#fallout-4-mods
1 messages · Page 5 of 1
if i have anymore questions, i’ll let you know
also, exactly which bos mods conflict?
BOS overhaul and improved BOS
thx
one last thing, how useful are the mods optimized textures and performance tweaks
I don’t have much personal experience, but I will say that the game runs just fine without em
ok thx
Hey @unkempt tangle think you have a moment to check out the problems I outlined above? I haven't been able to pin down the source.
Where?
Right before you posted this message: 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?
These issues. I can't for the life of me figure out what's causing them.
@unkempt tangle This is my current load order for Fallout 4. I can't understand what's causing the issues above, but I know it's got something to do with one or more of my mods.
Is the weird clipping the issue?
The weird clipping, the elevator glitch, and the camera pulling me out of character creation before I have a chance to edit anything.
They're all issues. And it has something to do with my load order.
How old is the save?
It's not a single save, it's everytime I started a new game. One or another of the issues above occurs.
Do you uninstall mods mid play through?
No.
Ok, man. Honestly, I think you just have way too much stuff in your load order.
I think I’ve heard of the unofficial Fo4 patch being buggy, so that might be it, but I’d seriously consider getting rid of at least half those mods
I can see multiple mods that would impact NPC behavior, so while that might not cause the above issues, it can be troublesome
That’s for you to decide. Personally, I’d delete anything you don’t regularly use, like visual overhauls that don’t do anything, for example
I’m not sure about fo4, but I do know that other games have problems when you load too many mods at once. (Such as space engineers, arma 3 and reforger, dayz, etc)
Okay. I see. I'll get on that.
I really wish people would stop saying that. There are issues with Xbox version of Far Harbor within the Unofficial Patch. The header information appears to be different with the retail Xbox version and the PC version. The team is working on a fix and the next update.
The load order above is very much PC. Please stop confusing the PC version and Xbox version.
And I also didn’t 100% say that was the problem. I said it could be the problem, and implied that he must troubleshoot for himself
Either way, more mods do create more opportunities for instability.
Understandable but there are people would run off and scream that it's buggy!! ermgerd! and could remove it in the middle of a game. Which would break their game completely.
Yeah. That load order has too many things going on.
One of the settlement mods might have realigned the meshes on those junk objects.
Is the Functional Objects mod updated yet? I thought DAmanding was handling the update. The current version is problematic.
FaceMaxon needs a patch for the unofficial patch. The patch isn't even working for quests.
Everyone's Best Friend needs a patch for the unofficial patch.
Insignificant Object Remover removes grass. If you've got a grass mod, then it is either not going to work or keep you from having grass in certain places.
Choose either grass or no grass.
That load order does not state what F4SE plugins are installed.
What is requiring Settlement Keywords? It is not a necessary mod unless there is a mod that requires it.
Clipping on clothing is going to be caused by a body mod. You'll have to redo all the vanilla clothes to fit your chosen body if it doesn't come with it.
Are all them bullets really necessary? And do they have impact patches for all the impact mods you've chosen?
And why do you need impact stuff if you're going to be building with Sim Settlements?
jsrs.esp
JSRS_Regions.esp
00LK_MWGS.esp
Links please. No clue what these are.
I cannot be certain, but JSRS is a sound mod for Arma 3. I think that is likely something that improves sound effects or something
Again: can’t be certain
The PRP regions patch tells me it disabled the precombines. Otherwise it would not be necessary to include it.
Oh. Might be weather related then.
Also, thank you. It was not my intention to come in and be rude. Apologies. Knee-jerk reaction. I don't want people to panic and break their games.
Did a le google: JSRS is, in fact, a sound mod
Thank you.
@eternal vapor In xEdit, load up your load order and check for 00059B2E Flag_American_TrifoldBox OR 000F4A82 SanctACT_TriFoldFlag
Whichever mod touches either of those may be the one responsible for the clipping in your first pic.
If there are more than one, then whichever is lower will be the one.
Will need to know which one to offer further assistance on possible troubleshooting.
If there aren't any, then look for 000AE9D3. This is the instance of the activator above. It is located in cell PrewarPlayerHouse01. Check for any mods that touch that cell. Will need to know which.
You can find the cell in xEdit by going to Worldspace > SanctuaryHillsWorld > Sub-Block -3,2 > PrewarPlayerHouse01
If it is within any of your mods, let us know.
JSRS may conflict with any of the impact mods. Those will need to be checked with xEdit, however, recommend only using one. Since JSRS is intended to be an overhaul and covers such things, I'd just go with that one and cut down on the amount of mods you have.
That said, you could also do a patch to patch the sounds.
These are the ones that would need to be patched if they are a part of the impact mod.
Okay, uh, I'll go into xEdit first.
Okay, here's my modlist, if that helps.
And I got rid of some of the mods. Hopefully that'll help. Still haven't checked xEdit yet. Bout to do that now.
Here's my new load order.
I can't remember if I need Loads and NewCaliber for my weapon mods. and the only clothes mod I have is Crimson Rider's 1950's feminine outfits.
Okay. I'm not sure what this means.
No problem! I just want to play my game and I don't usually go this far with modding.
Could my Enb be a cause too?
That message was for Domin. But does apply to everyone. I do not want people to break their games by removing mods in the middle of a game because of panic attacks over UFO4P.
Okay, it looks like Functional Displays is modifying 00059B2E, but nothing is modifying 000F4A82.
Oh. Okay. My bad.
Darlingprince, If you do not need Loads or New Caliber, then you can remove but double check the headers of your weapon mods in xEdit. Can do a quick look in Wrye Bash but I'm uncertain if MO2 has that feature.
People have reported issues with the High Resolution pack but as I've never used it, I have no idea what the issues are. It's listed as problematic on theSoundofSnow's optimization guide.
If there are mods that require them, then step back, think of what you want to accomplish during your gameplay and think if you really need them.
If you don't, just go endorse the mod anyway to say thank you to the mod author.
Those scene errors I have no idea about. I would not use the mods that have them. Check any bug logs in case the MA is working on a fix.
It looks like it might be a header issue with DC guard overhaul, but cannot be sure.
Okay.
I honestly just more content. I like having quest mods and different armors and weapons. Plus some gameplay improvements to make things more realistic wouldn't hurt. I'll get rid of one of the sound mods and functional displays. Pretty sure it isn't necessary.
And I think I just need to move Crimson Rider's mod down. It's being overwritten by Armorsmith Extended.
Armorsmith is a framework to all other AWKCR mods.
Okay. So should I move that one up to the top?
to the top of where you have your crafting things.
Armor and weapon crafting.
You're wanting to use Crimsomrider's stuff otherwise I'd just suggest trying ECO and removing AWKCR, Armorsmith and VIS-G. They take a lot of work to get the load order down. VIS-G requires patch after patch after patch and so does Armorsmith.
Unless there are weapons that require Armorsmith too.
Re: 'realistic' - you build weapons out of duct tape, super glue, fans, and other junk. You're not really crafting real guns. You're crafting potato launchers. There's not even any gunpowder.
I think my weapon mods require them.
🧐........huh....you make a good point.
Isn't VIS-G a sorting mod? Don't I need that?
Yes. I saw a patch for it, I thought? Also I'm helping here and on another server. Going back and forth. Hopefully I didn't confuse myself.
As far as your question about enb earlier. Hold off on it til everything else is good first.
Weaponsmith requires a lot of work to get set up. And may or may not require a handful of patches. I know you want more content but is it necessary?
Probably needs to go below Armorsmith? They had a video on how to set it up at one point.
ELFX is that a replacer PRP patch or just ELFX. Normal version disables the precombines in just about every cell that it touches so requires a rebuild of them. Also adds additional lighting so if you're a stealth player... uh. Good luck with that.
I can move Armorsmith and Weaponsmith to the top, I guess? And ELFX isn't a replacer it's a lighting mod. I couldn't find a PRP patch for it. You think that's what causing the elevator bug in Vault 111?
I remember when I removed PRP or something it got rid of the problem.
If precombines are disabled in the Vault then it causes issues with the animation. But if anything backs up the quests there, it breaks the trigger that's there as well.
So the general rule is no touchy Vault 111 unless you know what you're doing.
Ben knows what he's doing where precombines are concerned though. https://diskmaster.github.io/ModernPrecombines/
Modernized documentation on how to generate Fallout 4 Precombines and Previsual information through the command line.
Look at xEdit and see what's touching that cell.
Here's the fix for ELFX: https://www.nexusmods.com/fallout4/mods/54872
Okay. Can you share the cell number with me? Also, what's the cell for the bathroom where Character Creation occurs?
sec. xEdit is loading
No problem. So...I can't recall all of your suggestions, but basically, I should move certain mods around, delete others, and check xEdit for what's happening in Sanctuary and Vault 111.
Basically. xD
000016D8 Vault111Cryo
For future reference: If you need to find things in a vault in xEdit: look under activators for the Vault sinks. There's only 20 in game references in Fallout4.esm.
Okay.
I think the trigger you're looking for is 001D6CD2. The scripting on it auto disables it after certain stages have been met and it is super easy to break.
I see. I'll go take a look. I tried removing Loads and 3Dscopes. They're needed by a couple other mods. I did get rid of Functional Displays, I don't really use it honestly, though I'll miss the collectibles.
And I got rid of Settlement Keywords. I didn't get a warning saying any mods were missing it, so I guess it's okay. I moved Crimson Rider's down the order. I tried moving Weaponsmith extended and Armorsmith, but Weapons won't move above Scopes. Don't know why.
@zinc hare Okay, here's my new Load Order. How's it look?
By the way, I keep getting all these warnings and they all refer to extended weapons mods. I don't know what this means?
Does it mean it's conflicted or something?
That's not it. It's fine, or I think so.
Checked this one too. First, though, what does it mean when an entry is in red, orange or purple?
Anything I need to help with here?
Not sure. Unless you're not talking to me.
Was directed at you, partially as I'm the PRP dev. I get the feeling that turtle got you squared away, though
I think so. I was having some issues with the introductory scene for FO4. I'm about to try a new game and see if it worked.
Probably load order related, as per usual with issues like that, let me know how it goes.
Will do!
Nope. It's not fixed.
I'm starting to go insane. I don't get what's going on with this scene.
Try removing ELFX
Actually it just fixed itself.
It went into third person camera then went back to this.
Should I be worried?
I've never seen that one before, but that might be due to something else that I'm not familiar with
I'll post my load order after I finish character creation.
I only suggested dropping ELFX since it needs a patch for PRP
Is there a different lighting mod I can use?
Is it good?
Depends on your preferences, since it takes a lighter touch compared to some overhauls.
What gets changed is on the mod description
I see. I don't know exactly what I want. I guess I want something that makes the light more cinematic. Like in...Metro 2033 or something.
But I want to check something else out first. There's a point in the intro where I get stuck floating in the elevator to Vault 111.
The elevator animation does not play correctly if precombines are broken in Vault 111
I see. Hopefully it works fine this time.
