#fallout-4-mods
1 messages · Page 8 of 1
What about no build limit or move that workbench?
Oh god yes
What about Longer power lines and wall pass through power conduits?
Longer power lines I wouldn't touch, Safe Sane Settlement Settings is a better option. As for the other dunno.
Safe Sane Settlement Settings I believe can be used with SS2
K and Sanctuary lite?
Sanctuary Lite is that a cleaning mod if so I've never used them so dunno.
I wouldn't use anything that touches sanctuary for SS2 except for things like scrap all and maybe power lines. anything I did with sanctuary in my game made SS2 not work
SS2 also uses a lot of the instances and inside areas that some other big story/overhaul ones use so if you have something to change those it might get weird. but usually you can noclip into the door to get to the "SS2" instance vs the regular instance if this makes sense
Any of the modern settlement overhauls like the ones by Aurelianis are technically compatible with SS2, just don't use city plans with them.
Tbh i never had this issue so i turned of a few mods and that seem to work but i thought it was one realy i had those mods awhile and nothing happend they seem ok well maybe except everx npc is legendary
Well that's the thing about mod conflicts they can show up right way, much later or not until you start a new game.
Had a Skyrim mod like that everything was fine until I started a new game.
Ugh finaly!! That took longer then i wanted it be its working
And yea its like a hiden virus and u dont know when it pops up makes u disable or delete ur fav mods till u find the one cuasing the issue
Hi guys! Does anyone here know a good fix for pink window texturs from Sim Settlements 2 on Xbox? I got to a point where I can use the HQ and it’s really annoying that I see these windows in my build. 😭
Have you re-updated your main game recently? The pink box was a xbox thing a week ago, but if it's not that....its kind of interesting that it affected mods too.
Was there an update to the base game recently?
No
There was one errant "update" to the Wasteland Workshop DLC that caused purple textures to show up. Bethesda rolled that one back to the previous copy though.
Hmmmm do you think I should delete and reinstall the Wasteland Workshop DLC?
It wouldn't hurt to try. The issue only existed on XBox though.
That’s so weird I’ll give that a try
i kinda figured out what my problem with mods since yesterday
mods that dont have plugind dont work
what could be the reason?
cant find anything on google or yt
It's probably the vanilla glass bug that comes and goes. A reload may fix it
I have reloaded the game countless times but the pink textures were still there
Then it might be missing textures in the mod in which case they'll probably update it soon
any good mask mods that let you wear a deer skull?
ik thats an odd question and odd to be a mod..i got a good cannibal mod so..you guys probably know
How do you undo recruitment for a npc at the GNN HQ on sims chapter 3?
It says max is 10 and I recruited regular low skilled settlers and I want to put NPCs that are skilled
Nvm figured it out
@everyone Guys know someone named shadowliger? They made a good mask mod that id like to see on xbox
Word of advice - never use the at everyone tag. It usually ends in a negative response.
Sorry
what mod of his are you looking at?
i assume "T4H -The Four Horsemen Skull Helms and More"?
@hot chasm
Yea its the t4h
ill message them on Nexus and see if i can port it
no promises tho
K tnx lol realy im not the only one the one skull reminds me of a crypted of lost tapes nice show
I have a problem
Mods that dont have plugins like bullet counted reload do not work
With vortex or mod manager 2
What could be the reason and how to fix it?
Cant gind anything on google or youtube that could solve my problem
My idea,
Mutated horses
They have 8 legs instead of 4. They have a set of horns like a bull. They’re texture is like a rad stag
Hey
anyone know how to fix my issue?
All my BoS soilders are wearing either BoS fatigues or Scribe armor and none of them are wearing Combat/under armour
because they should be if they have knight/paladin or higher ranks
I started multiple new playthrough just for this issue to be fixed, i looked in xEdit for whats causing the issue or what mods is it referenced by and started a new playthrough without thoose, i even deleted the data folder and reverifyed and nothing worked
This is Knight-Sergeant armor: https://fallout.wiki/wiki/Brotherhood_Soldier_(Fallout_4)#/media/File:FO4_BOS_Knight_Sergeant.png
Brotherhood of Steel Soldiers are members of the Brotherhood of Steel living in the Commonwealth in Fallout 4. They begin appearing after the Sole Survivor triggers the arrival of the Prydwen by exiting Fort Hagen by the elevator leading to the roof.
Here's the wiki entry for BoS Soldiers. I don't have the CK open to see what level the knights start appearing. https://fallout.wiki/wiki/Brotherhood_Soldier_(Fallout_4)
Brotherhood of Steel Soldiers are members of the Brotherhood of Steel living in the Commonwealth in Fallout 4. They begin appearing after the Sole Survivor triggers the arrival of the Prydwen by exiting Fort Hagen by the elevator leading to the roof.
xEdit isn't going to show a scripted outfit change or a leveled character list script injection, btw. So if you have a load order, post it.
You don't have the game set up for loose files or you don't have the required mods set up correctly
Setup for loose files is fallout.ini?
If yes then im ptetty sure everything is fine
And the mods i installed like any other
Got issues with ss2 the city planer desk wont spawn the computer
No. Never touch the default inis. Always create a custom. The default inis update as they are designed to for preferences.
Any ideas how i fix that guys?
K, will look up a guide fir that
Ty
I gave you the link 🙂
If them missing Underoos, keeps your game from crashing... go with it.
??
Bos
I don't think he was saying they were nude, Jack. 🤣
No but he said they were missing Under Armor
and only using BoS Fatigues
i already found a guide that tells me to do stuff in custom.ini and if not works 1 thing in prefs.ini
it also has 2nd method with fallout4.ini which i dont touch as i understand
The link is for the official CK that has the correct information on it.
Just don't use the debug logging information since that's only for creating mods
All you need is the Archive setting
The wise and almighty turtle knows, she's been there, done that,...trying to save you some time.
Enabling papyrus logging will adversely affect performance
btw, i tried putting mods in root folder which didnt help, do i need to remove them or i can let them stay there
Data folder is the only place mods go unless you are using F4SE
im using mod manager and SE
This is the Fallout 4 channel, man
?
SE? As in Skyrim?
F4SE
f4script extender
No one is going to know what you're talking about if you call it SE
is that what it stands for, right?
F4SE
ye i have F4SE cuz as far as i know its necessery for some mods to work
Hey guys , I'd love to get into creating mods for fallout 4, any advice on what programs I need to use and how powerful of a computer I need?
To specify I'd love to make mods that can be used on xbox and pc , being my main platform is xbox
The minimum specs are listed on the Steam download page for the Creation Kit but it depends on what you're wanting to do
I'd like to make an in depth weapon mod or two as well as a few little goofy ones, also thought of a sweet idea for a voiced companion
All you need to start is the Creation Kit. If you want to do weapons, then you'll need 3d software to make it, texture software, and nifskope and outfit studio to convert it to nif format and add it to the game. To make the materials from the texture, you'll need Material Editor. The one that comes with the CK no longer works. You can download it from Nexus. Kinggath has an good series on most things you need to know: https://youtu.be/3cDJ0Rk7hC0
In this first Tools lesson, kinggath touches a variety of small topics, including explaining how to properly export custom textures, configure material files, setup Nifskope to display textures, extract Bethesda's files for easy access, and how to setup a variety of third party tools to make modding easier.
Beneficial To Know:
::: From CK 105...
Here's how to create a weapon mod from scratch: https://youtu.be/PZ5nP8mwzDA
The introduction to my Fallout 4 Weapon Modding tutorial.
Unfortunately as I unlisted all of the videos in one go, they appear on my channel out of order - so make sure you use the playlist! - https://www.youtube.com/playlist?list=PLGGw--fFEeZd5HM9shaaANPuXP9zAgmAN
Links:
Bethesda Archive Extractor: https://www.nexusmods.com/fallout4/mods/78/
I...
Includes modeling and new animations how to
Thank you so much this really helps a lot!
You might also check out fallout.wiki and see if they've added any new tutorials.
Look under their Resources section
There is also CreationKit.com
I would post my issue on the forums but im on phone doing this so i cant found a post with people having the same issue however its old like 2018 and the issue has i fix but most cant do it due to it being a bit dif
Is it listed on the known issues portion of the wiki? https://wiki.simsettlements2.com/getting-started/current-issues You might be able to find the problem and resolve it there.
A comprehensive list of issues with the mod and potential solutions
guide says to create custom.ini but i already have it, so i do stuff in the 1 i have already?
Also make sure you are not using a mod that isn't compatible with SS2. That's the fastest way to break things. there's a list on the wiki of what not to use
All you need is the [Archive] settings. Delete everything else unless you've customized it for windowed mode or gamepad.
You'll use the one you have. Creating a new one will overwrite the one you have.
Same name.
What about [papyrus?]
Well that usfull i didnt know there was a list tnx also im on xbox ill look at it right now
Recently I've been getting into Sim Settlements and been enjoying it. around 2-3 days ago, i was finishing up my game before going offline. When i attempted save and quit it froze and i had to open task manager to shut it down. The next day i tried load my save game up and it kept crashing after...
Nope. That's hurts performance. That's for making mods only.
If you're wanting to make mods though, go for it. It's always nice to see a new modder.
Ah ok
U ssid to delete everything else but it seems like there are few things related to mod organizer 2 that im using
Given that I don't know what's in the file because you haven't given me enough informatio to know, keep the things you need.
Yea...got a mod that changes cannibalisum but adds ghouls same modial but dif name
[Display]
iLocation X=0
iLocation Y=0
[General]
sLocalSavePath=__MO_Saves
bUseMyGamesDirectory=1
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
this is how it looks if it helps
in fallout4custom.ini
Should work now. should
If it doesn't, revalidate your set up through Steam to see if you're missing any files.
What kind of files
Cuz sadly it doesnt work
No clue, mate. Re-validate and see what's missing
I don't have a load order or any other information to work with other than what you've told me
How do i revalidate?
In properties?
I do love ss2 but are theyre anymore mods that let npcs build theyre own homes for xbox one?
Properties > Installed Files > Verify This Game's Files are Installed Correctly (Verify Integrity of Game Files)
ah ok
No. If you were on PC, you could see what Horizon has to offer with its Architect mode but I'm not sure that it's the same thing.
Eh. It was important otherwise it wouldn't have to reacquire it. :p
so what do i do with that information?
