#fallout-4-mods
1 messages · Page 35 of 1
Always fixes itself when I reboot the app but notice it a few times
Yea yea I figured when CC acts up it’s on their end and not my mods kk
If it still acts up yea next guess is prolly the weather or TLS mods
Last resort: first get them all sorted into those buckets I mentioned. Then disable everything. Then we reactivate them a few at a time
Is buckets like little sections were things are matched and organized to their respective things in load order? like faction stuff to that, and creatures to etc
Yes, the buckets I mentioned, in that order. Not only does it reduce potential problems, but it also makes it easier for you to look through them
Yea after disabling a few weather mods and the TLS ones no luck.. also yea another mod acronym that’s never explained lol… if you what TLS mean lmk but a lot of performance or other mods use the term… lol how hard is it to explain in the description guys 🙄, so I’ll try to disable everything later resort load order as maybe that’s the issue bad load order
Start from bottom than go up right?
No, top down.
Kk starting from top going down.
Imma disable all mods boot up my game to make sure not corrupted save, and if not yea than resort load order
Step 1: Sort all of your mods into the categories I said, in that order. I'm not sure where TLS goes, so check on that.
Step 2: Click the disable all mods button
Step 3: See if the game loads normally
Step 4: If it loads, make a manual save. Then play until you exit the vault. Make a second manual save.
Step 5: Start enabling the mods that are probably innocuous. Anything that's not lighting, weather, performance, or interiors. See if both your startup save and your save just outside the vault still load.
Do all that and get back to me
Yay!!!
Yup it’s the mods lol
Lol well I need to wind down from all this stress lol but after I recuperate yup I’ll do what you say!!! 🙇♂️
also yea another mod acronym that’s never explained lol… if you what TLS mean lmk but a lot of performance or other mods use the term… lol
thelawfull, mod author name
Buts is S not F tho :p, so you can see my confusion
ah then thelawfull 's, i think
actually sounds to me like itd be a case of "one mod broke em all". like how V88 Companion Sector (on nexus.) was supposed to add a area for more vault building it just broke my game with freezing bubbles, inability to start new games and such. have they already done a binary search to root out the mod that broke their game?
oh its on console...... welp idk what to do with that. nvm then.
Binary search like enable half, see if it crashes, then enable 1/4th, 1/8th, etc?
I thought about suggesting that, but this guy's load order has like 6 different lighting/weather/performance mods that are probably conflicting, so I thought starting there might have a high chance of success
me i did it in patches of 5 mods and scrolled down the list. if nothing broke in that 5 i would assume its a combo of mods and begin 10 mods at a time but mine was found with only 1 broken so idk. but then again im on pc and have way more moddding space at my disposal so what do i know?
Yea imma do new save and experiment like GSX said it’s my best to find out the issue and not corrupt my save
Make one save when you exit the cryopod and a second save when you exit the vault and test both. We want to see if both interiors and the exterior world function. You'll need the second save to test weather mods
Kk definitely was my plan to make a safe before cyropod and when I leave vault first save if for interiors you say and once Ik what works there… use outisde vault to test weather and exteriors and lighting and such?
Yes exactly. And you shouldn't be running a bunch of separate weather mods simultaneously. We'd want to pick the one you like best and go with that for awhile. It's fine to switch a simple weather mod later if you want. I've gone from Better Weather to True Storms to Calamity Weathers which I'm running now with no issues
Yes yes was my plan why I always bookmark stuff for later downloads
I also tried Menacing Skies, which was dope, but it caused a lot of texture glitches at times 😕
But yea just run mutiple to see if they stacked or yea what was best one hehehe ooops
Ahhh cool I’m glad you tried a lot of the more popular mods for console so if I have any questions I’ll definitely ask
True Storms is pretty amazing
Calamity Weathers makes it look very bleak, kinda like the Metro games. It's a whole vibe
Dope ass game series platinumed redux
Why I downloaded that subway bunkers mod.. to give my game that frost vibe
I’m video gamer I like games.
Well it’s most be the performance or weather mods…
Bc I have all my interiors on atm… and nothing breaks, I’m able to fast travel to Cambridge to Boston no biggie Santacury to Vault 81
Even able to load into interior cells
Gonna test weather mods now than performance if they all work gonna test combos to see what’s the culprit
Greenery mods all work together too
Performance mods work too, all of TLS w/ IOR and FPS enhance pack
Gonna try overworld and weathers mod now… Ik I wasn’t crazy… I said my mods worked lol… once I find this bugger that messed everything up lol..
I’m just trying all the respective mods that work together first, once Ik the ones that do the same job work together well than will try to see combines
Overworlds work too like dlc animals, integrated commonwealth, and overhaul commonwealth
Gonna try enemy level mods rq than weathers mods than combine a variety of these ones I tried as I think the culprit is combine of bucket of mods I tried so far together but I’m glad, most of the separate ones dedicated to one job stack it seems
The 4 enemy mods I have enemies of the commonwealth, enemy scaling, and lightweight spawns all work… even w/ the overworld mods on which I thought would’ve caused a crash… since the dlc animals mods are below them in order but nope everything is fine too…
What the heck is the issue than… gonna try weather mods as that’s the only possible thing it could be or some combine
Damn, this is quite a conundrum
Lol Todd trying to ruin my game 😭
He really needs ppl to play Starfield bad~ 🥵
Yup all weathers mod work too, to Boston and far harbor no problem…
Sigh* now time to play mix and match lol…
At this point I would straight up pay them another $60 today for the 100GB expansion, and I would be overjoyed to do so
What do you think I should try first?
Which weather mod are you most excited about? Start with that. Play it by itself for a few hours
I might do weather and overworld mods on together than performance than enemies
Ohh I meant combine to see what’s crashing my game lol
Tbh I don't use any performance mods and so cannot advise on them
I'm just perplexed because you're saying the game wouldn't load at all. It's not like you were getting to Lexington or downtown Boston and getting crashes. So it's not the engine getting overloaded trying to compute too many things like most crashes
Yea and like I said worked the previous night I didn’t change any of the mods or load order
I was able to make a quick save and exit save and I was able to load into the game hours before logging off that night..
Weather mods work w/ overworld mods.. gonna add enemy scaling.. than performance mods than Interiors and yea if nothing than 🤷♂️
I can't really advise on what combination because it's hard for me to get in there and read every description on my phone, but I'd say for every mod, think about what part of the game's code the mod is affecting, and is there anything else trying to alter the same thing? Is the game getting conflicting instructions about how to render shadows for instance? Things like that
I figured that’s why I started w/ the ones I figured were the problem Childs first… as I figured certain stuff wasn’t stacking…
But nope most of the single job mobs are… I made sure to fast travel and activate load screen 3 times at least to trigger a crash
Lol still no crash after adding enemy scaling and I haven’t moved my dlcs animals mod from the load order still below enemy scaling..
Todd… have some explaining to do…
Wait.. we got one.. finally a crash lol
Let me see how consecutive and constitent it is, but yea that should’ve been causing crashes..
Ok yea it crashed but still able to play no dipping in frames or lag, able to fast travel etc.. so I might just need to fix placement for the enemy scaling so doesn’t conflict w/ dlc creatures so that might be the reason for that crash.. but doesn’t seem to be effecting my game overall
Yup just dropped about mirv big boy on 30 ghouls in college square no dips so I think this bucket combine is Gucci once I fix order~
Gonna take a smoking break to figure some things out and tbink prolly gonna do performances than interiors and yea if nothing happens… 🤷♂️ Todd owes me back my save lol~
Weathers works w/ overworld, enemy scaling mods and yup now performance ones lol… gonna take my break and try interiors when I come back…
But y’all can see how this made me crazy lol~
Bruh @valid tusk even w: interiors still runs fine w: everything on… that I listed before what the oblivion?!??
Yup I need that smoke break lol if you can think of what’s the issue lmk but lol those should’ve been those one breaking my games and I only got one crash…
I traveled to concord and beantown w: all said mods no crash… will continue to experiment but like what the frick~
Added my dungeons mod too just rn and still nothing works ok… like wow..
Imm just fix the load order and maybe that will fix everything lol..
But it is something w: my load order or conflicting mods.. I tried to go back to that save that’s acting up and yup after enabling wveything back on crashes on load… sigh* ok I’ll try maybe greenery mods w: the dungones and everything else and just keep adding till lol something breaks~
Yea when I tried that load order that one that crashes the test save…
Ummm the game deleted my save… or rather when I try to load it it takes me to my test save?!?! Ummm help?!??
Phew nvm massive glitch
I was selecting the right load but from some reason when I had the mods load order that made my game crash… it made it my test save.. legit gave me a heart attack..
It's possible that just putting the mods in a better order fixed it
Maybe but I haven’t touched the order yet
So I’m sure there stil a conflict of mods just waiting to happen once I enable em
Like I said taking a break for rn but when I come back will try greenery mods and etc stacked on my test save
But I’m happy w/ the “progress” we made today.. lol
The mod I really wanted do work and stack so that’s good, just need to try out the content mods.., and if they work I’ll have the major mods I want… the rest are just misc to improve quality of life in the game immersion etc
Added my ghouls mods and deathclaw ones along w/ greenery all good so far
Sigh* what is it…
Will try super mutants next and some other faction based ones
Yeah I don't think any standalone enemy mod will crash the game.
Where I ran into trouble was the enemy scaling mod alongside Deadly Raiders of the Commonwealth. The game would reliably crash when I entered high Raider spawn areas like Lexington. I tested it thoroughly. Disabled enemy scaling and the game stopped crashing there
I have Slower Leveling on to keep myself from getting over leveled. I just hit level 29 and I've been playing this save for days
Ahh ok I don’t have deadly raiders equipped yet might be sumthing k need to look out for when k do enable
Deadly Raiders is the greatest mod ever, so yeah you do
The kind of battles you'll have... it's unreal
I might need a mod that just stops XP gain entirely at a certain point. I'm also using one that prevents HP gain from leveling up. You only increase HP by increasing your endurance stat. That prevents you from just tanking everything after level 30 or so
We got something..
I only added this mods… the super mutant ones and trigger men.. teleporting to college square and Sanctuary it crashes tried to fast travel to both twice so far both crashes..
While before I was able to fast travel to college square no prob and do the mirv big boy trick
Disabled triggermen mod… and stable so far hmm~ I thought of disabling enemy scaling thinking it was the probelm since Ik it doesn’t like adding new enemies… but it didn’t mind the Deathclaw or ghoul mods hmmm~ curiouser curiouser
Hmm I’m able to go to college square and do my thing but Sanctuary crashes hmm~
Went to sanc was able to go there tried college square crashed hmm~ maybe it’s the challenges mods by that one guy… let me disable his super mutant one since he also made the trigger man mod which was making it constant crash..
Yea once I disabled em a lot more stable and less crashes so while those challenge mods do seem cool but not optimized for the enemy mods unless I fidget w/ order which might make em work~
So we got a possible contender down bc I still have the rest of mutant mods on like behemoths and armor loot and still stable~
Yea added gunners mods and no issues still..
I’m sure enemy scaling does have flaws but still works w/ most of my mods it seems so maybe I can get it to work if just right load order~ since it’s only caused one crash so far
But made some great progress~ 71 outta the 146 from my save I wanna recover, already nailed 2 outta the 146 causing issues.. will try more later!
Find another culprit~
Adding some of my equipment misc mods bc they can’t hurt right~ will load into test save w/ mods but twice when teleporting to college square no go~ & Sanc
Yes!! Finally finding the suckas causing my crashes~
Wait what are the challenge mods? Was that Deadly Triggermen of the Commonwealth?
If it is that one, I don't think it's worth it for 31 MB. You just don't fight the Triggermen enough. It does add an ambush up near Vault 111 for sure, so maybe that was it
FYI I'm running Deadly Supermutants plus More Behemoths with no issues
I would take the Deadly series over Enemy Scaling 100 times out of 100
I thought deadly only had Raider lol
Yea
I couldn’t figure which was the equipment mod crashing my game…
But the caravan mods and the lighting weapon bastillacs are good lol maybe not 😅
I’ll try again later and lyk
Let me explain. With the enemy scaling mod, you get to level 30, and some Raider groups that were level 5-10 will now be level 20-30. That's all it does.
With Deadly Raiders of the Commonwealth, you'll fight whole new categories of raiders with way higher stats, and in greater numbers. You'll be in fights against like 30-40 opponents in places like Lexington. It's insane.
Add in Snipers of the Commonwealth and every fight is a war
Deadly Supermutants is also insane. It buffs the hell out of them. You'll be in fights against multiple enemies with miniguns and missile launchers. They have way more HP. No more killing a supermutant with 3 shots from a base combat rifle
Ic idk this I typed super mutants for search for CC but didn’t see deadly mutants is deadly Raiders different from the deadlier raiders mod?
