#fallout-4-mods

1 messages · Page 4 of 1

still thunder
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Hi, I'm having some problems with my weapon mod. For the hands to grab the gun properly, do I need to change something in nifskope or is there some setting in creation kit I'm missing? Right now when my player holds the gun it grabs the old guns hitboxes (air between gun and fingers).
Hope someone can help me, thanks.

honest merlin
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Sounds like you need to adjust the animations to be custom for your mesh. What animations are used are can be controlled by keywords.

keen vigil
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Cheat Terminal?

solemn plover
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This channel can be used for making port requests. There are also several Discord servers for various porting groups.

When making a port request, it's worth checking the permissions of the original mod to see if ports are allowed. For PlayStation, also be aware that anything with new art, audio, or coding can't be ported over.

sterile girder
sterile girder
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So the mod I wish to see ported is Wasteland Fashion-Hair

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It's to me one of the most immersive, lore-friendly yet beautiful hair mod on the Nexus.

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Here are the mentions on permissions:
Author's instructions
Please do not re-upload and change without my permission
Assets from this mod are free to use for your own stuff, but please credit me with mention and a link.

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And here is on the first page of comments: "I don't have xbox and hence no way to troubleshoot the mod. If someone would like to port them they are free to do so. "

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Hope this works like a permission, I don't know, it's my first time!

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@solemn plover In case it doesn't work here, could you guide me to those various Discord groups that port mods?

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Thanks a lot!

solemn plover
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Best option is to look at other ports you like on Bethesda.net, see who made them, and whether they take requests and/or have a Discord.

worthy violet
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I saw two people saying that animation mods can be a problem, is this real? And does that even apply to the Immersive animation framework I use? the one running with the hands showing seems to me more like a camera cut, that must be why I haven't noticed any problems with the Immersive animation yet

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But it would explain why I once had a problem with a mod that changed the baretta's animations, when it broke after I pulled it after jumping with the power armor

carmine jay
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failed to load block number 11 (BSShaderTextureSet) previous block was BSShaderPPLightingProperty.

Happens whenever I generate collision for my model using chunkmerge and then opening it in Nifskope

sterile girder
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Wasteland Fashion-Hair

crimson obsidian
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hi

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does any one knows more info about fallout london

keen vigil
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I think their discord would be the best place to get up-to-date and accurate information.

crimson obsidian
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but we are here already

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but its ok

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i asked them

broken mural
crimson obsidian
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i cant find the server

broken mural
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They probably have a link to it on their bethesda mod page.

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Or nexus page.

crimson obsidian
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sent me

neon zinc
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Well I was told to bring my question here: I was wondering if it would be possible to use ChatGPT or the OpenAI Davinici-3-GPT or some other open-source AI as part of a mod that could be used to generate novel responses for NPCs in FO4 or Skyrim. Possibly even to where one could use a Mic to speak to those characters in game and get a novel response back.

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I was thinking that a chat API like those mentioned could be trained using Fallout Lore (thus limited category of response) a mod like this could breathe new life into the game. Especially if the mod was also used to create alternatives to just blowing away unnamed Gunners or NPCs.

pine tapir
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this sounds amazing

neon zinc
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I think it would be too, especially in Skyrim as well. The problem is, I'm not a programmer. So I have no idea how to feasibly do this sort of mod.

honest merlin
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@neon zinc The game can't do things "on the fly" like that. The voice files must be loaded in when the game loads, Replacing files while the game is loaded is called "hot loading". That resets the cells loaded so it will not work in the middle of a conversation.

neon zinc
# honest merlin <@292878550665789441> The game can't do things "on the fly" like that. The voic...

So, there's no way around that? I mean similar mods have been made for Modbox and Unreal Engine 5, but those are newer than Creation Kit, are they doing hotloading as well? Or is it not possible to simply have a pool of potential responses already loaded that fit within the contextual confines of the game itself that the AI could call to create a novel response?

What I mean to say is, if I understand you correctly. In FO4 the potential dialogues and triggers for a character are preloaded with a cell. So talking to Preston Garvey for the first time those voice files and conversation are part of a trigger preloaded. But couldn't a pool of words be loaded in the same way, with the AI API responding to the player?

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Or couldn't a mod be made to separate the cell from the preload necessity for non-essential NPCs?

honest merlin
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You can have a preloaded bunch of voice lines. IDK why it would need to be AI made. Seems like just as much work to right them yourself if you must make the dialogue quest, and hand type in responses any way.

sand summit
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im also going to remind you that wht your suggesting to work real time you need some serious computing power

neon zinc
# sand summit im also going to remind you that wht your suggesting to work real time you need ...

No, actually, you wouldn't. OpenAi requires a serious amount of computing power because you can speak to it regarding a vast array of topics, and it is operating across hundreds if not thousands of instances. However, an AI akin to OpenAi trained specifically on Fallout Lore, wouldn't need that much computing power for a retail novel response within the limited context of the content it's trained on.

neon zinc
# honest merlin You can have a preloaded bunch of voice lines. IDK why it would need to be AI m...

Well the idea is to have a novel response, not to have prewritten lines fed to you, which don't change over time and are limited in scope. Rather the idea is for the AI to create a new response to a novel interaction prompted by the player. Beyond the limited scope of prewritten text fitting to a questline. So instead of going up to Garvy (as an example) and him giving you the same four options, you can prompt a new response where the AI responds as Preston Garvy would. Even though it's not part of his existing response prompts.

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To give an example; there are several platforms now using localized processing for AI generation of imagery, leveraging your computer's processing power vs a remote server. And, for the sake of argument, let's say that such large computational power is needed. Why couldn't the mod connect to a remote server if online to generate the response anyways?

honest merlin
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Why would it matter if it is pre-made or "on the fly"?

neon zinc
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Immersive realism and the fact that each player is going to have their own unique interaction

honest merlin
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That can already happen with a large random list,

neon zinc
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No, actually, it can't. If the list is limited then the potential response is limited.

honest merlin
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the quest needed to make dialog run only has 4 responses and they all lead down the same path.

neon zinc
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Yes, I'm talking about beyond said quests

honest merlin
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The game engine can't make that quest script, creation kit dose.

neon zinc
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And I'm not talking about a quest script

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I'm talking ex facto interaction; outside the scope of a quest

honest merlin
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The way dialog runs in the game is a quest.

neon zinc
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And what I'm saying is, why can't we introduce a mod which exists outside of the quest structure which allows for NPCs to be interacted with in a novel way

honest merlin
neon zinc
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All quests in Fallout 4 are scripted, each line written. If you encounter a random unnamed Gunner you get the same four or five lines.

honest merlin
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Ya you get them lines from a quest

neon zinc
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I'm asking; can we use OpenAi or a like AI system so that when you're not doing a quest, there is no related prompt, and you're left with the typical generic areas of discussion with a character that is limited in scope (if any at all typically) that the AI can interact in a novel way.

honest merlin
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no you can't.

neon zinc
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Why not?

honest merlin
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You talk to NPC,

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NPC gets voice likes from cloud

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game loads voice files

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hotloads cell

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NPC respawns at spawn marker

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conversation gets reloaded

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so you restart the convo

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NPC get's new files for quest lines

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Hot load

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cell rest

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NPC is back at spawn point, not emeserve.

neon zinc
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Mod; You talk to NPC, NPC calls to AI for novel response; voice files are already preloaded because of the mod, novel input is given to NPC, NPC calls to AI to give novel response, response provided in game with already preloaded voice files...

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no hot load

honest merlin
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Then that's not using an AI

neon zinc
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yes it is

sand summit
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its not using ai to begin with as these things are not ai

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they are neural networks

neon zinc
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A neural network is the basis of an artificial intelligence

sand summit
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and ontop of getting that data you also need to generate speech from text thwt sounds not aweful

honest merlin
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that's just using a big list of responses

sand summit
neon zinc
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yes we do

sand summit
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they are not intelligent

neon zinc
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Define intelligent

sand summit
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they are not in any way cognitive

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the way i difine intelligence is awareness

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a neural network just guesses what you want it to say with probability

neon zinc
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Okay, ask OpenAi if it's aware of itself and what it is

pure heath
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This is getting out of discussion of mods and more #off-topic

sand summit
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it will give you only what it thinks you want it to say

neon zinc
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No, it doesn't and I've worked with it for the last six months

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and it's besides the point

sand summit
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i have worked with these things for a year

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i have asked and have been explained how these things work by people who make them

honest merlin
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You must pre make the mod, so there's no advantage to having the A.I. make the voice lines for you.

sand summit
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not neccesarily openai but other neural networks

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they are NOT intelligent
they are NOT aware

neon zinc
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If the Mod is delivering the the AI, which is running in the background, access to the game, such that it generates a novel response (not a prewritten response) to a novel input (not a prewritten text choice) then there is purpose behind using the AI.

sand summit
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invoker is right though this wont work in the engine it cant work as a mod

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the game engine cannot hotswap audio files

neon zinc
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You say it won't work, but all I've seen is assertions and a seemingly lack of understanding of what I'm asking

sand summit
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you want neural networks to generate dialogue on the fly for when you talk to npcs to minimize the repeated dialogue

neon zinc
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Yes, that's the gist of it

honest merlin
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1 - the A.I. can't change thing on the fly 2 - "novel response" is indistinguible from a large list.

neon zinc
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that's not true

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a large list that is randomized gives a random response that isn't relevant to the novel input

sand summit
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but just knowing about the universe does not gurantee they will do well they dont actually understand the concepts they just throw out what is deemed the most probable response given the input

even if the response is an enclave soldier saying how much he loves the brotherhood of steel and hates the enclave

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ignoring how the systems work for the game that prevent this from actually working

honest merlin
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If you play the game thru 12 time and the game has 255 different experiences for that moment the player will never know if it was just made up a few sec ago or if it was a random pick. Tell me how I'm wrong.

neon zinc
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That's why you train the neural network (AI) on the context of the game. Even if you have 255 different responses, if those response are not able to respond to the player's own novel input then that doesn't meet the criterion of my question

sand summit
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also text to speech synthesis is difficult

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things can get somewhat close but its always off

neon zinc
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It can be difficult, but we already have recorded lines which could be broken up into each individual word or phonemes which could then be used to generate the novel response

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because of this, it's far easier to reproduce vocalizations than if we were starting from scratch or a wholly synthetic voice system

honest merlin
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But it pointless

neon zinc
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It's not pointless; it'd be an awesome addition to the game. Imagine if you could wear a headset and instead of prompting and using the stupid wheel, you could physically talk to Garvy or Kate, and ask "hey, so what do you know about this?" And instead of getting some scripted response you get a novel response that is within the scope of the narrative, what the character would know, but is wholly original to the prompted question of the player.

honest merlin
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Form the players point of view it don't matter when or by what the line where written

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as long as they they are new lines to the player

neon zinc
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Except those "new lines" would run out, eventually, without a novel response system

honest merlin
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if you play the game more than 255 times then it's time for a new game not a new mod

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the way the game runs you only get 4 choices, pre made. you can't add a players new question. Then a new quest needs to be made to handle that, Fallout 4 can't make new quests mid game.

neon zinc
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How many times do you think, in one run of a game, you interact with the main characters of the game?

honest merlin
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not 255 x's

neon zinc
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How many main characters are there in Fallout 4?

honest merlin
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It don't matter. The only thing that matters is if the player has experienced the lines yet.

neon zinc
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There are 13 potential companions in Fallout 4; With the average time to play through all of the content in the game including DLCs being nearly 1000 hours. With an average of 41 interactions with main characters and companion characters each session of gaming lasting 4 hours (roughly 10 per session unless you're doing a specific quest line).

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That's a total of 10,250 separate interactions in one play through

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255 new lines will see at least 3 repetitions of each new line that is prewritten.

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10 per hour*

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and that's just companions, that's not other NPCs that aren't companions

honest merlin
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Unless you use the getif variable to check if the line has been used to know if it should be skipped. No repeat of random jabber if you want.

neon zinc
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But I'm not looking for "random jabber"

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again you fail to understand the purpose of this mod I'm asking hypothetically to be made

honest merlin
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Have you played the game that's what it is.

neon zinc
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Yes, I have played the game, which is why I want a mod that ELIMINATES the random jabber

honest merlin
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So you want them to say random things?

