#fallout-4-mods
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Does the bug occur if the precombines are out of wack or is it just a random occurrence? I’ve never encountered it when building in the exterior.
Random occurrence, could be both at once, here.
Would anyone be able to port this to xbox please? https://www.nexusmods.com/fallout4/mods/24720
Without permission from the author no. If someone wanted to port it and get the permissions to do so, then maybe.
I tested just the patch in Far Harbor and only crashed once. So I'll add it to mod list and see if I get the crashes again. Hopefully it works or I'll have to not use it. Cause there's no way I'm playing with JUST the patch. Sounds boring as hell. LoL
anyone planning on making another halo mod for Xbox? one that adds promethean weapons? I was looking at mods and saw that there are a few halo weapon and armor mods but none add covenant or promethean weapons. I think something like the suppressor would be dope in fallout
It worked. Ya just have to go REALLY slowly at first and let Longfellow get a little bit of a lead. If not it keeps crashing. LoL Well that's good. It'll be nice to be able to use the patch again.
That area being unstable is why the patch fixed it originally. Still does on PC. But through shear trial and error we learned that the headers for Far Harbor are different on console than on PC so anything that needs that info to work had to go.
Yeah, the unofficial patch and basically any mod that doesn't explicitly build precombines in a cluster in Far Harbor is hit with this, and likely the other worldspaces to a lesser degree (which probably explains the random crashing on XB1), as we don't know what the file list is compared to PC (that info's in the console headers)
I was curious. Can you run the UFO4P with overhaul mods like Delirium?
Is there anywhere I can find a good mod load order for xbox?
Yes. It doesn't depend on anything but the base game and the 6 original DLCs.
Ok. Thank you. 
Was just curious. Thinking about making an alternative save that's less cheaty. LoL
It depends on what you want?
Hello, I'm looking for a mods that changes the use of action points in combats: use a weapon in real time (rifle, gun, grenade, mine) would consume AP, but a little less that using VATS, this in order to make the fights more strategic.
For example, here a situation where you have 100 AP, your weapon consumes 30 in "real time" and 40 in VATS:
- you can shoot 3 times in "real time" if you aim well
OR you can use the VATS, only shoot 2 times, but benefit from the critical hit bonus
Do you think it is possible to change this in the game? Thanks in advance.
Possible, yes. As to whether or not anyone will create it, I can’t say. But it’s definitely possible.
Super! I have found a similary mods "Better Melee combat". I downloaded the creation kit, but I know absolutely nothing about modding
Can someone look at my load order rq in #fallout-4-mods ?
Can someone help me with my fallout 4 every time I go to open it, it just goes to a black screen and stops responding
Now it's stuck in window mode
Delete the ini file that remembers your settings
When you restart it will be remade
Remove all mods, then add them 1 by one to find the bad one
Would no build limit mod go near USO in the load order?
Well...I'm unsure. I'll put it around there and see if I run into any issues. LoL
Or maybe near NSA and no settlement quests. Dang. Second guessing myself.
Oh. Wow. Guess I should have read the mod description before asking. It says near the end of LO. But it also says incompatible with stuff that alters workbench. Which I'm assuming USO falls under that category.
My game keeps freezing after I try to select another perk. What do I do? I do have mods.
oh yeah, i re added challenges from FNV into FO4
https://www.nexusmods.com/fallout4/mods/76347?tab=description
So I’ve been thinking of trying sim settlements but I’m not sure what I need for it. Do I need to have sim settlements 1 or do I jump straight to using sim settlements 2? And for the other chapters of sim settlements 2, do I get them all at once or download the next chapter when I’m finished playing through the current one?
SS2 and SS1 are not compatible with each other. SS2 has mod requirements: HUDFramework and Workshop Framework and there are what appear to be compatibility issues when using with Horizon so if you're looking to also play Horizon, save that for a different profile to avoid complications or issues between both mods.
There's a full guide here: https://wiki.simsettlements2.com/
According to the installation guide, you can install all 3 chapters: https://wiki.simsettlements2.com/en/getting-started/installation
Kinggath has stickies on the Nexus mod page regarding using Chapter 3 and some other bits of information that are good to know before downloading.
Thank you
You're welcome. Have a fun game. 🙂
I will thank you
(XB1) Can i use Clarity mod with Whispering Hills if i load WH after Clarity?
Whispering hills is a standalone mod for a vanilla horror experience. Also, make sure you do not have Tunnel Snakes Rule Creation installed. They are not compatible.
Is there a mod on xbox that can put the bos officer uniform and combat armor with the Enclave creation club paint on the Enclave Remnants the come with the X-02 creation club item? If not, would anyone be willing to make one please?
What’s the best footsteps mod, I’ve tried Metro Footsteps but it feels a little too loud when crouching.
Project Reality Footsteps
Or Louder Project Reality Footsteps.
Use with NPC Footstep Overhaul so you can hesr npcs walking up on you and your good
@foggy whale
Heya all, just wondering if anyone has played this mod: https://mods.bethesda.net/en/fallout4/mod-detail/4303952 I've got no idea where to start it and I can't find the Hauser Steel Warehouse anywhere... googling finds absolutely nothing except this page and Xanders Aid which is unrelated
Is there a mod that lets you use a Synths arm as a melee weapon?
Like a gen 1's arm
My uiDefaultNumSearchResults=198 has stopped working? Has anyone els had this happen?
Fo4 edit doesn't seem to work on the gamepass version
I updated the wiki. Try the other edit.
That's because xEdit looks for a Steam registry key to find the location of your game files. Cause using Windows File Explorer would make too much sense.
The Windows registry acts as /etc on a Unix like system - as consistent location for configuration data. And installations are to write there location information for uninstallation. Now using a file search would actually much worse then you think.
Now on the the issue with with GamePass version of the game not being read is the fact that GamePass is using some form of obfuscation in the file system to hide portions of the installed files. ( I have been curious what they are doing but not curious enough to take the time to read up and experiment with it ) So finding the files xEdit needs to see becomes...interesting to say the least.
Game Pass only obfuscates the save files. Which xEdit doesn't touch. A lot of programs use File Explorer to allow you to point to the directory they need. I've already experimented with my XGS copy of Starfield and gotten xEdit to read it. Just required me to make a false Steam registry entry and it works as intended. There is no reason xEdit can't read the XGS version of the game. Only version that might be an issue is GoG. Epic and XGS use the exact same files as Steam.
It's arbitrary.
Ty, It works now.
Anyone some maze mods?
Anyone know mods for Xbox for beverages like Nuka cola to give hydration?
For survival
There is this one mod called "LIMA DETACHMENT" which adds the enclave and drinks like the atomic cocktail and Agua pure
Is that what your looking for? If not then I apologize for wasting your time
If using quick start mod should I keep it enabled after starting the game?
NVM It says it can be left on. My bad.
Never remove mods in the middle of the game. It produces bugs and errors that cannot be fixed. Mods are not apps, they're plugins and the engine is not designed for them to be removed.
Uninstalling mods is not supported midplay on any platform ^
Even the ones with items in containers where the MA says to uninstall, save, renable? That whole process? I actually was wondering about those ones cause everyone says not to uninstall during a save so them ones are kinda contradictory.
Sometimes uninstalling can be done. Its very specific for each mod, so follow the authors instructions since they have careful considered the impacts of uninstallation/updates/etc.
Its still not officially supported.
The “Uninstall” option in mods is the mod stopping all of its active scripts, removing perks, dispelling spells, and unregistering event listeners. The scripts themselves will still exist in your current save file however.
alr ima say one mod name that is extremely helpful.... Unofficial Fallout 4 Patch. very helpful
That's especially bad because they're literally telling you to throw away any progress, items, etc from the mod just for the sake of updating it. IMO you should probably just not use a mod where that advice is being given.
Ok. Thanks. I had used TheRealElianora's cheat mod before and it was one of those that said that in the description. Surprising cause I was lead to believe she was a really good MA. I suppose she is. Just giving bad instructions. LoL
Thank you. I've been wondering about that. I know now to ignore those instructions when mods say to do that.
Sometimes an author gives such instructions because there are mod users are adamant about doing the wrong thing. It’s easier to just nod and smile than say “No.”
Then when the game goes toes up, you can say, “hey. Tol’ja in the first sentence but you read what you wanted.”
Frankly, I put I don’t support mod removal on all my mods. If it scares people off from downloading, it’s a few less that won’t yell at me if they choose to remove in the middle.
Standard boilerplate on my scripted solutions:
AFAIK they DO give hydration, but just reduced. There's a "caffeinated drink" keyword that reduces (halves? ) their hydration value. There is also an absolute cap on hydration per item, which I think is in the Survival system itself (HC Manager). This is what leads very high value drinks like exotic colas to disappoint on hydration. I think even if you removed the caffeine keyword this would only help with the low-medium value drinks. You would probably also lose the anti-tiredness effect.
In short this requires modifying the HC Manager script I think.
(I know that wasn't really your question).
My never ending journey to make a mod so you can jump out of a Vertibird on PS4 (so no custom scripting).
Closest I've got to now is to be able to unghost the Vertibird and then blow it up while flying in it. Wearing a magic ring that eliminates explosion damage. 😁
Even then the crash animation takes the Vertibird right down to the ground before the player can exit, in most cases.
I would love to be able to disable or unload the Vertibird, or teleport it away. The real problem is I just can't call dismount on the player and companions. Other than by killing the Vertibird which then triggers a failsafe dismount script.
I'm continuing to hunt for a way to call the dismount. Part of the problem is that the time when you are fast travelling in the Vertibird does not seem to be under control of the quest at all, nor any of its stages, phases, scripts or packages. It is using some kind of built in game engine function I think. Which makes it very hard to modify or manipulate. Anyway my journey continues - thanks everyone for listening.
I've had no luck with Vertibirds, I made a pet one but it don't fly right
Yeah they are tricky.
The VFT quest is an absolute mess that mixes together almost every possible quest control technique instead of just picking one approach and sticking to it.
I've taught myself a fair bit about Packages by playing with them so I am going to focus on that angle now.
Some kind of VooDoo magic is going on, the pet would teleport next to the player and not fly
One small benefit from the process is I have made the Vertibirds Unghosted mod. (On Beth.net only for now). Since travel Vertibirds are ghosted, they never take damage, which is kind of lame, so I fixed that.
Weird.
May be due to its default packages.
To get on and off the Vertibird you need scripts and fragments which are only present on the VFT version of the Vertibird NPC.
It's definitely voodoo that makes Vertibird fast travel work. 😁
That actually helps a lot, I won’t need to do anything with the script as I’m not a modder or know the first thing to modify things like that. But know there is a mod that even just gives items like the cola to give hydration is a life saver. Doing a survival play through with limited item spawns and I’ve been finding cola more than drinking water, even if I have no radiation from food now. And walking all the way home for a reliable source of water just to walk all the way back is kinda annoying. Especially when I got like 12 cola and other varieties too. But thank you for letting me know there’s a mod that does it, The cap on hydration for a Soda makes sense, it wouldn’t give much but it should give a little at least.
IIRC, cola gives 1/2 its value in hydration [edit: it's 40%], up to the cap. Alcohol drinks give no hydration or possibly negative? That's all just from memory.
The best solution for hydration in Survival ought to be the Lead Belly Perk. Unfortunately that perk offers zero resistance to disease. So drinking from open water sources isn't really an option even with the highest level of the Perk.
Which is why I’ve still only been drinking purified water, so is it both of those mods that give hydration from soda? Either way it will save me from ending up in a death spiral.
Yes when I'm playing Survival my operating range and endurance is basically limited to how much purified water I'm carrying. And the nearest purified water source.
One mod I did that might help you is Lightweight Fillable Water Containers (on Beth.net / ingame menu). It means you don't have to lug around empty bottles. So you can operate from any base that has just a basic water pump or water fountain.
Ooo might consider that, I have a mod that gives Nuka-cola cans that are refillable. But having water also will help too. The problem for me is I’m on xbox atm so mods for me is limited to what they have in their system.
been difficult to advance too much with so much death. I got a mod to give the ability to create auto saves, especially since my last death before that mod was an entire hour gone. Getting stealth up didn’t help as much as I thought it would, and loosing an hour of progress was not encouraging XD.
My mods are on XBox as well as PS and PC
Nuka-Cola (and variants) give only 40% of the expected thirst reduction, based on their monetary value (capped), and cause increased hunger equal to 20% of their monetary value (capped).
From the wiki. (I probably wrote that section)
I may take another look at a mod for the Lead Belly Perk that also reduces disease risk, not just reducing rads.
Though again that probably requires changes to HC_Manager script
Honestly wouldn’t mind having more perks, especially if it includes ones from like 76 assuming there are perk differences between the two
One way to do it without changing the script might be to have Lead Belly also add the effect of all of the Herbal Remedies when you drink Dirty Water.
Or possibly a random herb?
Maybe random herbs at lower perk rank, rising to all herbs at top rank
Yea,
The reason being herbals will resist new disease but not cure existing disease
That way it encourages the use of putting points into it, if I’m not mistaken there are a few herbal bonuses in F4?
I honestly wouldn’t mind having like new perks on top of the regular perks, it would increase what lvl you have to get to to max out all perks then
Similar to Skyrim with that one mod that basically quintuples the amount of skills. But for Fallout with more perks
Or make the herbals stronger and better.
