#fallout-4-mods
1 messages Ā· Page 36 of 1
It says,
Shifr + Enter
but that doesn't work
so I just edited the ini
yeah
the enb works fine
and my ini edits work
ingame overlay just doesn't work, but no biggie
Editing ini is better anyway because I won't have to change settings on a new playthrough
atm im just installing some texture mods
The black bars was the one thing I wanted to remove lol
very annoying
yeah
lol
my god nexus is crippling me with this 2mbs download cap
the mod is 3gb
im enjoyin 76
any better alternatives to this?
combat ai overhaul
hi guys any one here ?
i just paid to have a donut nut shop yums an the creation club thing an i cant get it to show up i need it to build sim settlers2 mod
lol i got it all just need help in getting the creation club mod donut shop ..from .. an still trying to fund the settlers 2 industrial revolution mod
That seems like something you should put in #fallout-4-chat or #fallout-support rather than this channel, unless I'm misunderstanding you.
(you're having an issue with Creation Club content, not mods)
Are there any recent & stable mods that allow guns to be visible when unequipped?
XBOX VERSION IS TECHNICALLY IMPOSSIBLE BECAUSE THE MOD IS DEPENDENT ON F4SE.
get it from here: https://www.nexusmods.com/fallout4/mods/46101
so i uninstalled my mods and i wanted to do a vanilla play though. and when i pressed "new" it said there were still mods installed. what do I do
hey everyone does anyone know how to fix the issue where gun and armor mods are invisible, I've searched all over the internet and none of the solutions seem to work for me I've been trying to fix this for like and hour and a half and it's been really frustrating so if anyone knows how to fix this your help would be greatly appreciated.
PC? Either archive your loose files or turn on archiving by adding the line to your Fallout4Custom.ini. [Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Hello, can I request a mod?
I don't know, can you? 
Sure; what platform? Might as well state what the request is, too š
For PS4. I request for a foliage mod that removes all of the trees, and if possible, can use the deserty texture from Nuka World for The Commonwealth's ground. If that isn't possible, I ask that all trees are removed and tons of wildflowers and high, tall, green grass added.
that sounds interesting
I want a desert or grassland mod.
It's probably not something I'll take on, but it would be fairly easy to do a Find and Replace in the Creation Kit for each of the various types of foliage desired to be removed, for each world space, replacing all of them with a custom object with no NIF. That would achieve a world with no trees, or no trees or bushes. You could replace each tree with a patch of grass, but I'm not sure if there's an easy way to generate lots of tall grass.
I imagine you could scale out an individual object reference of one patch of grass to make it larger, but you'd have to do it to hundreds thousands of pieces of grass by hand that way, heh.
ANDREWCX may have some ideas, given his SimpleGreen mods.
Hey canāt remember but someone here might, isnāt there a mod that replace the mesh of the green highway guard rails to make them more round like they should?
What is his tag?
I'm not sure if he's here; he's ANDREWCX on the site.
Given that site chat is shut down, and comments are not currently working, you may be able to search his name on the forums, then reply to a relevant thread he's on, using his @ on the site, and get a response that way. I wish I had better advice...
Alright, I will do it possibly. Thanks for your time.
Yo. Can someone tell me how I might go about adding custom fast travel markers to the Commonwealth that have already been ādiscoveredā? I want to create a Northeast Point, North Point, Northwest Point, West Point, Southwest Point, South Point, Southeast Point and East Point on the furthest edges of the map in a neat way, so that when players get access to Vertibirds, they can target those directions in order get to where they want to go without having been to locations or even having the icon undiscovered.
In the CK, you just have to check "Can Travel To" for the location.
@hot chasm removing all the trees and changes the ground texture would break precombines everywhere in the game and your performance would tank so hard you probably wouldn't enjoy playing the game anyway
*changing
Adding new plants like wild flowers also isn't possible because Sony doesn't allow external assets on PS4
There is a rose texture in white and red in the game.
Which is not a wild flower
Hey guys, I was wondering if anyone could help me find this mod. I recently had to reset my xbox, thus making me redownload all my mods. But for some reason I can't find a certain decoration/furniture mod. It's file name is decorpack.esp, I've included a video that shows some of the items that were in it. Maybe some of you could help? I don't want to load my save without it because most of my important weapons and armor are in the storage containers part of the mod.
I was thinking maybe Astlem's Workshop Decoration Pack, but I just checked and that's wdp.esp.
anyone else lag in this area?
I have modern spec computer, and I even removed my 4k texture mods (that affected buildings)
Where is that?
but when I get to dense areas like this, frame rate tanks
to the right of Diamond city
so downtown
yeah
downtown is just poorly optimized in general. If you have any mods that alter that area they may be breaking precombines which makes it worse
rip
So what would you suggest? i have some other mods I didn't remove, like for roads, landscapes
armor, clothing
well things which add to the leveled lists of NPC's in that area such as armor and weapons will also affect lag, mod added armor and weapons are usually much higher poly count than vanilla
So reducing NPC's in the area or the amount of stuff going into their leveled lists will help
Texture replacers should be safe depending on how they're made
But mods which alter the area structurally will likely cause problems
are you on pc or console?
that's lucky. I suggest using xEdit to take a look at any mods which affect that region. For instance Elianora's Armour mod has a shop near DC which breaks precombines but you can safely remove those breaks (they just remove trash). In xEdit you want to look for worldspace edits that have [Placed Object] with square brackets, those brackets indicate a precombine breaking edit.
I'm pretty sure her mod also has a no precombine breaking version available too
I haven't added anything to the game, basically the only mods I'm running are mods that make the game look better
You can always try running the Boston FPS Fix mod as the very last mod in your load order, no guarantees it'll help but it does in some cases
I saw this on the nexus, but the bug reports scared me off
but I also realize most people don't read mod descriptions
then complain when a mod clashes with a mod they use that's incompatible
It will hard conflict with mods which break precombines so yeah, people who don't understand how the precombines system works will assume its buggy
the whole point of loading it last is so that it overwrites all the mods that are breaking the precombines system
Are you using scrap mods or cleanup settlement mods? Those generally break precombines
nope
Then most likely its a combination of too many 4k texture mods and too many high poly leveled list items
also some armor/weapon mods that place things in world may have dirty edits
for instance Backpacks of the Commonwealth has a lot of dirty edits
Is there a way to see
well, not see,
But copy a load order from vortex
so I can paste it here
probably, I've never used it
I'm about to get covered up in work shortly and won't have time to go through it anyway. I suggest looking at worldspace edits on your mods with xEdit
Just check all the mods that aren't texture only mods in xEdit
okay
I hadn't thought about precombines; good callout. One could probably eliminate all standalone trees without touching precombines, but that wouldn't really be a "no trees" mod anymore.
wait, ground textures you say?
So landscape texture mods
This might be my issue
yes ground textures will also break precombines but only if the author is actually changing the landscape record. If they do a pure texture replacement its fine
I'm quite familiar with the negative effects of things like Scrap That Settlement, which make places like downtown Boston unplayable (or unenjoyable, at least).
I use this
4k version
Is this alright
(no disrespect to the author of that mod; it's quite cool to be able to scrap all those things...it's just a tradeoff that isn't worth it to me)
Here's my user friendly article on precombines https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/
Questions or comments on a separate thread.
What are precombines and why do scrap mods hurt performance?
If you have ever used any sort of settlement scrapping mod you've run into an issue with something called precombines (a special sort of combined mesh new to Fallout 4) and therefore had a...
That Natural Landscapes mod is most likely just fine
alright
I think I might have found a fix
I added these two lines to my Fallout4Custom ini
bUsePreCreatedSCOL=1```
Let me test
bUseCombinedObjects=1 is what it should be, having it at 0 is bad
and work has officially hit
Didnāt do much good
Unfortunately
Still laggy as hell
Okay, I grabbed the boston fpx fix
& the patch for the new ufp version
Oh my god
It is working so well
Iām upset
I deleted about 10gb of texture mods
And all I needed was this fix
Anyone got some good ENB & weather mod suggestions?
I was using NacX & Ghost, but the way it handled nightime was terrible
Having very little trees is fine as well. I just want a large reduction in them to make it like a desert or grassland.
Makes sense. It's not something I'm willing to take on right now, but happy to provide thoughts and insight you could share with another mod author.
Anyone here able to help me with getting my hair mod to show in-game?
it shows up in the ck, nifskope and outfit studio just fine, but ingame its invisible
I've been looking everywhere for a solution to no avail
it just refuses to show up ingame
Theoretically, would it be possible to rip your character preset from a fallout 76 save file,
Then use it in fallout 4?
This is it omg omg thank you so much you're an absolute hero idk how i can repay you
okay well now its not showing when i search it up. Can anyone help me with this?
i figured it out lol.. it was archive invalidation
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Fallout: London is a DLC-sized mod for Bethesdaās Fallout 4. As a continuation of the base game, the mod will allow the player to visit the previously unexplored post-apocalyptic environment of London,
As a divergence from previous official titles in the series, Fallout: London is ...
I can't wait for this mod to come out in seven years and then be removed a few days after launch!
š
I'm exited to download it halfway through and then it stop and crash my game and when I open Fallout 4 again it won't be there
don't worry, folondon made it clear they won't end up like the frontier
they've been making it clear for some time actually
again and again
What else would they say?
Regardless, they seem to be doing an astounding job on those environments.
Thereās a good 76 hud mod
Cursed
If anyone was interested I've just done a MASSIVE update to my mod
https://www.nexusmods.com/fallout4/mods/44075
So many new perks it makes my head hurt.
Oh frick yeah
I haven't played Fallout 4 in the past year or so. Any new mods I should have on my radar?