Ok the caravan mods weren’t working well either
Shame as since I’m buffing most things in the game I wanted caravans to have the little oomph too ohh well
Hmm~ so I stopped adding mods bc I noticed my game will sumtimes crash when teleporting to sanc or concord… but when I go to college square or near Diamond city I’m ok and my test save starts in DT Bos
So idk if have mod that messes up something in that area and that’s why which is fine… but why is it acting up now lol
I’ll show my load order tmrw only have 75 mods enabled doesn’t crash all the time but outta 1/3 loads might, I turned off enemy scaling
I’m Able to load sumtimes into concord and sanc not always and even go into the interiors of concord but sumtimes walking around the town or just spawning their load will finish and I’ll enter but crash as soon as it does or crash during load screen I’m cuirous to hear what you think bout it and what the Plan for tmrw is!!
Crashes sumtimes when walking around Boston downtown or near Diamond city not always crashes when teleporting to Boston airport but when I spawn near east whatever I’m able to walk to it and don’t experience any dips or lags very interesting indeed
And you're on PS5?
Yup ps5 pro to be exact but doesn’t change too much
Just woke up gonna chill for rn will lyk when I’m ready to try mods again just have 75 equipped from the mods I tried earlier that all worked… I just added the ghouls, mutant and gunners mods that’s all, none of the BOS minuteman, or raiders ones yet, and everything else is still disabled equipment mods and etc
My game is still playable and like I said I am able to walk around sanc and Concord even interiors cells it just sumtimes crash, idk if bc of enemy or not Rendering stuff right as well crash sumtimes at Cambridge, but I can spawn at college square and mess up ghouls no problem, and yea crashes at Boston airport but able to walk there from east police station no issues so I think it’s just my load order conflicting perhaps
I’ll stream my game after breakfast and we can go over it together the load order
I’ll ping when I’m ready and dm Twitch link since idk how this servers does on links :0 lol not trying to promo but easier than taking screenshots on my PSN than sending it to my app for photos lol
Have you sorted your mods into the buckets like we talked about? If you do that before posting your load order it'll be a lot easier for me to analyze what might be going wrong. It's hard to keep the mods in my working memory when they're in a random order
As a PS5 player you won't be able to get the actual best FO4 mod, which is Heather Casdin 🙁
I haven’t yet but plan too today as I wanted to see if my performance and etc mods worked or not
But since most do stack I will plan to today before enabling any other mods
I’m pretty happy w/ the mods I have now, nothing like pcs ones but enough that it does feel like a different game!!
So while I’ll keep an eye out for more mods!! Rn lol I prolly won’t add to many as I just added ten to the save I thought was ok… and lol it’s the save I’m trying to recover that keeps crashing :/
We can try now if your able @valid tusk
Just reply when ready 👋
hey guys! does anyone know wich encoding format should i save my translated .esp mod (i'm using esm/esp translator) for Fallout4? is it UTF-8, Windows-1252?
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I'm confused on why high fps physics fix isn't showing up in my f4se log
Anyone have solution for "put armor over beast hunter outfit" creation not being able to be enabled? Im new at this lol
Hello everyone ! How that you are fine. I posted two port request for xbox some time ago but receive no response for the moment.
I need help for the fallout 76 HUD mod if possible.
If anyone can help, it would be amazing, thank you 
Excuse me, i need help with the varmint rifle. It said it appears on enemies at level 5 but i'm a higher level and the enemies don't have the varmint rifle neither the shops have them. Know any places where i can get a Varmint Rifle
Manhole near Cambridge Polymer Labs
How do you get building materials and logistics power in SS2
I tried looking up SS2 wiki and it’s very messy
This might be a dumb questions and bout to sleep so I mis text just reply, but I was told to place important stuff I wanted top of the buckets in load order… but if the game reads what’s last in order why would it matter?
Hello everyone ! Hope that you are fine. Im still searching for someone able to help me by porting the 76 HUD mod.
And i promise to not send any new message like this before a long moment to not spam or disturb anyone. 
Will CBBE be ported on to playstaion; I know it was ported for skyrim a little bit ago.
Whenever PlayStation gets external assets properly, anything that's not a verified creation for starfield or Skyrim shouldn't be allowed to have them just yet but people found janky ways.
A bit late in posting it, but I just uploaded another tiny mod for Fallout 4 on Nexus:
https://www.nexusmods.com/fallout4/mods/104477
Well since the sewers of cambridge is the only source for the varmint rifle, i'm gonna uninstall bro, because i only get guns that are legit and no legendary effects
Are the factions only the main 4 in fallout? And aren’t gunners enclave and raiders?
Bc I’m deciding if those mods are factions ones or enemy based
Railroad, BoS, minutemen and institute are the only 4 you can join yeah, gunners, enclave and non nuka world raiders are enemies.
So where do mods thag effect enemy spawns and LL’s go in the load order suggested by nexus mods?
Ai overhaul or new factions? Bc yea it just effects spawn and loot of ai but doesn’t add new enemies am confused where they go gameplay tweaks?
As well as performance mods they don’t mention where those kinda mods go? W: visuals bucket or?
Question: Managed to fix my issues with the mods but i wanted to ask about this weird thing ive encountered? My characters jumps are a bit floaty and go higher than usual?
Can I get some help for mods please… I legit done evryone has told me…
Made my load order this… way
And still my game won’t work even tho I tried and handle ful of combinations I legit bought the game to play w/ mods but I’m very disappointed in the performance of the game it’s legit unplayable and there’s no guide or tutorials for this things I have to go outta the way to look stuff up…
I’ve legit spent almost 2 weeks and legit 20 hours just on editing the mods alone… I haven’t even played the game. And I wanna play w/ the mods as I played base game to death already.
Heyy guys does anyone know if mod authors
'itsWhittz' is still active?
He created that one Xenomorph mod on Xbox
Hello, you’d better try on f4modding subreddit. Haven’t seen much of load order sorting help here. Post your modlist and mention your platform as well, explaining the issues as precisely as possible. On your side, try to move mods that cause problems in your load order, tweaking them higher or lower in load order. Some people use chatgpt as well, don’t know if its use is accurate.
I don’t have a Reddit acc tho :p
Sigh* it’s fine but this is such a hassle for legit console players who are not tech savvy…
I mean even the mod language doesn’t make sense..
Es lol if your legit only a fallout or Starfield person for mods you would never guess it’s for edler scrolls..,
But stuff like AWCRX nah that’s means armor workshop blah blah blah or USSO or UCO
i need a mod,like Dress up my lovers in SKYRIM ,but i cant find it,and i want to make a mod by my self ,then i find its hard to find some tural
where can i find some tutal
tutorial
What s your platform ?
Playstaion 5
I’ve tried to look stuff up Ik bc of Sony modding isn’t easy and etc
But the mods I’m using are recommended by ppl like juiechead and nathlaaar
Sent a dm with informations and links to LO console.
How do you get facilities/logistics/administration energy in SS2?
SS2 wiki really didn’t elaborate on this
is there a mod out there on xbox that allows me to pick mercer safehouse cuz ive gotten the same place so many times in a row
sadly no i see multiple mods for playstation that make it so its always at one spot, but weirdly enough for Xbox there is only the coastal cottage version
from the sound of the dude it s a simple formlist edit tho, so if you tell me which location you wanna use i can try to make that a mod
The one i mainly like to use is spectacle island
What a good mod on playstion that make npcs look better
i know theres a mod on PC that basically pops up a menu to select a location
okay so "Getting a Clue" is stuck and wont let me set any of its stages. checking the stages with SQS just resulted in 0's across the entire board for the quest and it also says its "Stopped". how do i resolve this and get nick valentine as my companion?
and whenever i try to talk to him after using a command to complete the quest i keep getting "yeah, what is it?" from nick instead of a companion prompt.
Hey guys, does anyone know of a Menu replacer mod including dark horror themed visual/audio changes on Xbox Series X?
I'm doing a horror playthrough but the main menu is just too jolly and bright, I need something dark
is there any way to spawn Kells and maxon and have them resume the quest shadow of steel so i can have the BOS as my faction? because they wont spawn.
How do you get department energy in SS2…
if anyone can please tell me how to fix this so i can finish "Shadows of steel". i want my knight rank so i can begin rebuilding the brotherhood up to maximum.
I’m trying to remember a mod that added removed or unfinished content from the game if anyone knows the name lmk
Cut content would be the phrasing. But that's so vague because I believe there's a bunch of mods that do that
There's a bunch of mods for almost every Bethesda game. Which is not bad or tendency.
Hey, did anyone else have a bunch of updates for their creation club stuff?
Like, everything had update in the creation menu? Or?
Hey everyone, does anyone know of any mods on Xbox Series X that changes the male characters voice to be deeper
I remember there being a player voice frequency slider mod
But Ive only found "player synth or power armor voice"
And some WIP ones that just don't pop up in game. Any suggestions?
Pretty much everything had an update.
All the old creation club stuff
I see
► Download the Load Accelerator mod (by hippo) here: https://www.nexusmods.com/fallout4/mods/10283
Suffering from endless load times, audio bugs, or wonky physics in Fallout 4 on PC? You’re not alone. Unlike Skyrim, the PC version of Fallout 4 either runs at an uncapped frame rate on your machine by default or, using V-Sync, does its best t...
I have some question for custom added misc item. So I added new misc item with complete new model and collision, works fine. But I notice that none of them cast shadow under what ever light luminous environment (ingame included). Meanwhile they have self-shadow-casting.
- Any one can enlighten me to fix it? I assume it could be some flags need to add or in-CK configurations. Currently I only added the BSXFlag in their .nif file.
So can someone recommend a mod to fix whatever bug I'm facing or perhaps can help diagnose my mod problems? Elder Mason, Procter Ingram and Captain Kells won't spawn.
Go configure it on MCM or the holotape, there maybe an option for the energy requirement. If not working, clean up all the task list that vking Mansfield assigned, toggle off "using task list", then wait 24hr and see if your manpower reserved. Also if your HQ employees fled because of the harsh working condition, go look for them where you recruit them (e.g. usually your settlements) and bring them back.
Can you elaborate on what you need?
Are you doing a vanilla game or?
Have you try prid <actor ref id>then moveto player?
Nodded. Tried to spawn him it didn't work. Haven't tried moving to him but given he isn't there physically, isn't showing in vats. Both kells, Maxon and Ingram ain't there.
Plus Reunions and Getting a clue refused to load right with nick sitting in the back chair, all the flags are 0 and it's labeled as "stopped" and when traveling to the location the map was having trouble loading. It may be my hard drives Dongle not being fast enough as I'm running it through an external drive thanks to abysmal internal storage space... I swear whomever made laptops unable to have the storage, ram and parts replaceable needs a stern talking to.
I have a blue speed USB dongle but lack the USB ports to accept it.
That's also another thing. Unlikely valentine also didn't properly initiate either in my pipboy. Only initiating once going to the vault valentines cooped up in.
If I remember right actually I did try that but it said something like the objects invalid. Despite the code having been grabbed from the wiki.
So you are in a vanilla game right?
Modded. First message. Give them all a read before you respond please. It will help to ensure your on the same page and not just guessing.
Your misspell. Anyway prid default NPC ref but get a invalid object message is very common in a heavily modded game. I cant tell how to fetch the correct NPC ref id when it happen even when your prid-ed id is exact the same show in console when you click them on face. Quest remain stopped and cant start with setstage means actor etc required by the quest maybe disabled or killed, hence enable or resurrect may help, although resurrect may break the quest occasionally.
Auto correct was why it was misspelled. So in other words I'm cooked?
Well how do I un-stop a question that has all the necessary npc's? Because "getting a clue" had all the npc's avaliable. Not sure bout Kellogg but nick was in the same room and just ignored me. Even trying to talk to him didn't really progress it or even start it for that matter.
As for the Shadow of steel quest. It opened fine but when I got to the pridwen both Maxon and kells were nowhere to be seen. Not inside, outside or ect. And maxon is ALWAYS in the command deck.
There seems to be an issue with the Buzzard's Bounties Creation. I went into the basement wearing a Militia Hat, Minuteman Outfit, and Leather Armor. I could only engage in dialogue with Napoleon and no one else, and his dialogue looked as though we'd already talked beforehand. The only dialogue I could get out of Buzzard and the other guy was about the hat I was wearing. I reloaded a quicksave I'd made outside and went in. Same result. I reloaded the quicksave a second time, took off the hat, armor, and switched outfits, and now the questline seems to be progressing normally.
I have the parts Raven needs but she won't take them. Everytime I tell her I have the parts, he just says Nope.