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that's called jabber

neon zinc
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No, I want them to actually respond to player input

honest merlin
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The player can only have 4 premade lines

neon zinc
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rather than repeating the same random things over and over

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due to the written script

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there are dozens of mods that change that limitation

honest merlin
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To add 5 or 6?

neon zinc
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some do

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I'm talking about doing away with the wheeled interaction method altogether

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You speak into a mic with natural speech and the NPC responds with novel response

honest merlin
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you can't add new random quest dialogue on the fly, weather it's the player or an NPC.

neon zinc
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So, you're seriously telling me, that one can't integrate a language model API like OpenAI Davinci-3-GPT in a mod, and designs so that we as players can't have novel conversations and inputs with NPCs in game?

honest merlin
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Yes that's what I said

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You could get the data

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but adding it to the game needs the game to reset

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to load any extra files

neon zinc
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And you can't have the API loaded with the necessary files in a persistent state to generate that novel response?

honest merlin
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If you have preloaded file you don't need an A.I. to choose what to do.

neon zinc
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You just contradicted yourself, Thanks for the chat.

honest merlin
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HOw

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the creation kit dialog quest will work well to pick from a list, no A.I. is needed

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So you can't explain any advantage ? ok I would like to know how A.I. would help

woeful charm
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I told my partner about this idea and the response I got was "it's technically possible just like building your own nuclear bomb or space ship to Mars is technically possible." It would of course require some serious reverse engineering and major re-writing of the game engine. So yeah technically possible. Not very feasible.

keen vigil
naive forge
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Got a question for folks here. Is there a mod that changes the image or slides in the menu? The only menu mods I can find change the music, but I would also like to change the menu image. Similar to how I was able to find a mod for Skyrim that changed the menu image to lord of the rings.

left meadow
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Anyone have the problem where on new game start the glass on blue refrigerator door becomes silver/opaque and know of the mod that causes it??

obtuse needle
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does anyone know all alien ship crash locations? I actually found the alien ship and I just had saw it falling from in the sky for like the 15th Playthru

rancid basin
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Does anyone know how to create some poses for Power Armor without 3ds max?

woeful charm
rancid basin
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Thank you MODUS, Do you know how I can get the PA rig file for blender? or the explanation of the way to create it?

signal thunder
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Hey yall, I have a question. Ive been making a mod with combat arenas/dungeons that are approximately 8x8 cells. Just enough to create walled in arenas with no need for LOD. Some are worldspaces, other interiors but the problem is the same both ways.

Anyway, the enemies on these maps tend to rush the player the second any of them are shot, generally speaking only the very furthest cells dont react. I need the enemy AI on Very Aggresive and Helps Allies, but theyre a little too willing to help from half a km away. The radius of enemy aggro seems to have little to no effect on individual enemies once even one is alerted. What results is 30 enemies rushing the player at the entrances.

Ive tried creating cover spots in the navmesh and even made custom combat styles meant to encourage enemies to atleast stay back a bit and be more defensive. It works, but is not perfect.

The problem is sometimes amplified if the player dies and reloads on a map... the enemies all spawn directly on the player on reload. Ive read this part is allegedly an engine issue with rhe Load feature.

My question: is there any way I can like link NPCs to a trigger box or something that they will only operate and shoot from inside of unless directly aggrod themselves?

honest merlin
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Are the NPC free roaming sandboxing? or do you have them on patrol markers?

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If you are looking for a way to dynamically cut or change navmesh on the fly, I think collision boxes cut navmesh. Layers can be used to change navmesh too.

weary adder
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Question about making quests in the creation kit; How can you link two quests together in one conversation scene? (One quest gets completed an another gets activated) Thank you for anyone willing to help with this!

honest merlin
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@weary adder , the creation club added a script that will hold a quest from running till a stage is set on a different quest. The creation club files use this the make the content run after you get out of the vault.

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this Script

weary adder
# honest merlin this Script

Thanks for the help, but I still don't quite understand how to connect two together using the script you mentioned, could you explain how to do it? Sorry in advance I'm still new to modding :p

honest merlin
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Add this script to the last tab in the 2nd quests last tab

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The second property in that should point to your first Quest

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The first property is the stage of that Quest you are watching

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The last property in that script is the stage you want the second quest to start at

weary adder
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@honest merlin It worked! Not like I had any doubt in you, Thanks a million!

honest merlin
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Live long and prosper

idle lagoon
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Anybody here that plays F4 on Xbox wanna help me with modding? (Ping me please)

rancid basin
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Thank you so much MODUS, I'm gonna try these MODs, and read their explanation.

low hare
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I can't add my WAV File to Creation Kit don't know why

sterile girder
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Hi, I wondered how you can give nuka-hair dyes to settlers, do you need a mod for that? Is there one?

main mist
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Hi all
I am trying to mod the VFT (Vertibird Fast Travel) quest. There is a related BoSVertibirdDialogue (maybe not exact name) quest. The two quests clearly run in parallel and coordinate with each other - different dialogue plays on landing, takeoff, second landing, etc.
I can't for the life of me see how the two quests link to each other. There don't seem to be Conditions on the dialogue that look to VFT or even to common conditions like Flying state. From Use Info I can see that the Dialogue quest is used by VFT, but I can't find any explicit connection in the forms, from either quest to the other.
Help! 😁

honest merlin
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Sometime that's globels stuff. Gotta read the script fragments of the 2 quests, and look at their properties.

crimson obsidian
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hey

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does sny one know the mod for prewar cars

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so they could stand in diffrents poses too?

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im working on prewar world

sterile girder
crimson obsidian
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i whant special mod for prewar cars so they coud look like they are going up or down

main mist
main mist
sly cape
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I play Fallout 4 on PS4 and when I try to log in to use mods it keeps telling me "This Operation could not be Completed". If anyone has a solution to this please help

keen vigil
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Have you tried completely closing the game and relaunching?

hazy pasture
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It loaded into mods fine then after a minute it kicked me off giving me this absolute bs issue.

primal harbor
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I’m having the same issue, on Series X, also, everything connectivity wise is working(internet connection etc.) But will not authenticate to the Mods server….

hazy pasture
primal harbor
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@hazy pasture I haven’t had the time to run a play through in awhile, so I decided to wipe my LO and build a new one focusing on adding quests and graphics…worked on it all day, almost had it finished lol..very strange yeah, all greens.

hazy pasture
# primal harbor <@298777533913235457> I haven’t had the time to run a play through in awhile, so...

Nice, it’s my first proper vanilla play through since I had pc where I lost my save unfortunately. I’m really enjoying it but after doing mostly everything main quest wise & DLC’s I’m looking for some more building items, better weather. Some quality of life mods.

I’m hoping this issue gets resolved asap. I’ve called it a day now since I can’t get on with finding some cool mods lol.

south meadow
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I already put in a ticket about it. Their specialized teams are looking into it.

primal harbor
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@hazy pasture Same, I have a few Mb’s left to stuff another mod, I was going to try 76 Weathers and a True Storms patch. But, probably call it tonight. What am I saying…? I’ll be back in a couple hours lol

south meadow
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It's happening on Skyrim AND Fallout 4 so it's not just you.

primal harbor
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@south meadow Ok good to know..man, and I was thinking of working on my Skyrim LO…lol ..cool

hazy pasture
south meadow
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It's working for me again. Try to get on.

hazy pasture
hazy pasture
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Having issues with Do it yourshelf mod on Xbox. Just updated mine and now everything has been removed from my settlement regarding the shelf’s. Also in workbench mode you can see the mod in active but when going into it everything is invisible. But shows resources required to build.. any suggestions??

woeful charm
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same question regarding stuff you'd already had built, is everything gone from the mod or just objects that included books?

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hmm I wonder if it uploaded only the texture archive and not the mesh archive

hazy pasture
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It’s just everything from that mod. I installed a older version by the original developer that seems to work & everything came back other than a few static items which are from the other developer

woeful charm
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I'm the current developer and unfortunately by switching back to the older version you broke things for yourself if you're on Xbox

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I know what happened, it missed uploading an archive, I'll fix that shortly

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Actually even on Xbox you might be able to recover

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Once I've fixed it with another update completely delete the mod and then reinstall the Updated version by Crayonkit

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Sorry about the hassle! I don't have an Xbox to test on

hazy pasture
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Oh I see! Nice.

Everything seems to be fine other than the newer static items which I can deal with until you can get a update uploaded!

Would you kindly ping me when it’s updated fixing the issue above?

I’m also guessing delete everything DIY mod related? Restart fallout & install the latest diy mod?

It’s all good I know it can be a nightmare if you don’t have every platform.

woeful charm
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Will do!

hazy pasture
woeful charm
# hazy pasture Thanks a bunch!

OK I just finished uploading the Xbox version with both archives this time assuming nothing borked (my internet is having some issues at the moment). I recommend you delete the mod entirely, the install my Updated version. Revert to a save game from before updating the mod the first time if possible.

hazy pasture
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I’ll try it out quickly see what happens

hazy pasture
woeful charm
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whew! crisis averted! and no pink textures on book related items?

hazy pasture
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Let me place some

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Everything seems fine other than I only have options to place container clutter and not shelf.

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I only have your mod installed & the others deleted.

woeful charm
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that's toggleable via the holotape, should be in your inventory

hazy pasture
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I’m silly completely forgot XD

woeful charm
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no worries, it's meant to help reduce menu lag for Xbox users by reducing the stuff to build for people and letting them pick what style object they prefer but it comes with the downside of having to remember to configure it 😄

hazy pasture
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It’s all good! I’m on series x so performance isn’t an issue here. Everything is working now. No pink textures that I can see!

woeful charm
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thank you so much for helping me with troubleshooting!

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the joys of having to publish to the production server without having a development server to test on >.<

hazy pasture
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It’s the least I can do. Happy to help 🙂
Must be a pain trouble shooting 🤯

woeful charm
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thankfully I knew immediately what the issue was once I got a more detailed description 😄

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always feel free to ping me for any of my mods if you notice issues!

hazy pasture
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Glad all is well now! Will do if anything else pops up! Thanks again & take care 🤟🏼

woeful charm
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you too!

sly cape
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I play Fallout 4 on PS4 and when I try to log in to use mods it keeps telling me "This Operation could not be Completed". If anyone has a solution to this please help

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how do i reach out to a dev so they will notice this problem anyone

wise trellis
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Can anyone access the mods now?

dawn ravine
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I finally tried the forbidden voodoo, and as of current, it's about what I expected.

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It won't work without somehow uploading the associated .csg and .cdx for XB1

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As the meshes are exhibiting the same issue they would PC side without the associated files.

south meadow
woeful charm
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I also struggled uploading a mod last night, it failed multiple times before succeeding

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I figured it was my Internet connection

clever crypt
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Kann mir jemand helfen? Ich spiele seit einiger Zeit Fallout 4 auf meiner PS4 und würde gerne mal nen paar Mods ausprobieren, Problem es funktioniert nicht kann mir jemand sagen wie ich sie finden und installieren kann?

