#fallout-4-mods
1 messages · Page 10 of 1
Lucky for you that skyrim se comes with all the dlc
Or you would have the same problem
it's just weird to me that skyrim has all the dlc's in the base game but fallout doesn't
Skyrim was a rerelease with an updated engine to test for fallout 4s upgrades and sold with mod support.
The original game skyrim legacy edition does not come with all the dlc
You can get fallout 4 with all its dlc with Fallout 4 goty edition
But you came in with just the basegame either before the dlc was out or before the game of the year edition was available
The game of the year edition is only $5 more expensive then the season pass is not on sale so its a good deal if your getting fallout for the first time
Can someone help me figure out a problem with Sim Settlements 2?
but if you got it already then is isn't?
no idea what that is sorry
You could just wait for a sale and get it cheap like it is now for the season pass on console
Pc or xbox?
Xbox
i play fallout 4 on pc sadly
What's your problem? It might be a load order problem
Well you could check steam and see if its on sale or not
So I start a new character and I place a beacon after picking up a magazine and the npc doesn’t spawn just some settlers
i did but sadly there isn't a sale at the moment
Well are you using the regular spawn becon or the sim settlements one?
Oh damn
??
The only beacon I have is the recruitment radio beacon
Sim settlements adds a bunch of its own stuff from what i remember. Ive not played ss2 because the file size just does not jell well with all my mods but from playing ss1 there are some unique settlement objects used for them
Have you tried looking in the special tab on the far left
Or the sim settlements submenu
There should be one. Look up a video on sim settlements 2 for a better explanation.
Alr
Got the mod to start but I don’t see an option for a residential plot
It should have its own menu if you installed all the mods it depends on
Pls make mod in ps4 for kill everyone
Doesn't that already exist? Since it isnt external files and just changing a setting to something that already exsists within the game
Anyone know how to fix this? It also says the same for all perks and notifications like “you feel well rested” and whatnot
As well as loading screens
Will this help? https://mods.bethesda.net/en/fallout4/mod-detail/4046787
Ah yes the lookup failed bug. I love it because it literally makes no sense as to why it happens
Any recommendations for mods on xbox?
What kind of mod type? Usually including that helps people recommend stuff easier.
Any, I've got the cheat room but like I want try and make my game run smoother
If that helps
So performance and graphics mods? I'm sure there's a few good ones for Xbox people can think of.
Equipment Degradation and other QoL features are included in Crafting76.
America Rising 2 - Legend of the Enclave. Amazing addition to the game, fully optional in-game as to whether and to what extent the enclave return. Basically gives you a whole new experience of the game in a way that blends into it perfectly.
Really wanna play the SS2 mod again, really love micro managing a settlement with building budget extender mods
So.... anyone know any good radio mods?
Uhhh spotify
As for actual recommendations there was this series of radio station mods that had voice acting and everything. Lemme pull up fallout and find them @strong marlin
Old World Radio Boston
Theres a bunch of them and it has a lot of radio stations to choose from based on whatever you like. To search them either type it all out or type OWR
Theres stuff that add old pulp radio shows to some lore friendly radio stations with a voiced dj
Well for smoother you have the unofficial fallout 4 patch, then you grab workshop framework, and one of the downtown boston fixes and your good
Im loving this tranq gun lol. Im sure there are others on like nexus but theres only 1 nonlethal mod on xbox that isnt melee so its fun just shooting some one in the chest and waiting for the tranq to take effect
Anybody else think abt the possibility of implementing more fleshed out mods for ps4 via a jailbroken system’s file explorer?
Look if your gonna do that just do it the way that the 360 did mods for skyrim. Download them like normal pc mods
Yea I used to mess around w mods in skyrim on ps3 that’s where I got the idea
On xbox all you gotta do is fork out the $20 for dev mode. Install wimdows. Put skyrim or fallout on it and fill your game with mods
Not against tos on xbox to do this as long as it remains in dev mode and you legally own a coppy of the game
For the same reason they didnt ban emulators in the normal running of the console because they were against it but because there was a potential security risk the emulators could be used for
Does anyone know of a mod that allows you to build a prydwen and fly it around?
I play on Xbox series and I'm looking for one that you could build whenever. Even if the Bos are still kicking. I want to build in it and turn it into a mobile Minuteman base.
I think theres one but its been a long time. Just search build and prydwen
Yeah but that one can only be built after the bos die.
I can’t imagine that being implemented well but it does sound sick
Idk look for an airbase. I know there was a few available
There is Abandoned Prydwen Glowing Sea
Then there is Airship Player home and settlement
Yeah but the prydwen is in an absolutely horrible location and can't move it. I'm not rad proof. That and airship is the one that can't be made until bos die.
That one adds a ton of weird stuff that is everywhere.
No no thats the bigger 300somthing mb one
The 12mb only adds the airships
At least thats what the screenshots show
Those 3 are your only options unless you remove the ceiling on the settlements and just build one yourself out of junk
That's the one I'm talking about I don't have the second.
Also Airship Player home and settlement you do not need to destroy the brotherhood to get it. You can pickpocket it off proctor quinlan
The crate option is just a backup of you decide to kill the brotherhood
It says its found on him. I forget if he is a store or not. Well of you join the brotherhood you have to meet him anyway. He is across from the medical place if i remember correctly
The mod page says its found on him so yeah
I have built it. Thank you for the help.
Yup no problem
If possible, could anyone transfer the mod that fixes Nuka Victory to the PS4?
Probably not. As it might require new stuff to be added and play station won't allow that.
It's a shame, thank you very much
Yeah it's kinda stupid PlayStation was like yeah you can add mods to the game but only if it changes things in the game you can't add anything new to it.
They were afraid a mod could some how breach there terrible security if allowed to have external scripts. Like Bethesda would even know how to let mods even attempt it
Yes, before I knew about Sony's limitations, I planned to make the game like The Last of Us. sad but smiling with sadness
You still can....on xbox o3o
unfortunately Sony will continue like this until they leave their comfort zone, like the 0kb bug
And PC
Well obviously on pc.
Anyone know how to fix a graphic issue with road textures?
Idk why I’m having so many issues
If its modded make sure its installed properly if your on pc. On console delete it and close the game. Reopen it and install it and put the mod at the bottom of your lo
Otherwise im at a loss
Hi guys, can you recommend graphic mods to me?
thought this might be a good place to post this, love the wide range of mods for this game
Cool beans
Can you be more specific? I can tell you whether it would require external assets and if its a simple enough fix I might even do it for you
It worked thanks but I’m not going to reinstalling the road retexture mods
Hi everyone! I'm still getting familiar with the BGS discord layout, so please direct me to the appropraate place if this ain't it! But I'm trying to get some help with getting Creation Kit installed and setup. The issue is that I can't get them both installed in the same folder. I own F4GOTY on PC, but seems CK is only available on Steam now that the Beth launcher is dead? Anyone run into this issue and solved it?
If you don't own a Steam copy of F04 it will not work for you
That was my suspicion! Never thought I'd say I miss the Beth launcher! Was in multiple threads talking about moving files around, but Xbox PC wont let me move F4, and Steam won't let me choose my Xbox game folder to install CK. Round and round I went. Until now, thanks!
My mods are free
Well, I guess I won't be touching Sim Settlements anymore, shame it was a fun mod list
Anyone know a mod where I can put ballistic weave on the military cap and potentially the patrolman’s glasses??
I did a collection, if someone want to test it: https://youtu.be/ZkAXYnyxUlo?si=_R3acGiPuO0WEgHU
Salut Aujourd’hui on se retrouve pour une nouvelle vidéo :)
N'hésitez pas à me follow sur twitch pour voir quand je stream: ...
could someone help me download mods idk how to install them properly and also how too fully uninstall them so if i don’t want them anymore and they won’t be in my game files or on my pc anymore? or send a video
The latest changelist was November 2th
I would love to see all the people from the old forum as VC's. R.I.P. sun set B. forum
The upside to the skyrim update is, you can go beyond 150 mods
The downside is, every mod i ever downloaded was for some reason placed into the section for load orders. I had to wipe out 600+ mods off it
Yeah. I wish they would quit limiting how many mods display. There are literally thousands of mods in every single category.
If you’re using Ugh. Mod Manager Cap, you no longer need it for Skyrim. At least I don’t think you do. It added 700 mods to each category.
Still works AFAIK for FO4.
I’ll be taking the Skyrim version down a week or two to give players time to play and not mess up load orders if they were fine before the update
I did. There needs to be a new version because the new mod system still does not show enough mods but i dont think its an ini tweak anymore
I'm sorry. Were you not just complaining there are a 1000 mods in each category?
If it doesn't show the mods then I need to leave it up so you can see them.
I had reports that it was no longer necessary with the update but I don't play Skyrim on Xbox so I do not know.
Well the way it shows now is the most relevant to the search words. But still things like your favorites and and mod list can be much smaller then they actually are. My favorites are abnormally large at like 600 but still i can only see avout 200 of them. But like if i search for Campfire it actually shows campfire without me needing to scroll hundreds of mods like before
My point isnt that your old mod needs to be up cuz it doesn't work anymore for skyrim. But my point was that there needs to be more shown either from bethesda letting it happen or whatever. If there is a way to change pages and see more then ive yet to find it and ive pressed every button
Im sure bethesda just wants you to find mods via there website and search them in game as searching actually brings up relevant mods tho
Its difficult to explain but the mod menu works the same on pc. You can try it out yourself
@zinc hare
There are several older mods on Xbox that were stuck earlier when I finally updated to check things. I have yet to submit a bug report to Bethesda about it. I had a mod I was working on break with a function I thought should work and have been compiling information to submit a bug report for the CK.
Submitting a full bug report to Bethesda about the issue is the best course so they can look at it on their end. Make sure you don't have any mods enabled to double-check and confirm it isn't another UI mod overwriting the new AS3 coding. When I figure out what's going on my end, I'll submit a report for both my issues.
I'd give you the website address for that but the redirect to Microsoft is not recognizing my xbox account. Which is nice.
Theres a lot of problems with the search function. Like it crashing any time you search more then 2 words
I believe they might be having some issues. 🤣
I'm about ready to throw both my xbox and PC out the window. 🙂
But ive had mods float in and out of my favorites in game. As in i remove one and then sudenly its on line 3 dispite searching by date added
So it isnt displaying everything correctly clearly
Isn't Fallout 4 still using the old site though?
On the old version i could scroll my favorites all the way to open cities and now i cant see it unless i directly search for it
We are talking about skyrim tbh
Are we on FO4 or Skyrim? FO4 should be fine.
This is the FO4 mods channel.
Yeah FO4 is work8ng the same as always
Look the skyrim channal has a slow down timer
Let us rant here a while lmao
Yeah. Submit a bug report to Bethesda.
Last I checked the Skyrim channels were all still on fire so I haven't unmuted them yet 😛
No. Please. Let's talk about Fallout 4 mods.
Lol
Yall excited for when fallout 4 gets the new creations menu and becomes a trashfire?
When the FO4 updates I'll be too busy getting my website up to date to be on discord.
Hence my confusion about which site was being talked about since FO4 hasn't been updated yet.