Thanks for the video, didn't realize that Load Accelerator worked on AE
DM
Im having an issue with the skin in my character's scalp and the general area behind the head and neck, I'm on ps5 and I don't have any mods installed, Is there any fix? I've already tried installing and uninstalling
I’m also looking for gun and weapon mods like attachments accessories and melee, for PlayStation specifically as that’s what I use please reply to lmk of any?
there is always ultimate looks menu on nexus. allows you to load up any and all mod files for outfits and provides them in a list for you to outfit yourself.
I’m already familiar with the Ultimate Outfit Menu mod, yet it has two major drawbacks.
1. I create mod packs on Steam Deck and rely on controller controls, but this mod doesn’t support gamepads at all.
2. It lacks proper loadout configuration functions, which is really inconvenient.
The ideal experience is similar to Dress Up Lovers for The Elder Scrolls 5.
I’ve tried nearly all viable solutions within the Fallout 4 community. I wouldn’t choose to pay for this if I had any other options. After all, I’m just a free mod pack creator and an ordinary gamer.
I checked "Cast Shadow" flag, but still it cast no shadow on the ground. Is there anything else I should change to make cast shadow work?
Doesn't the shadow need to be set to cast in the materials file instead for FO4?
I can see it work now. So the Cast Shadow Flag in material .BGSM will overwrite the one in BSLightingShaderProperty block. Thank you!
I'm trying to download the T-60 pistol on the creations menu, but it just comes up with an error message (see attached), any fixes, or am I forever locked out of it?
I am on Xbox as well
Has anyone on Xbox been able to use the Stuck in Far Harbor Mod by Zorkoz? It’s refusing to work for me unfortunately
Just bumping this
Please gang 
Surely im not the only one who can’t get this janky mod to work
I have an idea for a mod, and I feel like it would be pretty simple. In Tales From The Commonwealth, you can go to a place called Boston Bordello. Inside there's an NPC called Dancer. She has a dance animation that she's in the whole time.
My idea is you'd take this one animation and add it to a rug like in Busy Settler Rugs. That way you could have a club in your settlement. I couldn't find any mod that would do it on Xbox.
Is this possible?
holy cow We are the Minutemen is a fire mod
probably won’t mod the game too much for my BOS and Institute playthrough though
same with the Railroad, but I can’t find a good fit
i need a awesome armor mod for Railroad
that gives off a kind of Marksman Mercenary look
Anybody else not able to turn in the parts to raven in buzzards bounties. Im on xbox.
How do you find settlers with high perks to recruit to the HQ in SS2?
I’ve only been able to find settlers with perks no greater than 3, is that normal?
Has anybody played America rising two
Once or twice, whatcha need
I’m looking for dlc sized mods for a long quest line btw I already got America rising 2
Sim settlements 2 is the only other one I know of.
Yo so what if i don't want a certain mod in my collection i have downloaded can i disable it because Sim Settlements i think adds buildings to settlements but i want to use a mod that cleans those places up and fixes the buildings it's a storywealth collection i am using and am using the game version before the next gen
As i don't care about Sim settlement 1 or 2 mods as i don't build a lot plus i like to use other mods that clean settlements plus i have a certain way i like my Fallout 4 Settlements and that to look and be
How can I improve fps at Bunker Hill? I am using 1.10.63, and already using high fps fix and frame gen, but still getting dips here and there at Bunker Hill. I am not fighting or anything intensive. Just walking around, I'll get a dip at some point. I'm trying to avoid PRP because I do not have the hard drive space.
The colonel is the less evil of the 2
- You can use the
Vit-o-Maticyou collected from Vault 81 (You should have it already by a SS2 quest) to check settlers' perk points. - If you cant find one, go to The Ron (Location in Diamond City Market) and ask Ron to find somebody have high perk points in specific skill.
- Before all that, I suggest you recruit Mama Murphy, Strong, Cozward, Preston, Audrey and her fiance, the Cave's family + the allien, Currie. They all have relatively high perk points if I remember it correctly.
- SS2 also spawn some unique settler with name and quest. You can check it out also.
- For normal settler, you can consider recruit them if their perk pt >=4, i.e. cant have that high expectation.
I'd suggest Sim Settlement 2 and Bleahcer2-Fens Sheriff's Department a must play(?) mod, personally.
AR2is good but I havent finish it so I cant tell.- Currently waiting for
Mind Gameto come out. Depravity-OutcastandRemanence-ProjectValkyr-FusionCitymay not be that well pollished but IS long you can have a try.Misery Island,Maxwell's World,The Machine and Her, much shorter but worth a try if for story purpose.
Thank you! Also is there a way for me to fire settlers from HQ? I hired a couple settlers with very low perks when I wasn’t sure how the mod worked and now I realize they’re just wasting HQ’s available space
Made a modded TLOU 1-2 playthrough with a bunch of TLOU mods on Xbox, Sadly there's no clickers, —Works out great since FO4 is in Boston just like the first TLOU game
Im not sure cause i haven't tried that. 🥲
- Maybe talk to them in person and you'll have dialogue option? (but in this way you'll have to first kick them back to hq lol)
- HQ Construction Mode Hud may have option, also you can check the SS2's holotap/SS2's MCM menu to see if there's a recalculate/refresh option.
This SS2 quest wants me to build a power distribution room under Facilities->Constructions->Engineering Jobs, but I couldn't find that building option in that given directory, does anyone know what's happening?
Is the addictol mod not really necessary if I'm just wanting to play pretty much vanilla?
I'd recommend it even playing on strictly vanilla, as it's an engine bugfix/QoL project that requires F4SE
Much like Buffout when it was still relevant
It begs the question of how vanilla you want to go here
As I'd think UFO4P/PRP/CFM (bugfix mods), and Addictol/CellOFSTGen/FPSPhysicsFix (F4SE plugins) would be the bare minimum for a straight vanilla playthrough
If you skip the bugfix mods, then also skip the offset generator plugin (as in pure only Bethesda provided content that's not CC or VC, as most official plugins have the records in question)
A chunk of the CC plugins also have them, but not 100%
I'm going bare minimum, just fixes. I currently have UFO4P, CFM, Sprint Stuttering Fix (not sure if that's needed) and Addictol
Then what I said a few lines up would probably apply here.
What are the other mods you recommend if you don't mind me asking?
PRP is the one I lead in developing, level fixes and perf improvements that the UFO4P team can't do without rebuilding precombines.
Cell Offset Generator speeds up plugin loading with user plugins and is basically mandatory.
FPS Physics Fix makes it so you can play above 60FPS without having the game speed up and speeds up loading by dynamically adjusting the frame cap when loading.
Got it, thank you lots. Will download those.
@dawn ravine Not sure if you know but why would I only be able to download redistributables up to 2022 instead of 2026?
I'd ignore that, as the redist is the same as far as I'm aware, as the one required covers 2017 to 2026
It just needs to be present and up to date
@dawn ravine Ok so 2015 to 2022 is fine?
One sec, verifying something
Okay
Oh that's fun, the Addictol page is linking to the wrong redist
Notified them about it, use the one listed on the linked in this discord, page there instead, it's newer
Hey does anyone know of a creation for Xbox X that works like "Raze My Settlement"?
When I try to enable that one it says it "cannot be enabled since it depends on files that aren't present or that have been disabled "
@unique quartz
I don't! Searching for it now. Is it called "workshop framework settlement blueprints"?
No, it's workshop menu framework if I'm not mistaken, by kinggath
Ah found it. Thank you so much! I'll start up a new game and see if it works
If you can enable raze my settlement now it works
Hmm maybe I didn't understand the mod. I started a new game, went to Sanctuary and told it to scrap everything and the junky place is still junky 😂 I just want something that scraps everything it can for me so I don't get carpal tunnel and waste 2 hours again
Scrap base settlement should clean everything up just takes few minutes, if you want to get rid of the leaves and stuff, clean my settlement dies the same thing as raze but with leaves
Got some question about NPC-actor travels between linked interior and exterior. So basically i plan to use the following 3 to control actor on/between quest scenes.
Function PathToReference(ObjectReference aTarget, float afWalkRunPercent) native(Script)FollowPlayerPackage (AI Package)TravelToPackage (AI Package)
Among these three, can NPC-actor get through interior-exterior (doors/ladder accessible from Navimapped geometry) by using them?
Classic one and you may try (issues & solutions from SimSettlement1/2 forums, click to see):
- Changed Built Room Purpose(on the panel you can find around that area)
- Turn off automatic building and see whether the option pops
I think Kg is currently making some shift on SS2's foundation codes so, these may not work. Though the second one was posted last week and modified recently.
Also another method is toggle on full automatic building and wait ingame-weeks and months to let the lazy Mansfield build everything where the Power Distribution Room will be included, so the objective will complete. I wont recommand this one cause it sounds pretty out of grid.
Say I accidentally copied an in used interior cell, e.g. SuperDuperMart01, how can i safely delete the copied cell? 🥲
Good question
F04 Edit you can use it to remove stuff full stop from a esp(tho i think its also called Xedit? idk i run f04edit lol
Thank you!! Still Im not that confident I didnt mess up with the vanilla layer. Im now trying to redo from a previous backup file. I'll try FO4edit after the efforts. 🥲 Currently in panic TT.
hi. new here. noob modding question: i've published mods on creations dot- bethesda and tested them on playstation... they're all ESL compatible... have i been operating under the bone-headed assumption that 'works on ps, so probably works fine on pc and xbox' ?
like is there anything particularly special one must do to make a mod 'ok' on not-playstation? much discussion is about 'dumbing it down' for sony's restrictions.
prob mostly true i had a only esp mod once that was working on Xbox just fine but on PS4 faces where pitch black(same mod under the hood) but yes if ur mod works on sony it 99.9% of the time will work on Xbox
the stats i've seen on my mods (plays, downloads) suggests this is true 🙂
generally not tho i still wanna know what is up with my mod on Sony lol like legit on Xbox its fine and interiors are pitch black(when no direct lightsource) but on sony the faces are pitch black even when in light like the hell lol
perhaps an 'illegal' material swap
uhm lemme PM you lol so as to not hog up this chat
here and now seems as good a place and time as any to plug my mods 😺 https://creations.bethesda.net/en/fallout4/all?author_displayname=rekall76
I also have a question about the texture, basically I found my model's .dds texture are too large so i made them into more compressed .dds.
- Do I need to pass the .nif model through Elrich again, or it's simply ok to change texture path in .BGSM only?
Hello everyone, i hope that you are fine.
I posted some port request recently, if anyone can help, it would be amazing.
Thank you very much, i wish you all a great day
🙏
No you don't need to put the nif through elric again
I just remembered that I wanted the Fortnite Black knight t60 skin in fallout 4. Which now ranks higher than a golden pip-boy skin on the list of mods I needed agea ago
Like, look at it. I'm shocked this hasn't been recreated yet
So the max is 255 total mods, which includes every single weapon/armor/pip boy paint from CC, every individual dog, etc?
So let's say I go to Creation Club content and count every single item I've installed, and it's 53. So that means I could theoretically go to 202 regular mods without bricking my game?
But then if certain mods say "esl flagged", do those ones not count towards the total?
The best suggestion I've got is if you're on Xbox you can clear your reserved space and download only the creation club items you want. But the limits I'm not even sure of.
Hello, MACH4K here. Request: My main focus is making mods for use on PlayStation 4 and 5. Recently I published a copy for use on Xbox. Unfortunately I do not have an Xbox. Any feedback from Xbox users using any of my mods would be greatly appreciated.
Yeah I mean I'd probably not get the Handmade Shotgun if I could do it over since it's kinda useless, maybe a couple others could also go, but if I do this I have to rebuild my entire load order of 160 regular mods, lol
Thanks! Problem solved
If you're on Xbox like I am the load order archive saved me at least having to find everything again
The problem is it seems to have saved my very first load order from months ago, and trying to save my current one does nothing.
That's very bizarre
would anyone be as interested as i am in a mod that chills out cambridge so it's actually playable? like, it's a repeat-Problem for me on ps4 https://www.reddit.com/r/fo4/comments/1s5suye/monsignor_ticonderoga_greentech_how_i_got_through/
thinkin' just setting a ton of the raiders in so many camps, supermutants at the construction site, ghouls at the graveyard by kendall hospital, etc. to "initially disabled" would help tons.
i know i know "don't talk about it be about it" i'm genuinely curious if there's interest (so much cell editing)
Anyone know why my logistics department in SS2 is constantly using 100 energy for maintenance?
Is it because I established contracts with too many settlements?
Gonna use all 100gbs of storage
So I had a recurring, repeatable crash running from Concord up past the Red Rocket to Sanctuary. I figured it had to be a mod. I tested everything.
The culprit turned out to be Simple Everyone's Best Friend. But this is a popular mod that's existed for years. Two possibilities: either it conflicted with something else I had, or this version got messed up by the AE update. Very bizarre
GPT hypothesizes that since Red Rocket is Dogmeat's starting point, that could be the reason it was crashing there
<@&784552354183381052> <@&784552314911588403>
Ban the scammer please.