Can someone help me? I've been playing Fallout 4 on my PS4 for a while and I'd like to try some mods, problem it doesn't work can someone tell me how to find and install them?

clever crypt
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Thx

cerulean wagon
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hi guys
ive got a problem. everytime i want to play with mods and install some my keyboard doesnt work anymore. i can press every button i like but it doesnt work. does anybody know solutions to this?

south kernel
shadow robin
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Hello? I need a double check on my mod list

thin cloud
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What seems to be the issue?

shadow robin
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I just need a double check.

thin cloud
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If you are seeking assistance with your mod load order, that is something we are unable to assist with, as mods are player created content and the effects due to the order they are in, can vary from mod to mod.

shadow robin
thin cloud
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That is not something we can assist with. Mods are user created and can have varying effects depending on the order they are in.

woeful charm
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Pick one cheat mod, don't run two. Is better graphics and weather a mod or a stand-in for a whole extra list?

woeful charm
#

So that's the mod's name? Once you remove one of your cheat mods you should be fine assuming that Modern Firearms isn't broken. I recommend keeping Cheat Terminal and ditching the other cheat mod

shadow robin
woeful charm
#

I'm not familiar with the graphics and weather mod either but at least I don't see any reason for mod conflicts. So as long as the firearms and weather graphics mods are good your load order should be fine. We could nitpick about what order to put things in but for a list that short I wouldn't worry too much

#

Definitely ditch a cheat mod though

shadow robin
#

Ok

woeful charm
#

Never run two mods doing the same things, especially on console

woeful charm
#

Your list is refreshingly reasonable

shadow robin
woeful charm
woeful charm
#

I'm on mobile so I didn't dig into the details

#

But I trust the source

#

My source is another mod author who is meticulous about looking at how mods are made and whether they're working correctly or not

shadow robin
#

@woeful charm whatweapon pack would you recommend?

woeful charm
#

I don't really use weapons mods and definitely not on console so unfortunately I don't have any ideas ☹️

hard osprey
#

never modded a bethesda game is the best way to do it with mod manager or is there another one that does that better?

#

wait nvm i think vortex seems to be the way to go

brazen barn
#

Yea, use a mod manager is your on PC.

hard osprey
#

yeah i am but i also see i can install mods from the game itself should i just use that?

brazen barn
#

The ingame mod manager is usable but its a bit lacking in features. Yea, start out with the ingame mod manager. Then you will appreciate a 3rd party manager more if you ever end up needed one at all.

hot chasm
#

Any good minutemen mods?

pure star
#

does any know how to get an additional copy of a mod armor that cant be crafted on xbox?

pure star
#

nvm figured it out it can be done with cheat terminal mod using [Game Alterations]>[Item Manipulation]

sweet flume
#

Hello does anyone know how to fix the race change mod on Xbox for fallout 4 my pip boy keeps going invisible

sly cape
#

Pls help me I want to use mods so bad but it keeps saying this operation could not be completed everytime i try to log in to mods, i tried everything it says on the article for this problem too, I play on Ps4 please help

hot chasm
sly cape
hot chasm
# sly cape Ive been waiting for a year and a couple months

Then you are getting ridiculously unlucky shrug. But "operation could not be completed" has been server instability and solved by waiting an undetermined amount of time by every single instance I've seen/heard of/encountered myself across hundreds of people since console modding released.

#

Been numerous times people get the error despite everyone else being fine and then hours later they fine. Or sometimes longer. Longest for me personally that I recall was everytime I tried for a day couldn't until I gave up and tried days later and it was fine.

broken mural
bleak spindle
#

Does anyone know how to make bodyslide compatible mod files? I need help converting two mods for that program to work with cbbe.

woeful charm
#

I think there's more tutorials for that than any other modding topic in existence

bleak spindle
#

the problem is the mod file and textures aren't showing up in the program even following the tutorial.

sly cape
broken mural
#

If you can log into it and search mods

sly cape
#

I can search for mods on the bethesda website but the problem is I cant log into my account in fallout 4

broken mural
#

Well then maybe try and create a new one either that or do a password reset

sly cape
#

ok

broken mural
#

And are you in a country where mods aren't blocked? Like several Asian countries.

#

I didn't mean several Asian countries but I heard one or two of them have mods blocked by Sony

#

I I don't know

sly cape
hot chasm
#

Could someone help me find out why my game keeps on crashing?

worthy violet
#

Has anyone tried the Alcohol Effects mod? precisely on Xbox, but if someone has tested it on PC everything is fine too, I would like to know if it works without problems in the long run

solid dragon
hot chasm
solid dragon
woeful charm
#

Animated Jewelry
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4309650
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4309653
Nexus: https://www.nexusmods.com/fallout4/mods/59097
Adds a variety of beautiful dynamic, light-emitting jewelry for your waifu or husbando: earrings, chokers, and necklaces and 5 specialized display cases in workshop mode to show off your collection. 64 pieces of Jewelry + 5 Jewelry Boxes.
Requirements: Automatron, Nuka World, SMM (Settlement Menu Manager) for the workshop constructible jewelry boxes
Load Order: New Weapons, Armor, Clothing, Gear: Script Injected Level Lists
Created by: MunkySpunk
Ported by: Crayonkit/Damanding

#

Immersive Candles
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4309668
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4309669
Nexus: https://www.nexusmods.com/fallout4/mods/58396
Replaces all awful vanilla candles with more advanced synchronized animated versions. No broken precombines, no overwritten precombines. All items are scrappable if encountered in workshop.
Requirements: Automatron, Far Harbor, Vault-Tec Workshop, Nuka World
Load Order: New Settlements, World Edits: NO broken precombines
Created by: MunkySpunk
Ported by: Crayonkit/Damanding

#

Wall-O-Matic Jukebox Radio
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4309670
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4309671
Nexus: https://www.nexusmods.com/fallout4/mods/67968
Workshop buildable Wall-O-Matic jukebox that acts as a radio with nearly 100 new tracks in 3 new music stations. Supports vanilla stations as well.
Requirements: Nuka World for raider radio, SMM (Settlement Menu Manager) for workshop objects
Load Order: Radio and Audio Additions, Tweaks
Created by: MunkySpunk
Ported by: Crayonkit/Damanding

woeful charm
#

Working Aquariums
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4309677
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4309679
Nexus: https://www.nexusmods.com/fallout4/mods/64360
Aquariums for your settlements stocked with moving 3d glowing rad fish in over 40 fully functional animated aquariums in two different sizes. Multiple (or no) backdrops, Idle markers for your settlers to interact with, and destructable tanks round out the mod.
Requirements: Nuka World, Far Harbor, SMM (Settlement Menu Manager) for workshop objects
Load Order: Settlement and Workshop Menu Items: SMM script injected
Created by: MunkySpunk
Ported by: Crayonkit/Damanding

severe spear
#

Question, is there a way to download Nexus mods on Xbox for Fallout? Like I've always wondered if it was ever possible

dawn ravine
#

They would have to be converted to the formats the XB1 version understands, as mods on PC have more texture and file options available. (Mod added shared precombine meshes on XB1 when? Whitelist .csg and .cdx files for beth.net)

#

The CK does some special mystical voodoo to the plugin as well, apparently.

keen vigil
#

The textures are also converted for use on Xbox. They’re archived/compressed specifically for console.

woeful charm
small smelt
#

I have never updated mods before. Do I just rewrite over the older mods?

honest merlin
#

Yes, back up the old file just for fun.

keen vigil
lyric grove
#

I'm batman

sly cape
lyric grove
# sly cape How do I get that

It's in the bethesda mods. Type batman and it will show. There's iron man too if you want to play as rich, billionaire, playboy

rough cove
#

Is there one to reveal all dlc locations for PS4

keen vigil
#

Probably not. That would require a custom script, which is not allowed on PlayStation.

rough cove
#

Dang.

keen vigil
#

I’d be glad to be proven wrong on that. But there’s a script method an author can use to show all icons. However, it would require a custom script to use that function.

broken mural
rough cove
#

Not the one.

broken mural
#

Then what exactly are you looking for that says it shows all DLC locations

zenith quartz
#

Is the Silent Protagonist mod broken? It says it works with all DLCs but doesn’t. I don’t have any other mod that effects player voice

woeful charm
broken mural
#

I didn't list that one because it doesn't have DLC .

broken mural
#

But we obviously both found that with a simple search of map markers and a PS4 filter on bethesda.net which people need to learn how to do since they closed the forums.

rough cove
hot chasm
#

Are xbox mods automatically in order? I don't seem to have problems with them

honest merlin
#

No, you must move them around as needed. If you are using only a few mods, and they don't edit the same data then load order is less important. Less important does not mean not at all. Even if the mods you use don't edit the same data, the game likes things loading in a certain order. This will help to prevent CTD's.

hot chasm
#

Ok, thanks

woeful charm
# hot chasm Are xbox mods automatically in order? I don't seem to have problems with them
Odd Little Mod Lounge

Fallout 4 Load Order Framework Basic Template gives you more control over your planning before you ever download a single mod.

rough cove
#

Whys it so hard to find a ps4 mod that i can fast travel to every dlc place.

keen vigil
#

Sony

split yarrow
#

That's actually something that can be done without external assets.

keen vigil
#

👍

prime dragon
#

Does anyone know of a mod that adds a handheld flashlight that can replace the Pip-light, It literally can be a basic cylinder to replace the pip-light I just need it to be an item you hold instead of holding a weapon that way I have to switch to it from my weapon and back. It could even be a vanilla lantern from in game using one of the far harbor animations.....Or even an assaultron head that you could rip off of a robot....or does anyone know a modder who could make it?

zinc hare
#

You have the option of holding a weapon or tossing a grenade so you would have to switch from a weapon and back again. AFAIK, this is done at the engine and UI levels. There are mods that add flashlights to weapons and to helmets and there is a handheld flashlight mod out there.

zinc hare
#

I'm out of room on the forum post for load orders but I feel I should point out that I am not affiliated with Bethesda.net in any way and am not an employee. I'm a player and a mod author. I also ran out of room to post the archived link to the original forum post on the old beth site.

rough cove
#

PS4 mod that lets you skip quests?

broken mural
#

Search for yourself so we don't find you the wrong mod

zinc hare
#

Here are some mods that allow you to skip quests, but as you did not specify which ones, no one is really sure which ones you're looking to skip.

https://mods.bethesda.net/en/fallout4/mod-detail/4091772
https://mods.bethesda.net/en/fallout4/mod-detail/4140920
https://mods.bethesda.net/en/fallout4/mod-detail/3218572
https://mods.bethesda.net/en/fallout4/mod-detail/3059340

#

...also, kinda wish Bethesda would fix the Facebook OG header for their mod pages so the names of the mods would show up on Discord... >_>

gusty quiver
#

Anyone know enough about modding to figure out why the Slocum Joe CC has a 7am-8pm hours? From what I can find it should be 7am to Midnight by the Start and End times but it’s not. Plus, any store not set up at the beginning of a new playthrough just breaks. I have to cheat to set one up. Would love to not have to do that and more so to have 24-hour Slocums Joe.

zinc hare
#

Are you using mods that alter the settlement system in any way? Slocum Joe expects vanilla scripting

gusty quiver
zinc hare
#

Unsure what to do about the vendor faction times. The faction looks like its set up properly (except for the arrest flag on the faction frenzy ).

gusty quiver
#

Right but shouldn’t the hours be 7am to 12am by what that says?

#

That’s what I can’t figure out

zinc hare
#

it looks like it is a duplicate faction of WorkshopVendorFactionBar.

#

I'm looking at it in xEdit though.

gusty quiver
#

So that is 7am to 8pm?

zinc hare
#

Starts 7a, ends 24

#

If they're leaving there might be a dialogue priority that is overriding the AI package to push them out of the vendor alias.

gusty quiver
#

Okay yeah but the Slocums Joe is 7am to 8pm.

#

I tried setting them to stay 24h at the counter and they do but the barter window still doesn’t work after 8pm

zinc hare
#

Was there an update? Because mine says 7 - 24.

#

Oh ok. You might have a dialogue priority issue is all I can think of atm.

#

If they're leaving, then take a look at mods that affect workshop settler dialogue and the priorities on it.

#

That would be the first place I'd look.

gusty quiver
zinc hare
#

You'd have to look at the settler dialogue or settler AI packages in quests from other mods and compare them. That's what I'm saying. Check that first. You may need to modify things on those mods instead of slocum's.

gusty quiver
#

Don’t know that I have any mods that modify settlers like that.

zinc hare
#

You might also look at the priority on the VendorExtension now that I'm looking at it. I don't see a priority set at all. Set it to 42 and see if that fixes things.

gusty quiver
#

Hmm quick explanation what that part is means and why 42?

zinc hare
#

Very quick explanation: WorkshopParent.