Try it again after it downloads and see if that fixed the issue.
I'm pretty sure with Steam one file always fails to validate.
LOL of course.
how do i know when it did, steam gave me 0 info of what when and where
You can sort your game folders by date in Windows Explorer if you want.
However, I'm unable to give you much more information than that without know what mods are failing to load and what your data folder looks like.
If you're using MO2 then it should be clear and you should have your load order set up in MO2 and running the gam ethrough MO2
Or were you using Vortex? Sorry. Two people were talking earlier and I haven't slept in about 36 hours
all mods that dont have plugins
bullet counted reload
high fps physics fix
weapon debris crash fix
MO2
You also need to be sure you run the game's official launcher file after finishing validation to reset the registry entries so that other tools will be able to find the game.
gona do it rn
It'll probably also make you reset your video settings. So keep an eye on that too.
it wont even launch now
nvm it id
did
whats the difference between ESL and ESP?
Yeah don't watch a TV show in ESP it's all Spanish.
Did you set up your F4SE like this? https://themidnightride.moddinglinked.com/utilities.html
im not the brightess person so excuse me if i sound dumb
but if i have a texture mod (vivid Fallout) that is 4k, does having my Texture Quality in the Launcher lower effect how well that mod will look/run?
It would likely make using such high quality textures pointless if you set the quality too low.
So ss is the only mod (apart from that one) that makes npcs build theyre own stuff? Settler sandbox doesnt do that right?
Settler sandboxing is simply a series of AI commands that tells the settlers to search for furniture objects to interact with. When they interact with them, they do the animations associated with those objects.
Building their own stuff is totally different
And is done through the Papyrus script system
K and ss1 doesnt let u put npcs in charge does it?
I haven’t played SS since it first came out. You’ll have to watch the videos or read the wiki
K tnx
can someone tell me or link me a video on how to reduce or remove the weight of a item? (CC if that matters)
I’ve used “diamond city auto close gate” for years, always putting it in “gameplay changes” but having used your load order framework for a while, oddlittleturtle, I’m wondering would it fit better in world edits?
If it’s working where you have it, don’t move it.
If you’re ready to start a new game, and it isn’t working where you have it, then test it in the newer position. The description doesn’t say if it just a script edit or if it physically touches it. To keep it from being overwritten by other edits in the area, lower would be better. But it is definitely determined by other mods you’ve chosen.
Okay, yeah it’s working totally as intended, just curious
Weight on food is in the lower left side of the ALCH form. Weight on Ammo is only affected by Survival mode. Weight on weapons/armor is affected by the individual OMOD records (each individual piece that make up the weapon/armor).
Which item is it that you need to adjust weight on?
Food
@zinc hare lol i had no idea you made mod manager
i dont suppose you could make it where we can change enable disable or delete mods in our load order offline?
Are you talking about the cap? Because it has to be enabled. I'll have to look at the flash to see if that's possible. That might be on the server end instead of client side. (In fact, it should be on the server end.)
The cap mod is ok but for games like skyrim i cant go into my mods offline i used to do that but after updates (i think) i need to be online to do any of those things to mods in my load order as listed above
No idea. I don’t play Skyrim on Xbox and have no interest modding it beyond what I have.
I doubt seriously that a mod author has the ability to change the online requirement to be able to work with your mods. That's almost certainly a server level requirement and an understandable one at that.
The community there is far too toxic and drama-prone for me to be remotely interested in adding mods there.
U mean bethesda?
To whom are you addressing?
Im just talking about not being able to look at my load order and interact with it at the main menu offline on my xbox
I can see it on FO4. There isn’t a reason to be offline unless you’ve got a bad connection. Bethesda games are games as service.
You wouldn’t be able to move them offline since they’re in the database online.
You’ve gotta be able to access that database
I’m glad it is useful to someone. I do not keep up with downloads so it is nice to see someone making use of it.
Np glad i dont have to see the same mod over and over 🙂
I play offline all the time, I went a year after Creation Club before I had to update,to add 1 mod, because once they released Creation Club they made it where you can't disable and enable your mods offline, but you used to be able to enable and disable offline.
If I hadn't pre ordered Fallout 4 disc plus season pass, and wanted to play vanilla, I don't know if the GOTY DLC is still on the disc or download code now, I would not update it to get all the achievements while the game was still playable without all the crashes.
The fact bethesda gave us a update for wasteland workshop probly means theyre working on trying to fix stuff even crashes eventualy even on last gen like xbox one and ps4
Really? You weren't around for the oil slick update, that was fun, pretty much like the pink texture update on the old forums. But at least they fixed the pink texture pretty quick.
U use sim settlements?
Ps4 so NO
But I did figure out how to get rid of dead bodies in a settlement....
https://youtu.be/YbraA-evl7E?si=BF6hk_1MkrNsqsyE
I figured out what to do with all the dead gunners from my factory. Recycle them.
K just checking tnx
If you scroll all the way up to #server-roles you can select Xbox so people know what you're playing on. edit or click on blue.
What is the name of the mod that changes the inventory UI? SkyUI but for fallout
Do you want the old one or the new one?
DEF_UI is the one that is used on Xbox. FallUI is the one that is used on PC.
new one ig
FallUI is the closest equivalent to SkyUI.
You'll need a sorter if you want the optional item icons
Here's just the inventory portion, I think: https://www.nexusmods.com/fallout4/mods/48758
can you recommend a sorter or 2 please?
I cannot. Someone else might though. I do not play FO4 on PC and the last time I did got frustrated with all the patches required for VIS.
But PC is supposed to be far superior, unlike the consoles that are just plug and play.
It depends on how much you want to customize. AWKCR updated around that time to the monstrosity it became, and upon updating to the latest version (at the time), I ended up totally breaking about 2-3 weeks of carefully planned level list and armor edits for my playthrough and a mod I'd been working on for about 8 months that I had slaved it to. AWKCR was just supposed to be a framework for mod authors to use and ended up being a full overhaul. I noped out and went back to easy load order and will never again use a framework mod maintained by someone else for anything I create. Lesson learned.
PC is superior for customization but weaker at plug and play. Console is better (in some ways, worse in others) at plug and play, weaker at customization. I say console is worse at plug and play in some ways in that while it's definitely easy to just plug and play your mods, you have no way of being able to check if they're actually compatible unlike on PC. So it's a bit of a crudshoot. I personally can't imagine limiting myself to console play but I also understand that most people aren't interested in the level of modding I prefer, they'd rather just toss a few mods in and get right to gaming. Different strokes for different folks. 😄
for some of us, modding IS the end game 😄
A lot of us have a love hate relationship with the Creation Kit.
Nah. I much prefer it over any other available tools.
i got permission to port T4h to Xbox
youll have to be the one to test it tho since im in the midst of packing stuff for a move so idk where i put my copy of Fallout 4
i also havent ported something to Xbox in a while so it might take a minute, unless someone can tell me
Open CK, login to Bethnet, load mod, click on the File menu and choose option to upload to Bethnet, choose platform to upload to, create/use existing archives as needed, choose edit existing or create a new mod, fill out or update description and upload. Then go to the web page for the mod, finish by adding pictures, additional description or mod requirements, and hit Publish
K tnx man 🙂
DMs
I seen tnx btw u play skyrim?
Pride Pipboy
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4344735
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4344736
Google Drive: https://drive.google.com/file/d/1X_Qc9j7FiS03lQ3M5Ulmh5rvcDIuelYd/view?usp=sharing
Show your pride right on your pipboy: Asexual, Aromantic, Bisexual, Intersex, Pansexual, Polyamorous, Pride (rainbow), and Transgender. Pairs great with Pride Pipboy Backgrounds: https://damanding.xyz/pride-pipboy-backgrounds/
Load Order: Pipboy (compatible with any Pipboy paint jobs that are Creation Club compatible)
Textures: Kay Sato
Implementation: Damanding/Crayonkit
Community Screenshots: Elianora, KittinTheHatLady, DressLovingLesbian, and Kay Sato
Does anyone know of a good clean Sanctuary mod for Xbox? I’ve used Clean and Simple: Sanctuary and one that made it Pre-War but CSS would respawn the house frames after I scrapped them and the Pre-War freezes my game.
can someone port something to Xbox for me? i already got the permission from the Author, but im so new at modding im not sure what im doing
You personally having permission doesn't mean anything, the person doing the porting has to have the permission and it has to be written somewhere publicly, either on the original mod page or on the mod author's profile page. If you list what you want ported and work with potentially interested porters you can probably get it done.
Ik someone but u may need to take a pic of it or something that got perm ik thats tidius but porters cant upload unless theres prof
Does anyone know of a mod that stops the mirelurk queen from respawning at Murkwater?
You have no description of what you play on, if you play on PC make it yourself.
Guess what even if they are on the PC they don't have to make it themselves.
What mods do you recommend
That's such an open ended question, where does one begin? I tend to specialize in settlement building mods so I've got a guide for those. I also enjoy collecting things so I have a guide for those too.
PC/Xbox collectibles & displays guide: https://damanding.xyz/displays-collectibles/
PC settlement building mods guide: https://damanding.xyz/settlement-building-mods-guide/
Console settlement building mods guide: https://damanding.xyz/console-settlement-mods/
All available fixes and community patches (to be applied in correct load order)
@woeful charm u make mods if so u do skyrim and can u script?
I do not script and while I've never made a published Skryim mod I probably could do Skyrim...but not scripting. Right now I'm focusing on learning 3d modeling stuff and texture stuff
Ahh ok u know anyone who can script?
lots of people but they're unlikely to sign up for anything unless they know something about it and are interested in working on it
what are you wanting done?
A vampire mod posted that in the skyrim mods with the txt buble
well hopefully you'll find someone willing to make it 🙂
Hope so
So ik when making a game u need a 3d modle and animation both need people in blue outfits for it to work that the same with mods that add custom animation?
People in blue outfits?? Are you talking about the shape of an NPC that is completely blue used to represent a furniture (animation) marker? I don't think I even understand your question
If that's what you're talking about then new custom furniture would also have a blue NPC marker for the animation I assume
I think he's meaning Motion cap
ohhh!
god that makes more sense now
motion capture is not strictly required for making custom animations no, you can make the animation without it, it just looks more realistic if you use motion capture
Huh neat so u doing custom animation after 3d modeling?
probably not, that doesn't really interest me
there's some animation involved in making workshop furniture such as sliding drawers or doors and that sort of thing, that's probably about the only animation I'll learn
K btw does no build limit mod conflict with sim settlements 2?