By the way, do you use CBBE?
That's one of the issues I've been having.
I thought I fixed it too.
Sorry I'm using my phone. I play using a TV monitor, so no camera.
But good news! The elevator works!
Oh and the flag in the house wasn't clipping.
camera is not necessary as long as you have space to save a screenshot and have a keyboard.
Oh. Okay. By the way, any suggestions on a different lighting mod besides ELFX?
As long as it stops this I don't care what kind of lighting mod it is.
I can't see the pic so no idea.
It's blue and he has no clothes.
F12 might also work for screens in-game if you have it configured.
Oh it worked! F12.
For normal screens, like of xEdit, there's snipping tool or the windows command above.
Oh okay.
One of your clothing mods is derping. Make sure AWKCR/Armorsmith/whatever hasn't made the starting clothing derpy.
Okay.
AWKCR, at one point, borked level lists by not being a level list mod and only being crafting when level lists and crafting are connected.
I worked 8 months on a mod with it as master and the level lists borked and ruined everything I was working on. So I refuse to add any mods as a master to my own unless its absolutely necessary.
Okay. This is what you were supposed to see.
Sorry the first ones blurry. I had it paused with tilde key so it wouldn't advance.
All those mods are adding at the wrong time.
Look at your animation mods.
3rd person is borked
If you've got an ini edit that breathes on the camera, remove it.
If you've got mods that require that camera ini edit, then they're derping the surgeon camera.
That's just the plugins, mate. You want .ini files.
Right. I know, I just thought you'd want to see what my load order is. In case you could see something, I couldn't.
Did you use bethini or anything of the sort?
No I use MO2's INI editor, but I haven't even touched it save once or twice, when I needed to.
Anything with this in it: bApplyCameraNodeAnimations?
I'm not seeing anything that refers to a camera.
I may not be looking hard enough though.
I've got fallout4.ini, fallout4prefs.ini, and falloutcustom.ini
What about anything starting with: fOverShoulder
Nope.
This is where MO2 is problematic. Binary search all the mod folders for a file with an .ini extension.
I...I don't know how to do that.
Should be able to double click the folders and look.
Look in all the folders.
Eyeball it.
Wait, what folders?
Panel on the left side used to have all the mod files in them.
Those should be all the mods.
OH! Okay. I see what you mean.
Looking now.
Sorry. I didn't find anything.
None of the .inis affected the third person camera. Save Pip-Boy Flashlight, but I didn't see anything that referred to the camera specifically.
Also, yeah, AWKCR is overwriting Crimson Rider's outfit meshes.
Crimsomrider's requires AWKCR and so AWKCR needs to be placed above it. Masters before dependencies.
I gotcha. Maybe I forgot to do something in BodySlide. Is there a way to do multiple outfits instead of one at a time? Or is that dangerous?
Someone else will need to answer that question. I remember hitting a button and saving all the files and then keeping that folder below all my other stuff, but I haven't used CBBE or bodyslide since 2018. I do not want to give you incorrect information.
Okay. No worries.
Left panel might need to match the right panel. Left panel when I used it needed to match the right panel. Left panel was the load order for the loose files. Check GamerPoet's videos though. There have been a ton of updates.
I did. I think I matched the load order in the left to the right.
If you're referring to the modlist I shared earlier, it's always upside down and I don't know why.
Ok. Yeah. That's what it did with me as well. I don't remember if I reordered it right side up though. I was right at plugin limit and merging all the things to add more stuff. Lessons learned from that: "Don't." lol
I had to uninstall since I could not get it to work with CK workflow.
But double-check with GamerPoets to see if you need to flip flop around.
conflict winner of your meshes should be Crimson so make sure it's below AWKCR > CBBE
Okay. I'm done messing with it all right now though. I'm going to play Skyrim. After I figure out if I've been screwing up a step when it came to CBBE.
I dont have a specific mod in mind but has anyone seen any really funny but stupid mods that they could easily port over to xbox?
Oh wait, I should've said. Crimson is below it, but I think I have some patches that overwrite it. Or maybe it's Bodyslide itself that's being overwritten.
Hey. Any recommendations for some DLC-ish sized mods on console? I’ve done sim settlements 2 (both chapters), and America rising.
Immersive Gameplay would be considered DLC sized as would the unofficial patch because of the sheer number of edits, and oh look, you can download them. \0/
Sarcasm aside, what are you looking for, specifically?
Are those the only two quest mods you’ve played with?
the Machine and Her
Heather Casdin
A Taste of Blues
FoTC -Little Ric & Jack Dimwert’s R&D (bonus points if you can find the elevator I hid and my body)
Also, check the Featured Mods blog on Bethesda.net. One month they featured a bunch of quest mods.
anyone know what a good weather mod to us is? i can’t decide if i should use vivid weathers or NAC
Lima Detachment by MrColonelMustard
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4317332
Nexus: https://www.nexusmods.com/fallout4/mods/29042
This mods adds several detailed Faction themed bunker's to explore as you complete several Quests. Once completed, you are rewarded over six Power Armor Paint Jobs , Desert Combat Armor, two unique legendary weapons, and your own Enclave themed Bunker player home located next to Sanctuary.
Load Order: New Quests
Author: MrColonelMustard
Ported by Crayonkit/Damanding
see my above mod post, Atlas Summit is also up for Xbox.
any preferences?
any mod that changes build limit for settlements? figured this is probably where i should ask.
If you check out the Featured tab at the top of the in-game Mods menu, and keep scrolling right, you'll get to the permanent features. There are a lot of quest mods here for Xbox.
We try to only have one permanent feature per author, unless the mods are connected (Like Sim Settlements), so if you like any of those mods you may want to check out the other content by those authors.
anyone know a mod that removes this glow-like glint NPCs have? It's usually best seen in the dark
I think there's a mod to do that ported by StoneSpiralGaming if ur on console
If you have access to the console command you can type cl off and use it as a starting command
Okay guys I just started a new game and this happened again. I don't know what's doing it; Looksmenu isn't being overwritten by anything, so I don't get it.
Try disabling any mods that give any pop ups until after you’ve acquired the pipboy. Your starting people are wearing the wrong clothes as well.
OH! I didn't even pay attention to that.
I did just do a batch build in BodySlide, though it did say that some of the outfits did fail to...load or something. Could that be a cause?
of the clothes being different I mean.
You mean, like, UI mods?
No. BodySlide things are only meshes. The starting clothes are given to the player during MQ100 or MQ00. Use xEdit and check for quest edits.
Okay.
UI? No. But might be a thing.
Last time you had a bunch of pop ups in the pic.
I’m on phone and running errands so cannot download to look: some mods were script injecting at the wrong time
I think “loads” was one if I remember correctly
Still using it?
I don't remember. Let me check.
and No I meant that batch build I made.
Also, where do I find quest edits in xEdit?
Yes, I am still using Loads
Uh...you're going to need to be more specific. I don't see a tree marked Quests
If you haven’t already, check the Tome of xEdit. It will give you a more complete guide for conflict resolution.
Under Fallout4.esm, scroll down to quests and open it. Look at anything with color
I'm looking at it right now. I guess I need to get rid of Loads and anything that requires it. It's annoying cause I really wanted more variety in my weapons list.
Just disable it and anything requiring it until after you’ve acquired the pipboy.
Might be the issue, might not be.
There were a ton of pop ups and I don’t know if the mods were complete and running release scripts or are not complete and running debug scripts to get those pop ups.
I gotcha.
Also, I'm looking at quests now. Which quests should I be looking at?
Mq100, mq101, mq102
Okay. Is it possible to just type those in the filter?
Yes, or run conflict resolution, or select name and alphabetize the list
I gotcha, I'm having it filter for conflicts
You have full load order, right?
Also, earlier while it was loading my plugins, I saw these among my messages. I'm still not sure what those mean.
You mean, do I have the whole load order loaded in? I think so.
Loads or extended weapon mods might have been built with older version of xEdit. If that’s the case, the MAs might need to rebuild them from scratch in the CK. The OMODS were not properly decoded until after December 2018 and xEdit 4+ is what the MAs needed to use.
You can also check for errors on the individual mods. The ones that give errors, remove and report the bugs (politely). While LOOT can be problematic for your load order — you’ve got at least one mod header issue — it might give you more info about the problem. Make a backup of your plugins.txt before running it though.
I’ve got to run but hopefully someone else can give you more assistance
Okay. Thanks for your help!
How do I make a backup?
Okay guys, I tried disabling Weaponssmith Extended and Loads and I still got the same camera issue at the start of my new game. I'm losing hope fast.
It didn't work.
Also, does anyone use BodySlide? I made a batch build, but it didn't go to my overwrite folder in MO2. I don't know where it went.
A reminder that we only support the English language, so please do chat only in English
Not from my experiences on the old xbone. And on a Series X performance mods aren't necessary.
https://www.nexusmods.com/fallout4/mods/3771 because of the command you've told me I found a mod for it. Thank you very much! It'll look much better now.
does anyone know what the mod is that adds a OP storehouse to the hill near sanctuary?
@zinc hare Hey Turtle, I think I'm forced to disable most of my mods and start from scratch. I hate doing it, but no matter what I do, I keep facing one problem or another.
You mean like a cheat room?
yea
Here’s a better alternative:
Instead of having to go to a room, you get a holotape with the same functions
?
thats just the bethesda homepage
that just goes to a 404 page
Bruh…
Gimmie a sec…
@hot chasm go to the Bethesda homepage and I’m fo4 mods look up cheat terminal [xbox one]
Looks like this:
If you look it up from the game’s mod menu, it should be the farthest mod to the right
oh, i already have that
cause I'd rather just grab it all at once instead of doing 30 pipboy commands
i have so many menus it takes forever
I mean, it’s pretty fast for me
Just configure your settings to give 10,000 instead of 1,000 at a time
Do that, give urself 100 perk points, and enable infinite carry weight
Giving yourself perk points kinda breaks things, mate. There’s some weirdness with calculating perks at the engine level.
It’s there in Cheat Terminal and it’s your game but uh. Yeah.
Less breaky solution: Give yourself XP and then give yourself perks through the perk menu so the game doesn’t miscalculate an integer. Don’t go over 15 levels. Then level up naturally.
Probably the best solution, mate. Start with as few weapons as possible.
Also, ECO instead of AWKCR/armorsmith/weapon smith/vis-g.
I have a planning guide, if it helps.
wish id seen this before i gave myself tons of perk points and went ham.
Things borked? If not, take screens and enjoy. We’ll hold candlelight vigil later.
wdym...
If things haven’t broken, have fun. Save often. Take screenshots of your fun.
It’s a video game. You’re supposed to have fun.
only one thing seems broken
If things have already broken, learn from lesson and don’t do it again. 😄
i now jump 30 ft into the air lol
Oh. Super borked. If you really want to go all out and break the living hell out of things — cuz why not? — and have fun doing it: add the propulso 9000
a surprise, but a welcome one
i can now effectively jump over walls and onto buildings
hahahaha
i am death from above
got my alien blaster with 9999 ammo and a dream
xD
i thank the kid who coded in a cheat npc during their quarantine
Huh… I’ve never had problems giving myself 100 levels
Like never
Hey Odd. I think I'm going to just disable my modlist for FO4. No matter what I do, I can't find the source of the camera issue.
