
.44 magnum redone
Improved Minutemen Artillery
Giblib's Power Armor rebalance
Far Harbor Marine Armor Boots fix
Lots more hairstyles (50.11kb)
Concord NPC overhaul complete
Companion face Overhaul Complete
Genetical Father
Open Season Rewarded
Minutemen Takeover-Nukaworld
New Character creation
Universal Missing Menu's fixer
Police Officers outfit
Upgradeable Vault suit
Dak's Handmade lever action shotgun
Institute Pulse Carbine
Rheinmetall EG-7
R-series rifles
New Vegas light machinegun
Van Buren .223 autoloader pistol
12.7mm pistol
The Assault pack-Xbox edition
The Close Quarters pack- Xbox
New Vegas Knives
Tumbajamba's Power armor
Nimrout 44mag and Western Revolver pack
Better plasma Barrels replacer
The Pipe shotgun collection
More realistic Pipe Weapon textures
Blades Overhaul Xbox
Unlock Ballistic weave
Kcore's simple ballistic weave unlocked (for adding to other outfits)
Legendary effects
Grenade Expansion pack 2
Assaultron pack (1mb)
ECO
Wasteland wound care
[XB1] Rations and MRE's (I made this one I ain't dropping it)
Power armor framer crafting
Freecrafter complete edition
Cheat terminal
Automatron Unlocked
STS AIO
STS Extras
Place anywhere
Unrestricted Settlements
Panda's infinite Budget
Codsworth out of time fix
Pineneedle Rest player home
Oceanarium Settlement overhaul
Conquest
Charlestown condo full settlement
Daswolfen's vault 88 Refinement
Dalton Farm remake
Noir Penthouse Full settlement
Virgils Laboratory evil lab overhaul
Kelloggs Mercenary home
Goodfellow's glorified goodneighbor
Homeplate interior revamped
Femshepping's Diamond city overhaul
Welcome to Fallons
Red Rocket Window Shutters
Clean and simple AIO
@zinc hare
Good god
you've got at least 3 water things. Are they really necessary? Alternate Water Sources is in Dead Wasteland. Why don't we try to skin it down so you only need Dead Wasteland and Snappy. You'll get just about everything.
I'll stick with Etheron's mods for now
Ah yes like 600 mb total
which I don't have
lol
also, unless Goodfellow's has been updated recently, you're going to need to patch it with a precombine patch (not available on Xbox) which is quite large. My understanding is that it disables the precombines
You can actually remove everything after Place Anywhere and have a pretty stable game.
Also change out STS AIO to STS Base. I haven't uploaded the Automatron fix for the AIO
3lric gave me his plugins and I've been meaning to get that patched and fixed. But you only need the Base.
You'll need PRP and Boston FPS fix if you're going to play with all the mods after Place Anywhere.
most of them disable the precombines which turns off the optimization system.
Clean and Simple isn't compatible with scrapping mods. So just remove STS altogether.
I mean it works somewhat
The settlements are already cleaned. No need for a scrap mod. Like at all.
Let's me scrap things like skeletons and corpses
Oh. Then yeah. Just get the base. You don't need the AIO at all if you're only using it for skeletons.
Universal menu fixer will break the menu if you don't need it. And SMM is the better choice. You haven't started a game so you don't need the fixer anyway.
looking for a replacement goodneighbor mod
What about it is what you're looking for?
Eh just something to make it more
Understandable. There's an AI overhaul that adds more furniture markers to different places.
It's pretty small.
Danse Dilemma isn't compatible with the unofficial patch or the base game unless that patch is what is bringing it up to date.
Eh was looking for something that makes goodneighbor more alive but I don't see anything like the one I am already using
Choose either cheat terminal or freecrafter. They're doing the same thing just differently where crafting is concerned.
Panda's Infinite budget can also be managed with Cheat Terminal.
Meh
Just trying to help.
I mean it overlaps a little but they all do different things
I don't need the cheat terminal for settlement building I use it for pinch stuff
No. They really don't.
Yeah they really do
Cheat terminal is fully scripted to exactly what they do.
It's like 3 in the morning bud
Alrighty. Have a good one.
What's eating up space is Ad Victorium, the Liberty Reborn, and my weapon mods
I've asked a mod author if they could make a reliable 1k version of Ad Victorium but haven't heard anything after the sure
Was eying the weapons and wondering why they're all needed.
Sweetie I live on a farm in the backwoods. That response don't fly.