I think cheaper rather than better
Or maybe adding variations of the herbals, like Weak, moderate, strong, and exception.
Interesting idea
Weak being cheap as dirt but basically very little bonus. And the high tiers being both expensive but also very powerful
Price and effectiveness should be linked to the scarcity of the ingredients. (It isn't).
Agreed
One of the herbals has ingredients that are literally impossible to find. It should be twice as good as antibiotics and 4x as expensive. 😁
Exactly
It would be cool to have a traveling herbalist character that could make a living out of selling good herbal remedies.
Scarce resources should make things expensive while something you can easily gather hundreds of in like twenty minutes should be cheap
Would definitely be a mod I check out if it does come to fruition, depending on the bonuses they provide. Been mainly eating radroaches as my main source of food. Canned doesn’t seem to fill my hunger at all, don’t know if my game is bugged or not.
Canned dog food?
Best tactic for survival food is to eat two low value items, often. Save the high value items for combat healing.
I'm not sure if herbal bonuses to disease resistance stack. I don't think they do. But if they do stack, that would be a good way to rank up in Improved Lead Belly.
Ah okay
But yea it’s why I’ve been kinda hunting radroaches, been my main food for a few days now XD
Tasty!
I always wanted to do a game where I just survive on rad roaches. In fact I would lien like to make a mod world were only rad roaches have survived.
I'm doing that mod for Lead Belly now.
I think that it should give the best herbal effect at the lowest perk rank. Why? Because Lead Belly is a Perk for low level play. By the time you are high level it's irrelevant. And the biggest threat to a low level Survival player is Infection and Parasites which are resisted by Herbal Antimicrobial.
I can't decide which of the other two Herbal remedies is weakest. I think it depends if you are a VATS player or not. If you are a VATS player then Lethargy is the next worse disease so Herbal Stimulant is the next best remedy.
Well the problem is hunting for canned food is difficult with my LO I have mods that lower finding food, meds and ammo. So hunting for food has been a necessity.
If you are not a VATS player then probably Weakness is the next worst disease so Herbal Anodyne is the next best Herbal?
Not sure what you mean by canned food exactly?
Like Cram, Instamash, and others that are in a canned container
I usually just say canned cause the packaging for a few look to be metal like a can, better than saying cardboard foods
I'm going do it like this
Rank 1 = Antimicrobial (Infection and Parasites)
Rank 2 = Anodyne (Weakness [DMG] and Insomnia)
Rank 3 = Stimulant (Lethargy [VATS] and Fatigue).
Fatigue and Insomnia are almost identical. And you can opt out of using VATS but you can't opt out of taking damage. 😁
Ah OK I call those "pre-war foods".
Ah makes sense.
For balance purposes I think the pre-war foods ought to be the only foods with zero rads (since they are non farmable) and your cooked foods ought to have some rads.
It's the other way round, which makes some sense from a lore point of view (pre-war believed "rads are good for you") but not from a game balance point of view.
Yea, I would believe that the pre war should be rad free. But if you think about everything that they have around, there is a lot of machines with radioactive material being used in them. So rads would be understood too,
Has anyone used "Subway Across the River" mod? It says the entrance is near the raider boat. Would have to be the one near Backstreet Apparel. But I've searched a huge radius around that area and can't find the entrance anywhere. Just wondering if someone's used it where is the dang entrance. LoL
The mod is online now if you want to give it a try?
"Improved Herbal Remedies and Lead Belly".
On Beth.net / built in mod manager.
You work fast! We were barely just talking about it!
Sometimes ya just gotta do it! 😁
It's a simple mod and it's been on my mind for a year or so so I though JFDI.
Well I’ll look forward to adding it to my survival list
NVM I think I finally found it. Walked right by it quite a few times.
Great! Please let me know any feedback.
I'm looking at rebalancing the Herbal recipe ingredients based on actual scarcity.
Out of the list on the nexus mod page, what mods should i add with AR2?
Actually more like 95% reduction. 3 herbals still only has a 20% chance of preventing a disease whereas antibiotics have a 100% chance of curing it. So herbals are 15x less effective even before considering you have to take them before you get exposed rather than after you get infected.
I think the only thing I could do to make "premium" herbals (= rare ingredients) better is to increase the duration so they become "three a day" or "three a week* duration.
Possibly. Also I couldn’t find it both in the game mods list or on Bethesda mod list online
Oh weird. Sorry about that.
I could tell you the mod ID but that's no help as you can't search for those nor link to them from the in game mod manager.
That's the XB1 version
What does it mean by the wild razorgrain?
Back to your Nuka Cola thing. In vanilla Survival a standard Nuka Cola should have a hydration value of 8 (20 x 40%). That's not much. But two of ANY drink will improve your thirst level by one level. Similarly two of ANY food will improve your hunger by one level. So it's worth carrying light farmable food items like corn, mutfruit, carrots.
Oooh okay
Wild razorgrain is a rare plant, needed for making 2 of the 3 herbals, that due to a bug, can't be harvested.
So hen how does one get them to make the herbal?
You can't. It's a vanilla bug that defeats the herbals basically.
In very rare cases you may find the item form of wild razorgrain in containers or inventory.
I tried to fix the wild razorgrain harvesting bug but it was beyond my abilities. Somebody may have done it since, and submitted it to UFO4P. I don't know.
There is another bug with standard razorgrain that I fixed and is now in the UFO4P. My tiny contribution to @split yarrow 's massive project.
Other tiny mods of mine that may help your Survival game (it sounds like your playstyle is similar to mine):
Lightweight Fillable Water Containers [XB1]
https://mods.bethesda.net/en/fallout4/mod-detail/4307084
(Collect water on your journey rather than needing to bring it all with you from base).
Eat Your Vegetables [XB1]
https://mods.bethesda.net/en/fallout4/mod-detail/4307108
(Allows you to live off farmed vegetables rather than just meat - like all those settlers presumably do, but how?)
Survival Food Fix - Razorgrain, Wild Plants And Pie [XB1]
https://mods.bethesda.net/en/fallout4/mod-detail/4131315
(My very first mod. This one's for Survival nerds/purists.)
Awesome!
I don't understand these mods that make your HP super low. Yeah I can see the combat aspect of it maybe. But you're like totally screwed when it comes to the radiation. Makes the game unplayable.
Sounds like which ever mod it is didn't balance the game correctly when they did their combat overhaul.
Right. I think they want you to tromp around in PA. But fusion cores and too common to find or cheap to buy.
I might try Lunar Fallout. Can't decide between that or Charles' Overhaul.
Immersive Gameplay sounds like it sets your HP pretty low. And found a review where someone said PA ends up being a must with it. I don't use PA that often.
I’m not into survival play. I just like to build and explore and make up stories as I go, however, I’ve heard good things about Damn Apocalypse. If it’s available on your platform, give it a try and see how you like it. (Give them all tries. Someone made them to be played with.)
I don't think it's available on PS. I haven't ran across it. I'll search it but pretty sure that's one more not available on this platform.
I usually play on very hard. Survival is too tedious. Constantly having thirst and hunger. It's realistic. But annoying. LoL
Yep. That apocalypse one isn't on PS. Just searched.
Oh that's too bad. 😦 Give one of the other ones a try then. Keep in mind that they will all be overhauls and touch many systems so don't over-do with how many other things you download.
Mostly they are trying to stop the arms race of HP and damage output between the PC and the world which is a lazy, unimmersive design. They don't want Gunner Corporals surviving 10 combat shotgun blasts to the head. And in that case it makes sense that the PC can't [survive that] either. So that's why they usually reduce the PC's HP scaling relative to the base game.
Oh so that’s why
As for rads, your HP level should have no effect. Rads are always a % of your HP. Doesn't matter if you have 100 HP or 2000 HP.
I always get annoyed cause I don’t like being weak and getting killed immediately
Yeah that does suck.
But at the same time I want enemies to not be bullet sponges
Or like I tried some bleeding mods but they also make me super weak, which isn’t what I want either.
So I said to hell with it, I’ll just do nothing that changes combat.
The idea of these low HP scaling mods is to make the experience more about weapons and tactics and less about just tanking huge amounts of damage (on both sides).
I think that's a good call TBH. Overhaul mods are rarely satisfying because for every change you personally may like, there is another change you probably don't like. In my experience anyway. And as turtle said, it's really hard to get the balance right when changing stuff.
Yeah in a way an overhaul mod is more like a mod list - it's a large collection of different choices by a single person about what is "better". Although I did play an overhaul mod (IG5) for a long time, shortly after I first started playing FO4, eventually I wanted to make those individual choices myself. And I actually went back to pure vanilla Survival for a LONG time.
I think IG5 is excellent by the way. I think it's now just called IG again (Immersive Gameplay). I still love many of the individual changes it makes, just not the overall "package deal".
LoL I just tried Immersive Gameplay and almost got smoked by a bloatfly in Sanctuary. Not even from the physical damage. The rad numbers were shooting up into the 20's maybe even 30's dunno. And the rad damage effect took forever to quit. Bloatfly probably coulda killed me if it landed like four hits. From the rads.
I might just have to give up on using an overhaul. LoL
Haha yeah I remember that from IG5. He made the bloatflies really OP.
Hi does anyone know if there’s any mods for Xbox that you can take pre generated structures from settlements like red rocket or the marina settlement or even the slog settlement and combine and remove structures from each settlement that is naturally generating?
Do you mean something like the Sim Settlements system of templates?
I don't know what you mean by "naturally generating".
Not really templates of the structures allready prefabricated for you to use as a house in game
Bethesda should increase the mod storage on fallout 4 (from 2gb to 3gb)
Like uh the slog already has a structure you can’t scrap but I’d like to use said game asset to make my own custom settlement using the vanilla settlements already given by mixing and matching each one to my own liking by mixing it with red rocket or covenant
Would love for them to but it’s just not possible. It was designed with only 2gb only.
^
Anyone trying to upload a mod to Xbox or know if it’s already a thing it’s like that Wolfenstein mod they had for a lil bit but it got taken down
https://youtu.be/rMpIJtuIzT0?si=PnW1wlCIM-x3a0kF
Just want some opinions on my mod load order for an idea I'm having
#fallout4 #fallout4mods #xbox #gaminingvideos #gaminig #letsplay
I want to start a let's play fallout 4 series on my channel that's why I have a YouTube link to it 😊
Go for it, I'll watch
Awesome man. I'm figuring out how ill do it at the moment and if I should chop or change any of my mods
But if you want to add an opinion to my load order I'd love to hear and ideas or changes
I really feel like doing a nuclear winter like play though
If anyone has played America rising 2 do you know if there’s a trader? Currently in the quest: The remnants.
Also do you know if they add in their own enclave weapons and armour throughout?
One last question😂 how long usually is a full play through of the mod?
Federal Ration Stockpile by Glitchfinder
PSX: https://mods.bethesda.net/en/fallout4/mod-detail/4357947
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4357949
PC: https://mods.bethesda.net/en/fallout4/mod-detail/4357950
Nexus: https://www.nexusmods.com/fallout4/mods/78638
You've just found a raider's base. They clearly live here. In fact, they've been here long enough to build some pretty noticeable fortifications. So why does it feel like they just walked away halfway and abandoned the whole thing?
FEATURES
--More stuff at Federal Ration Stockpile.
--No, really. That's it. The entire exterior has been detailed to make it feel like people actually live there.
--Precombines have been preserved to improve performance.
Load Order: New Settlements, World Edits
Author: Glitchfinder
Porter: Crayonkit/Damanding
Any mods that can allow you to delete or disable any object on Xbox since Xbox sucks?
I got a bugged computer I need to get rid of in covenant settlement that is bugging me
cheat terminal may or may not allow that, there was also a cheat room mod that had intresting things
also, a meta f4 question
where does ENB store the number of the current screenshot taken? i had to reinstall it and it went from like 300 back to 1, i dont want the old ones to be overwritten
or how do i force this value to change
It’s hard enough to run the game without mods
If anyone has played America rising 2- does the mod make you do other quests before getting more enclave ones?
Does anyone have a link to a good realistic modpack that can work on the steam deck
💜 Today it's Nick Valentine's Day 💜
"Pink Valentine and the Valentine's Day", a new pink version of Nick outfit for you and Nick ... with lot of hearts ! 
It's a standalone outfit that you can find in his Detective Agency.
Anyone have issues with trinity towers? Feel like a mod may be effecting it?
Really hoping it’s just this one spot but the elevators haven’t been working I got to middle floor and they wouldn’t finish loading to open up.
Now their not working at all after reloading my save and I’m stuck.
After reloading a previous save it’s now mot letting me enter the tower via the elevator at all :/
Load your load order in xEdit and see if anything is touching the cell.
Elevators have markers that are persistent so you might have to go back even further to fix an issue. They’ll be baked to the save
Hello everyone, I'm sorry to bother you but I'm looking for someone who would be willing to work on a Project that I have with my Studio (we're a volunteer studio so we don't pay) but we were looking for someone who could make a Model 3D for an NPC to surprise a Streamer
here thanks and kisses
if someone is up for it, come Private
Hey y'all I was wondering since the mod author won't respond to me if any of you more well known mod authora could kindly ask if you can do a vanilla body port of this mod to xbox
I genuinely think this mod should be on xbox but personally I really want that Feather Boa or Fur Boa
What mod?