What’s the camera issue?
@unkempt tangle This.
So it’s broken when you go into character creation?
Either this or get stuck in Vault 111's elevator when I load in after the bombs drop.
Yep.
What mods you runnin?
Wouldn’t you want the unofficial fo4 patch on top?
I know that mod has caused issues for some in the past
Idk if it’s still broken
It is...my modlist is upside down. I don't know why MO2 does that.
Oh, ok
They’re in beta for the next version of y’all want to test and make bug reports before they officially launch it
Oh okay.
Far harbor stuff for Xbox might be fixed. Haven’t been to far harbor yet to confirm
They fixed stuff this time I didn’t even realize was broken
Like I didn’t realize there was dialogue missing in Vault 81.
Interesting. Is it available on Nexus?
Not the beta. They haven’t launched officially. Check the second post of the UFO4P thread on the afkmods forum.
If you participate in the beta only use the beta.
They’re not responsible for others’ derps
Report issues on the bug tracker. If it’s on Reddit, it doesn’t count since there’s no way to track it
One thing I do notice, @eternal vapor, is that you have a lot of cosmetic mods (as in, having to do with character creation). Might not be the problem, but I’d check that out
I also see a lot of UI mods. Idk if that can cause an issue, but it’s there
I see Baka ScrapHeap there too, and reading into the description I think it could cause your game to process too much at once.
Idk if any of this is helpful, try it out and see what happens, idk
Right. Should I remove BakaScrapHeap then?
Depends on your gpu
Try it. See if it works 🤷♂️
I'm not really sure which UI mods to remove. I think some of them rely on each other.
I also made a batch build from BodySlide. I had a little trouble getting it where I wanted it to, but could that be causing the clothing issue in the photo?
Is there clipping?
I didn't get that far into the game to find out.
I get to the character creation scene and that's it.
If it is even possible to do for the PS4 version, would someone be willing to create a mod that disables the HP refill that happens every time you level up?
you doing one hit ko?
No, but I have been playing a bit more of a "hardcore" survival run with Lunar Fallout Overhaul, and I've been thinking lately that my health bar being refilled after every level up seems like a bit of a cheat. I'd rather get a level up at the end of an intense battle, but still have to heal manually.
what’s everyone’s opinion on the bullpup bozar mod?
I tried disabling Baka ScrapHeap and it didn't work. I even disabled DefUI and it didn't help either. I'm losing my patience, to be honest. I'm still getting stuck in Third Person Camera and Nate's still wearing a Vault 111 Suit. I don't know what's going on.
This is my load order at the moment.
And here's my modlist.
See if the game run properly without mods? Idk, man
You might have to individually disable mods to figure it out
That's what I'm thinking.
Is there a mod that can give me a courser coat a institute rifle and synth relay grenades?
Hi
Idk about give you one outright, but the cheat room mod should have pretty much everything in the game
what is the cheat room mod.
Here is a video explaining it: https://www.youtube.com/watch?v=LmWK7itKKKk
All 3 platform links BELOW!!
PC Links
Cheat Room (Vanilla) - https://bethesda.net/en/mods/fallout4/mod-detail/991662
Cheat Room: Automatron Patch - https://bethesda.net/en/mods/fallout4/mod-detail/991839
Cheat Room: Far Harbour Patch - https://bethesda.net/en/mods/fallout4/mod-detail/991736
Cheat Room: Nuka World Patch - NOT AVAILABLE
PS4...
i know what it is, i watched a streamer who had it. im asking where to find it
Seriously? Search cheat room on bethesda.net under Fallout 4 mods.
i did. i didnt see it in the ingame mod list
Go to bethesda.net on your phone or computer, there is a little box that says search...type in cheat room, then ffavorite it. Go to the mod section in your game and it should be there under favorites. Then download it.
my xbox isnt linked to anything
if you are able to download and use Mods, then it should already be linked
https://mods.bethesda.net/en/fallout4/mod-detail/987339 this should be it, just login to your Bethesda.net account on the site and then favorite it
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
so i just got fallout 4 for xbox and was wondering if i could get some cool mod suggestions. i moved over from pc to take a break. i wanted to start over on my pc but i have TOOO many mods and im too lazy to sort through them to see what i have and what to get rid of. so anyway, any suggestions on settlement mods, weapons or armor/clothing 🙂 and any other suggestions you have ill take
depends on what you want and what you plan on doing
Uncapped Settlement Surplus is a good one
in the base vanilla game your settlers only work (gathering food and scrap) until theres a specific amount of that resource in that settlements workshop, once that cap is reached you gotta take the items out of the workbench before they gather more food and resources, this mod removes that cap
another one is Distributed DLC Leveled Lists, makes it so that items from DLC and Creation Club content is distributed throughout the commonwealth and other DLC areas
well i should of added i don't care if its lore friendly or not...i know for some people it matters but i don't care. i know i used some mods that added endless resouces to each town.. basically a toolbox outside each town with a ton of each resource.
yeah so a cheat mod LOL im obsessed with settlement building a little to much
place anywhere and OCDecorator are also good mods, if you are highly interested in settlement building
place anywhere explains itself, OCDecorator allows you to place items like cups, plates, baseballs, food, etc as a item that you or settlers cant knock over
oh yeah thats right
back when modding my pc fallout 4 i came across some mods that had been moved to xbox only. ....some that i wanted, im just trying to remember where to get them LOL
Mods are free. Anyone who is charging is a scammer
Lol
opps i didn't mean to type that LOL i corrected
i type goffee sometime
also your a mod author!!!! i bow before you 🙂 its always an honor to meet a mod author
i have seen people release their mods thru patreon type deals, pay a monthly fee and you get access to all their mods
hate it, but it is their work so, they can do whatever they want
Selling access to mods is against the ToS.
yea well, cant exactly do much if anything about it, cant exactly "block" them from publishing mods on anywhere but Beth.net, can always go after the site and get them to take it down, but the author can always reupload on there or else where, and even if that doesnt work/discourage them, they can release a "free" version of the mod which is the very bare bones of the mod and put updates/other content behind a paywall
very scummy but it happens
and nah, i forget what site it was but ive seen some mods be up there for a while
Well that's a good way to get yourself banned (and probably burned) from being able to use Bethnet at all.
dont need to use Bethnet to be able to mod PC Fallout
Plus they absolutely can do something about it. And they have in the past.
It's cute that you think suing someone is the only thing that can be done.
i dont think its the only thing that can be done
im just too dumb to think of what else can be done
actually thats not true, while i am dumb in some retrospect im just too lazy to think of stuff
cease and desist letters can be sent but that usually includes threating to sue if they continue
As a reminder:
ZMI Legal Matters
We do not allow discussion of any legal matters involving ZeniMax, Bethesda or any of their associated companies.
I remember seeing this comment made by Todd Howard. I always assumed the "make a career out of it" part is refering to modders who have pateron accounts to host and collect revenue for their mods.
Source: https://www.reddit.com/r/IAmA/comments/qr1f5c/comment/hk3xl24/?context=3
He's referring to people who get hired by the industry
There was an interview last year where he expanded upon it a bit, but I’ve forgotten the name of the interviewer. Friedman?
Wish I could remember. How he explained how they set up quests and such was very enlightening.
Any mods should I add to fallout 4 that u guys suggest
depends on how you want to play through
Well I am open to any thing just nothing to wacky
ok i need help....im remodding on fallout 4 and by remodding i uh. went in and deleted ALL mods i had(all 168 of them) to start over. why you ask? well it was driving me crazy. i haven't played on fallout 4 on my pc in over a year and i need a fresh start cause i don't all i got. however there is at least 1 mod im trying to track down that i should of made note of. its a settlement mod, and it added a number of things, one of them, being was a series of becons that you would activate and get 3 settlers of various types. one added 3 human males, 3 human females, 3 ghouls. etc. does anyone out there know what im talking about. its for pc. and maybe xbox i don't know
Lol
i know i enjoy it, the skk headshot any actor mod is fun. while it does remove some difficulty with tanks like deathclaws and mutants, it makes the game a bit more realistic. that and the freeze time vats mod are probably my top two for a somewhat normal playthrough.
Factories of the Commonwealth or F.O.T.C. it gives you a recycling plant and a lot of bonus stuff in the basement once you find it.
You can just search Fotc and it should show up, keep in mind it was PS4 friendly.
i would also recommend the complete pipboy map mod. less so than the other two, cause it could be considered a bit cheaty
thanks got a link so i can down load it i need it for xsx
got a link so i can down load it to xsx
Search Fotc or go to bethesda.net on your phone and search for it under Fallout 4 mods and favorite it and it will show up on your Xbox and there is an Xbox version too, if I provide you a link here it won't do you no good anyway.
ok gota ill look it up right now
There is an Xbox and a PS4 version
For Xbox I could not tell you.
Well survival mode won't give you a trophy, so mods would definitely help, but then again the whole point of survival mode is not modding it seeing if you can survive.
And it just depends on how you want to play, Do you want to build, do you want to kill, or do you want to armor yourself and look pretty (which no one else will see, except you unless you put it on YouTube)... mods just all depend on your play style.
well i like to kill and make armor and weapons
Give it 24 hours and somebody will point you in the right direction.... hopefully, but be careful what you ask for.
lol nothing to zany like tomas the tank charging at me like a death claw XD
I'm sure somebody will suggest see through scopes, and a whole bunch of other weapon/armor mods that aren't available on PS4
im on xbox so cant quicklink from there. ill try checking around online
yeah the only reason why i got a xsx cuz three reasons
one outer worlds 2
two starfield
three avowed
i just got it cause new gen console
i mean ps5 would be the one i get but some expsive and hard to find
oh yeah should i get goty 4 or should i just stick with standerd version
Goty has to be much cheaper than the standard version when you add in all the DLC.