#

Let me doublecheck the priority though. It might be 41 for workshop parent hooks.

gusty quiver
#

Okay thanks

zinc hare
#

WorkshopParent is 41. WorkshopPermanentActors is 40 and it specifically states "higher priority than settlement quests". WorkshopParent may not have loaded before Slocum's did if doesn't have a priority to hook into the settlements. Try 42 as priority and see if that works.

gusty quiver
#

Hmm okay. I’ll check in a bit and let you know how it turns out.

zinc hare
#

Also, it takes anywhere from 30 seconds to 2 minutes (or more) for WorkshopParent to completely load when starting a new game. If you've got a lot of scripting going on, it could take longer. Priority and scripting for any workshop/new settlement mods needs to ensure that WorkshopParent is up and running before they start doing their thing.

gusty quiver
#

Yeah on new games I usually wait until all scripting is done.

gusty quiver
zinc hare
#

If you want a 24 hour vendor: start hour 0, end hour 24. (randomly shakes fist in Gage's direction)

#

ccFSVFO4003_SlocumsVendorExtension is the quest name.

gusty quiver
#

Hmm yeah seems she doesn’t sell outside the window still… so is the priority I need to set under “runonce”? Heck do I need to start a new game to test this? Will changes affect current games?

zinc hare
#

I'm also thinking that it needs to be start game enabled with the StartAfterCharGenScript removed. All the other season pass DLC have their workshop parent addons start game enabled. And yes. You'll need a new game. They only run once at start up.

gusty quiver
#

Hmm where is that?

zinc hare
#

First, back up your plugin! (you probably already did but eh there it is again) Are in the CK or xEdit? In CK, look at the Scripts Tab. CreationClub:StartAfterCharGenScript highlight and click remove.

gusty quiver
#

I’m in FO4 edit

zinc hare
#

Highly recommend to make a save of the plugin in CK so you can update any header information the game needs.

gusty quiver
#

Hmm okay. Can you not edit that script setting in X edit?

#

Oh I found it.

zinc hare
#

You can. Look at VMAD and you should be able to remove it from your patch. The right hand column will turn yellow and green to show an edit (in the default theme). Also, please tell me you aren't directly editing ccfsvfo4003-slocum.

gusty quiver
#

I have a backup of the file if that's what you mean? Not sure how one would change a file without... editing it?

zinc hare
#

I'm kinda appalled that xEdit doesn't have protections on the official DLC.

gusty quiver
#

Yea, but thats' why I made my own backup before I started editing this.

zinc hare
#

Then it isn't shareable and only for you. You cannot upload an official DLC file.

gusty quiver
#

Oh yes I know that. I am not sure I'd care to share it, and if I did then yes I would then create a mod file to make the changes. I just right now want ot get it working in my game.

zinc hare
#

The way to do it is to is right click ccFSVFO4003_SlocumsVendorExtension > Copy as override and make a new file. That way you can control your edits and you know what it is you've edited.

gusty quiver
#

ah okay, in CK you mean, right?

zinc hare
#

You can do it in xEdit.

#

If you're editing in the CK, it's automatic.

#

You have to make a new file there.

gusty quiver
#

Ah okay cool then. So where says in quests, CreationClubStartAfterCharGen, delete that line?

zinc hare
#

Let me emphasize that I do not think directly editing an official DLC is a good idea in the slightest.

gusty quiver
#

Yea, I understand, after I test this I'll restore my backup and do it as an override, that creates a new mod loaded after the main one, right?

zinc hare
#

Yes. I will feel more comfortable helping you if you do that. I don't want you to break anything because of stuff I helped you to do.

gusty quiver
#

Ah yea, I understand.

zinc hare
#

But as far as the StartAfterCharGen, yes.

#

this might work:

#

Leave the other script alone though. It's what makes the thing do the things. 😉

gusty quiver
#

Okay so I have fully rstored the back up, and yea deleting that script caused a crash on loading LO (the backup restore its' fine now)

zinc hare
#

RIP

#

Would you like your "I told you so" delivered first class or second class mail? >_>

gusty quiver
#

LOL So wait, where is this override comand? I am not seeing it in xEdit

zinc hare
#

right click, 6th option up from the bottom of the menu

gusty quiver
#

So copy as override into... will create a new file with a new name that is then loaded as a mod, yes?

zinc hare
#

yes. for this I chose .esl extension to turn it fully into a master file that will load before everything else but after the base.

#

Choose an extension that will work with your load order. If you need to load it lower, then use an .esp extension.

gusty quiver
#

Yeah I made it an ESL.

#

Now to test on a new game I’ll let you know. If you are okay to move this to DMs so we don’t dominate the channel further let me know.

zinc hare
#

It's fine here. It may help others.

gusty quiver
#

Aah okay fair enough.

zinc hare
#

Hm. There's also the forum feature they're trying out but if it's a just a test if they ever remove things, the data will be gone.

gusty quiver
#

Okay so she’s still empty after 8pm.

zinc hare
#

With a new game and you've not loaded another save with any data on it? Let's try this. Load all the plugins in your load order into xEdit. Then look at Fallout4.esm under the Quests tree, look for WorkshopParent and tell me if it's colored.

gusty quiver
#

Shows as red.

zinc hare
#

Something's overriding it. What mods?

#

Their scripting may be part of the reason something's going weird.

gusty quiver
#

Recruitable NPC Dialogue Fix seems to be the red one

zinc hare
#

Is it red on the VMAD?

#

Or is red on the alias?

#

Also what about WorkshopParmanentActors?

#

And WorkshopVendorGreetingsGeneric?

gusty quiver
#

Alias yes. Seems it has an added “Clear Names When Removed”

zinc hare
#

Just to see if what we've done with the edits is actually doing anything, let's run your new patch on a new vanilla game. If it isn't working on vanilla, I'm out of ideas currently.

#

If it does work on a new save without those workshop parent edits, then you'll need to choose if you can live with slocum's being broken by those mods or want to attempt to fix them.

gusty quiver
#

So it's the red one that's breaking it?

zinc hare
#

Any loose files to worry about?

#

if you remove the Recruitable NPC Dialogue Fix and not use your patch, is behavior as expected?

#

I thought you had tested things on vanilla first to see what the behavior was like without mods. That probably should have been the first thing we did.

gusty quiver
#

Yea removing the patch now, then I can remove all if that doesn't help. Remind me where the mods list file is so I can easily remove and backup without having to manually disable and enable everything?

zinc hare
#

I don't use mod managers. I manually do everything.

#

If you're using the in-game manager, if you click the options button, there's a disable all.

gusty quiver
#

I meant the text file that has your mods list so I can copy paste it back over later if need to?

#

Can’t remember the file name

zinc hare
#

plugins.txt?

gusty quiver
#

That might be it yeah

zinc hare
#

C:\Users\YourComputer\AppData\Local\Fallout4

split yarrow
zinc hare
#

Ugh.

#

I did not realize this. That's terrible.

gusty quiver
#

Nope still no donuts after 8pm.

zinc hare
#

Ok. Was that with the patch or without? Apologies. I confused myself. >_>

gusty quiver
#

There has to be some other place the 8pm is coming from and yeah that’s without the dialogue fix

zinc hare
#

Weren't there other mods overriding workshopParent?

gusty quiver
#

Like 7am to 8am is so specific.

zinc hare
#

Load up your list in xEdit and look at the factions, you might have a thing that has an ITM.

#

If it's that then pff. You have a shiny patch that isn't going to do crap.

#

I still say you need to look at things on a completely vanilla game though.

split yarrow
#

Is he offering services before 8pm?

gusty quiver
#

Yea, going to try that right now, and what's an ITM?

zinc hare
#

identical to master record. Also "dirty".

gusty quiver
#

Yea, the Slocum's Joe is only open 7am to 8pm and yet it's set to 7 24 in the file.

#

So that's the weird thing, where is this 8pm end time coming from?

split yarrow
#

The faction data also says he needs to be within 500 units of his vendor chest. Do any of his AI packs take him further away than that?

zinc hare
#

Those should be set by WorkshopPermanentActors.

#

(I think)

gusty quiver
#

Nope even standing there is no inventory. I am disabling all mods now

zinc hare
#

Ohh. That's a good point though. Are you using a mod that adjusts the workshop AI packages in anyway?

gusty quiver
#

Not that I am aware of. Trying now with no mods other than this Sloum's Joe one, so will be awhile to go through the game opening lol

zinc hare
#

LOL have fun storming the castle. When you get a chance, you can share your load order and that way no one has to ask, "hey, are you using...?"

gusty quiver
#

ha yeah

#

LOL even with no mods but the one, I still got the old vanilla bug where the Vault Door won't open. I have a bat script to open it but still.

#

Nope even vanilla game, vendor is still empty after 8pm. So yea, looks like this is something beyond us. Wish I could get ahold of Rob LOL he'd know where that 8pm is coming from.

zinc hare
#

Weird. I'm out of ideas. Hopefully someone else might have more.

gusty quiver
#

Yea, thanks so much for your help.

split yarrow
#

Best guess I could make since I don't have the DLC is that the NPC is held in a quest alias somewhere with packages overriding their basic AI stack that are keeping them away from the vendor area.

gusty quiver
#

Well, no even standing at the vendor, its empty.

#

Shop hours are 7am to 8pm even though the file says 7 to 24.

green eagle
#

hello, how can i contact jeremy soul?

zinc hare
#

Who?

gusty quiver
#

Um, who is that? If they are a modder than they should have a way to contact them if they are open to contact.

split yarrow
#

Yes. The faction information says 7 to 24. When the NPC is within 500 units of their vendor chest.

gusty quiver
split yarrow
#

It's "Jeremy Soule" and the chances of you being able to make contact with him are slim to none.
(he was Bethesda's music composer)

gusty quiver
#

So even though it SHOULD be 7am-12am but inexplicably it's 7am-8pm.

zinc hare
#

Oh. Wrong channel then. lol

split yarrow
#

But where is the vendor chest?

gusty quiver
#

I would assume it's inside the Slocum's Joe Shop Counter?

zinc hare
#

Slocum's holding cell is on the faction data.

split yarrow
#

Try this - even though it's a bad idea to edit the DLC - set the radius value to 5000 instead of 500 and see what happens.

gusty quiver
#

I mean what is 500 units radius? If they are literally standing there leaning on the counter, isn't that 500 units?

split yarrow
#

That 500 units means 500 units from the vendor chest object.

gusty quiver
#

Yes, how far away is 500 units? Like I said, standing at the counter, surely that's not more than 500 units away, yeah?

split yarrow
#

It depends on where the chest is.

gusty quiver
#

Okay, but then wouldn't the store not work during daylight hours either then?

split yarrow
#

Logically it shouldn't but here we are.

gusty quiver
#

Yea, so there has to be some other setting overriding the 7-24 and making it only 7-20.

#

I mean at this point.. is it bad form to tag the mod creator?

zinc hare
#

You can submit a bug report through the support page on the Bethesda Help site.

#

Slocum's is an official DLC.

#

They're the ones who will need to fix it.

gusty quiver
#

Yea, but honestly is that even a "bug" they'd care about?

split yarrow
#

They've cared about less, but they won't care at all if it's never filed.

#

Only thing you can be sure of though is that it will be low priority since it doesn't fatally break anything.

gusty quiver
#

Yea that's my thinking. Though on the other hand, I've said before I 'cheat' and use the console to teleport around and get a vendor set up right away cause something eventually breaks and I can't figure out why. If I wait to organically find the franchise kit, it's ends up being broken completely.

split yarrow
#

The vendor is only losing 4 hours, yes?

zinc hare
#

hm. I might have just found the issue. SlocumsJoeVendorFaction isn't a property on the quest. WorkshopVendorFactionMisc is.

gusty quiver
#

I mean, technically yes, though that's off-time when you'd think the store should be open for other settlers.

#

OH?

#

So is that something we can fix with our patch?

zinc hare
#

I'd have to look at the actual script and I have a feeling it will make me cry. >_>

gusty quiver
#

Cry that it was so simple?

zinc hare
#

No. I'm not fond of the workshop scripting. It's over my head.

gusty quiver
#

Oh okay but couldn't you just change it to point to SlocumsJoeVendorFaction instead of Misc?