Depends on how it's done. Regardless you should never use mods that remove the build limit on console, they're not safe to use. Use the gun scrap method to add a small amount of build limit or use a mod like Raze My Settlement which has a safe and sane limit booster of 1x the vanilla limit and don't go any further than that. Keep in mind that if you're going to go over the vanilla build limit you should NOT do so in a settlement which has other settlements nearby that you also plan to build in.
K tnx i think SS2 has a option that lets u up the limit
just don't go more than 1x vanilla
Ill try my game did crash so thatr probly the result if i did
Crashing is absolutely what will happen when you build more than your system can render. That's why we don't recommend going over the build limit by much at all. Even 1x will result in reduced FPS in that settlement.
That sucks lol so many plots and sancuary fills up fast
I learned the hard way when the first SS shipped. 60 of the buildings all upgraded at once on Spectacle Island. I broke my game after 10 hours. 
in the words of dora from neebs gaming All that work ALL THAT WORK
I use transfer settlement blueprints to build settlements, so if its over the cap is up in the air, is there a way to check besides the build menu?
you have a lot more wiggle room to go over the building cap on PC, especially if you have a beefier rig. However I don't know of a way to tell how much over the cap a blueprint would be
Hey anyone know why Place Anywhere can only "scrap" when activated. I'm using it on Xbox on a variety of game and custom settlements and it no longer activates.
I can't speak to the Xbox version but on the PC version it was off by default for safety reasons so you didn't accidentally scrap something you shouldn't
that is iirc
Is it easy to make mods for fallout 4 with no prior coding experience? I have an idea for a radio mod with an accompanying quest before you gain access to the radio but I'm not sure if it will be easy or the hardest task I'll ever face making it.
There's usually a smallish level of coding required for making quests. Look around at the radio tutorials for help on making a radio station but be cautious and test thoroughly because a lot of them are missing a step (I'm not super familiar with exact details) that have the radio quest repeat. Without that step the radio quest will stop which means the music stops and the player can never restart the music quest. There are also tutorials by Seddon4494 and probably some by Kinggath which showcase basic quest types (including necessary scripting to get you started) such as a fetch quest or vendor quest. I also recommend (yes crazy as it sounds) watching Skyrim quest tutorials as not much has changed and they're a great starting point as well. Darkfox127 has a great tutorial series.
I would say that as long as your quest idea isn't too elaborate this is a medium level difficulty learning task
Learn to crawl before you run. In other words, start w something small and basic. Above all else though, don’t give up. If you need help, ask for help. Someone will help you as long as you’re willing to learn and put forth the effort. Just don’t expect someone to do it for you. Good luck!
I was thinking moreso I could have it be a retrieval quest to keep the radio on. using the unobtainable power armor suit in far harbor. Is there a way I can have a radio able to be placed with that radio station as well?
I'm not really clear on what you're asking here. For starters I wasn't aware of an unobtainable power armor suit in FH or how it relates to a radio station. Are you talking about having a physical location radio station like where the DJ would work?
a retrieval quest is often called a "fetch" quest when looking for tutorials so keep that in mind. I'm pretty certain Seddon has a fetch quest tutorial already so that'll help signficantly. If you're sticking with a simple fetch quest and the quest that runs the radio itself that's a very reasonable mod to learn to do.
If you plan to publish for Xbox and want to make any worldspace editing changes in Far Harbor I recommend skipping worldspace edits in FH as we currently think the file headers are different between PC and Xbox and as a result worldspace editing mods in FH can cause crashes on Xbox.
Also keep in mind copyright issues with regards to the music itself, using copyrighted music without permission from the artists/publishers will most likely get you into trouble. So either use older music where the copyright has expired or you'll need to contact the music companies and ask permission (you'd be surprised at how much you can get permission for on older less popular music when the resulting project isn't going to make any money on it)
quick question, i’m a console player and i don’t know how to install and play a mod that i’ve added to my library from the bathesda mods site, they don’t show up in my library when i open the game on my xbox.
does searching for it also not find it? Are you positive you added the Xbox version of the mod to your library? I've accidentally added the wrong platform version to my library before, it's easy to do
yeah it didn’t come up when i searched for it on the xbox mod menu. it only appears on the bathesda mod site. it says “subscribed” with a check mark but i don’t see it in my library and it says “xbox one” so i assume it should be there
it says xbox one on the website page?
my only other guess would be that you need the mod search limit extending mod https://mods.bethesda.net/en/fallout4/mod-detail/4219346
** PS4 Mod Authors**: Can you think of an invisible mat swap that isn't decal based? I need one that won't make the invisible parts pink in the workshop menu icons.
I know about the T60 decal
Taxidermy & Statuary
PS4: https://mods.bethesda.net/en/fallout4/mod-detail/4345759
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4345761
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4345767
Build various creatures from the loading screens as taxidermy or statuary. Designed with the PS4 in mind this does have the limitation of using objects for collision which show as colored blocks in the workshop menu icons only, they are not visible outside workshop mode. SMM version for Xbox and PC.
Load Order: Settlement and Workshop Items (Unscripted for PS4, SMM injected for Xbox/PC)
Author: Crayonkit/Damanding
As mentioned in the fallout 4 modding thread I'm headhunting for modders to assist me on creation of my ideas (some easy ones to start and maybe more complex as we succeed) I can offer 2d traditional and digital artwork and can work towards 3d and texturing art but would need training or assistance and guidance doing so since it's a new art style for me. But as I've said art starts as an idea (I have a wonderfully large imagination) and then on the traditional level so it should be valuable nonetheless
@woeful charm nice! Glad you got that worked out. I know I wouldn’t have had the patience for that, LoL.
The most annoying part was trying to find an invisible texture mat swap that worked correctly in the workshop menu icons and I failed. Oh well. 🤷
Bloody Sony
Haha I saw u talking to the thread about making that mod and saw it on the mod menu on ps5 Aswell congrats 🙂
Well, mods on such a closed system may no longer be a thing going forward.
Hey all not sure if this is the right chat to post in but am looking for some help for this mod am making, and the mod I am making is a crafting mod and my Problem is when I craft items in the workbench all the weapons and armor will sometimes have weapon mods/Armor mods attached on them is there a way I can have the weapons and armor without the mods and keep the weapons in the default form ? Another Issue is when I craft the Armor the size of the armour will change in size IE when I want it to craft light metal armor it will craft Heavy and medium at a random chance
@reef fox you might want to make a copy of the armor or weapon that is crafted. Not craft the default object. That way you can change the object template to spawn with whatever mods you want for the default.
which file is the Object template ? and how do I apply that template into a COBJ ?
When make a CO have it craft the new copy of the armor. Go to that new armor and hit the object template button, look what's marked as the default, change as needed
ah okay so if I remove these bits it should keep it at the light size ?
Do you see the check mark "Default" ?
Set up the mods you want on that teer
Deleting the others will change the way they spawn in level lists {witch you will not be useing}
this one ?
You can use the IF keywords to make thing spawn as light heavy exc, in level lists
Yep that's it
ah okay so if I add the Light Armor keyword in there it will keep it in the light armor category when crafted?
If it's marked as default and has the keyword, yes
like this ?
You should look at the object mods window to be shure the set up is correct
That pic is size A and checked and default, so it is what you want
as far as I am aware size A is light armor I think and B is study and C is heavy so when I am making Study armor I would have change the Object Mod window to Metal Torso Size B ?
the list on the top left will change the object mod window when click on a teer
If you click on the sturdy teer the mods will switch over too, just look at it to see if it what you want. You should not have to cange that mod each time
right okay I see if I have understood this properly I have to select the default in the object template then add the a keyword that gives the right size in armor and by adding this keyword it will automatic change the mods for me because the keyword determines what mods it has and the only thing I have to do after that is make sure that the object mod has the right size ?
Well the IF keyword will tell the game to add the mods in the lil window.
So if it's marked as default, and has the right mods it will spawn as you wish
right okay I see so I just tried it and I crafted 3 chest pieces and first two were light as they should be but the last one was a heavy piece
Then delete the other teers, force the game to spawn it only one way
okay I will try that
This will change the way these items spawn in a level list, but you are not uesing that part anyway
yeah I have made it a separate copy so it wont affect the Level list
I think that works 😊👍
just tried it with the Study the medium size and it definitely works thank you for your help @honest merlin 😊😊👍
Have fun, make mods
What category of mod would "no settlement attacks" fall under
what categories are there
I was thinking gameplay changes and tweaks. I think the settlement changes was more for the physical changes.
i agree
Sweet. I have problems trying to figure out where certain mods go in LO. Think I'm getting a little better though. Slowly. LoL
Oddlittleturtle also has a framework document that explains in more detail and helps you figure out not only what goes where but also recommends mods to use (when multiple options exist) or what mods to avoid that aren't safe to use. https://oddlittleturtle.com/load-order-framework
Thanks. I was using the blank load order template to see what types of mods go where. Just was confused on the exact type the mod was.
the closest thing that ik of is using a bat file to individually give settlers armor, 1 of each ammo, a weapon, and a clothes, not exactly what you want, but at least you wont have to lug around the gear yourself
and if you put a bell down and ring it, you can have all the settlers in one spot so you dont have to run across your settlement looking for them, all you gotta do is open the console, click on them, and run the bat
@hot chasm
yea one sec
https://youtu.be/VlYttGYIt1U?si=SHbNHKy7Efx3sJ5i&t=219 should start at the time
idk if he says it but he has the bat file in the description, his equips people with robot armor but i have one that equips them with combat armor if you want me to send that
My Twitch: http://www.twitch.tv/scotchandsmokerings - Mods Used: http://oxhorn.it/mods-used - Oxhorn's Free Fallout 4 Settlement Happiness Calculator: http://oxhorn.it/happiness-calculator - My Fantasy Novel: http://www.cloranhastings.com/
Here is a sample BAT file. Create it by creating a new .txt file in notepad, and pasting this text inside ...
