#fallout-4-mods
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just expand upon vanilla. some companions and quests, workshop and settlement overhauls
Hmmm the sim settlements series might be something you'd be interested I'm not really into the vanilla game so I made it into tarkov I can help point you in the direction of some good tactical load orders and what not also you don't need to pay me lol
if you know which ones I should add for quests companions and settlements and what order I'd like to have everything in one game before starting
Thanks!
Also is SSK SettlementAttackSystem mod outdated? It seems to instantly crash on launch for me
nothing wrong with it to my knowledge, you might be missing a required master for it though
re-read the description page and see if it requires another mod
I just looked through, I have vcheck_patcher, SKK SettlementAttackSystem, SKK Dynamic Timescale, and SKK CombatStalker
I don't think I am missing anything
Oh wait
I know it's compatible with Sim Settlements, is it compatible with Sim Settlements 2?
it should be yes
Ok, well I have no idea why its causing me to crash on launch then
I'll try to see if I can get in contact with the mod author, thank you for helping me tho ๐
Last thing I could try is manually installing it tho
@final bronze 2 questions. 1. What platform are you on? 2. What other mods (outside of those mentioned) are you using?
Have a question for anyone who can answer- I got permission from another modder to port a texture mod of theirs over to xbox. Great news, one problem- I don't know how to make mods for Xbox. I know bethesda archive extractor and the creation kit are necessary, but is there anything I need to upload mods to Bethesda's own modding engine?? If it helps, the mod has no other dependencies on PC
CK you can download from Steam
Oh! That's... Extremely straightforward. Thanks!
It's really pretty simple ๐
Load your mod as the active file. You'll need to create an esp file for it and pack an archive if it doesn't already have that
Oh yeah, the mods already packed- just had to get it on the website.
Actually you'll need to pack an archive anyway, I forgot it's a texture file for Xbox
You'll need to unpack the PC version to your Data directory, in the CK say you're uploading to Xbox and when it asks if you want to pack an archive say yes and pick the files you unpacked, it'll then repack them in Xbox format
I'll be at keyboard in a couple hours if you run into issues
Alright, tysm!
Congratulations on porting your first mod!
Thanks! I tested it on my Xbox, and it worked perfectly
favorited just to help out
Oh hey Capybara, its ok, I got the issue solved from their server, it was something wrong with my mod load order
Ah ok
Was Skyrim modding as obsessed with big booties as this is? Did I just not notice? Lol
Any time I look at Nexus without a specific search, half the mods seem to involve CBBE in a very specific way
Also, I saw a mod that had an image with what looked like Arthur Morgan's first outfit in RDR2. But I can't find a mod with the outfit. Can anyone help me track it down?
I believe those are mainly Discord-based mods as Nexus doens't allow you to port outfit from games
Is it something I can get? I really liked the way it looked. I'm trying to find it now, doesn't appear to be from one of the mods I downloaded.
Found the image. Can I link the mod page it's on?
oh that is Sim Settlement 2
this link is Chapter 3 but the download has an option to download all 3 chapters
its on its own is a very great mod so give it a try
Oh, it's part of the mod? I mean, I wouldn't hate better settlements.
yeh you can create a city with this one
if you hate manually place down stuff it has an option for you to use a preset of a city and it automatically build for you
Oh man, that sounds great. I don't hate manually placing. I hate trying to get it exactly right. Lol. Also, the vanilla options are all...destroyed. If we're making a new settlement, why can't we make metal shacks without holes in them?
Anyone here familiar with Sim Settlements?
raises hand
I can't seem to get the Stranger to show up. Everything's loaded okay, order is fine. I'm using some of the features just fine (although learning). But still haven
't seen my dude
Stranger can take a bit to show up
this is a thing when you ran F4SE btw since Fallout 4 is notoriously slow to load script and there's so far no way to fix it
you can like wait like 5 minutes, sometimes the Stranger spawns randomly around Sanctuary you prob gonna have to run around and look for him
I've been to all 4 of the settlements I have and at the time I got the mod the only one with a radio was Starlight. But still no show at any. lol
And is there a known way to get his outfit? Def want that
try to make sure if you download the mod with its requirement btw
I downloaded the All Chapters one which has all the requirements (and got Workshop and HUD ones beforehand)
and F4SE?
It's clearly loaded for the most part. Yes, got that a few days ago
I'm legit using the mod, I've already set leaders for the 4 settlements, and chosen plans
And keep getting notifications of their completion of different buildings
shrug
try to tp to Sanctuary and pick up the magazine on the workshop
and then build a radio broadcast in Sanctuary
I got the magazine
Oh, that could be what I need to do
Build the radio beacon in your settlement, power it, then wait. I like to use the wait feature to wait an hour. He should show up at any settlement. If you find out where the settler spawn point is, he'll spawn there and walk in like any settler. Though he tends to walk faster.
If he's not spawning you might have a mod overriding the workshop parent scripts, you should have gotten a message saying there was a mod conflicting with Workshop Framework. There's an optional download to get the script files for it that you can load at the bottom of your load order to override whatever mod conflicts, though it'll break the conflicting mod of course.
@stone glade see above
It's better to look at the main archives of the mods you're running that edit anything to do with settlements and see if there's a script in the archive named workshopparent. Then remove that mod and start a fresh game.
You can use BAE to look at archive contents.
While you're at it, it's good practice to examine archives for form.pex and object.pex. There's a third file too that I'm blanking on the name of that always tries to pack with those first two. It's a basic word as the name .pex. If you see those files you need to remove them and alert the mod author to update their mod. Those files try to pack themselves if the mod author has F4SE installed and they should never be packed or even modified by anyone. Having outdated versions can cause crashing.
You may not be able to delete files from an archive with BAE, it may require Archive2 tool which comes free with the Creation Kit, also free from steam.
I mean, the load order seems to be what was suggested here. Still no sign of Stranger.
If youโre switching around load order after the alias is supposed to be filled and continuing, it might not do anything. Whatever is supposed to be filled is going to be done. Switch things around and revert the save to before the quest fills the alias. Persistence is a pain to fix if load order is the initial issue.
Is ELFX safe to use? I don't think I have anything editing existing interiors. Just added interiors.
Alright
I want to use "Apocalyptic Fallout Baby" weather mod. But it makes interiors ridiculously dark. I was using 2 separate interiors (Wattz and BDTFL regional HQ) to test interior lighting mods too fix this but when I get one location good then the other is too dark
"Interior Visual Overhaul" fixes Watts but makes BDTFL too dark. And PhyLight fixes BDTFL but Wattz is dark.
I guess I'll just run PhyLight and hopefully won't get too many too dark interiors. Cause I really like that weather mod
Who wants the interiors that dark? You can't see crap so you'll miss items. It's dumb.
I'm glad I'm not the only one annoyed by not being able to see to pick up objects. Not sure why something like is so popular.
Turn on a flashlight ๐
Right. It's nuts. I don't see the appeal. What's people like "hey let's run around boind'.
For some reason the pipboy light was having next to no effect I'm assuming cause of whatever interior Visual changes were made.
All the ones I've used have affected the pipboy light negatively.
Some places it works fine. But the dark ones when you need it, it doesn't seem to have any effect. LoL
How do I get more unique leaders for Sim Settlements?
I have Strong, Nick, Codsworth, and Preston.
I unintentionally sent Piper to Tenpines before I'd even discovered it, but she apparently can't be one.
proceed through the mod and you have an option to hunt down random named NPCs
Unfortunately this is more than 85% of lighting mods. Especially when you use a weather mod. Most lighting mod creators don't (or won't, or can't) test with every weather mod. So for some people it'll be fine, others it will be too dark, and others still too light. Most lighting mods are designed for use with either a specific mod(set) or with vanilla.
Guess I'm doomed then. Still no stranger. Lol
Hey all not sure if this is the right place to post this but here goes so I am currently making a crafting mod for Fallout 4 like weapons armor ammo powerarmor etc I want to make so I can craft unique weapons and armor I have been able to find the IDs for the normal weapons in the game but for items like Righteous Authority and other unique weapons I am having a hard time seting it up
You can't craft a legendary without crashing the game. you must make a copy of that weapon and object mods {without the Feacher Item keyword} , then set up the object template to spawn as you need.
thats fine I have removed it but how do I setup in the object template ?
am currently using a copy of the Lasergun weapon to do this
Hit that object template button, click on the default choice, change the mods
what do I change the mod to, to get the Unique weapon ? because I thought that only changes the weapon mods like barrel grip etc ?
You would make a copy of the legendary object mod {w/o the Featured Item keyword} and drag and drop that in to the OM list
You can change the name in the object template window too
just out of curiosity would it be quicker if I applied the Mod legendary Rather than making OM list ?
you can just add the legendary object mod, yes but then when you craft the item the game will attempt a pop up to show off the fan fair while still in a crafting menu. that will CTD
That's why you need to make a copy of the legendary object mod with out the keyword
This is an example mod if you still need pointers https://mods.bethesda.net/en/fallout4/mod-detail/4334939
I see what your saying so I just need to remove the ADD Featured Item and it should be good ?
Well the OM is for armor not a gun, but ya you get it.
cool beans so how do I find the one for Righteous Authority because the wiki isnt helping me because I cant find anything for it
Critical shots do double damage and the critical meter fills 15% faster. this is the effect
Them guns are created Via script fragments, they do not have an ID
You can't look at them in CK
ah okay I see so I would have make an effect for that then ?
You must remake the effects, info on the wikki probly
https://fallout.fandom.com/wiki/Righteous_Authority legit the wiki doesnt help much unless I misunderstood it
Righteous Authority spawns with the Lucky modifier, granting double damage for criticals and the Critical meter filling 15% faster when using the weapon in V.A.T.S.
my brain is dumb I legit just found it from scrolling in the OM menu ๐๐
Call to Arms is the quest the builds the gun
thank you for your help I will carry on with the work ๐
Also is there a Condition where it checks the players inventory or something like that ?
GetItemCount
so if I put GetItemCount and the form ID 00225963 and that will make that you need a Righteous Authority in your inventory to craft it ?
I don't think you can add an ID.
Use get quest done or get stage done, and point that to the quest
get quest complete ?
ya that should work
right and then add
BoS101 as the parameter?
If that's the Call to Arms quest
yeah hopefully that works ๐ค ๐
yep that works thank you for help once again ๐๐๐
Teddy Bear Weaponry
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4348941
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4348942
Custom fatman launcher and missile launcher with teddy bear ammo. Launches nukes and missiles with teddy bears attached. Custom ammo crafting bench, custom weapons modifications. Includes support for Nuka World nukes (NW obviously required). Magazine to unlock it all. Show your enemies some love with an explosive and/or radioactive special gift.
Load Order: Craft Your Own
Author: Crayonkit/Damanding
Credit for the original idea I expanded on: https://www.nexusmods.com/fallout4/mods/15158
At least you wouldn't freak out having a mini nuke coming towards your face! "Oh look a teddy how coo...BOOOOOM" ๐คฃ
Exactly!! Now if it was possible to have the teddy say "I still love you" right before it hits you.. now that would be the ultimate valentine for them!
another user suggested something similar. I may have to consider it ๐
Would be quite unique that's for sure ahaha
I have a blast shooting teddy ammo. It makes me giggle every time. It's best with VATS.