SimpsonFly, that takes me back! (It's Hungry Donner :))
Sim Settlements 2 is probably the largest individual release from the past year. Tons of weapons as well, some independent, some as stand alone releases from larger projects like Fallout Miami and Fallout London.
Oh hi, man! I heard you work at Bethesda now. Good to see that's true!
I have SS2. Are there any specific weapon mods you recommend? I used to have a whole bunch installed, but I pruned my modlist with my recent install and I'd like to only have a few.
I'm pretty far behind on weapons, there are a fair number released every week.
Hmm, well I;d prefer to have a few full-featured mods than a bunch of random weapons. I remember that the NCR Service Rifle mod was a good one, but other than that I can't recall any off the top of my head.
While most of these are older, hereās some great quest content for FO4. May be something new in here worth checking out. Links go to Bethesda.net PC/Xbox and Nexus.
The Machine And Her
https://bethesda.net/en/mods/fallout4/mod-detail/4130888
https://bethesda.net/en/mods/fallout4/mod-detail/4127915
https://www.nexusmods.com/fallout4/mods/30488
Tales From The Commonwealth
https://bethesda.net/en/mods/fallout4/mod-detail/2099987
https://bethesda.net/en/mods/fallout4/mod-detail/2100260
https://www.nexusmods.com/fallout4/mods/8704/
Xander's Aid
https://bethesda.net/en/mods/fallout4/mod-detail/4027842
https://bethesda.net/en/mods/fallout4/mod-detail/4020559
https://www.nexusmods.com/fallout4/mods/17050
Barrenwood
https://bethesda.net/en/mods/fallout4/mod-detail/4038792
https://bethesda.net/en/mods/fallout4/mod-detail/4038794
https://www.nexusmods.com/fallout4/mods/27340/
Children Of Ug-Qualtoth
https://bethesda.net/en/mods/fallout4/mod-detail/4150275
https://bethesda.net/en/mods/fallout4/mod-detail/4147995
https://www.nexusmods.com/fallout4/mods/43527
America Rising
https://bethesda.net/en/mods/fallout4/mod-detail/4016298
https://bethesda.net/en/mods/fallout4/mod-detail/4016479
https://www.nexusmods.com/fallout4/mods/23923
Introducing: Radium-Inc
https://bethesda.net/en/mods/fallout4/mod-detail/4067784
https://www.nexusmods.com/fallout4/mods/32175
Guerlot's Radioactive Stories
https://bethesda.net/en/mods/fallout4/mod-detail/4019007
https://bethesda.net/en/mods/fallout4/mod-detail/4018994
https://www.nexusmods.com/fallout4/mods/24323
Echo - An Employment Adventure
https://bethesda.net/en/mods/fallout4/mod-detail/4082399
https://bethesda.net/en/mods/fallout4/mod-detail/4082394
https://www.nexusmods.com/fallout4/mods/35102
Sim Settlements 2
https://bethesda.net/en/mods/fallout4/mod-detail/4183663
https://bethesda.net/en/mods/fallout4/mod-detail/4183657
https://www.nexusmods.com/fallout4/mods/47976
(Actually posted this earlier today on the forums, which is why Sim Settlements 2 is in there even though you're clearly aware of it.)
Cool, thanks! i'll check these out. I've honestly avoided quest mods for Fallout 4 because of the voiced protag. How do quest mods tend to handle that?
Some mods work entirely with existing protagonist VO. While it puts some constraints on the quest design, it's rarely evident. Two good examples are Tales From the Commonwealth Radium-Inc.
Some mods avoid dialogue all together. Either they text sources, or maybe have some VO in holotapes or NPC comments. If I remember correctly, this is how Children of Ug-Qualtoth and Barrenwood operates.
Some mods need new dialogue choices, and just leave the player unvoiced. The effectiveness of this varies by mod and player. I was completely drawn into The Machine And Her and never noticed that I was reading "my" lines instead of the Sole Survivor saying them out loud.
That's reassuring to hear. My biggest concern was that I would be jarred out of the experience by the contrast of the SS usually speaking and suddenly not.
Does anyone know how to use the infinite ammo ring in fallout 4 PlayStation
I canāt wait for Fallout Miami to come out
I know how (I made it š). It's in the description, by the way: equip the ring, then any weapon you have at least one round for will always reload with a full mag/clip.
I do that but it doesnāt work
Hungry Donner has ascended?
I have! I retired "Hungry Donner" when the old forums were shut down.
I'm less creative and kept pretty much the same name. Congrats on the job.
Hmm...not sure. This is the first time I've heard of anyone having an issue with it. Try disabling other mods to see if there's a conflict?
Wasn't a huge secret, I had it on my forum profile š
https://bethesda.net/community/user/cartogriffi?language[]=en
I was also ZOS_AlanG on the ESO forums back when I was working on them.
I tried everything nothing fixed it
Combined Arms is great.
https://www.nexusmods.com/fallout4/mods/50505
MK41 Gyrojet
https://www.nexusmods.com/fallout4/mods/38257
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 have issues with crashing. The game CTDs on occasion when I'm too near "busy" places. That is, any location that would normally cause an FPS loss, like Boston, Jamaica Plains or Lexington.
I honestly have no idea what mod is causing this, and it is a mod. Anyone got any ideas?
PC. Total CTD. One second I'm walkalong the next I'm on my desktop. Instant crash, not even a hang.
Would need to see what all youāre using, tbh. You can use this, if youād like: https://tinyurl.com/FO4LOFrameworkTemplate or print the list from your mod manager
Interview with Head Writer for Fallout: London SI23N
Fallout: London Factions & Writing w/ SI23N (Head Writer)
LINKS:
https://twitter.com/TheAmazingSiren
https://www.instagram.com/si23n
https://twitter.com/FalloutLondon
https://www.instagram.com/fallout4london/
FOLLOW MANTIS:
āŗOfficial Site - https://www.tksmantis.com/
āŗTwitch - https://www....
Can i ask about New Maps of Fallout 4?
Are those Mods or will be official DLC?
hey, i can say with a lot of confidence that that will likely be a series of mods and not offical dlc. Last i heard, they were not making dlc anymore for fallout 4 :(.
but i might be wrong so idk
Hey I have a quick question. So I tried to download the no borders mod and it will not allow me to. It says āThis mod cannot be installed since it depends on files that arenāt presentā i have my game updated. iām just trying to be able to get to nuka world and far harbor, due to bugs. i cannot access them. pls help!
my game is also completely updated, so iām not sure what else to do
@grand pasture You should only require Nuka World and Far Harbor...I wonder if your DLCs are messed up in some way and the game isn't properly detecting them.
how would i be able to fix that?
On PS4, you'd probably have to reinstall your entire game š¦
(that shouldn't affect your save files, but it will still be a pain)
First, see if you're blocked from getting to BOTH Nuka World AND Far Harbor - or if it's just one of them.
And if you're using any mods like Scrap That Commonwealth, you should try disabling them and see if you can reach the DLC areas you can't currently reach.
(that mod in particular breaking access to DLC areas was the reason I made the No Borders mod in the first place, but if you're having issues using No Borders, you could try the workaround of disabling Scrap That Settlement if you have it installed and enabled)
Okay so i think i found the issue, when i look at add ons, it says nuka world and far harbor are not installed. so i just need to delete my game and redos load it and then once i start up again i can get those quests? how do i do that without losing progress?
and no i do not have any other mods installed. this was my first time trying it so this is new territory for me.
oh and i also am playing with a disk, if thatās any help
Can we get a wolfinstein mod for fallout 4 xb1? Is this weāre I ask this?
If you delete the game on the PS4, your save data will remain. Then, just reinstall the game. Make sure after you reinstall and update to check if DLCs are showing up under AddOns.
This looking cool, looks like we'll have another epic quest mod. Sequel to The Bleachers A Diamond City Story:
https://youtu.be/vu4Q1YsaDMk
Interior Tour of The Fens Sheriff's Department: https://youtu.be/lX0yPZjwMLc
The empty space on the East wall of Diamond City is empty no more! But they're a paranoid bunch down there. They're not gonna just let you in and walk around there like you own the place. No. You've got some work to do before they'll trust you enough to let you past th...
A weird idea for a Fallout 4 Mod: Replace VATS with Skyrim Spells
what's the best way to contact a mod creator
that's the thing, it's not on nexus. It's only on the bethesda mod page
mans name is jim2101
aw dang that sucks :/ well I appreciate you taking the time to look! Thank you š
Not sure if anyone posted this but this cameout in May and even got Mod of the Month on nexus.
It's an armor and story mod
https://youtu.be/awgvpVecvkc
Trailer to show off the finished production that will be out May 4th 2021
This is a framework that allows you to write "CLI" programs in Papyrus.
Shame theres no Fusion Girl slides for it yet. I tlooks very good.
Is there anyone here that does FO4 mod ports for XB1?
Anyone know the discord of whoever made the ring of infinite ammo
been away from the xbox for a while, came back and had to update the dlc, that has now removed all my mods so i have had to re install all of them. Now i cant remember the latest load order š¢
That happened to me (a long time ago). I think that was the straw that made me give up spending coin on consoles.
Anyone able to upload a new mod successfully? I know we have an update problem, but I'm now getting "The requested URL was not found." after attempting to upload even a new mod...
(after hitting Upload, then clicking the button in the CK that usually takes you to the page to publish)
(to further clarify, this error occurs in the browser after leaving the CK)
Hmm, it seems to have stopped occurring. Perhaps it was something on my end (although I've never experienced that in several years of uploading mods...), or just a fluke in some other way.
Uploading anything to bethnet has always been buggy. Especially uploading images.
When the page stops working such as not being able to get the edit link try deleting your cookies. It won't fix image uploads but it tends to fix a lot of other bethnet website bugs
Yep, I've definitely observed that.
lol check #modding-news it seems Carto is reading š
Does fallout-4-mods include Creation Club content?
