#fallout-4-mods
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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.
Cheat Terminal?
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.
Thanks a lot and I'm glad I'm at the right place!
So the mod I wish to see ported is Wasteland Fashion-Hair
It's to me one of the most immersive, lore-friendly yet beautiful hair mod on the Nexus.
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.
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. "
Hope this works like a permission, I don't know, it's my first time!
@solemn plover In case it doesn't work here, could you guide me to those various Discord groups that port mods?
Thanks a lot!
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.
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
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
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
Got my first mod request ported, thanks to @hot chasm !
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Wasteland Fashion-Hair
I think their discord would be the best place to get up-to-date and accurate information.
This is not fall out London's Discord, nor is fallout 4 general chat.
i cant find the server
sent me
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.
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.
this sounds amazing
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.
@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.
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?
Or couldn't a mod be made to separate the cell from the preload necessity for non-essential NPCs?
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.
im also going to remind you that wht your suggesting to work real time you need some serious computing power
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.
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.
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?
Why would it matter if it is pre-made or "on the fly"?
Immersive realism and the fact that each player is going to have their own unique interaction
That can already happen with a large random list,
No, actually, it can't. If the list is limited then the potential response is limited.
the quest needed to make dialog run only has 4 responses and they all lead down the same path.
Yes, I'm talking about beyond said quests
The game engine can't make that quest script, creation kit dose.
And I'm not talking about a quest script
I'm talking ex facto interaction; outside the scope of a quest
The way dialog runs in the game is a quest.
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
In this fourth Dialogue lesson, kinggath shows off setting up dialogue scenes, including player dialogue.
You can download the companion files here: https://www.nexusmods.com/fallout4/mods/38669
Required Knowledge:
::: Dialogue 101: https://www.youtube.com/watch?v=obousrzlG3k
- Understanding how to configure dialogue topics and responses.
...
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.
Ya you get them lines from a quest
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.
no you can't.
Why not?
You talk to NPC,
NPC gets voice likes from cloud
game loads voice files
hotloads cell
NPC respawns at spawn marker
conversation gets reloaded
so you restart the convo
NPC get's new files for quest lines
Hot load
cell rest
NPC is back at spawn point, not emeserve.
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...
no hot load
Then that's not using an AI
yes it is
A neural network is the basis of an artificial intelligence
and ontop of getting that data you also need to generate speech from text thwt sounds not aweful
that's just using a big list of responses
except we dont have artificial i telligences
yes we do
they are not intelligent
Define intelligent
they are not in any way cognitive
the way i difine intelligence is awareness
a neural network just guesses what you want it to say with probability
Okay, ask OpenAi if it's aware of itself and what it is
This is getting out of discussion of mods and more #off-topic
it will give you only what it thinks you want it to say
No, it doesn't and I've worked with it for the last six months
and it's besides the point
i have worked with these things for a year
i have asked and have been explained how these things work by people who make them
You must pre make the mod, so there's no advantage to having the A.I. make the voice lines for you.
not neccesarily openai but other neural networks
they are NOT intelligent
they are NOT aware
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.
invoker is right though this wont work in the engine it cant work as a mod
the game engine cannot hotswap audio files
You say it won't work, but all I've seen is assertions and a seemingly lack of understanding of what I'm asking
you want neural networks to generate dialogue on the fly for when you talk to npcs to minimize the repeated dialogue
Yes, that's the gist of it
1 - the A.I. can't change thing on the fly 2 - "novel response" is indistinguible from a large list.
that's not true
a large list that is randomized gives a random response that isn't relevant to the novel input
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
ignoring how the systems work for the game that prevent this from actually working
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.
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
also text to speech synthesis is difficult
things can get somewhat close but its always off
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
because of this, it's far easier to reproduce vocalizations than if we were starting from scratch or a wholly synthetic voice system
But it pointless
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.
Form the players point of view it don't matter when or by what the line where written
as long as they they are new lines to the player
Except those "new lines" would run out, eventually, without a novel response system
if you play the game more than 255 times then it's time for a new game not a new mod
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.
How many times do you think, in one run of a game, you interact with the main characters of the game?
not 255 x's
How many main characters are there in Fallout 4?
It don't matter. The only thing that matters is if the player has experienced the lines yet.
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).
That's a total of 10,250 separate interactions in one play through
255 new lines will see at least 3 repetitions of each new line that is prewritten.
10 per hour*
and that's just companions, that's not other NPCs that aren't companions
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.
But I'm not looking for "random jabber"
again you fail to understand the purpose of this mod I'm asking hypothetically to be made
Have you played the game that's what it is.
Yes, I have played the game, which is why I want a mod that ELIMINATES the random jabber
No, I want them to actually respond to player input
The player can only have 4 premade lines
rather than repeating the same random things over and over
due to the written script
there are dozens of mods that change that limitation
To add 5 or 6?
some do
I'm talking about doing away with the wheeled interaction method altogether
You speak into a mic with natural speech and the NPC responds with novel response
you can't add new random quest dialogue on the fly, weather it's the player or an NPC.