Haha yeah I could imagine! I'm one of those modern guns heathens myself. ๐คฃ
yeah but you've got to put them aside and enjoy something fun once in awhile ๐
That's very true lol. Seeing that teddy nuke makes me think that meme of the nuke coming right towards the guy's face would've been far less scarier ๐คฃ
So this is something I just realized when sleeping near a distant NPC battle betweeen raiders and BOS. Apparently when you wake up several hours, the exact battle is still going. Is there a mod that makes resting makes sense?
Howdy folks, for anyone who has used this mod, and is it good with Sim Settlements 2?
they should work together just fine
I should add that I'd only use the two together on a good PC, it does break precombines which will be too hard on console players
anyone tried sanguinaire? its a vampire mod
No, but I've been looking for a good one myself
Ooooh yea, PC definitely ๐ซก๐ฏ
Hey, FO4 mod folks, Starfield needs a hero to bring the Lowered Weapons mod over there. wink wink nudge nudge
Pretty sure I saw that one already out there.
I haven't looked at that mod to see how it's done so I don't know if it's possible yet or not but keep in mind there are lots of mods that aren't yet possible as we wait on community tools and the CK.
My guess is if it hasn't been done yet, it's probably not yet possible
Should also be noted that any .esp based mods right now should be considered unsafe since there's no working toolkits to make those yet. People are using less than kosher methods to do that right now like hex editing Fallout 4 files.
I m waiting for mods to make automatic and microguns less stupid with no spining and less damage debuff
Needing to spinup microgun in 10 000 year....
any follower mods that let you make anyone a follower but they have the vanilla dialog tree?
i ask cuz sanguinaire (FO4 vampire mod) only lets me turn followers only ones with a high affinity for me but even then i might be missing something cuz i tried turning but nothing
Is there any way to iterate:
- all settlements.
- all instances of a component type in each settlement.
Eg, I want to list all generators in my world.
So I can run a QuestObject to track them.
Don't think so
I'm just going to buy a lot of creation club content and some minimal mods. can someone give me a quick list of just sim settlements and perhaps a decent questline or 2? (Xbox)
so i am on pc unstalled mods and thought i fixed the problem double checked disabled all mods stil lcrashing when i want to open it but it doesnt want to are any screen shots needed
already updated my driver as well so idk whars going on
Is there a way of overriding vendor prices for a specific item?
or item by item?
Youโd have to hack the AS3. Or use F4SE.
This may very well be the issue XD I've had some drivers either install badly (for some reason) or screw with the game at first.
Ah k
Settlement Electricity Overhaul Revamped
PS4: https://mods.bethesda.net/en/fallout4/mod-detail/4349571
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4349572
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4349573
The original mod, Settlement Electricity Overhaul, has some bugs which break the power grid. Broken power grids can't be fixed on console and the original mod has been abandoned. This is a complete revamp of the mod Settlement Electricity Overhaul. None of the original mod was utilized, it was recreated from scratch and altered as necessary to prevent power grid corruption and restore proper functionality to various Contraptions components. It also has some new features the original didn't have. This mod replicates the functionality of Fusebox Generator Plus, you will no longer need that mod if you use this one. Duplicates some of the features of Safe Sane Settlement Settings but they can still be used together as SSSS has features this mod does not have.
Features
-Dozens of wireless workshop objects
-Increased range of wireless power
-New generators packed with features
-Longer power lines
Load Order: Gameplay Changes & Tweaks
Author: Crayonkit/Damanding
Where does D.E.C.A.Y go in load order?
@woeful charm you know any mods that make followers use what i give them?
The vanilla game already lets you equip them with weapons and armor
Press T in the inventory screen
im on Xbox
Then it should say what button to press
It says what button to use on PC, it surely does on console
on theyre inventory screen?
Yes , trade with your companion, give them what you want them to use, highlight it and press whatever button is labeled Equip
Have you never played this game before?
it did but what im asking is i want npcs to use something other then stimpacks want them to eat food or use bandages you know and yes
Oh you should have specified you want them to use mod added items
See if the mod that adds it has the option otherwise no
sanguinaire wasnt buged i could embrace followers as vampires but it is so got to get them to use bloodpacks
idk any mods thats why im asking you
no idea what to search
So you don't already have a mod that adds bandages as an example? Then why ask me how to get a companion to use one?
Next time please be a LOT more direct and explicit with what you want
sorry
I don't read minds and I don't know your load order
Is my load order fine?
CBBE
Skibadaa Weapons Pack
K-9 Harness
See Through Scopes
Militarized Minutemen
Zombie Walkers
D.E.C.A.Y
I don't personally enjoy ultra immersion by requiring even the player to use food, bandages, and other such details. I don't play survival and I don't play with mods that add that kind of thing either.
k
So I'm pretty clueless on what options there are, I just know they exist. I'm definitely not aware of any that require companions to also utilize consumables.
hmm..maybe some follower overhaul is what i need
You may need a patch for the weapons pack and see through scopes otherwise it should be fine
CBBE is okay with Militarized Minutemen and Zombie Walkers?
Not sure if like the textures would be a problem or something
Does Militarized Minutemen have clothing? If so that may be an issue.
Yes
Then check what body it supports. If it covers most of the skin it probably won't be noticable anyway
It'll just be a skin texture mismatch. There will be a black patch on one shoulder for instance
There may be a patch
A patch to make the mods work together that is
Not without a mod
Personally I think CBBE on Xbox is an unnecessary waste of polygons. Unless you walk around naked you don't notice the quality difference, it has a negative impact on rendering on an already potato system, and you can't do the primary feature of customizing the shape heavily. Just stick with vanilla if that's what the Minutemen mod uses. You'll probably get more use out of the Minutemen mod.
I'm heading out now, good luck gaming folks!
hmm..what if they are in a bleedout state?
there a way to choose what you use to heal them with?
Slap them out of it.
At least with the downed state, hitting them snaps them out of it.
i just want to them to use what i give them
I'm told to use YouTube or reddit but it's not helping I just want a list and load order for a series x of good sim settlements focused mods I'll even pay $ I find lists but they say not to load everything at once so I already dunno how to do what they say I want a list I touch once then play the game ๐ฆ
Must admit, I hate having companions around me so no idea ๐คทโโ๏ธ
Unofficial Fallout 4 Patch
Workshop Framework
SS2
SS2 Chapter 2
SS2 Chapter 3
HudFramework
@signal adder
ty should I use the dlc patch for Sim 2 as well?
DLC patch?
Oh, not sure
Does anyone know if that patch is still needed?
Idk how that works
think this order is okay? sorry I won't bother much more
I use this as a reference
shanks so much ๐
Can someone tell me where the SS2 DLC Settler Patch would go in the load order?
Im just waiting for the rest of newerminds mods to be put on Xbox
help
that means meshes are missing. if it's a mod you're making check your paths. if its a mod you downloaded let the author know they have missing meshes and give them as much detail as possible
details like what you think was trying to render
I loaded right before my exit save and it went away. I only have fairly popular and high rated mods on. interesting
even the best mod author can make a mistake or miss something in testing
Does UFO4P still have problems with Far Harbor?
They've removed the breaking edits I believe and have blacklisted worldspace edits in multiple FH cells
if codsworth is suddenly invisible will he stay that way forever?
Where is 111 records log b in SS2?
he reappeared after he traveled to a settlement
Last I checked, the entire worldspace was dropped from the patch.
Good to know
do sim settlements mods work better on PC?
it does work best on higher end machines so yes
Lucky Rabbits Foot
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4349891
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4349892
Discover a lucky rabbits foot and hold onto it for good luck! Keep the object in your inventory for +1 Luck. Drop the object or store it and lose out on all that luck. Droppable but not scrappable, will appear in your Misc tab of your pipboy.
HOW TO GET: You can find the lucky rabbits foot hiding behind a picture on top of the safe in the Fizztop Grille in Nuka World.
Load Order: Its an ESL so it'll load high
Author: Crayonkit/Damanding
Credits: MissingMeshTV/RedRocketTV for script
Hey does the Giant Ridable Robot mod still work for Fallout 4?
If so, I seem to have an issue where it crashes on launch for me, any assistance would be appreciated
Ok sanguinaire embrace works but only with followers with a high affinity any mods that let u make any npc a follower with affinity?
it won't work with the latest version of the script extender, that might be your problem
and since a lot of script extender mods are version dependent, they won't work without the latest F4SE version. So you might want to find some other ridables mod that doesn't require an outdated script extender version
Yea, its a shake that mod was deprecated, hopefully one day the creator gets back to it or hands the files to someone else
I'll try to see if I can find another mod that allow players to ride automatron mechs ๐ซก
@woeful charm any mods that let u make any npc a follower as well as give them affinity?
Not that I'm aware of
K tnx anyways
That would be an interesting challenge.
full havok physics drivable truck! try it out ๐ https://www.nexusmods.com/fallout4/mods/75373
Nice ๐
Any mod that removes the annoying green blaze from far harbor?
is there a fix for settlers being stuck in combat? just constantly running around instead of doing jobs
Leave the settlement and wait/sleep 3 days.
it's been many visits now
Did you leave for at least 3 in game days? If so you may have a mod with broken factions
I'll do 3 days straight rn. just updated framework and all the sim settlements this morning
Do it somewhere far away
I'm at HQ and they're doing it at Sanctuary
If that doesn't work it's probably a broken faction and that means finding the broken mod and starting over without it
my list is so shorttt ๐ข
HQ should be a good place to wait
It's an interior
I've got to AFK in a couple minutes, good luck!
is there a point to Fallout 4 DLSS when the game is usually CPU bound on my 3090
like in a big city, my ENB makes 0-1 fps difference
is there a way to make GNN function easier? without me preferably
Is a crash thatโs not repeatable every 3-4 hours still considered acceptable? I havenโt really modded since the NV days.
Anyone who's played Sanguinaire know either the console command to force a specific strain's infection or a way to get more vampire random encounters to proc with your desired bloodline?
I've had 8 or 9 REs with clanless and one vamp feral. That's it.
Hey im trying to figure out a clothing mod on google drive I downloaded and I donโt know how to either set it up and make it work into vortex any explanation or any videos for that matter to help
I use 7z btw
I don't know much about Vortex, I use MO2 exclusively, but I know from there you can right click to install a mod that way, can you do something similar with Vortex?
I believe not
google "vortex install from file" and follow the directions at the top
Trying it now
It just downloads 7z
The mods section in Vortex allows you to add, remove, update and manage your installed mods.
Got it
Apparently you just drag and drop the 7zip file into Vortex in the lower area
I've never used Vortex and figured it out in under 30 seconds with a Google search. It took me longer to write all this up on my phone.
Does anyone know why the Creation Kit might be CTDing when trying to edit dialogue via the scene menu?
Make sure no other processes are running that donโt need to be running. Check the flowchart tab on your preferences, select โcustomโ and untick โdonโt optimizeโฆ.โ (I forget the exact wording.) it doesnโt do much, but might help. Also check that the scenes are loading properly on a vanilla ck loaded outside any third-party software. If it is loading fine, submit a report or check the issue log of the third party software developers GitHub.
Resetting your inis and verifying the integrity of your installation might also help if none of the above does. If Windows updated recently, it has a tendency to eat things it shouldnโt.
Oh. Also make sure that Windows hasnโt eaten flowchartx64.dll or flowchartx32.dll. If those are missing, quite possibly the problem.