The R-91 should've been in the game from the get go
Dak made some solid revamps to both the Combat Rifle and Assault rifle
Power Armor revamp is to make them more interesting, grenade expansion is
Police armor is just cause I want my settlement security to look the part
The lever action shotty if just nice, the Pulse Carbine is an interesting weapon that fits the Institute
Rheinmetall... I want my zap guns to zap
New Vegas Light Machine guns....
The .223 Autoloader pistol and the 12.7mm are cause there ain't enough handguns in the game
So are you doing a Minuteman Playthrough or BoS playthrough?
The assault and close quarters pack is basically Pigness giving you like 6+guns in 2 mods
New Vegas knives... I mean I want to stab people too you know
it's also only 8 mb
Pipe shotgun collection, when you want the Caravan shotgun but want it size friendly
Because you can do a Minutemen playthrough and lose Ad Victoriam and then do another playthrough with the BoS and Danse Dilemma
Better plasma barrels replacer, I have a perpetual hatred for Bethesda for removing the FO3 and NV long Plasma barrel
I have a disdain for the vanilla factions I'm like into my 200+ playthrough
I wanted the Minutemen to not look and fight like hobo's even though I've made them into a supposed force to be reckoned with. There is another mod that improves their gear and weapons but it's vanilla and doesn't do as much as this one
If I had the stuff to do it I'd make a minutemen mod that makes a series of simple changes.
Add ranks
Set level lists for those ranks
make it so they wear like a blue army uniform and blue military fatigues
Make it so you can repair and upgrade the Castle without the settlement building system
Acquisition, proliferation, and training of Powered Armored Soldiers by making it tied to working with the Atom Cat's to maybe make a custom suit of PA for the Minute men that is like an upgunned T-51
I bet I could find something from Fallout76 that could work
Like I tried to improve all the factions.
Gunners
Institute
Raiders
Railroad
Minutemen
BoS
Heck even the Diamond city guards, since the Police armor mod changes their kit out for that mods
You'd have to remake the 76 stuff from scratch. If you weren't using ECO, you could switch over to Crafting 76 but you'll need patches for those weapons since it's more of a gameplay overhaul than just crafting.
I'm cool with ECO it's a nice lightweight crafting overhaul
But you get my gist
I'd try and be happy with a 1k setup that improved the minutemen at a fundamental level, try to keep it at a reasonable size by using vanilla assets as much as possible. I think the quest and armor would bring it to like 120mb though
I would try and make patches that tied Jkrouse's weapon mods into the MM's arsenal which would make them more unique
Like the R-91 collection has 3 guns
1x 5.56 rifle
1x 10mm SMG
1x .308 rifle
The NV Light Machinegun mod would give them squad firesupport
and the .223 autloader pistol is just a middle finger to the gunners cause other people can have nice things too
For reference: 2k diffuse is 2.66 mb, a normal for it would be 1.33 mb, specular would be 1.33 mb, and the material file is 1kb.
That's the file sizes for anything new.
If it's just a retex using the normal and spec, then it would only be 2.66 mb
plus the new material file, of course.
Mesh size for new things is variable.
For example the crowbar mesh from Wasteland Imports is 23 kb.
I still wish someone would make a lighter weight Ad Victorium mod that I could trust
Only the Ad Victoriam mod author can update their mod.
actually, I might be confusing that one with another one. It might have partially open permissions.
Ohh. I might have just saved myself some work on the overhaul I'm doing... >_>
A bos overhaul?
full game. No one will play with it.
Everyone has a load order like yours and don't want overhauls.
Aight well I think I got everything I can, I'm contemplating downloading a lightweight SMG but feel like it's redundant with the R-91 and close quarters pack
I mean I helped work on project x
as in I tried to help design a Commonwealth counterpart to the Ranger armor that PS4 users could enjoy
I mean an overhaul is complicated cause if you want others to play it you gotta figure out what you want to do and maybe make room for small things like a weapons mod
Like from my point of view, improving the crafting system, settlements, factions, and the building are key
Like you can make the changes so lightweight it doesn't impact the size of your mod
@zinc hare you can also use this one in your mod
https://bethesda.net/en/mods/fallout4/mod-detail/4269683
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I'm one of the dudes that made it and you got my blessing
5 mb's worth of rationy content to fill out what Bethesda didn't put in
till FO76
when NV still had MRE's
I didn't realize I was talking to jkruze. I reached out via Nexus for permissions for several of your assets for it. 🙂
I'm not Jk I can put you in contact with him though
I'm Jagger, I made the OG Textures for the mod
Ahh. Ok. I think I'm in two servers with him? I can poke him. I always go through Nexus to verify things so I have a backup of everything.