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?
Yes that's what I said
You could get the data
but adding it to the game needs the game to reset
to load any extra files
And you can't have the API loaded with the necessary files in a persistent state to generate that novel response?
If you have preloaded file you don't need an A.I. to choose what to do.
You just contradicted yourself, Thanks for the chat.
HOw
the creation kit dialog quest will work well to pick from a list, no A.I. is needed
So you can't explain any advantage ? ok I would like to know how A.I. would help
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.
Progress update for food spoilage:
https://youtu.be/HRLxxp5RDI0
An update on the Food Spoilage/Degradation System for Crafting76.
In this video, you may notice several things:
Updated Food Item Cards which now reflect Spoilage Rate.
New Aluminum Can variant
Salt
Canning Crafting Category
The Spoilage Rate Item Card Entry is there to let you know how quickly food spoils per in-game hour while on the pl...
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.
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??
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
Does anyone know how to create some poses for Power Armor without 3ds max?
there's only one alien ship crash location, it's near Oberland Station, from Oberland head sorta northeast
okay thks
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?
I found some rig file for 3ds max like below, but I couldn't find the one for blender.
https://www.nexusmods.com/fallout4/mods/66187?tab=description
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?
Are the NPC free roaming sandboxing? or do you have them on patrol markers?
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.
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!
@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.
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
Add this script to the last tab in the 2nd quests last tab
The second property in that should point to your first Quest
The first property is the stage of that Quest you are watching
The last property in that script is the stage you want the second quest to start at
@honest merlin It worked! Not like I had any doubt in you, Thanks a million!
Live long and prosper
Anybody here that plays F4 on Xbox wanna help me with modding? (Ping me please)
Thank you so much MODUS, I'm gonna try these MODs, and read their explanation.
I can't add my WAV File to Creation Kit don't know why
Hi, I wondered how you can give nuka-hair dyes to settlers, do you need a mod for that? Is there one?
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! 😁
Sometime that's globels stuff. Gotta read the script fragments of the 2 quests, and look at their properties.
hey
does sny one know the mod for prewar cars
so they could stand in diffrents poses too?
im working on prewar world
I don't know about the mod you talk about but I like your focus on pre-war
i whant special mod for prewar cars so they coud look like they are going up or down
Thanks Invoker. I will trawl through the fragments again and see if I can find the 'glue'.
And you are right there are some globals used by both quests, so I will take a closer look at how they are being used.
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
Have you tried completely closing the game and relaunching?
I’m having this issue on my series X. Account is linked to Bethesda. Keeps asking me to sign in. When I do it says operation could not be completed
It loaded into mods fine then after a minute it kicked me off giving me this absolute bs issue.
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….
I’m just glad it’s not only me.
Still sucks I wanted to put mods on my save where I’ve pretty much done everything now with most achievements. For a bit more fun lol.
I did check there server status and everything is all green. Very strange.
@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.
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.
I already put in a ticket about it. Their specialized teams are looking into it.
@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
It's happening on Skyrim AND Fallout 4 so it's not just you.
@south meadow Ok good to know..man, and I was thinking of working on my Skyrim LO…lol ..cool
I’ll have to check that mod out for sure. Fingers crossed it’s all sorted by tomorrow lol.
Awesome.
It's working for me again. Try to get on.
Just woke up. Working now for me also
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??
well fudge. is everything invisible in workshop mode or only book related items?
same question regarding stuff you'd already had built, is everything gone from the mod or just objects that included books?
hmm I wonder if it uploaded only the texture archive and not the mesh archive
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
I'm the current developer and unfortunately by switching back to the older version you broke things for yourself if you're on Xbox
I know what happened, it missed uploading an archive, I'll fix that shortly
Actually even on Xbox you might be able to recover
Once I've fixed it with another update completely delete the mod and then reinstall the Updated version by Crayonkit
Sorry about the hassle! I don't have an Xbox to test on
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.
Will do!
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.
I’ll try it out quickly see what happens
It’s working again! Even on my latest save from a few minutes ago! Thanks a bunch for the quick fix!
whew! crisis averted! and no pink textures on book related items?
Let me place some
Everything seems fine other than I only have options to place container clutter and not shelf.
I only have your mod installed & the others deleted.
that's toggleable via the holotape, should be in your inventory
I’m silly completely forgot XD
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 😄
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!
thank you so much for helping me with troubleshooting!
the joys of having to publish to the production server without having a development server to test on >.<
It’s the least I can do. Happy to help 🙂
Must be a pain trouble shooting 🤯
thankfully I knew immediately what the issue was once I got a more detailed description 😄
always feel free to ping me for any of my mods if you notice issues!
Glad all is well now! Will do if anything else pops up! Thanks again & take care 🤟🏼
you too!