Can you guys recommend some texture mods to be used upon luxorโs texture overhaul 2k?
I'm trying to make a new mod integrating with HUDFramework ( https://www.nexusmods.com/fallout4/mods/20309 ) and I'm having trouble getting my custom-made SWF to display in game. I've checked that the Papyrus side of initializing and loading my widget completes through some debug notifications, but I haven't been able to find any logs showing my Actionscript code is executing. My Actionscript code is a movieclip that displays an embedded image as a bitmap and works in a normal flash player. Are there any specific flash components I should or shouldn't be using? Do I need to build my Actionscript project in a special way in Flash Develop to get it to load?
Avoid Bitmaps and HUDFr. The HUD doesnโt like bitmap graphics. HUD only does vector based graphics. That said, if bitmap is a must, youโll need to implement w F4SE as a new menu.
Brilliant, thanks for that info! I'll try to rearchitect around vector-based
๐ฟ๏ธ
Is my load order fine?
UFO4P
Workshop Framework
SS2
SS2 Chapter 2
SS2 Chapter 3
SS2 DLC Settler Patch
Rise of the Commonwealth for Sim Settlements 2
HUDFramework
HUDFr goes towards the top. Above Workshop Framework I believe.
Won't go higher than that
I thought workshop framework relied on it? Perhaps Iโm mistaken.
Should HUDFramework be above SS2 DLC Settler Patch?
Quick guess, the patch is an ESP while the framework is ESM so it's forced above it no matter what.
But I would position hf above/before ss2 if both are esm.
Right right, I'm not familiar with xbox and don't remember how the ingame mod menu worked either..
It can be accessed on pc as well, its just we never bother to use it
I know. Like I said, can't remember ๐
hey guys is there a mod for a modern home for xbox i donโt really want to live in a dust bucket anymore and i know there is some mods that are like that for xbox i just donโt know where to look and i thought that the community of bethesda might have a better solution/understanding
would anyone be willing to send some fo4 mod suggestions my way/vc and just talk about the game and help get my new load order set up
the ingame mods in pc are stuck on queued and then say this operation could not be complete is there any way to fix this
one thing i hope that they fix for consoles is the stupid stuff where you have like 30 MB left of space and try to download a 20mb mod and it gives the no space warning
dont make no sense to me
For a 20Mb install you need 40Mb of space.
Because you have the download and you need space for it to be installed.
The Xbox reserves that last bit of space for its own purposes beyond what even MikMet suggested unfortunately.
its so silly tho if a 20mb mod needs more than 20mb space it should say so
Some overhead would be nice, but it's a bit late for that I guess. Or the space for isntalling mods gets smaller.
That's how computers compute. ๐คทโโ๏ธ
Whatever, the space is not and never will be usable for mods. It's just how it is.
so whats the true size of the mod? is it the one thats shown on the ingame mod menu or the one in the bethesda website
or is it all up in the air
I do understand it's frustrating that the last (I think it is 30mb) isn't usable
If the website and in game menu don't match it might be because they're using different definitions of size, the mib vs mb
yeah MIB is the websites version i wonder if thats the TRUE size
One could try installing a 15Mb mod in that space? I guess it would fail too since it's so close to null space..
I actually am pretty sure that at least you don't need twice the space of the mod to install it, I assume that the Xbox uses temp space elsewhere
No that last bit is fully reserved space, you can't fill it up no matter what size mod you try to install
so ive got 34.39mb si basically only have 4.39mb left
Assuming I remember the correct amount of reserve yes
I hate trying to type in English...
i hope this next gen update bumps up our mod space XD screw our load orders its tight with what we got
Unfortunately there's no way to do that without erasing everyone's save games and Cartogriffi has said repeatedly they're not willing to do that
not savegames the load orders
I know but increasing mod space for whatever reason will also require killing the save game space and resetting everything
It would force you to download all your mods again too
yeah downloading mods aint a issue
Unfortunately there's a lot of people who don't use mods that wouldn't be willing to sacrifice their save games for you
theres always hope
not just for me but also modders would benifit aswell as they wont be as constrained
If they release a separate version of the game like they did with AE Skyrim they might be able to increase the space for that but you'd have to buy the game again
You'd get all the CC that way too
I've got a couple of great mods requiring CC packs ๐
yeah theres a few CC stuff that i want but money/space are issues
lemme check i can throw on the backpack one
huh? it let me? swear i had the backpack say no at some point
slowly collects all the doggies
If the Neon Flats or Noir Penthouse CC interest you I've got workshop mods for both. They include a structural kit you can build in the same style with, new clutter and furniture, etc. as well as cut content from the CC.
the ingame mods in pc are stuck on queued and then say this operation could not be complete is there any way to fix this
whatever happened to the cascade mod
for fallout 4
it was gonna be like seattle but for fallout 4
https://www.falloutcascadia.com/
This the one?
yes
Hello! My fallout 4 crashed a lot since i installed some mods. Can someone look at my vortex load order to see if something causes these crashes? I dont really have any idea. I know vortex is sorting the plugins by itself and i was looking for incompatibility before i downloaded any of these mods, but unfortunately, the game crashes a lot. DM would be nice so i can send screenshots of my load order. Thanks
Unless you're running adult themed mods you can start a thread in the F4 channel below this one and post your load order there. Then multiple people can provide input and others can possibly learn something new. Much better than DM.
I never did this. Im not new to discord, but im new when it comes to something like this.
Also post if you're on PC or console and which one in your thread
On my phone I just go to that channel and there's a big plus sign to start a new thread. I'm not sure what it looks like on desktop
Okey, ill take my time when im on my setup. Thanks
Feel free to ping me when you have a thread setup and I'll take a look
@woeful charm i posted it
Creative Clutter Update
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/3411962
PC: https://mods.bethesda.net/en/fallout4/mod-detail/3411824
New childrens content, Halloween decor, compact and decorated vendor stands, baskets of fruit/veggies, Jewish themed decor, and more! We also have done some background prep for a major change that will be coming this year: splitting off the Colors content into separate mods so that our mod size is more reasonable for our Xbox friends. At that time we'll likely finally update the vanilla version as well. So stay tuned!
Load Order: Settlement and Workshop Menu Items (Scripted) - Requires Settlement Menu Manager
Creative Team: Damanding/Crayonkit, Dinozaurz, Evanpox, FrogprincessQ4, Mimaef, MsRae, Sarinia, Vronykah, and Charlie.
Damanding.xyz Website Status
I know the website has been down and it's very frustrating. My partner's 2 factor authentication was lost due to a broken phone and we're in the process of getting it replaced. This is required to fix the site. Hopefully early next week it'll be back up!
@woeful charm you saw my mod list, should i start a new game? and if yes, can i use mods like Start me up? i dont want the pre war story, just want to get out of the vault.
so downloaded start me up redux, because the original mod doesnt get any updates since 2017 i think. just to let you know
If you just want a quick start out of the vault use SKK Fast Start. If you want roleplay options use Start Me Up Redux (NOT the original). Yes you need to start a new game after removing mods
ok
hey @woeful charm, sorry for bothering you again, i need some help. what mod do i need exactly if i want more then 2 weapons added to the leveld list?
They need to be script injected or find a patch for the two weapons that aren't
oh and btw, i was using your mod on my xbox, i love the generators
Glad to hear it!
i would download the combined arms mod with the weapons list patches mod. should that work out?
Probably, I don't know for sure without reading the description. It should tell you
i just try it on a new save and see if my game crashes. thanks again
Good luck!
okey should work, i can combine doombased with combined arms. all doombased weapons are script injected. except of my glock 19x, but i can easly get rid of it.
Does anyone know if theres any performance mods on PC that reduce crashing
Regular crashing is a sign of mod conflicts.
Slocum's Joe CC Mini Workbenches
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4351032
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4351034
Mini versions of the coffee station and donut fryer from the Slocum's Joe Creation Club pack. Includes a counter top with snaps for the mini workbenches. Do It Yourshelf compatible snaps to all DIY furniture if you want something different than the included counter top.
Credits: Many many thanks to MissingMeshTV/RedRocketTV for the use of his mini cook stove which I converted to a donut fryer.
Load Order: Settlement Objects - No Script Injection
Author: Crayonkit/Damanding
Well I dont really have that many mods but my game keeps crashing when I try to clear the castle during minutemen and I cant get my FPS to go below 100 even with it capped and with high resolution texture pack
me too, i only have 50+ mods installed right now and since @woeful charm helped me get rid of most incompatible mods and change some of them, my game runs smoother then butter.
Inspired by Jordan Peele's 2022 Hit Movie, "NOPE", "Not of Planet Earth" takes place within the Fallout 4 world where your player picks up a distress call from someone at "Camp Andromeda", a Space-themed Summer Camp outside of Boston. Something has been hunting at Camp Andromeda and the people need your help to stop it. Coming 2024 with a new ar...
Trying to figure out what is causing this
The houses in Sanctuary Hill keep glitching out and disappearing, can't scrap them or do anything but it keeps trying to pretend the houses are there in regards to if I can see what's behind/past them
I think Spring Cleaning might be causing this but it seems weird
Most likely if you have it placed wrong in the LO or you have another mod that is either a scrapping mod or edits Sanctuary.
Lol yeah forgot to update my answer, SC just needed a compat patch
Also Anyone got this F4SE mod problem for fallout 4?
You need to be more specific
Well, I tried to start some fallout 4 again, and the game said that F4SE is not found, even though I downloaded the F4SE mod on vortex mod manager and started the game on vortex
Vortex should know how to handle it afaik. But did you deploy it after installing or how ever vortex works..?
Yeah vortex does I haven't used it in awhile it should be a plug in play
It does all the heavy lifting
I prefer mo2 bec I can move my stuff around
It should work quite similar like root builder with mo2 iirc...
Yep
@elfin inlet hope u figured out the problem my friend heading off to bed mods are finicky at times
Don't know anything about Vortex I won't touch it. But where did you get the game?
On stream
Did Fo4 just get an update?
Not that I noticed. ๐ค
Not according to Steam.
Anyone got any mods that can work with the 20 Leagues Under the sea to give vault 120 water? There is no dirt! Only metal
im guess the romance knife can cuase crashing right?
you Xbox?
PC Steam, IDK must have been a cloud save thing or something
Can i use pip pad with flashlight mod
I use vortex
Do i need mod configuration for pip pad?
Both my Fusebox Generator Plus and Settlement Electricity Overhaul Revamp mods have fake water generators. They don't provide actual water to the settlement, just satisfy the need.
Also I think SOE may have some alternatives
I wish there are some mods from XS1 Goliath Power Armor to EPM-3 Plasma Gun. It's non-canon, but they look cool
Set a caravan to it from a settlement that creates excess.
One supply line linking all your settlements together is generally all that is needed to collect any excess supplies and distribute to settlements that need it.
And that way you donโt have pack brahmin all over the commonwealth (or clogging up the NPC spawn point at each settlement)
Hello, My name is Santa Matt and I write mods, mostly for Fallout 4. Earlier this week I fired up the Creation Kit, loaded up a mod I'm finishing, one more little bug. Anyway. I no longer am able to open object mod records. I can't open my own nor stock items either. Anyone here familiar with this or have an idea of what is wrong?