Do research.... meaning.... add prices.
i have standard
yeah i want to get the goty cuz of the dlc but i am not sure if that a good idea seeing that i have the standard version and the goty on ps4 XD
i probably shouldve gone for goty, i just didnt have the money at the time
also, since you asked, here are some quicklinks to mods i use.
https://mods.bethesda.net/en/fallout4?author_username=Urbanranger88&number_results=20&order=desc&page=1&product=fallout4
https://mods.bethesda.net/en/fallout4/mod-detail/4302431
https://mods.bethesda.net/en/fallout4/mod-detail/4276449
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.
rip
yeah its cheap now like 32 or 29 bucks for goty for xbox and thanks for the links
wtf they have mordern guns in the game WTF
yep
lol terrioist win
i dont use any, but theyre available
why not?
if i wanna use a famas or gr36c, ill hop on modern warfare or pubg
i play fallout for the futuristic 1950s dystopian wasteland feel
those mods should go to the complete pipboy map, the junk revamp, and fatal headshots
yeah i like the crafting in fall out series the most
i mean i want to craft my self some good stuff but freaking stuff like hahaha no
lmao
yeah like i want to upgrade my power armor it like you need since lvl 2 and you need like crap ton of aluminm
well, you know my status on resources and perks. lol
lol yeah i know its cheating i try not to tell you the truth but its geting hard to keep up my power armor repairs XD
i feel that. i havent cheated away my repairs.
i may have a planet's worth of resources, but im rarely keeping much on me at all
one of my suits is currently a helmet and a leg lmao
yeah i am scraping buy like hell i need cicurity for my chest piece
this was the list i sent @glossy path . the first one was a bad link so i resent it in dms with the 4th one
im not sure where other mods came from
i am just as perplexed
hey jaq you mod was not working bro
maybe the xbox version isnt as optimized as once thought
jaq did say he had no idea how well fotc would work on xbox
Did you read the description? First you have to find it, then you have to power it up. It does require DLC
No I dd not say that.... it was tested on Xbox as well, and if it works on PS4 it's going to work on Xbox.
that figures i need the dlc why its not working
Yeah that's my bad I just figure everybody has the DLC, I mean when you can get the base game for 20 bucks and the game of the year for 30 to 40.
If you're still playing a game this many years after it came out I think you definitely enjoy it enough to justify the cost of the DLC and you're really hampering your options not having it.
i only had $27 at the time, so...
@broken mural thought you did
Nice
Oh yeah Gali u lied a Yugu bear took 5 shots in the head
Read the line above it it says .....any others?
that is strange. i dont think ive ever tried on a bear though, so maybe some do take multiple shots
i may check the mod
Cat Deco Floors by Sarinia
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4318755
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4318756
Nexus: https://www.nexusmods.com/fallout4/mods/20898
Craft full wall-to-wall carpets and other floor coverings for your settlements (can be placed on top of Wood, Metal, Concrete, and Vault floors). Floor coverings include carpets, tiles, marble and colored concrete.
Load Order: Settlement and Workshop Menu Items: SMM script injected
Created by Sarinia
Ported by Crayonkit/Damanding with permission
Lol
Hey people, I need help with MO2
Xbox player here! i can't get STS to keep changes permanent. I've tried reordering it, but every time i reload the game everything is reset to the way it was before. Any reccomendations for alternative scrap/cleanup mods? I would prefer something that lets me manually clean up my settlements, but I have looked at mods that just change the textures of rubble to invisible.
The main things I'm worried these mods won't have is 1. the ability to scrap corpses, and 2. compatibility for mod-added settlements. I'm fine with using a combination of mods to get rid of corpses and clean up the trash around my settlements, and any advice on what I should do would be greatly appreciated
Would SCAP give me everything I need? Scrap All The Things might be what I need, but it also irreversibly disables precombines and i'd prefer not to do that if I can avoid it since I have a few mods that add them and with both my older model xbox (circa 2016), the amount of mods I have running, and the complexity of my settlements it'll be more likely to cause crashes. My game already locks up for 15-30 seconds whenever I open the workshop menu and I'd prefer for it to not start crashing instead
tested scap. does anyone know if it works on mod created settlements and on corpses? And if anyone has suggestions for how to fix this specific issue with STS, please help!
What do you need help with, i'm using MO2 too, maybe i can help
how do i tell if my precombines are already broken
Usually the performance drop, flickering, and sometime you can click item/object on console command where usually cannot be clicked on console command
I can't remember exactly but there are these blue or red wooden houses and if they have a different color then usual it meant that precombines in that area are broken. There were several threads on the bethesda.net forums but here.... One thing i remember is that if you deactivate the mod that breaks them they regenerate if you load in the game again. I think i even tested that a few years ago. And what is your problem with STS? Do you have it last in loadorder?
i had it close to where it was supposed to be in the instructions, but they were unclear. the mod description had a specific order, but other sources I looked up for help with STS had a different load order, and i tried both. Neither worked, so now i've tried putting it at the bottom to see if itll work
I've tried new workshop items > STS > new settlements and new workshop items > new settlements > STS
I always put STS last in loadorder (only exception is when i use Start-me-up mod). It could also be possible that you use a mod that changes something in the settlement and the objects that return are affected through this mod. I use Rickety restored Sanctuary Bridge mod and have a pesky bush that constantly returns on the right stone pillar. My only guess is that it is because of the bridge mod.
A good example for broken precombine is Somerville Place. I think the color from the house vanilla is white or light blue. With a scrapping mod it is red.
Huh. Maybe its that i have a few sanctuary fixes, and a starlight build area fix? Those are the main settlements ive worked on. But it's also happened in red rocket, and
Wait, i do technically have something that affects that cell
I'm honestly a bit surprised that the starlight drive-in thing would be affecting it. To my knowledge it's just a simple bug fix for a weird workshop area issue
Though maybe its all settlements extended?
I only use the bridge mod and something that patch the Sanctuary houses with wood pieces. But aside from that !§$&"$ bush i have no problems. But as i said, STS is last. Have no experience with any mods that clean up or extend settlements.
i just have infinite build zone mods
thanks for the answer
I need to use CBBE for Looksmenu, but I can't make CBBE work
Do you install all of it's requirement ?
Also do you instal race menu, because some of the feature like sliders are only available on racemenu, also check your load order, and file priority
I installed FOSE, Patch, Bodyslide.
I also added the ini files.
No Racemenu
Does anybody accept port request for xbox ?
Ini file like this ? also where do you change it, on ini that were created by MO2 or ini on my document ?
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
sometime MO2 create separate ini file
yeah, I used the one from mo2
try to change it also on main ini file from my document see if it's work
also make sure it's Fallout4Custom.ini
I'm not at home rn
but ill try it asap
Does anybody know where I can go or who I can ask to port a mod to xbox?
@unkempt bobcat
My game already locks up for 15-30 seconds whenever I open the workshop menu and I'd prefer for it to not start crashing instead.......... are you using USO by chance? That was one of the main reasons why I quit using Uso because it took 20-30 seconds to open the menu.
Hi
Uso on Ps4 for me like 10s max
No, ive never used USO. i have some other mods that serve similar functions though. I don't mind the freezing, it's more that I don't want the game to start crashing.
I can't find this Ini file where I installed F4
@spare saffron
Found it
Should I use Baked or Base?
Base
if you have any trouble you could also use bethini to make your ini files ready for modding, including many useful tweak like performance
Still doesn't work
Use the app i link above, see if its helps
Or if you have difficulty using MO2 specific ini profile, just deselect use profile-specific game INI files
I don't use specific profiles
Meaning it use default ini files, try use bethini
ok. Will try
You only need the starlight fix if you’re using a really old mod from 2015-2016 that came out prior to the official fix. As it is, that fix will now actually break things. Remove it and restart your character from the beginning. The save is done.
You’ll find some useful links in this forum thread, including a template to use to share your load order. If you share what you’ve got, we’ll be on the same page and can spot any conflicts.
https://discord.com/channels/784542837596225567/1068132054635651073
Thank you, that's really helpful!
I downloaded the starlight build area fix specifically because it was glitched on my save
How does the fix break things, by the way? Id like to understand so i can avoid it in the future
It undoes the official fix and creates a very rare link ref bug that's at the engine level and totally unfixable on console.
When you get your mods sorted, post your framework link. The mod that broke Starlight will need to be removed.
It's too old for use with the current version of the game.
Basically it means the mod is not compatible with the game itself.
oh, huh. alright, thankyou for explaining so i dont stubbornly try to keep going with it
will post my modlist in a bit
what does the link ref bug break? sorry for all the questions, i just want to figure out exactly what's happening with my game so i can try and fix it if at all possible
like, the game is playable at the moment. the only problems are that i uninstalled a badly made mod and broke my workshop menus. after a lot of trial and error i ended up mostly fixing them. the only things I can't get to show up is the menu for OCDecorator, and STS keeps resetting when i scrap stuff. I can live without OCDecorator, and there are alternatives to STS, but I want to see if it's at all possible to get them working again.
Other than that, my game is mostly functional aside from the occasional crash when going through load zones, or the game freezing for 30 ish seconds whenever i want to open the settlement menu (which i genuinely don't mind waiting for). To the best of my knowledge, everything else functions as intended, if a bit clunky. i'd prefer not to start a new save and I'm stubborn enough to keep playing unless the save is essentially unplayable.
Never remove a mod and continue on the same save. The game is not designed for mod uninstallation. If you do not wish to start over, then there is very little I can say or do to assist. Have fun.
Your workshops are broken. And therefore the game.
yeah, i know they're broken. i just want to know HOW they're broken so I can decide if its something I'm willing to put up with or not
sunk cost fallacy, yknow
Without knowing your full load order and what mods you've installed/uninstalled, there's literally nothing I can say. You've only given me enough information to make an assessment of the Starlight fix unlinking references, which is a very bad thing. The scripts won't be able to do their thing when they need to.
The menu freezing is standard for large amounts of objects. All menus load every time you load an individual menu. So that just tells me you have a lot of object mods.
Write down your load order and share it.
that's fair. Sorry if my response came across a bit terse, I've been trying to fix it for days with no luck. I'll get my load order written up as soon as it'll actually let me look at my modlist, there's a server issue or something and I can only see the file names. Unless that would be all you need, I have to wait 😔
actually, I was afraid I came across terse. I very much want you to have a fun game.
lol maybe a little bit, but its all good :) def helps knowing that wasnt your intention. I'm also a bit touchy though
You can access all your mods from the Bethesda.net website: https://mods.bethesda.net/en/fallout4/my-mods/library
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
It unfortunately is not in load order. So you'll still have to do some leg work.
oh dang, thanks, I forgot I could do that. I'll get to makin that list. I was getting pretty antsy having nothing to do to fix the problem
and that's fine, I can tell what most things are from file names and the ones that are a bit weirder I can figure out using this
If you use the framework template, all you have to do is plug in the names.
If you want to use the calculator and go all out with organizing, you can do that too.
i might do both tbh lol, i really like to keep my stuff well organized
I know you linked it before, but I had a bit of difficulty finding the template. What name is it under specifically?
The oddsmods.xyz address will always be the most up to date. I make little tweaks to it every so often.
whoops.
thank you so much! You've been super helpful so far
You're welcome. When you get things organized, I'm pretty sure I'm going to tell you to remove things, and when you do, you're gonna need a new game. I'm going to be blunt but I don't bite too hard.
oh almost definitely i will need a new save. It's just a matter of being emotionally ready to deal with the early game bc that part sucks to put all ur energy into. this is the first save game ive been genuinely invested in since my first playthrough in 2016
do esl files skip to the top under esm files? im trying to remember how i placed things
actual esl files will. The ones that are just flagged to get around the PC mod managers will load as normal plugins in the in-game manager.
ty
makin sure that im puttin the right stuff in the right sections
sidenote, im a big fan of well made spreadsheets and this one is really good. not just in terms of function but aesthetics
Thank you very much. I wanted people to be able to share their cool playthroughs with something nice-looking.
if nothing else ive learned that my mods could be sorted better. so i might take a bit to do that and test it out before getting back to u
No worries. Take the time you need. You might find you have some redundancies that aren't even necessary. Look at the mods for the specific categories and double check the descriptions, If they're touching the same thing, choose which one you want instead of attempting both. That way you won't have disorder or Fallout 4: the Patchening.