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
how do i reach out to a dev so they will notice this problem anyone
Can anyone access the mods now?
I finally tried the forbidden voodoo, and as of current, it's about what I expected.
It won't work without somehow uploading the associated .csg and .cdx for XB1
As the meshes are exhibiting the same issue they would PC side without the associated files.
Same issue nearly everyone is having on Skyrim and Fallout 4 both. Same for Creation Club. It's something with their servers. Customer Support isn't able to help either.
I also struggled uploading a mod last night, it failed multiple times before succeeding
I figured it was my Internet connection
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?
https://www.pushsquare.com/news/2016/11/guide_how_to_download_and_install_fallout_4_mods_on_ps4
https://help.bethesda.net/#en/search/mods on playstation?platform=4&page=1&product=695
That should get you some general information.
Thx
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?
Have you tried using one mod at a time to see if the combination of mods is generating the conflict in control response?
Hello? I need a double check on my mod list
What seems to be the issue?
I just need a double check.
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.
1 visible companion affinity
2. Cheat terminal (xbox one)
3. Modern Firearms 2.6.9
4. Better graphics and weather
5. Cheat menu holotape
🙁
That is not something we can assist with. Mods are user created and can have varying effects depending on the order they are in.
Pick one cheat mod, don't run two. Is better graphics and weather a mod or a stand-in for a whole extra list?
Separate mod
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
The mom's name is Better Graphics and Weather- NO DLC
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
Ok
Never run two mods doing the same things, especially on console
I'm on xbox to clarify.
Your list is refreshingly reasonable
Thank you.
I just checked elsewhere and apparently Modern Firearms is badly broken so you might want to pick a different weapon pack
I might
Why is it broken?
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
@woeful charm whatweapon pack would you recommend?
I don't really use weapons mods and definitely not on console so unfortunately I don't have any ideas ☹️
Aww po
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
Yea, use a mod manager is your on PC.
yeah i am but i also see i can install mods from the game itself should i just use that?
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.
Any good minutemen mods?
does any know how to get an additional copy of a mod armor that cant be crafted on xbox?
nvm figured it out it can be done with cheat terminal mod using [Game Alterations]>[Item Manipulation]
Hello does anyone know how to fix the race change mod on Xbox for fallout 4 my pip boy keeps going invisible
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
Wait and try again. If still doesn't work wait and try again. Happens all the time.
Ive been waiting for a year and a couple months
Then you are getting ridiculously unlucky
. 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.
Can you go online and log into your Bethesda.net account?Edit. Do you have a bethesda.net account? I'm thinking that's why you can't download mods for a year and a half. Re edit because since the forums are closed there's no sense in having a bethesda.net account and commenting on your favorite mods.
Does anyone know how to make bodyslide compatible mod files? I need help converting two mods for that program to work with cbbe.
Not only are there multiple tutorials you can Google I'm pretty sure the mod page for Outfit Studio itself links to documentation on it
I think there's more tutorials for that than any other modding topic in existence
the problem is the mod file and textures aren't showing up in the program even following the tutorial.
I have a bethesda.net account but do you think i should make a new one maybe
If you can log into it and search mods
I can search for mods on the bethesda website but the problem is I cant log into my account in fallout 4
Well then maybe try and create a new one either that or do a password reset
ok
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
I live in Japan but i really hope mods arent blocked here oh goodnesss
Could someone help me find out why my game keeps on crashing?
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
What Fallout game are you having crashing issues on?
nvm. I fixed it somehow
Glad to hear that you got it fixed! If you need any additional assistance, please let us know here: #fallout-support 
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
Bad Boys Power Armor Civil Servants
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4309657
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4309662
Nexus: https://www.nexusmods.com/fallout4/mods/60608
Working ANIMATED Police, Fire, EMS, and Construction lights and premium custom paint jobs for all vanilla Power Armor models. In all 20 light arrangements and 16 paint jobs.
Requirements: Automatron
Load Order: Craft Your Own
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
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
Question, is there a way to download Nexus mods on Xbox for Fallout? Like I've always wondered if it was ever possible
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.
The textures are also converted for use on Xbox. They’re archived/compressed specifically for console.
Short answer: No. Longer answer see above. Plus they have to be published on Bethesda.net in order to be made available to download for console.
I have never updated mods before. Do I just rewrite over the older mods?
Yes, back up the old file just for fun.
I personally export a set of BA2 archives for PC release, then zip up the files, name said zip to ModName_vX, and push it my private server. This way you can always rollback should your new version be complete broke.
I'm batman
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
Is there one to reveal all dlc locations for PS4
Probably not. That would require a custom script, which is not allowed on PlayStation.
Dang.
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.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Not the one.
Then what exactly are you looking for that says it shows all DLC locations
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
There's this one https://mods.bethesda.net/en/fallout4/mod-detail/4090980
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I didn't list that one because it doesn't have DLC .
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.
I wanna be able to fast travel to em all.