@potent grail you might be interested in the above mod as well
I know there's another mod with a similar premise but I couldn't find it
here's one I didn't know about, looks useful https://www.nexusmods.com/fallout4/mods/68030
Ty
depends on what you want to do. On PC you can afford to break precombines and in that case I recommend Hozsa's rebuilt castle mod. It's now available via his discord (I can get you the link). His version cleans up and removes the rubble piles. If you don't mind remaining rubble pile because you don't want to break the precombines in the first place I recommend mine, but mine's the one with the structural workshop kit in addition to the repaired wall. Mine was designed with Xbox users in mind hence no broken precombines.
There used to be a mod called super serum on xbox one but not theyre anymore
Anyone know a mod that gives health regeneration in combat?
I sent it earlier today did you not get it?
Let's drop this conversation, and focus on more constructive discussion of Fallout 4 mods.
I've removed some posts.
K
Anyways i think mutant powers is good atm FO4 crashed so im going back to skyrim a bit

I know it has been a month but I'd like to report back that the "romance knife mod" works like a charm in my PS5. There is a known bug in FO4, where if you do not romance Curie during the second and last talk about it, you miss your chance forever. She will never speak back at you again where you ask her about "the relationship". So, my french robot GF with a super cute voice and I say "thank you! <3"
Looks like Jason Unruhe (sp?) Style, he posts on Nexus. He might have something
He does a lot of old school punk among other things
kinda similar https://www.nexusmods.com/fallout4/mods/65979
Dunno if this is the place to ask but was wanting to know if someone would be up to recreating what the "Mr. Tatohead curie edition" mod did by allow the facial sliders for curie to extend beyond their limits as well as allow curie herself to the customizable?
and also xEdit: https://tes5edit.github.io/docs/
hello! im new on modding here and i was told you guys can help me get into it!, i used vortext but have issues on it.
is there a mod that keeps creation club settlement items to their own section in the creation club tab?
Ty
Kind of a weird question, but I just upgraded to a new Xbox, and I just synced my data from the old one and, to my surprise because I’m not tech savvy at all, my save data transferred to my new game
If I download all my mods in the correct order, and have everything necessary to pick up straight where I left off on my old game, would it be Safe?
Syncing data + mods has me feeling cautious of the whole ordeal and I don’t want to endanger my current game
If you have all the mods that were used you should be okay. But I wouldn't let the game sync again while you have mods in play.
All saves are saved to cloud as long as you're connected to the internet and they will sync with whatever Xbox is available. Cloud saves are designed to be able to move to a new console. Make sure your mods are in the same order and you'll be fine. Here's information on Cloud Saves: https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/cloud-game-saves-faq
@hot chasm @zinc hare thank you both so much for the answer! I was hoping keeping the same load order would make it safe to play, I appreciate you guys !
I think a mod I'm using to skip the Nuka World raiding in the Commonwealth messed up the minutemen quests. Cause they stopped...like completely. Preston isn't giving any and radio freedom just says "nothing to report".
Might have to start a new save... again.
The random quests sometimes stop in the middle of the game on vanilla.
The unofficial patch fixed the scripts but if you’re not using it or if you’re on PlayStation, there’s not much to do about it.
You can only get certain settlements by doing the minutemen quests right?
I think I tried before without the quests and ran into at least a couple that weren't giving me the option.
The quests worked fine before that mod I mentioned. So I'm hoping that it's the culprit. Which is a shame. Be nice to have a mod that does what that one is supposed to without messing with the Minutemen quests.
The mod is "Skip Home Sweet Home Quest" by paquercia
I guess I'll just use the Loyal Gage mod and kill the raiders. LoL
You could try the Vietnam outfit pack
some more screenshots of some US fallout vietnam armors.All promotional pics are made by RafiJusniora123Note. The weapons are not ours its just for show, soon we will have pics with out own weapons thoAlso these are not the final versions of the armors but more on that soon.The logo is just a WIP and a new one will come soon.Heres a link to the ...
Try that one ^
Check description for the mod
https://www.youtube.com/watch?v=zzGG-eImQ_Q&t i wanna play this so bad
- 𝗙𝗔𝗟𝗟𝗢𝗨𝗧: 𝗟𝗢𝗡𝗗𝗢𝗡 -
𝗙𝗮𝗹𝗹𝗼𝘂𝘁 𝗟𝗼𝗻𝗱𝗼𝗻 - 𝗢𝗳𝗳𝗶𝗰𝗶𝗮𝗹 𝗔𝗻𝗻𝗼𝘂𝗻𝗰𝗲𝗺𝗲𝗻𝘁 𝗧𝗿𝗮𝗶𝗹𝗲𝗿
𝗦𝗽𝗲𝗰𝗶𝗮𝗹 𝘁𝗵𝗮𝗻𝗸𝘀:
CHADFallout76Podcast, Wes Johnson, Jessica Star and everyone else behind the Fallout For Hope Initiative.
https://falloutforhope.com/
𝗙𝗮𝗹𝗹𝗼𝘂𝘁 𝗙𝗼𝗿 𝗛𝗼𝗽𝗲
This video and announcement was put together to support the Fallout For Hope Initiative. Fallout London is hold...
It isn’t. Bethesda is updating it. Check back through #modding-news
My assumption is that they will have it done for Starfield’s CK release but we could be lucky and they have the updates before then. If you have anything to add, it’s been cloned by the Unofficial Elder Scrolls Pages and you can also add information to the Independent Fallout Wiki until the official updates are done.
Thank you !! I appreciate it
Can anyone tell me how do a really big load order?????????
I'm curious, I'd like to get into modding, I'm a software engineer, not a fan of creation kit. If I'm not building a mod that needs anything visual, is there a way to just write plain Papyrus and compile that without dealing with that GUI?
I still want to know how to have a really big load order no one won’t tell me
I be sit here all day try fine out how to get one without have only 254 mods I am way over that like 300 something mods install for my fallout 4
Can somebody please help me not keep ignoring my messages
No idea what you're talking about. F04 has a 255 mod limit. This is not a very active channel, don't spam it.
I am used Vortex my say 254 mod limit I am way over that
The game has a limit to how many mods/plugins you can have installed which to 255. Having 300 mods installed will not work, the game will not load all of them it will only load the first 255.
It’s possible to setup MS VS for Papyrus. However, in order to associate your script w something, you have to use the CK.
Partially incorrect. The maximum count is 253 full size plugins, 4095 light plugins.
Using an IDE would be nice. I'd like to create a quest that starts at startup, points to quest givers and updates when that quest updates. In my mind this is pretty simple, place a marker on the thing, check the status of the other thing, change the waypoint. All I need is an IDE and a clearly defined API to grok.
Are there any tutorials/explanations on doing things this way? Or am I on my own?
I’ve personally never setup VS for Papyrus. It’s definitely possible though - several folks in modding have reported success. Although I don’t know about any tutorials. @brazen barn thoughts?
This is the ultimate extension for writing Papyrus scripts, written by Joel Day. https://marketplace.visualstudio.com/items?itemName=joelday.papyrus-lang-vscode
@me again if you have questions. I have an assignment due for now. Got to bail.
Thanks, Scrivener!
You need to learn advanced modding techniques for this. First learn to convert mods that can be converted to light plugin. You'll want to learn how to create patches and ideally create one mega patch for the whole load order to cut down on space or learn to alter the original mod with what the patches do for you. You'll want to learn how to merge mods and which kinds of mods should not be merged (such as those with navmesh). Learn what kinds of other issues you'll run into with merging such as breaking mods that use scripting to look for specific file names or form IDs for whatever reason. This is not the kind of thing any one here can just explain in a few minutes time. You're going to have to do the work of learning to use xEdit and the CK to do these things. But at least I've given you an idea of what to research. Basically just watch all the tutorials you can find on xEdit to start.
Does anyone know if the UFO4P has fixed the Far Harbor issue yet or not?
Right that will be so much help
If you're referring to the mismatched headers issues which results in worldspace changes causing crashes I don't think they can fix it without having access to the headers and Bethesda is unlikely to give them the console versions to work with. if you're asking about a different issue you can check their bug tracker https://afktrack.afkmods.com/index.php?a=issues&project=32
Bug tracker for the Unofficial Patch Project and Arthmoor's mods.
basically don't use mods that alter the worldspace in FH if you're affected by them 😦
If the unofficial patch hasn't rolled back their worldspace edits I'm pretty sure they plan to do so for the next update
Ok. What would edit the world space. The only thing I can think of that might fall into that category is the Far Harbor player shack mod. But I have no issues in the town. It's as soon as I leave to follow Longfellow that it crashes.
Unfortunately the player shack mod may be sufficient to cause crashing. Precombines and previs (well previs specifically) affects a 9 cell area so edits can have a rather far flung effect. I don't recall the specifics, but if the issue is that the precombines/previs headers in particular are different on console from the PC version then anything that affects those headers can cause crashing and it doesn't even necessarily need to be in the relevant area depending on what is different in the headers. We can only speculate about the console headers, we have no way of verifying what's in them
(sorry for late reply I'm at work and multitasking)
Ok. Thanks again. 😀
Remove the player home and start a new game is the only advice I can give for now 😦 Even one of my own mods is a potential culprit and only the vanilla version is safe to use
Np Figured most people would be working at this time.
Ok. Thanks. Will have to do that prolly. Better double check the mod descriptions of my other ones to make sure too.
anything that adds to or changes the worldspace
VSCode would have an extension. 🙂 It looks like my ChatGPT questions were hinting at this too. So, I can definitely work with this. Once I have a script, I would assume CK needs to comiple it to ESP? Or maybe the way this works, I'm meant to scaffold a plugin with CK and edit it in VSCode? Sorry for the basic questions, I feel like once I get over this getting started hump I can kind of take off and explore from there.
you mentioned doing quests. You'll need to either set up the quest in the CK or xEdit (maybe) and the CK will be better. There's really no getting around usage of the CK if you plan to integrate your scripts into quests unfortunately
I did this with CK, tried to create an example quest that started on startup, following a tutorial it did not work. From a developer perspective, for me to know what's correct and what's not, I need to see source code. Without that, I'm just clicking buttons, launching and crossing my fingers. It's worse than devops.
That's why I was hoping to take whatever CK generates and just work with it normally without the GUI in the way.