There's an under the hood limit on how many archives a load order can have. On Xbox we do not have to worry about it because the devs cut the amount of plugins to 150, but on PC and with esls installed, it's an effort to get things sorted. You've gotta know how to unpack and repack archives and there are horrid practices of simply leaving archives unpacked and creating a big load order mess as well as having performance issues.
i almost definitely have redundancies. I've been careful not to have conflicts, but unfortunately some mods don't have as much documentation as i'd like and probably conflict with other mods
how do i tell the difference between workshop items added via script injection and workshop items added via hard edits?
These days most will have SMM as a master. The others will specifically say they have a chem or holotape to uninstall. Ones that don't have script injection you can usually find in the PS4 section as well.
SMM is script injected, btw
The ones that don't have a much documentation for a load order determination, save to your favorites instead of installing. Then make a determination if you really need it that much.
thats not a bad idea for the future, tbh. will take that on board
Mod triage. Why fight with load order when you can be playing?
lol yeah.. unfortunately i am stubborn and a bit of a perfectionist 😔
As harsh as it sounds, the mod description serves as both the 'marketing' of a mod and the read me. If an uploader doesn't provide enough information, what's the point of downloading?
no, you're right. I just tend to want very specific things and don't have access to fo4 on pc (or the skill!) to make the mods myself
though my friend is gonna lend me their copy next week so i can use the creation kit, so hopefully ill be able to put a bunch of the tiny tweaks i want all in one file where I know exactly what's happening. my pc isnt capable of running fallout 4 and i dont want to buy it just to clean up my modlist
I bought a PC just to be able to access the under the hood stuff to help with load orders because there was no information available to console players. Then got addicted to actually modding the game.
You have a steam-linked account in order to mod. Dunno if how you've planned to do it will work.
I was planning on borrowing my friend's login just for the install (which is chill, she's borrowing my switch :p). Do i have to also be logged into her account to use creation kit, or can I just have the game installed so i can access the files and mod it from my steam account?
just to be 100% clear I don't want to play fo4 on pc. It's just so I can have the files to actually run creation kit
You've got to link your Bethesda account to the steam account that owns the game copy.
hmm
we'll see what happens i guess. if it's not feasible ill just use the other modding software thats out there (fo4edit iirc?) but ive read that creation kit is more stable, and since im starting out id prefer to have the insurance
FO4 isn't that expensive on Steam. Base game is currently less than 7 bucks. They're having a sale til March 23. Game of the Year is under 10 bucks.
At least that's what it says on my end.
I sound like a marketing person but all Beth games are on sale on Steam right now.
huh, didn't know that. might be a bit more expensive in my region (i assume you're using american dollars), but 10 ish bucks for base game aint bad
If you want to mod the game, now is like the best time to get it.
even if I don't end up modding it that much, better to buy while it's cheap
If you're gonna do it, get the GOTY.
i was thinkin that
better to have all the resources available
thanks for letting me know! i dont use steam much so i dont really know when sales are on. i'm mostly a console gamer
I had no idea til I looked. I'm a console player. LOL
genuinely tho the first thing im looking to do is take like. around 7-8 tiny game tweaks that are a couple hundred bytes each and combine em into one plugin. with permission of course, but also idk how to contact some of these people
its definitely a good place to start, will get me used to the tools
If they're just stats edits, look at what they do and how you want to play and then use the CK to fully customize how you want instead of using someone else's.
CK puts you fully in control so why combine someone else's stuff when you can just make your own exactly how you want it?
Fiddle with the values til you get what you want.
yeah! I actually had some ideas for my own tweaks earlier, but I want to use ideas like "new recipe for vegetable starch" too. I know another larger mod that adds dog food recipes, among other things, but everything else in that mod was covered by something else I had so it was just clogging up space. So I wanna make that as a seperate thing
I also want to tweak respawn timers a bit, or at very least use a different survival mod that doesnt affect those. Why would raiders immediately settle back in to a place that just had a bunch of raiders violently dismembered? And once I get better, I have some big ideas for overhauling dogs. Stuff like fixing their armour, feral junkyard dogs, and if I get the courage playing around with blender to try and tweak the vanilla models. the dogs and mongrels are unhealthily skinny! I know it's the wasteland, but the settlers aren't that underfed. plus I dont like seeing dogs that underweight :(
lol the first thing I did was turn off god rays. If they're not ultra, they look terrible, and if they're ultra it makes things practically unplayable. ROFL
Do it! Go! Go!
to be honest I don't even really understand what god rays are. my best guess is theyre those rays of light that like.. go through gaps in walls or something? to try and create more realistic shadows and lighting. i think
i have heard about them before tho
Basically. They're part of the weather and lighting and make things pretty. But when I was on OG they were hella pixellated. Probably should have tried to get anti-alias to work instead of turning them off but ehh.
i have an hd graphics mod. it cleaned them up a bit
oh interesting! I've never been big into texture mods or lighting mods, it was never a big deal to me and i never really understood em. but recently I installed seventy six weathers which is pretty lightweight, and the game looks so much prettier? its so wild to me how different the game looks with a grass replacer mod and some fancy lighting
definitely
I bought photoshop the other day so I could make specular maps correctly. Intel plugin is the only thing that will make the red and green channels correctly.
fallout 4 has become my modding playground tbh
oh nice! if you need any help with photoshop feel free to ask, ive been using it for years. I'm not super knowledgeable about all the tiny little parts of how it works bc its such a complex program, but i know how to use it for art and image editing
good to know that about textures though! if I ever get that deep into modding I'll keep it in mind
I had been using GIMP since 2006. Selection and layers and masks are so much more intuitive. The last time I used photoshop before now was college. Most useless course (besides "Jogging") I've ever taken. Everything was done on a Mac and all my irl business stuff was Windows apps. -.-
Hello, does anyone else can't use Anymod anyweapon mod. I did everything i could but the mod still don't work, i play on pc and installed manually
Is that one linkable? And explain what you mean by not working. What is the expected behavior?
If you've installed manually, does it have loose files or archives?
i play in french, basically it say impossible to install because some necessary files are missing
but when i download the mod there's only one file
What site did you download from?
Dyno, I love you, but I don't.
If that is AMAW, it requires Armor Keywords.
Given that it from 2016, it may not be compatible with the current AWKCR. I am unsure.
There's a bug report describing keyword freezes without the OP realizing that's what they were experiencing. Use that one with caution. If you experience crashes or freezing while crafting, it is not compatible with the current version of AWKCR. Consider the mod retired or obsolete until the mod author updates it to the current build of Armor Keywords.
i download on nexusmods
Oh! I didn't see the requirement I'm so stupid, thank you soo much for the help
I'll be careful with it
It’s not a matter of being careful. Since you’ve only got that installed, enter the game and craft something. If you crash or freeze, you know it is no longer working and can remove and start a new game without it or Armor Keywords
Craft all the things and give it a good test
👍🏻
sad when a mod requires another mod that has left the workshop
I'm still struggling to understand how to tell if a mod uses script injection for workshop items or not. Is there a more in-depth guide somewhere?
and where would I order everyone's best friend? its currently near the top of my load order, but for using this template what category would i put it under @zinc hare
Depends on what you've got going on. It's a vanilla script/quest edit. It also needs a patch for the unofficial patch since they've updated the same script with some fixes to the companion affinity functions.
i don't use the unofficial patch bc its big and complicated and i either dont know or dont remember where the documentation is, so i don't really want to mess with it changing my game in an unexpected way
It touches the followers script and HC_Manager quest. HC_manager is the primary script that runs survival mode. Followers is the primary functionality behind all companions.
so is it load order independent and i put it under gameplay tweaks?
Vanilla quests
You're welcome.
cause it runs off a quest which is how followers function, if im understanding right?
Be aware that without the unofficial patch you will not be able fix Corvega, the finanicial district, or Boston common previsibines since PRP is the unofficial patch extension of precombine fixes.
what's broken in those regions?
Corvega was never precombined for one thing. There are LOD issues around various areas that keep others from being precombined.
It's an updated version and better alternative to Boston FPS fix.
damn dyno is being rude
I didn't wait 25 seconds before posting a second link.
mmm
full-ish info: nexusmods.com/fallout4/mods/46403 Xbox info: nexusmods.com/fallout4/mods/64405
thanks! im excited to learn >:)
Mod is under active development and the MA is super helpful and insightful.
nice
Not saying other MAs are not as helpful and insightful.
oh yeah i didnt think u were lol. just that this one is notably helpful
or smth like that
He's in my server and couple others. lol
nice
hey when i send my load order sheet over for you to look at, if anythings in the wrong category can you let me know? I'm doing my best with categorization but it's a bit confusing. i know enough about all this to understand the importance of a load order and what it does, and what each mod i have affects and mostly how they interact with each other, but i don't know all the fine details behind HOW they do what they do which makes categorization a bit difficult
That's the idea. Just post the link when you're ready. You can also create a new forum post here if you want: https://discord.com/channels/784542837596225567/1067505929534320700
oh, neat
i've never really used the forums function
i guess id just call it smth like modlist help??
When I created the forum post for the Framework stuff it was only the second time I'd used the function.
Call it whatever you like just as long people know what you're talking about. I'd say something like I need someone to review my load order, or something. But it doesn't really matter as long as it explains things. If you don't want to use the forum post, the mods don't seem to mind us using this channel for load orders.

https://discord.com/channels/784542837596225567/1087611904257691691 made a forum post for help
trying to look at the different workbenches for crafting something, but am struggling to tell what some of the Workbench Keyword options are. What is "Workbench_General" and "workbencharmor"?
Also, can I save out my mods to xbox so i can test them as i'm making them? I want to make sure the settings I'm messing with are doing what I think they are
I'm also curious on how the RaiderDogRace differs from the DogmeaRace and the ViciousDogRace. I know that they denote junkyard dogs, dogmeat, and (i presume) mongrel dogs respectively, but I'm not sure about how they function and am struggling to find anywhere that explains it.
I'm trying to make craftable dog armour, and I know that most of the equipment dogmeat can wear can also be worn by junkyard dogs. So i'm just trying to figure out how that works so I can make a crafting recipe that applies to both (and perhaps also the mongrel dog race, if I can figure that out). Does the Junkyard Dog race pull from dogmeat's list of equippable items, or vice versa?
I'm trying to figure out what it's called though
there armor weapon chemist and power armorer and there cooking
no i understand that, i'm asking if anyone knows the specific name in the code for each of these. I also need to be able to create new items, not modify existing ones
@unkempt bobcat Copy the cutting fluid Constructible Object then make it craft your armor. That will make it show in the chem lab under utility.