Are xbox mods automatically in order? I don't seem to have problems with them
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.
Ok, thanks
These links should help. 😁https://oddsmods.xyz/FO4LOSurvivalGuide
https://oddlittleturtle.com/load-order-templates
Whys it so hard to find a ps4 mod that i can fast travel to every dlc place.
Sony
That's actually something that can be done without external assets.
👍
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?
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.
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.
PS4 mod that lets you skip quests?
Search for yourself so we don't find you the wrong mod
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
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
...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... >_>
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.
Are you using mods that alter the settlement system in any way? Slocum Joe expects vanilla scripting
None that interfere with how stores function that I am aware of. The only ones I use are uncapped surplus.
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
).
Right but shouldn’t the hours be 7am to 12am by what that says?
That’s what I can’t figure out
it looks like it is a duplicate faction of WorkshopVendorFactionBar.
I'm looking at it in xEdit though.
So that is 7am to 8pm?
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.
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
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.
It SAYS that but can you verify the hours are actually that in game?
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.
Don’t know that I have any mods that modify settlers like that.
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.
Hmm quick explanation what that part is means and why 42?
Very quick explanation: WorkshopParent.
Let me doublecheck the priority though. It might be 41 for workshop parent hooks.
Okay thanks
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.
Hmm okay. I’ll check in a bit and let you know how it turns out.
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.
Yeah on new games I usually wait until all scripting is done.
So “SlocumsVendorExtension” priority set to 42? Also while I’m here, a 24 hour store is 0 0 hours yeah? Or 0 24?
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.
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?
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.
Hmm where is that?
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.
I’m in FO4 edit
Highly recommend to make a save of the plugin in CK so you can update any header information the game needs.
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.
I have a backup of the file if that's what you mean? Not sure how one would change a file without... editing it?
I'm kinda appalled that xEdit doesn't have protections on the official DLC.
Yea, but thats' why I made my own backup before I started editing this.
Then it isn't shareable and only for you. You cannot upload an official DLC file.
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.
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.
ah okay, in CK you mean, right?
You can do it in xEdit.
If you're editing in the CK, it's automatic.
You have to make a new file there.
Ah okay cool then. So where says in quests, CreationClubStartAfterCharGen, delete that line?
Let me emphasize that I do not think directly editing an official DLC is a good idea in the slightest.
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?
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.
Ah yea, I understand.
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. 😉
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)
RIP
Would you like your "I told you so" delivered first class or second class mail? >_>
LOL So wait, where is this override comand? I am not seeing it in xEdit
right click, 6th option up from the bottom of the menu
So copy as override into... will create a new file with a new name that is then loaded as a mod, yes?
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.
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.
It's fine here. It may help others.
Aah okay fair enough.
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.
Okay so she’s still empty after 8pm.
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.
Shows as red.
Something's overriding it. What mods?
Their scripting may be part of the reason something's going weird.
Recruitable NPC Dialogue Fix seems to be the red one
Is it red on the VMAD?
Or is red on the alias?
Also what about WorkshopParmanentActors?
And WorkshopVendorGreetingsGeneric?
Alias yes. Seems it has an added “Clear Names When Removed”
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.
So it's the red one that's breaking it?
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.
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?
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.
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
plugins.txt?
That might be it yeah
C:\Users\YourComputer\AppData\Local\Fallout4
It's never had protection against that. Only the game's primary master file.
Nope still no donuts after 8pm.
Ok. Was that with the patch or without? Apologies. I confused myself. >_>
There has to be some other place the 8pm is coming from and yeah that’s without the dialogue fix
Weren't there other mods overriding workshopParent?
Like 7am to 8am is so specific.
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.
Is he offering services before 8pm?
Yea, going to try that right now, and what's an ITM?
identical to master record. Also "dirty".
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?
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?
Nope even standing there is no inventory. I am disabling all mods now
Ohh. That's a good point though. Are you using a mod that adjusts the workshop AI packages in anyway?
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
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...?"
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.
Weird. I'm out of ideas. Hopefully someone else might have more.
Yea, thanks so much for your help.
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.
Well, no even standing at the vendor, its empty.
Shop hours are 7am to 8pm even though the file says 7 to 24.
hello, how can i contact jeremy soul?
Who?
Um, who is that? If they are a modder than they should have a way to contact them if they are open to contact.
Yes. The faction information says 7 to 24. When the NPC is within 500 units of their vendor chest.
Right, however even if they are standing right there, the shop is closed at 8pm.
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)
So even though it SHOULD be 7am-12am but inexplicably it's 7am-8pm.
Oh. Wrong channel then. lol
But where is the vendor chest?
I would assume it's inside the Slocum's Joe Shop Counter?
Slocum's holding cell is on the faction data.
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.
I mean what is 500 units radius? If they are literally standing there leaning on the counter, isn't that 500 units?
That 500 units means 500 units from the vendor chest object.