Not in general no. "Mods" refer to user created content, they use some other language for paid content. "DLC", "Creations", I dont know.
If you want to talk about CC content in general then go to #fallout-4-chat. If you want to talk about CC in the context of mods then here is fine.
Is anyone aware of the several mods containing copyrighted content(songs, mainly) on Bethesda.net ?
There's John Denver songs, an entire radiostation ripped from GTA SA, a Queen greatest hits station.
I doubt the authors have licensed the songs / radio station from Rockstar
Is there anyway I can report this?
The report button is on the mod page, in blue, on the right.
thanks
dunno bout songs and stuff but also remmember some game makers do allow their assets to be used in mods dont know how rockstar specifically feels but companies like cdpr tend to allow it and konami does sporadically but konami is konami and tend to seemingly randomly revoke rights
im trying to put a visual attachment from one armor to another. basically the neck cover from CROSS_Strigidae suit to the Chinese Stealth Suit. ive already attached the attachment keyword as well as the OMOD for it in the chinese stealth suit armor but the neck cover doesnt appear on my character (but the option to craft them does)
Are you making an armor addon? Object mods adding a mesh is normally for guns.
it's just that the record listed it as OMOD
nevermind, i think i need to do some funky stuff with something nifskope
Check the armor index setup too.
i inch ever so closer.
i just opted to combine the neck cover to the mask in outfit studio
there's a bit of clipping tho
Anyone interested in making a new mod and a friend?
Always interested in hearing ideas, but based on your handle, I will note that I'm PS4 exclusive š
Ok awesome I was hoping someone could make a gen 1 super mutant mod for Xbox 1 I mean the one we got is pretty glitchy and not updated heard the guy who made it got kicked for a while but not sure š¤ but anyway maybe make separate stand alones.west coast,dc,and nightkin all a playable race for fallout 4 sounds good to me anyway and if u got an Xbox or want someone to hang out with just give me add me as a friend
The biggest problem with the knight kin mod is the face is not retextured.
https://bethesda.net/en/mods/fallout4/mod-detail/4043459 This is the workshop one.
Does anyone know where to place new models in the Load order? Maybe include them in the retexture section? Example would be new vehicle models
Ya I still canāt believe u gotta pay for modding resources which is absolutely ridiculous
That program for animation is not just for mod making. Dev's use it to make games.
Everything you need for modding can be acquired for free
The real investment is how much time you want to spend learning the tools
Fact
Not quite everything. I paid for Flash CS6 to be able to go in deep and mod the UI while maintaining Xbox support.
Couldn't you technically get a cracked version? Not an endorsement, but obviously they are out there
For an ancient version of CS6? Iām sure it exists but given the age, it would be very unlikely.
I was using animate for hud elements
I run Windows 7 so anything beyond CS6 wonāt work.
Ah okay
HUD Elements can be added to the UI via HUDFr - which is fantastic. But it wonāt allow you to do edits to Pipboy or Examine Menus.
No, gotta use f4se for that
Is Niston using f4se? He created a terminal with Scrivener, was what I was thinking of
I have a custom mod running on my Xbox that includes Condition and Level Entries for the Item Cards - zero F4SE.
Ah okay :p
I donāt know what Niston is?
Niston is another mod author
š
Working on the Concord Restoration Project
Restoration? Restoring cut content or creating a town out of it�
Sounds like a lot of fun.
Iām personally working on a crafting overhaul - recreating mechanics from FO76.
I'm working on: https://youtu.be/FnXn9EsU5Yw
Whisper's of Ug-Qualtoth is the sequel and finale to the critically well received Lovecraftian Fallout 4 mod, "Children of Ug-Qualtoth". Larger and more expansive than it's predecessor in almost every aspect, delve into a sealed military facility and follow the investigation over its inhabitants mysterious disappearances. But, be wary of ones sa...
Been in development for a while now, turns out when you multiply the amount of content you want to create, it exponentially increases the amount of time to finish a mod lol
Thatās the TRUTH
Thatās an EPIC trailer btw. Iād definitely play that - even if I have to get an updated PC - LoL
I canāt compete w that š
I did just release a BCR System created for Xbox players today. No F4SE or Flash tricks, just good olā CK w an xEdit tweak.
Zero F4SE and Xbox compatible.
Those are some old screenshots - the CND Bar a bit thicker now.
Nice, nice, thankfully whispers doesnt need f4se, its xbox compatible
I dig the condition stuff, I made one of my own when working on gas masks of the Wasteland and nuclear winter, but they have inventory reference issues
I managed to work out a solution for multiple forms in inventory. In the condition mod Iām working on allows for multiple versions of the same form in containers and is able to keep track which is which.
Is that through keywords or something?
Anyone know why with mods on Xbox I canāt use CC on pip boy to change skins (colours)
But the CC works without mod?
Possibly a mod you downloaded is conflicting with the CC content. If its a problem with the CC alone then get help in #fallout-4-chat.
CC != Mods
No keywords necessary.
Helped with this mod
These look awesome dave
Define "good". š
All credit and copyright goes to Activision and its respective companies.
Credits to the Infinity Ward teams that bring these games to life: Ben Garnell, Peter Chen, Ben Turner, Mike Velasquez, Jeremy Thurman, Alexandr Khaliman, Ed Fedorei, Nikolay Myhalenko, Aaron Beck, Hyper, Khoa Le, Mark Grigsby Troy Irving. (Long list)
Tools used in my mod...
Just joined
Hey all
What mod is that
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NICE SCAR
Thank you daddy
Oh god
NICE SCAR
That SUS
Anime š³
bipod
bipod
š¤¤
Just finishing up those textures you ordered
Nice and steamy
HOT
Hot like a
I wont finish that
pizza roll
American?
Heck no
Ah just cos pigz said pizza rolls and they are american
Heck no seems like u dissing on them aha
you can get them in the uk lol
Since when
Just obviously they've butchered the language in America, so people get the impression that anything that sounds funny is from the US
lol
Have you ever gone shopping?
Yep lol never seem any
i see them all the time
Those small square things
Maybe cause you were with your parents?
And kids generally don't pay attention when shopping
Ye I dont
Pizza rolls are pretty common to see
Why would you get pizza rolls when you can just get a pizza lol
Uncommon Opinion: I don't like pizza
Ok no
One that Iām currently working on. Itās not out yet, well, not that version.
Ah ok
I guess it similiar to def ui as it adds in it's own components to the inv/interface
Oh God
OH GODDDDD
its treason then
Is that a new law? If you don't like pizza, you're breaking the law!
Might as well be
What should be treason is if you ask for green tea
Anyone know of a mod that makes it possible to build in the crater left after blowing the Institute to smithereens? I know Journey is an option (pretty sure thats the right mod) but removing the rads might be an issue
I believe you can get a mod where you can build anywhere with that tool like in Fo76
Im just a weapons modder though
I have no idea
I've always imagined fallout 4 on unreal engine
I haven't
A whole load of new bugs
And you can make Fo4 look pretty fly currently anyway
I just need to do a final insult on the Institute, its not enough to wipe them from the earth, I must build a monument to their failure on their ashes.
Ya, I like my hair
Then don't use CK hahaha
But yeah
I think there is a mod where you can build anywhere
Cant remember the name though
Ah stress
mfw CK crashes because i moved my mouse
I'm not the only one then
Yep it does
same
Nope, not a DEF_UI mod or XML. This is something Iāve been developing, using the vanilla gameās menus as a starting point. Everything thatās added in those screenshots is 100% custom developed without using anything else thatās publicly or privately available.
I have no idea, LoL. I havenāt tried using any custom HUD, though I am utilizing HUDFr in my mod.
Ah
š„ cant find a good sanctuary that big hole in bridge a killer player an followers
There is one, I can't for the life of me remember the name of it, I know the name is similar to a mod the same author made for Skyrim
Conquest mod
You can construct rudimentary camps and permanent workshops
Go nuts
I recommend setting up a camp on one of those floating shacks out on the ocean, they make a nice little hideaway.
Maybe this one?
https://www.nexusmods.com/fallout4/mods/51148?tab=description
Doesn't the one Sim Settlements addon do that?
Or were you commenting on the other thing
If you are using SS or SS2 then yeah I would not use that, use the SS built-in settlement blueprint feature. You can find many blueprints for those.
Oh I was replying to @silent cargo
Yeah, I think that mod rebuilds the bridge if I recall right.. I used it on one play through.
Also if you are using WS+ and Place Anywhere.. if you go into workshop mod you can turn off the out-of-bounds timer and delete items or place items inside the build area and drag them out
Conquest let's you do that if you build a workshop
oh nice
You could literally place a workshop in between RR and sanctuary and do a rudimentary patch job or block the holes
I did a similar thing to build a bridge to the island
yeah but placing another workshop in that triangle of death is dicey
RR/Sanct/Abern.... those settlements rez within 5 blocks/sectors (what you want to call it) and you can already have all 3 settlements in sight and loaded
found one cant use(nex) steam like oh hell no š¤ the bridge is covered . sweet š look-out red rocket ur getting the sim thingš¤
Hey do you guys know if anyone made a fireball minigun for fo4?
Wouldn't be hard to make
Not one bit. I'm prototyping it in 76 before I reinstall fo4
im trying to change a perk where you land a critical strike with the final shot from your rifle magazine. i was hoping to change it to the cinematic VATS critical instead of just being a 100% crit strike but i cant seem to find that effect. i opted to just give it a big accuracy bonus to headshots to mimic the effect but it doesnt seem to be working
have i missed anything?
or is there a magical switch for the VATS critical attack
Maybe try Player.hasWornKeyword instead of Subject.hasKeyword. I donāt know if thatāll fix the issue but you could rule it out.