My Orbital Station has a sink that supplies "recycles" water where ever mounted.
Iโve experienced this beforeโฆ never found a fix and had to start from a backup.
say an outfit blocks you from having any leg armour is there a mod out there that removes that restriction?
mainly looking for one for Xbox but if you know of a PC one i can check it for bethesada
You mean multi-layered armor? Check the ECO modules. Everyone seems to be using that one now. But AWKCR on Xbox does. You'll need to update it for use with the base game with UCO or find a patch that updates it for Creation Club (even if you do not have Creation Club items).
What you are looking for is a crafting/armor overhaul since most touch all armors in the game in order to do what you're wanting
If the outfit is added by a mod, you'll need to find a patch for any crafting/armor overhaul in your load order though.
Question are there any mods to fix gun echoing when you fire a gun in fallout 4? Like are there any mods to fix the audio bug
Update i found a mod that changes weapon sounds
https://mods.bethesda.net/en/fallout4/mod-detail/4332665 the MA here need to ask them a question
guys know any mods that would allow me to fire blood packs at npcs then they get effects from it..like healing?
Trying to perfect up my modlist
Is there a mod to enable a first person body cam?
Like so I can look down and bam
Body
There used to be but I don't know if it is still available. It was a proof of concept mod and buggy. Modded cameras cause a bug that will break surgery/barber chairs that takes a lot of load order juggling to fix for at least one camera 'fix' mod because of how it is implemented.
Does anyone have any harsh survival Xbox mod LOs that arenโt nuclear winter?
Please help, I donโt wanna be blue
Anyone know a mod for PS5 that can make this idiot stop being blue?
What mods do you have?
Because that effect looks like something from Vault 111's corpse spouse
It starts when I use the rings from that Cheat Room
Does anyone know if gas masks help with the new rad intensity of wasteland redux on playstation?
Iโm not sure, Iโm trying to find a better Pistol mod to replace the Glock 19x on Xbox
I hate that it doesnโt have any other flashlight attachments for it
If someone could recommend a more realistic pistol mod for Xbox that would be great
Anyone know of a mod that disables stealing, or makes you have to hold down a key or be in crouch to steal, or something?
America Rising 2 is out on xbox
M1911, GM6 Lynx, M4 Craps, Kriss Vector, MORS (if you like Sci-Fi), AK-12, MPX, or even Benelli. That's all i know
Oh wait, it was about pistol ๐ฟ
Im playing america rising 2 and i cant seem to get wards safe unlocked i tried the year on the note and i dont know what else it could be
Very cool. Would you mind sharing how you did that? (By DM if you prefer). It would be helpful for my "Total Carnage" series of mods. TIA, and no worries if not.
I have a mod that lets the dart gun fire stimpacks at NPCs. It's still quite beta though.
Or an "are you sure, stealing may lead to your immediate execution" pop-up.
Good idea.
It's just a keyword or actor value. Feel free to download the mod and look. ๐
Deconstructing other people's mods is a time honored tradition of learning. ๐
Fusebox Generator will be the easiest one to look at, it has fewer records. xEdit is the easiest way.
Yeah, anything like that! It exists for Skyrim, a game with a much MUCH more forgiving theft system- it's needed on here. I was thinking of taking an attempt at making something in the next week or two if nothing existed
Thank you sir.
Following up on an inquiry a few weeks ago, I'm now able to load a texture file using F4SE and display it! I am trying to show a subsection of this texture. For simplicity, I have a square texture that I want to be able to show any quadrant of the image instead. With some debugging, I've narrowed it down to a few problematic calls I think I'm making.
In trying to see if I could draw anything from a bitmapdata, I tried bitmapData.fillRect(...). This method silently fails and stops execution, so maybe it's not implemented? I tried bitmapData.CopyPixels(...) for a realistic example of what I wanted to do instead, same deal. Any ideas on how to tackle this?
You are correct about it not being support in Scaleform 4.3. See the reference material I passed along in DM called Flash Support for Scaleform 4.3.pdf.
Only width, height, rectangle, and loadBitmap are supported.
Instead wrap the loaded bitmap in a parent movieclip that will mask the bitmap content to a small area. Then you can use that parent container that holds the masked bitmap image to zoom and pan by scaling the image or moving the X/Y position respectively.
You know, that's what I was thinking originally but for some reason I thought since it was a bitmap it wouldn't work. Makes sense, I'll give that a shot, thanks!
Im dumb.
I screenshotted the AS2 section at first. It IS supported on AS3.
Even still my recommendation stands for masked container ๐
So im doing a playthough, plaything as a charming deathclaw. I need a mod that can help go through walls so i can play without switching back and forth. And good recommendations?
Okay, finally found this discord. I am in desperate need of some help about the creation kit for a mod I'm working on, and ya'll are my last hope. I'm hoping this is the right channel. I've scowered reddit/nexus/general mod help stuff. Cannot find a lick of information about this creation kit function. The wiki is useless for this
I just want to know more about the Player Address function that Codsworth uses to say the player's name. I wanted it for my own mod for a different npc to address the player by name.
Basically if you use that function on an NPC, it'll do it's own version of "Ms" and the name but only in text, or just Mum Sir depending on a speakable name.
Again apologies if I'm barking up the wrong tree here. >_<
EDIT: FOR EXTRA CLARIFICATION this is for a personal companion mod, not to change any vanilla npc.
You need voice lines to already exist or create them if you want someone to say the name out loud
I seriously doubt that Bethesda recorded voice lines of anyone other than Codsworth saying the players name
Yes of course. That's not my problem. This prompt, goes somewhere and sees a name and picks that voice file, that what I'm looking for. I have someone going to read each name. I have no way to access the file that makes the text for those lines or the way the lines are bound to that.
So he has under show on his com that is empty, the topic info says player address, and that gets him to say sir, mum, or miss namehere.
I don't recall the info off the top of my head as I've only heard about it never done it. But there's some info in one of Kinggath's videos that covers this. If it's not in this video he has a sub series on voice dialogue as part of the Bethesda modding school series. https://youtu.be/DonUtZx_JsM?si=Kjqpn9AClkNvDCgp
IMPORTANT as of December 2019, you need this patch for the CK to generate lip files: https://www.nexusmods.com/fallout4/mods/42397
In this second Dialogue lesson, kinggath shows you how to setup your environment to quickly generate Lip Sync data for your dialogue. This video is long, but after you do the setup, generating entire mod's worth of ...
Ahh I'm familiar with this series. I'll go through it see if there's something. I'm a wee bit familiar with lip sync generation.
There's several videos relating to doing dialogue surely one of them covers what you need ๐
Is there a survival saving mod for xbox?
I hope so, I tried looking this up a few years ago and no one knew what the heck I was even talking about ๐
Worst case scenario I can probably get you an invite to Kinggath's development discord if you're serious about learning new stuff and have questions. I stepped down as an admin so I can no longer provide the invite myself but I'm still friendly with all the folks there so I can ask the current admin. ๐
alternatively I highly recommend the Collective Modding discord. Lots of prominent mod authors spend time there helping folks out with modding
We've got folks like llamaRCA (creator of Heather companion mod) that have loads of experience doing what you're doing ๐
if you've already published mods you can also request access to the mod authors only channel, though there's public channels where anyone can get help learning new modding techniques
Is there anything wrong with gophers survival save mod? If there isn't where does it go in the load order?
I'd appreciate that either way. This would be my first one. I wrote this giant script of dialogue in 2017 and worked with the creation kit for most of 2018 and life happens and didn't get back to it. Started from scratch again and feel motivated to do so. Here's hoping it'll be something people enjoy, assuming I finish it. It's pretty hard. I have no understanding of papyrus either
@woeful charm ๐ฆ I did not find what I was looking for.
But a lot of info on how to actually make the quest line to pick up the companion so that's good!
The mod has been updated for a Playstation friendly version!
Who's The General - Minutemen Quest Cleanup by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4352028 ported by Crayonkit/Damanding
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4344883 ported by St0vie
Nexus: https://www.nexusmods.com/fallout4/mods/59019
UNLIKE most mods that do similar things, this one is actually done safely. No deleted quests.
FEATURES
-Most Minutemen quests have been moved to Preston's "How are you doing?" dialogue option.
-Preston Garvey no longer gives you a new quest as part of turning in an old quest.
-As General of the Minutemen, you no longer report back to Preston at the end of most quests.
-Radio Freedom now broadcasts even when the player isn't tuned in, fixing radios tuned to the station.
-The player will only acquire quests from Radio Freedom while tuned in on their Pip-Boy, or listening at The Castle.
Load Order: Quests
Author: Glitchfinder
Is there a mod that changes the price of chems on Xbox?
@hollow crag Gas Masks Of The Wasteland can be pretty challenging with it's other little patches
Think Metro games where the surface air is toxic to breath and need to collect filters so your mask works. It also shows a first-person perspective of the mask on your face which is super cool when the glass reacts with world lighting and can get splattered with mud and blood. There is a wipe-mask option too.
Oh hot damn, how rare is the filters then? LoveFallout said it was challenging.
Which is what Iโm looking for, wanting to get back into F4 with a challenge mod list
I forget now the rarity since its been several years for me on that mod. They do show up on vendor and loot lists though.
Okay so there is potential that I either get lucky or screwed XD.
Still sounds like a fun one to add to any mod list
The little patches are the drop rates and stuff
Oh?
So you the hard core drop rate for the mod will make it s scarce so it'll be pretty hard to find
As well as scarce ammo, scarce caps, etc will make it more challenging
But thats a different mod
Mmm might give those a try, would make it a requirement to think about going into a gun fight or running away.
Forgot to say this as well lol
In the gas mask mod
When you get shot n stuff the gas mask will break
So you need to repair it or make a new one
Aswell as wipes to see clean the mask so you can see through the mask
Ooo so also maintenance.
Also noticed the hardcore one suggested to increase duration. Is it a setting or another mod entirely?
Once you get the Gas mask of the Commonwealth mod
You'll get a holotape with setting to adjust the duration
And everything
I recommend it since you won't be finding them that often
But at the same time you can craft filters
The negative is that the base mod only works on three of the vanilla gas masks.
Oh?
Not me me it worked for there metro type gasmasks
You just gotta have them under it
But I played that run about a year ago so thing could've changed and bugged out but yeah not a problem to try
Ohhhh
Wait base
As in non dlc?
Ive only played early PC versions, like pre-release. Its been a long itme.
Ohhh
What about the universal gas masks by the same person?
Ok
Mind reading the description to me
So I know lol
Or sending a pic of the description so you don't have to type it out
Basically crafting for gas mask adapters for the 54,55,56,57,58 amor slots so I could wear a helmet while the mask is equipped
Ok
Um
If I'm correct
You just craft that gas mask so you can wear a helmet with it
Basicallyโฆ can I send the video in here or dm it?
I recommend it just in case cause it could be something else and I had it before it not a major effect
Dm it
I found this on the PC mod page.