Yes, how far away is 500 units? Like I said, standing at the counter, surely that's not more than 500 units away, yeah?
It depends on where the chest is.
Okay, but then wouldn't the store not work during daylight hours either then?
Logically it shouldn't but here we are.
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?
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.
Yea, but honestly is that even a "bug" they'd care about?
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.
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.
The vendor is only losing 4 hours, yes?
hm. I might have just found the issue. SlocumsJoeVendorFaction isn't a property on the quest. WorkshopVendorFactionMisc is.
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?
I'd have to look at the actual script and I have a feeling it will make me cry. >_>
Cry that it was so simple?
No. I'm not fond of the workshop scripting. It's over my head.
Oh okay but couldn't you just change it to point to SlocumsJoeVendorFaction instead of Misc?
Or it's more complciated than that?
Need to know what the script is doing with the property first.
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?
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
That could have a number of unintended consequences though.
Hmm true.
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.
Hm, okay so can we reassign it to the SlocumJoe Faction?
Where is ContainerHoldingCellMarker ?
And I assume that holding cell isn't in the same space as the NPC?
No. It's virtual like the other workshop vendor chests.
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.
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?
So you can't just change the data the Slocums Joe shop to use the other data?
It isn't a bug. It's functioning as intended.
No. WorkshopParent is the controlling thing.
Yeah, the faction looks like a cut leftover.
Well, you could but it goes beyond a simple patch.
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?
It could make them miss other important AI routines after 8pm. Which can lead to broken quests and such.
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.
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.
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
Is the vendor not selling donuts? I've never had them not.
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.
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.
Yea, which... is the donut shop. ~_~
Unassigned guys can be assigned to rugs around it?
I mean they all hang out there so it seems it's counting.
OH. I've never looked at the furniture object. it must have the bar animation nodes on it.
Cool.
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?
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?
Shelter chat is #fallout-shelter-chat. 🙂
Hmm, okay well thanks so much for all your help and brainstorming, I think I need a break from this. But really, thank you so much. 
Wat
🤨
The internet is an amazing place.
Do anyone know how to fix this
Restart your router, unplug for 10 seconds then plug back in and wait a min while you restart your playstation
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.
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?
@honest merlin really? Cool. I'll go look up those and make another post about it. I'm on xbox.
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
What are your issues with those two quests? I probably have a fix for them added to my ToAdd list, but just in case it would be good to ensure your issues are addressed in the next update.
@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.
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
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 😏
You’re much nicer than I am, @woeful charm. The above is the reason I don’t do requests.
I'm sure someone else will appreciate it at least
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"🤣
i need to disable all mods but in once cuz i dont whant to waste time.how to do that?
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.
@prime dragon can vouch for how cool it is lol
But also @zinc hare
Nah frfr I can it looks really dope hol up lemme go to sanctuary
@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.
that looks super awesome
In-game mods manager: in the load order screen, select Options > disable all.
Right! Honestly tho that sign looks sick, It literally looks like someone wrote it in fresh blood
Just a heads up, the mod moves two precombined references. (6C745 and 6D33F)
Assistance is required. What mod to get to change Fallout 4 gun textures to be realistic? Ruins immersion.
What guns? All of them?
Most are already not nice. It would be best to get them all retextured anyways
If not, just the ones that are unrealistic
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🤣🤣🤣🤣🤣☠
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...
There are giant cockroaches, giant flies that throw their larva at you, green lightning that delivers more radiation than an actual human can take, and giant scorpions whose chitin would crush their innards under the weight of the earth’s gravity. How is it you are unable to suspend disbelief for imaginary weapons to defeat such things?
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.
guns most important. pew pew
I think I tasted some cinnamon
Yeah, I did accidentally move other objects trying to place the sign. I thought I put them back, but it's difficult to tell. It's probably fine unless someone loads it with mods that affect sanctuary.
Or, you could clean the mod with Fo4 edit.
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?
⚙️ Playlist | How to Use xEdit | http://bit.ly/HowToUseXEdit
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#HowToCleanMods is a How To Mod guide for #xEdit regarding Mod Orga...
Thank you
Just delete the two records in xEdit, really. That'll restore precombines in the affected cells.
The Magical Kingdom issue is already on the list, so I've added you to the list of people requesting a fix for that.
I've added your issue with Trip to the Stars to the list.
Fair warning that I've taken a bit of a break from mods, so it may be a while before I release another update.
Thanks for looking into it and letting me know. I understand, if you get to it, then thanks a lot. If not, then no worries.
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
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
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.
Here are the scan codes for keyboard mapping. Someone who uses keyboard will need to tell you how to use them if you are not familiar with them. https://www.creationkit.com/fallout4/index.php?title=DirectX_Scan_Codes
well, i found that, but i dont understand how to edit any of it
nor what line i need to edit
I think it could be done by reversing, editing, and then compiling out the SWF.
But that’s a lot of effort.