@foggy whale Magnolias Burlesque Outfit inspired by FallOut Shelter Online
I posted the link but it disappeared I don't know why
Nexus link?
Yeah
Lemme get it again
I have been trying to get a vanilla body xbox port so badly
Like at this point I am simply surprised no modder has made fur coats, or fur/feather boas, fur hats, and feather wings for FallOut 4
Technically it's NSFW right? Especially if it can be converted to a Vanilla body @foggy whale
Looks like people have been trying to ask if it can get a console release for vanilla body. Looks like he was working on one around 2020. I think to get it ported you would still need his permission.
I was one of those people lol also that's the thing I don't know how to port, let alone make a mod or edit one
So I was hoping someone here who has experience could do that
I think to get it ported you would still need his permission.
I know I was hoping that someone here who is known the in the community could ask them since they haven't responded to me at all
iirc you've got to go through the main quest and you'll unlock more quests
New funky and dunky mags for the nuka world handmade rifle:
https://www.nexusmods.com/fallout4/mods/78720/
What is it? I have no access to it on phone.
Oh it's Magnolias Burlesque Outfit based from her fallout shelter card
Lemme zhow you the two
They are based on this picture from FallOut Shelter Online "a Chinese version of fallout shelter that adds gatcha and Multiplayer to the game"
You’ll have to ask the mods of the website if that’s considered PG13 or not. There’s age restrictions for certain countries and the Bethesda site is multi national.
Dunno
I was hoping a mod author could seek permission from the mod author of this mod to port it to xbox with a vanilla body because we don't have frather boas and fur coats or fur hats in fallout 4
Well that's why I was hoping someone with experience could cover up the too exposed "I don't see much" areas and make this worthy of pg13
Like my biggest issue is Fallout 4 could use feather/fur boas, fur coats, fur hats, fur gloves, and fur boots so I can make my female character or my partners "Curie, and piper" dress beautifully while I go a much more heavy set of clothing "military snow gear"
Even feather wings, and fur hair fuzzies would be nice maybe even a fur fox tail or something 🤔
I would ask the author but I have NO experience at all in mod making and such so nifskope and whatever modders use would probably end up breaking my pc "if I had one"
Lmao "tries to code jiggle physics for all the cloth" and ends up "coding kill switch for entire pc" 🤣
Now that I think about it, kind of weird how Bethesda and even modders haven’t really made any animal skin outfit mods.
Exactly 🤣
Hell imagine a fox fur body neck wrap thingy like from 1922
Especially something to go with Mutant Menagerie
I love that mod
Actually I remembered only one mod but it doesn't have coats or neck wraps
Only a hat and gloves
Oh and a really tight collar
See but the collar isn't that nice without an actual coat, wings, boots, boas, and a shawl
Hell even a robe would be nice
I need a mod that makes raiders work/provision… they’re so useless and you can’t use settlers to establish supply lines between raider bases 😦
if someone from the future sees this, hi!
the anwser is, iScreenShotIndex under [display], its in one of the INI's, it can also be changed thru bethini
tags for people searching in the future:
screenshot
screenshots
index
screenshot number
one has to change it to the one number higher than the last screenshot they took, so if my last screenshot was 428 the value should be at 429
Perhaps someone knows this: I am looking for the SFX Filename when the Power Armor play the Low Battery SFX. What i found out so far is that CapacityLow.wav file is overlapping the Exit_01 Power armor sound while exiting the Armor and LevelLow.wav get ignored. Someone knows the right SFX filename for that?
i am also looking for the SFX Name when going into Sprint within the Poweramor. you know this Breathing sound when pressing the Sprint key.
seems like nobody knows it. sad. I wanted to make an Fun SFX Mod, with Engine Sounds of an Harley Davidson Motorbike and when hitting Sprint, you hear "Wroom" hand throttle and RPM up for the Ambient Sound
I know that the Power Suits use Energy Battery aka Fusion Cores
example for the "Sprint" Throttle
For sim settlements two, do I have the base mod and all chapters downloaded and enabled all at once or do I turn each chapter on after completing the last?
There are instructions on the SS2 wiki. According to it, you can enable all at once. Double check that that is still the case before doing so, however.
question is there any mods for xbox since xbox dont have set ownership command to unsteal power armor? im only looking for xbox based mods or something meant for xbox users since we cant have console commands.
Check out Cheat Terminal and see if it has it in it. There’s a command to ask Danse to get out of his power armor. As long as another dialogue mod hasn’t overridden the command, it should work. There might be a command along side it for what you seek. If it isn’t available, check the Nexus page to see if someone made a request or if there are technical limitations as to why it wouldn’t be there.
no i mean like unsteal power armor you say took the fusion core out of a raiders armor but you wanna kinda "launder" it or make it unstolen
like i said im on xbox so i cant use nexus
my pc broke a few years back so im stuck on xbox
trying to find a mod that impliments console commands cheats without the use of console commands
I did not mean download. I meant read the comments and see if the MA is still updating. They had stopped for a while and then came back and then stopped again. As long as you are polite and respectful, the MA is quite knowledgeable
oh ok
Otherwise, try a search on either the BGS site or Nexus site (ModDB might also be a good place to look since this seems niche) and see if there is a tweaks mod of some sort that does what you want. There’s usually a port if you can find the name of the mod from either of the PC sites.
AndrewCX had one that was specifically for Danse’s armor, but I haven’t used it in so long that I cannot remember if it also had things for Raiders.
And cheat terminal has most of what you’re looking for in regards to console commands
It has so many that it may already have what you want. But seeing as you can just give yourself fusion cores with it, it may be a moot point to have the other function. 😆
Nora companion is the goat 🐐 🫡 thank you for all the amazing mods on Xbox and have some quests mods to look into once main story finished ☑️
So I checked through the sim settlements 2 mod guide but can’t find an answer to a question I had. In the chapter three trailer, there was a gun that isn’t vanilla along with a non vanilla power armor set. Are those included in the sim settlements mods or are those things separate mods I need to download?
This is the gun and power armor I’m asking about
That power armor looks like one of the older tumbajamba combat power armor
I could be wrong tho
Im still trying to get aim fatigue 2.0 to function. Im reinstalling the game fresh. Hopefully whatever mod that burried itself and got in the way of making it work is gone now
if its shown in the trailer id bet good money its in sim settlements
also, yeah, the combat power armor is in sim settlements, though i dont know how the player obtains it, there's a notable NPC that wears it
Question Oh Wise Modders:
How can I make a quest that loops forever until it hits a "break" condition?
Eg with stages, if I check Allow Repeated Stages, can I go from stage 30 to stage 40, then back to stage 30 and so on, forever, until I match or fail a condition and go onwards to stage 100?
I have never been able to go back to an earlier stage in a running quest.
What I really want to do actually is loop phases (or scenes), not stages. Is that even possible? Can I ever go back to an earlier phase (or scene) that has already been run?
I think it’s Quest.Reset() in order to trigger an earlier stage.
Since you cant "redo" a stage in a running quest, use a GlobalVariable as your quest stage pointer. As script fragments are total ass to manage and maintain I replaced them all with script functions which demonstrates that:
Function Stage10() ;remote call (pSKK_XYZQuest as SKK_XYZQuestScript).Stage10() pSKK_XYZQuestCurrentStage.SetValue(10) ;reversable GetCurrentStageID alternative (Self as Quest).SetStage(10) ;allow GetStageDone query (Self as Quest).SetObjectiveDisplayed(10, true, true) EndFunction
Superb!
If only I wasn't trying to get this to work on PS4 😂
That's very useful. I'll see if I can find a default script that calls that function.
Look at the COM and COM*Talk quests and see if there are any useful solutions there to implement with xEdit that follow SKK's pattern. (It'll be script fragments though.)
Thank you, will do.
From watching one of Seddon's dialog videos it looks like scenes and phases can link backwards as well as forwards so I will explore that too.
Just to explain what I'm trying to achieve (on PS4). I want directional control of a Vertibird while the player is mounted on it. I've been able to select (travel) packages to run at take off, but I'm then unable to change the movement package before landing. I want to be able to switch between different packages to "steer".
Another angle I'm looking at is to see if I can find a default script that can run EvaluatePackage(). So far the ones I've found have undesired side effects like entering combat.
(As EvaluatePackage should allow me to re-evaluate any conditions, and so switch to a different package hopefully.)
I think it was you who explained that, in order to re-use script fragments on PS4, the mod must be made in xEdit, and thereafter it won't be possible to work on the mod in CK?
I have found another way to work with script fragments, which is as follows: leave them in place and never change the phase numbering or stage numbering of any of the phases or stages that contain fragments. Then you can add conditions to conditionally bypass the fragments or not. This allows different behaviour to be supported by the same quest, based on different values of the conditionals. It's clumsy but it can be made to work.
You can make it in the CK. We created the basic script fragments the quest wanted to recognize first and then switched them out with vanilla scripts with xEdit. Once you set the properties in xEdit, you cannot re-edit them in the CK because the CK will go wtf and update the script's formID.
Your other method sounds like a plan as well. I might give that a try sometime.
can someone help me
make sure your F4SE dll files are in the same directory as the Fallout4.exe file
Anyone have a recommendation for a Pipboy mod that works well in a big LO. Have 218MB left so size isn’t a problem.
And by Pipboy mod I mean one that alters the design of the Pipboy itself. I have Def_ui.
Pip Boy W.S.
Thank you
Np
@lucid minnow I've been using your "Spawn Settlers" mod on PS5 for a little while now, and I'm having a bit of a problem: Every time I spawn in a settler, I immediately go into the workshop menu and assign them to my current location, then I assign them to either tend crops, or resource gathering. But the problem is, everytime I leave the settlement for any amount of time, the spawned settler complety disappears. Also, the number of settlers goes down by 1 whenever they disappear, so it's like they're either just leaving the settlement, or being killed.
Any help would be greatly appreciated.
hello everyone, pc steam player here. I don't know if this is the right place to ask but..... I've been modding my fo4 for a very long time and it's 99% stable now, after many patches/fixes/merges via xedit and tons of time spent throu ini configs. I am around 550 mods + a bunch of loose retex file and the game doesnt ctd. "It just works".
Now, with Folon around the corner (same applies to the next-gen version), I wanna start messing around with a pristine install of the game. Can I have 2 different installs of the same game on my system, gog+steam? tx in advance
You can have 2 installs from steam but you have to hide one volume or the other. You can do GoG_Steam too.
Something else you can do is rename the parent directory of your current install, do a new install, and then either rename that as "fallout_vanilla" or whatever. As far as I know you can do this as many times as you want. I do this so I have an untouched vanilla install I can easily use for testing purposes without having to re-download everything.
Same.
I've done this in the past too.
Got a question for ps5 and Xbox s/X we got any good skin overhauls??
Skins of what?
PS5 does not allow for external assets; however, if you want new power paint jobs there is PAWA Power armored wasteland adventures by 3lric which adds many new paints.
Sadly, I'm unsure why this happens to some people. It doesn't happen to most based on people testing and reporting in back when it was first reported, but you're certainly not the only one for whom it's occurred. I haven't had anyone test disabling all other mods to see if there's a mod conflict, so let me know if you try that (assuming something baked into the save wouldn't cause the issue to persist, requiring a new save as well for thorough testing), but if it's not a mod conflict, I'm at a bit of a loss and you might be better served using an alternate settler-spawning mod (there are a few others that appear to work well).
i need help
my modded fallout 4 crashes on open
the code is https://pastebin.com/DduG8aR4
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’ve been playing with this 60 fps unlock mod for a while and I’m wondering would it be safe to disable/uninstall?
https://mods.bethesda.net/en/fallout4/mod-detail/4196217
I never disable or remove mods, but this one I feel is just an ini tweak and I’ve heard those can be safe to disable. Is that true?
I did a quick test by starting a new game with only the Spawn Settlers mod enabled. I spawned three settlers in Sanctuary, moved all three to Sanctuary, then ran straight to the Museum of Freedom. After quickly entering then exiting the museum, I fast traveled back to Sanctuary, and all three settlers were gone.
Thanks for the thorough testing; that's good to know (although I would've preferred that you discovered an easy mod conflict we could fix 😁).
Plugins are not safe to disable. If you were on PC, you probably could or comment out the setting on the file, but Xbox mods are pushed by plugins. Those are indexed by the save file in the order you have them (load order). Removing and adding them changes the load order.
Is Lima Detachment and Atlas Summit compatible with America Rising 2?
anyone know if theres a mod that makes vertibirds an option to provisioners
sorta like starfield cargo links
Also is there any creation club content that doesn't cause problems?
None of the creation club content causes issues unless you’re using mods that are not compatible.
You can patch the stuff yourself with xEdit or ask someone to patch it for you if you’re on Xbox and don’t have the Steam version of the game. There are porters here and several porting communities
Atlas Summit does, most of the Enclave mods are either compatible or has a patch.
The dev team for A Better World is proud to share the cabin tileset we are using within our world as a standalone mod! This will add unique pieces and props for your to use in your own settlements. Xbox version also available. Enjoy!
https://www.nexusmods.com/fallout4/mods/79074?tab=description
https://mods.bethesda.net/en/fallout4/mod-detail/4358389
perfect for longfellow's place!!! beatiful cozy cabins ❤️
i need help, so basically my game has a infinite pre loading screen like the main menu but without gui.
can someone make a list of the music and songs used in enclave national broadcast? i had rememebered one of the songs but cant find it anywheres. its a mod in fallout 4
Cool. Can the pip-boy and the games be imported to starfield?