Done
<@&784552314911588403> <@&784552354183381052> one more time please. also sorry for so many pings. thank you for your service.
Thanks again
no problem.
Man I cant wait for mods on PS5, I hope lots or all of them get ported, like American rising and sim settlements 2!
So when a mod says "Plugin flagged as ESL", is that not going to count towards the 255 limit?
There are some mods like the Green Shack Kit that like 100kb and are clearly ESL. But there are also some mods that are of significant size (20-30 MB or more) that say "flagged as esl," and I just want to know if I'm going to brick the game if I install a few while close to the limit
An example of what I'm talking about are outfit mods by Gluptino, like his Nier Automata outfit. It's like 30 MB, ESL flagged
Logistics power cost is set to none by default i.e. dont need manpower to run, thus it grey out I think. Normally dont need to watch on this value unless you toggle logistics manpower cost on.
Say I want to teleport specific (unique) actor to marker location to start scene conversation. This actor maybe elsewhere (unloaded(?)). Is it safe/work to use actor.SetPosition() to do the teleportation? (in papyrus script)
- Or any alternative way? 👀
Any chance to get a unity-type mod for fallout? Now that I know of savebloat, it would be cool to restart without losing my character (nvm I can just use the cheat terminal)
Plugin flagged as esl do not count toward the 254 plugin limit. Plugin size in mb is not a factor, the number of records in the plugin is.
Does the save load order just not work or something? Whenever I save it and then load it later it just loads one from like a year ago that I saved.
Did you wait for the saved load order notification? It works for me just takes a second to save.
No idea then. Are you playing installed or cloud play?
Installed
But it probably doesn't help that I did only use cloud play for like a month
But that was in January
This happened to me. I haven't been able to fix it. Trying to save and restore a load order now will brick my game because it will start downloading like 100 mods I don't currently use
this may be a dumb question, but is it Possbile to Download mods onto Nexus for Fallout 4 if my Launcher is through Xbox and not Steam??
if So, how?
Need some help, i am on a quest on Buzzard's Bounties lookung for bart in the Neighborhood but i don't know where to start looking
Nevermind i found bart
Wait they’re allowing external stuff now?
I'd assume that's included in the increase to 15gb of mod space for 4 on PlayStation which is honestly plenty
Dont get your hopes up, they could be trolling us, just space and nothing else
I mean, starfield has external assets, I have some faith they were able to get that for 4 after that. But I'm not a PlayStation player
Hello, i would like some assistance from anyone who knows how to make mods? Im doing a project right now to add the Type 63 in Fallout 4, but since im on a budget, i would like to know if i could borrow a few combat rifle mod assets for the weapon modifications on the weapons workbench, basically the Type 63 MIGHT be a reskinned combat rifle but with damage in-between Handmade and combat to balance it out
ESL is light mods that do not count to the maximum script and plugin count. ESL's you can have thousands of. ESP's however you only get 255 avaliable spaces for. Even then you'd need to ensure it all works with each other.
Okay thank you. I just wanted to make sure "flagged as ESL" was functionally the same and wasn't going to bone me if I got up towards that 255 limit.
My last playthrough I was up around 230. I'm only at like 80 mods for this playthrough, but with the storage increase coming there are so many things I want to try. I'll probably have to make a spreadsheet to track my mod count
have been reminded to upload mods to Bethesda.net instead of Nexus so it can be download for Xbox players so, i guess on Xbox platform u will need extra effort to download Nexus's mods.
[Solved] Q: Why GetVMScriptVariable conditioning cant access the Quest's own attached script? Is there any way to access variable in Quest's atteched script to use for conditioning?
- A: Use
GetVMQuestVariableinstead.
Anyone?
[Solved] Q: I try to make specific 2 actors (unique) to fight once this script function runs, but it end up nothing happen? 😂 So peaceful. Where the code goes wrong?
Function FnStartFightMlaVsChy()
;The 2 Actor Alias: alscy_compChy and alscy_compMla expected to fight each other.
;The 2 Faction (originally neutral to each other): zvcy_FACT_QsMC01_BFCS_ChyNAll and zvcy_FACT_QsMC01_GSA_MlaNAll
;- Add these 2 actors into 2 different faction
(alscy_compChy.GetRef() as actor).AddToFaction(zvcy_FACT_QsMC01_BFCS_ChyNAll)
(alscy_compMla.GetRef() as actor).AddToFaction(zvcy_FACT_QsMC01_GSA_MlaNAll)
;Set these two factions hostile to each other
zvcy_FACT_QsMC01_GSA_MlaNAll.SetEnemy(zvcy_FACT_QsMC01_BFCS_ChyNAll)
;Set relationship between these 2 actors to -3 i.e. Enemy.
(alscy_compChy.GetRef() as actor).SetRelationshipRank((alscy_compMla.GetRef() as actor), -3)
(alscy_compMla.GetRef() as actor).SetRelationshipRank((alscy_compChy.GetRef() as actor), -3)
;Let one of the 2 actors to do the first strike
(alscy_compMla.GetRef() as actor).StartCombat((alscy_compChy.GetRef() as actor))
EndFunction
A: For companion actors, especially those duplicated from vanilla one, pay attention to the inherited faction property. Might need to temporary rid them of Current\HasBeen\PotentialCompanionFaction. Use .RemoveFromFaction().
I have an idea for a achievement friendly mod, a group of wastelanders from japan that call themselves the Wasteland Bushido
A group of wastelanders that found a book about the bushido so they built themselves a fortress and used traditional methods out of wasteland scrap. And they forged Katanas, Naginatas and Bows and arrows out of wasteland scrap. And they made armor out of scrap metal and wasteland materials
Anyone have idea? 👀 I have zero clue on this one.
I'm wondering if they'll ever let us have UI stuff again; should have been fixed. 🤬
I'm wondering about the Traders in Buzzard's Bounties, any ideas?
ESL mods are lighter mods. ESP's are the ones to watch out for. ESP's have a max of 254.
Okay, here's another thing I'm trying to figure out. About a month ago when I first started replaying this, I had built a mod load order of around 120 mods. At some point I went to the Creation Club content menu and clicked "Download all creations" thinking this would be harmless. It bricked the game completely. Couldn't even get to the load screen. I had to completely delete all saved data. Someone told me downloading all CC content probably put me over that 254 limit.
Here's the thing: I'm reading elsewhere that all of those weapon, armor, PA and PB skins in the Creation Club are ESL files. If that's the case, I don't see how I would have gone over the limit. The math doesn't add up. I want to figure this out. Right now I don't have any paints downloaded for this reason
That was archive limit that got you
The ba2s that hold the actual assets have their own limit as well
Its why I'm sad Bethesda didn't at least consolidate a lot of the AE Ba2s so it'd lessen the blow. At the very least all the paints should be 1 ba2
Aye, it's gotten me a few times. It's why I avoid all but a couple of the CC paints.
Okay yeah, especially with the storage increase coming. And with CC stuff already included in the anniversary edition. I am definitely not the only person who's going to make this mistake. Probably a lot of people are going to brick their games. Typically when you've paid for content you expect to be able to download it, or to get some kind of warning message if there's a reason you can't
Oh wow, so its basically better to not download the creations bundle? I don't like most of those mods anyway but removing them from my active game won't be good for my save right?
Depends, the paints are probably fine to remove the rest I have no idea.
There's Coyote Jack in the Buzzards, if you save the 2nd target, he becomes a Chem dealer; if you save the last target, he becomes a Weapons dealer
Can you remove them from an active game? I thought you couldn't get rid of those without deleting your whole saved data partition.
If you've purchased the bundle they'll be there in the Creation Club tab, but you have to manually install them. For instance I own an aquatic camo Pip Boy skin, but I haven't installed it, and I can't apply that paint to my Pip Boy in my current game. I'm trying not to install any of the cosmetic stuff until I know what my load order is going to look like after the storage increase. I did get Enclave paint since I'm doing America Rising.
Man, voice acting and generating lip files are such a pain and chore.
hey can someone help me help my friend with something they bought the aniversory upgrade when it came out and it never worked it let like it says to download it then it says it doesnt need to be installed then when they download it it says it is not compatable and they cant download any of the CC stuff that came with it can anyone here help?
If your game is running fine atm, I don't recommend removing anything atm, just be careful when adding more mods. Once you've finished your current save and plan to start a new one, thats when it'd be a good idea to remove stuff
Does anyone know if requesting both Sturges and the enclave officer to build the teleporter to institute breaks the quest lines in America Rising 2?
It'll take about 15+ hours to finish from dubbing to Lipfile generation, for a mini-quest with 450+ voiced line and voice length 20 sth mins.
- proximately 7hrs voice acting for all 14 actors, 7hrs writing scene dialogue(only for the dialogue). 🥲
- then it'll take 25+ mins to generate lipfiles for them.
That's insane
Is to safe to use commands to maneuver America rising II quests?
@lucid minnow hey, I DMed you to see if you would add some quests/stages to your “holotape of quest fixing -far harbor” mod that would really help me out 🙂
There's seen to be quest stages doc on website: otellinomods.com/wiki/america-rising-2-legacy-of-the-enclave/. So you can have a try after backup saves.
Anyone know Sekushikira who made the Fortaleza bodysuit mods? I'm wondering if I could request an All In One version now that the storage expansion is coming out. The 254 limit is about to be a much more significant constraint than space. Right now it's 8 individual mods to get the full set. An AIO that's like 200 MB would be awesome at this point
The amount of retexture mods i can get for fallout 4 will be doubled in two days
Who would’ve thought I would be able to play fallout in 5k
@dawn ravine Sorry if I'm bothering you but does this look right? Also is the cell offset mod necessary? It seems to be causing issues for me
Oh damn
Move CFM below ppf.esm and remove the tina facegen mod (it's already handled by UFO4P)
That and I believe base game already ships with facegen to my knowledge
Ok I added them because it said they were requirements for Addictol
As for the cell offset mod, that should be installed and used, imo, as it speeds up things with the game's cell lookups
The tina facegen I think was added as a req for cases where people didn't have UFO4P installed
I stand corrected, tina is fixed in CFM
The other facegen mod only matters if you have crash to desktop and the log references skeleton.nif in the crash log for vanilla npcs
A vanilla install doesn't need it as it has facegen meshes already in the archives
Ok gotcha
Thank you
@dawn ravine Sorry I'm new to all this, is there any set up needed for these mods or is being downloaded via Vortex enough?
I think Addictol might be the only one with any configuration worth looking at, but the defaults probably would suffice. I myself don't use Vortex, though. MO2 user here.
Oh yeah, FPS Physics Fix probably does need configuration adjustments depending on your setup
Ok I see, do you know what might be the issue with Cell Offset? When I start the game the character doesn't talk and there's no customization options
Cell Offset Generator shouldn't have any issues to my knowledge provided the files are generated correctly
If it's installed, on first time launch or changing your mod load order, wait about 15 seconds or so after the main menu is up (or as soon as the progress bar shows up and finishes)
Could it be because of the redistributables being different?
Mine only goes up to 2022
Hmm, a quick look in the bugs for the mod suggests that the menu patch isn't closing correctly. Maybe disable that part of the mod and see if it fixes it?
Actually a workaround could be just launching the game, wait for the progress bar to complete and then restart it
Okay
how do you complete this quest objective from SS2?
Am I supposed to build a power plant and power transfer plot in each settlement?
SS2 Pwr plant or the vanilla one both ok.
- Better establish supply agreement to this settlement first,
- then link these generators to Pwr transfer plot (assigned settler), and that should be fine.
Sometimes distance between settlement and your HQ cause attenuation of amount electricity transfer but not severe. Upgrade pwr distribution room lv or simply build generator&pwr xfer plot at settlement near HQ (e.g. Somerville) will mitigate the pwr xmission loss.
Okay
Oops wrong spot
I'll finally be able to Play all 3 chapters of SS2 in one load order
I’m wondering the same. I’ve seen external assets mods on ps already tho
Those were a workaround
Mm I see
Does anyone know if there's a verified creation to show extended dialogue choices?
I'm trying to make my own script for a mod and I'm trying to use a method from the Actor script, which is specifically GetFurnitureReference(), but the compiler is acting as if the function doesn't exist.