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/
If you use MCM, here is the MCM support for it: https://www.nexusmods.com/fallout4/mods/47093
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
Why would you want to eat weapons or armor?
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.
Is there a mod that adds a nuked place to fallout 4 xbox
Is there a modder who could possibly port over some flag retextures from pc to Xbox? I’d really appreciate it
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
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
That one is dependent upon other mods in your load order. Start it under new factions and if you see you need to move it lower then do so.
Creation club order is set by Bethesda. If you open fallout4.ccc with a text editor like Notepad ++, it will show you the order. Fallout4.ccc is located in you Fallout 4 folder under Steam/SteamApps/Common.
Which main quests and are you using other mods to modify the main quests?
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
Ok thx
Which mods? Creation club are DLC.
Give me a second to list the ones I always keep on
One of the mods might have been set up in a way that borked something. Check the bug reports pages on Nexus
I’m sorry. I’m confused. Are you talking about mods or the DLC?
Ig the dlc, I thought creation club mods are mods not dlcs
Liks the tunnel snake rules
No. Some mod authors were contracted to make a couple but they are official mini DLCs. They modified game code for them
Ok
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.
Alright
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
Here's to hoping the FO4 next-gen update adjusts the DLC to stop the flood during startup.
Oh hey, you're the one who makes those Unofficial Patches. Many thanks, they're very helpful!
It is not recommended to do that because those "residual effects" can actually cause bugs elsewhere depending on what the mod was doing.
Which quest are you trying to reset? What's happened that it appears to have broken?
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.
Alrighty, thank you my good fallout friend
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.
The source scripts can be found at the GitHub gists listed on the mod documentation page. https://oddlittleturtle.com/start-me-up-redux
guys how do you fix "this operation could not be completed" on ps4 mod login
Hey, when you say it’s dependent on other mods, what do you mean? Militarized minutemen doesn’t need other mods to function, as far as I know, but now I’m thinking I might be doing something wrong
If you have a mod that modifies the same records, you'll need to juggle it so that Militarized Minutemen has priority. I've seen some load orders where a person wanted several different Minutemen mods for various reasons; one had this, the other had that, etc. Always better to choose only one because you could just end up taking up valuable space, but no ever listens to that advice. :p
Try restarting your PS4. If that does not work, look at your list and see if you've hit the download limit - you can only download 100 mods. Also look and see if you've recently downloaded a mod that has the same name as another one.
I've personally played this on test versions, can safely say this is excellent quest mod
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...
There'll be workshop content coming to Xbox players soon since the quest mod is too big
Could always 512x512 the textures 👀
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.
Is it? I thought the core content was 900MB?
Well the thing is, i cant even log in to use mods and it just gives me that error message on ps4, ive never downloaded a mod before
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.
Ensure that your Bethesda account is linked to your Sony account. If you've never downloaded before, here's the information: https://help.bethesda.net/#en/answer/36352 There's additional information there for contacting support if you run into further issues.
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.
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.
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.
oh shoot you might be right, i live in japan if thats part of the problem
Double-check with Bethesda support. I do not want to give you incorrect information. I just hang out here to help with what little I know and that is not something that I'm sure about. They would be able to tell you if that is the issue. If it isn't, they may have a better solution to your issue.
Everyone I've ever spoken to at Support has been very polite and helpful.
☢️ VAULT TEC PROTO FLAK JACKET ☢️
Update MK-3.1.1 :
Fixed Missing Textures of Leg Holster and Knee Pads for both Female and Male models.
https://www.nexusmods.com/fallout4/mods/65747?tab=description
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?
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
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.
I have a few workshop mods, most smaller stuff adding relaxation mats, extra food resource types, or different scavenging stations. The one big one I have is Cvc’s dead wasteland and I play on an original Xbox 1.
Other than the 10 seconds it takes to get into workshop mode with uso, you think it’ll be okay?
I know people who have played on Xbox with so many settlement building mods that it could take 5+ minutes to load the menu, I think you'll be fine. But you might want to save more frequently during settlement building. Also if you use Workshop Plus (might be in WIP) it has a feature that auto-saves while in workshop mode to whatever time you set.
Thank you! I’m gonna give it a shot, I appreciate your feedback!
Enjoy!
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
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Have you tried contacting at Nexus? https://www.nexusmods.com/users/87290588
Oh thanks! They did not have contact info on the page so I assumed they were Bethesda only.
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
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.
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
i would say it depends on what platform you are on
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
i wanna use mods so baddds
What platform do you play on? You can do that on PC, but I've tried multiple times on Xbox to complete failure. Overbuilding does not work there.
i think they might more mean the size of the buildable area, budget would factor into that but i still think they mean space
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I play on PC
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
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Guys
I have Wabbajack mod Ps4
But where can I find actual gun ingame ? I am clueless 🎮
Playing with Mods is epic👌
What did the mod description say?
yeah my games been broken for a year or two so ive never used mods before
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.
@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.
I will give that a try, Thanks!!