{Xbox} Hey if any mod makers are willing to, could someone make the inside of gunners plaza into a settlement? I played through sim settlements 2 and thought using gunners plaza as a settlement would be cool. (Wasn’t a fan of the system SS2 used for it hence why I want a standalone version using normal workshop mechanics and building options). If anyone would be willing to make that into a mod for Xbox, please let me know. I’d be extremely grateful
Also, @lucid minnow could you release your ring of fear and ring of stealth mods for the Xbox? Maybe the settler spawn mod too if you are feeling generous. I’m sure you are probably very busy but I’d be eternally grateful for it
can uh anyone help me find the mod to make advanced robotics engineering mod possible to work? i know theres a mod to coinside alongside the mod to help it work for some reason i can not explain.
im confused on the mod that allows such a crafting station to work
i thaught i got my companion mod running and added some stuff, and now it's broken again and i do not get behind why. Fallout 4 modding is harsh lands... sight
feels like Dark Souls, one error and you can start over again...
Sure, I'll take a note to look at porting those next time I'm playing with the CK.
I initially didn't port Ring of Fear because not very many people downloaded it compared to my other mods, so I figured there wasn't much demand (I can relate; I had a bit of fun with it when I first created it, but it didn't make it into my permanent rotation).
Ring of Stealth works quite well at what it does, but Ring of Peace works just as well if you're trying to avoid a fight and also helps get you through various aggro bugs...but I guess if you want enemies to still fight each other, or to try to find/fight you in certain circumstances, it's still valid for those cases.
As for Spawn Settlers, I didn't port that as there are, as I understand, several established alternatives for Xbox that are more convenient. Let me know if that's not the case.
I can’t find any alternatives to spawn settlers. I looked around so I could use a mod to get settlers for my sim settlements 2 play through but found nothing. Also, I can tell you all my friends that play fallout are desperately wanting to see your ring of fear cos they think it’s dope. I agree. Nothing quite like putting it on and raiders running like hell. Makes sense too cos if I saw someone blow my friend up with a missile launcher the last thing I’d do is pull a pipe gun out, instead I’d run like hell lmao.
I saw that but the bugs of it turned me away. I’d rather my settlers have heads and it’s not very convenient to have to send them away and then send them back every time
I used the spawn settlers mod back when I played on ps4 hence why i would like it again
I don't think you must send them away, just assin them a home
Says I gotta send em. Plus I like having super mutant settlers
I don't think the heads disappear anymore too
borked mesh. Either you've got a borked weapon or a borked animation.
Take the weapon to a workshop, toss it on the ground, open workshop mode, and scrap it, then craft a new one and see if it happens again.
Yeah, looks like a busted or missing HKX file.
Or that was the issue in my experiences w a “blown up” weapon - missing HKX files when uploading to Bethesda.net.
Is there any mods that add all the building sets from 76 into fallout 4?
Try Snappy House Kit, it adds most of the FO4 building kits. Creative Clutter has some FO76 inspired pieces too. There’s also “better than 76 cabinets” and Modular Kitchen.
You’ll find all those on the Bethesda site. Search CrayonKit for everything but Snappy House Kit
There’s also a really nice cabin set that was just released.
Hey guys. Anyone know why the render window in the Fallout 4 creation kit looks blurry when looking at exterior cells? Seems to be related to turning on and off the sky, but can't figure it out or find out anything about it. It almost looks like it's rendering everything at a partial resolution, but not sure. Example video attached.
Anyone know of a mod that lets you wear apparel like that of F76? Not making armor invisible but actually putting apparel items over both armor and under armor.
Crafting76 on Xbox has that.
Oooo thank you, definitely will make my survival game more interesting.
Looks like it does on my machine. Keep in mind that is not the game. It only has the basics to give you a visual for object placement. You don’t need the sky enabled unless you’re working with weather, and it’s best to check everything in game for that.
Enable hot loading in your custom ini to keep the creation kit open and go in game to check without having to close every time.
(Hot loading only works if you’re not running the CK from an additional source, but it is hella useful.)
Ticking those both off, lights and sky, makes it a better, uglier, experience 😄
Hey, I need help with a problem after a fresh install; I'm using an Xbox Series X controller and when I'm the game menu, selection zips by so fast I can't slect anything. I've tried looking in the BethINI Pie, (no change), and even downloaded a mod to decelerate the the thumbstick, (also no change). Any thoughts? (PM Me as I've gotta get rdy for my daytime job) Thnx
You probably have uncapped the fps limits then?
If not, then hard to say as I don't use a controller..
If it isn't uncapped fps limits:
Make sure Steam is configured for controller. Settings > Controller > Enable Steam support for Xbox controllers. You may have to install the extended driver. My controller isn't the series X controller so I'm not sure. I cannot use a controller with F4SE installed. The thumbsticks go wonky and no longer work. There used to be a F4SE configuration for Steam but I haven't looked in so long that I wouldn't know where to tell you how to set up or download the config.
Guys know the super serum mod? it's not in English and it use to be
on bethesda but its not anymore
can someone port it into English?
guess not
If I remember seeing there is a mod on Bethesda itself called mutations 76 has all the serums from 76
I have an idea/request for a mod for the PS4 version of Fallout 4. If it's even possible to do on PS4, could someone create a mod that makes food and drink only restore health, hunger, and thirst OUTSIDE of combat? I feel like this would give stimpaks even more utility during combat since you could only use them to heal while you're fighting.
You and What Army - Holotape Controller Patch
Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4358684
Adds holotape to the Chemistry bench to allow users to control the spawns. Holotape contains menu option to fix Nuka World logic issues to turn off Minutemen hostility introduced with version 2.0.
Load Order Placement: install below You and What Army (Updated Version) ported by Sucide5612
Compatibility: For use with Sucide5612's port: mods.bethesda.net/en/fallout4/mod-detail/4260835
Search Keywords: drunk-turtle drunken-modding special-spork oddlittleturtle YAWA ugh.
Credits: Glitchfinder, ported by request of MA
Would anyone be able to port the updated version of this mod to xbox? Has open permission for console.https://www.nexusmods.com/fallout4/mods/57181
What's wrong with the version already there that it needs an update?
New variations and the mod author replaced the Feral Tank with a much better Feral Goliath.
Current version is causing crash issues with the maggot model. Let's wait for a better update from the MA first.
Ok, thank you.
My next mod will feature this 10mm Handgun styled to match Kremvhs Tooth
https://www.reddit.com/r/FalloutMods/comments/1b9zang/fo4_diamond_city_extended_and_diamond_city/
anyone know how to fix whatever is going on?
Hello, is there an modder here that can help me with an huge request? It's just replacers, I'm sorry if this isn't the propper place to do this, but i am new at this so I'm not really sure what I'm doing
For you Fusion Girl users out there that use Eli's Armour Compendium. https://www.nexusmods.com/fallout4/mods/79453
Is this ordering ok? I’m not good with modding
DEF_UI is for sorting mods but there is no room in your load order to fully sort your list in the HUD. If you get crashes at the Nuka World Transit with it installed, you may be able to mitigate with the CC Lookup Failed patch which has a newer version of the HUD (but still older than what we have now).
Quest Manipulation holotape is only for last resort salvage of an already borked save. And is just a bandaid. If you're just starting out, your quests are not borked. UFO4P fixes a lot.
You have three scrap mods enabled. Only use one scrap mod. Period. No exceptions. If it's made into a recipe, it disables the precombines if that object is referenced in another location at that other objects location. Since you've got Workshop Framework, use the scrap mod designed for it Raze the Settlements. That way there's no conflicts. If you're going to use Clean the Settlements REDUX, place above UFO4P, per the mod author's instructions (they used to be a part of my discord server but have retired from modding. This where they stated their load order instructions.) So that UFO4P can override a thing that the MA chose not to fix as it was too much effort. UFO4P already has it in it, so just place above.
Settler AI expansion does a lot. Save often if using and don't expect downtown to perform well.
No build limit conflicts with Workshop framework. If you want to use it, load it before Workshop Framework (I don't think you can so you'll need to remove it and start a new game)
preculled enabler needs to run from the bottom of the load order to override anything above and it isn't going to fix the disabled precombines from Some Assembly Required. Save often around the areas with power armor and expect fps drops, which may back up scripting for Workshop Framework. You'll also benefit from Previsibines Repair Pack, especially the corvega plant addon, since nothing of the Corvega Plant is precombined in vanilla, which is one of the reasons players have issues there.
Is there a way to modify Heather Casdin's body? Even the mod authors pics make her arms look anorexic. alien like....
If you’re using CBBE, you can use the body slide files to adjust them to your character’s chosen body if the arms are larger or simply fiddle with them on CBBE curvy in outfit studio. There are tutorials for doing so on numerous channels.
Do not upload the modified files or patch anywhere as that is not considered a compatibility patch. That is a personal preference patch for personal use only.
Does anybody know/have a modlist built upon The Midnight Ride modlist? I am looking to add more mods but I dont know where to begin with! Thanks
@humble yacht
Could this be of help to you?
Would but additionally the builders sets from fallout 76. We don't have the wooden building set on 04's base game. Nor the bricks. And to my knowledge you don't get the entire brick set. There is also the steel and vault building sets to consider.
Is there a way to see what sounds are being played ingame, trying to do a sound replace, but im having trouble finding the sound
The sound in question is the eject sound for the nuclear physict eject core perk, i found a sound called CoreEjectFire located at
Sound\FX\UI\PowerArmor\Battery
but trying in game doesnt seem to be anything, loaded the mod using Vortex, and it is saying it was deployed fine, but nothing, is this the right sound?
The name suggests the sounds supposed to play when you launch a fusion core from your power armor. Is that the sound your looking for?
Im assuming it is, but cant hear anything ingame, even with a sound swap
Anyone know a hud mod that works similarly to DEF_UI but is compatible with Crafting76? Upsettingly it seems that one aspect of Crafting76 which is the inventory categories doesn’t like it when the hud outside the inventory is changed by DEF_UI. I have nothing from DEF_UI that changes the inventory so I am upset that they don’t seem to want to work, and I hate the default hud with the giant icons everywhere. So if anyone knows the perfect mod that works with Crafting76 I’d be grateful.
DEF_UI has to update the HUDMenu.swf in order to work. It is a full overhaul of the UI to add new presets. It is the only mod of its nature available on Xbox since it does not require F4SE scripting to extend the UI.
Ah okay so that’s why. Would any other mods that do something similar be compatible with Crafting76?
Crafting76 is an overhaul of several systems. Only use one mod per system or there will be issues between the two mods.
BGS games have what's called a 'rule of one'. Some things can be overridden just fine; however, where the HUD is involved, it requires merging scripting from one mod to the other and atm there are only maybe three or four programmers who know Flash/AS3 language who are actively modding. Captain-cold-muddy (ChrisDVD) is the only author that I know of who specifically creates Flash programs/UI for Xbox.
Ah
When I can find more time, I can try and look into supporting DEF_UI XML files. The biggest issue is HUDMenu is very… uncooperative when it’s fully decompiled and then compiled back to SWF. There’s one other way around this and still support DEF_UI XML but it’s not ready to be talked about.
Understood, I was just asking since I’ve been using DEF_UI and found out about Crafting76 which is actually what I was really hoping to find. I literally uninstalled like 200mg+ of mods thanks to this one mod. But noticed I had the default hud in exchange for the extra tabs in the inventory. Just finding out how uncooperative DEF_UI is upsetting but understandable since not all devs talk or try to make their mods work well with others. I mainly just want a modification to the world hud so I don’t have the default massive icons all over. Like the ammo.
But all honesty I’ll give up DEF_UI in exchange for Crafting76. The fact that you loaded so much of what I had other mods for into one mod that was far better is what makes me happy. Especially since I unloaded so much excess mods. So looking forward to updates on the C76B
I’m glad you’re enjoying Crafting76. And to be fair to DEF_UI and its MA, that mod/framework came out long before C76 was even a thought. It’s not so much about MAs trying to outdo each other or lack of communication, it’s more that we have our individual visions for our respective mods. C76 is a rebellious overhaul mod though. It will reach the end goal by any means necessary.
boston
I'm surprised no one has made a mod of the Magnumnomicon from Winter of Atom to fallout 4 yet. This would be awesome to have.
I've played around with recreating it, it should be possible but the leftover reanimation spell effect from skyrim is broken. You'd have to do the reanimation effect in scripts. Again, possible, just a bit of a pain.
If only I knew how to mod and have a PC. 😔
I’m going to poke around in the creation kit later today, grabbed the extension off of nexus. Is there a way to generate or find an easy save to use in mod creation or testing?
That why I’m not using my character from my last run or having to create a new one etc
I suppose I could just grab a QuickStart mod and make my own clean save lol
On PlayStation, what mods can I use that won’t cause the nukaworld no dialogue glitch?
Not sure if it's a good idea to post a bug fix mod here, but since it's been a thing for 9 years I thought its best to share with as many players as possible.
It turns out there was a tiny bug where the 'none' color, assigned to the lipstick slot for female humans, had an alpha value of 1 instead of 0. I fixed this.