The Different dog races are so the can have different factions and dialogue quest.
https://www.nexusmods.com/fallout4/mods/41492 Look at My mod pet wolf to see how to make the armour
Thank you
ill have a look at this in a bit. life stuff came up. but thank you forthe help. i will lively have follow up questions, but i might get back to it in a few days
cool cool
okay, had a look and that's not the part i'm asking about. I figured out how to do that, i'm pretty sure (just need to test)
i'm asking what those other options do
Races differ by what they do, how their skeletons work, what meshes are used for them. Each race has a different set of animations, keywords, skin textures, skeletons, and magical effects.
You can do a search for Race on any of the GECK, or Creation Kit wikis. They work relatively the same for every Bethesda title from Morrowind to Fallout 4.
Skyrim’s race data has more information than Fallout 4.
As far as armor, look at the Armor Addon records. Armor Addons for some items are hidden so you’ll need to flag the show all on the actual Armor record.
Be sure to duplicate items until you’ve got things down and know where everything is otherwise you’ll end up with an incompatibility.
Armor Addons show what races the meshes fit.
You can download Outfit Studio and create a dog body to mold and weight paint the new meshes to each race so there’s not clipping or weirdness. Follow the GitHub link on the BodySlide Outfit Studio nexus page. There’s instructions on the wiki there.
What are some good mods/repacks that increase fps on really bad PCs?
Check SoundofSnow’s Optimization Guides
Previsibines Repair Pack- is the way to go , but make sure optimized vanilla fallout first follow some guide like - Smoothout - 2023 FO4 Ultimate FPS and Optimization Guide, also use - High FPS Physics Fix for above 60 fps
with all the above things i get >110 fps at sanctuary and >80 at Boston also with minimal crashes
i play on 2060 + i7 10th gen laptop
Jesus Christ.
I had a manic episode and somehow managed to model out the landscape for a good amount of New Orleans in the CK
Mania can have it's upsides. Good work.
Ha, I guess so.
I didn't know Miama was doing content that far west. That's neat.
Sorry, I assumed New Orleans was connected to that.
Sadly no.
Just was bored one night and created it lol
It's wayyy to much space to fill by myself
so i have no idea what to do with i lol
Maybe a guide of some kind that explains how you got as far as you did. Or something like a dev diary where you reflect on your process and what you learned.
Upload as a modder resource too.
Is there a mod that can decrease your health?
You can use a command to
I forgot it.
But if you look up the beating fallout 4 with one health you should be able to find it out
2060
Buddy I play on the damn Intel HD 4600 graphics
But yeah I'll try Vanilla first

Apologies i ask who you were responding to?
It was a reminder for chat in general 😀
Oh!
I didn't know sorry!
No worries 
If anyone has any free time and wants to help i'd appreciate it.
I dont have the required skillset to help with worldspace or 3D modelling but I am interested in seeing some screenshots or video. Posting some media may also attract a potential helper.
Ill polish it a bit and ill post some media.
I'm willing to help teach the basics to anyone who wants to learn
Don't ask me how, But i accidentally deleted my fallout 4 and somehow it delete the esps.
I'll try my best to recreate it
Check Fallout 4\Backups folder.
Sadly its not in there
All i had were remnants from an old project
💀
i can share some half baked screenshots
may not look the best since they were pretty early
👀
@brazen barn
Not that polished as i said
This was more or less in the bayou area
These are pretty old SS
The barge of sorts was supposed to be magnolia ridge
the neighbor hood was extremely early
i used the prefabs just to get the placement of the homes right
Dang and it all just vanished? Thats rough. What happened exactly? Did your mod manager purge the files or something? At least with Wrye Bash when you "purge" the data folder it wont actually delete the files. It actually sweeps purged files into a backup folder. Maybe your mod manager does similar?
No i was trying to uninstall nv at like 2 am
when i deleted it i actually deleted fallout 4
I guess you were also trigger happy on the recycle bin as well 😦
Didn't go through that
It was the auto steam uninstall
only thing left behind were the dll files and such
Hmm well thats abnormal. Usually the Steam installer ONLY removes files it originally installed, leaving behind all generated files and mods.
i guess so?
Hey all! Thought I’d try looking for suggestions here too 😅
nice determins what you like?
Huh?
what kind of mods are you into guns bulding stuff crafting any thing like that?
Ah yeah, pretty much looking for some suggestions from most areas. I plan on doing a lot of research tomorrow, just getting an idea of where to start or some good ones to look into
@midnight verge I have 134 mods on Nexus you can look at - https://www.nexusmods.com/fallout4/mods/62107 If you only use Bethesda.net to get mods the links are available for that.
Guide to displays and collectibles mods https://damanding.xyz/displays-collectibles/
Guide to settlement mods https://damanding.xyz/settlement-building-mods-guide/
Gratuitous link to my mods: https://mods.bethesda.net/en/fallout4?author_username=CrayonKit
I'm trying to make a patch for various mods I have to sort mod-added items into custom workshop menus, as well as clearly identifying which mod they come from in-game. I'm having three main problems. in order of most to least important:
-
my modded items aren't sorting into the menus I sorted them into and are stubbornly staying in the default menu. I've double-checked, and they should be in the ones I put them in. One of the three mods I'm currently working with has had its items moved, but that one was a master file. Is there a certain script I need to use, or a specific method to organize these? The two mods giving me trouble are direct ports from ps4, with all the limitations of the platform. I've tried using the SMM template script, but I couldn't get it to work, so if anyone wants to give tips or advice on how to properly implement them id appreciate it
-
my file size seems.... too big. I've been careful not to include unnecessary duplicate files, but just adding a crafting workbench menu with proper submenus and moving recipes into them makes the mod about 17kb. not sure if thats normal or not?
-
I changed some of the crafting recipes and requirements for stations, but they're overwritten by something else despite my mod being at the bottom of my load order. Would this be due to scripts? Is there anything I can do to change it?
I have SMM installed, if that helps any. I tried getting the scripting to install new menus via SMM working, but couldn't figure out how to make it work, so I'm just doing hard edits. the mod is intended for my use only, so the hard edits shouldnt be much of an issue
-
Can you add screens of your COBJs? The menus are determined by the keywords. If you're using custom keywords for your menus, you'll need Settlement Menu Manager or you can write your own script to inject to the formlists. Be aware that if players remove a mod that script injects into the menus, all entries will return NULL and the menu breaks. Settlement Menu Manager is the way to go for ease of use on both front end and back end.
-
Unknown. File size varies. Recommend to familiarize yourself with xEdit so you can have a complete overview of what's in your mod.
-
You can only edit the formlists once. Post screens of your COBJs and any new formlists you've made.
How settlement menus work is like this: each menu formlist is a list of keywords and formlists within it. The first keyword in the list is the name of the menu that shows on screen. Other formlists can be nested and each will have their menu name as the first entry. Any keywords within the list after the first entry will be their own menu. The keywords on the COBJs must match to the keywords where you want them.
Ill have a better read of this tomorrow, its midnight here
I did want to ask though, where do i find the gmst files? Ive been trying to edit them in a very specific way (using a guide) and i have no idea where theyre located
Thanks so much for the response tho! i'll give more info in the morning. My pc has just been turned off
Gameplay > Settings in the CK.
Thank you!!!
Is there a mod (for xbox) that can force any quest to start? I just really like defending the castle and don't want to wait for it to start on its own
could probably make it so it starts faster. I can have a look at the files and see what i can do if youd like? itd only be like. one or two settings, and so probably pretty safe, but i'm also very new to modding and it might break the game in unexpected ways. just lmk if u want me to try
I would like that, as long as it wouldn't bother you to do it
okay, so doing some research im not sure if its something id be able to do without breaking the game since its like.. an endgame quest
its also part of a quest chain so
theres like.. two solutions i think. a chem that lets you add the quest to your pip-boy, which runs the risk of breaking your quests really badly. or a way to speed up other minutemen quests so you can reach that one sooner. perhaps even a thing that ticks those quest flags? you'd miss out on the quests before it, but it miight be the most stable way to do it? idk
Yes. SKK’s Fast Start Minutemen. https://mods.bethesda.net/en/fallout4/mod-detail/4097977
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Get their fast start to skip the prologue and then use the above. They have a full suite of fully scripted fast starts that do not touch vanilla quests.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Any Assault rifle recommendations for xbox? Preferably one that has never had a problem
i am using custom keywords, but I don't know how to write or use scripts properly. The custom keywords seem to be working, but only on objects from master files. here's my COBJs and formlists, with a diagram for the menu structure. stuff with a green line beside it on the cobj list is the things that are working properly. everything else is being sorted into WorkshopRecipeFilterCrafting, the vanilla crafting table category
it might be something to do with the nested submenus, now that im laying it all out like this. those are the ones giving me trouble. But I've also put some mod items into keyword categories like CWO_WorkbenchArmor etc and they aren't showing up
I need to see the COBJ forms from the CK. Those images don’t tell me anything but that they’re there.
Also what are you using for your table?
Guys, I installed Skibadaa's Rifles rebird mod, and along with the Glock 19X mod. For some reason the glock didn't appear in my game, not even the choice screen to deposit it in the inventory. Can you tell me why?
Not without knowing what else is going on, what order you have them in, and when you installed them. Have you used them both before without issues?
Also need to know which of the 28 glock 19x mods that come up in search you’re using. The mirror link from nexus is broken.
I'm currently using two mods. Rogue Soldier and Rebirth Rifles.
At the time of the problem, I had just created a new save and installed two mods. Glock 19x uploaded by Lando, and Rebirth Rifles. I activated the mods after exiting the Vault and talking to codworst. I have Slocum's Joe, Neon flats and GRC (I don't remember the name) installed. But no crafting or weapon skins in creation club.
Rifles Rebirth:
https://www.nexusmods.com/fallout4/mods/61325
Glock:
https://www.nexusmods.com/fallout4/mods/44404?tab=description
I noticed something strange. When I tried to use the two together, the Rebirth Pack weapons weren't coming with a scope and now, without the Glock mod, they are. The Rebirth Rifle also has a similar see-through-scope feature. I can do this without having that specific mod downloaded
Could it be compatibility? Because the Rifle Pack was the last of the two I downloaded and the Glock didn't appear in my game this time
Could be. But also if they are level list injected, might be needing 72 hour in game wait to reset the level lists since you didn’t add them prior to starting a new game.
Also, if their scripts are looking for MQ102 stage 15 to inject, it’s already past by the time you talked to Codsworth
Same with MQ101 stage 10.
I'm trying to find a mod that increases the budget to Vault 88, quick note I'm in survival mode.
Best cc mods
thats reasonable. just wasnt sure how to show them. Should I send you my file?
sorry for late response, life has been... busy
Shark Plushies
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4320480
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4320483
Workshop craftable blahaj sharks in multiple colors and patterns, including multiple lgbtq+ Pride flags!