It's been pretty frustrating to look at Papyrus docs and say, "Yup, check, I can do that." and have of all things the CK to be the thing that's getting in the way. 🤦♂️
For tutorials follow Kinggath's or Seddons tutorials. There's unfortunately a lot of garbage tutorials out there that are extremely popular because they were made by someone whose primary job is first and foremost a youtuber not a mod author
I'm pretty sure it was Seddon's tutorial that didn't work. Kinggath's are more opinionated, and not as easy to use if you have an idea in mind. They're more if you want to get in depth and learn? tbh, this isn't something that will make me money so it's not something I can put serious time into
Yeah, it was seddon tutorial, most of the comments are the same story, it doesn't work for anyone. Damn, I wish Bethesda documented this stuff better. Using a Wiki for documentation is crazy.
huh that's odd, usually Seddon's stuff is pretty good
I've been thinking on the console mismatch issue, Damanding, and an idea has presented itself, you might have been right when this first came up.
Since it's been proven that even the old school XB1 can handle 64bit meshes (all PRP mods have that setting as default since 71, and any mods that follow the build process we use), so if it's technically feasible to do so, the PC precombines should be copied over to the XB1 install as is, including supporting files like cdx/csg. Heck even wholesale copy the master files and do whatever optimization the XB1 requires after this occurs.
I don't know how feasible it would be from a QA perspective, though. The mesh set is well tested on PC, and there was likely a historical reason why the XB1 build had a different set.
To clarify, I'm referring to the data files specifically here. MeshesExtra and friends.
I wish we could get some input from Bethesda directly on this
Hey well I just wrote a 3 paragraph explanation but the dumb bot deleted my entire message because I had 4 links in it.
Thanks bot 👍
Data Files
ESM: Elder Scrolls MasterESL: Elder Scrolls Light MasterESP: Elder Scrolls Plugin
Script Files
- A
.pscfile contains papyrus source code. - A
.pasfile contains papyrus assembly. - A
.pexfile is executed by the game. - A
.ppjfile is used with the papyrus compiler.
All Game File Reference: https://falloutck.uesp.net/wiki/Category:Game_Files
See Data Files aka Plugins: https://falloutck.uesp.net/wiki/Data_File
Papyrus Scripting Reference: https://falloutck.uesp.net/wiki/Category:Papyrus
Papyrus File Reference: https://falloutck.uesp.net/wiki/Script_File
I salavaged that part of the message from my clipboard
Jesus, you can Ctrl+Z to get stuff back sometimes.
Oh now the bot doesnt get pissy about the links 😦
lmao
I saw there was a CLI that could compile to .pex which feels more up my alley. Do those work the same as normal mods? Throw it in the Data folder?
Yea there is a CLI in the Game directory Tools/ folder
But you must bind a script PEX to a plugin like ESM/ESL/ESP
A script cannot load without being attached to a plugin.
Oh I see, I had a feeling it needs to compile together through CK. The more I can depend on good ol' code, the more flexibility and confidence I can get. I was playing around with CK, rotate an object, and that ends up as part of the plugin. 🤦♂️ I'm not used to clicks getting a say in what goes into code. lmao
Those errant edits are called "dirty edits" when you make them on accident. The Data files in the CK are like a data base of records. You can drop records/edits through this window https://falloutck.uesp.net/wiki/Data_Window
The documentation for these games isnt great so dont feel dumb with tons of follow up questions.
Yeah, Creation Kit needs some work, and the API's for their games needs help. Not sure if they want to improve on it for Starfield or if it'll just be more of the same.
Its still Papyrus in Starfield but the changes between Papyrus 1.0 (Skyrim) and Papyrus 2.0 (Fallout 4) were pretty good. Im hopeful they continued to evolve the language.
Papyrus feels C# flavored, I wonder if it's meant to be an easier, scripted version of that?
Papyrus is intended to let people who dont code be able to do code stuff. Its aimed at level designers.
It's pretty much coding. I mean, there's not more to it than that. I think modders could have a lot more fun if they could open things up a little more. Guess the issue is giving access to modification without being open source.
I have no hands on experience with this, but this sounds like your style. https://github.com/Mutagen-Modding/Mutagen
This is the kind of rabbithole I like. I gotta' put on the digging gear and check this out, thanks!
Cheers ☕
Anyone used the Freefall mods? Cause I keep running into issues and I think it may be the culprit. I Just entered kiddie kingdom and the rides are spinning way faster than they're supposed to.
Gonna save and reload without it enabled to see if that's the problem.
Nope. That's not it. I'm pretty sure they're not supposed to spin that fast. Looks like they're gonna fly off their mounts.
limit your fps to 60
Can I do that on PS4?
It's gotta be a vanilla issue. Just for the heck of it I disabled all mods and loaded up the save and it's still doing it.
I'm afraid to use the UFO4P cause of far harbor. If I get rid of the player shack there I'm afraid that maybe the green mod I'm using might mess with the Far Harbor world space enough to still cause the crashing. It's the only other thing I see besides the player shack that might touch the world space.
Removing mods mid game destroys that save game. You need to start a new game if you're going to remove mods.
I want to mo2 now I want k ow how do I get all mods form Vortex over to mo2
I don’t won’t to install every single mod again
I don’t have to wiht vortex but I can’t get my mo2 connect to my Nexus account to download the mods it keep go to vortex
I know. I planned on restarting cause something's obviously wrong. Was just trying to find out what. Still kind of at a loss as to what the issue could be.
Oh well. Restarting and hopefully it doesn't occur again.
Mod request: Could someone please create a patch mod for the PS4 version of Lunar Fallout Overhaul that reinstates all the vanilla legendary weapon effects?
Are Nuka World and Far Harbor just majorly bugged?
I'm about ready to delete them both.
I just deleted em. I don't see how any of the mods could be effecting these areas. I even used the patch this time and still ran into problems. I haven't encountered any issues in the Commonwealth so I guess I'll have to stick to that
Adding the unofficial patch does nothing if your load order isnt set up right
My other playthrough i could not get through Mad Mulligan Mine because it would sometimes freeze me, and when it didnt, it wouldnt load me out of the mine, just infinite loading screen, which had also happened several other places, after i removed some mods and some creation club items, st least one of the places wouldn't freeze me and let me load out of it
Unless your game is majorly bugged, Nuka World and Far Harbor should run fine
Mods aren't made by or tested Bethesda, which games and items made by them is held to a higher regard when it comes to making things
And some mod makers only have a PC but port their items to Console as well so they can only test things on PC
Freezing on trying to leave or save while in Mad Mulligan Mine (and several other interior locations) is actually caused by a bug with tunneling creatures that seems to only be an issue in interiors and doesn't affect everyone. Using a mod to disable the tunneling behavior will resolve it.
I had to use the "Walk Through Walls" mod to get through the last door in cola cars arena to begin the fight with Colter. He just stood there without opening the door. And then in the crappy cafe the merchant lady and her worker wouldn't talk. I'd hit the action/talk button but they just remained mute. And I honestly don't see where my mod order was wrong. I'd have to reset them up because my game crashed on the main game screen after I deleted far harbor so I had to completely reinstall the game.
Right now I have them both deleted and am iffy about trying again cause I'm sick of restarting.
Just get the cheat holotape mod or cheat room, put on god mode, and go see if it still does that with only that on
lmao I meant cappy cafe. That wasn't intentional. It was the dang autocorrect.
I still don't see what could have effected those NPC's dialogue. Never found out what was making the kiddie kingdom rides run like they was on crack either. That at least wasn't an issue but that's when I found the dialogue issue and was like enough.
Are those cheat ones on PS?
Ik Cheat Room is, but idk about the cheat holotape
I'm thinking my problem is just that it's Sony's crappy console.
Also, you are playing with mods, they are not put out by Bethesda, nor tested by Bethesda, someone could easily be careless and put out a mod that breaks stuff, and the more mods you have, the less stable the game becomes
I also wouldn't be surprised if it was the console itself, but i do know that games themselves have to be tested on consoles before they are released on them
I ever manage to get an income I'll fork out for a PC. LoL
I could try a vanilla run. But I here that's got issues too.
It's funny cause I don't have nowhere near as much trouble with Skyrim. But I'd like to play fallout. It's not as PG.
Automatron Caravan Fixes by Glitchfinder
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4346874
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4346875
The intersection where Jackson's caravan gets attacked at the start of Automatron is haunted. No, seriously. If you show up there at a low level, before Automatron starts, it's haunted. Random robot parts spawning out of thin air and sourceless radio static are not things you should see or hear at an abandoned intersection. And so I fixed it.
Load Order: New Settlements, World Edits
Nuka World Hair Dyes - Cutting Room Floor by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4346867
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4346868
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4346869
Did you know Nuka World was intended to give you new hair colors? Apparently a lot of people noticed back when Nuka World was new, and there are even plenty of posts asking how to unlock them if you go looking. But you can't unlock them. Despite the fact that they're fully implemented and ready to go, there's one tiny little problem - nobody added them to the list of player hair options. This fixes that.
Load Order: Character Model Replacers, Enhancers
Minimal Minutement Radiants by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4346858
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4346859
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4346860
PSX No radiants for owned settlements patch: https://mods.bethesda.net/en/fallout4/mod-detail/4346862
Xbox No radiants for owned settlements patch: https://mods.bethesda.net/en/fallout4/mod-detail/4346864
PC No radiants for owned settlements patch: https://mods.bethesda.net/en/fallout4/mod-detail/4346865
THIS MOD DOESN'T DELETE QUESTS LIKE OTHER POPULAR BUT UNSAFE MODS DO
Ever wondered why settlements were so needy? Considered just ignoring a quest when Preston sends you all the way across The Commonwealth? Maybe been a bit curious on how Somerville Place got a message all the way to The Castle in a timely manner? Wonder no more! Now Minutemen radiant quests will be extremely localized to where you are currently playing!
Load Order: Vanilla Quest Modifications
Poseidon Energy Can Have Radar Transmission by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4346854
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4346855
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4346856
Adds Poseidon Energy to the list of quest targets for retrieving the Poseidon Radar Transmitter.
Load Order: Vanilla Quest Modifications
All above:
Author: Glitchfinder
Porter: Crayonkit/Damanding
I am wondering if there was a mod which allows for hats to stack onto each other with no limit for xbox. If someone knows I would appreciate it if you dm/ping me its link.