Or Subject.HasWornKeyword.
Can someone with more knowledge than me take a look at my load order for Xbox?
Whatās the issue?
Not much of an issue, I just want it to be looked at to make sure everything is in its place. I just put things at random because idk.
Looking for feedback on the Cabin in the Woods mod. Everything looks great, but settlers cannot seem to find their way around. Is the navmesh functioning?
Are there any admins on this Discord I can talk to about uploading my mods to Bethesda.net? I'm a PC modder and most of my mods are on the Nexus, some of my mods are on Console as well but hosted by people with my permission. I need to speak to someone at Bethesda about uploading these specific mods, as I need to show permissions and the legality of it all before I do so. If there is someone I can speak to please let me know.
If this is even the right channel to ask in
I previously had my mods on Nexus and moved them to Bethnet, including two previously uploaded by other people. I make sure that my Bethnet account name is on my Nexus profile and on my Nexus mods I point to my Nexus name. As for the one mod that had been ported by someone else previously I just contacted them and let them know that from now on the updates would be under my account, thanked them for their work and asked if they would point to my mod as the new official place to get it. I didn't need to show proof as a result of referencing my account names on each site from each site.
@fervent roost see above, I'd suggest talking to Cartogriffi though if you want to show some additional proof. But even with your mods deleted from Nexus, you still have your user profile that you can post content in, including a link to your official Bethesda content.
Oh it's not that
I have mods on Nexus and they'll stay
I'm talking about the content I post
Then it's even simpler, just link to the new mod pages from the Nexus mod page. I've done that too from hidden Nexus mods
Since (presumably) only you have access to both mod pages on both sites then simply linking to each is proof enough that its your work
Well I'll have proof obviously
I need to let Bethesda know the legality of me posting my mods
Sorry
Are they not actually your original content but licensed?
So they know not to delete the mods when they see them
COD assets
They're already on Console
I just want to do them myself
Instead of relying on others to post them
Since Nexus allows you to post images, I'd post an image on Nexus' mod page of your proof of permission and link to that from your Bethnet mod page. I've never actually confirmed with Beth staff that my stuff is my stuff, just having links between the sites worked as proof enough
As long as you're linking between them I wouldn't think you even need to talk to a staff member
And I even have different usernames between the sites but still never had any issues as a result of my cross-linking from mod pages
Aight well, I've talked to guys from IW and the general answer is that as long as its credit and no monetary gain is made its fine, and I did write to Activision support about this
Obviously Bethesda don't know this
Maybe
But Bethesda might poop their pants if they see a huge COD mod on their site
Some game companies have known permissions for porting of assets, look into that.
As long as you definitely have permission, either the game company's standing permissions to all modders, or direct permission, then you should be fine
Just post proof of that permission on Nexus and link to it in your Bethnet mod page
I have permission from Dorkly to use some of their artwork in one of my mods and I just sent the staff copies of the emails (with full headers shown) to Nexus from the Dorkly staff
Yeah I have a few mods on Nexus
I could've posted screenshots publicly if I didn't mind sharing the email account publicly which I really didn't want to do
Nexus has seen my proofs and they know of IW's stance on mods
So Bethesda should be OK with it
I mean
It's obviously a massive grey area
IW could easily pull the plug at any time
All it would take is one idiot from another game to release COD assets while making money and the COD modding community would be done.
So yeah it's a gray area
If that happened it would be your responsibility to pull the mods at that time.
Fortunately I have my eyes everywhere so I'd sort it out before anything happened
But I've spoken to some of the guys that work for IW
Mostly the animators
They seem fine with it
But obviously they aren't the legal department so idk
Khoa knows of me anyway
Well I don't know the game company's official stance on mods so I can't speak to that, that's your responsibility š
And if my mods and YT has been up for as long as it has and they know about them then I think they're good with it.
It can change that's all
But hey
If Bethesda really don't mind
And I don't need to speak to anyone there about it
I'm good to upload some mods ;)
And break the download limit lol
Well if your permissions aren't clear, I wouldn't upload to anywhere if I were you. But that's your responsibility and I'm not taking any responsibility for your decisions on that. š
Yeah well it's not like I'm exactly that bothered about it, Nexus have seen my proof and they're completely fine with it, if I have to stick to Nexus then nothing will change lol
My mods will probably still end up on Bethesda.net anyway
I get way too many requests to port my mods to console
I can just continue letting people upload my mods to Bethesda.net with my perms and that's that I guess.
@dapper wraith @quartz yew https://media.discordapp.net/attachments/577529109215969280/747193096705409084/teaser06.png
Behold, a number of reimagined F2 Ghouls.
Interesting
how can i stop the DLC from fireing off as soon i can get sanctuary guys bed an safe.
i cant do main quest before all of those fail
im a newbe
Download:
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
Video credits - https://www.youtube.com/channel/UCYVr3T8uP0CRFNI7ffErAaA
Adds the Ram-7 from Modern Warfare 2019 and it's variants/Blueprints into Fallout 4.My Discord: https://discord.gg/t8xES57jemMy YT: https://www.youtube.com/channel/UCaAWXsfslSSJk93-6rKa66Q
Is this mod causing anyone elseās Fallout to immediately crash before it gets to the title screen?
Yes but I just restarted f4 and I was good it only crashed once and that was when I downloaded it
It wonāt start for me no matter what I do, I even hard reset my Xbox and it still wouldnāt start up.
None that I could think of. I might have to do that because I didnāt have any other mods that effect animations.
What are you using that mod for as it only works with certain weapons
Painters Hunting Shotgun
Ah
Anyone have any recommendations for energy weapon mods? I've always found the energy weapon variety to be very boring, and wouldn't mind trying some new stuff
Wattz Laser Rifle
What does your load order look like?
I developed that mod and didnāt run into any issues during testing.
It has built-in support for specific mods but other Mod Authors can utilize it for future mods.
Ye
Are there any Xbox One mods people know of that just delete all mirelurks?
god mode
Are there any stealth focused armor that are as feature rich as the chinese stealth suit by unoctium?
If you're using assets taken directly from another game, you should link to proof of permission. We are aware that some studios allow this, but it's rare, which makes linking to such a policy or communication important.
I've been doing COD mods for a few years now
I wasn't asking whether Infinity Ward was okay with it, otherwise I would've asked them not here.
I was asking what Bethesda's opinion is on porting
I've already talked to Infinity Ward about this
So the Bethesda policy is that if you have permission to port then you don't mind as long as it's legal?
That's good to know
That's what I was asking
I can still do what I'm currently doing and let console modders port my mods for me instead of doing it myself
I was just curious in doing it myself, I thought maybe it would be nice to get Bethesda's input first.
I'd look up mods like Tale of Two Wastelands. That mod exists legally because it uses an installer and requires you to have both games. Installer does the rest. A mod that was around before TTW, was just a tutorial basically on how to do the same thing manually, on a smaller level by extracting some of the assets for 3 or NV for use in either or game. It only provided the .esp plugin files.
COD uses a different texture system to FO4, FO4 uses very primitive and basic textures with fake PBR.
It's a nice thought
But you have to convert everything to work inside FO4
It's not as simple as that
I'm talking about the legality of what you're doing, which is your question wasn't it?
It doesn't work in this case as it would be impossible to do it that way
I'm asking what Bethesda's opinion is on porting, I've talked to IW.
I just want to know what Bethesdas stance is on porting
They won't care if it's legal. Cause TTW exists.
Fair enough then
That's literally what I've been trying to ask
Do they care or not
Thank you for giving a straight answer.
No problem š
What mods are there for Xbox One that multiply damage in combat both ways? I am looking for a mod that multiplies damage to the point where you can kill most people and a lot of creatures with a one or two shot kill on an average damage weapon. Note, it has to actually work, and it has to be weapon mod compatible and apply it fairly to both sides.
It can't change the health of the player or NPCs either.
Universal Weapon mod support on Xbox can be tricky. Not impossible but tricky.
Will the fallout 4 vr mods work with the fallout 4 vr beta?
Does anyone know of a Fallout 4 mod that lets you earn perks by using the associated skill? Ex: shooting a pistol gains points toward earning the pistol perk, picking locks earns points toward getting lockpick perks, etc.
It's definitely an interesting concept (Skyrim-style skill improvement). I'm unsure how I'd pull it off, though. There are ways to increment global variables with certain scripts, and trigger certain events (such as adding a perk) based on the value of a global variable (such as once it reaches 300, or something), and I could create a custom global for each skill, but I'm unsure how I'd trigger the increment on specific actions...
Hmm...I could probably accomplish some of them by monitoring built-in values for things like "Locks Picked" and "Humans Killed", using a perk with an entry point that only fires when the value is at a desired level.
(the hidden, custom perk would kick off a spell, which would use a magic effect that in turn would grant the desired perk)
I'll think on it.
Hmm, looks like those stats (MiscStats) aren't really transparent via the CK (or FO4Edit). There are commands to query and increment them, but there's no existing script that I could hijack to query them (and since I'm PS4-exclusive, that's a deal-breaker), and even if there was, that method would make them no better than custom global variables, which would at least allow me to cover those not already covered by Misc Stats.
I'll put some more thought into it, but this might not be feasible in a complete way, at least on PS4.
I played Wasteland back in the day and was inspired by that system of getting by doing. It's odd, though, that the creators of both Hot Diggity and Be Exceptional--the only halfway decent perk systems I could find--simply give you a bunch of points each time you level to spend on "skills" & perks, so no internal monitoring is required. Each creator also thought a level cap was required, for some reason. Hot Diggity even cut the starting SPECIAL points by 1/3 because they thought those points would be so easy to acquire, apparently. I'm not a big fan of either mindset.