Thank you Jaques Trap! Adding Build Anywhere seems to be doing the trick for now. I can finally clean up around my settlements.
You're welcome
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.
OH. Busy Settlers. https://mods.bethesda.net/en/fallout4/mod-detail/3405504
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Gone hunting/Fishing: https://mods.bethesda.net/en/fallout4/mod-detail/3274016
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Shop Rugs 2.0: https://mods.bethesda.net/en/fallout4/mod-detail/3914975
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Crimsomrider's Unique Furniture: https://mods.bethesda.net/en/fallout4/mod-detail/3353518
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
There's also Workshop Interactive Objects.
I was looking more for mod that will allow me to do animations
Not settlers
what kind of animations? keep in mind if it's not already in the game you can't get it on PS4
Is there a mod for PC that removes the green highlight while in workbenches?
Crafting Highlight Fix
Ty
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.
Thought I'd share this with other mod authors: https://docs.google.com/document/d/1dR0FU5HQrWsBiU6BtKg-dNXLSUVVlhT72fGCVyWmw3w/edit?usp=sharing
Tools required: Nifskope 10 or higher Updated Nif.xml - courtesy of Jonathan Ostrus/BigAndFlabby Elrich Havok>Create convex shape Results in the following: Click on the bhkConvexVerticesShape to apply materials The material list is available courtesy of the updated nif.xml by Jonathan...
does anyone know of a mod on PC that allows me to fill bottles with water in any difficulty?
A search brought up this one: https://www.nexusmods.com/fallout4/mods/14367
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.
Turtle you're too nice, I would have said search yourself...
Maybe that's why you're... cute but possibly rabid.
All part of my nefarious plans to take over the world. I mean... I have no idea what you're talking about...
Does CC content cause the 0kb thing?
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?
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
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.
Ok. Thanks again.🙂
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.
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.
I play on Xbox and my husband plays on PlayStation. There is nothing wrong with playing on console.
An incompatibility will cause things not to work. Sort your mods and post your load order. You can find the information here: https://discord.com/channels/784542837596225567/1068132054635651073
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.
Do you have the far Harbor DLC? That's required in the description
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
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.
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.
The 0 KB bug has been around long before CC and I even believe I had it once or twice before mods released.
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.
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.
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. 🙂
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.
https://www.nexusmods.com/fallout4/mods/48252 best mod ever
Mod to allow the lever action to stop loading halfway and still have whatever bullets you put into it?
For PC?
That’s BCR or Bullet Counted Reload. There’s both a PC and Xbox version available.
mod to allow ammo plants to craft DLC ammo?
There's a couple. If you search DLC ammo plant, you might get results. Here's one: https://mods.bethesda.net/en/fallout4/mod-detail/4116225
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
That's the master file. The optional files add the DLC ammo.
Here's one for Xbox, if anyone is looking: https://mods.bethesda.net/en/fallout4/mod-detail/2860851
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
So good it broke nexus' comments. lol
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)
PRP?
Previsibines Repair Pack
👍
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.
Didn't think it is a good time to bring it up. But indeed. I understand. Had to ask.
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.
Xbox players suffer the worse. Such little space :\
ty
now is there a mod that adds a break down plant, where if you put a piece of armor or clothing into it it breaks it down so you dont have to use a workbench or drop it on the floor
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
It’s just their electronic/cyber warfare capabilities. They try to crash players so they’re never defeated
🙃
Bad texture somewhere. No idea where without the crash log. You might have to do a binary search to find it.
How to post a crash log using Pastebin is in this post: https://forums.nexusmods.com/index.php?/topic/10795423-crash-log-auto-scanner/page-6#entry102667758
Page 6 of 69 - Crash Log Auto-Scanner - posted in File topics: Question, a few of my scans come back blank sometimes, is that a glitch or something wrong? I know it works but it only happens for a few crashes. Its not a huge deal I think they may be just general crashes cause this script helped me fix my game so much that its way more rare than ...
I'm still not used to the forum feature. I answered this twice. my bad.
Is there a 10mm replacer using the P320 out there?
What platform? On Bethesda.net plug P320 into the search engine and see what pops. Nexus search should wield results as well.
it has one for scrap, but doesnt have one that breaks down weapons, armor, and clothing
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.
Breaks down how? Into junk/scrap or into mod parts?
into scrap/junk, so i dont have to go into a workbench or drop the items and scrap them in the build menu
i just want to put them all in one thing and come back later to them all being scrapped
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
is the quest not running? on start
Its at the part where you have to turn off the metal flow, nothing happens when i press the button
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.
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.
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.
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. :/
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
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.
How do you find that?
Look on any of the project's mod description, there's a bugtracker link
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
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.
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.
Blame Sony. Mods can't have custom assets on that platform.
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.
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.
Most of them are likely going to require new meshes or some sort and other support files, at least in my experience.
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
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. 😀
It's never too late. There's an update for USSEP being worked on right now.