Hello, i need help with MCM because i installed it with f4se but i see a dollar sign like $MCM_configuration please help me thx.
and i did [Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal= in Fallout4custom.ini
@lucid minnow, did you ever make an xbox version of your 'Never Drink Standing Water' mod?
Hi folks. I'm looking for a few suggestions for complete overhaul mods for FO4 (i.e. that change the story and/or setting) that are ready to play now. Any suggestions?
@potent grail here?
Ye
Can u suggest some good mods?
Also is the reactor mod compatible with that tru thunder mod and texture overhaul?
Would it be possible to modify Fallout 4's hacking minigame, and if so, what would I need to look at?
Yea with a copy of Adobe Animate and some Actionscript 3.0 skills. Your journey begins in the Interface BA2 which contains SWF files. Use the FFDec tool to convert the SWF into an FLA that Adobe Animate can work with.
Guess I'll look for some tutorials.
I want to fix its fatal flaw of not including the cool intro sequence that Fallout 3 and Fallout: New Vegas had.
I might be able to point in the right directions but I am not familiar with the intro sequence that Fallout 3 and Fallout: New Vegas had.
Like the bootup sequence the pipboy has the first time you equip it?
Been struggling to make a quest start (and also end, but can't make it do either right now) on an actor's death. I'm using the story manager and I made a new quest that has an alias of the actor, and I know that quest is starting and the script attached to it is running because it's showing a message howeveeever it will not start a different quest
and i've definitely attached the property
anybody have any ideas?
pretty simple script rn```Scriptname FailQuestOnDeath extends Quest Conditional
Quest Property QuestToFail Auto Const
Message Property DebugMessage Auto Const
Event OnStoryKillActor(ObjectReference akVictim, ObjectReference akKiller, Location akLocation, int aiCrimeStatus, int aiRelationshipRank)
DebugMessage.Show()
if QuestToFail.IsRunning()
QuestToFail.FailAllObjectives()
QuestToFail.Stop()
else
QuestToFail.Start()
QuestToFail.FailAllObjectives()
QuestToFail.Stop()
endIf
endEvent```
Can u suggest some good mods for fallout 4? Also wats the name of the mod like starui for starfield in fallout 4?
Like the cbbe mod for female characters in fallout 4 are there any mods for male characters too?
BodyTalk3 is the male CBBE equivalent
There's also Average: https://mods.bethesda.net/en/fallout4/mod-detail/4306430 and Muscular: https://mods.bethesda.net/en/fallout4/mod-detail/4306410
If you want the PC version, you'll need to do a Google search. The PC version has nudity and so cannot be linked here.
FallUI
It’s because you can’t call Quest.Start() and immediately interact w it. You have to wait until it’s completely loaded up before calling anything on it.
am pretty sure ive done a test with just start to see if it even started the quest and it didn't but ill try again ^^
Never used it. But the same author that did StarUI developed FallUI. Many folks use it but I personally have not.
Oh great then
How have you determined whether or not the Quest started?
not seeing it in the piipboy
AHH
I GOT IT
the issue was that i wasnt displaying an objective 
sorry ham 
https://www.nexusmods.com/fallout4/mods/25829/ the english version isnt on bethesda just Spanish i think but they got permission to upload it to console would it be ok to upload the non Spanish version to bethesda? would anyone who ports mods need permission to do that or can you do it without asking since they got permission for Spanish?
Neat can u port it?
Unfortunately, I won’t find the time to port it. I have my own personal projects I’m looking to wrap up before October.
K np
Nope, because Cobb Water Options did what I did and more.
if anyone's bored and would like to test my mod for me let me know I can DM a link on Nexus. I'm not trying to promote it I'm just looking for feedback on the audio levels. Its a very basic mod only 3 wav files (level up sound, xp gain sound and location discovered sound) so it should be very easy for a mod manager to remove it once you're done
Any way to tell what mod is overriding the pipboy color settings without going through and disabling everything? I went through and uninstalled both pipboy-related mods I have but the display is still stuck on the default green.
When you change the colors in the settings, do they change?
Anyone port mods?
Ok... I'm still derping my way trying to create a mod. This should really be all that's needed to create quest that starts when the game starts right? I added a stage and objective. I can find the quest id in console commands, but can't get it to start.
I need help
How do you know it’s not starting?
Hi, can anybody suggest if installing vivid fallout all in one over luxor’s texture overhaul doesn’t break the game?
Nothing will break but it's rather pointless as whichever loads last wins and the first one is wasted space
luxor's isnt an esp it replaces the whole texture, as for vivid it loads via an esp. So which one wins?
Depends on your mod manager
I did not install luxor texture pack using mm
its rather useless coz it replaces the in game file all 15 of them
Mod Organizer 2 would allow the packed archive to win based on left side load order. But otherwise loose files always win over archives
Ok so Luxors is packed in archives named same as vanilla? In that case Vivid wins
Yup
Why use both? They do the same thing
Just pick one
If there's Vivid textures you prefer over Luxor you can unpack Vivid, remove textures you want Luxor to win and then repack Vivid
Then remove Vivid
It sounds like you're set then

fr? Imma just not mod. These tools are ancient and esoteric anyway. There are better things to build. 🤦♂️
You do you. I’ve not had any issues w these tools despite their age.
can somebody help identifying the load order if I have done it correctly?
any idea what does this mean
That particular error on those particular files should be ignored because base and DLC game files should never be cleaned. However if you get that warning on a mod it means you need to clean the mod using xEdit. There is an automated cleaning process and there are youtube videos to describe it. Google "autoclean xEdit" or "autoclean fo4edit"
Yeah thanks for the detailed reply, I read yes and didn’t clean.
I really wish the creator of LOOT would fix it so that it doesn't recommend cleaning base game files, that's really bad, really outdated advice.
I just used loot to organise the order
But there’s one thing
LOOT for Fallout 4 is pretty much useless, you're much better off following a guide like the Load Order Framework
LOOT actually can break load orders
I installed fall ui, vivid weathers, and mcm vivid weather configuration via mcm. At every launch the esm gets disabled on its own
it's better for Skyrim, not so good for F4
Can u link?
which esm gets disabled? what mod manager are you using?
Vortex, fallout-settings.esm
Blank Template: https://oddsmods.xyz/FO4LOFrameworkTemplate | The Framework: https://oddlittleturtle.com/load-order-framework
Blank template?
it's a blank load order template so you can add your mods to it and sort them in the right order and share it with someone like me who can offer advice
Oh
as for the esm getting disabled, my guess would be the mod author created it incorrectly and didn't add the base game file as master so it keeps getting disabled. I don't know if Vortex has an option to stop doing that or not. It's really easy to fix if you don't mind downloading the Creation Kit though
actually you can probably fix that with xEdit as well, you just need to add Fallout4.esm as a master file to fallout-settings.esm
if you want to do it in xEdit load the base game (fallout4.esm) and the settings file together, then right click somewhere on the settings mod and select "Add Master", add the Fallout4.esm as master
I will let u know when I am about to do it.
Read the Framework document to learn how to put together a load order and get tips on which mods to avoid etc., put your mods in the blank template and share it here, then folks can help you with further sorting or advice on bad mods to avoid and such
Ok
The guide is focused more on console, but a lot of it still applies on PC
I don’t hv much mods only like 10-12
my own mod list is over 350 mods...but I know what I'm doing and how to resolve conflicts via patching 😄
Share the modlist bro
it wouldn't help you, you'd have to do all the work of patching it and modifying that I did
But still some most recommended ones
there's quite a few mods that I've merged together into quality of life mega mods, there are mods that I've made my own personal edits to
it just depends on your playstyle, I have a lot of settlement building mods. If you want settlement mods I've got a whole guide to those. I also have a lot of collectibles mods and a guide to those as well.
What I don't have are a lot of clothing and weapons mods which most users want
no worries
Is settlement that good? I have never tried
I just loot and shoot
I'm not big on building up settlements for the settlers, I just like making my own player homes so that's what I focus on.
Oh
@woeful charm are u using any texture mods?
quite a few. some animal retextures, a lot of prewar retextures, a shack wood retexture
@woeful charm know anyone who ports mods?
quite a few people port mods including myself. I however tend to be pickier about what I'm willing to port.
there are discord servers for Xbox porters who solely port mods. that's a very competitive and frankly not very nice part of the community so I don't hand out names, but you can find them if you look, especially on reddit.
K tnx man cuz theres this mod but the port was spanish i remember downloading it before but it didnt work and i want to try again to see it offers health regen even in combat thing is idk if anyone els needs perm from the MA to port it
it's already open for porting. It has scripting that I can't easily verify the quality of and it's not an author I already trust so I personally probably won't port it.
K np i mean i would test it but np ill try and see if anyone els can thanks for trying and thanks for telling me about the perm
Doesn’t seem like it would be difficult to rewrite the script. But I haven’t looked at it either. Also… why would it have a script if it just applies a Perk and/or MGEF?
I was wondering that very thing. I was just going off description that a script is included, I haven't actually looked at the mod.
@lucid minnow Anyway to get a fix for the BoS quest A New Dawn with the Minutemen ending? The bug prevents it from starting at all if you completed Nuclear Option with the Minutemen, I’ve even tried various stages included in your mod for the Nuclear Option (Bo’s) tape, to see if I could trick it into starting but no luck. It would be amazing if this could be added, thanks for the mod so far though.
Honestly even just a quest set end stage for A New Dawn to where it registers me as Sentinel would be fine enough. After all my work and all my custom building BoS outposts and bases across the commonwealth it feels jank that I get jyped on my earned title and rank.
talking about the super serum mod?
anyone on?
https://www.nexusmods.com/fallout4/mods/35109?tab=description
anyone get the issue using this mod where no other teleporters show up?
Poseidon Offices by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4347647
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4347648
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4347649
No Bugs Patch PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4347650
No Bugs Patch Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4347651
No Bugs Patch PC: https://mods.bethesda.net/en/fallout4/mod-detail/4347652
Adds a new dungeon to act as an alternative quest target for Last Voyage of the U.S.S. Constitution's search for a Poseidon Radar Transmitter. This version uses roombounds/portals for performance to be PSX friendly
. Pairs nicely with the mods: Posideon Energy Can Have Radar Transmission or Poseidon Energy Turbine Settlement; also by Glitchfinder.