Hmm...I might be able to set up a system using what I'd call "tracking perks" and "granting perks". "Tracking perks" would be applied to the player (and hidden), and would apply a spell that applies a magic effect that fires a script to increment a custom global variable, using a specific condition to determine when to fire (and thus when to increment). I could probably even do this for things like hitting an enemy using a handgun specifically, for the handgun perks for example. "Granting perks" would also be applied to the player, and hidden, and would have a condition on their entry points requiring a value of X or higher for their specific global variable, and if that was met, they'd fire a spell that would use a magic effect that would use a script that would add the desired (real) perk to the player character.
So, it might actually be possible (even on PS4).
Can you use custom scripts on PS4? I didnāt think that was possibleā¦
No, they'd have to be existing scripts. However, I've done quite a lot by abusing existing scripts.
A common (persistent) misconception seems to be "No scripts on PS4!", when in fact, you just can't use scripts that aren't already included with the game. There are enough scripts included with the game that you can do almost anything, if you think through it sufficiently.
Aye - almost anything is possible w a creative mind and āoutside the boxā thinking.
Since youāre using scripts that ship w the game, are you able to delete all of their content and write whatever you want or leave them intact and just add to them?
Iāve never tried modding on PS4 but being able to have some script functionality has interested me.
You can't modify the script content itself at all, but you can modify what are called "properties", which are effectively variables.
My friend - Iām very fluent in Papyrus š
This includes nullifying properties, such that you effectively skip certain parts of scripts and cut them down to just what you want.
Ah, wasn't sure.
And AS3 š
No worries
This just a sample of what Iāve been working on:
And itās being developed without F4SE š
But if youāre doing that, arenāt you losing some functionality in the game? I get that swapping Properties allows you to manipulate your properties but the properties youāre overriding, wouldnāt that essentially break vanilla functionality?
Itās possible to do a system such as the one youāre describing. Iāve toyed w the idea of developing a Weapon XP system where if you kill enemies w a specific weapon (combat shotgun) or weapon class (any shotgun), you get Weapon XP. Upon Leveling Up the Weapon or Weapon Class, the user is either given a special Perk for use w that weapon or weapon class. Some of those perks would include: Weapon Weight Reduction, Increased Damage, Decreased Recoil, Reduced Degradation Rate, Faster Reloads, etc.
Or pull up an alternate Perk Chart where users can choose which Perk they want for that weapon/weapon class.
Not unless you're modifying a script that's already attached to an existing thing. Generally, you're taking a script that already comes with the game, attaching it to something it's not normally attached to, and then modifying properties as desired. These properties are only modified for the specific instance of the script; you're not modifying those properties for all instances of that script.
Ah, very true.
Do you happen to know of any Vanilla script that listens for WeaponFired?
Nope...
hmm, this is interesting. How are you communicating with as3 (outside hud menu) without f4se?
Is this the new spot to post the load orders? I want to make sure my LO is is viable for a long play through and that the mods are placed correctly(I followed the suggestions on the .net forum posts)
Yes, it is. š
Until the mod is released, I wonāt be disclosing how itās done. Until then, I invite you to take a look at a video demonstration: https://youtu.be/iShQk9150Os
Credits:
Hyojin for recreating the Tinker's Workbench for FO4; supporting the development of this mod; and for always being there to push me to do better.
BWONES: for his guidance and assistance in getting some Flash mechanics to play nicely.
Apart: for bouncing balance and mechanical ideas off of.
Note: the recorded video is unedited and Iām ...
Sweet, Iāll post it sooon:)
Is Nora companion and Improved dialogue interface compatible?
Also, stuff like the shadow resolution reduced and Boston less enemies should be bottom LO right?
Was never a fan of how Ammo is created on the Tinker's workbench (But I suppose it's better then having alot of workbenches). I should probably fix up my ammo workbench crafting anims so I can release that.
Our goal is to recreate as many FO76 mechanics for FO4 as possible. Personally, I prefer crafting ammo at the Tinkerās Workbench vs the Chemistry Workbench.
Oh I agree on getting rid of ammo crafting from the chem workbench.
People have cluttered that one completely
I would like to convert caps to ammo so that ammo is the game's currency :p
You can do that easily with FO4edit
I don't think you can? I'm 90% sure that currency is hardcoded
You can switch the Caps001 model to a type of ammo. And you can do custom currencies in FO4, Bethesda did w the Nukacade Prize Machine. For getting ammo as a universal world currency though, it might be possible w some creativity.
I thought the Nukacade just used a terminal?
Nukacadeās prize machine takes tokens. The script itself uses Caps to retrieve and calculate the value of a prize (something like Caps Value x 20) and then asks specifically for the tickets/tokens ID. If PC has enough tokens, you can buy the prize.
Iām pretty sure you could create a custom vendor that only accepts specific items as payment.
Youād have to edit the AS3 to change the currency icon but thatās not too hard.
Or use F4SE to ram in an override icon. Personally, I prefer to keep console compatibility so I would edit the AS3.
In a future update to the mod Iām developing, my plan is to add Scrip as an acceptable currency at specific vendors. Very quick and very dirty F4SE-less Proof-of-concept:
Yeah, I was thinking along the lines of assigning caps to different ammo types
so a .38 would be like 1 cap, .50 would be like 8 and when you receive compensation from an npc, I would convert the caps to ammo, and your total caps would be the total accumulated sum of your ammo value
when you buy things, it would remove "caps" but then upon finishing it would resolve the discrepancy by removing ammo
the order in which it would add/remove ammo would be resolved by using formlists the player could populate with the order they prefer
Isnāt there a way in the CK to force vendors to accept different items as currency?
Or am I remembering wrong? LoL
"Mods for pay" (?), or do you mean mods for playing the game?
Describe what you are trying to change in the game and what your goal is
Someone may be able to help you when that information is available
i think they got auto-corrected and was asking for mods for ps4
Spent the day converting anims to vertical grip. Animating is... Fun.
Original credits to Treyarch, Infinity Ward for the Warzone version of the models and animations. Sully for the actual anims.
https://www.nexusmods.com/fallout4/mods/52633
My first mod, I figured FO4 needed another good revolver

What do you guys think of the extension I've done for North End Valenti Station that ties into something bigger that aint ready to show yet š
Very nice. The body in the wheelchair, Creepy!!
I sort of dumped the poor guy in there
Aye guys I've been having a bug with ANDREWCX's Freemaker (base game) https://bethesda.net/en/mods/fallout4/mod-detail/3058339 I'll spawn enemies and at least half of the time I won't be able to damage them with anything other than the Junk Jet, even in VATS, sometimes they can't damage me either, sometimes they can which is problematic, any suggestions?
Someone should make a like decent rtx mod
Go right ahead š
anyone got a dagger mod of choice?
Is there a mod that adds the Skyrim dark elf race to the game?
Today's progress on my mod
Is it normal for the fallout 4 CK to take roughly 5 seconds to open up a new quest alias?
When I was doing 1 or 2 aliases this wasn't that bad but now that im working with them more its driving me insane
Windows 10?
pretty much
have you got ck fixes installed
helps a bit
Yeah windows 10 and I've got ck fixes installed tried with the threading patch on and off because I thought it might help
I havenāt personally had great success in developing on Windows 10 w the CK. I do all my development on a Windows 7 machine. It feels much more stable (the 64GB of RAM may be helping) in Windows 7. I do experience some slow downs but not like youāre describing. Iām also not using any of the patches either.
Is the Nora Companion mod compatible with Full dialogue interface?
I think most everything is compatible with FDI
other than other mods that also change the dialogue interface
So I found a rifle I think could be added to the game
So is there any way that one of those dialogue randomisers could be created for Xbox? I've seen a few videos of it but haven't been able to find an Xbox version
I think it could be possible but whether or not one exists already, I donāt know.
If anyone could find one -or make one- I'd be very grateful
I have a question. How do Subversion mod and the Danse dilemma mod articulate? Can you be the Elder of the Brotherhood (or have Danse as the Elder) and have subversion work out correctly? My goal is to not have to wipeout any of the factions.
any cool pistols mods that only my guy can have i want him to be a special boy
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
All credit and copyright goes to Activision and its respective companies.
Credits to the Infinity Ward teams that bring these games to life: Ben Garnell, Peter Chen, Ben Turner, Mike Velasquez, Jeremy Thurman, Alexandr Khaliman, Ed Fedorei, Nikolay Myhale...
Something I've been working on
Oh dang you made that?
I'm working on the mod yes, the animations are ported of course and the model
I'm just bringing it into FO4
Thanks! Yet I still have troubles finding how Subversion and The Danse dilemma fit into that chart! š
Think you could put your talents towards a remaking the Fallout 3 Assault rifle and making it a replacer for the LMG that Bethesda gave us? I know we got one, but tbh it's broken and they never fixed it for console.
I thought the Assault Rifle in FO3 was an R91? Iām not familiar w Guns but thatās just what Iāve seen mentioned.
Can't remember
The R91 is an amalgamation of the G3/Cetme
hey there, could anyone help me with an issue regarding the built in mod menu for fallout 4?
cant start a new game with lods installed, i have my load order set properly (to my knowledge at least)
Yeah they are right the R91 is a hybrid gun, but the one on the site is broken and not integrated into the level list
It's basically the G3 and one got released just a few weeks ago
Making the same mod as another author within that time frame is not good optics
does anyone know why i get this when i try to download this mod?
what does it mean by this operation could not be completed?
Itās usually regarding disc space - or lack thereof. If it looks like you have enough space, then youāve likely run into the āphantom spaceā bug.
hmm, what is disc space?