#

Or it's more complciated than that?

split yarrow
#

Need to know what the script is doing with the property first.

zinc hare
#

Yep. Let me run it through champolion. ;_;

#

Pay no attention to the sudden wailing and gnashing of teeth...

#

Actually, the script isn't that large.

#

Wait. Where are the actor aliases?

gusty quiver
#

Okay yes! That faction is 7 20!

#

Hell, maybe I'll just change that one and be done with it LMAO

#

Having miscellaneous vendors open 24 hours wouldn't bother me one bit LOL

split yarrow
#

That could have a number of unintended consequences though.

gusty quiver
#

Hmm true.

zinc hare
#

Ok. WorkshopParentScript.WorkshopActorAssignedToWork event adds the (what I assume is the dialogue) keyword for the vendor, assigns the actor to WorkshopVendorFactionMisc property (which is set as such instead of the unique vendor), its linked ref'd to the container and the container keyword.

gusty quiver
#

Hm, okay so can we reassign it to the SlocumJoe Faction?

split yarrow
#

Where is ContainerHoldingCellMarker ?

zinc hare
split yarrow
#

And I assume that holding cell isn't in the same space as the NPC?

zinc hare
#

No. It's virtual like the other workshop vendor chests.

split yarrow
#

Then yeah, that's why the vendor hours changed. It's following the misc faction data.

#

Changing that to the SlocumsJoeVendorFaction won't help either because it'll screw up his assignment to the workshop data.

zinc hare
#

Yeah. WorkshopParent has that stuff hardcoded.

#

I wonder if they were going to attempt a different way and the faction stuff just got left behind?

gusty quiver
#

So you can't just change the data the Slocums Joe shop to use the other data?

zinc hare
#

It isn't a bug. It's functioning as intended.

#

No. WorkshopParent is the controlling thing.

split yarrow
#

Yeah, the faction looks like a cut leftover.

zinc hare
#

Well, you could but it goes beyond a simple patch.

gusty quiver
#

Theere is a 24 hour vendor in the files, but you can't actualy construct it... so sounds like they couldnt figure out how to make it work so just went with Misc?

#

Okay, just an aside... what WOULD changing misc vendors to be 24 hours do? Just would make any vendors using that faction not sleep, yeah?

split yarrow
#

It could make them miss other important AI routines after 8pm. Which can lead to broken quests and such.

gusty quiver
#

Ah, hmm.

#

Though I don't see any vendors that actually have a 7am-8pm schedule, only 8am-8pm.

#

Oh wait that's the Settlers faction, isn't it? So changing that would make all settlers work 24 hours.

zinc hare
#

If it's 7am-8pm, then it takes them a bit to actually get to their station and be within the radius. It's the game going, "hey, wake up and go here around this time after you've finished such and such."

#

If they're in another package that hasn't stopped yet, they'll be late.

gusty quiver
#

Ah, okay. Makes sense.

#

Cause yea, this just has always bothered me as an RPer, cause all the settlers hang out in the donut shop, but they can't actually buy any donuts? Yea, yea I know in the grand scheme it's a minor point... but it just bothers me LOL

zinc hare
#

Is the vendor not selling donuts? I've never had them not.

gusty quiver
#

They sell them fro 7am-8pm when everyone else is working (and tha;s assumiung it's a "cheat' vendor I set up at the beginning, as I've said I have no idea why but if later in a game I set up a donut vendor, they don't work at all.)

#

I mean NPCs don't buy donuts, so the fact that the girl isn't working while they are all hanging out there with her dosn't really matter, its just an OCD dumb issue I have with it LOL

#

Then when I come in at night have to "Wait" until 7am is a minor inconvience.

zinc hare
#

OH. you mean like they needed to be assigned as the Bar vendor? yeah. I'm pretty sure that was because of dialogue. Bar vendor has certain dialogue while Misc has the generic stuff.

#

Misc vendor gets to get off work and go to the bar.

gusty quiver
#

Yea, which... is the donut shop. ~_~

zinc hare
#

Unassigned guys can be assigned to rugs around it?

gusty quiver
#

I mean they all hang out there so it seems it's counting.

zinc hare
#

OH. I've never looked at the furniture object. it must have the bar animation nodes on it.

#

Cool.

gusty quiver
#

Yea, pretty sure it does as I said, all the NPCs seem to hang around iin my donut shop at night. So then would it be possible to swap it to the Bar faction, or would it still requre serious editing?

zinc hare
#

The actorValue that's assigned is WorkshopRatingVendorTypeGeneral. I'm pretty sure that's also on the Vault tec Overseer terminal and is used for a number of other things.

#

That property would have to be updated as well as the faction data.

#

Cheat Terminal can gift you lunchboxes. There might be other cheat mods that have the option in their settings holotapes.

#

This is for Fallout 4. It is not on Mobile.

#

What game are you referencing for lunchboxes?

gusty quiver
#

Wat

split yarrow
#

🤨

zinc hare
#

The internet is an amazing place.

sly cape
#

I no Have Wifi in me

#

Is it link fro zelda

sly cape
#

Do anyone know how to fix this

prime dragon
rancid cargo
#

I need a mod that can advance a quest that has gotten stuck in nuka-world.... Well two quest actually. @lucid minnow / @hot chasm (whichever it the correct one), has some of the quest in their mod, but not the ones I am having issues with. If anyone knows of one, I would be appreciative.

honest merlin
#

That mod author reads this place often. You might want to go ahead and name what quests you need help with as the next response could be a link to the bug fix you quest for. @rancid cargo Looking up the quest ID on the wiki would help too. PS4?

rancid cargo
#

@honest merlin really? Cool. I'll go look up those and make another post about it. I'm on xbox.

rancid cargo
#

I'm needing some help with Nuka-World quest; A Magical Kingdom (Id# DLC04_KiddieKingdomMain) and Trip to the Stars (Id# DLC04MS02). @lucid minnow / @hot chasm

hot chasm
#

hello :D

#

oops myb wrong chat

lucid minnow
rancid cargo
#

@lucid minnow On A Magical Kingdom, I am stuck at having to search the Funhouse. This may have ended up being a glitch/bug because I searched areas out of order, but now it won't advance.

On Trip to the Stars, it tells me to start the ride. I started the ride and it finished, but it is acting as though I haven't.

woeful charm
# rough cove Whys it so hard to find a ps4 mod that i can fast travel to every dlc place.

Enabled DLC Map Markers
PS4: https://mods.bethesda.net/en/fallout4/mod-detail/4310612
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4310613
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4310615
Map markers for Far Harbor and Nuka World enabled from start. You will still need to travel to both locations the normal way the first time, then you can fast travel within the DLC map.
Load Order: Pip-boy and Map Mods
Created by: Crayonkit/Damanding

rough cove
#

Err.

#

Good enough ig.

woeful charm
#

To fast travel directly to the zone I'd have to re-write quest stuff and I'm not risking breaking important quest lines for this mod. 😛

#

also...that's the kind of enthusiasm that really motivates mod authors to make stuff for ya'll 😏

keen vigil
#

You’re much nicer than I am, @woeful charm. The above is the reason I don’t do requests.

woeful charm
#

I'm sure someone else will appreciate it at least

prime dragon
#

I dont even play ps4 and I appreciate it, frfr tho I just wish there was less text chat and more talking to each other cause there is SOOOOO much miscommunication sometimes between modders and mod users, I wish people would get into voice channels more often

#

P.S. It said watch your language for a second and I have no idea why😂

#

Like the bot sent a message and said "watch your language" then deleted it instantly as if it was like "hold up I take that back"🤣

crimson obsidian
#

i need to disable all mods but in once cuz i dont whant to waste time.how to do that?

dapper jetty
#

Hello modders! Exciting news from the Fallout 4 Ouachita Team. The first mod in our standalone mod series, Tales From the Ouachita Wasteland, is out now! The first mod is the Forest sign. Originally brought to life by our wonderful Art Lead, now sits in Sanctuary. For more info and to download, go to the mod page. Available on PC and Xbox.

https://www.nexusmods.com/fallout4/mods/68284/

#

@prime dragon can vouch for how cool it is lol

#

But also @zinc hare

prime dragon
#

Nah frfr I can it looks really dope hol up lemme go to sanctuary

prime dragon
honest merlin
#

@crimson obsidian If your on PC replace the file that keeps track of what you have loaded, Fallout4_Default.ini.

#

Mods you want loaded add to that, make a copy of that and swap as needed.

dapper jetty
zinc hare
prime dragon
dawn ravine
hot chasm
#

Assistance is required. What mod to get to change Fallout 4 gun textures to be realistic? Ruins immersion.

hot chasm
#

If not, just the ones that are unrealistic

prime dragon
#

I understand what you mean. Okay so modern fire arms is a really good mod and it also has a replacer that you can get for it too, are you on pc or console

#

But honestly if your looking for a personal experience just go individually and find replacer files for the guns you dont like

#

Personally the only guns I dont like are the 10mm pistol and the Assault Rifle and those are literally 2 of the most iconic fallout weapons so honestly man it's up to you what replacer you get but I'd recommend just getting replacers for those 2 weapons🤣🤣🤣🤣🤣☠

prime dragon
hot chasm
# prime dragon What weapons do you find unrealistic?

Fallout 4 sports some of the goofiest weapon designs in gaming, which don't make sense nor do they look pretty. In this video I'll be exposing bethesda for their laziness, poor design decisions, and lack of attention to detail when it comes to the guns . liek and subcrib 4 more fallout 4 vids

join the discord here! https://discord.gg/NqZPjW7YT9...

▶ Play video
zinc hare
#

Let’s not forget “the Glowing Sea” and the fact that the “science” of the game is atom punk and based on 1950s very unrealistic pop culture views of how radiation works.

hot chasm
#

guns most important. pew pew

honest merlin
#

I think I tasted some cinnamon

dapper jetty
honest merlin
#

Or, you could clean the mod with Fo4 edit.

dapper jetty
#

I'm not familiar with FO4 Edit, how would I go about that? Will it just tell me what's wrong and help me fix it?

honest merlin
dapper jetty
#

Thank you

dawn ravine
lucid minnow
rancid cargo
woeful charm
#

Do It Yourshelf Texture Pack
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4311324
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4311325
Tired of boring gray books in your Do It Yourshelf decor? Want to liven up your settlements? This mod is your answer! Starting off we have antique style books only courtesy of Emissary of Wind and the Met Museum. However in the future I plan to add additional styles and textures.
Requirements: Do It Yourshelf, Settlement Menu Manager
Load Order: Settlement and Workshop Menu Items: SMM script injected
Credits: Emissary of Wind and the Met Museum
Created by Crayonkit/Damanding

potent grail
#

would there happen to be a mod (or a way for that matter) that allows me to reassign the button to confirm to scrap a item (E and RETURN) to Space? i play Fallout 76 too much and in 76 the space button confirms the scrapping action

zinc hare
#

F4SE has a custom control map txt file. You should be able to configure it yourself, if I'm not mistaken. (Apologies, if I am.) Just be sure to back up the file before editing it.

potent grail
#

well, i found that, but i dont understand how to edit any of it

#

nor what line i need to edit

keen vigil
#

I think it could be done by reversing, editing, and then compiling out the SWF.

#

But that’s a lot of effort.

zinc hare
# potent grail well, i found that, but i dont understand how to edit any of it

I am unsure if this one is still working so someone else will have to confirm. The last time I downloaded it was 2018 and I cannot remember if I actually used it. I play with an Xbox One controller. https://www.nexusmods.com/fallout4/mods/11664/

wanton trail
#

Wabbajack Gun

#

Ps4. Installed mod

#

Where is that weapon

green mirage
#

Anybody know if a mod that adds nuka world armour to the raider leveled list?