Here's the snippet:
WorkshopObjectScript workObj = objRef as WorkshopObjectScript
Actor worker = workObj.GetAssignedActor() as Actor
if worker
; Settler exists
if worker.GetFurnitureReference() == objRef
; Settler is using the specified furniture
endif
endif
Compiler output:
C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Scripts/Source/User/-.psc(309,18): GetFurnitureReference is not a function or does not exist
C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Scripts/Source/User/-.psc(309,42): cannot compare a void to a objectreference (cast missing or types unrelated)
No output generated for -.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Just for further information, other actor methods work. I've tried, for example, worker.GetSitState() and the compiler doesn't report it as an error. It seems to be specific for GetFurnitureReference(), which though seems to be present in the Actor.psc file:
[1134] ; Returns the current furniture reference
[1135] ObjectReference Function GetFurnitureReference() native
Hi, does anyone know if the new update also resolved the issue with the 255 plugin limit? I remember before you basically couldn’t mass download all the CC content and have more than like 20 mods or something without crashing - has that been fixed?
Unfortunately not
What a joke. I was stupid enough to buy AE and now I’m essentially barred from playing with all the CC content I paid for if I wanna make use of the 100gb limit
Welcome, this channel is for discussing Fallout 4 community mods!
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This includes our specific requirements when porting mods, to ensure appropriate permission is displayed.
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It’s been a while since I’ve played fo4 but I’ve heard tales from the commonwealth is a really good dlc-type mod
oh hey, you're here
sim settlements 2
hi u modder?
u take requests? I have idea for gud mod
omg its the real juicehead and asas
hi big fan @junior moon
any plans to add claymore sword mod to leveled lists?
oh man, lot of big names here
Bees.
any ways to ignore the storage limit for mods in the xbox version?
this is all i wanted to post since its very related to this channel
I still make mods. The Road South will have an update soon. The best place to ask me for a mod request is probably my youtube or @ me in this thread.
Wassup modders
Modding.
imagine pretending to be modders smh 
lets mod
Thank god Starfield gets all the attention right now, it's so calm here 😄
Hello fellow modders
So calm that I will move my hammock here. Those two tree trunks look like... ... supermutants!
Hmm I would love more enclave mods
Might return to update my weapon mod, one day 😎
I wanted to create my own mod but don’t know how and don’t really have the time anymore
what mod(s) have you done? I'm just curious to check it out
I released a weapon mod called "Red Menace Sniper Rifle" and some other misc. mods, hoping to return later with another, better, weapon mod :)
coolio, i'll check it out. 
stefan, famous moder, what program do u use to mak ur modes 
Seanie, dont bully me please. we're in the same private servers 
i'm only memeing, you know i love you 😚
How do fellow modders
Here is the correct chat
What happened to the Godzilla mod that was on Xbox a while back
can we have a channel that posts when the creation club is updated? that's the only info I need/want
With the state of the CC forum right now, I doubt they’ll make one until they have some news about content
Private servers?!
sorry, only cool kids are invited. not you. 😘
link???

Ye i hit you up homie.
can we rename the channel to blue tape lounge 2?
I'd rather not remember that
🛑 banned meme 🛑
is just afraid to join the ammo "passionate" private servers
How does one keep up with user issues if one only mods for consoles? Now I’m going to have to invest in forum software. :/
I mean, you could edit the description in your mod to ping you in here if there’s an issue? It’s not the best answer I’m sure, but that’s the best solution I can think of for now.
need a designated mod help channel prob, gonna be a cluster if many mods add pings for here
This channel is going to be either: Does X mod exist, Can someone make X, or I need help with X
juice looking to take over
Red Comet, discord is a terrible place for that type of stuff. It isn’t searchable on a web browser so info is hidden. At least with the comments on the mod pages, there’s user interaction and troubleshooting.
Then you’ve got misinformation all over the place because of places like YouTube or Reddit giving out bad info.
Yeah in terms of mod authors offering user support this is pretty much the worst news ever
Yup
Correct
Guess I’m paying monies that I don’t have to upgrade my website for php so I can borrow Arthmoor’s bug tracking software from github.
We are now forced to either start a public discord and handle all the usual moderation of those by ourselves without Bethesda staff, get our own forums or bug reporting tools that may or may not cost money and still require moderation, attempt to handle user support here in a significantly less than ideal manner, or leave users without support.
This was such an odd, unasked for change...
Definitely feel free to make use of the tracking software. That's what it's on GitHub for.
Luckily I happen to have a modding website that I barely use and it's already setup for php so I may end up using that too
Just don't expect it to be super slick and modern and stuff. My web skills are straight out of the early 2000s 😛
heh mine too
My current site. This is pretty much all the content until I get all my forum support thread info moved over before the forum is gone. edit to remove link, forgot that would be advertising
I'll send it via our other server 😄
I went way overkill with a self hosted, very janky Jira setup. The thought of maybe making it user facing gives me the fear. XD
lol
Half remembered I made a mod alongside Gerokeymaster iirc.
Traits for Fallout 4. That was a fun experiment in F4 modding.
is this home now? 🤔
Dad? Is that you? Did you finally find the cigarettes you went to get?
well then
plot twist, your dad was looking for a very specific brand that had been discontinued and was travelling the world to find them
I know the feeling tbh, nowhere sells the tobacco I smoke
Dude thats liek REVERSE fallout 4 story. Seanie goes looking for daddy across the wasteland. MAKE MOD
if only i had nitro to put the makemod emote 

We might as well start a new site where a bunch of you can host a forum. Doesn’t make sense to have a whole forum for each of you.
Well... how about them mods. Post'em up.
Ill be easing into this WIP tonight. About a week old video but it looks about the same now today.
Fallout 4 computers are actually computers. A mod I built largely on Nistons work.
https://youtu.be/N-w-U8KouHA
Post your own stuff now 🧐
Updating existing mods is broken. Not sure about uploading new mods
I'm not aware of any issues uploading new mods.
My favourite mod https://www.nexusmods.com/fallout4/mods/9392
Was messing around with this the other day: https://cdn.discordapp.com/attachments/624690791666810901/842888856750653450/Fallout_4.mp4
Nice, something Tobbe was involved in.
So... do Bethesda devs read this discord stuff? Only one way to find out:
Please share your behavior graph secrets with us poor plebs! 😄
We do.
That is exciting! There's some super talented people in the modding community, such knowledge could empower them to do even more amazing things. In TES I always wished for spears. In Fallout 4 I want to see cool creatures like the Rad Toads and giant turrets for our settlements.
lol
Hello. How goes it, everyone?
Pretty good. Just busy playing some of the best mods ever, on a load order of over 500 plugins. Awaiting E3 where we might see what is next in store for modding
what are some of them?
lol, the usual suspects here
Sim Settlements 2, The Bleachers: A Diamond City Story, Flashy Gun For Hire, hundreds which add to workshop menu. Tons of cool guns and outfits, customization not matched in any other games. Probably got 500 hairstyles and then Looksmenu, giving better character creator than anywhere else. Just to name a few.
Plus the Creation Kit itself, if I think of a cool house or a job plot I wanted for SS2 I can just go make it which is a hobby unto itself. No other games offer this, it's entirely unique to Fallout 4.
very nice
i've been working on making camo textures for guns
@tidal impyou've seen those, right?
Since in Starfield if we have a Dyson Sphere settlement or a moon base(I can't imagine what else the game would be about tbh), and there's probably some sort of bad guys, it'd need defenses. A Dyson Sphere would be logical as a Starfield equivalent to High Tech power, harnessing the power of a star. I was messing with making orbiting turrets via scripts. Especially if we can have much more actors, I'd want hundreds of them.
Yes, lately I've been following developments for NovaFinch's CombinedArms pack here. It'll probably be the best weapon pack around.
https://www.nexusmods.com/fallout4/images/205665
never saw that before, that looks awesome
does he say what all the weapons will be?
Yes
G36, AKM, AS VAL, Desert Eagle, SG 550, SPAS-12, AUG, SV-98, M1911, TT-33 Tokarev, PL-15, Barrett M82, Beretta M9A1, M249
On Fallout 4 we get guns that'd make CoD jealous. With tons of customization options and the works.
Hmm... a two word answer to my question and the 2nd part totally ignored...
My experience with women tells me "I'm in trouble"
Since Bethesda is a part of Microsoft now, could they share their havok tools?
doubt, but we can 🙏
I just need the scripts they use in the havok animation tool or an animation tool Bethesda tutorial 😄
legally Telekinesys Research Ltd. get a license fee from Bethesda, that license will not allow them to share it with Mod Authors. You must ask Legally Telekinesys Research Ltd. to release a freeware version.
this is how far I got with that problem 😮
https://youtu.be/5BvgPRdqJXE
rad-toad?
a weird selfmade version of it 😄
although animations are placeholders atm anyway 😄 But I think there are bethesda scripts involved that I do not have and without them I might be stuck
3dsmax scripts?
nah I think that problem\tool has its own scripts category as far as I understand it
?
that tool in the video, that is not 3dsmax 😄
D'ya know what i wanna see? An alt start mod where you play as the Lone Wanderer from 3, having lone wandered south to the Commonwealth, with new lines for MacCready and Maxson and Dr. Li where they recognize you, and where you can already have heard of the Institute from Rivet City
Yeah, for sure. That VAsynth thing would make it a lot easier, theoretically
nice weightpainting on that armor
oh god region generation always feel like a crash gamble, it's so stressful
thanks put a lot of effort into it

Don't forget Havok Content Tools for UV/3D animations.
Perhaps that could be part of why animations system is being overhauled? That way they could easily include it as part of CK, if they move to something besides Havok if it is legally impossible to share. Having releasable animation tools would have no disadvantages IMO. Licensing terms can prohibit commercial use, so people could not financially exploit it.
it'd just be really nice if what I see in substance painter didn't look wacky and terrible in game without severe adjustments lmao, really hoping for it to be better whenever the next single player fallout game comes out
The UI is kinda in the same boat as the animations/tooling
Though, scaleform has grown on me.
Idk what region is that .50 Cal Sniper Rifle, but seems like an OP Rifle in MGSV TPP Story Mode
Pretty sure it’s the VRG sniper rifle from Call Of Duty: Black Ops: Cold War (winner of longest video game title)
Man the 2gb limit on Xbox really makes it hard to have environment mods.
Just wish I could have a tree replacer that wasn’t 200mbs without destroying the pre-combines.
It also makes it a lot more difficult to do XB1 versions or for many mods makes it not reasonable to port them
u know what i would wish for? someone bringing the launchers, machine guns and ARs from PSO2 into the Commonwealth. doubt it would work but i would install those immediately
so... with the knowledge that they are reading this. and with the understanding that our pleas are ignored. This feels like hit-and-run driving to me
Well, it's far less "ignored", moreso they most likely legally can't do anything.
And one can achieve fully custom behaviours anyhow really, it's a bit more tedious, but not impossible.
Reference a retail HKX by converting it to XML, write up your own behavior and convert over to HKX.
You can also make parts of your setup in the lovely little tools you've found there.
@hot ridge
I'd say start with something far more basic as a first full implementation, way back in 2017 we had this as our first fully custom creature, this only being the skeleton stage video, but none the less: https://www.youtube.com/watch?v=u7ZiD4No1ak
Starting with something small such as that and building on it to get different bits figured out and then moved onto bigger and badder monsters 🙂
only wrote a death event and was in the process of writing movement. :)
so i just paint a deathclaw green and call it a rad-toad, right?
okay see you in hot mods
endorsed and voted.
I am a fan of the pool noodle.
Sure, way too crunchy if you don't boil them first.
Can i use the creation engine tools with the gamepass version of the game?
You have to take ownership of the files, and do some other workarounds form what I've read.
Gamepass like an Xbox? No, the Creation Kit is available free of charge to anyone with a PC copy of the game.
PC game pass is a thing now
See this thread for more info https://bethesda.net/community/topic/451803/creation-kit-not-working/10?language[]=en
Ok thanks
Wait there is gamepass on pc
Thank you as im planning to get a pc early july
And want games so i just need to cancel my ultimate on my xbox get that and loads of games for free
Well not free
Just a subscription
Lol the noodle is hilarious
Is anyone here able to help me Diagonse a crash log from Buffout 4?
sounds hard
It is I can't work out what exactly is going on and I can't fix the crash
I can take a stab at it. I'd like to know your mod list/load order as well if it's not included in that log.
So here's the thing
I'm trying to take screenshots of full armor sets in nifskope
I can copy and paste armor parts to one nif file, but the problem begins when I try to add underarmor. Because when I add this underarmor there are visible clipping issues. I know I have to change scale inside ninode related to neck, arm etc but how do I know what values should I use and can I automate this process somehow?
Or is there a better way of making a full armor set screenshot in nifskope?
Why not just use outfit studio and conform it to a body shape, vanilla for example, and forego the manual editing?
Outfit studio comes with tools to reduce clipping .
I had no idea such tool exists, thank you, I'll try this
Hi all, this the right place to ask about scripting stuff?
Yes
Cool! So I was going for a very naive approach of implementing something like a 'quick weapon swap' function akin to the one in the Borderlands games (keep the action button pressed to instantly swap your current weapon with the one you're picking up). I went for a perk with an Activate entry point for a second activation prompt (R), condition to ObjectType == Weapon and the following fragment:
akTargetRef.Activate(akActor)
akActor.EquipItem(akTargetRef)
The weapon is being picked up but not equipped. Why is that? Is akTargetRef invalid after being picked up via 'Activate'?