Welcome to what will be the first of several Cascadia updates! While we don't intend to do these monthly, we hope these will show our current progress and let you learn about some key factions, areas, and characters in our mod. This specific showcase features the Red Leafs, a guerrilla faction fighting to "return" Cascade to the people.
Want to...
@pseudo sandal This may interest you.
like the random quebec motto on the publicity sign, though less fan of wannamingo, rest look interesting
"Disc Space" refers to the amount of available free space on your hard disc drive.
ow, ok that. well it definitly is not that. i have my os on a 500gb SSDm and it is only halve full. And steam is on my gaming HDD, with 1 TB of free space. So it cant be low or no disc space.
I had a modded game using the Bethesda mods and i had disabled all of them to do a survival play through and when i enabled and tried to switch back to my main game i had lost close to a days worth of progress. Does anyone know how to fix this? (Copied and pasted)
like there has to be a way to reload my old save right
Anybody know of an electric guitar mod available thru bethesda.net?
@peak pine that's a great front of a building though.
Thanks, I think that a lot of people will like what i'm working on
but's gonna take a while to get right
all good things take time
You've piqued my interest
What do you mean you lost a days worth of progress? Did the save disappear or something?
anyone familiar with the Pack Attack NPC edition mod? I'm trying to disable its overzealous stealth tweaks (cant listen to funny raider dialogue anymore) but it seems like it's a casualty of deletegate as well
can anyone help me with making a mod all I need to know is what site I use or where I make it
Rave x01? @outer oriole looks really cool
@hearty hearth You need creation kit from the Bethesda launcher, then get on youtube and search for creation kit. https://www.youtube.com/c/Seddon4494/playlists is a good start. After about 2 hours of videos you will know enough to start. Nexus mod has tools you can use like F04 edit, face ripper, and community resources.
Can confirm, Seddon4494 is a great place to start. His tutorials really helped me with making my mods Delirium, and, Rechambering the Commonwealth.
cheat room for ps4
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
All credit and copyright goes to Activision and its respective companies.
Credits to the Infinity Ward teams that bring these games to life: Ben Garnell, Peter Chen, Ben Turner, Mike Velasquez, Jeremy Thurman, Alexandr Khaliman, Ed Fedorei, Nikolay Myhale...
Would it be possible to make an omod have a material swap that has no mesh so it gets hidden
Yes, just don't enter a mesh.
Material Swap I don't think you can since they are for Textures.
An object mod can call for a texture swap, not all things have a material editor file. You might need to make one. Picking a texture that has enough transparency would take some time looking thru what is available. Faster to make a custom transparent texture.
Are there any good PS4 fallout 4 silent protagonists and karma mods
The search on B says no. It would be difficult to do a Karma mod with no scrip fragments in a quest.
What about the silent protagonist
The search on B has no results for protagonist, but that is posable without making external assets.
What do you mean? Like no voice or changing all the dialogue ?
No voice like fallout 3 and new Vegas
You can set the voice files to the blank one so player will not talk but some cut seens get buggy with the camera
Oh ok
That's a lot of work to go thru all the quest's and setting that up. I wonder if Xedit can make some kinda filter, or bach action.
Man pc gets all the nsfw good stuff
I need to get a good pc to mod fallout 4 with
Them mods make a new sound file and can not be use on PS4
Sad
Creation Kit is more fun than fallout 4.
Whatās that
The program that we make mods with.
Oh
Well Iām not that good with making mods
In fact I donāt even know how to make mods
Im a fan of certain mods and mod authors though
to give a quick rundown on what niero's script does: basically you have two ARMA records on a piece of equipment, each being the look you want. i used the Mojave Manhunter version of it (CoA has one too but i didnt take a peek). the vest piece has two ARMA records, one for the complete look (index 1) and the other without the backplate (index 2). what the script does is check if the vest equipped and if the duster is equipped (via wornhaskeyword). if it's just the vest, it uses index 1 (full), else, index 2 (no backplate), to prevent clipping with the duster
what i did was to make an empty nif for the west tek chinese optic and changed the properties around so i get the original nif or not
this way i can equip the manhunter mask without it clipping through the eye
You could write an xEdit Script to run batch actions or filter things out.
Hello, I was wondering if anyone could make a mod for Xbox that allows you to modify changes made to the world or cells by quests. Such as the institute being destroyed or the u.s.s. constitution location (whether it's in the bank or tower). I am wanting to play a full sandbox game but I don't want to have to do ALL of the quests to get the changes I desire, as well as not being able to change them back at will. This would go great with a mod like Fallout 4-76.
So⦠youāre looking for a Holotape that force-ends/restarts quests so that world space objects appear in different positions?
Something like that, although I found a mod that edits the institute/cit without altering quests. I was thinking an expanded version of that with all the games various quest-edited stuff. Even if it's small like diamond city's wall. Once fallout 4-76 is loaded, none of this can be completed conventionally
What is Fallout 4-76? I found information on it.
Extending an SKK mod⦠although technically not required, I personally wouldnāt do it without permission. Plus, SKK is a much more experienced developer than myself w the things youāre asking about. Good luck.
I didn't ask to extend it. I asked to make a mod that would improve the experience but is separate because it can also be used in a normal game
The mod that I took the example from was institute focused and not specifically for this. It's just an example of what this potential mod would do. SKK is not involved.
@keen vigil
I'm not sure who would be willing to make it and has the expertise. Is there modders in this chat?
Perhaps I misunderstood and/or misread something about the original request. There are other modders in this chat, yes.
Any of the big modders?
anyone know of any pipe weapon replacers that stick to the concept of homemade guns? if not i have a few pictures that could be used as inspiration for one. my modding abilities are nonexistent tbh so even if i wanted to create it myself i cant. i wont put up the pictures unless someone is interested in this mod idea cause i think putting up 6 pictures when im unsure if anyone wants to see them is rude
Nina's Proper Pipeguns Replacer reminds me of luty guns im gonna use it thank you
just in case you are wondering what im talking about this is a Luty Gun and its made from stuff found in a hardware store and a bunch of welding and bending metal. chambered in 9mm
Forgotten Weapons on youtube even did a video on these things
Definitely an interesting idea. Iām not a 3D person though and wouldnāt even know where to start w something like that. Iām pretty good w the CK and doing UI edits but 3D and animations are outside of my wheelhouse for now.
Luty Guns despite the originals made by Philip A. Luty all being SMGs you can make them however you want as long as all the parts come from hardware stores like Lowe's for example (its not a Luty Gun otherwise). the one in the pic is made from bolts pipes and sheet metal and alot of welding
btw i have 6 pictures of different homemade guns that meet the criteria for a luty gun ranging from revolvers and revolver shotguns to rifles chambered in 23x115mm which was made as an anti-aircraft round
I use this one, it's nice.
Question for xbox mod users, can i get someone to test my mod real quick? I dont play on xbox myself so i need to make sure it works properly.
Had a bug report regarding weapon benches crashing the game, trying to rule out if it was a bug, my mod, improper installation or a conflict.
Thanks in advance!
Delirium [xbox]: https://bethesda.net/en/mods/fallout4/mod-detail/4225685
@onyx elm Could you make this?
@brittle schooner Nope as most of those conversions are one way. Plus I only do things that fix my game issues, and that is not a game issue for me. You can make the institute crater instantly with my Fast STOP Institute solution tho.
Do you want to blow the institute without messing about with the main quest, factions and relays ?
Now you can, at any time in any game stage with no factions required. Instant gratification with a remote transmitter, or run a lore friendly and immersive non faction quest to access the institute and blow them.
Available for PC on nexusmods.c...
@onyx elm What about adding this to your fast start mod and have it autocomplete these quests that make the changes?
@brittle schooner why not learn to do it yourself if its that important to you ?
@onyx elm I have school so I don't really get the time to learn how to do that. Usually I only get a few hours a week to play.
Oh I see, so my time has less value than your education ? How nice.
Ohey SKK, didnt you do the fast prydwen arrival mod? I can't play without it, huge fan!
@onyx elm Sorry, didn't mean it like that.
I love your work so far, that's why I asked you. I didn't mean any offence.
@onyx elm Mate your mods are excellent and thank you for the time you have spent on them, I appreciate it.
Hi everyone, I'm new here. I'm stuck on Grand Tour quest in Nuka World atm. Tiana Alston's body hasn't spawned in the Galactic Zone so I can't listen to holotape & finish clearing that zone. Downloaded Holotape of Quest Fixing mod by @lucid minnow but there isn't fix for this issue yet.
Anyone here extremely knowledgeable with xbox modding? I need help tracking down a bug for my xbox mod port.
According to a user of my mod, whenever they go to use ANY workbench, the game crashes....i didnt alter workbenches in any way, just linked some non-settlement benches in later areas of the game.
The mod is called "Delirium".
Huge thanks in advance for reading, bigger thanks if anyone can track down the possible cause of such an issue.
@glad panther did your user provide a LO? Iāve experienced a similar issue during the development of my mod. I traced mine to some bad AS3 edits. An uncaught null pointer to be exact.
vague LO was provided. used stuff that is known to conflict, i tried to help them through the basic troubleshooting process of elimination, and had them remove everything but the mod and its dependancies. they claim to have uninstalled any conflicting mods and still had crashes
lots of new modded weapons, npc edits, etc was in their LO
i'm largely perplexed though, i havent recieved any other xbox reports of crashes, and they are the first, coincidentally, also using mods that are confirmed cases of conflict
definitely my luck to get the rare exception š
technical question for you with XBox, does it use virtualization of installation like MO2 and Vortex, or does XBox just throw the files in similar to a manual install?
i have a running theory that maybe they had remnant data from their other mods causing issues, but i'm unsure how that is handled
More like manual install. I believe it keeps the ba2 archives intact. It doesnāt have any sort of virtual installation such as Vortex. It downloads the mod, activates it, and when the user exits, it prompts the user that a game restart is needed. User can manually set a load order but other than that, thereās no customizing anything.
gotcha, so my theory might not be too far fetched. under the right circumstances, there could be something lingering too, as a possibility. or, as you pointed out, there could be an overlooked error somewhere causing the issue
and since this user was already using every possible mod that will conflict prior, it's not unrealistic
would i be able to hunt down that type of null ref in fo4edit?