No worries. We were talking about both and it devolved into a skyrim convo
I am very excited. I hope I get to take a few obsolete mods down. I've only kept them up because of PlayStation.
So Maim or Gunfighter Framework
Not my cuppa. I build and travel with doggos
All the dogs. Army of dogs. Pokemon trainer over here
LOL yuuuss
But no maim and gunfighter framework are combat overhauls. Maim focuses a lot on healing while GF has features like shooting through walls and makes a lot of ammo tweaks that make it incompatible with mods like munitions
I like the simplicity of FO4's ammo. NV had waaay too much.
Munitions only adds new calibers. Theres another mod that adds things like p+ and incendiary and hollowpoint and so on ammo types
You can do that with receivers. No need to add actual ammo.
I like using munitions because with another mod and its munitions patch i can force older gun mods or mods without custom ammo types to use there correct ammo
Like the glock 19x defaults to 10mm. With munitions i can force it to be 9mm as god intended
Im on xbox so i cant fo4edit and fix these things so i need mods to do that and it simplified the process
Trust me all my UI problems would be solved if i could change the tags for certian mod added items to be complient to defui port on xbox
def_ui is pretty old. Don't expect it to work unless neaka updates an Xbox version when the FO4 side of things drop.
I don't think people use it on PC anymore
Oof. I cant play without that mod because its the only ui mod on console that has everything from rollups and icons and everything.
Yeah old defui is dead on pc but its our only real ui choice on console
We dont have f4se so all the new ui mods wont work
I got tired of having to update every little thing to have perfect sorting and haven't used it in years. Too many patches
Unless it only needs hud framework or can function standalone it aint happening
I play FO4 on Xbox but Skyrim on PC.
Yeah i get it. If i could swap to one of the pc solutions i would. But i cant so f me i guess
Lol weird
I got tired of playing with the same mods I could play with on PC and my Series X had trouble with AE. Runs FO4 just fine.
Like i dont even mind having to make the preset on pc and then porting the preset as is since we lack an mcm but as long as it worked
I don't think i can play without proper rollup menues anymore. It just cleans up the pipboy so much
I hate settings holotapes. I try to avoid mods that have them.
Well its rhe closest will we get to an mcm. I prefer them rolled up nicely in a settings tab
Tho i got a few that don't have the (Settings) prefix
Like see through scopes and cheat terminal
I have to have the one for SMM in case of derpy workshop mods and the one for Cheat Terminal, but other than that, I'd rather have a holotape that doesn't draw me out of the game. If I'm going to roleplay, then I'd rather have a tape that makes sense for the world. Drives me nuts that there's no creativity there.
MCM can take a hike. Not immersive.
Well again they are the same as console skyrim giving you a load of powers that preform like the mcm menus
And the only time i have to modify any of my holotapes or config spells is at the start of a new playthrough. And ive done it enough i can just blaze through it
I don't use magic mods.
Hunterborn has a magic power in skyrim to enable hunterborn and modify settings like needing to use knives and so on
Same with Frostfall and Campfire
And most big mods. Again its an mcm alternative for console
I've got those modded out.
For pc isnt there an mcm mod that like saves all your settings and applies it with a command
And then your good forever
I think i heard about it a while ago. I think through broduel or another skyrim mod thing like years ago
I don't use SKSE. I have no reason to with my setup.
Oh
Most of my skyrim mods would require skse on pc but have found alternative ways on console
Most of my fallout 4 mods only need the mcm for configuration
The perk ones generally but I just add graphics and a couple other things and I'm good for my yearly run.
So lightweight
Ive played vanilla to much for that. I gotta change everything
There isnt a single game mechanic for skyrim i have not added or modified in some way
And for fallout ive slowly turned it into stalker
The 2gb limit really hurts. I cant use the wintermod i wanna use without gutting my load order to get the space
I'm that way with FO4 but I do that myself to update the weapons. I need to go back in and use ECO's updates. I have to patch some stuff.
Im the guy who if he had a pc would have like 6000 mods for both games
I learned the hard way not to
Yeah i love eco. Sucks its still in separate parts on console since we have the hard mod number limit
Load order triage is unfun
Ive done manual installation for Morrowind i can figure out something easy like fallout 4
Not saying i wouldn't have to learn but it isnt that difficult to mod these games
And theres like 6 billuon tutorials online for this crap too
What's the difference between using the built in mods, or third-party software like Nexus?
What you have to use to install it i guess
You even have nice and easy tools that can auto sort a load order lol
Do not use LOOT for FO4. It hasn't been updated.
Loot?
Built in mods are from the Bethesda site but you can use it to manage your load order once you manually download and install from Nexus. If you are looking to install with a mod manager, you'll need to choose between MO2 and Vortex. Vortex dumps everything into the data folder, including loose files. With the in-game manager with mods downloaded from the Bethesda site, you don't have to worry about loose files.
Downloading with a third-party manager is not just load order but download order when ou have loose files.
LOOT is the auto-sorter you were talking about. It does not work properly for FO4
Oh i dont use inferior sorters. If it doesnt have rollups i dont want it
What?
Why have a sorter if the rollup menus wont be a thing
LOOT is for load orders
LOOT is a tool to help with sorting your load order on PC.
Lmao im an idiot
I was answering this question.
As far as I've seen, it works, its masterlist is just woefully undermaintained compared to Skyrim.
My dumb azz thinking you were talking to me lmao
I believe it might also suggest cleaning masters but I need to check again. It's been a while since I looked
More console mods need to get patched for IAF tho. God i love that mod
All these nukabottle replacers and none for iaf
By default it does, just ignore that part. They added an option to stop it from saying that but never turned it on by default.
It's one of the unfortunate things about the modding community. Very slow to adopt better practices.
But. But. Gotta do it the Traditional(TM) way!
Does the mod “settlement tidy bot” the mod that finds dead bodies/skeletons and removes them, break precombines?
If it's only dead bodies and skeletons, probably not. Those aren't in the precombines. If it's cleaning up the dirt mounds or hedges and such, probably.
Awesome, yeah I just have it focus on dead bodies, like the ghouls in sunshine tidings. I thought it wouldn’t but I read somewhere it might so I wanted to ask here. Thanks oddlittleturtle!
Wait. Is it capable of doing other things? It's not a turn it on/off thing if the functionality is already built in
I've never looked at that one under the hood.
As far as I’ve seen, it just deletes dead bodies in a wide area, and brings their loot into a chest it creates
I know one of that mod authors settlement bot mods does break precombines but I'm 99% certain that the dead things removal bot does not break precombines.
Awesome, yeah I’m avoiding all scrapping mods on Xbox, but the dead bodies in certain settlements (and dead settlers who don’t despawn) get to me
There is a mod that allows you to dispose of bodies on console. It comes with a few flavors added vut you can get rid of rhe bodies completely
The "flavors" are what we are concerned about with precombines. Disabling the optimization system just to clean up bodies is not a good idea.
Disabling the optimization system is prohibitive to playing the game and building in settlements
Raze My Settlements is a safe to use scrapping mod. It only scraps vanilla and a small number of safe extras. It's biggest bonus is that you can auto scrap the whole settlement (with or without trees) in a press of a holotape button vs doing it manually one bit at a time. It was created by a friend but is hosted by me, Crayonkit.
The flavors are all does it disable the body, does it turn it into dust or do you pack it into your inventory to drop someplace else
The dog at Sanctuary will respawn on cell reset btw. It's not a loot corpse and not within settlement limits to keep it from respawning.
Would anyone be able to port this to xbox please? https://www.nexusmods.com/fallout4/mods/75955
It doesn't fully integrate Speak of the Devil with America Rising 2. I'd wait and see if Otellino is going to do an official patch for it rather than having something slap-dash.
Further, it requires a different patch to make it work.
Ok, thank you.
It looks like it just requires America Rising 2 and the Speak of the Devil creation club. It does list another patch, but that's just the official patch that adds the X-02 to the Enclave LL. I'm already using that as well.
hey is there a mod to monitor your heart beat? I've seen it in some videos but it was never linked.
On PC there is. Google Touun’s mods.
Heya! So I'm new to modding, and I have a basic understanding of how Creation Kit works. My main concern is deleting something in CK that breaks precombines. Is there a way to be certain?
I am trying to delete the construction light inside the Slog, because I loath that thing with every ounce of my being. When I try to select it in the console, I just get the Picked a Non-AV Object message, which makes me think that it shouldnt be messed with... I know how to delete it in the Creation Kit, but I'm not sure if it will cause issues based on that message (I'll have to delete the spot lights and wires too). Has anyone tried this?
It's best not to delete things, disable them
What is the reference ID? Right click > Edit > look in top right (may or may not cause the CK to think you've edited it, so use a throw away plugin to check)
As Invoker says, do not delete things (that is, hitting the actual delete key). If a player uses another mod that references it, it will insta-crash the game for them when it loads into memory and it will regenerate at the mesh graveyard at 0,0,0 for the entirety of the playthrough. I wouldn't touch the splines ("wires") in workshops if they have link refs to the workshop.
If it is just a light marker, you can add the workshop scrap keyword to it and link it to an object that can be scrapped and get rid of it during normal scrapping, but if it is a static construction light that is not already in the scrap lists, you'll need to disable it (there's a check box on the world ref), hide it from the world (also a check box), add it to a new layer (View > Layers > Create New > Add selection to layer) so you can turn it off while you rebuild the navmesh under it, and then rebuilt the precombines for the slog. If the object is scrappable, then you might(?) need to turn the scrapping navmesh to normal navmesh once you've disabled it. I'm not sure about if you need to remove the item from the scrap lists though.
Aye, never delete if it’s at all possible. Only do so if it’s your very last option.
Fallout 4 has the same mesh graveyard as Skyrim?
Across the street from greenetech
But not viewable by the player unless you tcl
I've also had OPALs appear there instead of the spot where I've built. -.-
Thanks everyone! Yeah, I read about the horrors of markfordelete in the console command, so I never ever use that--just disable. Unfortunately, this construction light and its attached wires don't show up in the console command (at least, clicking on it and then typing disable doesn't do anything. Don't worry, I type enable to bring whatever that object was back).
So, it looks like the construction light's ref ID is 000425F4. It's part of a "static collection". The black wire (called spline in the CK) is 00042566, and the red one is 00042567. Those are just plain old statics. There's also four light objects on the construction light (DefaultLightWhite01SpotNSLF and EmergencyLightBeam01). If I were to get rid of the construction light, then I'd have to get rid of these too, of I'd have some random lights floating about in the room.
Any mods that I create would be for myself only, but it is very good to know to not actually delete anything in the Creation Kit (even in the cell view and most definitely not in the Object View), but rather disable. I presume that it would be the "Initially Disabled" check box, and... possibly unmark "Respawns"?
I am still new to this, so I will have to look into rebuilding the pre-combines for the Slog. Yeah, I just really dislike that light >.< The one outside ain't so bad.
Just the Initially Disabled is necessary, the the respawns checkmark is more for junk items like gas cans, tin cans, bla bla bla
Here's something people recommend with talking about precombines
https://www.nexusmods.com/fallout4/mods/69978
Have they made a climbing mod yet?