Once added to the players inventory (or any other container) object references lose their reference, unless they are persistent. Could be why it is failing to equip.
In the vennla scripts is one that auto equip on pickup. The 10mm in the vault uses it.
Scriptname AddItemFavorite
Oh alright, I've found WeapAutoEquip and these lines:
Form WeaponToEquip
Event OnInit()
WeaponToEquip = self.GetBaseObject()
EndEvent
So not quite what I'm looking for, I think
@dry yoke
https://www.creationkit.com/fallout4/index.php?title=Perk_Script
https://www.creationkit.com/fallout4/index.php?title=AddItem_-_ObjectReference
https://www.creationkit.com/fallout4/index.php?title=OnItemAdded_-_ObjectReference
https://www.creationkit.com/fallout4/index.php?title=AddInventoryEventFilter_-_ObjectReference
I dont know if this will work but you might try it. I kinda winged it.
Scriptname HotPickup extends Perk
{A hot pickup script.}
Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner)
Debug.TraceSelf(self, "OnEntryRun", "auiEntryID:"+auiEntryID+", "+"akTarget:"+akTarget+", "+"akOwner:"+akOwner)
self.RegisterForRemoteEvent(akOwner, "OnItemAdded")
self.AddInventoryEventFilter(akTarget)
akOwner.AddItem(akTarget, abSilent=true)
EndEvent
Event ObjectReference.OnItemAdded(ObjectReference akSender, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
Debug.TraceSelf(self, "ObjectReference.OnItemAdded", "akSender:"+akSender+", akBaseItem:"+akBaseItem+", aiItemCount:"+aiItemCount+", akItemReference:"+akItemReference+", akSourceContainer:"+akSourceContainer)
self.UnregisterForAllRemoteEvents()
self.RemoveAllInventoryEventFilters()
(akSender as Actor).EquipItem(akBaseItem)
EndEvent
Well here, its short enough.
That would attach to the same Perk you have. It would also remove the need for a fragment script, so remove yours from the perk before testing this one or weird stuff might happen.
anyone know of a Children of Atom Companion
None that I'm aware of unfortunately.
im shocked that no one has made any after the game has been out for this long.
TBH I'm shocked Far harbor didn't have one.
Yeah, never occurred to me that anyone would want that lol
Wicked! I’ll try it out after work, thanks a lot!
@brazen barn I tried it out in some down time but unfortunately it didn't work:
[05/21/2021 - 10:36:20AM] [A_QuickSwapScript < (10000F99)>]-->OnEntryRun(): auiEntryID:0, akTarget:[ObjectReference < (FF004A77)>], akOwner:[Actor < (00000014)>]
[05/21/2021 - 10:36:20AM] error: (FF004A77): is not a valid inventory item or form list.
stack:
[ (10000F99)].A_QuickSwapScript.AddInventoryEventFilter() - "<native>" Line ?
[ (10000F99)].A_QuickSwapScript.OnEntryRun() - "<unknown file>" Line ?
I'm in need of some serious help here
One of the mods I'm using (at least I think its a mod) is causing Diamond City Radio and Classical Radio to play at the same time and I don't even have the radio turned on in my pipboy
The mods I'm using are
I fixed it 😎
Is 300 gun mods enough
Has anyone used Desperados Overhaul on xbox before? I am thinking of doing a New Vegas-inspired overhaul for Fallout 4
@dry yoke Heh sorry to disappoint 🙂 Keep tinkering with it, you got a neat idea.
Maybe instead of ..
self.AddInventoryEventFilter(akTarget)
try ..
self.AddInventoryEventFilter(akTarget.GetBaseObject()) or self.AddInventoryEventFilter(akTarget as Form)
overhaul
careful 😏
No worries! I appreciate your effort 🙂
First actually does work! However, the second pickup will always crash the game, no matter what weapon.
But all events are already unregistered, right? Gotta say I just started out with papyrus (coming from old construction set script) and I still gotta learn a lot
Thats great, so its on the right track. Im not sure why it would CTD on equips after the first, but I was a bit careless with the registration logic, and I added no error checking of any kind. Feels close to working.
How about some papyrus logs even though they do not show any info about CTD. But it might have a clue leading up to the crash.
self.AddInventoryEventFilter(akTarget.GetBaseObject())
Im not really sure what happens to OMODs on weapon references here since its getting the baseFormand equipping the base version.
Seems like the mods stay attached, tried it on a pistol with muzzle attachment and that stayed, didn't check very carefully though. Let me look for the logs...
Hmm... Seems like it's crashing on the second OnItemAdded event?
[05/21/2021 - 08:18:00PM] [A_QuickSwapScript < (12000F99)>]-->OnEntryRun(): auiEntryID:0, akTarget:[ObjectReference < (FF005AFD)>], akOwner:[Actor < (00000014)>]
[05/21/2021 - 08:18:00PM] [A_QuickSwapScript < (12000F99)>]-->ObjectReference.OnItemAdded(): akSender:[Actor < (00000014)>], akBaseItem:[Form < (1500213F)>], aiItemCount:1, akItemReference:[ObjectReference <Item 16 in container (00000014)>], akSourceContainer:None
[05/21/2021 - 08:18:19PM] [A_QuickSwapScript < (12000F99)>]-->OnEntryRun(): auiEntryID:0, akTarget:[ObjectReference < (FF003BE0)>], akOwner:[Actor < (00000014)>]
Btw it doesn't even CTD, it'll just freeze completely (if that makes a difference), gotta Ctrl-Alt-Del and sign out
Whats up with your ESP file? Can you pass it into chat so I can test myself?
Or screenshot the Perk in CK and I can rebuild it
Ok hold on, I’ll get back to the computer and dm you the esp
Nope, always wanted to but didn’t get around to actually pick it up
I also removed the direct edit to Player actor.
Replaced with a "Reference Alias"
Works for explosives too
Ill DM the sauce.
Well gonna test another thing real quick
Yup, Im happy now.
I landed on this source.
Scriptname A_QuickSwapScript extends Perk
Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner)
Debug.TraceSelf(self, "OnEntryRun", "auiEntryID:"+auiEntryID+", "+"akTarget:"+akTarget+", "+"akOwner:"+akOwner)
self.UnregisterForAllRemoteEvents()
self.RemoveAllInventoryEventFilters()
If (auiEntryID == 0)
self.RegisterForRemoteEvent(akOwner, "OnItemAdded")
self.AddInventoryEventFilter(akTarget.GetBaseObject())
akOwner.AddItem(akTarget, abSilent=true)
GotoState("Equipping")
Else
Debug.TraceSelf(self, "OnEntryRun", "The entry ID of "+auiEntryID+" was unhandled.")
EndIf
EndEvent
Event ObjectReference.OnItemAdded(ObjectReference akSender, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
Debug.TraceSelf(self, "ObjectReference.OnItemAdded", "akSender:"+akSender+", akBaseItem:"+akBaseItem+", aiItemCount:"+aiItemCount+", akItemReference:"+akItemReference+", akSourceContainer:"+akSourceContainer)
Actor subject = akSender as Actor
If (subject)
subject.EquipItem(akBaseItem)
Else
Debug.TraceSelf(self, "ObjectReference.OnItemAdded", "The sender could not be cast into an Actor type.")
EndIf
EndEvent
heh, oppsie. This line can be deleted GotoState("Equipping")
Again, thank you so much for all the help, I really appreciate it 🙂
That would be a really cool mod to upload 😄
I'll tinker with it a little more, see what I can make of it and then probably release it on the nexus with the allowance of scrivener07 ✌️
Which I do give allowance for Wolf to do without restrictions or conditions of any kind.
Another question, if I may:
Functionally these two approaches make no difference
akTarget.Activate(akOwner)
or
akOwner.AddItem(akTarget, abSilent=true)
To me, using Activate on the ref seems "more natural", but are there specific advantages or downsides to either of those two methods?
this Scrivener07 is such a bro 😄
Im not actually too sure about any specific reason or difference between the two. Like you, I just went with what seemed natural. I read the wiki and the functions descriptions seemed like what I wanted them to do, so I tossed it together and tried it in game. What happens when you switch it to Activate and recompile?
Maybe its something small like with AddItem you can suppress the added notification with abSilent, but Activate doesnt have that option so maybe you will get notification spam?
Nah, activation is I think literally just using the game's internal "pickup function", so there's no messages. There's no visual difference in game, only the pickup sound plays along with the equip sound (which is not the case with AddItem). With Activate you can set abDefaultProcessingOnly which defaults to false, so that any possible OnActivate event the item might have will actually be fired. That might not be the case with AddItem though. So in case any modded item makes use of that event, I think Activate would be better suited?
Yea, do you wanna give that a shot? I know youve come from ObScript so you might need help with how "remote" events work as they are tricky. The only thing that needs a think is where to get akBaseItem from if its changed to OnActivate. Heh maybe Ill think straighter after some ☕
Or wait, the OnItemAdded might work the same with Activate. Yes, coffee time.
Yea, I did try that out already and it works just the same. Sorry, should've said that more clearly 😄
Yea, you made a good choice. Go with that 🙂
Cool, thanks 🙂
Random question, but I'm more of a coder and mash up person and I was wondering if anyone knew if it would be possible to add small (very small) searchlights to the Protectron "Front Frame" item, which is basically the Utility Protectron frame. Is it just finding a source of light and applying it to the model in the direction I want?
I think it'd be fun to have all my provision-bots have, basically, headlights.
Yeah you create an addon node with the number you want (look up addon node resources on Nexus) in your mesh. May or may not need a nicontroller. Take a look at meshes that already have something similar
It think it states specifically in the addon node resources, but in case it does not, the values of addon nodes have to be unique to the end-user's load order, not just the mod, or your shiny new headlights won't turn on when someone else is using the same value.
There are two addon node resources on Nexus. One has demos of all the values in a custom worldspace, the other tracks vanilla, dlc, creation club, and popular mods use of addon values to reduce conflicts
Kind of wish they'd add unpopular mods as well since there appears to be an issue with a ported mod to Xbox so end-users would know the conflict and what mods not to use with what.
I for instance have permission to use a few assigned to MunkySpunk but have been lazy about getting the resource updated with that info 
#TooMuchToDo
#inorite
I console (hehe pun) myself with the knowledge they're at least already in an assigned space
I cannot remember, is there a set value limit?
Not that I'm aware of but programming so probably there's an upper limit?
Need an engine/scripting nerd to confirm
Hey we're on an official Beth server, maybe an actual dev will deign to respond! 😆
@viscid lake see above regarding your question
Short answer yes, just pick the appropriate addon node and add to the appropriate nifs
,
Ah addon node conflicts, I guess that could be why with some blue lights there's a weird blue fire effect. A bit like firing the flamer vertically but blue. Somewhat of a minor thing, I forgot about it till now.
About using Activate instead of AddItem... Turns out that, after some more tinkering, Activate will eventually crash the game, while using AddItem seems to work just fine in any case. That's odd. Scripts will execute right until calling Activate and then crashes. OnItemAdded is not being executed as it crashes before that.
Was it a freeze or CTD? In any case thats alarming. Buffout might help diagnose the problem by producing a crash log but it might be easier to just use the AddItem then.
It was a freeze again. AddItem might be the way to go then, but I’m a bit concerned about the potential use of the OnActivate on modded weapons, which will not be called. But also idt that’s really a common case?
Doesn’t Buffout have like lots of dependencies? I remember that’s why I didn’t use it
Yea it kinda does, and dependencies that need to be installed to base game folder without a manager. But it does produce semi-useful crash logs.
But its not a dependency on your project. Its more like a tool.
Yea I know, I was just too lazy to go through the hassle in setting it up but eh, I might just do it now then, see what it spits out
So a bunch of my modding friends sub to my youtube and one of them reminded me of something when they saw that last wip video.
https://www.nexusmods.com/fallout4/mods/18793 🥴
But I also bet you can one-up him too.
I think his does armors so maybe you can do that and something else like add the option to tag as favorite 🤔
Sometimes a mod can be a good alternative by doing less sometimes too. In any case you shouldnt stop just because someone did something similar.
Oh well^^ Personally I wouldn’t be interested in the armour equip functionality. And I’ve already implemented three “modes” to my quick swap which allows you to always drop your current weapon in exchange or only drop it if the new pickup exceed the players inventory cap. Favs are also something I wanted to look into^^
Thank’s for showing me though! I’ll keep on going
cheers ☕
One thing though:
Currently, if you have the same kind of weapon in your inventory, the game might not equip the weapon that was on the ground. For example, if you try to use an unmodified 10 mm pistol, it might equip your better, modified 10mm pistol weapon. This is not a bug per-se, but just how the engine works; as far as the game's concerned, both pistols (modified or not) have the same base-ID.