List Of Supported Gas Masks/Bandanas:
Vanilla
-Sack Hood with Hoses (Variant 2&3)
-Gas Mask (with Goggles)
-Raider Gas Mask
-Assault Gas Mask
-Hazmat Suit
-Institute Cleaning Suit
-Flight Helmet (Brown/Red/Military)
-Forged Magnate Armor
-All Bandanas
Far Harbor
-Marine Helmet
-Inquistors Cowl
-Diver Suit
-Sack Hood
-Trapper Hunter Hood
Nuka World
-Elephant Helmet
-Jaguar Helmet
-Buffalo Helmet
-Space Suit
-NukaGirl Rocket Suit
-Disciples Hood
-Disciples Head Covering
Other Mods
-HelmlessHazmat helmets
-Rebel Gas Mask
-Nano Mask
-Ranger Gear Helmet/Masks
-Cross Tech Mask
-Raider Overhaul gas masks
-Raider Overhaul Anti C helmet
-Forged Magnate Armor
-Modern Firearms F2
-CO2 Assault Helmet.
-Mercenary (rebel, merc, wastlander, gunner) Gas Masks
-Frost Gas Masks
-Half Gas Masks
-Black Widow hood
-Chinese Stealth Helmet
-N7
-Institute Assasin
-Metro Gas Masks
-NCR Gas Mask
-Cross Balistic Mask
-ThatcherHelmet
-DEOXstorm stormtrooper helms
-Latex gasmask
-msagasmask
-flamehelm
-chinesestealhsuit (Apal)
-Cross Courser
-Cross Brotherhood Recon
-Modern Firearms Balaclavas
-Raider Overhaul Face Wrap
-Raider Overhaul Bandanas
-Mercenary (rebel, merc) Balaclavas
-Frost Bandanas
Universal Gas Masks is there too as a MISC file patch.
Where can I post my mod list to get help with organizing the Load order?
A thread on #1067505929534320700 will stick around longer. Though load order problems are really hard to work out and even more so on Xbox.
Ah okay
Let's say he's not having problems with it tho
Let's say he's just trying to make sure there in the right spot to before he plays
Itโs more I just need to know how the LO should be organized. Iโll do the modifications if I find problems on my own, unless Iโm lucky and it works just fine XD
there's a load order template designed with xbox particularly in mind. once you've organized your list in the framework and posted it in a thread feel free to ping me and I can look it over and offer suggestions as well as let you know about mods I know to be problematic. https://oddsmods.xyz/FO4LOFrameworkTemplate
Ah okay, I had posted the list in the posts thing but Iโll look into putting it into this
the template gives you a framework for how to organize it properly for your load order
That's weird because for me weapon replacers need to go under weapons
Aswell as a lot of other stuff would not work on my end
Very weird
the framework suggestions putting weapon replacers in the weapons category...are you suggesting otherwise? I'm apparently not understanding your comment
Ps4
Any mods to fix all my automatron companions getting renamed "automaton"
Checked for Automatron fix mods but it wasn't mentioned in any of them
Any spawn disable mods or clear lag mods out there for xbox? Since xbox sucks
So do the fcom mods patches for America rising 1 would work with America rising 2?
Unlikely. From my understanding, America Rising 2 is completely different. A new patch would be required.
Thats unfortunate. I played through the whole america rising 2. I really wish this was official. Amazing mod.
Iโve been playing america rising 2 and itโs great but Iโm on the quest procurement rn ||and after I stun an npc there is no option to send them to the oil rig, does anyone have a solution?||
There is a fcom patch for america rising 2
But only one.
some of you may know, if i purge the save file off unattached things and enable A. rising 2 will it work? the nexus page only mentioned not having both at the same time and that they arent compatible
does anyone know how to enable that NPC invincibility knife
Another big update to Creative Clutter. We've significantly reduced the mod size by switching most colors content to either a palette system or vertex coloring and resizing various textures that were on the ridiculous side. We've added new colors content and a couple miscellaneous other objects.
Xbox went from 378mib to 293mib
PC went from 357mib to 275mib
Enjoy! โค๏ธ
Not sure (but likely) if this is a tired old question in here but does anyone have a recommendation for a vanilla-plus modlist?
So, I've been stress testing a loadout I found on reddit. Went to the usual spots that crash in Boston. So far its good, aside from a freeze up at haymarket hall. I can't remember, but what other spots in Boston tank/crash the game?
I've ran through Faneuil hall,the bank, the tap house, etc. All good
This is my current LO, america rising 2 and the subsequent patches/power armor mods aren't needed. But the rest, especially the texture ones and the enemy spawn ones are needed. So far it's running good for me. Just make sure the prp mods are dead last.
Does anyone know how to fix the Unlimited Followers Framework if you get the error message. Iโm using it alongside storywealth
Iโve been toying with โImmersive gameplay 5โ on Xbox series x, and Iโm wondering if the settlement scrapping feature would cause issues later down the line for my game if I played with this mod, as Xbox doesnโt handle scrapping mods well
Should this mod be avoided or is the scrapping part of immersive gameplay safe?
Capital Wasteland Mercenaries Leg Fix & Armor Addition
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4352764
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4352765
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4352766
REQUIRES CREATION CLUB: Capital Wasteland Mercenaries
Fixes the missing legs for one of the Charmer dresses. Also allows you to wear armor over all the outfits (some clipping may occur).
Load Order: Weapon and Armor Modifications
Author: Crayonkit/Damanding
So stupid of the day. So everyone know the deathclaw armory mod? Its on pc and xbox, but the additional power armors of X-02 and X-03 are not on xbox. Can someone if possible ask for permission to upload those 2 additional mods to xbox?
Unmarked Raider Camps 2 by Glitchfinder
Nexus: https://www.nexusmods.com/fallout4/mods/76096
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4352931
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4352932
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4352933
You've just found a raider camp. It's clearly inhabited, with a fire pit and all. So why does it feel like they just walked away halfway and abandoned the whole thing?
FEATURES
-More stuff at ten unmarked raider camps in The Commonwealth.
-No, really. That's it. Ten different camps have had significant detail work put in to make them feel less slapdash and more like someplace people would be okay staying.
-Precombines were preserved to improve compatibility.
Load Order: New Settlements, World Edits
Author: Glitchfinder
Porter: Crayonkit/Damanding
post this on wikipedia im not reading all of this
And players wonder why their games don't work. Inability to read even the smallest amount of text. 
Thereโs at least one modder that always directs folks to RTM - Read the Manual. Sometimes the message is sprinkled w a few sentence enhancers but said modder is not wrong.
I considered the use of such sentence enhancement but it would just get me into trouble. ๐
I can't imagine not being able to read. You miss out on so much.
Not sure if this is the right place or not. Would anyone be willing to port Raider Gangs Extended to xbox? https://www.nexusmods.com/fallout4/mods/42414
Perms are not open.
Ok, thank you for checking.
are there any mods that add some of the weapons from the Borderlands or Doom series? Lookin to disintegrate Danse with a BFG lol
You donโt have to interact with Danse. Heโs killable in game after a certain time in the BOS quest line or do the main quest without helping out at the police station. You only need him for the fort strong quest. Hit cancel when the game prompts you to move him to a settlement and heโll stay on board the Prydwen.
No mods necessary.
I think the point was to enjoy killing Danse with a BFG, not to just skip him as a companion. ๐
I think there's one available in Creation Club if that helps. I don't know about a mod, you could Google it.
There is indeed a BFG in Creation Club. In fact there are a few Doom items in Creation Club. I think Bethesda actually own the Doom IP? And/or are big Doom fans.
Question for the wise sages: does anyone know how the game refers to the player set custom marker? I see a string that sets its display text, but I want to access the Location ref (or alias) itself. Basically I want to tell a package to treat that location marker as its destination. And on PS4, so bound and gagged with both hands behind my back. ๐
I have searched all scripts but didn't find anything that looked like that reference.
Yep. Specifically, Bethesda Game Studios and id Software are both part of ZeniMax, which is why we could do some cross-ip stuff with them.
Are you talking about the destination rug you can toss down in the workshop to move the playerโs spawn point? Iโm not sure thereโs enough scripts. For that, youโre looking for WorkshopFastTravelTargetScript.
The Actor Value is WorkshopFastTravel.
Thank you.
No actually I'm talking about the Custom map marker you can add in the map in the PipBoy.
Ohhh. I think thatโs engine-level and on the HUD, but thatโs out of my element. That isnโt something Iโve ever looked up before.
I suspect it's engine level yes. Just wondering if there was an expression that could read its current value. Thank you again.
That's a good hint though. I may take a look at the HUD and see if I can find any clues.
And also a good suggestion to look at that WorkshopFastTravelTarget script. It might also have some clues. Since although that object is placed locally, I think it does have some interaction with the world map.
While they are objective markers, you might get some additional info from the script that looks for and finds the companions. I donโt have the CK open atm, Iโm knees deep in mesh work, it was a script added by Vault-Tec DLC for the overseers terminal.
Is there any playable mirelurk king mod?
who ever has created a mod or design for armour weaopns heather follower mod i cant thank you enough i am having so much fun with this play through and some of the designs for clothing armour and weaopns are incredbile plus many other things on series X, and i cant stop raving about Heather follower mod shes incredible ๐
Im having problems with the ring of peace mod on the ps4 it keeps saying that the enemies are too powerfull for ring of peace subspell anyone know how to fix this?
Hi I am have trouble loading mods in fallout 4 I play on ps4 and a mod for infinite ammo is not working correctly the mod name is ring of infinite ammo can I get help please
Think you
I am in need of insistince
@quick harness what do you need assistance with?
I found it pimp thanks tho
Get ready for laughs and thrills in this fun Fallout 4 adventure! Join me as I step into the strange, exciting world of dystopian gaming, making friends with a lovable dog. But wait, the game gets intense.
Imagine, 10 hours in, when a scary Death Claw pops out from nowhere, turning our easy stroll into a fight for life. Funny moments, cool batt...
working on a Fallout LO ~
also want to give a shout out to @zinc hare who makes me want to UGH ๐
I have almost all your mods xD
Have fun. ๐
If youโre using xSE mods, there is a 99.9% chance those mods will need to be updated. If youโre on Xbox, PS4, or donโt use xSE Mods, thereโs a 95% chance mods do NOT break.
oh I'm on Xbox but what is xSE
Script Extender?
Any one played america rising 2 legacy of the enclave??
How do you continue with the quest line after you completed the remnants quest
Script Extender
That's a limitation of any spell on the engine. (FO4 effects are basically spells under the hood).
It's a great mod by @lucid minnow and he's often here so maybe he will pop along and answer.
Worth reading the mod instructions on that one carefully, as it does not do exactly what its name suggests and has certain limitations.
Everyone, apparently, it's been the number one download on Beth.net for a while. ๐
I haven't played but there are plenty of LP videos on YouTube.
Yeah , it's a good mod so far,I'm enjoying it, I found out what to do by watching a YouTube video lol
Modder question:
I'm trying to pass a leveled list to a script property (of the Vertibird turret script) that expects a Weapon const. It doesn't like taking a leveled list of Weapon consts. As I'm on PS4 I don't think I can change the script properties and there's no point adding new ones. Any suggestions or am I stuck?
I will probably have to end up making multiple copies of the form the script is attached to, select the exact form using a conditional (eg in a LVLN list) and assign weapons 1:1 to each version of the form.
Unless there's a better way?
By the way Glitchfinder / @woeful charm loving your output of "like home" location fixes!
Wondering if you have a mod that just makes sure every location has a pump and a place to cook? The base game misses a few, eg Bunker Hill and Goodneighbor.