Did the dog metal mod get removed ? (Robot dogmeat )
Maybe. Check bethnet
I need load order help please
What kind of help do you need? Like, viewing the load order? Or is it a load order for specific mods?
Thanks! I will have to read into this one. I also found another helpful link/article on Nexus as well. It discusses precombines in depth as well. I don't think that removing this specific light well cause any issues, although I will have to repair the navmesh where it used to be, or the settlers will just avoid that one spot on the floor.
The Picked a Non-AV object means it's part of the precombines iirc. You can always just disable precombines for The Slog by disabling the light and as long as your hardware is decent and you don't overbuild you'll be fine. Or you can rebuild them as MikMet suggested
hi all, i just ran my LOOT, and my DLCWorkshop2 was in need of fixing. i ran my FOEdit, and it told me my treeview contents is fossilized. how do i fix that? please i need help..
No need to touch the vanilla files. Even if loot whines about them.
But how do you un-fossilize them?
When xEdit talks about fossilizing a view, it's freezing a view as a filter's applied
Can someone help me with my load order if i list the current one i have now ? I apologize I am new to gaming with mods and I feel really dumb
Simply remove the filter
Yep. And don't feel dumb. It's new and it just takes a bit.
UGLY SWEATERS!
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4355061
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4355062
8 eye-watering, festive sweaters to wear around the wasteland! Each has a matching ground model and you'll find them on settlers and at clothing, armor, and general vendors. These are basic and use vanilla keywords. Based on the Sweater Vest and has the same stats.
Merry Xmas!
FEATURES
- Festive!
- Eye-searing!
- Immersive!!
Load Order: Master file for easy, peasy load order
Will script inject after you leave vault or when you next you load the game after installing if you've already left.
Author: oddlittleturtle
I like the one with the Moose/Reindeer. I think it has a kind of goofy charm. I'd wear it in real life. 👍 .
I'd wear most of them, tbh. I love fun stuff like that, and makes people think I'm weird. 🤣
Thank you. 🙂
I'm gonna be honest with you turtle, I thought your icon was in circular gallifreyan.
I have icons turned off and can't even remember which icon I'm using in this server. >_>
It's your regular one, but with weirld little headphones on it;
Oh I forgot I put those on. I has great memory. Look at how great my memory is...
hi im asking a mod creator to make a power armor mod, most likely a kind of a NCR-ish raider one, with like a upgraded scrap-a-fied armor used by named raiders.
Can anyone recommend a video/tutorial on modding in NifSkope, more specifically with 76's BSSubIndexTriShapes. I have no problems doing all kinds of NifSkope mods, but anything with that BSSubIndexTriShapes never works right. I assume its cause of the bones and such. If someone else has knowledge and a few mins to explain i would appreciate that too
I wasn’t aware 76 meshes were supported.
I think version 10 of nifskope by Eckserah supports F76 meshes but not the main branch of nifskope iirc
Ah ok.
Unrelated: I'm using version 10 and am about to have to switch to the main branch. vanilla shack wood textures are purple since it's directed to the absolute path to the drive of whichever dev created the texture. lol
I cannot afford substance painter and cannot renew my subscription to marvelous designer to create it, otherwise I would attempt. My stuff is junk though. Hopefully someone would.
I don't think your stuff is junk. Kitty Galore is an essential mod in my games.
Are there any mods on Xbox that allows you to no clip structures in settlements into already pre existing structures that cannot be removed?
Place Anywhere https://mods.bethesda.net/en/fallout4/mod-detail/2650358
Thank you
You're welcome. Have fun. 🙂
Merry Modding Days, Day 15:
Pra's RobCo Teleshopping Mod
Link to the mod:
https://www.nexusmods.com/fallout4/mods/76648
Link to the Calendar:
https://concordstories.com/
Merry Modding Days - Day 15 - RobCo Teleshopping by Pra
Link of the advent calendar : https://concordstories.com/
Link for direct download : https://www.nexusmods.com/fallout4/mods/76648
Mod : pra (https://www.nexusmods.com/fallout4/users/577730)
Trailer : greenFoxel (https://www.nexusmods.com/users/27456490)
Voice : VetaPhoenix (https://w...
Wow something cool I can't have
When FO4 new vegas coming out?
Check their twitter or discord.
how to get fallout 4 creation kit? on steam all i have is skyrims and the guide im following says to download from bethesda site but thats defunct now so//
i figured it out
@subtle stratus down here, mate
Well, as I said, I was modding a mod. The simple and clean mod created a house with a patio.
There are several "simple and clean" type mods. Was it one that rebuilt the precombines?'
Can you provide a link?
I don’t know. This was years ago and I no longer have my old system. Or any computer for that matter. It fully cleaned up everything, leveled out the terrain quite a bit, and added in buildings.
I found it! I had the name wrong. It was clean and smooth settlements. https://www.nexusmods.com/fallout4/mods/37279
If you're modding the game yourself, it might be a better idea to start from scratch. That one deletes items, which may or may not be why your mod didn't work with it. In fact, that one may cause CTD at Greenetech (or may have caused it at one time) because of all the items it removes gets regenerated there throughout the playthrough. JennCave has a series that doesn't delete items. You might want to have a look at that instead and study how Jenn set things up for her series.
World editing in FO4 isn't exactly for beginners and takes a bit of technical knowledge. You cannot just go in, start a delete fest and expect things to work properly or with other mods in your load order. It is an interesting learning experience though and I encourage you to do it.
You'll need a working knowledge of:
- Creation Kit navigation and each of the windows
- How to toggle layers from the layer window
- How to navmesh an area
- How to generate previs and precombines to optimize the area that has been changed so it will run in game without performance issues
- How to use xEdit and run an xEdit script
Basic How-to:
Initially Disable the item you want and place that item on a new layer so you can easily toggle it off while working, and then regenerate the precombines against the rest of your load order. Someone may have an actual tutorial out there but if it shows them hitting the delete key, then they have no idea what they're doing. You'll need to fix up the navmesh so NPCs can path where the disabled item is because there will be a hole in the navmesh. JennCave has a tutorial series on her YouTube.
At minimum you'll need the following:
- Creation Kit: https://store.steampowered.com/app/1946160/Fallout_4_Creation_Kit/
- How the Creation Kit works: https://wiki.bethesda.net/wiki/creationkit/Fallout/
- xEdit: https://www.nexusmods.com/fallout4/mods/2737
- PJMail's xEdit Previs Scripts: https://www.nexusmods.com/fallout4/mods/69978
- Knowledge of how previs/precombines work: https://www.nexusmods.com/fallout4/articles/4316
I don’t understand why simply deleting the offending patio that was causing the issue, saving it as a mod, and then loading it below his mod doesn’t work. The NAV mesh thing I understand. However, I don’t get why you just can’t get rid of something. I mean, isn’t that what he did when he made this mod?
If it was made correctly then the MA disabled it.
But if you just disable it, the things are still there in the file using all that space using up all that processing power and memory isn’t it? You know this explains why you have to clean a lot of mods.
If a mod deletes something, then the game thinks of loading it, but it's gone so CTD
That mod appears to have been made before the modern precombines age, I fear.
If you're talking about a mod that disables a vanilla reference, that reference is still in the game. The assets it would ordinarily load are still part of the game.
Even an outright deletion still has a record for it and the asset still exists.
Cleaning isn't about getting rid of the assets. It's about making sure the records telling the game what you're doing are not prone to causing CTDs.
Im gonna try to mod fo4 since Im getting a new pc today and I'll probably need help bc it seems complicated
Seddon4494 and Kinggath have some nice videos to get you started. Bethesda has a modding series on their YouTube but it only covers Skyrim and the previous FO4 games (if you use their method of duplicating a cell without version control enabled, the precombines disable for FO4 in the cell you dupe), which is why I didn't link it above.
Just a note, Jenncave now goes by the name The Real Jenn on both Bethesda and YouTube
Merry Modding Days, Day 19:
Sim Settlements 2 Add-On: Have a Nuka by Choochoo1
Link to the mod:
https://www.nexusmods.com/fallout4/mods/76776
Link to the Calendar:
https://concordstories.com/
Merry Modding Days - Day 19 - SS2 Add-on Pack - Have a Nuka by Choochoo1
Link of the advent calendar : https://concordstories.com/
Link for direct download : https://www.nexusmods.com/fallout4/mods/76776
Modder: Choochoo1 (https://www.nexusmods.com/fallout4/users/2936193)
Trailer : greenFoxel (https://www.nexusmods.com/users/27456490) +
M...
Why aren’t more cbbe outfits being ported to Xbox
You have the mod author role. Seek out the authors’ permissions, make the zaps where appropriate, and create the new BA2s, then upload for Xbox
The main problem is cbbe isnt popular on consoles. It eats up way to much space for the 2gb we get just for an outfit and the outfits available arnt very good. The vanilla models are pretty good compaired to skyrims who can get a bit chunky and need cbbe to add some curves. Even tho I personally always use unp bodies for skyrim
Hopefully, we get more space with the new update
If you wanna port some go ahead. But I know personally i won't as cbbe just eats up space im not willing to part with when i can use it for other things
Right
Hey can someone here help me with my modlist im not very technically with fallout 4 mods and just figure out the issue here is the crrashlog https://pastebin.com/NjMj7UFy
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I would assume it's Fallout4Upscaler.dll that causes it.
Earliest hit in the stack is showing PDPerfPlugin.dll, but otherwise I'd agree.
Both are related to upscaling though.
Maybe consult the mod page for the Upscaler mod or their discord if they have one, as I personally can't think of a good way to help here, but I've never played with the F4SE plugin.
I'm using the dlaa but I have no experience with crashes on that department.
As per the crashlog, they have a 3060 TI
That's a fair point 🙂
i deleted the f4 upscaler mod and nac and now i can get to main menu thank yall for your help
I recall reading that NAC has technical issues of some sort in it's plugin or archive, don't know if it's still true or not
idk i deleted the upscaler got a error for nac deleted and now the game works
👍
Can someone explain why the mod limit on xbox one for fallout 4 is 2 GB?
Probably because of issues occuring during development with the creation engine
Gta iv had a similar problem which is one of the reasons its harder to run than v
I suspect it was 32bit at one point on XB1.
I finally figured out how to merge plugins!
Now I can run my 700 mods save game again
Got to see if u can eventually push it to 1000
You know there's a BA2 limit right?
That would be?
- Well I don't think I reached it yet.
https://docs.google.com/document/d/17FzeIMJ256xE85XdjoPvv_Zi3C5uHeSTQh6wOZugs4c/edit Search BA2 Limit Crash for exact information. I believe the limit is somewhere around 200 or so.
Textures will start to go fruity pebbles before the limit is reached, if I'm not mistaken.
You can reach the limit easily with the default amount of plugins without them being esl-ified
so i know the ingame mod menu lies to us because i have 53.25 MB left in space but the menu dosent allow me to download a 50MB mod so dose anyone know how much bethesda keeps in reserves without telling us?
on xbox ofcourse
Bethesda isn't in charge of the hardware. That's Microsoft or whomever created the device you are downloading to. On Xbox, always keep 20-30 MiB of space available plus whatever mod you need to download (incremented as needed for larger downloads). That's how downloading anything works. They need extra space to download and then do whatever Xbox/Windows OS (operating system) needs to do get things running.