Either way, i definitely need to examine my plugin, i dont want to exclude anyone's ability to use my mod if they are using a safe LO for it
@keen vigil would you mind if i DM you?
or would you know if physics references be an issue?
You can DM me. Sporadically available rn as Iām doing RL stuff.
You canāt track an AS3 null pointer in FOEdit.
Anyone here using the F4NV Ranger Armor? If yes, you guys have an clipping issue with the Pip-Boy?
Damn, I found a Bullet Counted System here on Xbox One, and it worked!
id just change to PIP-PAD if it's available in xbone. pipboy mucho clips with cross_chosen of atom so i just used PP to save myself the headache
Yeah, I know. The guy who ported it made it to work with PB removers, unfortunately
It's a great armor, the clipping though ;-;
He changed the stats too. The OG stats was not so high, I dunno, I think it was better to have the OG stats and be able to put some weave on it
Glad my mod worked for you š
Nice one, man!
I thought these F4SE things where hard to port
The only downside is that I had to remove my right handed anims for the Lever-Action ;-;
But amazing!
Thanks. For the record though, I didnāt port anything. Porting an F4SE mod to console would be impossible. Recreating F4SE mods can be an undertaking, but in the case of BCR for Xbox, it was actually very easy; and lightweight.
I got your message on Reddit - I think putting in a request to the console porter of Hitmanās Right Hand Animation would be the way to go. Adding support wouldnāt take much effort on the console porterās part.
But if they donāt allow requests (most porters donāt), then lmk and I can look into it.
I'll see if I can reach him, cuz I know he's not the owner of the mod. Asking for permission is the right thing to do
I think that animation would look sick with BCR
I sent him an message at Nexus, let's see if he allows. Maybe he'll even do himself, who knows lol
Let me know if you get a reply.
As soon as he reply, I'll tell you
@onyx elm How would you feel about making a mod that instantly completes any quest? I know this is probably going to be a little buggy but for some playthroughs, it's more fun to build in the workshops.
I thought SKK gave you an answer to that like 2 days ago? I believe their reply was along the lines of āwhy not learn to do it yourself if itās that important to you.ā
I'm on Xbox
ah
I only have Xbox
So I can't make mods
Based on SKK's other mods though, if there was anyone to make this mod right it would be him.
I think cheat device do that, if not all, at least some quests
But why use a mod to finish quests?!
Used once to complete a bugged BOS Radiant Quest
The user wants cell/world changes that happen when a quest is finished.
The Squire Spawned inside de ground lmao
For the example the Institute Crater being there without having to complete the Questline.
Damn, the main questline is so quick to do...
š¤·āāļø
Yeah lmao
Iām neither here nor there about it, just explaining what the user had wanted.
If you only have an Xbox, Iām assuming youāre using Discord on a phone or tablet? You can get a laptop that runs the CK/FO4 for cheap. I myself am currently using a Surface Pro 4 I bought a few years ago to do mod development while Iām away from home. FO4 barely runs on it but it runs good enough to check my work.
I want a workshop focused playthrough, I want to use fallout 4-76 to make it open world (and prevent quests) for workshop survival fun. Although I still want the open access and control over the world that I would have if it was a normal playthrough.
I think it would be hard to find a mod to jump over the main quest, unfortunately
At least on console
I play on console too, I come with terms on that lmao. Unfortunately not everything from the PC is available
For now š
Isnāt that what virtual workshop does? Itās available on the CC store.
Automatron doesn't work in VR. Which ruins the fun of robots vs. settlement raid
i thaught someone got it working
Does anyone know of a working mod that expands the width and length of a settlement's building boundaries, rather than the height.
Question; ps4 fallout 4 GOTY mods can not access mods, Hong Kong server. Have gone as far as initializing and starting from scratch. Anyone know if they disabled mods for Hongkong server? I have been trying for months
This is the only one that's done correctly, however it does break precombines so if you're on console you really don't want to use it. Links are in description to individual settlements or Bethnet for console. https://www.nexusmods.com/fallout4/mods/25316
I have that and it's only height and max amount of items placed
Still nice for tree forts when coupled with the pine forest mod. But ty.
It definitely extends the borders out farther. I've used it.
All scrappable items outside of original build area are now scrappable. Increases build area. Increases NPC sandbox. No objects or terrain touched. No enemy spawn markers inside build area. Also shows new custom borders that are vanilla style so they look great.
...
Every settlement, save Home Plate, has a larger build area. Typically out to a source of water. But not all of them can have this :/
From the mod page description
This is the one that only adjusts height: https://www.nexusmods.com/fallout4/mods/15608
Hey, does anyone here use FCOM?
I'm having an issue where troops in power armor delete their PA when they get turned into settlers, and I'm getting tired of having to strip their frame and spawning in a fresh frame for them when they get settler-ified -- if anyone knows of a mod or some setting to enable to disable this from happening, I'd be much obliged
https://bethesda.net/en/mods/fallout4/mod-detail/4137260 Outpost Zimonja - No More Raider Neighbors
This mod extends the workshop border south a little bit, and adds the Outpost Zimonja location to 3 cells.
This should stop the cells from resetting enemy spawns. {not the workshop attacks}
Keep in mind this spot is used in the radial quest to kill raider boss.
If this raider boss is dead then that quest should not pick this location. But a bug could happen. Needs testing.
Clean up links set to remove some junk. The Mannequin Redcoat's have a script on them, activate them to disable them.
Does anyone know of any 3DS Max 2022 addons that work with NIF files?
š³
Thanks guys, I appreciate the help!
There is a login error in Asia. The problem was not fixed after half a year.
https://help.bethesda.net/app/answers/detail/a_id/36821/~/what-do-i-do-if-i-cant-access-or-log-into-mods-in-fallout-4%3F
Cyan49 thank you
Perhaps the cause is a different version of the game. The Asia version wasn't updated after the launch of the Creation Club. After that, an important update was made to the user account and a login error occurred. They have never properly supported this issue. So we feel that mod support is simply abandoned.
I'm a PC user, so I'm not angry. But I don't like being ignored
Asian access to Mods hasn't been forgotten, and we're actively working on this. Given the length of time, folks' frustration is certainly understandable.
I understand that it takes time to fix the problem. That is not the actual cause of our frustration. Because you don't announce us the progress of your work. Coming soon, no news to report, please wait for the announcement...
An admin appeared. Such majesty! stares with binoculars
@bronze fractal photos will be available in the foyer.
There is no official announcement yet as to what caused the login error. If they need to make a creation club related update to the Asia version of the game, I don't think it's possible. In Asia, the Creation Club has been stuck in the "coming soon" state for about four years for some reason. So the login error seems to be an unfixable issue. How can we be optimistic about this?
Damn, that's bad. I really wish they fix the problem for the people of asia, since they drop some neat free stuff there sometimes
Yeah, but at any price, I'm sure we'll buy them. Maybe everyone likes microtransactions.
I was told by Bethesda support that it was Sony Asiaās fault⦠so??? But a big question I had to that logic is why does Skyrim mods and CC still work?
Well if that's really Sony's fault then the question belongs in their court and Bethesda won't be able to comment on it.
Yeah, if the problem is on Sony's end, Bethesda can't do anything, I think
I really wish they fix that up
Also, going to test that lost Glowing Sea Vault mod, I think it's Vault 117
Why is it Sony's fault when the login error is occurring on both PS4 and XBOX???
Are you confused? This is a problem that only happens in the Asian version.
Hey I use mods all the time on pc.. just found a seriously buggy as fudge one.. called "nuclear anomaly".. dont download as this one freezes your NPC dialogue
On pc I've got 121 mods applied :) its like a new fallout experience š
Anyone here have a problem with the LAER mod quest?
It's isn't starting for me (solved)
It didn't start any quest, I just needed to get to the relay tower on the Glowing Sea and that's it lmao
I have like 98 mods, and the modern arms mod changes a lot of things.
Ah that one, only just downloaded last night. It's a really good mod. The modern guns make it feel like another game though š
I like my Kalashnikov and russian guns so I am rocking the AS Val. It melts through the scorpians.
@honest merlin thankyou and sorry for taking awhile to respond
I'm using the FN herstal F2000 16" bullpup combat rifle. It does 496 base damage, 12 fire, 12 cryo š I still cant kill these advanced enemies quick enough
It's an assault rifle with 5.56 ammo range 359 š
Stats are like 700 on base damage and can carry 640. It's all heavily molded. But even with all this I still struggle against 90% of what is coming at me. Game mode.. very hard
@solemn plover Sorry for the ping, but I have two mods I published yesterday that are not showing up in the Latest mods list or my mods by author list. The PC version of this shows as published but not appearing in lists: https://bethesda.net/en/mods/fallout4/mod-detail/4228784 and this Xbox version of this mod: https://bethesda.net/en/mods/fallout4/mod-detail/4228803. I'm using sort by latest, all platforms for F4 and clicking on my username to get the list of all my mods for checking. These are brand new mods still on version one. I don't see the Publish button on the mod pages anymore so they should've been published. Is this a bug I'm unaware of?
On rare occasions a new mod doesn't immediately propagate to the servers, so while it's accessible directly, it won't show up under Latest. Generally this gets resolved in a few hours, and if it doesn't a moderator or admin can force the matter (which I've just done for this).
excellent thank you so much!