I changed the "Lip color" under the blemish options to have a "none" color by default (was Pale color before and added itself to presets) This is also a fix, as there was no "none" color option for the game to fall back on, this now allows that.
I also changed the default Brow to "average" this fixes any npcs replacers and look presets that didn't choose a brow option to look better. The default option was "Thin rounded" as the fallback option. This cause most npcs and presets to look undesirable if no brow option is defined. This originally took me 6 hours straight to figure out what was happening. Additional things were added after realizing them.
If I need advice to fix the mod login, would I be able to ask it here or should I ask in the fallout support channel?
here, if its specific with mods. if its logging into the creation club itself, then its support
you can coc places from the main menu, if you have MO2 set up, you can even set up a seperate modding profile and change the INI so it immediately cocs you and gives you whatever debug items you need
this is in my Fallout4Custom.ini, for example
[General]
sIntroSequence=
uMainMenuDelayBeforeAllowSkip=0
sStartingConsoleCommand=cl off; player.sexchange; bat batammo; coc Vault111Ext
Ok thanks. I posted it in the support channel too just in case. But I just keep having issues logging into Bethesda on the mod screen. It keeps saying “This operation could not be completed” even before I tried putting my info in and I have no idea why. Doesn’t let me log in at all
Ahh and I see it also keeps my saves separated nice. Only started using this a few weeks ago when I started a new NV run
Any mods that will not cause the no dialogue nukaworld glitch? On PlayStation
anyone know?
Check in xedit. I would also recommend mod organizer 2 if you're making mods, you can browse and see the data folder changes mods introduce.
For now, in xedit, find the perk, check it's key words and all that and look for anything sound related, then expand your search from there.
Make sure the file path is 100% correct
Hi all. The CK website is still showing as down for back end maintenance.
The guys from the Unofficial Elder Scrolls Pages made a clone for us a while back when the original was being spammed too much and Bethesda had to lock down editing: https://falloutck.uesp.net/wiki/Main_Page
Unfortunately the same thing seems to be happening at the clone. Several pages are currently overridden with spam.
would that still be fine with me actually playing mods too, im still fairly new to using and making mods so
bnot sure what is right for me
Vortex is fine, I used it for a while, but mo2 is a lot more easier to get you mods working and organized. It also have a lot of stuff like ini editors built into itself, load order sorters, I would look up a video to see tbh.
anyone else had an issue where in sim settlment 2, the holotape isnt spawnable by mcm or in world, and doesnt work when spawned in by console command'
stranger doesnt spawn and the magazine doesnt give materials either :/
All other mods are disabled
.
This isn't a place to talk about it. as Discussing Disciplinary Actions is against #rules
my fault, I typed and sent on accident
We cannot help you on our server. I would suggest contacting them via their site. Most companies have a contact me on it
but yeah its driving me insane, i tried it on a virgin install same issue as when i had my full modlist
im almost tempted to just wipe my computer and start from scratch
i think things are magically working now lmao
That doesn't help anyone. Post the whole crashlog if anything.
Don't use the older nac. Use the newer nac-X
To fill you in, Buffout 4 is trying to warn you that NAC has a flaw in it's plugin as it's missing settings in one of it's records that the engine isn't accounting for that will break things. The dev would have to fix the plugin manually to resolve it.
MikMet's suggestion is the one to take.
Tho, to be fair. Here's this
https://www.nexusmods.com/fallout4/mods/68667
Does NAC X have the same type of error, though
Not that I remember though.
I don't remember at least having to suffer from that with nacx.
Can I talk about my memory a bit more. 😄
I don't use either mod, so the issue never came up for me
it is caused by the preloader i was using, found a patch
now to figure out whats causing this
?
i used the ultimate immersion list as a guide but manually installed everything
with the newer versions
Fallui is the newer iteration of hud enhancements.
Not to mention that nac is surpassed by plenty of other weather mods.
Iirc, they even renewed the mod list a while ago. Never looked in to it though. But, old ass mods ngl.
any more modern guides?
nothing past 2022
Aand nexus just broke for me...
same here lol
I completely forgot. As I said the mods were old, I didn't mean that they're not working. And was just meaning to show alternatives that might take a while to find just browsing nexus.
Does anyone know if there's a mod on xbox that takes the Creation Club Enclave Combat Armor Paint and gives it to the Enclave Remnants from the Black Devil Creation Club?
New power armor mod just dropped! While I only helped with making the armor textured in multiple vanilla and custom paint jobs (full credits go to NotDaveorDaniel), I still pride myself in how the final product came out! This has been a collaboration for what is effectively Daves introduction to fallout 4 modding and its community so show the mod some love by checking it out :)
https://www.nexusmods.com/fallout4/mods/79727
any mods that give hp regen in combat?
Would anyone be able to port this mod to Xbox? It has open permission.
https://www.nexusmods.com/fallout4/mods/75955?tab=description
@wooden hemlock Thank you.
hello guys
Life giver third time select
Not a mod tho
Hello, if anyone can help me with a mod problem it would be much appreciated
Game CTD when i open it and i get this error in the crash log: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6A2409300 Fallout4.exe+0DB9300
ive concluded that the 2 letters after "fallout4.exe"+ are the mod index
but when i disable this mod
this happens?
can anyone please help!!!!
is this MO2?
if yes, backup you LO and plugin list (these two icons with a blue arrow and a disc)
and disable everything
keep buffout and other mods like that
if it keeps crashing despite this we will get like 3 conclutions so @ me when you do it
so we can assume it was one of your mods
now for the bad part
enable a group of mods and launch the game, if it crashes then you have isolated the issue to a small group
then repeat and if you (example) enable 10 mods and it starts crashing focus on that small group
i have 503 mods 💀
if you dont feel like remembering whats what you can create backups every test
up to you, i like doing 20-30 because it goes by quickly and its easier to isolate
or you can do it the other way around and disable 250 of them and see if it works, if yes disable another half and so on
thanks for the help!!
np
i finally narrowed it down to a mod called "clarity" still not sure why it was crashing my game tho 🤔
wtf is this?
textures popping in and out of existence???
I use the binary sytem. Disable half the mods. If that doesn't make the problem go away you know the problem is in the other half. Continue to divide the list by halves until you have arrived at the problem mod. This is a system we have been using since Morrowind and it is fast and efficient.
"mom my LOD broke"
i disabled scrap everything and now my lod is broken?
probably
open the options menu in the launcher and change the graphics settings
(i mean the preset for them so high, medium ultra so on)
and then change them back
ok
You broke precombines.
If you disabled mods and continued on the same save, it breaks things. Start a new game for each test.
i broke them, what can i do now to fix it?
Start a new game without the problematic mod.
Are you kidding me? im gonna have to lose my save, is there any other way?
There is no other way. The game is not designed to take removing mods into account.

not true, its no skyrim
Actually it is true. Neither game is designed to allow for the removal of mods on an existing save.
unless you are dealing with something that adds or removes effects or mods from that site you are more often than not completly safe removing stuff mid game
i have removed america rising 2 from my end game save and outside of the game being confused about my faction there were no issues after using resaver
i have just enough knowledge to know what you said isnt true while also knowing sometimes you just need to lie with stuff like that
Neither game is designed to allow for the removal of mods on an existing save. You just claimed that removing America Rising 2 from you game save "confused" it, causing you to have to run a third party tool. This supports the fact that neither of the games are designed to remove mods from an existing save.
Hi, first of all, I like to play Fallout 4 on the ps4 at the moment and often again. I used to play the classic Fallout on pc where it was released, then came to Fallout 3 on pvp.
My concern or rather problem is now with Fallout 4 on the ps4.
With the mods, I just thought a little better graphics and effect presentation is already nice and I picked out a few mods, it's not difficult for the ps4 with the small selection (compared to pc/xBox)! Of course, some were added such as weapons, construction inventory, etc.!
In my opinion, not excessively many (about 20).
After a while of playing, I have the problem that I can no longer save!
Could someone maybe help me or give me some advice???
Already in advance,
Thanks so much
- I ran resaver to get rid of orphaned scripts and such not because it broke afterwards
- Yes, the game got confused as to my faction of choice to enter the institute and as I was doing an institute run a single set stage fixed the issue
Can you descibe the game save issue more. Is the option in the UI greyed out, or does saving the game show in the UI, but do nothing?
I know what I said and I have enough mods and expirience to know you are wrong
What mods are you using? And are you in survival
If the answer to the second question is yes then that's intended behaviour to make the game saveable only when sleeping (and I think exit saves work too)
Hi, the problem is that an error message appears with every save operation (whether quick save, auto save, or normal save): "Save not possible. To continue using the current application, you must delete another application or video clip in the system memory that is larger than 0 Kb." I have already deleted old saves, screenshots, video clips, mods and even other games from the Ps4 and still have over 150GB of free space according to the system memory.
Does Playstation have any kind of cloud service for game saves? I have seen a similar message on PC Steam when my cloud gets full (not my local drive).
Okay, I have to turn on the ps4 and copy the list, it takes a moment
Oh
You ran out of space
On your ps4
Overshot this one definitely
I've already checked via steam and Google! And the advice carried out! If I play without mods, this message didn't come yet! Always only after I put mods on it! But I always have to delete all old game memories first! And if I have tried to save myself several times, I have the memory file of the game save in the loading folder, but I can no longer load it, so to speak an empty memory is created
???
Ah ok, had now sent you the list personally! Never mind, thanks anyway
In FO4:
- The power grid will corrupt if you remove a settlement mod or one that adds power. PRIDs refresh themselves and will return none if the mod is stripped. 2. Scripts are external and pause when you save or go to the menu.
(This is just two. There are several other things that happen.)
Removing a mod in the middle of the game strips the script from your save and when you return, they will resume their functions. If you had a script with registration, it continues to try to register perpetually.
In Skyrim:
Scripts do not have const properties and the script properties will not dump from memory when the script is no longer in use.
Both games:
Formlists will corrupt and return none. You can watch it in action as a visual indicator if you strip a workshop mod that injects to the menus.
It is my understanding that both games have PRIDs, which are unique to your game. The corruption is not as bad with Skyrim because there is not a power grid, but if you remove a mod while a mod added perk or enchantment is on the player, there is no way to remove it and the Magic script will produce runtime errors.
Skyrim makes heavy use of formlists
There is zero way to safely remove mods added to the story manager in either game.
Oh. Eyes disappear if you’re using an eye mod on either game without a way to add them back.
That was a creepy but hilarious experience
If you let something like Resaver go near your save, it's done. Toast. Cooked. That's one of the most dangerous tools for use on PC FO4 because it lulls you into a false sense of everything being fine, when it's not.
Hello, does anyone have the Black Bounty Killer’s Hat mod!? For some reason I’m unable to craft it in utility, and it says nothing about mod requirements… Ive disabled all mods excluding fo4 official patch mod and still nothing!? I’m finally getting back into the game and trying to make a gunslinger ch, But I can’t find many hat mods to complete the build… anyone have ideas or suggestions on a fix, or alt mod!? A dm or even Xbox msg to ninjakiller221 would be much appreciative!
XDDDDD
A placebo that gives comfort to the uninformed helps control mass hysteria ?
yall honestly sound like youve just clicked all options under clean, replaced your saves and wondered why its broken
xedit cannot be used because it allows you to confuse ARMA and ARMO
mod merging should not be used because it can break certain mods
esl plugins should not be used for the same reason
you should not play fallout 4 because it can fill up your hard drive with saves making you unable to boot
bro, everything is dangerous if you have no idea how to use it
i do know how to use it
and i do have enough expirience to know you are either straight up lying or you have no idea how the game works
or at least how resaver works
Nah man. You only think you know how to use it. The tool itself is inherently dangerous and WILL corrupt your saves. Nobody but you is trying to make this about anything else other than that.
Giving other people advice to use a dangerous tool only furthers the issue. It's not even placebo. It's like instead of medicine, the doctor substituted arsenic and now you wonder why you feel terrible all the time.
which is really funny considering giving placebo to people may result in working treatment
i have pulled much more dangerous stuff with my beth games and loosing a save over resaver is not even in the competition
It's your game, break it if you want, but that does not change the fact that the game is NOT built to handle removing mods fron an existing save. Advising others to follow you down a dangerous path is not cool.
my entire point is that in comparison to skyrim fallout 4 is sturdier to that kind of stuff than kevlar is to bullets
use the resaver kids, its easier than you think as long as you dont override existing saves, because you can always just go back
When the devs themselves say it doesn't support it, you should listen. It's their game, they know it best.
So it boils down to who you do believe? The devs, or someone who is literally saying they're wrong about their own game?
just because someone is a baker doesnt mean they know everything about baking
mind you you need to enable modding in f4 via an .ini edit because reasons unknown
Alright, let's stop the arguing and attacking on each other. Take it to DMs
fair
Hey anyone i am new on Pc and i buy fallout 4 but i want to play with mods have someone a good mod Collection or know some ?
dont use mod collections
people that put them together often gamble on mods that may or may not work
i suggest you follow the midnight ride guide and then see what intrests you
Hey guys I'm getting AR and should I instal AR1 and AR2 in the same save [america rising]
I think you need to re read America Rising 2’s description. It answers your question. I am not sure why you would want the same mod in your load order.
yeah i read the desc but i didnt read it throughly
anyone know of a xbox mod that changes the bullets from hitscan into real projectiles and doesnt cause bullets to bug out? ive used countless realistic bullet mods and all of them have this weird bug where when you shoot the gun near a wall or close to an enemy/obstacle the bullet will shoot towards the left or right as if you were facing that direction. to make it easier to understand just so we're clear because im not sure im explaining good enough, if im aiming straight and thats (lets call it) 0 degrees the bullet will shoot out at 90 or 270 degrees.