#

Or one that lets you instant eat/ equipped food weapons or armour like in fallout 76

broken mural
#

Why would you want to eat weapons or armor?

keen vigil
#

I think they meant a mod that activates whatever is on the ground. So if it’s food, Player will eat. If it’s a weapon/armor, Player will equip them.

prime dragon
#

Is there a mod that adds a nuked place to fallout 4 xbox

hot chasm
#

Is there a modder who could possibly port over some flag retextures from pc to Xbox? I’d really appreciate it

hot linden
#

Hi all, I’m confused about a certain mod placement. “Militarized minutemen” I’m wondering if that would be considered a mod to be put under the “faction and ai overhauls” part of the load order or “new weapons, armor and clothing” part (basing off the master load order framework guide).

#

It adds new classes of minutemen + new armor to the faction

cerulean mountain
#

Is there a mod order for creation club mods on pc?

#

Some of the cc mods are a little buggy that I can't progress through some main quests

zinc hare
zinc hare
#

Which main quests and are you using other mods to modify the main quests?

cerulean mountain
#

No I'm just using creation club mods for now, I have almost all the game changing mods just dont have alot of weapon armor or pip boy skins

cerulean mountain
#

Give me a second to list the ones I always keep on

zinc hare
#

One of the mods might have been set up in a way that borked something. Check the bug reports pages on Nexus

cerulean mountain
#

For ccc?

#

I don't have Nexus yet

zinc hare
#

I’m sorry. I’m confused. Are you talking about mods or the DLC?

cerulean mountain
#

Ig the dlc, I thought creation club mods are mods not dlcs

#

Liks the tunnel snake rules

zinc hare
#

No. Some mod authors were contracted to make a couple but they are official mini DLCs. They modified game code for them

cerulean mountain
#

Ok

zinc hare
#

You may benefit from a mod that allows you to skip the starting stages. Bethesda had to go back in and fix the start ups for Skyrim.

#

There are several available.

cerulean mountain
#

Alright

mighty night
#

This is going to sound like an odd question but - if I install a mod to fix a bug (in a vanilla+DLC playthrough) and then uninstall the mod, would the bug stay fixed possibly or just return? I have a quest that I'm trying to reset but I can't do it without mods because I'm on Xbox.

#

I've just heard in some places that installing and uninstalling mods can leave residual effects on save files so I was hoping a bug fix might be among those effects

split yarrow
#

Here's to hoping the FO4 next-gen update adjusts the DLC to stop the flood during startup.

mighty night
zinc hare
#

Which quest are you trying to reset? What's happened that it appears to have broken?

solemn plover
# cerulean mountain Is there a mod order for creation club mods on pc?

All creations are load order neutral.

As official releases, these also aren't mods. We have a separate space to discuss them: #creations-spoilers

Folks running a lot of script heavy content sometimes run into issues when first leaving the vault, and we're aware that having a lot of creations triggers this for some people. After exiting, if you wait for the quest starts to finish running through, you should be safe to proceed.

cerulean mountain
#

Alrighty, thank you my good fallout friend

zinc hare
#

Just an FYI: I am in the process of updating Start Me Up Redux Xbox to version 7.0.

This version is not compatible with previous versions. The scripts have been updated and optimized and the quests have new aliases. A new game is required if you choose to use it.

Do not download until all mod page histories read 7.0. SMUR/SMURFDI is three mods large, four if you choose to use the addon for Creation Club.

sly cape
#

guys how do you fix "this operation could not be completed" on ps4 mod login

hot linden
zinc hare
zinc hare
tidal imp
woeful charm
#

Trailer for above mod: https://youtu.be/Fw4a5DiIxv4

OverviewSequel to "The Bleachers: A Diamond City Story", The Fens Sheriff's Department is a full DLC sized voiced quest mod that adds an entire new district to Diamond City under the Bleacher seats. This mod features a rich storyline with many extended dialogue scenes, lushly decorated interior cells, a new interior player workshop, cross-talk w...

▶ Play video
#

There'll be workshop content coming to Xbox players soon since the quest mod is too big

keen vigil
#

Could always 512x512 the textures 👀

split yarrow
#

It wouldn't matter if they did because the main content - not counting textures at all - is over the size limit for console on FO4.

keen vigil
#

Is it? I thought the core content was 900MB?

sly cape
split yarrow
#

That's the compressed archive size on Nexus. You won't get a compression ratio that good on Bethnet, and you'd still need to combine textures of some size with that since Bethnet doesn't support multiple archive downloads.

zinc hare
#

To verify that your account is linked, when you go to the Bethesda.net page login using the login link at the top far right of the page (on PC). Once you're logged in, click your login name (in the same spot as the previous Login link). It will call up a menu:

#

Click the linked accounts.

#

Playstation should be listed.

#

If it is not, submit a ticket to Bethesda Support. That is the extent of my knowledge.

hot chasm
#

Have to love that error when trying to log in to mods. The best thing to do is play another game and try again later. This is an issue on Bethesda's end. And also, the steps don't solve the issue.

I've tried. Gotta just wait for it to sort itself out.

zinc hare
#

It could also be a regional error. Some Asian countries do not have access to the right update of the game for some reason or other.

sly cape
zinc hare
#

Everyone I've ever spoken to at Support has been very polite and helpful.

hollow hill
hot linden
#

I’ve been wanting to download a mod on my current playthrough called “USO base game” which is a mod adding a lot of new settlement objects, and then the corresponding patches for that same mod for DLCs and performance.

I don’t particularly like adding new mods to a new playthrough, and never delete mods in a current game .

My worry is will a mod like this cause some disruption for my current game?

zinc hare
#

SMUR and SMURFDI have been updated to version 7.0 for Xbox. V 7.0 is not compatible with previous versions, so finish your game before updating if it currently in your load order.

SMUR SERIES Xbox
Normal Vanilla prompts:
Start Me Up REDUX: https://to.oddsmods.xyz/StartMeUpReduxNormal
SMUR Nuka World Patch: https://to.oddsmods.xyz/SMURNukaPatch

Full Dialogue Interface
Start Me Up REDUX - FDI Version: https://to.oddsmods.xyz/StartMeUpReduxFDI
SMUR Nuka World Patch - FDI Version: https://to.oddsmods.xyz/SMURFDINukaPatch

Optional Add-ons/Patches:
These work with either version of SMUR.
SMUR Shaun Face Add-on: https://to.oddsmods.xyz/SMURShaunFix
SMUR CC CR74L Add-on: https://to.oddsmods.xyz/SMURCR74LFix

woeful charm
# hot linden I’ve been wanting to download a mod on my current playthrough called “USO base g...

Thankfully workshop mods are generally safe to add mid game unless the author says otherwise. The menus are apparently pretty huge though so if you're on console you will experience slow menu loading times, especially with other workshop mods installed. If you're on PC I highly recommend installing F4SE so that you can take advantage of the mod to increase workshop menu loading times, let me know if you need a link.

hot linden
woeful charm
hot linden
woeful charm
#

Enjoy!

zinc hare
#

Is there a way to get in touch with the author of this mod? Xbox needs compatibility patches. I've got to make one for my Wasteland Imports update since it overwrites vanilla records for the Fat Man. https://mods.bethesda.net/en/fallout4/mod-detail/4263035

shell gorge
zinc hare
#

Oh thanks! They did not have contact info on the page so I assumed they were Bethesda only.

woeful charm
#

Hands Off - Locking Settlement Containers and Doors
Hands Off XB1: https://mods.bethesda.net/en/fallout4/mod-detail/4312926
Looks Mirror Patch XB1: https://mods.bethesda.net/en/fallout4/mod-detail/4312929
TMAH Patch XB1: https://mods.bethesda.net/en/fallout4/mod-detail/4312931
Hands Off PC: https://mods.bethesda.net/en/fallout4/mod-detail/4312927
Looks Mirror Patch PC: https://mods.bethesda.net/en/fallout4/mod-detail/4312930
TMAH Patch PC: https://mods.bethesda.net/en/fallout4/mod-detail/4312932
Tired of your thieving settlers stealing your best gear? Stick it in a container and lock it up! This uses an activation perk and will be incompatible with other mods which use an activation perk on settlement containers and doors. Patches provided for Looks Mirror and The Machine and Her.
Load Order: Game-Play Changes and Tweaks
Credits: Kernalsegg for Hands Off, and the TMAH patch
Ported by Crayonkit/Damanding, creator of LooksMirror patch

urban palm
#

Hey, is there a mod that adds more space for Vault 88, because I'm looking to turn Vault 88 into a massive settlement with quarters, Institute themed lab, cafeteria, gym, armory, arena, robot workstation, casino, resort, overseer room and hospital, but the I feel that the default area of Vault 88 isn't enough.

sly cape
#

I have a mod login problem on fallout 4 that gives me a message that says this operation could not be completed, ive already tried everything and i have a question if uninstalling will fix the problem but im scared it might remove all my data on fallout 4, i play on ps4

potent grail
#

if you are on PC you have more of a chance at finding a mod that expands the Vault 88 area, if you are on PS, less of a chance because of the restrictions Sony puts on what can and cannot be done (im not sure what restrictions there are, i just know that there are), if you are on Xbox, you have less stuff than PC, but can have more stuff than PS

sly cape
#

i wanna use mods so baddds

zinc hare
potent grail
#

i think they might more mean the size of the buildable area, budget would factor into that but i still think they mean space

honest merlin
honest merlin
#

The PC copy I have is form Shadowzhar77 Discord. I think they left Nexus so IDK where the mod is hosted

#

You might want to look at all Shadowzhar77's mods, might be a discord link in on of the descriptions

wanton trail
#

Guys

#

I have Wabbajack mod Ps4

#

But where can I find actual gun ingame ? I am clueless 🎮

wanton trail
dim flame
sly cape
ashen gazelle
#

Hi all, I am new to the mod world and am hoping someone can tell me what I am doing wrong. I play on PS4 and here is a list of the mods I have active.

#

Well, let me try that again. Mods I have active (in the order they are set to load) 1. Unofficial Fallout 4 Patch 2. USO Base Game 3. USO Far Harbor 4. USO Nuka-World 5. Sanctuary Hot Springs Home & Settlement 6. Better Sanctuary Bridge 7. Settlers Extended (Standard) 8. Conquest - Build New Settlements 9. PS4 STC - Base Game - Scrap that Commonwealth 10. PS4 STS - All-in-One Now here is my issue. I cannot figure out how to build a "fetch workshop" for STC or the grenades for Conquest. There is nothing there when I go to a chemistry station (just the regular stuff) BUT Scrap that Commonwealth works inside my standard settlements.

#

I also have several Bethesda mods active if it matters. They are all the settlement item building ones.

broken mural
#

@ashen gazelle did you check the regular build menu chemistry station and the Uso chemistry stations, if that's not it add Build Anywhere by TimTimman.

ashen gazelle
#

I will give that a try, Thanks!!

ashen gazelle
#

Thank you Jaques Trap! Adding Build Anywhere seems to be doing the trick for now. I can finally clean up around my settlements.

broken mural
#

You're welcome

wanton trail
#

Hi

#

Is there mod for Ps4 that will allow me to do Npc animations ?

zinc hare
#

Yes. Look at Unlocked Settlement Objects. There are some rugs you can assign settlers to that have animations for them. There's also Crimsomrider's Unique Furniture. There's also the really cool Shop Rugs and Shop Rugs 2.0, or if you just want a super tiny thing, there's Ugh. Vendor Rugs. I thought there were a few more than that but am having trouble finding them. The search word I'm using is assign on the website.

#

There's also Workshop Interactive Objects.

wanton trail
#

Not settlers

woeful charm
#

what kind of animations? keep in mind if it's not already in the game you can't get it on PS4

potent grail
#

Is there a mod for PC that removes the green highlight while in workbenches?

keen vigil
#

Crafting Highlight Fix

potent grail
#

Ty

zinc hare
# wanton trail I was looking more for mod that will allow me to do animations

I'm not familiar with any that do other than for settlers. If one were to make such a mod, one would have to look at default scripting to see if it is possible to add the animation to the player via ring, favorited chem, or favorited clothing article.