Also Goodneighbor needs a doctor. ๐
Speaking of places that lack a water pump - I am starting to sketch out in my head a "location fix" for Far Harbor, to make it possible to live there (on Survival) without being a Trust Fund Kid. As in the only way to make a small fortune in Far Harbor is to arrive with a large one. ๐
I guess that's the definition of a tourist trap.
Off the top of my head for starters it needs a water pump in Far Harbor, maybe some vegetable beds (what do they eat there?!) and above all a source of steel shipments. Stay on the Island for long and you discover it's critically short of steel.
Anyway @woeful charm if you guys already have a Far Harbor location fix for PSX then please point me to it.
No neither Glitchfinder or I have done anything with Far Harbor. There's good indication that the header records don't match between PC and Xbox, PSX isn't expected to be any different which means making location changing mods there risks causing crashes
Well I technically have a bridge mod that touches FH but I also have a warning on it.
What are you attempting to add? Ammo? If so thereโs an OMOD parameter for ammo and then push the omod via the custom item system. It depends on what youโre attempting though.
Or legendary system.
Those will override the instance naming of things but it might work.
Gosh I did not realise Far Harbor posed those kind of difficulties. Thanks for explaining.
I just need to add weapons, but variable weapon type at run time.
Luckily I don't need to also handle ammo (which would be tricky to coordinate) because the Vertibird turret script cheats and adds whatever ammo type the weapon needs.
Happy to be a PS4 tester if you do want to risk it.
You're welcome to try out my Functional Bridges mod. It's still publicly available. Not everyone notices crashing on Xbox though so I assume it's similar on PSX
I doubt Glitchfinder will do anything in FH though as a result of the problem
I certainly won't make any more mods for it.
I have mods out that solve the problem different ways. One is a set of 4 different mods that each change the door weapon and nose weapon. That feels unnecessarily clunky. The other solution is one mod that adjusts the nose weapon based on level, using the LVLN for Vertibirds and overriding the Inventory from the template. That works for the nose guns (which are inventory) but not for the door gun (which is a script property). So on that mod, the door gun is of a fixed type. I was hoping to get one mod where both the door gun and the nose guns are leveled and/or randomised.
Seems perfectly reasonable given those circumstances.
I'll give that a try!
Actual new weapon type or will the door weapon be a mini gun as before because you can change that out with a new modcol on the original weapon. (Or you should be able to.)
If youโre unfamiliar with modcols, they are an omod form that is a leveled list of omods. They can be scripted to the weapon/armor form or you can hard edit the form with them
But if youโre changing out the weapon to an entirely new weapon type, like have player hold an automatic weapon, thenโฆ uh. Not sure. You might have to do it how you originally planned.
I just looked at the mesh. That isnโt going to work. The barrel is attached and canโt be built like that.
You could try to use the turret script to change out to a regular minigun (or one specifically created for your mod so another minigun mod doesnโt derp your mod) and then add a modcol for new barrels.
Hopefully someone else could provide a better solution cuz other than that, Iโve got nothin.
I was clueless but I learned modcols when I did the Plasma Gatling request mod for somebody on here. ๐
Yeah actual new weapon type as opposed to a modded-up minigun.
Though that is also a cool idea.
As it stands the weapons get the normal random generation of attachments (or not) via their underlying modcols.
I could maybe actually solve it, just non-randomly, as follows
Use current LVLN to spawn different EncVertibirds at different levels (as already happens in vanilla).
Override Inventory template for the nose guns of each of the four existing leveled EncVertibird forms (this is what my Leveled Vertibird Weapons mod already does).
Separately also override the Vertibird turret script properties with a different door gun for each EncVertibird.
The only downside for this would be that there would always be the same door gun with the same nose gun. But that's not the end of the world.
The only problem is that I think the script is attached to a parent form of the EncVertibird forms so I can't set the script properties there [ie can't set separate values on the child forms]
I'll need to double check that.
That's why I was trying to supply a leveled list to that property in the first place I think.
The door one is a furniture object that gets transformed into a playable weapon. Thereโs only one model for that, regardless if you find a way to change it.
Ah I did wonder
Oh, hello discord. Spike wrote more things and you didnโt update right
You see the new model when the player wields it but not when the Vertibird is flying empty
Shame I was hoping to fix that. I might just try to make that furniture model go away entirely.
So the minigun magically morphs into a different kind of gun when the player touches it, which looks kinda silly. ๐
Potentially also when an NPC door gunner touches it, though I haven't tested that yet
It may be why the random encounters just drop off the BoS soldiers and then use the nose guns. The nose guns should be set up as the vertibird geared up weapon or the base weapon on the race form
Iโve looked at them in the ck before but it was never anything I wanted to mod so I didnโt really study how theyโre set up other than go, โlol these are remeshed dragons.โ
Pretty much ๐
Yes thinking about it I'm not sure I've ever seen an NPC using the door gun??
You can see that the turret script is trying to give the minigun to NPC door gunners as well as to the player, but maybe the NPC aspect just doesn't work and they never bothered to fix it?
Check human race sub graph info and see if thereโs a third person animations for it. If not, then thereโs why. Would make sense though since itโs just for the player
Also UFO4P fixed a bug with the vertibird script so that might be why you havenโt seen it either if youโre playing on PlayStation
Iโm running errands (on one of the worst days of the year to run them lol) so Iโm not at my desk to check what they fixed on it. I just glanced at the script earlier
I usually test my mods with UFO4P running. Didn't see any different.
Good to know though, I might look up what they fixed.
Hmm, are you using any mods that make the enemies extremely high level? The Ring of Peace should work on all enemies up to level 999, so you shouldn't encounter any that resist unless you've seriously overleveled your enemies with another mod. It also ignores any specific resistances and doesn't have any resistance keywords.
Anybody heee have experience with the "Castle Of The Sun Alpha" mod for ps4? I understand it's pretty big so crashing is ti be expected but gosh darn
Fallout 4 almost never crashes for me so it's quite frustrating
So, i downloaded some mods and now when i load in my keyboard is disabled (no keys work)
I also dont know what mod is causing the issue
Cant use keyboard in menu either
Which manager are you using? You can disable mods via plugins.txt and you'll need to delete any saves you've made.
Unmarked Raider Camps 2 [PSX] by Glitchfinder is marked as Far Harbor on Beth.net - was that tagged in error?
Nope, my guess is that at least one of the raider camps is in the vicinity of FH DLC location headers
it's a master of the file
Weird
not really, it eliminates any potential for visual glitches and whatnot by making sure the headers match
and if folks don't have the dlc by now god bless their little hearts I can't help them
True fact
The header issue is over my head to be honest but I'm glad you guys are on top of it.
its a precombines issue
even though the precombines were never broken Glitch is being a good modder by making sure that the DLC version of the headers is intact for DLC users
Does anyone have a solution for needing to fully exit the CK before switching to work on a different mod?
I dont think you need to fully exit the CK. Just open the Data window and reload with the selected plugins. There is also the possibility to open multiple editors at once with this CreationKitCustom.ini entry.
CreationKitCustom.ini
[General]
bAllowMultipleEditors=1
This is what I mean by "data window" https://falloutck.uesp.net/wiki/Data_Window You can re-open that window in the same editor session.
"Ignoring Records" is invaluable information. Whomever added that, thank you.
your welcome
When I try this, the new mod loads, but the .esp filename remains the same as whatever one I first loaded when starting the CK, and cannot be changed without exiting and restarting the CK.
I'll try the multiple editors trick though. Thanks.
Did you also set the new plugin your switching to as the "active" plugin, and then press ok?
The turret script (which sets the door gun weapon via a property) is attached to LvlVertibird. I tried to set the script directly on each of the EncVertibird* NPCs but this did not seem to be possible (even with inheritance of scripts from Template disabled).
So the best suggestion for a levelled door gun may indeed be a modcoll. I could give the modcoll "laser" etc receiver mods and ammo at higher levels via the modcoll. Kind of clunky but better than nothing.
Inheritance goes LvlVertibird -> LCharVertibird -> EncVertibird01Template ->
EncVertibird*
Yes. ๐
I don't have a CreationKitCustom.ini - do I need to create that file?
[General]
bAllowMultipleMasterLoads=1
uiDefaultNumSearchResults=198 is what I use for a CreationKitCustom.ini
Yea. Create a new empty file here ...\Fallout 4\CreationKitCustom.ini. This will override settings from CreationKit.ini. Invoker Gray's settings are good too. Only put the settings you want to override in your custom ini, and dont just copy the entire CreationKit.ini. Keep a pruned custom ini file and you will be happier.
This one might just be me, but I needed this on my Nvidia 1070. I have a new card now and havent tested with my new card, but I still have the setting.
[Display]
; Prevents pixelated previews within the Creation Kit.
sAntiAliasing=FXAA
And then start new CK windows just by starting CK multiple times?
Yes, that's why I stopped using it. My hands and / or device would triple click the shortcut then I got 2 loding opps
Sometimes it's useful to be able to compare two mods side by side though, or even copy and paste between them. That's what I'm hoping to be able to do.
--
Quick question on Conditions for Procedure branches -
Are the Conditions for the procedure or branch to start? Or are they the conditions for it to finish?
The CK online documentation isn't very clear.
@zinc hare
UGH. My fallout LO
https://youtu.be/WBbs5CI3mTg?si=r7Va6kATaJh7TX9u
Hey everyone! With the newest update being scheduled from Bethesda exactly tomorrow 11/29/2023, I just wanted to share my experience with a brand new Fallout load order on Xbox that I've been playing. It's been really exciting because it incorporates elements from all the Fallout games, as well as some stuff from Skyrim. And with the winter the...
I got alot of your mods in here xX
@solemn plover
There seems to be a problem with Bethesda.net mod uploads for Fallout4?
From the logged in page for "Fallout 4 mods" , selecting the "My Mods" tab redirects to a not-logged-in Starfield splash page. So there is no longer a valid path to "My Mods".
OK seems to be related to a stale login. I'm showed as logged in but maybe I'm actually not. When I log out then in again, it works as expected. It's a repeatable issue though.
Turn it off and then back on again. Classic.
get em in now cause Tomorrow is maintenance
Good to know, thanks
Uhm, hello there, could I possibly ask of anyone to help me find Xbox mods that are lore-friendly, mostly vanilla looking, like the Wattz Laser Gun mod, I haven't found any other mods that are believable and looks like they actually BELONG in the game.
So I been trying to find some weather mods, I found true storm and calamity weather, tested both and it look amazing together but idk if it gonna give me any trouble playing the game.
Also I need help with fixing up my load order as I often crash and freeze after a fast travel or using vat
Hey I have a problem with cleaning the contraptions dlc or dlc 2 for fallout 4, it keeps saying it needs cleaning with xedit but i did it like 5 or 6 times
is there anything im doing wrong here?
Im on my phone but cant click mods saying its under maintnance
weird
Probly be done before days over
No maintenance for FO4 mods, just Skyrim.
I was able to access mods in-game on PC, as well as the mods website. Where are you having problems?
Skyrim mods is down for extended maintenance https://status.bethesda.net/en
I do have concerns when maintenance is done will MA have to reupload theyre mods or will that happen on itr own?
I still have a problem with cleaning the contraptions dlc or dlc 2 for fallout 4, it keeps saying it needs cleaning with xedit but i did it like 5 or 6 times
can anyone help me with this problem?