Do the mods that enable achievements actually work since I am not waiting for Bethesda to fix farharbor
anyone else had issues with the hud for sim settlments 2 being broken
That happens because HUD Framework isn't installed
Hud framework is installed, it’s at the top of my load order, I’ve deleted it and reinstalled it before to try to fix this
You might have something overwriting the .swf that it replaces then
Hmm, guess I’ll have to do this the hard way then
If you’re using DEF_UI, that could cause HUDFr to malfunction.
I don’t think I am, I’ll have to check when I’m back from the gym, I saw other people with this issue claiming they was the cause. Could my ultra wide screen ui mods be causing this?
Going off memory here, isn't the framework needing to be patched for such a setup, since it assumes 1080p sized displays (one of many curses of using .swf format files)
The HUD UI is 1280x720 default. So any Ultra-wide mods would require a new SWF or at minimum, a way to inject new widget coordinates. DEF_UI is a very popular solution for ultra-wide support.
Gotcha so get def_ui and then the patch
If you’re on PC, then FallUI is the go to.
FallUI even has hudframework support built in
FallUI should have built-in support for HUDFr though and DEF_UI.
Ok so uninstall my other UI for ultra wide and then install fallui
I’ll try it when I get back from the gym and see if that fixes it
Yeah, I’d start there - uninstall current UI and install FallUI. Then use the FallUI built-in HUD designer to your specific liking 👍
Yo do the mods that reactivate achievements work for xbox
Since I am a little doubtful about them
Reactivating achievements requires F4SE.
Game crashes immediately after startup and i get this error in the crashlog: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF617549300 Fallout4.exe+0DB9300. Crashlog: https://pastebin.com/XA3idfLB
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.
Might be a missing mod dependency or a delinquent master.. 🤔
I dont know anyone that uses it. This an an F4SE function to change the base form name. https://falloutck.uesp.net/wiki/SetName_-_Form
This is effectively like going in the CK and changing a Forms base display name. So it would change all (new) instances of that Form. I dont think it updates existing references(?).
I dont know, but these notes on the page seem relevant.
- For actors and object references, must be used on the base object.
- If calling on an actor, use a unique one.
So.. call it on a unique Actor's base object
i tried calling on the actors base it said setname isnt a fucntin
The base object function. https://falloutck.uesp.net/wiki/GetBaseObject_-_ObjectReference
All Form types have this function including objectrefs and actors. You either dont have F4SE installed, or the F4SE psc scripts are not in the proper place.
Post actual error messages if you have them.
You code appears to be perfectly valid. Your Will variable is a ActorBase type which directly extends Form. This is all well and good. Do other F4SE functions work?
In the base game installation, do you have a file called CreationKitCustom.ini or CreationKit.ini?
[Papyrus]
sCompileMode=Debug
sScriptSourceFolder = ".\Data\Scripts\Source\User"
sAdditionalImports ="$(source);.\Data\Scripts\Source\DLC06;.\Data\Scripts\Source\DLC05;.\Data\Scripts\Source\DLC04;.\Data\Scripts\Source\DLC03;.\Data\Scripts\Source\DLC02;.\Data\Scripts\Source\DLC01;.\Data\Scripts\Source\Base"
The above is the Papyrus ini section that is typical. The Data\Scripts\Source\User is where the working source folder is for user created scripts. Most people also install dependent source scripts such as the F4SE psc files here too. The F4SE psc files should be all put here..
Data\Scripts\Source\User\Form.pscData\Scripts\Source\User\F4SE.pscData\Scripts\Source\User\Actor.psc- etc etc
I am assuming too that mister is a declared string variable like this..
string mister = "Mister"
will.SetName(mister)
Just writing will.SetName(mister) is an error. You have to declare a string variable or pass a quoted string directly liek this will.SetName("Mr. Awersome")
i use mod manager to open up the ck so that might effect but when i put the pscs in the user file of my mod int he mod manger well let me show you with that framghent yu just uses
MO2?
yeah
How is the no fall damage from power armor applied? I was looking at EnchPA_Abilities and it has nothing about fall damage.
It’s a perk entry I believe.
Perk on the PA Frame or the PA Race. Either way, I’m around 79% sure it’s a perk entry - not at my computer so I can’t confirm.
Cool I'll look
and work together I think
I had a report that the CC AI power armor takes fall damage, I'm still testing
The AI NPC is not using the power armor furniture, the outfit equips the armor version. This means that scripts are not running on the NPC as it should, the PowerarmorFX script is never applied I think.
Oof
hi guys wondering what UMWP patches are for. maybe i missed something but i didnt see a mod under the UMWP (or ultimate modded weapon patch) so just curious as to what those patches are for (mainly for MW weapons) ... also im trying to get VAFs to work, it opens the game and sits on the loading screen if VAFs mod is enabled. I have tried moving it to the top of the load order, but no luck.
Can you provide a link to the mod in question?
If I install mods are achievements disabled until I disable them I on xbox series x
You can start a new save with no mods and achievements will not be disabled
Even after I enabled mods
Once you enable a mod you disable achievements
But like I disable mods and start a new save
An old save with disabled mods is just broken and will not give achievements
Will I be able to earn achievements on that save
Ok lemme restated my question
If I enable mods and make a new save with mods disabled will achievements
Be re-enable
Looking for beta tester for quest mod
If you enable and then disable mods and continue on the same save that save is irreparably broken. You can return to the save prior to installing all mods and then achievements will be reenabled.
Okie
Hm theirs legit no vanilla hair retexures or overhaul mods on xb that's.....disappointing
These are the only options that appear to work on Xbox. There's an issue with faces. https://mods.bethesda.net/en/fallout4/mod-detail/1905888
tried installing a mod through MO2 and this popped up
will this mess up my installation?
Hi, guys I was looking into downloading sim settlements 2, but does this mean that I have to uninstall sim settlements 1 or something else? I’m on Xbox console series X.
The scripting isn't compatible. If you have a save without the original installed and the scripting baked into it you can use that, but it isn't recommended if it's an ongoing save. https://wiki.simsettlements2.com/en/getting-started/faq
Answers to the most common questions about the mod
Hey guys, i'm struggling to find out what's the name of this green plant in order to change its materials/textures. Any help appreciated.
Are you using a green mod?
yes, many tbh, but i mostly installed them as loose and can't figure out which one this is. I'm not using mods that add trees or plants, just retex
All tree textures are found under Textures\Landscape\Trees. If that is from a green mod, they may have used prewar textures.
Unless the mod has added DLC objects to the commonwealth then those will be found under Textures\DLC04\Landscape\Plants, Textures\DLC03\Landscape\Plants, and Textures\DLC03\Landscape\Trees. Also look under Textures\Landscape\Plants in case it is not a tree but a shrub.
Tx for the help!
You're welcome. Good luck!
Thanks for the help unfortunately I can’t do this without starting a new game thanks anyway.
While this server is for Bethesda Game Studio games specifically, you can discuss Fallout New Vegas in #fallout-general-chat, #off-topic, #classic-mods, or #modding-general
then we got revive it
If I wanted to put my radio mod order do I have to still have conditions or no cause idk what to do to put it in order
Can you clarify? I don't understand what you are asking.
Radio scenes are laid out in phases just like every other quest scene in the game: phase 1, phase 2, etc. Check out the base game radio quests and set them up like that.
To update what song plays next and how the radio songs repeat or skip, you'll need to write scripts to move through what song plays next. To see how it's done, look at the base game scripts. Here are the ones to study from the Diamond City Radio Quest: RadioDiamondCityQuestScript, SF_RadioDiamondCityNewsScene_XX (where XX is Travis' Newscast Scene Phase FormID), TIF_RadioDiamondCity_xx (where XX is the info topic FormID), and SF_DiamondCityRadioMusicScen_xx (where XX is the music track scene phase FormID). Look at the actions on each phase.
UpdateRadio() on RadioDiamondCityQuestScript is the part that tracks the songs. You can reuse this script for your own ten songs if you do not wish to write your own quest script. Just fill in the song properties as needed. You'll have to write the ones on the phases and topic infos though.
So my radio is only playing 18/20 songs and I can’t figure out why
Idk if it’s my radio mod repeating before it can finish all the songs
Ah. Without knowing how you set it up, I'm not even sure how to assist.
One thing to check is the timer. See how long you have it set for and then up it to the amount you think might work best.
Or look at the scene loop and make sure it is in the correct spot and if your dialogue is checked to end at 18 instead of 20.
Sounds good
That's all I can think of. If it's not any of those, I got nothin. Maybe someone else would know though if those aren't the issues.
I appreciate the suggestions tho
I hope it helps or gives you a place to start looking. 🙂
Where would I find scene loop on my radio mod
"Combat Rifle Lore Fix Remesh - Redux" is now up! It now replaces the combat rifle receiver mesh with a more sleek BAR style receiver, comes in multiple variants based on the upgrades. Enjoy!
https://www.nexusmods.com/fallout4/mods/80122/
If you did not create one, you do not have it. I don't have the FO4 CK open atm so I'm not exactly sure how the radios are set up on which phase that is.
I’ll double check
So could there be multiple reasons why these two songs aren’t playing?
Wait you know how to make a radio mod or do you know someone who can help me?
I've set one up to see how it was done but I did not have the rights to the music to share and it's been years. I reversed engineered vanilla quests to implement it.
Oh
Still looking for beta testers for my fallout 4 quest mod involving the Silver Shroud, It's a fully voiced 1-2.5 hour quest mod where the player has the option (you can play it without acting as the shroud) to once again put on the mantle of the silver shroud. Has scripted boss fights and interesting interiors with multiple endings. Those who help get a credit upon release please post if you're interested.
Have you ever made a radio mod or no just wondering I’m just looking for some help with fixing the problem it’s playing 18/20 songs
I have a radio as the start of my mod but more advanced radios no
Dang
Self-promotion, sorry, heh.
https://www.nexusmods.com/fallout4/mods/80247/
Does anyone have VltRmResCorInHalfR01 & VltRmResCorInHalfL01 snapable for vault 88? Tried looking for a mod that contains these for vault 88 but haven't find one yet.
not sure, but nice video 👍🏻
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Could someone please make a mod for me that removes Swan(boss) from the game. And remove the APC next to Swan's Pond please. If the APC removal causes broken precombines then replace APC with a blank mesh. Would greatly appreciate if someone could do this for me 🙏
The problem is that because it's a precomb, you can't make any changes to it. Not even replacing it with a blank mesh. The game will just ignore it.
Damn that sucks. Possible to just remove Swan instead then?
why?
Probably possible to do that, but given how sensitive the game is to changing stuff like that, it would need to be done with some care.
I have a “guilty until proven innocent” mentality when it comes to new mods, meaning I don’t use them until I am sure they won’t break quests or other mods. I do use them on my main save, it’s just the new playthroughs where I haven’t yet completed all the quests.
I am saying this because a new mod called “Attack of the Lobotomites” recently came out and I want to try it this weekend (I only allow myself to play video games on weekends now).
It looks fun. I don’t currently have time. Maybe in a few weeks
Cheat terminal doesn't seem to work the one giggs uploaded
I was in nuka world overworld if that affects the holotape bring added
On ps4 btw
It seems Giggs1435 doesn't have it posted on here tho
Anyone else tried the updated cheat terminal mod yet?
the pc version has been avaible almost since launch and works flawlessly
i use it for testing mods all the time
Does anybody know how I could possibly view the damage and fire rate values of the various settlement turrets? I don't know what to look for in the creation kit. Or if anyone knows the actual damage and fire rate values of the machine gun, heavy machine gun, laser, and heavy laser turrets that would also be helpful.
The base information is available on the individual forms. But the actual damage applied in-game varies due several different factors; such as Perks, MGEFs, etc.
Lol the ps version giggs posted already got deleted from the mods listings
That mod must be really despised for some reason
I'm glad i didn't try to keep it on my load order
ok so i need some help
Ive decided i want to start modding, but i cant use the creation kit bc i have fallout 4 on the xbox app (PC) and you apparently can only get the creation kit through steam now, so if anyone could help here, i would be greatful
You would need the PC version of the game regardless if you want to mod it.
Can’t exactly make mods for the game if you don’t have the game as you need the Fallout4.esm file as a base for your own plugin (esp)
I have it on the PC
again, Xbox App for PC
Ah, sorry, must have missed that part.
Yeah, the CK is indeed steam only and there doesn’t seem to be a simple way to get it to work on Xbox app.
You could always try a program called xEdit, it’s available on nexus however its user interface is much more text based than graphical so creating things like houses and placing furniture could be very tedious.
Another option of course is to get the steam version, it tends to be on discount often but I do understand also how annoying it is to buy the same game multiple times.
ive spent more than likely about 150 dollars on fallout 4 and i really dont want to spend another 60 bucks for the game again, i really wish bethesda would actually be helpful here but nah, wheres the fun in that
I get your frustration, I really do. Personally, I preferred it when the CK was available on their website instead of steam and I think they should have kept it that way even after coming up with their own launcher and even after moving to steam permanently.