I haven’t actually checked on that... did you notice this kind of behaviour when you were testing?
No but I was kinda aware of the issue. Thats why I brought up the comment about not being sure what happens with OMOD when GetBaseObject() is called. I just never tested it.
Right, might have the same issue then, I’ll check it out
As an aside, here is the F4SE required Papyrus extensions for the favorites manager.
https://www.creationkit.com/fallout4/index.php?title=FavoritesManager_Script
Ah dang, I didn’t want to have F4SE as a dependency... I mean I got some MCM support but that’s optional. I thought you could get and set favs in vanilla papyrus already? I remember the first 10mm you pick up in Vaul 111 is added to your favs automatically
Hm okay it does indeed happen. What I don’t understand is that the ObjectReference OnItemAddem is valid but it can’t be used as an argument for equipping...
Its because the moment that reference enters a container it will cease to exist as a reference. The items in an inventory are special inventory objects that specify a base form type and count for stacking.
So the game basically constructs a new reference with that base form and the array of objects mods or something? Well internally it might all look a little different anyway, it's just what's exposed to papyrus I suppose but anyway, knowing that doesn't really solve the problem^^
Thinking of iterating over inventory items to see if I can properly compare them to somehow determine the correct form to equip but I can imagine it ending up being too slow
But if it's all just base forms anyway in the inventory, it might not even make a difference?
Thank you for the guidance!
Well an exception to the refs getting destroyed in containers is when the reference is persistent. I believe that powercores are persistent to track their charges. As far as OMODs the game must internally track the differences but like you said its about what is exposed to Papyrus.
https://forums.nexusmods.com/index.php?/topic/8948133-ways-to-make-something-persistent/
Though I feel like if there was a sane way to do this then Sagittarius would have found it.
Ways to make something "Persistent" - posted in Fallout 4 Creation Kit and Modders: So how do I make an object persistent?
Some people say that anything script-linked as an object reference does get persistent. But F04Edit does say something else.
So is the only reliable way to make it a quest object?
So the workaround would be to add the ref to form list for example. I tried that but it didn't work, the list was empty after trying to add it. Then I though I could just store the ref in a variable my perk script. I used message boxes to tell me the display name of the ref that was just picked up. So the variable was apparently still valid after picking up the weapon, as the message box displayed the name of it, but I still can't use that to equip it. I'm quite confused now...
If refs are being destroyed after pickup, why could I still have it's name displayed? If FormLists can hold ObjectReferences, why is my list always empty after I added it? It might just not be using the right methods, script in a sec...
With form list:
FormList newItems
Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner)
[...]
newItems.AddForm(akTarget)
[...] ;List is empty
EndEvent
With ref variable:
ObjectReference newItem
Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner)
[...]
newItem = akTarget
[...]
EndEvent
Event ObjectReference.OnItemAdded(ObjectReference akSender, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
[...]
Debug.MessageBox(newItem.GetDisplayName()) ;prints just fine
[...]
EndEvent
On section With form list:, is newItems.AddForm(akTarget) the very first thing you do. The whole thing is odd as Ive been through it all before but I always forget the exact nuances. It must be me suppressing those bad memories 😛
The 3rd promising method is again a reference alias of a Quest.
How long do you think the persistence needs to last, just for the initial equip yea?
Yup, I'd literally just need the ref to persist to equip it.
But... does Actor.EquipItem() actually work with ObjectReferences? I mean again, it's really strange to me that the ref to the object just picked is still valid in a way that I can print it's name in a message box...
With mod comments removed on Bethesda.net, we're currently recommending that author's re-direct folks to the social channels they prefer to use. We've also discussed formalizing this, with the ability for authors to include some specific links on their profile, with buttons added to all of their mods. That way if you want to promote your YouTube channel, personal Discord, social media, et cetera on your Bethesda.net Mods it's easy to do.
What do folks think, and what channels should we support
Maybe shove the reference into an ReferenceAlias that persists the ref and marks it as a quest item. Then clear the alias in the OnItemAdded event.
YouTube, Discord Servers, GitHub, Nexus, CK Wiki Profile @solemn plover
I think it makes sense to Discord, YouTube, Twitter, and maybe Nexus Mods.
Basically what discord has.
I'll be referring people to my modding website as will others that I know.
Currently it doesn't have any content but it's going to soon. 😆
I havent checked them specifically, but pretty sure fusion cores just have extra health extra data to track their charge, they really dont need to be persistent.
From what I've seen so far, storing the object refs somewhere keeps them intact since I can use it for example to display it's name in a message box. I just cannot seem to use an object ref as argument for EquipItem, it only ever works by calling GetBaseForm() on those refs
Currently, if you have the same kind of weapon in your inventory, the game might not equip the weapon that was on the ground. For example, if you try to use an unmodified 10 mm pistol, it might equip your better, modified 10mm pistol weapon. This is not a bug per-se, but just how the engine works; as far as the game's concerned, both pistols (modified or not) have the same base-ID.
To restate the issue.
well yeah this is true
So there's absolutely no way around this issue?
https://www.nexusmods.com/fallout4/mods/18793
Trying to one-up on Sagittarius 😛
uhh, none I can think of now, without some script extnder stuff. Sag is great coder so if there was a way he would have already added it
Yeah, just as you thought @brazen barn^^
Ill back that up, Sagittarius is very skilled
Well then at least I can stop trying to get around this and just finish up the rest, thank you two for the clarification 🙂
I just wanted to say that this community is awesome lmao
Other than what's been suggested, adding my two cents for Twitter, Blogger/Blogspot, & Wordpress.com. Both Blogspot and Wordpress.com have subdomains so users could simply fill in their blog name. No idea how that would work but both have little icons to use for buttons. Unsure if it's been mentioned, but there's not a mod author profile. Profiles are on the forums, and there's not a link to it from the mod pages, just a link to all mods. While linking all mods is great and needs to stay, a profile link is necessary now.
Custom site option could be nice, I would link to Discord, NexusMods & SimSettlements forum. If I did Skyrim stuff maybe AFKMods too.
Wait, Bethesda.net doesn't let you post comments on mods? That's another reason I don't upload my mods there.
There was at least our load order thread for mod discussion but no one really discussed mods in Mods & Requests. Any discussions were drowned out by demands.
TactaGhoul, there were comments but now comments cannot be done since they were linked to the forums.
Hi all! For anyone who followed our conversation over the past few days and who's interested, I just published the mod called "Quick Weapon Swap", that I got around to finish rather quickly, all thanks to @brazen barn!
https://www.nexusmods.com/fallout4/mods/52235
Excellent, thanks for the shoutout too.
I haven't dug into this if this is legit or not, if it is, im not surprised at all in the least
How can I help, thuggermonke?
@sick ingot Currently the public server for FO4 Load Orders is @prime stag Caffeine or Die server which is linked on the last page of the Updated Load Order FAQ and Assistance thread on the Bethesda.net. I’ve not yet added the link to the Vault Dweller’s Survival Guide to Load Orders yet. Here’s a link to the guide. You can download a Framework Template to get sorted and organized. https://tinyurl.com/FO4LoadOrderFramework
Its real but the load screen is only as far as anyone has gotten.
ah
Hello @zinc hare yeah so the question was about something I don’t think was addressed on the guide
Just wondering what category of mods would newly added creatures such as Mojave geckos be categorized as, or even model replacers like fallout 3 styled ghouls. Thanks 🙏
Alrighty. If I've left something off, I'll get it updated so that it's more useful to others. How can I help you?
Like would it be AI packages?
I'd try them up high first under new factions and lower them as you work out the kinks. I've not had a chance to look at how the mod is set up.
Sounds like enemy level lists which is what the new faction section is for. 🙂
Mod looks fun, that's for sure. 😄
Alrighty awesome thanks for the quick reply. Would something like model replacers be placed under the texture category or like you said, new factions? Only because I think the ghoul mod is just a new model/texture and doesn’t actually add any new spawns etc.
just makes them look like fallout 3s ghouls
Oh awesome. I need to try that one. 😄 There's a place for Character Model Replacers on the Framework. If you're using anything else that might be overriding it, just place it lower til its no longer overriding. But if you've got something overriding, ask yourself, "do you really need two things that do the same thing?"
Thanks! Yeah they’ve been out for some time. The mod author is planning on filling out categories from fallout 3. He just released a robot mod that adds the classic robots from fo3 into levelled lists.
Thanks for the reply!
Love the Automotron mod that adds in stuff like Securitrons and such
You're very welcome, thuggermonke. Have fun!
Securitrons and Robobrains are the best automatrons. fite me. :p
Does anyone know if there's a fallout equivalent of ugh mods manager cap for Skyrim?
Yes. Chucksteel made one. I'm not sure if he kept it in WIP or made it a thing though. If you do a search on Bethesda for Start Me Up (chuck's port), you can have access to all his ports from there. I cannot remember the name of it unfortunately, I have my own version I use on Xbox for Fallout 4.
who do I DM to get the mod author "role", thanks!
Hi guys I can't work out why the getlevel command isn't working for me!
I'm trying to heal the player based on the level of the enemy they kill (I have the script working when it is a fixed amount)
I have this script attached to a quest stage set to run on the event node graph on actor killed
self.stop() ```
I get the errors
`Getlevel is not a function or does not exist`
` (9,53): cannot cast a void to a float, types are incompatible `
I've double checked the CK Wiki there is a page for the fallout 4 getlevel command
Any help would be much appreciated
GetLevel() is an integer, not an ActorValue.
Post the whole script. I dont know the type of victim,
https://www.creationkit.com/fallout4/index.php?title=GetLevel_-_Actor
Ye ^ a member of Actor. Its called like int level = myactor.GetLevel().
or more clearly, int level = Game.GetPlayer().GetLevel()
Scriptname FFCM:Fragments:Quests:QF_FF_Perk_RipandTear_03100B56 Extends Quest Hidden Const
;BEGIN FRAGMENT Fragment_Stage_0010_Item_00
Function Fragment_Stage_0010_Item_00()
;BEGIN CODE
debug.notification("Blood and Guts fuel your carnage.")
Game.GetPlayer().ModValue(PHealth, 40)
self.stop()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Alias Property victim Auto Const
ActorValue Property pHealth Auto Const Mandatory
sorry thats the working version of the code that fires without issue
I want to use the Victims level as a multiplier
So my understanding is that I can't call get level on Victim because it's an Alias
But that Alias should always be filled with an NPC
So how would I go about getting my script to recognize that Alias as an Actor
@surreal verge https://www.creationkit.com/fallout4/index.php?title=GetActorReference_-_ReferenceAlias
An alias is a container which has an objectref or actor inside. (You probably want to declare ReferenceAlias not Alais)
Game.GetPlayer().ModValue(PHealth, Victim.GetActorReference().Getlevel() as Float * 10)
Access the content inside an alias with the above function
Changing it to a reference Alias fixed it thank you so much!
hi all, fairly new to discord, still think of myself of a noob with Fallout and defo still a beginner with Mods
Were you phoenix on the forum?
I went to the Bethesda.net forum to find a solution to the most irritating of problems, the dreaded Load Order for Xbox, and that seems to have re directed me here. I do hope there is Load Order help available here?
no 3lric, i was under Oli-ScubaSteve on the forum
Oh okay
Load order problems are hard even on PC. I dont know how you would even begin on xbox. Is there some other outstanding problem with LO on xbox?
I have tried so hard following the LO rules on the YT videos and guides people have sent, and while i think i am getting there, some info seems to contradict others and it becomes murky on who is right lol. Some I just dont know where they would sit, and 1 or 2 could be clashing with others, but i dont know enough about gaming or mods to know really
Some say Cheat Terminal should be last, some say higher up, struggling with a couple of mods that deal with Settlement borders, i dont know if they are conflicting and the mod descriptions dont seem to help much either
Its an impossible problem when mixing any combination of mods. There is no perfect solution and its almost meme worthy how every single mod needs to load last in order to work. If you want a stable LO then Ive seen people come up these preset LO orders they claim work. But even these can be filled with problems. (Im not talking about mod-packs, load-order guides). Its always been a mess like that.
I can imagine its because i have a weird taste when it comes to the mods, other than the usual Unofficial Patch, most of mine are New Settlement, settlement building and Manufacturing mods, i do have a couple of Power Armour mods and other things, not sure if a preset will help will it?