That's what he said. something about the headers for far harbor.
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.
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
Skyrim stuff would go here: https://afktrack.afkmods.com/index.php?a=issues&project=6
Bug tracker for the Unofficial Patch Project and Arthmoor's mods.
Thank you.
Same site handles the patches for Morrowind, Oblivion, Skyrim, and Fallout 4. You'd just need to change the project drop down.
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.
Yeah, it's definitely not a good idea to remove mods of any sort like that mid-game.
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
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]
Is that bad or no biggie.
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.
Right. Okay. Thank you again man. There's still alot I'm figuring out when it comes to mods. LoL
@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.
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)
PRPFX Corvega updated to revision 5 to fix the reported visibility conflict below Corvega. About a 11MiB size increase.
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.
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.
If you're stuck, return to a save prior to getting stuck and make sure you only have one of the rifles in your inventory. Make sure it is equipped. If it still isn't working, then I'm not sure what to tell you.
There's a too nice girl out there somewhere.
Sweet. Thanks Turtle. 🙂
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.
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.
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.
Alright. Cool. Thanks again.
I have to make a couple patches for it for other mods as well.
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
I knew to reload an older save, but it really works if you have an m203 equipped rifle?
According to the Nexus page. If it isn't working on console, then there may be an issue between systems or something might have been left out of the archive. Have you attempted on a fresh character with just it enabled to make sure there isn't another mod interfering? Only takes a minute then you delete the test character.
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.
Scrap_Junk.
Inspired at gulpix scrap button and fallout 76 scrap functionality
https://www.nexusmods.com/fallout4/mods/69224
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
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
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
Fixed!
Scrap_Junk. Update Mk-1.1 ESL FLAG
- ESL flag
- ECO compatibility for the Universal Workbench
- Adds the button at the Power Armor Station
https://www.nexusmods.com/fallout4/mods/69284
PRIMAHUD - Compact Tactical Op
https://www.nexusmods.com/fallout4/mods/69299
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".
Automatically turn off the radio and automatically turn it back on. Let's install the update on your Pip-Boy!
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I have a problem where whenever I open mods on console I'm required to enter my email and password
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.
Make sure steam is in online mode
Thanks!
So, regarding the Load Order Framework Template, do I just take the mods I downloaded in MO2 and insert them into my template?
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
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.
could i get some opinions on my mod load order?
i have a video of it if you’d care to see
Does this template still work if I download my mods from Nexus?
Because the categories Nexus use seem to differ from the categories the template uses
Yes
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?
Yup! The guide is just that, a guide. 😁
Okay. I found this Simple Load Order Guide on Nexus too. It seems to follow your template. Is that okay to use too?
@woeful charm Hey Crayon, here's how my modlist looks right now. Does that look good so far?
It's upside down. Sorry.
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.
And now I'm dealing with this problem again.
Okay. Nevermind.
It fixed itself. Though I don't understand how.
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?
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?
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?).
Damn
can anyone help with my load order?
i just need some opinions on it
Well, let’s see it
here’s a link to a capture of my list
https://www.xbox.com/play/media/FQA27YRWCV
yeah, it’s the full list
What’s taking up all the space? You got like 140mb left
Of 2gb
you what i linked is a video right?
Oh, I was just looking at the pic
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
Jezus. Why’s it so long?
Don’t do that. It’ll break
yeah, i know.
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?
quite likely, also why use srep instead of the service rifle?
bugs or smaller download size?
It’s a more modern version. Has working M203’s and you can recreate many different rifles:
Service rifle
XM-177 (aka CAR-15)
AR-15
AR-10
M16
M16A1
M16A2
M16A3
M16A4
Colt M4
M4A1
Mk-18 mod 0
Mk-18 mod 1
Colt 9mm (technically 10mm)
And others
You’ll want to use the one that says something about m203’s and has some lady with an m16 in a patrol position
ah. yeah i choose the service rifle mod since it’s the same model used for the fallout 4 new vegas mod
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/
Just look up cheat terminal and go to the end. It’s the best one
go to the end?
As in the furthest right you can go in the results
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
i take it it would be too much to ask for someone to help identify which categories the mods in my list go into?
Honestly, man. Your mod list is so long that I don’t even know where to start
Just don’t install things that overlap
Like replacers, enb’s, texture overhauls, etc
god, this stuff is just confusing as hell
so the optimized textures and performance tweaks don’t do anything?
Replacers: replaces something in the game world with something else. This is usually done by editing leveled lists.
Enb’s: changes the game’s lighting.
Texture overhauls: improves textures (duh)
Just don’t overlap things
Such as having 2 mods that replace 10mm pistols
Or 2 enb’s active
ok, we’ll i don’t use replacers. for enb’s, i use only phylight and i use a texture mod that only touches bruges and roads
I was using those as examples. Let me look at your load order again
feel free to take your time. i’ll try to find time to go off a category list and sort my mods from there
.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