Virtual Storage is in MiB and GiB. Microsoft rounds with GB because consumers like round numbers except when making purchases. Marketing generally dictates we'll take a 4.99 sale over a rounded 5.00 one.
Here is a Megabyte to Mebibyte calculator to help you calculate (It was the first one to popup in Google Search. I have no idea if it has ads or what. I use uBlock origin. currently have Script Blocker active as well.)
https://www.gbmb.org/mb-to-mib
If you'd like to use the Load Order Framework Template, there is a built in calculator with that. https://oddsmods.xyz/FO4LOFrameworkTemplate
My website with the instructions, however, is undergoing server maintenance. My admin has not given me an estimated time of completion.
MB to MiB conversion is a tool to calculate data storage capacity of digital information, learn how many mebibytes in a megabyte, convert megabytes to mebibytes.
Thats actually because of Creation club eating up about 32mb of space
Unlike skyrims new ui the fallout ui doesnt show this
It was a new game then, and unfortunately, hard coded. Beth need to publish something like Fallout 4 Special/Anniversary edition or something to enable a 5GB cap. With the mods out now, like Sim Settlement 2, that package alone eats through 2GB easy.
Since when? It has been this way since 2016. Furthermore, do you have a link where MS stated they changed how basic computer science works?
Since when what? I think you tagged the wrong guy turtle
No. You gave someone incorrect information about Creation Club. The 20-30 MB has been there since 2016
Well the same happens for skyrim and its shown in the new ui to be for CC
This is not Skyrim.
It is the same code tho.
If it isnt for CC then why could there possibly be that lacking 30mb of our 2gb?
FO4 has never been Skyrim. Code? We do not have an in-depth magic system, we have workshops, vertibirds, object mods, advanced keywords, a completely different perk and dialogue system, and a completely different HUD.
Ok but the CC menus and the mod menu is the same codem its why its displayed the same
When CC first came out the size of the CC increased the size of Fallout’s main download.
They were also implimented at rhe same time. If anything fallout 4s mod menu was a slightly beefier version of the skyrim one untill Skyrim got this new ui.
Yeah and the same happened for skyrim. Yet cc still takes up 42mb
Of mod space
So? It isn’t Skyrim
The only difference is now skyrim admits thats where your losing that last little chunk of space to and fallout isn't
Look once the new fallout 4 menu drops cuz we all know it will. I will be proven right then
Then and only then can you give a definite answer. We cannot assume atm
There is no proof and it is unhelpful to people looking for information
Because nothing else can explain why they give us 2gb of portioned space and then no matter what you do you never have access to the last 32mb or so even on a brand new xbox with brand new fresh install of the game
It is clearly plain as day related 100% to CC
Yes there’s answers for that. Windows downloads need space to download
And to doubt me because you think im just making crap up is laughable
I was right about the mod not working. Im right about this.
And i will be right in the future
Or it could be, and hear me out on this, reserved space for file system accounting?
Why would it be shoved into the mod space
That makes less sence then what was proven to be the case for skyrim
It was eaten up by cc
The 2gb reserved partition is probably treated as it's own file system on the Xbox.
Yet skyrim that eaten up space gets filled by CC content if you have AE and click install all
So why wouldn't it be the same for fallout 4?
This is bethesda we are talking about
This is the creation engine
But this isn’t Skyrim and they haven’t made adjustments to the partition yet
This is the same studio who slapped code in the middle of there existing code and screwed up ui mods
MS had an update to the OS
And the UI had to connect with it
Its every day they are pushing updates if your apart of the alpha preview program for xbox
This explanation of yours holds less water then mine does as mine has been proven right already when i said the same for skyrim
I was saying it for years. The update the ui and guess who was right
Me
Dude. We cannot assume until we know for sure
I don’t care who is right or wrong. We cannot assume
The Xbox has always and will always have a "Reserved Space" for games. This is where games store information not related to your saves. For example, Skyrim stores your settings in the reserve. This is why when you clear reserve your settings go back to default. As turtle stated the ~30MB of reserve have been there since launch.
CC eating up space in Skyrim is new since the UI update. It used to use key files to enable the CC you owned. Now it is actually downloading a file when you enable a CC.
Even with no CC I still have 40MB of reserve on my Skyrim install. It is what it is.
Yup and when you install the cc guess what. That 40mb becomes filled with cc
Not over it. Its reserved space within reserved space
Ok well take it to Skyrim because we’re talking about Fallout 4 and it has not been updated yet. We cannot assume
Correlation is not causation.
I can assume. I was right before and ill be right again
Just because its fallout 4 doesnt mean the devs who made this system alongside eachother for both games would magically make it work differently
Ok
That is an assumption thats going to far
Ok
It would behoove you to look up file system accounting and how Windows operating system handles system reserve partitions though.
You may also wish to look at the UI code and see what it actually reading
Merry Modding Days, Day 22:
Brick and Clay SS2 Plots by greenFoxel
Link to the mod:
https://www.nexusmods.com/fallout4/mods/76854
Link to the Calendar:
https://concordstories.com/
Trailer: https://www.youtube.com/watch?v=1hG9LJelsZ4&list=PLhGoJ8KQRhsEq8YXHCITzfBp6eIH2Mxx7&index=22
Merry Modding Days - Day 22 - SS2 Add-On - Brick & Clay by greenFoxel
Link of the advent calendar : https://concordstories.com/
Link for direct download : https://www.nexusmods.com/fallout4/mods/76854
Modder: greenFoxel (https://www.nexusmods.com/fallout4/users/27456490)
Trailer : greenFoxel (https://www.nexusmods.com/users/27456490)
Musi...
ok so you lot are smartypants so can you explain why there is white dots all over my load screens sometimes in fallout 4?
and yes reloading the game fixed it
You got snow for X-mass
What he said
Hey uh there was a mod I had downloaded on pc from mods page that Bethesda provides it’s a synth spawner institute laser gun but can’t remember the name I think it was xr66 or xr88 would anyone be able to help me find the mod? I am now on Xbox btw and am looking to get the mod again as I think I wanna try institute play though this time.
EDIT: I found it
Ok now I am having a problem with this stupid error message “fast travel is unavailable from this location” and before anyone asks yes I am in a “safe zone” away from enemies and “yes I did check” any enemies. Aside from that are there any mods or anything that can fix this annoying “feature”
And yes I am only looking for mods I can download to fix this glitch I don’t feel like going through the hassle of having to report every little glitch I come across
Sounds like you use a door to get out of the institute, and your player is still marked as in the tute
Go back and use the teleporter thing to get out of the tute
I am on Xbox and trapped in the institute
and that’s the route I wanted to go in terms of gameplay playing as the institute
You gotta use the teleporter thing you can't just fast travel out
The tute has no door / nav mesh connecting to the commonwealth
Yup. I agree
anyone know what i may have done? i tried installing a pip boy mod hoping to fix it but idk what could make it do this
You'll need to define "this" a bit better. Other than looking like a deferent color that seems like a standard Pip-Boy to me.
so i looked at the pic on my phone and it looks fine
on my pc it looks like this
Did you adjust your FOV? Cause that can cause the Pip-Boy to zoom.
no
im thinking now it could be that im on 1440p on a 4k monitor maybe
not really sure
2 years later I’m still trapped in the institute. What mods forces fast travel and teleportation to work?
https://mods.bethesda.net/en/fallout4/mod-detail/4154157 Not recomended but it's avable
You know you can press select to zoom in and out of your pipboy right?
Might be harder on ps4/5
Anyone know if amazing follower tweaks still works on xbox?
Depends on which mods you're using. It isn't compatible with other companion mods or mods like Start Me Up or Start Me Up Redux
Ah ok, cool thank you.
hey yall, I tried making the upscaler work for fo4, but pressing End doesnt pop up the window, anyone know the solution to this?
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Anybody here ever figure out the how tvs work in fallout 4? I'm trying to follow the old mod videos from the wasteland turtorials but i keep coming to a problem
Those aren't any I've tried yet. Do you happen to have a link?
@zinc hare is that to me?
Yes.
I wish i could just ask for permission to use the assets but the creator vanished basically
If anybody could please help me It would be greatly appreciated
The MA is using in-game Bink videos. Most of the assets are available. Open up the mod and see what you need to remake. Probably a new mesh for the TV or movie screen that uses the Binks as a texture or somthing like that
What kind of crafting mods you talking about
ECO
Yeah its compatible
Eco wont change how making settlements works. If its Equipment Crafting Overhaul then yeah that just adds wholely new functions to the game rather then edit old ones
And SS2 isnt working could pass through wall conduits be making it not work cuz i got rid of all the mod that might do that
Ok. What isnt working about ss2?
The catagor in the buile menu the icon thats supposed to be next to the raider icon
Do you have all of the mods it requires? It should have a couple it depends on
Did you also uninstall a mod that adds a new menu mid playthrough?
Yep got the reqs and started a new game no mods with new menus
You start up the quest?
I tried
Well. I dont use the mod myself. What xbox do you play on?
Xbox one
Eh. Might be script lag and the mod not working correctly because the old gen consoles can bairly run sim settlements 1
Theres a lot of problems running heavily scripted mods on last gen. Idk maybe it was still initializing. I know the old sim settlements addons some times needed like a half hour of just sitting in the bathroom in the prolog for everything to run good and proper back when i was using an xbox one
Is the hud framework a hard req?
I think so since its needed for the new ui elements
That could be it
And sadly im on phone cant message him can u?
Ok got it had to use cheat terminal to unlock all workshop items
Its working
Woo
Ok so I was watching kinggath's livestream and he said something like it's inevitable that your saves are gonna corrupt with SS2 because of power grid corruption on xbox, so I'm wondering if there's any way to avoid it or I'm not understanding what he said?
Goodluck
well the nif theyre using is a editdd version of the player houses tv screen (at least it says plays tv screen in nif) does this still prevent me from using their asset? Im just making sure I don't do anything unethical
I’d double check at the SS forums, but there doesn’t seem to be a way to import power grid data for Xbox and I’m not certain if the button in the CK works on PC. We looked at it briefly for the connected settlement system in FotC, but for the life of me, I can’t remember if we actually did anything with the information. I haven’t seen the livestream so I don’t know if the import data was what he was referring to or if it’s simply because of how the game and mod is scripted. Regardless, check at the forums for clarification.
Ok thanks 👍
Is there a mod to get rid of settlement building/population restriction
A ton. Or at least increasesbit to 99 for one of them if im remembering correctly
Thanks, I’ll look around on nexus mods tonight
This is probably a dumb questions since I haven’t seen any level manipulation based mods to subtract experience but would there be any level or experience subtraction mods to reset your level to 0 again for Xbox one?
I think that might require F4SE for a complete scripted solution. If you want break the living hell out of your character you can force your level to over 300 with Cheat Terminal and it will reset permanently to somewhere in the 40s.