Load Order: Settlement and Workshop Menu Items: SMM script injected
Created by KaySoto (Kaoru), esp work by Crayonkit/Damanding
Those are really cute.
I love them, I want to cuddle in a pile of shorks
Does anyone use the Private Military Company Mod? Can you tell me if it's good quality?
hey sorry to bother you, but i didn't get an answer earlier. What would the best way to show you my COBJ forms be? Sending the file, or maybe screenshotting everything?
Also, you asked about my table. D'you mean this? It's called coggle, you get three free flowcharts with it and it runs on ur browser. i use the free version bc im cheap :P https://cdn.discordapp.com/attachments/784549170119180328/1090159537505447966/image.png
I'm so sorry. Life has been busy. I've had to contend with a flooded crawl space and other home repairs this week. Screenshot from inside the CK of the COBJ form works fine.
oof, that sucks. I hope things get sorted soon without it being too expensive! i'll send screenshots shortly, I think i may have broken my save pretty badly 😔 i can revert to an older save though. just means I lost some work on my settlement
OH i think i see the problem with my COBJs
alright! i can fix this maybe? basically, since I used assets from other mods that aren't master files, the recipes I made just... don't build any object.
so i need to convert those other mods to master files or smth
fixed it? working on fixing my cobjs now
ok, didnt work since it relies on the ESM files that aren't present. how do i change the dependencies so they rely on esl files, or would it just mean unlinking the dependencies before uploading? would that even work?
If anyone could advise on how to make a patch to reorganise modded items from another patch id really appreciate it. What I'm doing is moving the crafting recipes in the workshop menu to somewhere else and changing some of the perk/recipe requirements and the item descriptions. I want these recipes to overwrite the ones that come with the mod the items come from
I wish there was a way to get the Sim Settlements mod onto PS4, because it's a great looking mod pack. Fully voiced, adds a new level to settlement building. I saw someone playing it and wished I had a computer that could run 4.
Is it available on Xbox one?
Yes you can play Sim Settlements on Xbox however I recommend having a very light load order with it, don't build up all settlements, and don't break precombines
I'm looking for a single pistol mod that won't be added to the level list. any suggestion? I've tried the Glock 19 but it wasn't really my style
Need help logging into mods from the fallout 4 main menu. Keep getting "this operation could not be complete". Does anybody know how to work around it?
😱
im on a ps5. any body have any suggesttions?
Ugh
I just got my ps5 and was thinking the same thing
Sorry, you may not have seen my previous message. Need help logging into mods from the fallout 4 main menu. Keep getting "this operation could not be complete". Does anybody know how to work around it?

how do i make a script run on install on xbox? i followed the tutorial pdf provided on the SMM nexus page, but it's not working. I know .ini files on xbox need to be like... connected to the mod better? something like that, i dont remember the details. But i have no idea if scripts work the same or not. These modded items are still not reorganizing into other categories, but the vanilla stuff is working. but that may also be because a previous save made hard edits and functioned the exact same, so what I think is happening is I have a script and i've tried to link it to the menu I'mtrying to change but it's not working properly.
SMM must be running before it will work on Xbox. The mod you’re creating is an addon for it.
Never remove a workshop mod in the middle of your game and continue on the same save. There’s not only workshop menu failure if it is script injected, but could also lead to power grid corruption.
Always test on a fresh character without mods to ensure the mod is working.
That said, run SMM’s workshop menu saver from the holotape.
Load order: SMM > mods that require SMM
Left; Concept art i had made Right: An early rendition of the building, Still needs alot of work.
Bit bored, Never really work on exteriors, Middle is a bit wide due to the not having the appropriate resources.
Cookie for who ever can guess it
Looks kind of like Graceland to me.
Well hell yeah. First one to guess
i do have it running, and the previous save with the older version of the mod doesn't have script injection. My mod is at the bottom of my load order
the part im struggling with is actually injecting the script
i think ive had smm installed before i started this save
how would i disable a random encounter
What mod would i install to customize the HUD in the game?
Is there a mod that includes the gauss rifle from 3/nv?
Or the Anti-mat rifle?
The anti material rifle is a creation club item, on PS4 any mods related to it requires it to be purchased for it to work. Maybe it's the same for PC but I'm relatively sure there's a variant of it using external assets
On PC: FallUI. On Xbox: Doesn’t exist… yet…
Escape from Boston landscapes for xb1 for series x mod, boxes and files on shelves an desks are skipping in and out. You can see them when your really close but disappear when across a room. I have the series x and the series x mod. It is near the top in correct load order. New game. Not sure why this happens.
That's an roombound-portal/occlusion/bounding sphere/collision/precombine thing. If it is interior, and you're looking at them through a door and they're doing it, then the occlusion portal has gone weird (some vanilla interiors do it - like RobCo - so it may not be mod-related). If it's outside and those objects are static collections built specifically for the boston landscapes mod, they need to be rebuilt with objects that have the correct type of collision and the bounding spheres need to be looked at. If they're just vanilla, then you'll need to wait to see if Bethesda's update for the series will provide a fix for that.
A vanilla object that does the same thing is the weapons workbench. The drill thing will disappear from the camera as you look away. If you remove the objects from that one and make them into new objects, they'll do the same thing. The animation on it does weird things to it. The file boxes might have animation on them or their collision is set up with the wrong type of havok? I haven't looked at them so unsure. But that'd be something to look at to keep them from doing that.
It is interior within the same room for what I have noticed. So would running the version for the series s and xb1 on my series x make a difference and be more stable until we get series x support for fo4
If there’s a different version for the series, then most likely.
It’s probably not a stability thing. That’s probably just the rendering engine not being able to see the textures. It’s more than likely just visuals.
Annoying, no doubt.
They said they were looking into it on the mod squad channel. Apparently got overlooked. Hope there is something to fix it in the works what ever the problem is
Unless you’re experiencing frame drops from a mod like ELFX because that one does disable the precombines in interiors and it derps the roombounds and portals when the precombines are derped.
No the problem happens no matter what
On vanilla too?
Even just running efb alone
Probably not mod related
Vanilla game runs good. I made sure
Hm. Weird.
Sometimes you can touch one thing and it will weird out something that is totally unrelated lol
Yea idk. They said they are doing more to efb landscape so I'm keeping it in and waiting for the update with fingers crossed
Try clearing your cache and see if there’s residuals that just needed to be unstuck. Full power cycle.
If they’re making new textures, then make sure they’re using the photoshop intel plugin for.specular maps and not GIMP. Gimp doesn’t do the red and green channels correctly and saves them as regular normal map.
Unsure if paint.net does it correctly.
Is there a mod that add the bosses from fo76?
They’d have to be scratch built with their own animations and skeletons. The community has a lot of talent but anyone with that skillset is probably already a developer somewhere.
Synth Head Mace by MunkySpunk
It glows, it shocks, it burns, it irradiates. It hits things. Beat up the Commonwealth with a custom mace melee weapon made from synth heads. One of the weapons featured in the Fens Sherrifs Department quest mod now made available standalone.
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4321652
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4321653
Nexus: https://www.nexusmods.com/fallout4/mods/68276
Craftable at Chem station, no vanilla level list edits
Load Order: Craft Your Own Weapons/Armor
Created by: Munkyspunk as part of the Fens Sheriffs Department quest mod
Ported by: Crayonkit/Damanding with permission
When do they refresh cc mods
cc is called mini-dlc not mod
FALLOUT 4 IS GOING NEXT-GEN
Prepare for the future: A next-gen update is coming to Fallout 4! Coming in 2023, this free update will be available for Xbox Series X|S, PlayStation 5 and Windows PC systems, including performance mode features for high frame rates, quality features for 4K resolution gameplay, bug fixes and even bonus Creation Club content!
https://fallout.bethesda.net/en/article/jfwd8PsUw8r3pKrO1wOc5/fallout25-conclusion-interviews-events-perks
Hey anyone good at doing mods I have permission from author to do a patch for avs hoons plate carriers need a female version cbbe and for Xbox and pc
I'm not a mod porter or anything, but I can advise. If you personally have permission, it means nothing. Permission must be in a linkable public place.
pirate? authur?
No I did a message directly to him asking for permission to put out a patch for there hoons avs plate carriers for females
Be sure to keep that message with permissions!
Ok
"How do that it through my private message with author?" right? I use translation so I don't understand slang and don't notice typos. The correct way I think is to ask the mod author to write it in the mod description/post instead of a private message.
Hey, i was looking at mods and found Hereami's "rename dogmeat", and I'd love to try and make something similar as a patch for Beast Master. any advice on how to go about that?
Im have some idea of the process but please start with linking to the relevant file pages so someone can determine if they want to try and explain.
Push the NPC into a RefAlias
Create Message Forms w predetermined names
Stamp the RefAlias w the Message to apply the name change.
https://help.bethesda.net/#en/answer/51731
https://bethesda.net/en/article/27gkMO8RS6PPItVrenpbuC/bethesda-softworks-community-standards
Rules / Guidelines for porting mods @velvet sigil
Hello is it possible to recover cut files from the game and implement them to create mods. I'm trying to make a full cut content recovery mod to add a holotape to enable certain cut content missions or random encounters. But I don't know Bethesda's terms of conditions and if it'd be breaking their conduct since it's using their own files and not my own
Yea you are allowed to do that.
Anyone know how to fix npc and companions going to the same spot
There are several ways, but that isn’t enough information to do anything with. Same spot where? Which NPCs? What behavior are you wishing to modify?
For followers, You can start by looking at the AI packages on the aliases of Followers quest.
There’s 7 primary they use while forced into the Companion alias. Dogmeat has his own. Robots do not have individual ones. If you look at DLC01COMRobotCompanion, you’ll see they are forced into the linked Companion alias from Followers.
Anyone know how to install Loving Cait?
https://oddlittleturtle.com/load-order/faq/downloading-basics/
Xbox: It's easier to add the mod to your favorites from the Bethesda.net website, and then download your mods in load order from the Mods screen in-game.
PC: If it's just on the Bethesda.net website same method as Xbox as described in the link. If it's on a different website, download it, add it to your data folder, and go in-game to the Mods screen. Click on Load Order, find the mod in the load order and enable it. If it has not been set up properly the in-game manager will automatically disable the mod after you back out to the main menu (Unsure if still the case, but the Looksmenu plugin has not been set up to recognize Fallout 4 as a master so it will automatically disable -- unless it has been fixed. I do not play on PC so have not used Looksmenu since like 2018 or 2019.) If you're using another mod manager, check GamerPoet's videos for instructions on how to use your chosen manager. They are very well done.
Basically Paladin Danse got glitched at the ArcJet and my companion as well, so everytime I summon a companion they run to arcjet and the paladin danse npc does so to. I'd to stop them from being stuck and regain companion
O_o That's an ouch of a bug. Modded setup? I'm not familiar with any vanilla bugs that do that.