Load Order: New Settlements, World Edits
Author: Glitchfinder
Porter: Crayonkit/Damanding
@woeful charm bro u there?
yup what's up?
hi,
actually I wanted to share the load order as u suggested earlier also why that mcm mod is always disabled at launch
you use vortex don't you? my guess is its disabling mods created without the fallout4.esm as master. you can fix that with xEdit
and feel free to share your load order
yes I use vortex
vortex is a pain in the rear end, I hate its existence
haha lmao
how to fix that load thing with xedit
load the MCM mod and fallout4.esm, when it finishes loading right click on the MCM mod and select "Add Master" choose Fallout4.esm if it's not selected already.
In xedit right
yes
just make sure both are checked when you first start
Where can I get the xedit?
never mind, that version is really old
yeah that's the F4 version of xEdit
you can also get it from the second link which is newer
Btw do u have any idea about steam family share?
nope
Ok
Ok I will try it out in another 10mins
I have no idea on that second image, I've never seen that warning
Probably yes remove them?
yeah clicked yes
as for the first image, right click somewhere on the list and select none. then manually select the two files I said
right click and select "Add Master"
then you'll get a list of possible files, select fallout4.esm
done
saved
now Vortex should stop disabling it
did you re-enable it manually in Vortex?
I did not even open vortex
what is this btw?
you need to reenable it in Vortex manually
oh lol
you can ignore and skip that screen
just click on ok?
hey but in xedit the master is there
your load order looks fine to me btw
anything that might conflict (such as luxor's overhaul mod and the vivid waters) are loaded in the correct order to allow what you want to win to win
and then enabled again
it worked @woeful charm but it moved to the top just after unofficial patch
it's an esm that's expected
(I only just remembered its an esm...so that obviously handles the load order with regards to the other Vivid mod files)
sounds like you're ready to go play! enjoy!
Thanks?
*!
Btw, @woeful charm after seeing the mods, do u suggest any mod which I should have?
Which doesn’t conflict
depends on your play style, it's tough to recommend mods to strangers
Playstyle as in
I'd recommend any of my own for obvious reasons but most of mine are settlement related 😄
the kinds of things you want to do in your game, that's your play style
if you want a great quest mod I suggest the Fens Sheriffs Department, a friend made it and it's a great mod with a little bit of everything
I will check this out
define what is important quality of life to you. my needs would be different from yours
I have settlement themed qol mods you wouldn't care about. I can recommend an Automatron QOL mod. If you used Creation Club I would recommend the delayed quest start mods for it but you don't. I need more information
That’s very in depth
and I can't read your mind 😄
I don’t have much idea what all is possible pre modding
is this your first time modding?
In this game? Yes
oy give me a bit then
Maybe more cool weapons? Apparels etc? But they conflict I had that akmc installed but it conflicts with cbbe
will you be doing minimal settlement work? as in player home or absolute bare minimum required to meet a settlements needs kind of thing?
You might want this, it'll simulate all your settlement needs so that you can completely ignore a settlement with people already in it. https://mods.bethesda.net/en/fallout4/mod-detail/4115705
that way if you end up with settlements you don't care about you can easily ignore them. Just cheat materials to rez a bunch of turrets for settlement attacks so you can ignore them more easily
it has fake defense but you'll still likely lose in an attack if you aren't there and there aren't real turrets
This mod will make Automatron random encounters less frequent and thus less annoying https://www.nexusmods.com/fallout4/mods/60074
pay attention to that author, they're gradually working on a mod to add more random encounters, I don't know when they'll get around to publishing it though
this author has a number of good quality mods but most you may not be interested in. I recommend any of them that do interest you though
How to download
If you want to skip scrapping settlements, this is your godsend https://www.nexusmods.com/fallout4/mods/39948
the Bethnet mod? here: https://damanding.xyz/general-install-instructions-vortex/
General instructions for manual installs or installing from Bethesda.net for Vortex.
If you play first person you'll probably want this mod https://www.nexusmods.com/fallout4/mods/20093
Umm, I press and hold r it does that
Item Sorter mod: https://www.nexusmods.com/fallout4/mods/60580 and any other mods by that author
Equipment and Crafting Overhaul: https://www.nexusmods.com/fallout4/mods/67679 --OR-- the lighter weight version here: https://www.nexusmods.com/fallout4/mods/65761 paired with https://www.nexusmods.com/fallout4/mods/66900
it keeps your gun out but lowered so you're not pointing it in people's faces. its only relevant in first person mode though, 3rd person automatically does that
I play fp most of the time
I use the fall ui item sorter isnt that recommended with fall ui
yes that's the other mod I was trying to remember to suggest
I did suggest looking at any other mods by that author 😄
same author for Fall UI and FIS
I will install equipment crafing overhaul and legendary
you don't need the legendary (iirc) if you have ECO
but double check the descriptions to make sure
I also recommend this mod https://www.nexusmods.com/fallout4/mods/44107
it puts you back into sneak mode (if you were in it) and gets your weapon back out automatically on exiting the terminal
it's a tool for xEdit that helps you tag mod added stuff easier
your mod list, even with my suggestions, is still light enough that you'll barely have anything for Complex Sorter to even tag
So should I directly install those two mods?
or just the eco redux?
a couple of holotapes will need tags but honestly if you don't tag them it's not the end of the world
I gave you the three so you could read them and decide which one(s) best meet your particular needs. I use the full ECO
https://www.nexusmods.com/fallout4/mods/67679?tab=description
u use just this?
yes
https://www.nexusmods.com/fallout4/mods/66900
so if above is installed this is nt reqd?
I believe so, best to read the descriptions to double check though
but it says these 3 are packs
oh yeah so apparently they do work together vs conflict
it's been ages since I read the mod pages and installed them
so I will install both
yeah if you want both
I care less about legendaries so I didn't bother to use it
but it sounds like more your play style for sure
installed all 3 lol
any mods by SKK50 are also of good quality and you might find something you really like. https://www.nexusmods.com/fallout4/users/46256407?tab=user+files&BH=0
His random encounters mod will conflict with the one I suggested above so pick one only
oh
I think this is the final mod I'll recommend: https://www.nexusmods.com/fallout4/mods/46403
This mod I am already tracking
I will put on download
one more thing @woeful charm is there a mod which allows me to scrap thing without using a workbench or whatever is used originally
as in scrap outside of a settlement?
you can scrap weapons/armor at a weapons or armor workbench anywhere, just remember to take the results with you
yes
I cant find enough of them workbenches
Raze My Settlement will automatically scrap everything safe to scrap inside a settlement
SKK50 has a couple of mods you might like
yes there are workbenches in Diamond City, as well as a player home where you can build your own without dealing with settlers
Where exactly in diamond city
Woah, build anywhere?
and you might like this if you play survival mode https://www.nexusmods.com/fallout4/mods/46306
Is UFO4P or FreeFall 4 better on PS4?
@woeful charm I downloaded and installed the the instructions says only prp.esp
But I have two esms
Ppf and prp
yes you need all the files
the prp.esp goes at the very end of your load order, the esm files will sort to the top
I did not download the top one
you need parts 1 and 2
Yeah 👍
So the epf file is above in order compared to the esp
yeah PPF.esm will load near the top, put it under the unofficial patch
PRP.esp goes at the very end
Yes got it
But why different names tho
Ppf and prp?
because you can't load two files with the exact same file name at once
But their extension is different, even then,
?
fair point
Also, I am having a hard time scrapping junk
I'm not sure why they're named that way
Where can I do that
What exactly does the mod do?
it improves performance and fixes worldspace bugs
Above the unofficial patch
the unofficial patch team chose to not fix worldspace bugs that affect precombines system so this mod fixes them instead. they work together
as for junk scrapping are you wanting it broken down into its components? normally you'd have the junk in your settlement workbench and as you build stuff or upgrade gear it automatically scraps junk as needed. if you want a custom object to break the junk down you'll need a mod for that
Yeah it is pretty small in size but this is huge
I am level 13 still no option of settlement
that's because of the precombines/previs system which is the performance system this game uses, if unfortunately takes up a lot of space
where are you storing your junk? You can have Red Rocket and Sanctuary with little effort at level 1
you don't have to ever invite settlers, you can skip that part entirely and still use settlements for upgrading your gear, crafting food, sleeping, etc
the game isn't designed for being intentionally homeless. You don't have enough carry weight to keep the junk needed to upgrade gear even if you do find random workbenches to use around the world outside of settlements. you need a place to store junk and settlements are where you do that
How do I do this?
you don't have to have settlers but you still have to use settlements for the bare minimum for your own uses. Just don't build a recruitment beacon and you won't have settlers
have you seriously never played fallout4 at all?
I thought you were just new to modding it, I didn't realize you'd never played it either
you have to claim the settlement first, how you do that depends on the settlement. with Sanctuary you meet Codsworth in front of the player house and he takes you around fighting some bugs. After that quest just walk up to the workbench and activate it.
Red Rocket you meet Dogmeat, wander around for a minute, some molerats pop up, kill them. After that you can walk up the workbench and claim it by activating it.
I have done all of that
After you've claimed a settlement you can open the workbench to build stuff by pressing V
I also did the minutemen quest
Nothing happens
It should be inside diamond city or what
Or should I go back to where dogmeat and codsworth are sent
you can only build inside a settlement unless you have a mod that lets you build anywhere, then you need to do whatever the mod says to create a workbench wherever you are
The sanctuary?
yes
Red rocket is cleared thats where u find I guess dogmeat very beginning
how are you upgrading your weapons and armor as you play if you aren't using settlements with workbenches and a place to store your junk?