I see both versions of Exotic Harvestables now but only one of the School Desks mods
aside from this https://www.nexusmods.com/fallout4/mods/27674
are there any mods that try to fix the issue?
In terms of your recent uploads, I'm seeing the following under Latest:
Birds x2
Teddy Bears x2
Wild Harvestables x2
Exotic Harvestables x2
Marcy x3
Child Beds x2
School Desks x2
I just refreshed again and now I'm seeing the last one that was missing for me so it's all correct now š
thank you for your help!
NP!
It will be cool if they added doom 3 marine armor in fallout 4
anyone using unoctium's chinese stealth suit with the true invisibility patch?
no but the cclub version works fine,
it is my favorite armor and perhaps one of the strongest in the game,
remember that part of what you spend goes to unoctium
#supportmoddist
@ Electric Cocooo, Unoctium did not create the Stealth Armor found in the Creation Club menu. (Source: https://www.reddit.com/r/Fallout/comments/6gq2bi/paid_modding_that_chinese_stealth_suit_is_not_ours/?utm_source=amp&utm_medium=&utm_content=post_body)
still waiting i guess
im sorry if this gets me in trouble again but legitimately how stupid are these people
that entire comment section makes me sad
do literally none of these people know what a salary is or how a company works or have taken 3 seconds to read literally anything about the system
I wouldn't let things like that get to you, no need for it. I would let it go.
I love this armor mod: https://bethesda.net/en/mods/fallout4/mod-detail/4010649 š š©
Author: https://www.nexusmods.com/fallout4/users/3100441?tab=about+me
in short, a bit strange as a thing, well the concept is that with the creation club the mods are protected by a sort of copyright / exclusive and the creator is supported, even worse if on nexus unoctium he deals with a mod that is not his, thanks for clarifying is very important
Wish we had an updated Veteran Ranger armor on Xbox šāš»
I tried using the Unoctium one, but I didn't quite like the way it was, with it being split into parts
The clipping with the Pip-Boy too ;-;
But I know the mod was released back in 2016 (correct me if I'm wrong lol)
Can someone plz I beg plz make a gen 1 super mutant mod or the ones from new Vegas or both please..
Like a playable race
I don't think there's a way to make it a playable race
But there's a mod I'm using that adds the FO3 and NV mutties
"DC and West Coast Supermutants"
By TheFriedturkey
I super recommend it. It even adds Nightkin with working stealth capabilities
What happened to livewire radio?
are there any mods that stop settlers from stealing my items from containers and my power armor?
Does Bethesda block the server from some players? I haven't been able to login to mods or creation club on Xbox one S all day. Skyrim is the same.
Finally can login again.
I've had rare occurances where I was unable to sign into both CC and Mod menus for a whole day, other times just very briefly.
Good to hear you got it working š
Glad it did work. This happens at least 5 times a month.
The PA thing I fix by removing the FC from it lmao
For some reason my mods arent loading and i have everything installed right no errors on vortex and everything says enabled
Iām sorry but excuse me, bethesda should talk to Sony about letting modders add mods from other platforms to ps4/ps5 to make the game more fun, I played fallout for hours non stop and people just gave up on this idea which is sad. And honestly I donāt wanna switch to pc or Xbox cause all my friends on ps4
Sadly there is nothing Bethesda can do about that, Sony put those limitations in place for mods and they aren't going to change their stance, since Sony use proprietary formats for a lot of things (textures, sounds etc) they don't want to release tools for people to use. It's a shame but that's just how it is.
No there has to be something they can do at least. Never give up man.
They can not change hardwear you already own. The can only change the PS6. The Ps5 uses the same kernel architecture. They made a bad choice now the user needs to deal with that.
There is literally nothing that bethesda can do, its just sonys policies, its more sony doesnt allow bethesda to do custom assets for ps4, so if you are to ask anyone it would be sony themselves
I've published every mod of mine that I can on PS4. We can only do what Sony allows. It's not the choice of the mod authors or Bethesda
This is a Sony restriction, and it applies to more games than our own. This is not something we can change.
However, every month we make a point to feature awesome mods for PC, Xbox, and PlayStation to in order to support all authors. And there are a lot of great PlayStation mods out there. Since we began our monthly Featured Mods in 2017, there are only two occasions new PlayStation content hasn't been featured: December 2017, when our sole feature was Beyond Skyrim: Bruma, and November 2020, when we featured Sim Settlements 2 and related content.
CC content is available on PS4? Never played Skyrim or FO4 on it
All Creation Club content is available on PlayStation, but those are officially releases, not community mods.
Nice. I was curious cuz I've never seen how's Fallout 4 on it
So I'm on the title screen of fo4 (pc) mods page.. just learned theres a "load order" gas anyone got vital info on which videos online best help with that. I've had my game crash every 30 mins ingame with 136 mods. Deleted it all š and restarted the game, going for around 50 mods this time. So, I'm asking is there an upto date video on how to do thr load order from the title screen - mods
You wanna look for LOOT
Load Order Optimization Tool. Best of the best for load order stuff.
if youre on PC, no need to mess with manual load order management
Yo
@fathom bobcat I'm on a discord server that specializes in helping users with their load order problems. LOOT is a decent tool, it's particularly good for Skyrim, less effective for F4. However what it can't do is help you resolve actual mod conflicts that need more than just deciding which order to load them in. If you join our server we can help you determine which mods are safe to use, how to resolve your conflicts and determine a better load order than LOOT can provide. I'll send you the link via PM since we can't share them here. š
its a good starting point but its still best to do manual load order tweaking afterwards
Credits to IW of course, I have no idea who made these anims but I really like them, the model isn't on RYZIN ARTs Artstation but I assume he made it.
Big question, Institute or BOS?
Not lore friendly of course but the theme is spot on
Question is whether I make it Institute or BOS
https://youtu.be/GyaBQEH123U Got the workshops going good with this update!
Workshop quest's update and test. I got em working!
https://www.nexusmods.com/fallout4/mods/32602?tab=files
3:33 Red's S. Field
4:12 Fed Parking Zone
6:50 U.F. Vault
12:53 Last Stop
17:50 NY Harbor
19:52 Starpoint Island
24:24 Boneyard
26:53 Camp Island
28:43 Valk
30:43 Ol'Lighthouse
31:54 Sea Dock
33:19 Tumb
35:40 Cat IsLand
37:07 Supply Boa...
Hi, I'm having problems with the STS and STC mods. What is happening is that when I try to clean up Sanctuary only about 50 percent of the junk is registering as being able to be scraped.
I think I may have solved my problem. I changed load order and the mods seem to be working.
Looking for a clean tactical outfit for female, Xbox
Also a better graphics mod Xbox
Try some of Spiffyskytrooper's Textures
Natural Landscapes, Natural Rocks, Dilapidated Roads, Indubitable Ivy (Dry)
He has some pretty cool mods
NAC or NAC X would help you too, since it has some filters included
Texture use permission granted from CrimsonKnight77; the texture was originally created by ThonOfAndoria. Implementation is being done by me.
And thereās zero F4SE used, making this Xbox compatible.
Damn, man. You're a wizard
I've seen that Crafting 76 was yours too. That mod looks so cool
The above will be an add-on for C76. I was originally going to convert the vanilla unique weapon variants into multi-star legendary items. But that knocks the gameās balance completely off the rails. So, I will releasing multi-star as a modular add-on to C76 for those that want to use it.
Nice!
Always wanted weapons to wear out on FO4. I'll test C76 one day
I dunno if it works on existing saves
The next version is dropping soon. Thereās only one thing I really want to address before pushing it up for Xbox.
I would hold off until itās released. There are a lot of changes, fixes, updates, and features being added.
Nice! Good luck with the update!
Thanks!
Hey im trying to find a good tutorial to making custom pipboy skins. Anyone know a good (preferably easy to follow) tutorial?
Which part do you need help with? Learning to make textures? Learning to swap out textures for a mod? You're not likely to find both in a single tutorial. It's easier to look up tutorials on the specific topics you don't know vs hoping for an all in one. @fiery hill
C76 will work on existing saves but you will have to drop any weapons and armor pieces youāre carrying and then pick them back up in order for the system to register them.
The official recommendation is to start a new game - especially since perks wonāt retro-apply any degradation rate nerfs you would have unlocked otherwise.
Yeah, I'll try on a new save after I'm done with this one
I found one how to swap out textures and make them as in game skins you can craft but I need help with finding and making the textures
I have gimp and stuff like that and I know how to use it its more just finding the textures in the files that I need help with
Open the Textures.ba2 files in Fallout 4\Data
Unpack them and start editing in your favorite texture app.
The easiest way I've found to figure out which texture file name and path you want is to use Nifskope to browse the Fallout main mesh archive, search for the item, pipboy in this case, and then look at the mesh nodes for textures to find the path. Click on the part of the mesh you want the texture info for to find the correct node.
Then click on the BSShaderTextureSet node to see the texture paths.
The pipboy is made up of multiple parts so there are likely more than one set of textures to change. @fiery hill
Alright thanks!
I've returned but this time with help with Fallout 4 VR
I got F4VR and I downloaded F4SEVR
I keep getting this error
These are my mods
after disabling a few I still get the error
and the game crashes on bootup
when launched via F4SEVR
Ok I deleted some old files and now it works
probably will be back soon knowing my wonderful modding capabilities (thats a lie)
The error tells you what the problem is. The mod Workshop Framework has to match with the correct version of F4SE. It may not work with the VR version or require a different version of Workshop Framework to go with the VR version
Mods based on the script extender are often version specific
Crafting76 v1.16 for Xbox One has been released:
https://bethesda.net/en/mods/fallout4/mod-detail/4204098
PC version will be pushed soon.