So I'm looking at how videos of the wasteland did their nif for their video, but when i try to reverse engineer it with my nif it just crashes when I try to put it in the ck. Is it okay for me to copy the branchs that they did with the nif, since it's just an edited version of the players house nif, and put those branchs into my nif or is that considered stealing the asset still?
https://www.nexusmods.com/fallout4/mods/24435/
Modification permission
You must get permission from me before you are allowed to modify my files to improve it
Asset use permission
You must get permission from me before you are allowed to use any of the assets in this file
If you are questioning yourself then you probably need to ask by finding the authors contact to ask them.
I have but Im worried theyr enot online muc these days
alright I think i sorta found a workaround to the tv
@native jungle You got to re-create NOt re-use. Ya the TV is hard to do, I tried and gave up a few times.
anyone knows of any animations for 3rd person weapon drawing?
Degenerate Dak has released his long awaited Attachment Pack for Christmas! It's available for PC and Xbox.
anyone know of a autoloot mod that is on xbox?
Fallout London looks so good..if the cells they mention are true..itll be larger then the fo4 map
I have been enjoying the Misriah Armory mod. It may not be lore friendly, but by God do I enjoy it
Idk man if The Witcher is cannon to both SoulCaliber and Monster Hunter through portals then Halo weapons being sucked into some weird space void near earth and then landing in Boston isnt that far fetched
That is true. The Zetans exist after all
Wouldn't be the first time halo weapons have fallen from orbit and survived
I installed Reactor ENB and now my game is running at 5 million miles per hour, what did I do?
i need some help im getting this type of lighting when im slightly further from buildings and when i get closer it becomes darke
@honest merlin Alright I sorta kinda figured it out. at least to make it workable.
apprently theres this amount of keys that you have to add value to. now to test it I copied the values from the votw nifs and put them in the player tv nif, and it made the aniamtion...somewhat smoother
question is it fine for me to have copied the values? I mean it saves me more time then having to look at the votw 256 indiviual keys and copying copying their value or is that still iffy
Hi there is a tuto for install mod from nexus. ( never install from nexus ) and if I use nexus, does I loose mod from bethesda.net ?
Anybody have any mods they recommend for a Xbox user? Would like to do a new playthrough but never really looked into the mods all that much.
If u want there is some video that recap all the good mod for xbox
@native jungle It's your mesh you made, it's not a copy of the others mesh. should be fine
You can use mods from both locations. However just note that sometimes PC focused mod authors don't always follow best practices and if you're strictly using the in game mod manager for modding it may disable some Nexus mods such as Looksmenu because they weren't technically created correctly. They still work just fine and won't break anything but it can be annoying. You might want to learn an external mod manager such as Vortex or Mod Organizer 2. Vortex is easy mode except for load order sorting and MO2 is far more powerful and much easier for sorting but otherwise a bigger learning curve. Depends on how much general PC knowledge you have
There's plenty of tutorial videos on using both mod managers.
What's your play style? Are you looking for quest mods? Settlement mods? Guns and armor? I can't help with the last one but I can help with the first two.
I went ahead and got all the settlement sim 2 mods and I think I’m gonna rock with those for now. Want to experience them on their own first to give them the respect and attention I feel they deserve.
Currently the only thing I think I’m missing is graphics overhaul. I think that would be great. But I don’t believe there are any on Xbox unfortunately.
But if you have any recommendations all are welcome please! Not just graphics but whatever you have in mind!
Graphics overhauls are generally pointless on Xbox. The textures have to be potato to be a reasonable size and it's just not really worth the space to do graphics overhauls
I suggest since you're going for a Sim Settlements run to otherwise keep it bare bones. Run with the unofficial patch and the PRP mods
Workshop Framework is required, Workshop Plus is a good bonus
PRP?
It's a precombines rebuilt mod, it can help with performance but does take up space which now I think about it you may not have running SS2
Curse Microsoft and their save data limits
My best piece of advice for an SS2 run is to not bounce dive settlements. If you're going close enough for a settlement to load then you need to stick around several minutes at bare minimum. This will give the settlement and SS2 scripts time to run. If you find yourself having issues point your camera at the ground and just wait. No pipboy or workshop menu, just stand there and give things a chance to run. It's a really great mod but it really pushes the Xbox limits.
Yeah, SS2 I hear takes up like 99% of the XB1 storage. Don't bother with the PRP mods I made.
LIKE and SUBSCRIBE with NOTIFICATIONS ON if you enjoyed the video!
Catch me on DISCORD - https://discord.gg/fucJhFMmnd
🎥 Main Channel: @WarfightersWorkshop
🎥 Nexus Modpage: https://www.nexusmods.com/fallout4/users/7487846?tab=user+files
Credits: Activision and it's respective companies for the AK47 assets, including the models, textures, soun...
Any good Star Wars mods that adds the dark saber and other light sabers as well as force powers? Oh and I forgot I am on Xbox
Edit I kinda found somethin
Hello
was wondering if anyone had any good super realistic survival mod lists? Just got my MO2 running for FO4
Idk i use Advanced Needs 76 and Maim 2 along with immersive animation framework and that gets the job done with any and all gun mods ya wanna add
Also fallout 2287 Gas Masks of the wasteland to make breathing deadly lol
On PC, try Horizon or Frost.
Horizon has a wiki on Fandom
I’m not sure if anyone has started one Fallout.wiki yet.
Xbox and PlayStation user here. Xbox problem tho. Hey, I’ve got a problem. Idk why but every time I kill someone I get ludicrous amounts of exp. For example, I kill 1 raider and suddenly I’ve levelled up by 10 levels. It’s insane. And I’ve looked everywhere for a mod that can help but unfortunately the only exp mods I can find are ones that multiply it or simply add more. I was wondering if any mod makers here could do me a massive favour and make a quick mod for Xbox that removes exp gain from kills? I’d really appreciate that. Sorry for being a pain btw.
That's not normal vanilla behavior, you already have a mod affecting exp
Yh but I can’t figure out which one. I have quite a few. Issue is, most are dependent on each other so if I remove one it will all come crashing down lol. That’s why I was hoping to get a mod that could fix this issue without me losing several mods. Tbh I have a hunch it’s the https://mods.bethesda.net/en/fallout4/mod-detail/987339 mod I have that lets me get set up faster in my run.
I could be wrong tho and don’t want to actually accuse without hard evidence
Hence why I’m simply looking for a mod to fix it rather than trying to find a replacement or something
You're much better off starting a new game without the problem mod
Try this mod on your next playthrough instead. https://mods.bethesda.net/en/fallout4/mod-detail/911793
Aight I’ll try it out. I’ve had issues with that one before tho so I may have to switch back if it gets bad. It’s been a while since I used it tho so maybe whatever mod I had that conflicted with it back then is gone now. Thanks for ur help
How much is fallout London going to cost?
Oh I’ll definitely check those out. I’d just like a full load order to copy lmao I don’t know how to sort mods or which order.
With either of those, that’s all you actually need. Gameplay Overhauls are generally full load orders. I’m sure there are patches for things if you want more, but otherwise unnecessary.
Both teams have their own way of balancing against what they’re trying to do so try them alone and then if you need to tweak, start new with any tweaks.
@calm timber If you want to donate to the project, I’m sure they’d appreciate a tip to support their community exposure. They have a Patreon and a ko-fi account.
Aight thanks Ill give them some money later
Well thanks for the help! I have MO2 installed. I don’t think I need anything else, just organize mods so they work. I was on YouTube and seriously couldn’t find any videos on good load orders. I’d love to try that stalker load order but I think I’ll need to install one of those DeskTop things to install it, like Nolvus for Skyrim.
is there a simple mod out there that disables JUST fast travel no other bells or whistles?
Ok so anyone use the survival widget mod? It's only half working and I have no idea what I'm doing
It overwrites Survival Mode so will conflict with anything that touches it, including the unofficial patch. It may also overwrite the main HUD but it's been a while since I looked at it. It really needs an update on Xbox but I doubt that will be happening. If you use, make sure you have a very few mods installed and don't touch any survival mode mods.
If you have to adjust your load order to make it work, create a new character to avoid script-induced game bugs or errors.
Mods are not designed for removal. The game engine does not support it.
Survival Mode disables it. I want to say it is done at the engine level because it has to make time pass so you'll need to look at F4SE mods for a dll.
Ahhhhh well poop. I appreciate the answer

Personally i just use Advanced Needs 76. It hijacks the survival mode icons and even brings back the different colors of them and will show wherever your hud shows the survival icons
does anyone know what area of Boston the apartment district is?
i have a scavenger hunt mod and my current hint says there but I cant figure out where that is
If this: https://wiki.bethesda.net/wiki/creationkit/Fallout/EnableFastTravel_-_InputEnableLayer doesn’t work, you can definitely “disable” Fast Travel in the Pip-boy Map Menu/UI.
EnableFastTravel - InputEnableLayer
Oooh. I totally forgot about that function. Thank you!
Hm. Nuka World has some voodoo with it with the raid script parent for the raider map markers. Wondering if going through the UI might be the better choice?
Any tips for someone who's playing SS2 on the series x? I'm wanting to prevent crashing and low fps if that's even possible
Download only it and its dependancies and it should eat up near all of your mod space
Then grab some addons for it and just bam your fine
Chapter 1 is 700 somthing. 2 is 600 somthing and 3 is 500 something. You dont have a lot of room just saying
Thats for sim settlements 1
There are new ones for 2
Like the 11mb rise of the commonwealth addon that adds a bunch of city plans
And the 386mb addon with industrial revolution
Unless your only rocking chapter 1 like ss2 by itself will eat up like 80% of the available room
If you have all the chapters installed to get the full stoey
Story*
SS2 is like a mod at least on xbox you gotta just use mostly by itself with maybe one weapon or some small stuff tossed in like reanimations
Because it just eats up space
Also Jampads 2 is for ss2
It crashed for me at the start then when I reloaded it was showing red markers
Not sure what that's about I don't have anything else installed
Well ypu need the unofficial patch. You need workshop framework. You need Hudframework
The unofficial patch fixes bugs. Workshop framework is a dependancy and it needs it to work and HUDFramework is for allowing the new hud when in settlements to work
Ok thanks
SS2 is gonna bale after those mods. My order is patch, framework, hud ss2
Then part 2 of ss2
Then part 3 pf ss2
Then addons for ss2
Then somthing else you wanna add if it fits
Check the Forums. There are a ton of tips there and a full wiki. The wiki has all the requirements listed with the load order. Join the Discord too. When starting a game don’t forget to wait for a bit for all the scripts and references to load. I don’t think the timing is as long as on Series X as older gen consoles, but check on the Forums and Discord. Series X has a faster processor but it’s still primarily designed to run art and not the more CPU intensive games like Fallout 4. And downtown is densely packed.
Are there any good realism overhaul mods on ps4/5
Anyone here having issue on voice actor Outcast and remnants mod?