If you are in Degenerate Dak's server he is active there
I don't think I've joined that one yet.
After InvokerGrey and I finished the first part of the mod I ask Jkrouse if he could help polish it a bit more than what we had done
I'm happy with the final product and in the spirit of both Invoker and I we are leaving this mod open for all to use and improve on
The idea was to bring rations to the Commonwealth.
C-rations that were scavenged from military bases, bunkers, and depots
K-rations to be made and distributed across the wastes
MRE's for Vault tec and the BoS would would retain the means to make em
Are you a texture artist? The textures are really nice.
Jk made a couple points on the C-ration cans and redid them but the design is the same as my originals
he condensed them down from multiple cans with different menu's on them to one for simplicity
He replaced my First Strike ration texture with the US MRE one it came out well
He replaced Invoker's K-rations with a better texture
I also did the cans themselves
But yeah I'm an amature when it comes to textures, I'm just happy they came out okay
I'm not an artist at all. I'm more of a shartist... >_>
I did the Vault tec ration texture but that ain't really hard, blue backdrop yellow military style text, rip the logo off the wiki
bingo bango done
xD
Vault tec is very consistent with it's design philosophy which makes it easy to make stuff for em
the C-ration cans? I had to do a lot of research to come up with something that fits
I looked at examples of canon government packaging, how MRE's packaging artwork changed over the years, then had to figure out how the US Army would feed it's troops.
Since you see cans EVERYWHERE even in Operation Anchorage it's safe to assume they ate a canned ration
that's you C-ration/MCI/K-ration right there
I thought of making a D-ration but I didn't have the heart
it's a WW2 tropical chocolate bar that was made to be as unpleasant to eat as possible without disgusting the troops
you had to actually cook it to separate all the oats they shoved into it
We had to eat the nasty stuff the army didn't want after Katrina and Ivan. lol I used to live on the Gulf. Thankful for the food but ugh.
Oooh did you get the Veggie Omelette
Some kind of pasta crap that was goop in a bag.
How it was heated was more fun to watch than actually eating it.
omg i can still taste it. D;
The good ones are
Spaghetti and Meat Sauce
Tortellini
Roast Beef (discontinued)
Beef Stew
Hamburger (discontinued)
Beef strips
and I heard they had some decent new menus
OH and the classic Chili mac
Now quick question what did these look like?
The tortellini was good. The chili mac was not.
The bag was green? I think.
OH
Oh no
I think you either got a Pre or Desert Storm era one or a humanitarian one
It's been years
Let me look
This was Katrina-era alabama. Not going to get into the politics but it was awful.
Check this very interesting, unusual, and rare U.N. 24 hour MRE!
Huge thanks to BlackdogBob for this one - also watch RC Gusto's review on a U.N. Menu C Western here:
https://www.youtube.com/watch?v=OrX1MLuJ6QA&t=1479s
Subscribe to RC Gusto for some of the most on point reviews on YT!
https://www.youtube.com/channel/UCfBEYgWflPKsDI_i6AmD5sA
A...
Did it look like this?
probably? Gonna make a texture? 
Hell nah
It was literally goop in a bag. LOL
that's a UN ration
If it was a UN one that makes sense UN= Unpalatable
either that or you got a FEMA ration
which is objectively even worse
A US Army Chili mac ration is actually good
Yeah you must've gotten like some sketchy ration from a non Army source cause the US only ever used green in it's emergency survival kits and Lon range patrol rations which are freeze dried for shelf stability.
We went from Cans to Dark Brown to the Tan of today
@zinc hare https://www.mreinfo.com/mres/mre-bag-design/
Yeah we have never used a Green bag for our MRE's
Ohh. Thank you. (I can use that for mod reference too.)
I have some choice cuss words to describe how bad for you that you were forced to eat either FEMA or UN garbage
No idea. I just remember a green bag of some sort that would self heat and the goop.
I heard the UN ones recently got better but that was due to them letting the US and other big Ration boys actually make the components
Okay so the 2015 one was probably when they started getting better
God it had to of been a FEMA ration
cause even the '03 humanitarian rations looked better
We didn't have much choice. No power or water for a week after both and we had a caravan of people in our front yard because they'd lost everything.