I used the one in diamond city and now using that portable workbench for power armour, weapon and universal workbench
Just got the quest after talking to sturges
so you're just storing your junk in the workbenches in Diamond City? Just pay the lady 2000 caps (cheat it from console if needed) to get Home Plate and you can use that as your base of operations. It's in Diamond City, you can build workbenches in there and a bed
near the entrance of DC is an elevator thingie you can ride up and it takes you to a lady with gray hair that you talk to to buy Home Plate
yeah you can't use V outside a settlement
weird
right click I think
you're asking me questions I've done out of habit for so many years I don't even consciously remember how its done
I also have stuff I'm trying to work on and I really don't have time to explain every single basic detail of the game, I suggest googling a beginners tutorial on settlements
Its so much better compared to starfield damn
Wtf happened with starfield man
Ok via workbench how to scrap inventory items?
since you already have Sturges and folks at Sanctuary you can put one of my Fusebox Generators up and that'll take care of all their needs. Don't build a recruitment beacon and you won't get more people. Same with other settlements just don't build a recruitment beacon
just dump the junk into the workbench, it'll automatically get scrapped as you build or upgrade gear
as you approach the workbench one of the options is to deposit junk, T iirc
So there’s no mod to open portable workshops like the above mods u suggested? Viz eco leo
Workbench or workshop
you need to read the mod page descriptions to learn how to use their portable workbenches
if you're in a settlement you can dump junk into any workbench such as armor or weapons workbenches or in the main red workbench/workshop and its all the same container
Im confused
There weapon, power armour and armour and then theres this red workshop
Of which using the mods I have the three
But not the last one
this goes over all the settlement basics https://steamcommunity.com/sharedfiles/filedetails/?id=557148547
the mods you're using probably don't supply the red workshop bench, it's found in vanilla settlements though
I'm not going to read the mod description pages for you, you have to do that to learn how to use the mods.
Bro I read ok I will do that thanks already that ur helping too much
Omg im so dumb
U can transfer
😬
@woeful charm just one last thing brother
T stores all junk or yes transfer items individually
Noice will that affect if I can upgrade armor or not?
I don't understand the question
if you store your junk in the workshop you can use any workbench in that settlement to upgrade your gear and it'll use the junk you stored.
if you want to link your settlements so you can use junk from any settlement you need to link them with supply lines, read the guide I posted above. that requires settlers though
if I transfer the junk here, will I be able to upgrade my armor and weapons from diamond city workbenches?
or portable workbenches using the mod
or is it limited to here only
read the mod guides
Is UFO4P or FreeFall 4 better on PS4?
Depends on what you want. Freefall is a content restoration mod while UFO4P is a bug fix mod.
Wait aren't you the creator of UFO4P?
He's lead of the team yes
Is the PS4 UFO4P version as good as the Xbox One version?
as good? depends on your definition. It's as good as Sony allows it to be. It isn't allowed to use external assets so it doesn't have as many of the fixes as the Xbox version has but it has all of the fixes that Sony allows that Xbox has
Yeah that's what I meant
it's still worth using even if it can't fix as much
who made the ps4/PC cheat room mod
does anyone have any clue on the mods i had installed?
I reset my Xbox recently
i really liked this load order 😦
Check “My Mods”on the Bethesda website. Login to see the tab. It will not give your load order. But you can check what you have subscribed to by way of downloading previously. Write down your load order outside the game and then download in load order.
If you downloaded from elsewhere, RIP.
@steep breach The main reason for this is because of how PRP is implemented. PPF.esm has all the actual changes. PRP.esp is all the autogenerated meshes and cell header updates.
So if you need to find out why an object moved or something, you can tell at a glance if PRP did it or not.
Oh so that makes debugging easier basically
Believe me, if there was an easier way to implement this, I'd have done so by now. Umbra (The CK's occlusion calculation component and a third party library) is a pain to work with at times.
Oh ur the author of prp?
I am, yeah.
Be aware that PRP isn't fully compatible with the Creation Content items that change world space. A known issue that I'm still working on. There's only like six such entries that conflict like this, though.
I don’t use many mods but what mods context to creation content?
Like for example, A Forest?
By Creation Club, I refer to the stuff in the main menu.
Oh
The current stable release was built before I had the majority of them.
I don’t use those but I use mods with compat patch for prp
Then you should be fine in theory.
Btw, the latest upload version is 72, I read u will be releasing 73. Will that fix any other issues if there are?
I am using build 69
I will follow ur changelog for sure
If they are reported and I can fix them. I'm just hesitant to push 72 as next stable because of the CC changes and other issues.
That serious ha? I mean many use it so yeah ig
If you are playing mostly vanilla, you can use 72, though. As long as you aren't using anything that externally patches against it.
As building patches against PRP, let alone building itself take time.
I use mods, not a lot of em but like A forest, ELFX with compat patch for prp
Stick with 69 for now then.
Cool thanks a lot!
All I ask is that bugs get reported in the usual place, which is in a discord I can't link here and is listed on the mod page description.
With that, work calls. :(
Any recommended gun mods for Xbox
The elfx mod doesn’t enable candle flames in far harbor?
hi everyone i have a question what's a good load order without crashing I always use the unofficial patch to start off but it's always crashing on me
Without knowing what mods you've chosen other than the unofficial patch, there is no way to answer that. Please write down your current load order and submit it. Will also need to know what Xbox you're playing on, where the crash is occurring, if it is repeatable, and if you've uninstalled mods and continued on the same save. Will also need to know if you've overbuilt a settlement, if you are attempting to more than 5 weapons downtown, and if you're using a mod that allows you to add and remove legendaries and if the crafting mod you've chosen extends the armor so that everything layers (which is extremely problematic downtown with the spawn points).
Check and see if you have any of these on your mod list. This isn't a do not use list but there are some on this list with corrupted textures:
Source: https://www.nexusmods.com/fallout4/articles/3115
[left][size=3][font=Arial][i][color=#e69138]DISCLAIMER: [/color]To prevent any misunderstandings, I am not associated with the Buffout 4 author / dev [url=https://www.nexusmods.com/fallout4/users/5
RE: True Nights should never have been ported to console since it is designed for extending ENB for True Storms, which makes it incompatible with Xbox entirely on top of there being a corrupt record that corrupts the save file. The fix is available for PC players.
Never used True Nights, guess it was good that I passed that one
Nowadays I'm only using Lightweight Lighting, Quantum Storms for Nuka World and LUT Framework with the Stellar Filter
Unfortunately SHJ recommended me not to use Lightweight Lighting with Clarity. He said LUT Framework is fine though (with that probably Trey's Film Looks must work with it too)
I'd recommend this combination I'm using. It doesn't weight much plus making the game look good
I use one mod, and it's not even that big of a mod.
Which minigun mod do you use for it not to be complete garbage like in vanilla
What platform do you play on?
does anybody know if tales from the commonwealth is not compatible with which mods?
It'll be incompatible with any mods which make worldspace edits anywhere even near TFTC edits because it breaks precombines. Not recommended for Xbox at all.
to this date, I can't properly read FO4 Buffout
Is that all you're looking to do? If you don't mind many rebalances and a difficulty increase, Delirium is my go-to
Hey is there any fix to Fcom + Militarized Minuteman mod compatibility? For some reason Fcom is a ESP instead of a ESM and My mod menu keeps saying that it requires fcom.esm to run, for now my game crashes on launch, any advice or help would be very appreciated!
You may wish to inquire with the mod author on their mod page comments. If it requires an esm there’s nothing anyone can do about it but the mod author
Rule of thumb with updating mods is to wait until your next game to update.
Thanks, I'll try to see if I can reach out to the author!
anyone knows a fix for the behaviour graph to stop movement from locking up?
Just got FO4. Now looking around at mods. Is there a program I need for Nexus? And is there a way to sort through the mods by category? Not sure what I'd be interested in getting, but imagine there's some combat stuff I'd dig. I also saw a video where the UI looked more shooter than green RPG stuff.
Are you familiar with nexus mods or mod organizer 2?
Nope. Is it old enough that I may have used it years ago for Skyrim?
Skyrim might have been Mod Org 1
Safe to assume Mod Org is like Curseforge or other game addon managers?
I would start your search on YouTube. Searching how to mod fallout 4 will have many hundreds of tutorial videos.
No main recommended one?
I don’t believe there would be a succinct video that is better than all others
since modding for the game has been out so long and changes over time, it now is more along the lines of “here’s my mod list”. So just do some digging. Then.
Just like other Bethesda games it would be best to check out a mod you like on nexus and ensure it has a good written install instruction on the page.
If it says something like “install with vortex” then I would YouTube “how to install vortex fallout 4”
Then you can quick fire mods easily
Vortex itself is pretty easy, it's pretty much a click and go unless you are worrying about load order
yep and mods are in a good enough place that FOMOD and such should make it simple
pretty sure if he is such a novice he can go with LOOT, definitely not 100% non-crash but it helps somewhat, if not he has to manually re order
last I tried vortex I only had a couple hitches for fo4
Admittedly I don't remember anything about modding Skyrim, but I feel like it wasn't very difficult. What y'all are saying sounds like this might be lol
You only need a mod manager if the mods you manually download have "loose files" and are not archived in BA2s. FO4 has an in-game mod manager.
You can also download directly from inside the in-game mod manager. If you want a mod from Nexus, ask the mod author to port it to the Bethesda site. Easy peasy mod management as long as no F4SE is involved or loose files.
I don't suppose there's a mod for character models that isn't the CBBE (sp?) mentioned to me previously?
with my modded playthrough mainly ss1. im seeing many settlers are glowing with green hue . i have disabled multiple mod combinations but it is not helping. could anybody help
Hey there, are there any great recommendations towards mods that deal with flattening settlements to allow for major-scale base builds?
I was going to redownload the game for a sim settlements 2 playthrough
looking for a load order/best mods list for Xbox series x before starting a new game
What's your play style? No such thing as a 'best mods list'. 'Best' is subjective.
quest/companion/settlement heavy. just the big and popular stuff ive never gotten to play with mods I can't wrap my mind around load order I can't even find what I'm looking for when using the search I need a list of the most popular stuff for what I like. idc about graphics as long as there's not a lot of bugs
Clean and Simple by TheRealJenn. Does break precombines and not recommended on Xbox. It's on Bethesda for all platforms.
It's not a best of, but it is a list of available settlement building mods for Xbox. You might be interested in Sim Settlements 2 for both quests and settlement building. https://damanding.xyz/console-settlement-mods/
The Machine and Her is a quest mod with a companion
It's a bit buggy though so hard save OFTEN so you can reload as needed
When doing the mods quest line that is
is there somewhere I can pay someone to make a load order/ list based on what I like that will function properly on xbox
If you're one Xbox one and not a series x then that's your problem it runs like butter on the series x with my load order which comes to 1.97gb
it's a series x
Wack I can help you just send me screenshots of your current load order I'm sure I'll be able to tell you the problem
I don't have any mods I'm asking for a list and order