Sorry what i mean npc voice
steamboat willie is now in the public domain, can I get a companion mod of him plz
Ok so I've installed super clean and simple sanctuary and I've having problems with a couple houses not being done and having the old version clipped ito the new,a long with som ugly bushes left behind....that even scrap everything won't get rid of. I'm at a loss for what to do.
for some reason mods that dont have plugins like "bullet counted reload" or "survival options" dont work even though they are on in mo2
i tried vortex and reinstalled both and f4se but nothing worked
im 99% sure i followed istallation guides step by step
Looks like you gotta pick one of the .esp's to use for Survival Options
I had enough of the endless tweaking of it, so decided to just say "Whatev's. Done." and post it to Nexus, lol.
Sooo...it is what it is. 😜
https://www.nexusmods.com/fallout4/mods/77211
So I got the roll the die mod....I have no idea where I find the d20 to craft the grenade....orveven where the button in settlement workshop is
Is pushing the button at the settlement then picking up the dice the only way???
Won't work
Tried 3 times
Just keeps disabling my mods downloaded from the in-game mod menu and still didn't work
Is resonator 20000 able to port place anywhere to pc mod menu??
Didn't me to tag you in that question
That's just a f4se plugin... Dump it in the data folder.
?
I have no knowledge of mods
Or coding language
You fancy human
I wonder if this person is here or not @registrator2000
Hmm guess not
I appreciate the help you offer however I do not understand what was said
@shell quarry do you have the dependency installed?F4SE 0.6.20 (Fallout4 1.10.163)
And that too.
That on nexus as a mod?
And I use vortex
To complicated
To install
I found it
No luck I give up now
hey guys,
Do you know of a random starting mod for fallout 4?
Like randomizing the start location and points and potentially equipment?
Thank you
Start Me Up Redux has an option for that. Just be sure to look over its list of incompatibilities.
Does anyone know why the menu mods don't work in Vortex? Because I've subbed and favorited, but the mods still dont show up in the plugins of vortex
its frustrating
Normally you have to enable them in the plugins section of Vortex, but I dont see them despite enabling them in the mod menu section
anybody know what'll happen if i try to use crafting highlight fix without f4se? will it just not work?
i just started trying out nexus mods yesterday and i have vortex already
The DLL won’t load. If the DLL doesn’t load, then the mod will not work.
Did you download them from the in-game manager? Subbing from the website only adds them to the library. It doesn’t actually download them.

Starting a fresh save and I want to install some mods. I was having microstuttering issues with my last load order. I was just curious if there is any mods I should stay away from that could cause those kinds of issues or are just big no-no's. Any help would be amazing 
Micro-stuttering can occur on vanilla if you're running a lot of processes in the background. On Xbox it happens if you've got another game downloading at the same time or on vanilla and you're walking through downtown. If you're having issues without mods, you'll have issues with mods. The more you add, the more a hit on performance. You can get mods that repair the precombines to help around. Look for the Previsibine Repair Pack.
Anyone know mods for the camera and field of view and changing the height and alignment …
https://mods.bethesda.net/en/fallout4/mod-detail/3309721
works with SetInIBool so you have reset the camera each game session. Be sure to write down your settings once you've got them. If you have PC, you use this mod to find the setting you like and then make your own.
Do you know a mod for console … I’ve got dynamic camera for Skyrim
I can’t find one for Fallout 4
I just linked the mod for console for FO4.
FO4 does not have debug coding like Skyrim does. (thank all that's holy)
How do you move the camera in blender 2.49 it’s the only version I can get to work with nifs
Any good ... Field of view
... mods
Thanks! I don't get any stuttering w/o mods, and i don't really run anything outside of the game besides say Spotify or something on my PC. But I'll check that mod out the next time I play, seriously appreciate it. :D
Not on console. It breaks the pipboy display.
I have a bug with america rising 2 on xbox where whenever i try to go to the exterior of the oil rig the game crashes
Before or after the Dec 9th update?
There is a fix ready according to the issue tracker, but it doesn't look like it has been implemented yet. It is probably still under-going testing? https://thomasdavidmitchell.atlassian.net/browse/AR-170
So I need some help with my LO, my game keeps crashing. How do I order my mods? Are there any I can do without or add? My list goes:
Unofficial Fallout 4 Patch
The Danse Dilema & Arcadia
Father Companion
Subversion
No Quest Auto Start
No Build Limit - All DLC
Clean and Simple - Red Rocket
Thicker Settlement Lights
River Memorial Statue
Immersive Fallout (Non DLC)
A Touch Of Life - Complete
Realistic Ragdoll Force
Bullet Counted Reload System
Russian Stimpack Replacer
Modern Replacer - Chems and Meds
Tactical Weapon Foley
Everyone’s Best Friend
K-9 Harness
Dog meat Helmets and Hats
Loving Curie
Loving Piper
No negative affinity
Moribund World
Face Texture Glitch Fix A
Blood Splatter
Blood Mist Overhaul
In-game Third Person Camera Config
Take A Knee - 3rd person stealth idle
3RD Person ADS Animations
3RD Person Pistol ADS
Smoother Sun Shadow
Ugh. Lens Flare.
Sunlight Alignment Tweak
Wasteland Illumination
Clarity - A Visual Overhaul
Vivid Fallout AIO 1K with Commonwealth LOD
Vivid Fallout - Roads and Bridges
Shadow Resolution 2048 > 512
Boston FPX Fix VD
Ugh. Keys.
Ponytail Hairstyles by Azar
Lots More Beards and Moustaches
Tactical Tablet
Improved Map With Visible Roads
United Security Contractor (clothing)
IceStorm’s Seeker Mines
FNX45
Sig MCC Virtus
Remington 870
MW2022 -MCPR 400
Infinite Ammo For Companions
Ugh, Mods Manager Cap.
Insignificant Object Remover
Destructible Doors & Gates
Cheat Terminal
Amazing Follower Tweaks
Faded Glory
PRP Lite - Financial District
My Son Named Shaun
I’m on Xbox one S. I haven’t really played modded fallout 4 anywhere near as much as modded Skyrim so any help would be great.
Quick Links for load order are here. 🙂 #1068132054635651073
Would anyone be able to port this to xbox please https://www.nexusmods.com/fallout4/mods/58924?tab=description
I will not port it but I'll add the capital wasteland stuff to named NPCs with scripts. That one isn't compatible with one of the mods I'm using.
PRP light conflicts with Boston FPS Fix. PRP is the updated version.
Danse Dilemma conflicts with any mod that updates the main quest. It will also cause faction problems in that you'll have never ending battles on the Prydwen and sometimes settlements.
Touch of life complete is not recommended since it touches timescale. Do not mess with timescale, you'll mess up timed scripts and some quests.
Insignficant Object remover removes grass, but you're using a mod that makes it pretty. You can either have pretty or you can have ugly. Take your pick.
Everyone's best friend requires a script patch to be compatible with UFO4P. I have one. Use it, please so EVB doesn't undo the UFO4P's bug fixes.
No Quest Autostart has issues. At least one person has told me that it keeps all DLC from starting at all. It will also conflict with Danse Dilemma.
No Build Limit is not recommended. You already have Cheat Terminal. Use that instead.
Tactical Tablet causes crashing on PC under some circumstances.
BionicYardiff has a mod for Automatron that will keep it from starting until you've reached the spot Ada is located. Use that one in place of No Quest Auto Start.
If you're removing or moving mods around, start a new game so the game doesn't crash or produce bugs from changing the load order around.
Improved Map with Visible roads works best with an ini edit to the Pipboy that removes the FX. There are several mods that do that. search Pipboy FX remover.
It will turn your pipboy white
@zinc hare Thank you. That would be fantastic.
If i remove beds from a settlement with the creation kit and replace them with settlements bed, will that create any bugs? i was thinking of, for example, the beds at abernathy farm, so that the player can scrap them ingame at a later date.
It is bad practice to delete vanilla references. Instead you can disable the reference in the render window.
You can disable the bed and then move it straight down under the level where it is out of the way. Thats been the guidance Ive followed for many years.
You do this on the off chance some other vanilla alias, script, or mod references the bed you want to disable. If the bed was deleted then it might not be good.
In the render window of the creation kit, double click the bed and check "Initially disabled".
Thanks, Will do this.
Another question, I saw when i was fixing up the old shack on coastal cottage, but my walls are more gray, the building is light blue, i assume i can change this?
You can but their data is stored in the precombined meshes. You’ll need to recalculate and rebuild the data.
I’m going to correct Scrivener on a thing because Fallout 4 has a cool layer system: You do not have to move objects at all. You can simply place them in their own layer and toggle them on and off to get them out of the way. It’s really easy and you don’t lose track of objects that way that you might otherwise have to hunt down in xEdit. (In the event that you change your mind or find that you accidentally moved the wrong thing. Like a dust ball.)
how do i do that?
I’m on phone and do not have the links at hand. Do an internet search for Modern Precombines or Modern Previsibines and find the articles from PJMail and Starhammer. I unfortunately cannot spell Starhammer’s Ben name with any accuracy. I sincerely apologize
There are complete tutorial walk throughs on what they are and what do to. It depends on what system you’re building for for each method. Xbox cannot accept the additional files so the uncompressed versions are used. Touching certain cells in Far Harbor will also crash the game on Xbox.
BenRierimanu
Also, the Far Harbor crashes is technically not true if the previsibines are rebuilt.
Is the mod NPC’s Travel on PS4/PS5 anymore? It was previously, however I do not see it anymore. If not, does anyone know of mods similar to it that are available?
DDLL does that. Adds it to raider npcs iirc
I love my 500 mods game. It's so stable and never crashes
@zealous cloak Thanks, but I wanted them for settlers.
Should be finishing up testing stages this evening. I’ll post in WIP so you can give it a test run on a test character. No guarantees the testing will be final though. Scripting is complete.
@zinc hare Sweet, thank you.
Is it safe to mix Bethesda net mods and Nexus ?
Yes. Three caveats:
- Do not download the same mod from both sites or mods that have the same plugin name. The in-game manager will delete any plugin if it has the same name and leave behind the BA2. It's designed to via the website. That is how it updates mods. It doesn't overwrite. It deletes and re-downloads, which is what you're supposed to do when updating mods anyway. If a mod uses both sites, pick which site you want to download that mod from.
- The in-game mod manager is set up to detect if someone accidentally did not have FO4 as a master (you can add it with xEdit if so) and will automatically rearrange load order by pushing the unmastered plugin to the bottom and disabling it. Go through and check all your mods from Nexus before using the in-game manager. Looksmenu is one mod that you'll need to add Fallout4.esm to as a master. Easy fix if Expired hasn't already done it by now.
- One of the mod managers has the issue with the manifest file that the in-game mod manager uses to connect to the website (I'm not sure which one). If you have problems using your chosen mod manager after using the website, temporarily move the manifest file out of its folder to see if that was the problem.
Is there any mods that adds basically all that FO76 has and introduces it to fallout 4? I can't play 76 sadly due to tech constraints.
Only a few weapon mods and the SS armor, that I know of.
help 00jwwpnretroar15 4
write down the number that comes up and then try additem with it
if it doesn't come up, make sure the mod is enabled.
It uses aughts instead of starting with an letter for the prefix though so I'm not sure if that works? It's a bad modding practice to use a prefix on the EDID starting with numerical values. A newbie mod author could end up naming their EDID the same as another mod's.