It would have solved a lot of these issues.
idk why they decided to do that, it made more sense to keep it on their page
instead of putting it on steam i mean
What is the fix for when I need to get to Far Harbor for the first time, but I can't get to the Nakano Residence due to an invisible wall?
do you own the DLC?
yes
are you on the coast?
obviously
hmm, uninstall and reinstall the DLC or just clear your cache for the game
If you are using mods and can’t get to the house from any angle at all, you could potentially have a mod that restores the old world borders.
If you aren’t using any mods I would recommend clean installing the game to restore it.
if your on PC i would also recommend doing a verification of integrity of the game files
Yup, that can work too
often times bugs like this are from something not installing right so yea
the beginning of the DLC if i am correct is it ripping a hole in the world border and adjusting it to allow northern travel along the coast
but if it didnt install right or a mod is locking it down, then i would check both of those options
although i doubt someone made a mod that closes the borders up, maybe the border removal mod messed it up or smth but idk
so you make mods? what kind of mods do you make?
quest, firearms, levels, etc
Mostly paints, for power armor and weapons. I recreate a lot of stuff from 76 to fallout 4 and I do all the CK background work for NewerMind43. Together we make new armor and power armor.
ah, ive been looking for a weapons author to give a list of recommendations to, but i couldnt find any so i tried making my own
It’s challenging to find anyone who takes requests. Many mod authors have the mentality that they create what they want to create, rightfully so of course.
It’s a better option to learn these things yourself. Plus it’s a lot of fun once you get the hang of it.
just a pain in the neck when you own the game on the wrong platform lol
if you want to hear what i had in mind i would happily tell you in dms (Its a long list and im not about to post a text wall in a server with a bunch of people lol)
Yeah, sadly so.
Sadly I wouldn’t be much help on the weapons so I don’t think discussing them with me would help.
I just think someone else would be much more useful.
nah, i was just curious if you wanted to know what i had in mind, see if you thought it would fit or not
Fallout: Cascadia is an upcoming total conversion mod for Fallout 4 on PC.
This spring, we'd like to share some progress with you. A lot of work has been done in the years since our last showcase videos, and we couldn't be more excited for you to see what we have in store.
Fallout: Cascadia is an experience that aims to bring the Fallout exper...
I suppose I could always listen and give my opinion, though in a game focused on sci-fi and guns it’s hard to go wrong.
So, could I get some help with my load order for Fallout 4?
First time I've really gone into it seriously, 1.6 GB of mods here
Unofficial Fallout 4 Patch AWKCR v4.02 All DLC Settlement Electricity Overhaul Scrap Everything Ultimate Edition No More Rusted Pipe Rifles Fallout 3 10mm SMG Militarized Minutemen w/ Leveled Lists Classic Combat Armour AWKCR Universal Missing Menus Wastwland Melody's Chinese Assault Rifle Settlement Limits Slashed Bullet Time Everyone's Best Friend Cheat Terminal Pre-Walled Settlements K-9 Harness Workshop Turret Pack Icebreaker Settlements Dialogue Overhaul Hunting Revolver and Ranger Sequoia Far Harbor Version Restoring The Castle Quest Minutemen Propaganda Posters Minutemen T51 T60 XO1 Paint Job Minutemen Morale Pack Settlement Objects Expansion Pack All DLC Goodneighbor Daisy's Library Sarajiel's Weightless Junk Everyone's Best Friend UF04P Compatibility Patch Better Companions All In One Who's The General Minutemen Quest Cleanup Thing's M4A1 Thing's Glock Functional Sanctuary Bridge NoRespawned Repaired + Cleaned Sanctuary Homes Place Anywhere Armorsmith Extended v3.02 Full Plenty 'o' Exploration Better Stores Simply Louder Weapons and Guns Crowded Commonwealth New Locations DLC Creatures In The Commonwealth You And What Army More Minutemen Patrols Better Settlers Laser Rifle Improvements Clarity A Visual Overhaul Diamond City Expanded
How do I best organize these?
Replace Settlement Electricity Overhaul with the fixed version. The original can corrupt the power grid. https://mods.bethesda.net/en/fallout4/mod-detail/4349572 (there’s a PC and PS version. Link is just what I have bookmarked)
If you want to sort using categories, here’s the list. You can find a spreadsheet template at that address as well: https://oddlittleturtle.com/load-order-framework
You’ll need Everyone’s Best Friend UFO4P Patch: https://mods.bethesda.net/en/fallout4/mod-detail/4326782
There should be one on Nexus if you need the PC copy or you can download my BA2s with the source code from my discord.
You’ll need a patch for Armorsmith and AWKCR to make them compatible with the current version of the game or switch over to the ECO series and remove any mods dependent upon AWKCR and Armorsmith.
You’ll also need to find a patch that unbreaks Gambit’s PA update if that’s Gambit’s version of AWKCR. Power Armor Wasteland Adventures (PAWA) has a compatibility patch between the two that fixes the issue. If you’re interested. https://mods.bethesda.net/en/fallout4/mod-detail/4057065 (there is no PC version. 3lric is a console only mod author)
On PC: snag Previsibines Repair Pack and see if any of those world edits you’ve got listed have patches. Some disable the precombines. On Xbox, you’ll probably want to cull. Also add PRP at the end, especially the one for Corvega/Lexington. The area is bugfixed. It was never pre combined properly in vanilla
I worked on an addon expansion for the very popular Black Widow mod. Added more customization options as well as additional attachments for the Widow Shotgun.
https://www.nexusmods.com/fallout4/mods/80510
Just now seen the cheat terminal mod got reupped on ps4 listing but after download it didn't put the tape into my inventory, is it broken again?
I'm guessing none of the new creations will be voiced ?
The Cheat Terminal will not add to your player without scripts. PlayStation cannot have new scripts and there is no default injection. I’m not sure why it was ported since the mod is literally all new scripts.
The only way to port it is to remove the BA2 archive. Without those, the mod is useless.
It does have a buildable terminal, but again, without the scripts, it is useless
So the only thing it likely adds is it's own terminal in the build side of the game
Is that what u meant?
https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates " as well as fixes to Creation Kit " ??!! Like what?
Opening multiple instances is no longer possible since the move to Steam, the material editor is directed to the incorrect port and has been borked for years, lip file generation has been borked for years. And there’s a bug when generating precombines. Not to mention PC copy of Far Harbor is different than consoles.
It really needs multiple master support for version control for GoTY mods that require all DLCs, but I only know a handful of people who use it.
There’s also an issue with story manager with multiple masters running. Glitchfinder made a framework to fix it.
No idea if that’s what’s in the update though but those would be nice to haves.
Yes
It adds all the duplicates for the cheats and a terminal in workshop mode that does nothing since there are no assets for it to use. I have no idea why anyone would port it since Sony prohibits upload of assets and you need those for it to work.
Huh could've sworn i responded to that
Anyway i guess giggs is wasting our time trying to promote the mod then
we have to wait to more patch details, special the creation kits fixes gets my attention here, too
Oh cool!
Hell yeah
You'll need to configure your directory properly. Vortex needs to be able to write and access things.
Here's the documentation. Check the troubleshooting section and the setup. You may have missed a step when granting access: https://modding.wiki/en/vortex
Doubt it, everything else was fine
Same thing or 2 different things?
2 different things. Skyrim = Creations; Fallout 4 = Mods. The reason being Fallout 4 “Creations” has not been officially announced or confirmed.
Ok. I’d ask on Vortex forums then.
Since there is no Fallout 4 Suggestion Channel and after reading some News that "in the games they could not visit the past!". I hope it is allowed to post my idee here:
My game ideas for this (Fallout 5?):
Traveling back in time?
Yes, that is possible. But only as an illusion. Do you remember the "dream/mind sequence" in the game? Something like that. Why not use some VR illusion in Fallout 4? So you can explore the past from the now. Just the problem of making it all palatable for the player.
A) A suitable holotape has to be found. Maybe you come across a kind of time capsule. A container that holds things from 100 years ago or before the war. These typical time capsules
B) Good Neighborhood is the key to this (see also part of the main quest)
C) Why should we look into this past with the help of the holotapes? Forgotten passwords? Important information? Where is something buried deep in the ground that can be found with the help of old recordings from before the war? Perhaps a long-lost and buried entrance to a vault? A hidden entrance to a secret government bunker?
D) What can you gain from it? Loot maybe, if you find this vault again. Because it's all from long-forgotten times. Or it's knowledge. Maybe you need this trip to decrypt a Vault-tec cyberware. A circuit diagram? The prototype to keep some Vault running? Because you no longer have the right high-tech tools (water chip)? I'll leave that to someone else who knows 🙂
E) We could also find a holotape of a spy. Where we see, hear and maybe feel everything from the perspective of the "cyber-eye camera". Not quite like Braindance from CP2077 but a similar idea behind it in the Fallout 4 universe
1/2
F) And we don't have to walk queerly through Commonwealth. We could find this person or the holotape in Vault 111. One of the people in the cooling chambers could be this person. But it could also be a secret bunker in Vault 111. We stumble across one during the main quest. Or there are still some people in the chambers at the start. You just need a manual override key for it, et voila!
G) But if you want a suit for it instead of these holodive capsules (Good Neighborhood). You can use a converted power armor skeleton with lots of cables and hoses attached to it. So that everything feels real in this VR world
H) Need of an Loading Screen for in and out? We could reuse the old The Time Machine (1960 film) Movie. When he enter his Machine and all around him change because of Time. Perhaps old Veterans known this old Film.
I) If you want an Low Budget solution? Let it be an old Soldier Ghoul, inside an Buried Armor that run out of Energy and he stuck since them inside and Radiation done the Rest and he still remembers the stuff you need for the Quest. Perhaps one of the Brotherhood Ancestors and that explain why the present Members hate Ghouls. But that takes all the fun out of this.
p.s. a female companion named Ivy has such a similar VR quest built in. So with the right idea and skill, it's certainly doable. But I don't have the skill to create/build it
If a modder wants to take up this idea, go ahead! Hey Todd are you writing along? joke
2/2
End of Line
you could call this quest "Manhattan Project - back to the Past"
Of course you are going to make goofy stuff
Seska, I have a mod that is pretty much a copy of Pre-war Sanctuary Hills that has been modified with a barrier around it. There is an underground bunker you visit and inside is an experimental machine that takes the player into a parallels dimension. In this dimension Sanctuary Hills has pre-war people (pretty much a copy of the neighbors in pre-war) and in this world they saw the end coming a few years ahead and build a barrier around Sanctuary Hills to protect it. And everything outside of it is extremely radiated. You stand really close to the wall and pip boy starts making that radiation sound. Never released it was planning on going back to finish it but never did.
another gub
AtomicTexan, if you got some ideas from this and want to include it, your free to use it for yourself. I like to Share because I am one of these "Cathedral" Faction 🙂. Have Fun and good Luck!
I know, bro)
It's like Bren, but not Bren
Here's the bren style if you wanted to see that
And there will be munitions patch
maybe
Most of the weapons I make don't really have any stats or such decided yet, just the core idea of what role it should take on in combat
Like this one being a missile launcher but I don't know how it would be different from the vanilla variant
im looking for an assault rifle mod that replaces the default model of the assault rifle to some thing that resembles a real gun
or atleast a fix to the design basically a reskin
Possibly this:
https://www.nexusmods.com/fallout4/mods/64725
It's based off of real life weapon parts
i cant find it in the mod menu
what mod menu? ingame?
yes the in game mod menu
I mean
thier was one for the g3 assault rifle however i dont know if that ones a replacement or reskin
you're limiting yourself a lot by not using a mod manager to download mods from other sites like nexus
This? It's a standalone
https://mods.bethesda.net/en/fallout4/mod-detail/2128925
what is a standalone?
It means it's a separate weapon from any that are already in the game
Simply put, it's an added weapon instead of a replacer or remesh
well ..... do you know one thats a remesh thats not on nexus
Nope
Nexus is probably the biggest source of mods you can get, I seriously recommend you download a mod manager (like mod organizer 2) and use that to install and use mods from online
The ingame modding menu is just too limited and a lot of mods aren't even available there
It's the only option for Xbox players.
also Bethesdas Mod Shop
Is there a way to fix the bug that prevents access to either the Nakano residence to start Far Harbor, or getting to the Nuka World visitor's center to start Nuka World WITHOUT verifying the files that breaks the game? I'm on PC, level 24......
Is it safe to start a modded playthrough on PC today knowing that a update may be possibly coming within the next few days?
Personal opinion use a Wabbajack list for now bc it will get you started quick without wasting much time in modding it by hand bc it's all gone break when the update drops
bet, ty!
That what I do when I wanted a modded Skyrim but having modding burnout. It gets me in the game quick and I can tweak it when I'm back in the mood for it
Anyone know if the Ghoul's outfit (from the show) is available or is in the process of being made?
Can anyone care to explain how to add mods to your game, I found a few I want and added them to library on Bethesda.net but can’t figure out how to download to game…
Did you try using the in-game mod browser?
It logs me in and then says no content found
Hey Devs. Get with the Fallon guys and gals and talk to them about FO London. They deserve the attention.
You should see something like this where you can download mods in-game. Im not sure what the problem might be.