And it sounds like whatever is going on is baked into the save. Each Follower has a script that commands that particular actor to go where you tell them. You should be able to enter dialogue with them and assign them to a workshop and they will appear at the workshop. Have you returned to a save prior to Danse derping?
I'd start a new game without whatever mod broke your companions. If you are able to summon them, then it might be the mod that allows you to summon them.
It also might be a conflict between the summoning mod and another mod. But with that type of conflict, a new game will also be required because it's very obvious something has broken. A script patch would more than likely be required to bridge the conflict between the two and there's no guarantee that it will remove the persistence since the you'd have to remove the NPC from the alias (generally by permanently killing them but there are other ways).
First and foremost, the game code is from a tutorial. I had to make my own edits and changes to it to get the text/font working and to get the "QuickDrop" to work in Fallout 4. The tutorial I used can be found here:
The font used is NOT em...
Is there mod for Ps4 that restores cut content?
Yes, I re added the dog whistle, https://mods.bethesda.net/en/fallout4/mod-detail/4051300 What other stuff are you looking for?
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Fellas, is it normal that “A forest” mod makes some buildings invisible?
I could use some assistance. Would anyone happen to know why all the hairstyles have this weird glue like texture around the entirety of the hairstyle?
What platform? Do you have any mods installed?
Possible lighting issue?
Yes. PC. I installed the Life In The Ruins modlist from Wabbajack. I have not edited it in any way.
Every single style has that same outline.
New Mod Release:
https://mods.bethesda.net/en/fallout4/mod-detail/4325316
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I could almost blame the texture seams..
I'd recommend disabling any mods and then start a new save file to see if the issue still happens.
I haven't started a game up as yet. Just installed the list and creating the char. There's 778 mods. How would I go about knowing the general direction for what I should disable?
Probably skin/hair/npc visuals related.
Lighting/weather mods can affect how skin, or textures in general, look.
And if you're using enb that might make it more prominent.
Gotcha. Appreciate you guys, thanks.
I could use some help, certain buildings and areas are invisible for me
What could a proprietor for it be?
Without knowing what mods you're using, there's no way to know. Post your load order. Here's a link to a template to use to fill in your mods since we don't have access to your My Mods page on the Bethesda website or your load order from in-game. https://oddsmods.xyz/FO4LOFrameworkTemplate
You can find more info on load orders here: #1068132054635651073 message
In example that could happen when you have location changing mods mixed with prp without patches or loaded in the wrong order.
I didn't know how to use it
but i downloaded LOOT
and hopefully everything works
If a mod's header has been set up improperly (which happens with older mods sometimes), then LOOT will place dependent mods out of order of their masters. Make absolutely sure after you've used LOOT that any mods that require others are placed correctly.
Automation is the devil.
also anyone know of a mod that gives me the option to hide unavailable crafting?
Yeah when i used it i found that many mods i downloaded had a lot of missing mods
I think there was a mod that needed 7 other mods for it to work xD
If you're on PC, you'll want to download xEdit so you can make your own compatibility patches for you're load order.
7? Was it a patch to an overhaul?
I don't know of any mods that will allow hiding of unavailable crafting, but you can add it yourself with the Creation Kit or xEdit and fully customize your game. That's the cool thing about playing on PC. You can make your own stuff if you want and not have to rely on others.
Yeah
If you're playing with an overhaul, plan your load order around the overhaul, not the other way around. The overhaul is now the game you're modding.
Also if you are having trouble understanding the template, how can I improve it to make it more understandable? The instructions for use are in the links at the top of the sheet. I'm always looking for ways to make it more accessible to others.
Nah, i am just slow
dw bout it
i am sure others understand it
I always worry when someone tells me that I haven't explained things well enough. Whatever I can do to help. I want people to have fun games.
That's the thing, it wasn't a modded issue. I stumbled upon ArcJet before meeting Paladin Danse and the quest started on its own around 2 steps ahead (Danse just randomly showed up). I thought that finishing the quest with mods would fix it. Now I HAVE to use the summoning mod to access companions. The only way around them leaving is the "stay" command or if I deactivate them as my companion. All except Danse can get out of ArcJet, Danse is the only one who goes back. Other quests work and i'm already very ahead in the game so i've just had to work around it (going solo and summoning companions only to store things). As for Danse quests, he runs back so I have to summon him to get through Brotherhood Quests
I can't go back to the save since Ps4 only gives the past 3 Save Slots, so by the time I realized about the glitch my save without it was lost
At this point i'm accepting this is how my 1st run will go, no companions
I love slowmo shots
Is there way to have unlimited AP so I can shoot multiple times
Are you playing on survival? Because my understanding is that the ps4 has as many save slots up until 2GB and then when you reach that amount, you have to back up your saves to a USB and delete from the PS4 drive.
If you only have 3 on a normal game, check with PlayStation because I don’t think that is normal behavior.
PlayStation4 players are lucky. You’re able to back up saves to a USB whereas Xbox players cannot.
Also if danse weirded out on a vanilla save, Bethesda has a feedback form where you can report the issue. A bug like that would be impossible for the Unofficial Patch team to fix since it sounds like it would need external assets to do.
You cannot use the form if it was modded though. They do not support mods.
Is there a mod to spawn ronnie shaw for ps4? She never appears for me in my game.
Do you have the glitch with Radio Freedom stopping? You might be able to disconnect the power from the radio station and then restart it to see if that will give you the quest when you tune in. Fast travel away, tune in, and see if she tells you to get back to the castle. Otherwise there is a quest jumpstarter from LGSHI that might start and stop the quest. (I do not know if Old Guns or Radio Freedom is covered)
I haven't tried that I'll give it a shot.
Radio freedom is one way to get the quest and to get her to appear. Just make sure you’ve destroyed all the mirelurks and waited for about 3 days. Sometimes one of the mirelurks disappears and the other quest doesn’t finish.
Also make sure you haven’t built anything over her spawn point. The castle is a dynamic settlement so not building until you’ve finished Old Guns will ensure her pathing doesn’t derp.
How do I download that mod for the quest starter on ps4
For clarification: Are you totally new to using mods or are you simply asking for the link to the mod?
If totally new: there's a link to downloading basics that gives a full tutorial on how to use the in-game manager here: #1068132054635651073 message
actual link if Discord derps: https://oddlittleturtle.com/downloading-basics
The mod in question is something like Holotape of Quest Fixing.
I've modded my current play through. I just can't find the one you mentioned on bethesda
Whoops. Apologies for the spam then if you've already modded your game.
Oh I actually downloaded that and it didn't start the quest since she isn't there
Ah. Well, darn. :/ I'm not sure how else to help. I'm so sorry.
There is a possibility that it is a mod derping the quest if you've got a conflict though.
It's all good, that's why I was hoping for a mod that would spawn her.
It's not game breaking so I guess I just won't get the artillery
I know there are mods like throw a grenade that spawns Shawn and others I just can't find one that spawns her
Your profile shows PlayStation? If it is try this as long as you don't have anything that affects the Hut outside the vault, most the suits will give you about a hundred everything and the little killer pistol with that so pretty much give you one shot kill every time.
https://mods.bethesda.net/en/fallout4/mod-detail/3125437
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Lesson learned don't rely on auto save, do a manual save every now and then. And if you're on Playstation you should turn off all the auto saves, except maybe on sleep, that's a good way to get the 0KB glitch. Just remember to manually save every half hour or so of gameplay, and you can overwrite your manual save and be okay.
Playing fallout 4 with the Minecraft music mod… it rly changed the game for me
Almost every soundtrack replaced with Minecraft ost. “Alpha” played in sanctuary for me and it was like I was playing a completely different game… music can really define a game.
I believe the mod is on Xbox and pc only, but I suggest people to give it a try! ^^
I have a few mods I’m wondering about their load order placement. All of which altar what npcs can do and I’ve seen some placements being under ai overhauls while others can be in gameplay overhauls or npcs changes
One mod prevents ferals from opening doors, another prevents radscorpions from tunneling underground and the last one makes it so the rocks behemoths throw aren’t homing rocks that lock onto you, they’re just rocks
I’ve seen some people post these mods under different categories and I’m lookin for some good feedback on them
It depends on what mods you've got in your load order. Each load order is as individual as the person who is playing.
Generally, there is the character edits category that will work fine for those, but if you've got mods that change those types of creatures, some juggling might be necessary.
Opening doors can be done at the AI package level or it can be done on the race form. But not knowing which mod you're referring to is prohibitive to offering further advice on that one. The others should be script edits on the spell effects on the race. They can either be directly editing the spell or directly editing the race form. Again, without knowing which mod is prohibitive to giving advice.
Okay, good to know. I don’t have any other mods affecting these creatures minus itsyourboybrady’s health overhaul, so doors for Gerald are ai packages, the other 2 being spell effects sound like more under npc edits than gameplay changes, right? Also Ty for responding so quickly !
Unknown without looking at the mods themselves. You’ve not provided links to them.
If you’re on PC, you can look yourself with xEdit to be absolutely certain.
There’s a flag for doors on the race form so it could be a race mod and not strictly an AI mod.
But where you’ve chosen should work.
If it doesn’t, then it doesn’t.
Behemoth mod: https://www.nexusmods.com/fallout4/mods/19076
Radscorpion mod: https://www.nexusmods.com/fallout4/mods/15642
Ferals can’t open doors, Bethesda link https://mods.bethesda.net/en/fallout4/mod-detail/4163625
Tired of Radscorpions tunneling/burrowing vast distances in an instant? This plugin disables that behaviour, forcing Radscorpions to close the distance the old fashioned way.
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Radscorpion is actual NPC edit. It will go in NPCs, below any NPC mods. Behemoth mod is a projectile/explosion edit. Usually those types will go where you place your ammo modifications, generally lower under your weapons. Ferals is indeed a race mod for both the glowing race and the normal feral race. It will go in NPC mods.
Visual:
I learned a new thing. I hadn't realized seeks target was a flag on projectile. I thought that was done with scripts.
So thank you for asking. 🙂
Seek on a script… ☠️ - LoL
I've never really looked at projectiles other than for mines. Thought it was like a magic effect like the things from Skyrim but now that I'm looking at it, those are projectiles too.
omg. i haz ideas now...
Wow that is completely different from what I imagined, thanks for your awesome input as always @zinc hare !
Have a fun game. 🙂
Many of SKK’s mods go near the top to middle because they are gameplay tweaks.
Gameplay goes under settlements but prior to weather, lighting, and weapons
At least that’s outright verification that that particular bot hasn’t plagiarized my Survival Guide Google doc. 
That’s where I had all mine before I asked, but for the hell of it I’m Guinea pigging what this ai says for a lot of it to test how accurate it is. It could be totally wrong lol, but I found it very interesting
Pray it never tells you to jump off a bridge, we’d lose you.
I think it knows a lot, in the same way that 17th century Doctors knew a lot about medicine.
What? Arsenic and mercury are perfectly safe, man.
Well, if people are gonna listen to an AI, I could take my website down and save money. I’m obviously not needed. 🤷♂️