Also, I just realized we're in the mod discussion channel. Probably should wind up the convo.
Nah. Moved north.
We have tornados now.
🤢
Ha this one get's it
That one just always hit the wall. Eating nothing is preferable to eating that unless starving
And even then may have to consider how long I can last
You can salvage the components but that main was made by a man who hated vegetarians
I always just threw it at the wall or a tree or in the trash 😂. Unless could trade. Which was hard
Does anyone know if I temporarily use "All Map Markers - Fast Travel Enabled", then delete it.
Will the map markers will still be visible afterwards?
It is not safe to uninstall mods in the middle of a playthrough. There's no such thing as a temporary mod. Those are all persistent references.
Treat mods like DLC and do not uninstall.
I had a feeling you were going to say this 😦
I appreciate the honesty, thank you.
You basically asked, "I want to use the features of this mod but don't actually want to use it." You cannot have both. Either use or don't.
You most certainly can, not every mod removal is detrimental to your save. I was just checking if anyone knew if this particular mod's effects lingered after removal.
I want to fast travel somewhere but remove the markers afterwards, it's not that complicated.. I'm not revamping the framework or anything.
The only mods “safe” to uninstall are replacer mods. So if you have a mod that replaces weapon models, you can usually uninstall that w/o consequence.
However, what you’re asking would leave some sort of persistence. Mainly because it involves a reference. If that mod has an undo option to revert all markers being shown, then maybe you could uninstall and live w aftermath. Worst case, you’ll be stuck w those marks as enabled for the rest of your playthrough.
@LBGSHI do you know any mod for ps4 that allows you to put armor on all dogs?
Does anyone know any mod for ps4 that allows you to put armor on all dogs?
Read this mod, It might do as you want -https://mods.bethesda.net/en/fallout4/mod-detail/4061797
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Is there an issue w the mod pages on Bethesda.net?
Other had some connection problems, but I've been good.
Thank you my man, you answered my question perfectly!
Anybody porting red shift to consoles?
As in porting the FO76 files to FO4? That’s illegal…
Anybody know the problem with this mod in xbox
Does anyone know any PS4 mods that shorten night time by a little or brighten it?
Probably a bad port. Looking at it in xEdit shows no dependencies whatsoever. I'd remove it and find something else.
Thanks for the reply
There are a number of weather mods available for PS4. You'll need to determine which one you like the best. Day and night times and their brightness are determined by mods that alter weathers.
Okay thanks.
Settlements have fireworks in the build that change daylight and weather also.
Nevermind only weather... clear rad storm or rain... I thought there was a day or night one in there but you can always wait in a chair.
I don't want to put words into anyone's mouth but I interpretted the question as a setting tweak on the climate form. There's a day/night cycle there you can change the times to.
for example if you don't want the game to start the sunset at 6pm and instead want it to start the sunset at noon, it can be done on that form. But it will have to be patched with any weather mod because they use that form to include additional cloud colors for the "weather".
There's also that god-awful night vision perk, that would brighten it while sneaking.
I have only ever used that perk once. Do not want.
Why I called it God awful
That is a very bright blue you're wearing. My screen is blurring your name. 
Unfortunately it adds one more intelligence...they couldn't have added the god-awful night vision on the third one with 30 extra health between 6pm~6am.
Theres a reason for that.
I thought you meant the blue colour was giving +1 Int, Dolff mate
I was going to say, I’m pretty sure it’s the green role colour that gives you that 😛
Unnecessary U ⬆️
You’re a cruel man, Jack
It's like old Forum times...Matt is up...
Hahaha
Dolffing turtle’s channel again
omg y'all dolffed my channel. do you know how hard that is to clean the carpets after you do that?
in chorus, like a class of naughty schoolchildren
🎵We’re Sor-ry Tur-tle🎵
What happened to the EPRP on the mod menu I can’t find it anymore and I had it downloaded but it doesn’t appear in the game anymore
No the nexus mod
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Gourdnades
Anyone know any playstation mods that allow you to have multiple companions? (I.e. Nick and Curie, etc).
Not going to happen requires external scripting... quit asking.
This is my first time asking... thanks regardless.
My bad I had seen that exact same question before.
But if you're a content creator you could do it yourself.