Of note, regardless if the animation is available for adding via ring or favorited chem, the camera angle would be problematic for certain animations. PlayStation does not have a reserved space so I don't think ini settings can be attached to fix the camera angle and there can be no script fixes for camera angle derpage for the surgeon script when piddling with the camera with such an edit. SetINIbool is only available on test scripts for testing the framerate and those scripts are useless on console since there is no way to look at logging data there.

woeful charm
potent grail
#

does anyone know of a mod on PC that allows me to fill bottles with water in any difficulty?

zinc hare
#

Should just be a perk with the activate entry point. Unsure of any mods that conflict so you'll need to play around with your load order and see.

#

Two mods that do that same entry point for the same object will cancel out that entry point and you won't get the Activate text.

broken mural
#

Turtle you're too nice, I would have said search yourself...

broken mural
#

Maybe that's why you're... cute but possibly rabid.

zinc hare
#

All part of my nefarious plans to take over the world. I mean... I have no idea what you're talking about...

quick stone
#

Does CC content cause the 0kb thing?

quick stone
#

Alot of posts I've found by googling it people say the ones that add skins or paint jobs do. Was just wondering if that's correct.

#

And are the ones that add just Player Homes and weapons safe as long as they don't include skins or paint jobs?

smoky burrow
#

he keeps appearing in the most random locations i went into the subway and he was just chillin in this room sitting on the chair with this dead guy next to him i started laughing so hard

zinc hare
# quick stone Does CC content cause the 0kb thing?

CC isn't a mod, it is DLC. However, we generally download them like they are to mitigate any potential issues. Too many mods in the load order + a lot of CC tends to back things up getting out of the Vault. Download one, return to the main menu, check it out in game. Then continue you like that, one by one. Make sure your load order is sorted and ready to play with before doing this though.

If you do not want to be spammed with quests starting up there are mods that allow you to skip the starting. They require new games to function properly. When I volunteered to port some for chucksteel, I specifically made sure to ask if I could port to PlayStation. Look for the "Immersive Start" mods. (I am unsure if chuck only ported to Xbox or if he also ported to PlayStation.)

The only issue I've ever had with the skins and paints were incompatibilities with older mods like AWKCR. AndrewCX patched AWKCR with UCO though so that the weapons paints actually work with it. If a mod is incompatible with the game (that is, it has not been brought up to date with the current game version), then I can see potential issues with using CC along side it.

quick stone
#

Ok. Thanks again.🙂

quick stone
#

Will it hurt to wait until I've started a game to enable a home mod? I'm trying to use the Pre-war House by LordOfWar. I've moved it everywhere in my load order but for some reason I can't start a new game with it enabled.

#

I'm gonna do that and hope it works out. I'm ready to play. I've messed around with this for a couple days already. LoL

#

It's TheDogOfWar btw. Don't know where I got the Lord from.VaultBoySick

quick stone
#

Nvm That's prolly not good to do. There's gotta be some reason it's not working. I think it's just my junk console prolly.

#

I really need to get a computer.

zinc hare
#

Let’s find the thing that isn’t playing nice.

#

Once you do that, start fresh and new and then you’ll have a nice game.

#

Scroll to the top of that link. Forums are not real forums. There’s 6 posts there. Teeny tiny on phone.

broken mural
quick stone
#

Yeah. I got all the dlc's.

#

Just for the heck of it. I tried starting with it disabled. Saved as soon as I plopped out of the cryo pod. Then reloaded with it enabled and ran through the vault real quick. But at the lift to leave the cage thing opened but the platform never lowered. I could still exit like that. But didn't think it would be too smart to keep playing that save. Something was going on there. LoL

zinc hare
#

That is a random occurrence if precombines are disabled in the vault or if you’ve downloaded too many mods + CC. The trigger there doesn’t trip like it is supposed to.

quick stone
#

I reinstalled the game itself. Only downloaded 2 cc things this time. Power armors hellfire and x-02. I can live without the rest. Figured that would lower my chance of the 0kb thing. It seems to have worked. I originally had quite a bit of cc along with around 30 mods give or take and all I had to do was click on any 1 of the work type stations, not even craft then exit out of that and try to save and get instant 0kb.

#

Just got them 2 CC's and like 31 or 32 mods running on the save I just started and seems good so far. Knock on wood LoL

#

Would I have been safe doing that how I explained I did it when the lift didn't lower? Cause I'll restart again and do that if so I haven't gotten very far and that pre-war house was really nice.

broken mural
#

The 0 KB bug has been around long before CC and I even believe I had it once or twice before mods released.

quick stone
#

Yeah. They said it's a Sony thing or something like that. Something to do with the saving, files or whatnot. I don't understand all that tech stuff. LoL

#

I have a nightmare of a time trying to figure out LO. Even with that spreadsheet. I never know what category what mods fall into. Mine's probably still wrong but it's running atm so it's at least functional.

zinc hare
#

Sounds like you had too many downloaded, and it jammed things up. The Sony 0kb thing has been around since... PS2? If I'm not mistaken? It's been too long since I played on PS2 to remember, and we skipped PS3 since we were working too much. So one of the hardcore PS guys might have better info. I switched to Xbox in 2004-05 and haven't really looked back. Also, you only have so much room for saves, so back up your saves if you're save scrumming and remove them from the system to a USB.

If you want anyone to have a look at your load order and let you know if something is conflicting, just post the link to it. If you've got two mods that probably do about the same thing, those are the ones you want to evaluate first. I recently re-arranged the website with a quick links section to help phone users get to the definitions easier. (Tilt your phone to the side to see more if you've got an itteh bitteh screen.) There are a couple example mods for each category, but feel free to ask about specific ones. The definitions for the categories start here: https://oddlittleturtle.com/load-order/load-order-framework/#mod-category-definitions

#

(the example mods are mostly in alphabetical order and not load order, btw. They're literally just examples and not placements.)

#

If you want placement examples, use the big Survival google document linked at the top of the spreadsheet.

quick stone
#

Thank you. I bookmarked it. Will prolly have to go over it a bunch of times while trying to figure the order out. But should definitely be helpful even though I don't know most of the mods that are referenced. LoL Still learning. Thanks again. 🙂

broken mural
#

Just remember most mods say in description where to try and place in load order... any mod author worth a damn, might suggest what other mod edits it will work/not work with.

potent grail
potent grail
#

Mod to allow the lever action to stop loading halfway and still have whatever bullets you put into it?

keen vigil
#

For PC?

#

That’s BCR or Bullet Counted Reload. There’s both a PC and Xbox version available.

potent grail
#

mod to allow ammo plants to craft DLC ammo?

zinc hare
#

That's the master file. The optional files add the DLC ammo.

zinc hare
dawn ravine
#

For those using them, the PRP Lite builds for XB1 and PC have been updated. The XB1 builds are noticeably pudgier due to format differences and assumptions I can no longer make with existing bugs. The upside is that a few bits of object flicker the original versions appear to be gone, but I've only done basic hotspot testing.

#

To bring them in line with the PC version would require changes on Bethseda's side for the CK. (.csg/.cdx upload support and a few creation kit bugfixes)

keen vigil
#

PRP?

dawn ravine
#

Previsibines Repair Pack

keen vigil
#

👍

dawn ravine
# hot chasm Thank you!

To answer your original question, when I get around to them. I'm just trying to avoid making too many, as not all of them are essential.

hot chasm
#

Didn't think it is a good time to bring it up. But indeed. I understand. Had to ask.

dawn ravine
#

The problem I'm going to have is storage space use, it's not like on PC where disk space is never an issue.

#

A 3x3 cluster averages about 50MiB or so, for example, depending on how dense the references are.

hot chasm
#

Xbox players suffer the worse. Such little space :\

potent grail
zinc hare
#

Look at the builders in the mods I linked. Pretty sure it's in Manufacturing Extended but it's been several years since I had that one in my load order. Haven't built a factory in years. Working on FoTC with 3lric and his Minions burnt me out on factories. ROFL

unkempt tangle
#

It’s just their electronic/cyber warfare capabilities. They try to crash players so they’re never defeated

#

🙃

zinc hare
#

Bad texture somewhere. No idea where without the crash log. You might have to do a binary search to find it.

#
zinc hare
#

I'm still not used to the forum feature. I answered this twice. my bad.

unkempt tangle
#

Is there a 10mm replacer using the P320 out there?

zinc hare
#

What platform? On Bethesda.net plug P320 into the search engine and see what pops. Nexus search should wield results as well.

potent grail
broken mural
#

Have you tried putting weapons armor and clothing in it? If not put them on a settler shoot them in the head and put them in the auto butcher.

keen vigil
potent grail
frail cave
#

hi ive tried finding a ps4/5 mod that fixes the crucible quest from the heavy incinerator creation club. i looked around on the internet but i havent found anything that i could do since im not on pc

honest merlin
#

is the quest not running? on start

frail cave
#

Its at the part where you have to turn off the metal flow, nothing happens when i press the button

quick stone
#

Is Freefall a good alternative to the unofficial patch. I'm done with the unofficial patches. On this and Skyrim. They cause problems. I have to start a new game because the unofficial patch is causing crashes in Far Harbor. And yes it is the patch. I've googled it and found multiple threads verifying it.

dawn ravine
#

I'm aware of header mismatches with the unofficial patch and Far Harbor (known issue), a workaround is apparently going to be in the next release, for now.

quick stone
#

I've had a whole lot of issues with the Skyrim one. This far harbor thing was the first I've noticed with fallout. Everyone says not to disable mods during a playthrough but with the patches you HAVE to.

dawn ravine
#

Well, the Far Harbor specific issue is something that was only recently verified. The MA of that project does not have access to a console version of the game and isn't able to verify issues like this like some of us that can. :/

quick stone
#

Ah. Makes sense.

#

I wasn't even aware they were still being worked on.

#

I'd have reported the MANY Skyrim issues if I had. LoL

dawn ravine
#

The project has a bug tracker, file them there.

#

That way it gets through all the noise that people generate from bad load orders or other mod issues.

quick stone
#

How do you find that?

dawn ravine
#

Look on any of the project's mod description, there's a bugtracker link

quick stone
#

Okay. Thank you.

#

I think I'm going to have to try that Freefall mod and see if that lets me play far harbor without crashing for now until the patch gets a update. Because I can't play it right now.

#

So I have to start a new game yet again. Sighs
I've lost count of how many times I've restarted now. LoL

dawn ravine
#

I can relate, though more for dev testing for me.

#

I suspect that many of the Skyrim issues you are having are fixed on XB1 or PC, though.

quick stone
#

Probably. Looking back now I wish I would have just got a PC but too late now.

#

PS seems to be the worst for these games out of all the platforms.

dawn ravine
#

Blame Sony. Mods can't have custom assets on that platform.

quick stone
#

Yeah. I know. LoL

#

PC has some really nice looking ones being worked on.

#

London looks like it's gonna be great.

#

Miami seems to be coming together pretty well too.

quick stone
#

I can't find a good sanctuary player home mod for PS4. norespawns sole survivors sanctuary home seems the most decent but keeping all that baby crap in Shaun's room is kinda pointless. Woulda been a good office/storage room instead.

#

I seen the sanctuary bunker player home by therealelianora and thought it was on PS4 cause I googled for PS4. But sadly it's not. That would have been perfect.

dawn ravine
#

Most of them are likely going to require new meshes or some sort and other support files, at least in my experience.

quick stone
#

Right. I have trouble getting most mods to work for sanctuary. I tried using the ones my madrox. Went way away and walked very slowly to it and stuff still wasn't loaded right. Even fell right through the map. That was weird. LoL

#

Vanilla stuff seems to want to come back when using clean up mods. It just seems like a really bad spot

#

For now I'm using the one by norespawns but hate the baby room. LoL

quick stone
#

Just for the heck of it. I disabled the patch then enabled the Freefall mods. They crash too. runs just fine with them disabled though. Just figured I'd try that kinda like a test so I won't be running the patch or the Freefall mods. LoL

#

I'll start a new game now that I know that .

#

Thanks for your help man. 😀

split yarrow
quick stone
#

That's what he said. something about the headers for far harbor.

split yarrow
#

Yes, the Far Harbor one is because the files on XBox don't completely match the ones on PC and it just happened to be that the differences were fatal.

quick stone
#

Ah. That makes sense I suppose. LoL I don't know all the technical stuff.