Can someone help me adjust my load order? It kinda scrambled up tn
Loot's rules are terribly outdated. You shouldn't be cleaning master game files. That hasn't been necessary since I think Oblivion or Morrowind but the advice stuck around even though it's now become bad advice.
Follow these guidelines, bonus points if you type up your load order into the template for me to read vs having to rewatch your video countless times. If you do type it up feel free to ping me to look it over and offer advice. Blank Template: https://oddsmods.xyz/FO4LOFrameworkTemplate | The Framework: https://oddlittleturtle.com/load-order-framework
Loot got a update like somewhere in the summer if i remember
and im new to modding so i never knew, but the mods that i used to run fine until i downloaded too many and the game crash like hell, then i had to restart everything to square one
Loot is most likely programmed to report on all dirty files and doesn't have an exception for the master files.
Yo for all the other xbox players out there, don't u wish "we are the minutemen" was on Xbox in English???
I found 1 in like French or somethingXD
I'm pretty sure it was French
Is American Rising 2 Legacy of Enclave a master file?
Yes it is
Hey guys does anyone have a vanilla plus sort of load order for fallout 4? I mainly want to improve the graphics and add some new weapons etc ๐
Did you see my post? #modding-general message
The basic load order rlly helped
i can now play without crashing
great!
So I found a load order I'd like to try out but I'd like to add a weapon mod to it could someone tell me where to put it?
True Storms: Wasteland Edition (XBOX) - Storm And Weather Overhaul
True Storms: FAR HARBOR Weather Add-On (XBOX)
NPCs Are Not Cartoons AIO - By Drhamm [XB1]
Synths Revamped 1K By Fuse00
Visible Galaxy 4k
Fireflies [XB1]
MOON - 1k Version [XB1]
Vivid Fallout - Roads And Bridges-1k By Hein84 [XB1]
Boston Natural Surroundings - 2.4 [XB1]
Indubitable Ivy โ Summer
Jorhadoq AIO Textures
More Realistic Pipe Weapon Textures
KG's Chain Link Fences - Kiddgimmick
Redder Rocket
Gritty Subway Stations [XB1]
Illuminated Billboards โ Lighting | All In One
Enhanced Blood Textures (1k)
Blood Mist Overhaul
WET - Water Enhancement Textures By SparrowPrince
[XB1] Vivid Waters (Vanilla) - A Water Overaul For Fallout 4
True Nights For True Storms By Nikonthenet
Interiors Enhanced 2.0 All In One BY Fadingsignal
Dynamic Interior Fog Removal [XB1]
Sunlight Alignment Tweak - Better Dawn And Dusk [XB1]
Enhanced Flickering Firelight
Dynamic Light For Glowing Drinks
Enhanced Vanilla Body (EVB) With Immersive Underwear
Clean Faces of Settlers
Color Map Version 2 2K
Better Settlers XBOX
Disable Screen Blood And Low Health FX
Custom .INI Select All-In-One
BlurKillerCOMPLETE
No shadows, lens flare, godrays
[XB1] No More Fake Puddles
[XB1] Insignificant Object Remover
Boston - Less Enemies
[XB1] Pip-Boy Flashlight - Small
Let me know how it goes. ๐
I'd like to add hyper merge and realistic sound, not my load order by the way ๐
If you're on a low end Xbox that load order is way too much. It might be too much even for a good xbox. That's a lot of high res textures. Enhanced Blood textures is known to cause crashes. Insignificant Object Remover is placebo at best. Boston Less Enemies will help slightly with downtown performance but using PRP modules for downtown is even better. Clean Faces Settlers and Better Settlers likely conflict unless they specifically say they don't and were made to work together. Sunlight Alignment Tweak likely conflicts with True Storms unless it says otherwise. True Storms is super hard to run on Xbox, there are much better weather mods to use. As for load order I recommend following this format: Blank Template: https://oddsmods.xyz/FO4LOFrameworkTemplate | The Framework: https://oddlittleturtle.com/load-order-framework
Oh and you definitely want to add the Unofficial Patch and load it at the top
EBT can cause crashes? I'm using Suleau's 1K port, this version can too?
Considering the original PC version causes crashes I assume all ports of it would as well.
unless the porter knew how to fix it and did
The porter says in the description that he changed the compression type to a more Xbox friendly besides downsizing the textures
Probably it isn't fixed
Shame, the mod really makes the game look better
I'm not sure exactly what issue the PC version has but if it was a mismatched size issue maybe the porter fixed it?
I'm too lazy (and busy today) to download it and check for common problems
Np!
this is the first few minutes of peace I've had since I walked in the door at work basically
I'll see if I find something and pass on the info to Suleau
I understand completely. The past few days it's the same thing here ๐ซ
and more work just came in the inbox #%#!&#%@
i am trying to run with 15 mods, everything is set correctly but when i run the game with the f4se loader and enter a save, everything is black except the hud, how do i fix this? I am using vortex mod loader and here is a link to the pics of my mods that are loaded https://ibb.co/mthnwfx
is there a better way to mod on pc? I kinda wanna use more Nexus mods and i enjoy using mod organizer 2 but if i cant use loot to configure because some dlc is dirty then whats the point?
i swear why modding Fallout 4 is so damn HARD?
Loot for F4 is fairly useless anyway, it doesn't index enough mods. You're much better off using a guide and template and sorting yourself. Loot isn't even close to a magic press button make work tool. Blank Template: https://oddsmods.xyz/FO4LOFrameworkTemplate | The Framework: https://oddlittleturtle.com/load-order-framework
In fact there are mods that Loot gets wrong
not really a magic press button but a start to continue sorting with the mods i had and have
my experience with it has been it usually makes things worse, I just sort my load order by hand
so what do you think its better? MO2? Or just Vortexs?
I use MO2 personally. Vortex is a pain to sort with since it uses rules and groups instead of just letting you drag and drop
should i still keep xedit or remove it?
same for loot, i only use loot as a reference anyway
xedit is a very useful tool and should definitely be used
loot is built into MO2 but you can just ignore it and not use it
idk why my dlc still say its dirty
any ideas to make it NOT dirty?
because by the rules it technically is dirty. but functionally speaking it doesn't matter because the dirty edits can't conflict with anything as they are game masters
just ignore them
ok fine, how can I manually set up my load order with MO2?
Auto sorter can be disabled on vortex.
normally i just download the mods and select the ones that might need to be in order
left side order matters in terms of assets. the right side list matters in terms of plugins. You can most likely ignore sorting the left side unless you have asset based mods like texture mods that need to override other similar mods. just sort the right side
idk how to sort on the right side
on plugins right?
yes
yeah it wont let me
then you might be trying to violate basic load order rules like moving an esm or esl too low
it won't let you move certain file types beyond their zone
there are three types of plugins, esm, esl, esp (and technically there's esl tagged esps but they're really just esp)
ESM loads at the very top, esl second, and then esp files
within the section of file type you can move esps for example anywhere within the esp section
only got 3 mods for now
it says esp on the esp on the end
I need more information about the other two mods to know loading order
strange
it might just be an esp tagged esm
Bald text is esm no matter what ๐
and probably is since the CK is whiny about making esm files
so far its .esp for all 3
and wont let me move
I'll have to show you what im doing for you to have a clear answer ig
for only 3 mods I wouldn't even worry about it, most likely the load order doesn't matter, especially if you can't move them anyway
yeah but i still can't move them, but I'll download some more mods to see if i can move them around
it says "drag and drop is only supported when sorting by priority or mod index" when i try to move
I have no idea, I've never seen that message nor had any trouble dragging and dropping files
if your mods are all different file types it won't let you move them period
well idk what to say, idk why its not allowing me to drag and drop even tho the'yre mods
Priority button
If they are not in order by that, you can't move anything. On either side, left or right.
Tho both sides have their own of course.
still cant drag and drop for now
If they are in order from 0 -> restart mo2 ๐คทโโ๏ธ
the main game is on 0 and all the mods are on the very bottom
that's normal
yeah i figured
ima download a little more mods to see if i still cant move mods to change the load order
Just wanted to check if anyone knew of a mod that fixed the bugs with kiddie kingdom mission in nuka world for the ps4 versionโฆ I didnโt know about the order and bugged out the mission entirely
See if itโs part of the holotape of quest fixing. Itโs already broken, so might help.
@dreamy garnet
- In the quest "A Magical Kingdom", to fix various bugs related to quest progression, use "A Magical Kingdom - DLC04_KiddieKingdomMain" stage 20 to start the quest at objective "Search the Theater"; stage 25 to skip to "Search the Fun House"; stage 30 to skip to "Search the Tunnels"; stage 200 to skip to "Confront Oswald the Outrageous"; stage 210 to skip to "Kill Oswald the Outrageous or convince him to leave by finding Rachel"; stage 300 to skip to "Turn off the Radiation Sprayers"; stage 1000 to skip to "Assign a gang to Kiddie Kingdom"; stage 2000 to complete the quest.
Let me know if those don't get you through, and what specific issue you're having, and I'll add a note to look for additional potential fixes next update.
Didnโt work for meโฆ itโs the bug where it wonโt check off โsearch the fun houseโ because Iโd already been in the theatre
its working fine now but now my game keeps crashing...again
When crashing, remove mods and test individually. Use xEdit to find conflicts
Make sure youโre testing on a new character.
Iโve noticed that steamโs cloud can get a little weird with saves so I donโt use it.
Hello, are there any of you who are Xbox One users and managed to prevent crashes in the Boston area? I'm about to go crazy
Boston just sucks on console
Even series x
You are absolutely right. Is there a mod to solve this?
Not that I know of I don't have problems unmodded on my series x
I understand Thank you friend
It's just garbage for us console peons sorry m8 it's even worse on PlayStation
It's really annoying maybe there's something wrong with my mod list
Welcome to fallout 4
anyone have a decent load order they can share that doesnโt involve dlc?? xbox series x btw
heavily modded but STABLE please
just dm me the load order in the order i download the mods
One message removed from a suspended account.
@ocean condor Do not use any landscape mods that break precombines. Do not download any mods that add additional enemies to fight and download one of the boston fps fixs mods. I recommend the smaller one but the larger one fixes the precombine issue. The larger one is 500mb or somthing big like that tho. Try not to install mods that change the lod ranges to further then vanilla and do not download Real.AI as it will activate the ai outside of the vanilla ranges and cause more stress on the last gen consoles
Maybe download a less enemies mod for boston as well
I don't support the boston fps fix advice here, as I maintain an updated replacement (PRP Lite)
Then use that. I do not use the fixes mods since I am on a series x and im. Not getting crashes there anymore. So use what star recommend
I have the links handy on the nexus version of the mod page as seen here, so @ocean condor can grab the ones they need. https://www.nexusmods.com/fallout4/mods/64405
Hes on console
I'm aware. The Type 1 and Type 2 links go to the XB1 versions
Thank you very much my friend, I will start the installation immediately. crashes were crashing my game and i couldn't play you are a hero
Dude, do I need to remove modes like militarized minutemen FCOM from the list?
Well fcom only adds npcs when you call them in so it should be fine
Hi, i'm kinda new on fallout 4 mods. Any recomendation of Weapons/Armor mods for PS4? ;;
Get an xbox or a pc. Jokes aside i dont know anything for ps4 thats actually good
I want to make a mod but CK is crashing when I try to make a quest/dialog.