I'm an Audio Engineer 😭
how could he do it himself if you've just said its impossible on playstation 😂
thats not a "being a content creator" thing. its switching to a different platform
its a technical limitation of the platform entirely
Not the normal companions, but ANDREWCX created a simple dog follower mod where you can have the dog plus any other companion: https://mods.bethesda.net/en/fallout4/mod-detail/3350323
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
You can create simple companions for PS4, they just cannot be commanded. Overriding the vanilla scripting though is indeed totally out.
If you're going to create a custom companion, you're also not able to create creature dialogue. The CK automatically generates the pathing for any dialogue. So you'd have to reuse the creatures already in-game.
There's also this one if you prefer Dogmeat as simple companion and want to travel with another of you companions. https://mods.bethesda.net/en/fallout4/mod-detail/4018894
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Anyone have any idea why the 60 FPS Ultra Settings mod crashes my game whenever enabled? I even deleted every mod except it and it still just crashes when launching the game. I've turned off FPS Boost and even cleared my xbox's cache...but it always crashed 😦 My tv is 4K but doesnt support HDR or Dolby Vision. Xbox is a Series S
You can put actor ref's in a "command" state with an aid item having the Joedogwhistle script on it.
Most of my pets and NPC's have a set up with whistles.
If you're running a series, you've already got Xbox's ultra settings. There's not a reason to use it. I wish Bethesda would do away with the ini settings like they did for Skyrim because they aren't necessary and they'll mess up things for the last gen consoles anyway.
ermagerd. I didn't realize the whistle script actually worked. I has ideas.
XBOX SERIES X needs to increase the cap on mod storage
Like ps4 need to open the asset , but dream are dream
Bro PlayStation modding support was lack luster because Sony didn't accept modding on its consoles, because it posed a threat to the security of the hardware, jail breaking and what not. However, that's not an issue if it's official, yet here we are with PlayStation 4,5 getting jailbroken by the developer kit lmao.
Yeh i know , you not the first one to tell me this
And yet, Sony’s consoles are still being hacked; despite no external asset support.
Yeah thats true hahaha
At least they can be sure it's not from Bethesda mods. 
External asset support really doesn't have anything to do with people hacking PSN.
Who said anything about PSN? The known jailbreak methods I didn’t think involved PSN? Not asking for specifics or details but this would be the first I’ve heard of PSN attacks as a way of directly attacking the console.
The more Sony locks the console down, the bigger the bullseye becomes.
Derps and hackers aside, we could still make some things for the players who just play though.
not sure if I'll get a response but would someone mind making a video of how to install vulpine's race mod (and its other needed mods) from nexus to fallout 4? I've read the installation instructions but I'm stupid and it all goes over my head so, if someone wouldn't mind doing that, I would be very grateful
Not sure what that is but if I could get both my headsets to stop with the white noise when I attempt to record anything I’d have a lot more tutorials in general. Very irritating.
on the other hand microsoft ooened the xbox up to hobbyists so it becoems easy to access and load homebrew officially
Do you have a link for that or is it NSFW and cannot be linked?
I would recommend DMing it, just in case
Oh is it one of those types? :/
It is
Its a mod to turn ur character and/or others into a fox race
I play Khajiit in Skyrim. I don’t judge. Does irritate me when they nude though. Why do people loot dirty drawers? Steal the armor and weapons. Leave the underwear on. Bleh.
I did find it and how I would install it may confuse the individual even more if they’re having issues with the install instructions. I’d manually do it and archive/re-archive everything except the BodySlide and cbbe tools and looksmenu dll and ini. I’m sorry; loose files are just evil.
With the new FO4 stuff coming out for next-gen, will we be getting a new mode for the Creation Kit to upload for Xbox for those graphics? Or will we need to specify on our mod pages that graphics are made for Xbox One/Xbox One S?
yes but no? The mod can be played as SFW or NSFW.
I found it. I had it up and running in about an hour with how I do things but if you were having issues with the instructions, you will find my instructions even more confusing since I have no means of verbal for a youtube video. Best to wait for someone who has the set up and knows what they're doing.
Ah. Well that kinda sucks im not going to lie.
cause I even tried messaging the devs of the mod and i had no response.
which is kind of annoying considering everyone else had an almost immediate response
it's not really a complex setup, but it depends on how you're playing and with what. One of the hair patches doesn't patch the hair to the right list though. I only examined one of them and went wtf, 'vanilla' hair is fine. I generally side-skirt the bigger hair pack because I'm pretty picky with how things are set up under the hood with naming and such. And I haven't used LooksMenu since 2018 when I last did an actual PC play-through. I play on and mod for console. There have been a lot of changes and improvements to F4SE since then.