Yeah, just figured out you have to go to main menu
Bout to start playing the game for the first time, I have the GOTY edition. what mods would everyone reccomend
Choosing mods its a very personal thing. You will never hear the same answer twice. Since this is your first time, Im sure you have seen cool mods before that prompted you to try it out. What kind of mods have caught your attention?
I have a question I've got a fresh fallout 4 on PC that are just got because of the sale on steam and I'm looking to mod it cuz I've only had experience with Xbox mods for a while should I wait for The update on April 25th or should I start a playthrough now with outdated mods and just update later and if I should start some now any mod lists or mods that anyone suggests
For reference I have a medium tier PC it's not high-end but it's not low end
Hey, anyone have any recommendations for lightweight UI mods on Xbox?
whats better steam or epic games for moding fallout 4?
Was it crashing before or after adding mods? If so where and was the crash repeatable? If with mods, same question? Where was the crash and was it repeatable?
(A crash is where the game returns you to the desktop. A freeze is where the game stops responding and you have to manually reboot the game.)
Recommend a clean slate. Start fresh, delete all saves, delete all mods, and use a Guide like the Midnight ride. Once you get a feel for how things work with a modded set up, and play at least one full game, customize a new character with mods you’ve chosen outside the guide. If you’ve never played the game without mods, recommend one full game before adding mods so you can enjoy the game unmodded and know what to expect with the plot as well as just the vanilla stuff, such as weapons and art style. It’s a great game without mods.
Modding rules:
-
do not uninstall mods on the same character and continue the game. It is not supported. Crashes and other unexpected behaviors can occur. If you don’t like a mod, start a new character without the mod installed or go back to a point prior to installation.
-
The game has what is called the Rule of One. Do not add mods that do the same thing or touch the same records until you know how to create your own compatibility patches.
-
adding mods with persistence or attempts to change a persistent reference/object during an ongoing save is a bad modding practice and can lead to unexpected behaviors including crashing
-
you do not need every animation and weapon mod there is. No. You do not.
Does anyone know how to get rid of wall splatter in the creation kit? I don't see any blue arrows when I show markers. and If I move the wall the splatter stays where it was so it's a splatter object and when I search for grim/splatter in the cell object window nothing shows up.
If you don’t see the markers, hit the M key on your keyboard. If the marker has been converted to a decal primitive move the primitive to a new layer and click the eye to turn it off in the render window.
View > Layers will bring up the Layers Window Dialogue.
You’ll need to create a new layer.
Keep in mind that deleting vanilla references will create crashes for players if they use two or more mods modifying the same location.
So I made a heightmap lod recently but some of the far away textures are purple hue, how do i deal with that?
@zinc hare I see all the other markers, I viewed the layers and hit the eye on all of them none of them hide the grim/splatter other than the top layer that hides the walls/floors/etc.. I wonder if they are not really there but just showing up in the CK
question about cbbe
is there a way to have the character model i made be independant to my character, kinda weird seeing clones of the preset around the world
Hello everyone !
Huge problem...
During the Cytoyan Model Quest (DLC) I build the supervisor's office. However when I build it nothing happens. No pursuit, the supervisor doesn't move...
How to do it please?🙏
I need help with Fallout 4 including mods please I'm trying to play the game so bad for the last 2 years and it's always crashing so if somebody can upon and help me out because my English is not good I will be welcome please
Hey, is this update going to cause problems with mods at all? Was thinking to start playing after the update on the 25th but...
They've already mentioned it is expected to break the current version of the Script extender, thus breaking every mod that requires the FO4 Script Extender. My suggestion is to turn off the auto update in steam for FO4....at least, if you want to keep playing Fallout. If you start AFTER the update, you'll have to wait until the FO4SE team releases the newest version.
Ok but i can't,i don't have this possibility...
Hi, can anyone point me to a guide for fo4 texture compression? Does the game use the very same formats as Skyrim ? (E.g. bc7 for most textures?)
But i also wanted to ask, Lets say i wait for the newer FOS4E that will eventually get updated, will all the mods or most of them also need to be updated as well or just the script extender? If its a lot of mods that need to be also updated i am questioning if i even want Steam to update mt Fallout4. Any advice?
The normal maps are different and the channels are inverted for them. Shiny is done on the specular map instead of the alpha on the normal.
As far as compression goes, compress from a TGA or PNG for best results to keep color loss to a minimum. (The 3DS Max exporter is set up to convert from TGA if you have everything set up in the settings correctly if you’re making meshes there.)
I think texel density is the same with both games but someone else will have to confirm. (Should be industry standard 256/2k, but I’m not sure. Armors across both games are 2k).
Compress as linear, not sRGB
Color/diffuse = BC1
Color/diffuse with alpha = BC3
Color/Diffuse skin = BC7
Normal map = BC5 (It will be yellow not purple on export. Use Intel Tools photoshop plugin so the channels are inverted correctly.)
Specular = same settings in Intel tools as normal map (wrong export will either give super shine or super matte when the light hits it. God rays will make your texture look bork if the spec map is wonky)
Here's how you set up everything for Fallout 4: https://youtu.be/3cDJ0Rk7hC0?si=Ko9Q_wognNFMiLHV
In this first Tools lesson, kinggath touches a variety of small topics, including explaining how to properly export custom textures, configure material files, setup Nifskope to display textures, extract Bethesda's files for easy access, and how to setup a variety of third party tools to make modding easier.
Beneficial To Know:
::: From CK 105...
perhaps with the Patch, some tutorials need to be adapted. Depends how many fixes love they gave their Creation Kit
until now i needed to use the old 32bit creation Kit for Lips. all other solutions did not work for me
and please, dear Bethesda. Give the FO4 64bit creation kit all tools it's needed. i had to collect stuff from Skyrim CK and FO4. to make my stuff work
Awesome, thank you!
Is there a list anywhere of mods to avoid that are known to be problematic?
What do the numbers under the AIDT - AI Data/unknown mean?
Example: Nick Valentine
AIDT - AI Data
|
- Unknown - C2 75 BE
I'd imagine that each 2 characters in the sequence correspond to something, but I can't figure out what.
Any information is much appreciated!
Easier to do AI data in the Creation Kit. If it's unknown, the people of xEdit don't know either.
Can anyone give me some recommendations for visual mods for xbox which don't affect the story for first time players
Playing on a series x btw
Playing vanilla is recommended for first time players so you know what you want to change.
The game looks fine without any visual modifications.
Especially if you include the hi-res pack.
@grand peak I personally am going to download the new patch and try to get my mods working on it. the .INI mods should work, but I would expect my texture optimization patch to break.
Given that the game is over 60 GB and Xbox only has 2GB, it’s really hard to fit visuals on Xbox anyhow. You’ve gotta shrink them down to where it looks 8 bit and gross.
Are there any mods that make radiant quests more localised? So that farmers aren't sending me halfway across the map?
More localized I mean
Nah, thats the only one I can find and I use it. If you find one, lmk. Otherwise it would take one heck of a modder to make that happen just because of a pet peeve.
https://www.nexusmods.com/fallout4/mods/74107?tab=description this one sounds like what I'm looking for
Here is it on Xbox: https://mods.bethesda.net/en/fallout4/mod-detail/4346859
Hey quick question for the more experienced modders is wabbajack worth installing with Nexus or should I just rock with Nexus
Cuz currently I'm using Nexus and vortex but I haven't modded my fallout 4 cuz I'm waiting for the next gen update
There are also mods on Bethesda.net that you can download easily from the in-game mod menu as well.
Why is there only 2 gbs for mods
I'm on PC
XBox? It's their filesystemlimit i think
anyone know any good mod packs or mod lists for fallout4 vr
Why can fallout only install 2 gb of mods but Skyrim can install 5
From some quick google fu apparently it's not up to Bethesda how much gets reserved for modding, it's at the discretion of Microsoft/sony
Hello everyone
I have a (possibly stupid ) question and I hope, I'm at the right place
so I wanted to get into fallout modding and got the creation kit but stupidly I closed the render window and now I cant reopen it.
I googled it but didn't find any answers only "I fixed it" :/
anyway Thanks in advance
You cant close the render window. Its behind another window, or off screen.
You can try deleting this file (...\Fallout 4\CreationKitPrefs.ini) to possibly reset the window size and position.
The CreationKitPrefs.ini file is not usually edited. You should put your custom CK ini settings in this file ...\Fallout 4\CreationKitCustom.ini
But in this case for the window position, try deleting this file if it exists.
@ ...\Fallout 4\CreationKitPrefs.ini
If you want to surgically reset the Render Window position, then you can try just deleting these settings, whatever their values may be.
Render Window X=1928
Render Window Y=144
Render Window W=377
Render Window H=264
Thank you will try this later since I have an appointment soon I straight up forgot. still Thank you
Where can i download this pack?
Is there any military or swat armor mods that looks good really good for xbox?
Guys do any of yall know a good automatron mod?
It's free on Steam. Not sure how consoles go about getting it but it should be free there too.
Console doesn't have this pack
Hmm. Didn't know that. Maybe consoles will get it as part of the next-gen update then. It's huge, but IMO worth it.
I've been told you CAN get it if you have an X. Maybe that's the only one it's currently available on?
Hey does anyone know a weapon pack I can download off here
So recently I just got back into modding Fallout 4 with my new PC set up, now initially everything was going great up until for whatever reason my game kept crashing in the middle of the Bethesda logo and in those Vault-Tec shorts. I thought "Oh, one of the mods I've just downloaded must've had an error to my game, guess I'll uninstall it for now or install a patch if any."
So I started disabling some mods, uninstalling the mod I thought was causing the problem, rebooted the game and see that it was working again, and went back to enabling the other mods. Same thing happened before. Confused I looked at all my mods and installed every patch I could that fits into my load order, and I guarantee that there shouldn't be nothing wrong; game still crashes on logo.
I then suddenly remembered something, now I'm unsure if this was or is a thing or that it was fixed via official update or if there's a mod that I don't know about, but doesn't the Creation Club content also get added into the plug-in limit? Meaning that original 250 mod plug limit is now reduced by the amount of Creation Club content that you have installed?
I tried downloading a cheat menu mod on ps4 it’s supposed to put a holo chip in my inventory but it never shows up even if I do the reset instructions
I have got a X and can't find it anywhere
I don't think that mod can work on SP4, as it is made of new scripts that can not be uploaded to Bethesda.net
Cheat room mod can work tho, as I've used it before on ps4
Hey. Dose anyone know how to fix the issues in America rising 2 mod?
Cause the vault 111 door won't open
If I'm allowed to ask that here
Try to delete n redownload
excuse me im downloading fallout 4 and wanted to know what are some needed mods
You don't NEED any mods to play the game. What flavor of mods you want is only known to you.
tried it its still a bit buggy but ill work on it later
scrap everything breaks precombines, a notorious bug that will cause you to throw away your save with everything in it unless you know how to use CK and how to fix precombines in everything one by one
do. not. use. scrap. everything.
whats the point of asking for help if you dont care about advice
Yall know any automatron mod on xbox that good?
wonder if theres any decent mods on xbox that allow me to wear armour peices over outfits?
Will the new creation club content for Fallout 4 come to PS4?
3 texture sets (1 for the hat, 1 for the backpack, 1 for the suit) 23k tris total.
This is a collection of remakes i made that, in my opinion, goes well together. so i present them as this collection. The backpack and the hat are from FO:76 remade from scratch. Robco Suit is from FO:New Vegas. Created several hard surface stamps for this in Subs...
I would like to install one of the mods for 21:9 monitor support for Fallout76, without this it is impossible to play the game comfortably with my setup. Here my question from where I can download Falloyt4 Creation Kit ?
This wiki is currently down for backend maintenance: "This wiki is currently down for backend maintenance."
On the 25th, the update will have 21:9 monitor support, no need for a mod.
the creation kit is on Steam
thank you immensely! I've heard about an update for Fallout4, but from what you write there will be one for Fallout76 as well? Does Creation Kit from Steam also work for the version from the MS Store?
The Creation Kit is a free downloadable editor that allows you to create mods for Fallout 4 and then share them with other players across Bethesda.net. It's the same tool that we use to create the game and we're putting the power to create new content in your hands - new quests, environments, characters, dialogue, weapons, and more.
No, you need the steam copy
I don't think 76 will get that 21:9 yet
Thank You for help!
could anyone help me rq?
what are good QoL mods for a first fo4 playthrough?
?
What do you consider QoL and what do you consider 'good'? Mods are personal choices.
More information. Hard to help without elaboration.
a mod that doesnt overhaul the entire game, something that makes the game a lot more enjoyable and that doesnt make it stray too far from vanilla
That still isn't enough info. What is that needs QoL? The game is very enjoyable with and without mods. Mods only enhance what's already there.
Have you done a search on the website? There are 5k Gameplay enhancements for all platforms alone and 2k 'Immersion' enhancements for all platforms: https://mods.bethesda.net/en/fallout4?category=Gameplay&category=Immersion&number_results=20&order=desc&page=1&platform=&product=fallout4&sort=published&text=
So, what is it you're wanting?
A Vanilla+ experience?
i just set up a leveled list injection script and it works perfectly but my only issue is that the weapon's name appears as "default" in vendor menus. In my inventory or when it's crafted it says the name "Buckshot Revolver" but in there it appeared as "Default". My first thought is that its maybe an issue with instance naming but i haven't found anything out of place yet