Goodluck i guess
The best way to look for weapon mods is to search gun types. Like rifle or pistol in the search bar.
Anyone know what happend to Urbanranger88's port of Modern Pharmacy, Immersive Animation Framework and The Remington 700 attachment pack? Whatever that last one was called
I've noticed that they, and a few other of his mods, like Gunner Armor Expansion, were taken down or removed. Looking around Bethesda's site shows as much, so unless they re-upload the mods it seems Urbanranger88's ports are gone for now. Sucks, I really enjoy the stuff he ports over
Yeah i have no idea why they were removed. Like he ports with permission and it isnt like there is another version like inmersive animation framework. I guess iaf got removed because the original port got fixed but for the other ones i do not k ow nor do i have a guess as to why
It's not the first time I noticed it before. G.A.E. and Russian Operator was taken down before, but re-uploaded a short time after before being taken down again a few days ago. No idea as to why they'd be removed unless we have people spam reporting his uploads
A lot of older ported cbbe mods had this issue where the nude skin could still be seen if equipping a certian combo of armor bits. Maybe he was getting reported for that and cleaning it up so that wouldnt happen?
I hope that's the case, the armors and weapons he ports are high quality stuff and would be a shame to lose out on. Hopefully there will also be some bugfixes on the ports if they are re-uploaded
As for the Remington 700 addon attachment thing i noticed if you had more then one of the gun in your inventory the new features broke. So maybe thats why. Still it came out of nowhere and i dont know why modern pharmacy got removed. Maybe it was all the cocain
I've noticed similar things for SREP on that aspect. It may be a game issue with Fallout 4 as a whole. As for Modern Pharmacy, that's hard to pin down a reason for me personally. It seems like it's random though, otherwise a think a few naming convention mods would also be removed alongside it
I really hate this 2gb limit. I can handle the 150 mod limit. I do it for skyrim. But i can't handle how few mods fit in that 2gb. I can download a weapon pack for skyrim and it have 100 weapons in it and be less then 100mb but for skyrim the closest is the merg packs. And thats only a few weapons like 4. If we had 5gb i could install gas mask of the wasteland, icepick, nuclear winter, etc
I agree with you there. I feel like Fallout 4 get the short end of the stick, modding space is just tiny and it fills up fast. And the Fallout 4 next Gen update is still missing along with any hope of a size increase. A little bit of communication would go a long way with them
They dont wanna update the size because will delete mods
And break game saves
And im like who gives a shiz anyone modding will want the space
I end up tooling and retooling my LO every other month and rebuilding my Fallout into something new. It seems like such a bitter defensive tool to them updating the storage cap. Anyone who mods their game regularly will change things up every once in a while just to try something new.
I don't think ive had a game save last a week. I keep finding new mods to play with
Or i didnt like my load order and needed to rework it. Right now trying to get Aim Fatigue to work i got it working once but i needed to replace some small mods and wiped the save and i cant get it working again
That's exactly it, there is so much to try and to work on a LO that changing it happens a lot.
What mods did you remove from the LO if you remember? Sometimes they can be integral to function for other mods
I replaced iaf with the chrisdvd version and needed to remove a whole weapon mod to fit the extra 10mb it has because for some reason i can't use the last 30mb even when i do a fresh install
As for what i removed. It was some tiny mods. The problem was when i removed them it made the pipboy replacer i had invisible so i needed to do a new playthrough regardless
Aim Fatigue doesn't have any dependancies and the porter both makes no attempt to provide a way to talk to them and is delusional to think the port works 100% of the time
Seems like a LO jumble when those small mods got removed. It can happen when rearranging a LO, or deleting mods and when it does, it's annoying to put back together.
As for that small bit of space, I have that too. I think it's caused by CC content taking up minor space, because a fresh install never seems to give me all 2GB
Ive uninstalled and reinstalled aim fatigue over and over again. I dont wanna wipe my mods and fresh install tho cuz id lose modern pharmacy. My first time actually using the drugs in game instead of just collecting them
Ive even dropped aim fatigue to the bottom of my lo. Nothing overwrites it. The script to add the spell just does not activate and the holotaoe injection just does not work. The funny thing is the 1.0 version thats still up works just fine
But i want the slow ads speed and slow reload speeds feature of 2.0
And for it not to drain my ap
Try playing with the spot where Aim Fatigue is in your LO. If it's higher up, it's possible it's being overwritten by something else. If it's lower, there may be a clash happening with another mod that has partial priority that it's fighting Aim Fatigue for
I don't know. It might be Maim 2 because they both use spells to activate there functions but the thing is, it worked before all together
The problems it could be having are with mods it already functions with
I know its made to be used with gunfighter framework but that mod is incompatible with munitions
Are you testing on a fresh save, or on a previously modded save game?
Fresh save
Not even an alt start mod installed either
Ive also activated it on an exsisting save and still nothing
Not sure if this helps or not, but per Nexus:
*** limitations *** you can only have one instance/form of the gun in your inventory. Carrying more then 1 will cause this system not to update, when you level up, this is similar to ECO, where you can swap from semi auto to full auto on the fly, those systems won't work if you have more then 1 instance in your inventory.
That only applies for updating things. I will know its functioning or not when i pick up the first 10mm pistol and if my aim is painfully slow then its working
If its snappy and quick it isnt working
The playthrough it worked on it was slow to ads like its suposed to be
Scripting shouldn't be having any major issues then, and if everything works together usually, I can't see any major issues that could be affecting each other.
Do you have any script heavy mods running alongside Maim 2 and Aim Fatigue? It could be scripts misfiring or not starting?
MAIM doesnโt operate off of scripts. It works by highjacking the perk systems. Not sure how Aim Fatigue works - it could be a combination of perks + scripts. Depending on which entry their respective perks are using, there could be a compatibility issue.
Munitions, institute technology overhaul, gun for hire, paper vault boy, my weapon and armor mods scripted injections, quickstep that ive not been activating till im out of the vault, advanced needs 76, zombie walkers, fallevil replacer, interacion animation, iaf, maim2, modern pharmacy, amazing follower tweaks
The only ones i can think of that are script heavy
And aft i dont even enable till im out of the vault
I also know aim fatigue isnt working when the holotape isnt injected into my inventory and there isnt an option to craft it so thats an oversight
Modern Pharmacy, IAF are not script-heavy. IAF only has 3 scripts, 1 of which is only active when I turn on debugging. Modern Pharmacy is more of a replacer mod.
Yeah i know
My point is most of my mods dont rely on scripts
My skyrim is more script heavy then my fallout
And i can get even the worst coded mods functional there working
But i cant seem to get af working
When it works its beautiful even if i have to tweak my sniper reload speed with eco because its to slow but still it really makes me slow down my gun fighting and fits well with my more hardcore load order
It could be a bad upload of Aim Fatigue. Speaking of which, the perms are not open on that modโฆ
Have you tried removing AF and doing a full close on Fallout 4? I'm not sure what platform you use, but occasionally removing the problem mod entirely, then rebooting Fallout helps, though I'm an Xbox player.
Perms not being open doesnt mean they didnt ask for perms
Open perms just means anyone can port it
Closed perms just means if you gain permission you can do it
And yes ive removed af and rebooted the whole game and console and reinstalled it and still nothing
Ive tried every common debugging i could think of and nothing works
The only thing i can do is just fake it by slowing down the reload and ads speeds with ECO manually and update the speeds whenever i feel is right
I'm afraid I'm not sure what else to recommend for you. If the issue is only with 2.0 and the 1.0 build still works, you may have to do your best with that.
Yeah but 1.0 only has the aim drain kicking you out of aim down sights and it doesnt affect aim speed or reload speed and doesnt have a lot of the visual effects 2.0 has
Well, if you can use ECO to modify the variables that will have to be the bandaid solution to the problem.
Yeah. Still sucks since v2 has a progression system. I already use eco to modify aim distance and reload speeds for things like the glock 10x mod as the reload seems sped up so i slow it down by like 40 or 60% and it looks realistic in speed. I don't mind the slow reload times as im trying to make fallout slower paced and more deadly
If only that backpack mod that has the animated take off and on animation with its seperate inventory got ported to console
That'd be a great addition, I just don't know if it could be ported if it relies on F4SE to function. Otherwise I'd really hope to see it added sometime soon
With iaf functional on xbox i dont see why it couldn't work
Its just an animation followed by opening a container. Cheat Terminal already has container functions and iaf has the animations. You could have an aid item that plays the animation and then have it open the container inventory. I mean its how it works already.
Looking at it that way, it could probably work in a similar way to that Tactical Watch mod that got ported over some time ago.
Use an aid item to play an animation and then also open an inventory menu.
Yup
It wouldnโt be that hard of a recreation. F4SE makes things easier but isnโt a requirement in most cases.
Hud elements that used to be a script extnder only feature in skyrim now work fine thanks to HUDFramework
And animations that were impossible or needed something like nemesis for skyrim work fine with iaf
Iโm versed in patching out xSE requirements so mods can run on console. Not every mod can be patched but thereโs quite a lot that can be done w/o xSE. Youโll just have to go the long way instead of any sort of shortcut xSE offers.
On another note
More mods need to be ported that make use of munitions. Like i know i can just force the weapon to use there proper ammo. Like swapping the glocks 10mm for 9mm good and proper but still
I'd love more mod authors to patch weapons and build Munitions compatible weapon mods. So many unique ammo types with not many weapons to use them officially.
Every weapon is munitions compatible if you have eco with the munitions patch
But yeah thats the same point i have
Is there a way to manually disable Fallout 4 mods without opening up the game? Last time I opened up Fallout 4, I downloaded a couple mods (which changed the mod load order), and since then whenever I start up Fallout 4, it immediately crashes to desktop from the main menu. So disabling mods through the mod workshop isn't an option.
The mods in question were installed through the Fallout 4 mod store, not through any third party mod website.
If you are on pc and have access to a mod manager there is a possibility you can by using the external mod manager
@tribal glade
My copy's on PC, so I'm giving it a shot!
Use the nexus recommended one as they tend to only promote the good ones
Hey, it worked! Thanks!
Yup no problem.
Faded Glory or Digital Nightmare? Music overhaul for the exploration tracks. Whats everyones preference
now i'm here 80% of the good fallout 4 mods that i need to have all the dlc's but do i actually need them?
To play those mods without having tons of missing textures or non functional assets, yes.
Only really need Nuka World, Automatron, and Far Harbor
Like if a mod needs far harbor its because of the lever action or some sort of clothing or enviroment texture
so playing good mods in fallout 4 without dlc's is basically impossible
Playing any bethesda game without all the dlc is basically impossible
that sucks
Just a fact of the moding comunity. They assume you like the game enough to atleast buy the dlc
Now CC thats where it gets iffy. But the dlc you should have it
You could get lucky and find a mod that's all custom assets and requires none of the dlc. Those are rare and kinda far between though
The dlc pack is like $20 or $30
On xbox the season pass is on sale for a little over $12
Then again ive purchased fallout 4 twice. First time physical on launch and second time the game of the year edition that had everything because it was cheaper then buying the season pass at the time
I did the same for mortal kombat 11
And borderlands 3
so i need to give Bethesda more money in order to have fun playing Fallout 4 again?
Do you enjoy fallout 4? Would you like more world spaces to explore and quests to do? Then play the dlc