So, I have Fallout 4 installed on both my desktop PC and my Steam Deck(portable game system by Valve). I have two mods installed on the Deck through Fallout 4's in-game mod menu, and I have the same exact 2 mods installed on my desktop via Vortex. My question now is, if I load up my save on the PC are there going to be any issues?
If the game detect you don't have a mod installed for that save, it will give you a warning message. Should work fine.
hello im wondering why certain workbenches arent turned into a purely crafting one so we can move away from using the chemlab
I assume it’s because the chemical workbench is the only one coded to actually produce items
Thus it’s easier to make recipes for it
yeah, but that's only because of a few settings. im using the armor workbench in that image
same menu as chemlab's but none of the clutter
This video is very old and is using an ancient version of the degradation system. It shouldn’t be used as a point of reference for where the mod currently is.
Crafting 76's Weapon Degradation, Crafting, and Scrapping Mechanics Long Play Demo
The mod is currently in open beta on Xbox only.
people are already doing it
seems like it's only for xb for now
I don't understand your original question. There are several mods that re-use the armor bench furniture model: AWKCR, ECO, Standalone Workbenches, etc. If you're referring to why doesn't anyone use the model for their armor mods, then the answer is the same as why AWKCR was created as a framework to begin with: each armor mod would have their own furniture model and would overload the workshop menu if you download too many armors.
that's the thing, they introduced new workbenches, they didnt change an existing one to be for crafting. using new workbenches that still has to be crafted feels clunky, and theyre always awkwardly placed in the world if the author decides for the player to find them (ie, ECO's universal workbench just be outside 111)
Are suggesting multiple mods should edit the same records?
which records would be edited multiple times?
AWKCR is buildable in the workshop. You can place it anywhere as long as you have a workshop. Doesn't ECO have buildable benches?
yes, but it's "separate" from the game. you dont see one in the wild
eco has both one from the workshop and a droppable item made from the chemlab
Ah. I wish the mod author of cheat terminal was still active to intra-mod communication. You can throw a workbench down anywhere with that one.
That's what I thought. The droppable item is portable. Or are you wondering why it wasn't built into the base game?
im wondering why not change the native ones so it feels more integrated to the world
Oh. Because they require a specific set of keywords to work. Which is why there are so many crafting mods. Everyone has their own way of doing those keywords.
AWKCR tried it first and then it became obsolete. Then several others.
It's better to have new benches and build a framework around the new benches.
The problem then becomes patching for the specific keywords on armors
AWKCR tried and then got too big for the community to want to download.
it's really just the COBJ records that needs tweaking
after the workbench changes
and adding necessary keywords (recipe) is already part of the work
So do it. What mods are going to be able to be used with it?
after im done doing vanilla "sets", im planning on doing the westek optical ones
as a patch
and a few armors from niero
what id like to know if you can hide recipes until you have a certain perk
im also not sure if COBJ recipes are considered "assets", and that i have to ask for permission if i used an existing mod's (currently using ECO's for testing)
You can set a global conditional. When the player gets the perk, toggle the condition.
It depends on the mod author. Some mod authors like to keep up with patches on their pages or like to know they exist so they can make sure their mod is working correctly with it. If an Xbox mod needs a patch, for example, you'd need to reach out to the person to make sure they're using the same formIDs and have the same records.
Otherwise, it will break a player's game.
But I'd create your own plugin with your own records instead of using someone else's as a base.
yeah, but im copying it over to my plugin. idk, just feels like copying code from stackoverflow and passing it as your own
I'm not sure I'm understanding what you're trying to do.
You've created a new mod > you've modified the workbench and created new keywords > you've added a quest to toggle the global when the player receives a perk (or when stage is set on the perks quest) > you've updated the COBJs to reflect your new keywords and conditioned global
If you used ECO as your base in the first place, yeah, copied ECO. Not advised. ECO already exists so do your own thing.
im really just interested in the recipes, the components you need to craft an item.
If you're updating for your personal game and won't be distributing it, you can do what you like. But if you're updating to distribute, then ask and see if they allow addons to their framework.
Most framework mods have what their expectations of what addons should be like listed in their documentation. Sim Settlements, for example, even provides graphics to add to the title graphic so players know that they're downloading an addon.
I think they have a template to use for their addons' descriptions that makes it easy for addon makers. So everything is consistent.
I think this is the best mod to exist