#

Is there a link to report bugs with the Skyrim patch. The far harbor thing is the only problem I have run into with fallout.

#

But Skyrim's a whole nother thing. LoL

split yarrow
quick stone
#

Thank you.

split yarrow
#

Same site handles the patches for Morrowind, Oblivion, Skyrim, and Fallout 4. You'd just need to change the project drop down.

quick stone
#

Ah. Alright. Thank you.

#

I wasn't trying to be an ahole about anything. Just was actually having issues. LoL

#

I went over to fallout cause ran into a few quests where I had to disable the patch on Skyrim and I know that's supposed to be bad to do.

split yarrow
#

Yeah, it's definitely not a good idea to remove mods of any sort like that mid-game.

quick stone
#

Yeah. I didn't think it was. Specially a big one like that.

#

Is it okay to add mods like the patch mid game. Was wondering if it would be ok to start a new game without the patch then enable it once it's updated. On that existing save.

#

Or would it be Best to start a new one again then. LoL

split yarrow
#

Installing a new mod mid-game is fine. The patches also have scripts which adjust things retroactively as needed. The only thing you'd miss out on in that case is anything in the changelog marked as [NR]

quick stone
#

Is that bad or no biggie.

split yarrow
#

Well if it happens to be a bug you ran into, it's inconvenient.

#

It's unfortunately just the nature of the game that makes some things impossible to fix after the fact.

quick stone
#

Right. Okay. Thank you again man. There's still alot I'm figuring out when it comes to mods. LoL

fickle fiber
#

@lucid minnow Just a request for Magical Kingdom to be thrown on the [XB1] Holotype Of Quest-Fixing - Nuka World whenever you update it next. 🙂 I made the mistake of not going to the theatre last during a survival playthrough.

unkempt tangle
#

Anyone else having issues crafting the m203 aid toggle item for the SREP mod?

(Can’t exit Chem station menu when I enter the m203 menu)

dawn ravine
#

PRPFX Corvega updated to revision 5 to fix the reported visibility conflict below Corvega. About a 11MiB size increase.

quick stone
#

Does anyone know if the mods to keep Radiants in the commonwealth cover the Railroad quests too? I'd like to use the unofficial patch but if I do I need to stay out of Far Harbor till it's updated.

#

For some reason on my last playthrough the Railroad kept wanting to send me to Far Harbor.

#

Figured I'd ask cause the ones I see look like they might cover just BoS and Minutemen.

zinc hare
#

No one requested the railroad for that one. Just BoS and Minutemen. Did not know anyone needed the Railroad.

#

Give me a day or so and I'll fix up another version with it included. I'd like to keep the series modular for all different play styles. I have to finish a quest for Ouachita Wasteland.

#

I suppose I should look at also the Institute ones as well.

zinc hare
broken mural
#

There's a too nice girl out there somewhere.

quick stone
#

Sweet. Thanks Turtle. 🙂

zinc hare
#

Don't thank me yet. My series requires new game because of how it is set up. Finish up your playthrough. 😉

#

Also, I thought you meant my series and not the other one. Oops.

quick stone
#

LoL It's all good. I deleted my saves cause I was stuck not being able to do Far Harbor and haven't started new yet. I actually downloaded your Radiant mod but then seen that only BoS and Minutemen.

#

We're mentioned.

zinc hare
#

Well, give me a few days. I'll do some variations so it fits with everybody's load order and have a couple different options to choose from.

quick stone
#

Alright. Cool. Thanks again.

zinc hare
#

I have to make a couple patches for it for other mods as well.

quick stone
#

Right. It's all good. I just been streaming a little TV till I'm able to start a new save. Just got done watching Flash Gordon again. LoL

unkempt tangle
zinc hare
#

Quick test > SKK's Fast Start to push you out of the vault quickly > the mod that's problematic. Make a bee-line for anything that will add it into your inventory > go to the nearest chem bench > build what needs to be built.
if you get stuck, problem with mod and report to the mod author there's an issue. Document everything so the MA can fix. If it's a port, then the porter and MA will need to figure out what's what. Report it to the porter first so they can test it on their Xbox or coordinate with their beta testing team. Then they can coordinate with the mod author for a possible fix.

#

^ Same way to test any mod. If it isn't working by itself, then it isn't going to work with any other mod enabled.

#

I generally play through the prologue to have a completely fresh test just to be certain.

hollow hill
#

Scrap_Junk.
Inspired at gulpix scrap button and fallout 76 scrap functionality
https://www.nexusmods.com/fallout4/mods/69224

true terrace
#

Made my first mod this weekend. That fence in Sanctuary has bugged the crap out of me for way too long; now I can scrap it 😅 Also available on Bethesda mods for PC, Xbox, and PS4/5.
https://www.nexusmods.com/fallout4/mods/69173

prime dragon
#

Hey does anyone know if they have seen a LEGIT skateboard or bicycle mod on nexus? I wanna be able to ride around but cars and stuff feels very impractical

woeful charm
#

Atlas Summit Redux by MrColonelMustard
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4316366
Nexus: https://www.nexusmods.com/fallout4/mods/21961
Includes 11 constructable Enclave themed settlement objects, five classic skill books to find, two new magazines, large heavily scripted player home, memory lounger with four unique simulation rooms to battle through, and four unique reward vaults which unlock at the completion of each sim room.
Load Order: New Quests
Author: MrColonelMustard
Ported by Crayonkit/Damanding

worn hatch
#

Fixed!

hollow hill
#

Scrap_Junk. Update Mk-1.1 ESL FLAG

hollow hill
dim flame
#

Automatically Turn Off The Radio
PC(Nexus) https://www.nexusmods.com/fallout4/mods/69054
PC(BethesdaNet) https://mods.bethesda.net/en/fallout4/mod-detail/4315356
Xbox https://mods.bethesda.net/en/fallout4/mod-detail/4315357

What the mod does is turn off the radio if "In Combat/In Dialogue/In Sneaking".

turbid trail
#

I have a problem where whenever I open mods on console I'm required to enter my email and password

eternal vapor
#

Can anyone recommend a load order guide for Fallout 4 mods? I'm using MO2 and I'd like to be certain I load everything where it's supposed to be.

woeful charm
woeful charm
# eternal vapor Can anyone recommend a load order guide for Fallout 4 mods? I'm using MO2 and I'...
Odd Little Mod Lounge

Fallout 4 Load Order Framework Basic Template gives you more control over your planning before you ever download a single mod.

eternal vapor
#

Thanks!

eternal vapor
woeful charm
#

if you want to use the template to keep a written copy of your load order you can just copy paste the names in. Otherwise you can use the template as just an organizational guide for organizing the mods inside MO2

eternal vapor
#

Okay. The only issue is, when I last went into my FO4 instance on MO2, I had it reconfigure the mod categories for my mods. It didn't get them all right, so now I have to go through all of them and check. That's the only pain about this. What's more, I'll have to resort my plugins using LOOT, which makes it all the more confusing because I have 200+ mods already, or so MO2 tells me.

shut thicket
#

could i get some opinions on my mod load order?

shut thicket
#

i have a video of it if you’d care to see

eternal vapor
#

Because the categories Nexus use seem to differ from the categories the template uses

woeful charm
#

Yes

eternal vapor
#

Okay. I'll just follow the general outline and work from there. So unless the mod author specifies where in the order a mod should go, I should put everything where the guide suggests?

woeful charm
#

Yup! The guide is just that, a guide. 😁

eternal vapor
#

Okay. I found this Simple Load Order Guide on Nexus too. It seems to follow your template. Is that okay to use too?

eternal vapor
#

@woeful charm Hey Crayon, here's how my modlist looks right now. Does that look good so far?

#

It's upside down. Sorry.

eternal vapor
#

Anyone know what kind of mod makes this happen? It's been like this everytime I start a new game and for the life of me I can't figure out the source.

eternal vapor
#

And now I'm dealing with this problem again.

#

Okay. Nevermind.

#

It fixed itself. Though I don't understand how.

eternal vapor
#

Okay guys. I can't figure this out. I just started a new game and I'm seeing these issues already. I'll post my load order with these pictures. Do you guys know what could be causing this?

unkempt tangle
#

Hey, I’m in console rn. I have roughly 63mb left, and can’t really spare anything. I’m trying to install a mod that’s 57mb, but apparently I “don’t have enough space”. What do a do?

idle wing
#

You never get the full 2 GB. There are always around 30mb's not available. I think they are used for some configuration data (loadorder, mod slots?).

unkempt tangle
#

Damn

shut thicket
#

can anyone help with my load order?

unkempt tangle
#

What’s wrong with it?

#

@shut thicket ^^

shut thicket
#

i just need some opinions on it

unkempt tangle
#

Well, let’s see it

shut thicket
unkempt tangle
#

Is that the full load order?

#

Just list the load order on discord

shut thicket
unkempt tangle
#

Of 2gb

shut thicket
#

you what i linked is a video right?

unkempt tangle
#

Oh, I was just looking at the pic

shut thicket
#

lol, yeah, it a video of my load order

#

btw, i have two weather mods in my list, NAC and vivid weathers. i don’t plan to use both at the same time, im trying to decide which is the best one to use

unkempt tangle
unkempt tangle
shut thicket
unkempt tangle
#

Also: some personal mod recommendations:

Instead of that service rifle mod, look up the SREP mod

#

Militarized minutemen is also a good choice for a minutemen replacer

#

Also: what exactly are you wanting to do? You have a lot of mods in a variety of areas, how likely is it that you’ll use them all?

shut thicket
#

quite likely, also why use srep instead of the service rifle?

#

bugs or smaller download size?

unkempt tangle
#

You’ll want to use the one that says something about m203’s and has some lady with an m16 in a patrol position

shut thicket
#

ah. yeah i choose the service rifle mod since it’s the same model used for the fallout 4 new vegas mod

idle wing
#

Sorry but this loadorder is a complete mess. You have mods overlapping in functions, mods that are unnecessary because you can get the same results with cheat terminal, and mods that are incompatible or some that just have no effect on console like the Optimized Textures or Performance Tweaks. And almost everything is just in the wrong order. You should look here for a better understanding and not just dump everything in your loadorder: https://oddlittleturtle.com/load-order/load-order-framework/

Odd Little Mod Lounge

Survive Load Order Disorder by sorting your mods using these categories defined below. Learn how to load order.

unkempt tangle
#

Just look up cheat terminal and go to the end. It’s the best one

unkempt tangle
#

As in the furthest right you can go in the results

shut thicket
#

kk, and i was also aware that my load order was all over the place, i just need help on where to put which mods

shut thicket
#

i take it it would be too much to ask for someone to help identify which categories the mods in my list go into?

unkempt tangle
#

Just don’t install things that overlap

#

Like replacers, enb’s, texture overhauls, etc

shut thicket
shut thicket
unkempt tangle
#

Just don’t overlap things

#

Such as having 2 mods that replace 10mm pistols

#

Or 2 enb’s active

shut thicket
unkempt tangle
#

I was using those as examples. Let me look at your load order again

shut thicket
#

feel free to take your time. i’ll try to find time to go off a category list and sort my mods from there

unkempt tangle
# shut thicket feel free to take your time. i’ll try to find time to go off a category list and...

.BOS mods can conflict

.Clean settlements and vault 88 restored lighting can conflict, though I’m unsure

The main thing is that with all these mods, you may struggle to get good frames. Also, start me up alternate start is a better option than skip prewar sanctuary.

Personally, man. You have a lot of mods that you’d probably never use. I’d focus on one thing. For example: want to do minutemen? Focus on stuff that effects that faction. Same with BOS or Institute, or RR. Wanna do building? Focus on settlement mods. It might sound like “well, duh”, but I can guarantee that you’ll have fewer problems if you focus In on a particular area or play style

#

If you’re focusing on the minutemen, how long will you spend in good neighbor? Probably not a lot

#

Same with vault 81 or 88

#

The more you can do with less, the better