Its nothing to do with taste. Everyone just tries different combinations and load orders until they get lucky and find one that works. If your on PC then you have access to tools that can help inspect your current load order and scripts. But even then you almost need a computer science degree and many hours learning the internal workings of the game to work out a list of mods with all conflicts resolved. You can still try random combinations of mods together but you will probably always find something wrong.
i hope i have managed to get it as close as i can to working right, i have a feeling its going to take a long time to fully enjoy the game. thank you for your help 🙂
I hope I didnt come off as trying to discourage you. Its tough sometimes but it can be worked through, with effort.
no not at all, i have just tried out my first organisation of my LO, just going through things individually to see if there are any issues, so i can log them and hopefully find out why
i have been banging my head against a brick wall with this for well over a year, and i did give up for a while when my first playthrough totally died
I would not recommend mods that expand settlement borders on console, those generally break precombines and will tank your performance as a result @quasi geode
Cheat terminal needs to go below weapon mods per the mod author. It’s generally placed at the bottom to avoid issues with other mods at the bottom that may override vanilla forms or mod-added weapons. It has inter-mod communication scripting in it, and the weapons it looks for need to be loaded before it does.
@zinc hare does it matter even if i dont use Cheat Terminal for the weapons? Or would it behave the same way regardless?
@woeful charm woops, i should delete the 2 I have on there then, and the game has been behaving so well so far too 😦
I'm not entirely sure which weapons it's looking for without re-examining the scripting. It's been quite some time since I looked at it. And before you get delete happy with mods, the Creation Engine does not support the removal of mods in the middle of a playthrough. If you're going to remove anything, go back to the save prior to when you added them. If anyone recommends to you that something is to be removed, it does not mean to continue on that save. You'll destabilize your game just as badly as if you added a mod that was poorly implemented. There are forms the engine creates that are unique to your game - especially where the workshop power grid is concerned. There are also persistence issues and scripting you have to take into consideration that have registrations that could have no way to shut down if they're removed.
But to complete answering the question about Cheat Terminal: if you add those weapons after it is running, it may not detect them. Basically: The scripting looks then shuts down. Scripted mods need to come after 'hard' edits to vanilla.
@quasi geode I forgot to ping you earlier for that^. apologies for the ping if you've already seen it. Have a good evening.
Question to people that have FACTUAL knowledge about how the memory manager and stuff works in FO4 - I'm in the process of merging all the mods into a single .esm, and I have 27gbs of textures to package. Is it better to pack them into a single .BA2 file, or split them like the vanilla, to multiple, numbered .BA2 files?
I'm guessing that Bethesda split it for the downloading\updating sake, and also consoles compatibility
So perhaps it's better to make it into a single file in terms of performance?
Insight from actual Bethesda dev would be very, very highly appreciated
I'm making mods for FO4 a lot, restarting countless time, so performance and load time is extremely important to me
There's a file size limit to archives iirc. Check the vanilla file sizes and create yours accordingly
If you're making mods it's better to test them on a clean vanilla game
Depending on what kind of mod you're making you may want to also test with the unofficial patch and carry forward any relevant edits from it
@vital frost see above
I've managed to make 17gb BA2 😛
But yeah, it was problematic
My mods are mostly visual\essential, and I've finished the merge process
If you are working with scripts, you might want to work with the UOP ~~is ~~ as part of the mod creation load order, just to make sure you don't regress a fix.
I'd still stick with the archive size Beth uses
Yeah, I do have Unofficial Patch
Didn't merge it cause it's constantly updated
Here's the list if anybody is interested
What kind of mods are you creating?
Mostly visual
So textures? Meshes? Presets?
Ok yeah if you're making that kind of mod it's less critical to test on a clean game and you're not going to break anything critical in the UOP
Making your mega merge into an esm was also smart to avoid the reference limit problem
Yeah, that's what I did
Yeah just saying it was a good choice 😄
At this point my only suggestion is to stick to the max archive size that Beth uses just to be safe
Also it's MUCH better to use the Archive 2 tool that comes with the CK. The tool you used can in rare times break files. Archive 2 also compresses properly for PC. You still need to use the CK to pack textures for Xbox though as it can do additional compression specific to Xbox
I'd use Archive 2 for unpacking, that's where BAE can break things
You can search for files in A2, and can unpack just ones you've selected
A2 is by far the superior tool
Yeah the Creative Clutter team has experienced just slightly corrupted textures that were extracted from BAE a few times so we quit using it. They would load just fine in any graphics program but crash the game. But the copies of those textures that hadn't been in BAE worked just fine.
hmm... Could it be the time when cubemap textures weren't exported properly?
That was many years ago though
No idea. Since A2 is the official tool though we figured that was the safest bet
Also we don't use cubemaps
I'm going to head out, good luck with your gaming
Thanks, same to you!
iirc there’s textures that ba2 cannot extract if the mod has gone through the ck ba2 creation, at that point you’d have to use the official tool, which yeah you’d want to be using anyway
i dont have any weapons mods so i think i am good, and it does look like i have it in a safe position. I havent looked at it yet so time will tell if i am even use it. I do think i have my weather/lighting mod wrong though. I am using Short Night/Long Day, and always Clear Day mods, the clear day mod seems to work as i havent had rain or a radstorm since i installed it, however i am still having full length nights. From what i could tell the Only Clear Days sits at the bottom going by the mod Description, but i wasnt sure if the Short Night mod needed to be under Visual Texture/ Atmospheric or Lighting which is well above Only Clear Day, or should i move Only Clear Day up from the bottom but sitting above Short Nights?
They most likely conflict without a patch so whichever is last wins @quasi geode
@quasi geode Rule of One as Crayonkit says. Days/Nights are on the same form as climate data. (Also, apologies. I had this typed out earlier and got distracted.)
You could probably use xEdit to make a patch that merges the changes.
Xedit sounds like PC
It is. Sorry, just used to assuming people are modding on PC.
no problem, only a console gamer here 😄
Any recommendations for Xbox 1 mods
What's your playstyle?
Long shot here but does anyone know a better loot mod for PS4 ?
I'm having to restart because of a 0KB bug (my brother installed all the CC armor paints when he played last) and I'm hoping to add a little extra to my game without going nuts
Anyone know how to fix and issue with the Creation Club Quest Crucible, where you need to upgrade the Power Armor but there is a glitched barrel blocking the path to upgrade the armor for the quest. And yes you have to use this specific Power Armor Station
@pure galleon Sorry. I don’t have that one. I thought Crucible was for the heavy incinerator?
If you’re on pc, you might be able to disable the object in question but if it’s part of the precombines, you probably cannot. I’ve never tried. If you’re on console, there are workshop mods that allow you to build indoors by tossing down a mobile workshop. You could move it (maybe) with QWAPA on PS4. On Xbox you’d probably have to store it or scrap it depending on which mods you’ve chosen. But make sure you’re not using a mod that alters the area and has vanilla edits that add back that barrel.
Hit the console and type in tlc
I think the poster above is a PS4 player, which is why I gave many options.
And tcl might mess up the quest if there’s a trigger there. Gotta be careful with tcl and quest triggers.
A new thing https://www.nexusmods.com/fallout4/mods/50505
Combined Arms is a large weapon pack consisting of some of my better weapons plus some brand new ones all with a large array of attachments and configurations.No matter what situation you
I feel awful. I did not realize that Kingtobe had passed. 😦
Earlier this year. I felt bad for how long it took me to notice 😦
😦
Hey im trying to mod Fallout 4 XDI. I have FSE and the Mod Configuration Menu installed. But the mod isnt working. I have it installed in my data folder
Yeah, I'm honestly having difficulty doing stuff like that myself in the Data folder rather than a mod that's just able to go through Vortex, don't exactly know how to install every type of mod and if it's different between when doing it manually. Just started downloading mods today and barely have a clue with this stuff
would it be possible for a mod to replace the character meshes and textures from FO4 with the ones from F76?
The character creation system in 76 is so much more refined & the characters look a lot better than the FO4 ones
Yes, but it'd be quite a bit of work and Bethesda doesn't officially support backporting so I doubt you should discuss that here 😄
I thought 76 and 4 chargen are identical 
Maybe it's just me, but they just look a lot better. Hair as well looks waay better
That's because 76 has updated graphics, lighting and texture system
Fallout 76 Vs Fallout 4 - Character Customization Comparison
Character Customization In Fallout 76 - Facial, Body And Additional Details Vs Fallout 4 Beginning Character Customization Visual Appearance
Maybe,
F76 just looks more natural imo
my qualms were solved in #fallout-4-chat
Chapter 2 draws near....
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Does MCM's OnMCMMenuClose() work now? I cannot get this event properly fired.
Changed to OnMCMSettingChange() and now works.
Im having an issue in fallout 4 I dont know if anyone else has had this issue but every time a npc with a laser musket shoots and hits a enemy the game crashes
I have no clue how to fix it. Im on pc by the way and I have no laser weapon effect mods installed
Alright I'll give verifying the game files a shot
Yeah so apparently the mod that was causing the game to crash was tactical reloads
That with the laser musket causes it to crash
not sure if this counts but when starting a new fallout 4 game with all creation club content downloaded it will break the first quest and the first minutemen quest as well making you unable to progress with codsworth or preston
have you exprianced this yourself?
ooop reply im still not used to in disc
yea
bethesda support has not responded to that in a year for me though
I would like to point out
in skyrim cc does not break the main questline
Anyone got any neat work in progress going on this weekend? I invite you to share.
So I got a mod on fallout 4 that I thought would be fun, it crashed the game and now whenever I try to load in it crashes. I’m uninstalling and reinstalling to see if I can actually get in now
Currently just data entry, dialogue, and character notes. Nothing really 'neat' or 'shareable.' What about you?
Also, I've not really been keeping up with the views of using xVASynth to supplement dialogue splicing when words or phrases cannot be spliced without sounding awful. What is the general consensus?
I'm in
Screaming frantically at C++ trying to get crap to build 😄
I know the feeling
what are you trying to build?
Some of your code actually 😂
Ain't the best of friends with C++ nor Visual Studio in general...
which project?
do you know how to use cmake?
you should start with a cmake tutorial
try building the example to get started:
https://github.com/Ryan-rsm-McKenzie/ExamplePlugin-CommonLibSSE
Any new boat models?
if i wanted start modding, where should i begin?
Right here is pretty good. What did you have in mind? Myself or others can probably point you in a direction. A classic first mod would be a house mod. You would open the CK and just dive into dragging objects/items into the "Render Window" of some "Cell".
This page has some of the major UI elements in the CK. https://www.creationkit.com/fallout4/index.php?title=Category:Editor_Reference
The catch is that you need a PC copy of Fallout 4 to do this.
thank you! i didn't have anything too specific in mind atm, i just know its something i wanna try to get into
There are two separate wikis under the same domain here. Notice the /fallout4/ in the url. That, along with the sidebar art is how you tell which site your looking at. (Side note, the skyrim & fallout sides of the site each use separate account login systems too).
The skyrim wiki is a bit more mature and is a good place for tutorials. Most things work the same between each game. https://www.creationkit.com/index.php?title=Category:Tutorials
You could also start by looking into existing mods, see what makes them tick
Don't try to take on a huge new land and quest mod, just do something simple 😊
@mellow ether Darkfox127 has a lot of really good Skyrim tutorials, many of which also apply to Fallout 4. I also recommend Seddon4494 and RedRocketTV for Fallout tutorials. All on youtube.
Oh and of course Kinggath's Bethesda Modding School series
All four of those tutorial creators know what they're doing and provide accurate tutorials. Other tutorial creators have varying levels of quality in terms of how accurate or good their information is.
Is this a good mod guide
What do you folks think
Watching all the recommended videos in that mod guide is absolutely a great learning to mod your game experience. I'm concerned that there is no mention of avoiding breaking precombines in the section about adding landscape changing mods and I'd investigate if the suggested mods break precombines before using them. I'd also not recommend that many texture mods unless you pack the files into the vanilla archives with Archive 2, and/or use 2k at max, and/or have a god tier GPU.
Preferably all the above with regard to the texture mods
You don’t need a god tier for texture mods, just the vram for it.
Hi! I have a question about Curie. Is there a good mod to change her appearance? I've heard about Companion haircut and surgery and reconstruct all faces. Do they work? where would I have to put them in my load order? Are there bugs I should be aware of? Thanks in advance.
Is the effect archetype Permanent Reanimate hardcoded to work on only feral ghouls "under the hood" somewhere? Ferals jump right up and come back to life, but other dead NPCs go through the "getting up animation", then either twitch around and fall down, or T-pose permanently...
I don't see any indication that feral ghouls should be "special" in this regard, which is why I ask whether anyone knows if there's something hidden in the binary that allows it to work for ferals.
I don't plan to use all the mods listed, ty for the advice
how do I open enb setings in game?
@woeful charm
It says shift enter but it doesn’t work
Or can I not edit enb’s while at the start of the game
So I have to get out of the vault
I don't use enb so you're going to have to google it
I wondered, I have AFT and the option to make NPCs followers. Who would be for you the best candidates?