There's a few mods that transfer across the 76 power armours
Excavator
Hellcat
T-65
Etc
guys can someone help me?
im using vortex
it says the mods are enabled
but when i load the game none of them are
(i am loading with vortex)
O_o no idea what's wrong with your game
OH. Wait. Yes. It is the numbers on the EDID. The console reads the numbers first and it's reading the aughts. 00 in front of the EDID. You cannot browse with console. (As I said, bad modding practice.) There might be an advanced console plugin for F4SE that allows you but I don't use F4SE so I don't know if that's what the plugin is for. https://www.nexusmods.com/fallout4/mods/26582
Otherwise, you'll have to ask the mod author how to use their mod with console commands or ask them to include a holotape or MCM to give you items
Or you could try putting it in quotes help "00jwwpnretroar15" 4 weap
That was the one I was thinking of. Thank you, MikMek
There was a mod that adds some of the Fallout 76 legendaries effects, I forget the name of it though. Workshop framwork or something like that.
you might be thinking of this mod https://mods.bethesda.net/en/fallout4/mod-detail/4204098
Really loving Ballistic Ammo Addon but I wish the creator added more powerful receivers than just standard.
I'm meaning moreso like adding the power armors from 76 including the various update dlc's like Atlantic City and Pittsburgh.
Anyone know of any mods that add starfeilds starborn suits to fallout at all ? Preferably for Xbox
They'd have to be rebuilt from scratch. No idea if someone is working on something like that. I still haven't encountered one there yet because I'm exploring and not playing. lol
Most players: play games
Turtle: picks flowers and collects rocks
Turtle: I'm going to scan this one last animal.
Me: That was 4 hours ago.
I played one character in Skyrim who did nothing but mine ore and sell it to Smiths. In Morrowind and Oblivion I played characters who collected books and sold them to booksellers. In al three games I've played feral characters who lived in the wilds and never went inside a town. I don't think any of these characters ever finished a side quest, much less the main quests. 😆
I never realized anyone actually finished Bethesda games until joining the community in 2016. There's so much to do in the games. It's like, "plot? This game has a plot?? Ok. Well, there's mushrooms to pick..."
Of all the games, Oblivion felt the shortest. I ran out of stuff to do.
Probably a month after Fallout 4 came out a friend asked me how far into it I had gotten. I told them I had just cleared out some settlement and they said they meant the main quest. I then asked what the main quests were. They had me list the quests I had when I got to "Jewel of the Commonwealth" they started laughing cause I had be playing so long without actually doing the main quest.
I don't think I did the main quest until mods came out to PlayStation. I had about 6 different characters with at least one at level 100. Found out the hard way not to add mods to a level 100 character. 🤣
I did the Automatron quest in all of the them because I liked the Mechanist Lair so much. Building but no settlers to get in the way.
Have they fixed the header issue with UFO4P on PS yet? It's been at least a couple months since I've ran it. Think someone tried saying it was fixed then. Buuuutt.....it was not. Still crashing at the same spot following Longfellow out of Far Harbor.
They took all the world edits out of the Xbox version. this is the first I've heard that PS4 was having the same issue.
Was the PS4 version reported on their tracker?
Yeah. The Freefall mod doesn't it too. Probably cause it implements changes from the UFO4P. I like to use it cause it does fix a lot. But I like Far Harbor and that issue was still happening last I checked. Even made a new game with just the patch and hurried of there to see and crashed at the exact same spot. LoL
I don't know if it was reported. I tried setting up an account on the reporting site but never received a verification email. And my vocabulary is limited with all the tech terms and stuff.
I was just checking cause I'm about to start a new game... again. LoL
You don't have to be very technical. They are aware of the header issue, just may not be aware it's affecting PS as well.
Here's where you report it: https://afktrack.afkmods.com/index.php?a=issues&project=32
I don't have the game installed on PS4, my husband upgraded it to PS5 so anything I look at would be skewed if I installed it. Since you are a PS4 player, you need to let them know so they can know there's a problem.
Bug tracker for the Unofficial Patch Project and Arthmoor's mods.
They cannot fix anything they do not know exists. Just let them know where the crashing is occurring and make sure that it is only happening if UFO4P is installed. They cannot be responsible for other mods and cannot fix something that might be another mod issue.
Oh crap. It was Skyrim issues I tried reporting and had that issue.
With the verification email. Duh. LoL
I went through the prologue testing on Xbox about 40 vanilla playthroughs trying to figure out the spots.
But yeah. It does it with just the patch.
Let the team know. I'm not sure if anyone has a playstation though.
On the Xbox side only Starhammer has one.
Ok. I got a profile on there now. But see no button thing for submitting issues. I see all the issues that have been submitted, but nothing to submit. Strange.
I think it's cause I never received the verification email.
And now there's no button or link to try and get the verification sent again.
Weelll. Guess I won't be submitting the problem thing.
I have no idea what you mean by verification email? It's a math problem.
At least it was when I signed up. I added wrong the first time. 🤣
It says it's supposed to send a validation link.
Check your spam folder. AFK is a personal and small site. Not a lot of people sign up.
It was a long time ago. I've been stuck halfway account because I never received it. LoL
And I had checked every folder. Just never got it.
And there's no button to resend. LoL So I'm kind of stuck.
Dang. I just started a new game with mods. And something got fubarred because all the other vault people are standing around looking all frosty. lol
If you have a yahoo account, you can set it to give you temporary email (you get 3 free ones) and try it again.
You should also keep in mind that crashes are generall not something we could address even if we wanted to. Those would be better handled by being reported to Bethesda whether mods were being used or not. Their game should not crash just because something is amiss with a mod.
I got outlook and Gmail. I used the outlook address.
Oh. The Far Harbor goes all blue screen with the error code. Forget the specific code. I'd have to try the mod again.
Outlook got picky about allowing mail to be sent from the domain to anyone using it. Microsoft is a jerk sometimes and blacklisted an entire IP block that just happens to have my server included in it. I only recently became aware of this and got Linode to slap them for it. It should work now, but obviously my laziness in not including a "resend" option is a problem 😛
Blue screen as in the system itself crashes?
Did you look up the error code on the PlayStation site?
The game. Crashed and asks the usual do you wanna report which doing so never gets anywhere. Then back on the console main screen... dashboard or whatever it's called.
I'll have to try again. But it seems to be the most common error code when I did search I do remember.
I know it does it if I run UFO4P or Freefall both. But without them I'm able to play Far Harbor. Just gotta use the quest fix mods for certain things if I run into issues. Oh..and the walk through walls one too for nuka world cars arena thing. Both by LBGSHI.
Definitely anything that crashes the game should get reported to Bethesda.
For Fallout 4 you'd want to do so via this link: https://help.bethesda.net/#en/home/product/695/fallout4cat/287
Freefall is a complete overhaul of the game. It should not be used with other mods. Like. at all.
Ok. Thanks. I'll have to bookmark that for when I get the error code again. Maybe my console is just slowly crappin out. LoL
Scrap mods should also not be used if you're questing. And no scrap mod is compatible with Freefall.
Huh. I thought from the description it was just bug fixes and cut content.
There are at least two that when used with it will cause you to have to reinstall the game because it causes some kind of feedback/infinite loop at the menu.
No scrap mods? Could having that cause them other vault people to stand around in the beginning. Like I mentioned earlier.
If they've touched that cell, but there might be an AI mod that added the incorrect figure. No idea without a load order.
Ah. Ok.
Sounds like either AI, borked navmesh, something went derp with the quest, or something else
I do have sts in my current load order.
Doesn't touch that cell
There's also a possibility that if the crash is limited to Far Harbor that it's related to the same issue that crashes the XBox. Precombined data that's not correctly in sync with what's on PC.
PS4 had fog removed by Bethesda as well but we don't know if they left the timestamps in place.
If you're using a quest skip mod, then try a new game without it.
Quest skip mods are only to be used as a last resort because they have to touch the quests
Which will undo any bugfixes to them from other mods
And you should only be using sts base without the far harbor addon just be on the safe side. No one has ever reported an issue with the Far Harbor one but just in case.
Automatron got borked a few years ago with an official update so the AIO has been discontinued for a while. 3lric isn't currently modding FO4.
So if I plan to do quite a few quest mods I should probably not use sts?
No. Went through the long opening scenes. LoL I've had to do that so many times now.
I'm wondering if I should continue with this new save with it doing crazy stuff right off rip.
I've played when the lift didn't come down right.
If it isn't working, cull your mods and try it again on a fresh character. If the mods are not working right together, there is little sense in keeping them.
If it's time to do a database rebuild and cache clearance, go ahead and do that so everything is fresh.
I did the clearing and rebuild before I put together the new load order. Probably a conflict or I messed up the LO. I still second guess myself on where what goes. But haven't had an issue like this in quite a while.
Did the clearing and rebuild a couple times while making the LO.
I'll make a save right before I enter the cryopod and start disabling apps to try and find the culprit. Then clear cache and rebuild before I start a new save once I figure out the issue.
Nope. That doesn't work.
Uh. Changing the load order by deleting mods isn’t going to do squat. You must start a new game every time you change it. Do not add or delete mods in the middle of your game and continue on the same save. They are not apps. They are plugins.
If you delete a DLC do you expect the game to continue without bugs or crashing? (The answer is no)
These are user generated DLC without the localization, engine recompiled, and achievements
Treat them as such and start a new game if you’re going to add or remove mods. If a mod causes issues with the vault elevator, do not use it. PS4 doesn’t have the scripts available to reinitialize the trigger that causes it to come down or the quest that’s going on.
It may just be a conflict or it may be a bug with the mod.
But still if there’s a problem with start, you have to go through each mod individually. You can divide your list, depending on how long it is into sections and restart with each section enabled. PC users do halves. I’m more of a fifths person. Takes longer, but you’re checking less mods and don’t have xEdit.
Cull the list if starting over so many times gets to be a chore.
Less is best. Easier to deal with, game might be more stable.
Yeah. I've started restarting new while disabling before hand.
Those in fact do go somewhere. It sends a full crash log to PlayStation. They review it and see if it was an OS issue. If they can't find fault on their end they forward the log to the developer to review.
Huh. Didn't know. Didn't seem to help me any.
Ok. Just checking and offering reminders. Troubleshooting is a pain.
System updates take a lot of time and Sony isn't forthcoming with change logs. Mind you they do this to prevent people from jailbreaking the console.
Developers love those logs as it helps narrow down issues better than user generated reports. As far as I'm aware Behteda does use them when planning updates for their games.
The culprit was "The Corporate Raiders".
For Far Harbor too or just the beginning?
Just the beginning.
I'll have to start a separate new game with just the patch enabled and try again. That's what I done before and it crashed in the same spot. I wouldn't be able to check any other Far Harbor locations cause the crash spot was just outside Far Harbor right before you encounter the trappers there for the first time.
At the fog right at their place? I was never able to reliably reproduce that spot with Longfellow in tow. Skipping picking him allowed me to go further and test two other reliable crashes though.
Are things popping into view?
how much dose the CC content eat up of our storage space
like im seeing 60MB but i know thats a lie
My entire CC collection (though this is on PC) clocks in at about 6GB, but that may or may not be part of the base install on console.
It's part of the base install on console. They do not use up any of the 2GB limit on Xbox.
thats BS how can i have 60MB but it dont let me download a 50MB mod heck even a 40MB mod
im at 60.78MB left i downloaded 4 of the dog CCs and still have 60.78MB
how ever before downloadin those dogs i could install a mod and now its saying theres no space
so unless the dogs are 2.5MB each downloading those 4 dogs shouldnt drop me below 50MB meaning i should beable to download a 50MB mod
Have you taken into account the download file, install cache and installed files have to exist at the same time? So a file requiring 50mb while installed will require more during installation - how much depends on the compression of the downloaded file
if i have 60mb left and a 50mb mod needs 10mb of room to correctly install thats insane
many smaller mods are often not very compressed and the install files often require almost as much as the installed files themselves, meaning that at any point in time during installation you may require double the space
so in an infrastructure where you have very limited space, you should install all the big mods first and leave the tiny ones for last.. or the big ones might never have enough space to actually install.. how exactly this is handled on an xbox, i do not know
i think the main issue with it atm is downloading CC dosent update the space number in the load order screen
but then again i did see something saying that all the CC is already downloaded to the system and just needs the money unlock not 100% sure on that tho and i aint bothered to go poking around in files to see if its true... that and im not versed well in computers and if its true im bettering that bethesda has encyrpted it somehow XD
i don't think CC content is pre-downloaded.. i have some CC content for Skyrim on my xbox and it seems to take appropriate time to download and install.
i just hope that this next gen update gives us more room XD even if in the past they have said its hard cuz we would have to yeet our load orders but in the long run it will be worthit because more content
not updating a hardcoded limit on newer and better hardware for the sake of load orders seems absolutely insane to me
heck even a 1GB bump would be enough for me XD because then i can throw AR2 into my xbox SS2 load order
FO4 always keeps around ~40MB for it's own file cache. So if you are trying to download a 50MB mod with it saying you have 60 MB left, it's probably closer to 10MB. So you are over. CC "keys", what you are actually purchasing on Xbox, take up a small amount of that space. Around ~100KB each. So yes, it would narrow your margin a bit, but the real kicker is the game's own cache.
start me up redux
my beloved
also re introduces traits!
Thanks
If you want a simple skip mod without all the complexity of start me up redux check out SKK's Fast Start mod
SKK's mods are really old iirc, may not be a good idea to use them now
Age doesn't mean there's something wrong with them...
And the fast start is last updated at 25 November 2022. So, not that old ffs 😄
SKK makes very high quality mods that just don't need regular updates
wait really i fougt it was 2018
in that case disregard
The only time you need to worry about age is anything that hasn't been updated since early 2016, the game itself has been updated since then
its not the matter of quality, many older mods, especially when hooks and stuff like that were small and not large in numbers had to do some weird things, for example weapons of the new millenia for new vegas, its completly outdated and should not be used att all
Sometimes mods really are outdated and better alternatives exist but sometimes the older mods never got replaced because the original was already high quality
well depends tbh, presets have no right to harm the game even if old, however stuff like LMCC is messy by current standards, thankfually it also has a redux
and LMCC was last updated in 2017
so yeah for someone that has no technical knowledge like most people here
What, where?
wait its been pulled?
let me double check
my brain pulled a prank on me i think i swear to god it was somewhere on nexus
Never seen any other than the one lmcc. Doens't say much though...
yeah
my bad
one way or the other LMCC is still not reccomended unless you know what you are doing as it has some quirks
It's never given me any trouble but that too doesn't mean anything 😄
for example pip pad needs LMCC fix for whatever reason
Right righ, never really looked at why. Seen it with some dismemberment mods too. and bld had a patch for it iirc..
rule of thumb is: if you arent sure, ask people that know better
this engine is good for modding and all but unless you are a technical wizard you wont know all the quirks of it, but some people do, and more often than not they are friendly
I guess the important parts could be looked at in xedit if one has the motivation... 🤣
Which I don't.
if you look into xedit you will never open some mods again
how many xedit errors does dust have?
too many
Once you understand how xEdit works it's not so hard. There are some great tutorials out there for it.
Though once you understand xEdit you also start thinking; "Hey, I could make a mod". This leads down the dark path of making mods instead of playing the game.
i had an idea for a mod once
but then ive learned of 3ds max 2013
and netimmersive plugins which you can get only through a youtube video
and how horrible it is
and that blender doesnt support physics
and i fought "hey, this is horrible"
I mean, it supports physics. But that's a seperate add-on.
i fought one had to copy paste physics with nif explorer or whatever was the name of that tool
and animations arent supported too
Animations is a whole other bag of cats. We are very limited on what we can do. Mostly it's just hacking up existing animations to serve other purposes. Otherwise you need a 3rd party launcher that supports additional animations. F4SE for example. Thank you Havok.
if you dont have f4se you are installing tweaks to the game not mods, change my mind
Well, the Xbox menu doesn't call it "Tweaks".
Sorry, that's all I got.
Though strangely enough I think I have more tweak mods that require F4SE than mods that require it.
read it in EDI's voice from mass effect
that was a joke
3DS max isn’t bad. It’s currently one of the if not the game industry leader for 3D. The problem is that it is too expensive for hobbyists and 2013 is no longer available for licensing. Bethesda provides a full exporter so if you have the Havok content tools plugin (which was free until MS purchased Havok) you can do everything but cloth and animation with it. Most armors do not need cloth physics. It’s just the coats/skirts, and the uneducated who think boobs are bouncy in tight spandex. (They aren’t.) There also isn’t anything wrong with reusing vanilla animation unless you need a new sound. Weapon sounds are hardcoded to the animation. (Which means they should never be renamed by sound overhauls or you won’t be able to hear them).
Havok is still free for hobbyists. It can only be used for non-commercial projects though.
Is there a mod to make fallout 4 plants snap together evenly spaced?
Why would something that is designed and engineered to work flawlessly without any base game hacks or DLL dependency need updates ?
Most mods are from 2018 and forward.
There weren't any big changes in fo4 since that time afaik.
End of 2016 all DLC were already released.
I cannot remember if Vanilla Extensions does this, but you can look into it.
Unsure if Glitchfinder's gardening mod does it either, but it's a nice addition to things if you're interested.
I fought they were a lot older
Older mods tend to randomly poke at stuff
which in turn makes it more likely to break with time if its that old
but its not because i messed up
If a mod doesn't use things that are updated, then there is no point in updating the mod. Example: You cannot update an ini and there are a number of them from 2016-2017. Nothing is needed to be done with those. SKK's mods are scripted to avoid having to be updated with the base game. They have no dependencies. None of my mods need to be updated either.
All mods poke at stuff. That's the point of modding it. 😛
hey would you look at that
a topic change pebble!
so, what is your favorite total conversion for the fallout franchise in general?
stuff like nevada and frost included
i think resurrection is my favorite personally
its basically fallout 1 but with more stuff
probably the only total conversion for the interplay games NOT made by russians
wow i killed the chat that hard?
Hi all. I'm struggling to apply conditions to an MGEF that is a Cloak archetype, casting type Constant, target Self. Used for an ENCH. The CK docs suggest Conditions Run Ons are unreliable for some MGEFs. I have tried setting Run On to: Target, Subject, and same again with Subject and Target swapped. I have pasted in conditions from vanilla MGEFs. I have tried conditions that include (==) and conditions that exclude (! =). No dice. Any hints?
By the way I suspect the root of the problem is that the underlying casting target is Self, even though the Cloak archetype then makes it an area effect. There is no problem affecting every actor in the area of effect. What I'm trying to get is to exclude certain actors from the effect, based on almost anything - faction, hostility, race, Essential status, combat status, anything would do really.
Hehe I guess everyone is working on Starfield mods? 😁
Personally, Starfield just doesn't appeal. Though I can definitely see the attraction of "getting in on the ground floor" with a new game's mods. I'll stick to FO4. My happy place.
I'm making a bunch of bink videos, they can replace fo4's main menu loop too. Ya made for SF, looking at what els I can do without ck2.
I've seen you've been busy. 😁
From experiment it looks like Conditions in a Package are for the package to start/run (not to finish/end).
Is there any mod from the in-game mod menu that allows the ability to scrap everything?
I am not a big fan of building but one thing I absolutely hate is debris
how i connect creation club and mods from gog
"Please note that the DRM-Free version of Fallout 4 GOTY does not include the Creation Club feature."
Get the game from Steam, no one has a mod to add CC back
i already bought fallout 4 from gog because it cheaper
Then you don't get CC or the creation kit
If you get CC stuff from the Steam version you can move over the files to the GOG version. but you need the Steam on to buy anything, this tool will help do that - https://www.nexusmods.com/fallout4/mods/75904
Buy the Steam version
wait i have buy fallout 4 again
Yep you got it from a place that has less feachers / options
You can not buy / download CC stuff outside of the game
im not seeing on menu?
Correct, the GOG version removed the buttons to CCC
how i get those version back
You can't
"Please note that the DRM-Free version of Fallout 4 GOTY does not include the Creation Club feature."
can i add one then?
Add one what?
i been trying connect mods from in game not website
You can't = "Please note that the DRM-Free version of Fallout 4 GOTY does not include the Creation Club feature."
Is that a Screen shot of your game?
no that was from xbox i have my account on there and i want put one in my pc too
The files are not compatable from Xbox to PC, no way to move them files over
Set the game up to run on the gamepass way, then you can see the files. I don't think it will let you copy them.
nvm i found the reason
i can't believe this i bought just i want to connect it was cheaper
It's cheaper as it has less stuff
If you own the game on Xbox you can play that one on the PC with the gamepass app.
it not one i want
i want to connect mods from my account
it easier for me to pick it up
The xbox gamepass app is your xbox account, it will have your mods and cc stuff
yeah but this is gog version i can't connect my mods with it
I not saying use the GOG, return that one. you can play the Xbox one on PC.
oh ok
oh that not what im looking i already bought one because the graphic setting
@hot chasm Are you still modding fallout 4?
About the your mod No Borders, if it doesn't take too much of your time, may I ask you to rerelease it but for a base game version? On PlayStation, because I have nuka world but I don't have far harbor. Please consider my request. Thank you for your time.
Just get all the DLC.
BTW Mod Author role usually means you can do that.
I'm getting really annoyed, i have worked all day making a settlement redone mod, and now everytime i activate the mod the game shows me the distance terrain LOD all the time, what did i do to activate it and how can i remove it?
Now that i recalled, i did flat the terrain somewhat in hangmans alley. Is that what made the whole world go bonkers?
Any mods on console that change your health bar and stamina to the ones from NV and Fallout 3? I've seen one that changes the healthbar to a borderlands style but I can't seem to find one that's like NVs
Did you rebuild the LOD after disabling and hiding the objects that had LOD, and did you recalculate the previs and use it to regenerate the precombines?
That looks like the stuck LOD bug, actually. That's fixable with an INI tweak.