#fallout-4-mods
1 messages · Page 37 of 1
Nothing happened to it - it's still at these locations:
https://bethesda.net/en/mods/fallout4/mod-detail/754816
https://bethesda.net/en/mods/fallout4/mod-detail/914336
👍
Any mod porters able to port the new doom armor from AtenaX?
They just need to be contacted by whoever does the port
Just tell them they don't need an Xbox to port it; the SSE CK has an option for uploading to bethnet for Xbox. They can simply port it themselves. All they need to do is make sure the CK puts the asset files into an Xbox format BSA. I've ported several of my own mods and I dont own any consoles.
@ripe mesa On a different note, if you get uBlock Origin you can stop getting those advertisements like the one I see in your screenshot. 
Noted, I'll pass along the info. Thanks!
np
who can help me get my load oder right with steams pc i need help cant get in oder right
im a noob 😊
do put my world space like northern springs an Sakhalin before spawn beast like the mojave mantises
an the pip-boy radios after that 🤔
I've just updated my mod. I am not able to test it myself as I don't have an Xbox. I did make description changes and they're as expected. Hopefully someone might see it here, try it and let me know? https://bethesda.net/en/mods/fallout4/mod-detail/4185767
i need help with my mod order youtube not helping me lol
Hello, i am kinda a noob and i was wondering if anybody ever got d.c.e. Working on xbox?
Cause that mod would be amazing.
DCE?
Yea
What is DCE?
Diamond City Expansion
Sorry about the late messages, probs will be able to reply quickly in a bit
Ok, with what
You mean this? https://bethesda.net/en/mods/fallout4/mod-detail/4010189
Yea, but even with all the fps mods in the world it refuses to work
Says they weren't able to test it themselves on Xbox, so if it's a performance issue then optimization techniques could probably use another look, but I don't know.
I have a texture optimization mod and a draw distance mod, grass remover, god rays remover, lense flare remover, and yet it still go ded
Ah, I meant more on DCE's side.
Yea, but i bet it works on a pc with 1/2 of the power the series x has lol
Would i be able to do said optimization if i had the author’s permission?
I have little knowledge on making a mod
But i shall learn!
If you can obtain their permission, yes. Consider looking at resources for detailing topics such as roombounds/portals, LOD quality types (LOD1, LOD2 -- LOD5), texture formats and compression (linear BC7, DXT5 and such are good options for many things), etc.
Thank you for le help
Happy to 🙂
👍
Good afternoon, i’m trying to access mods menu and tried logging in/linking my bethesda account.
I cant seem to login the account it always says “The operation could not be completed.” I tried several troubleshoot from the Bethesda Support but i still cant access it.
My console is Playstation 4, US Region.
Is there any service outtages? Like on xbox side?
Would it be possible to replace the music in a specific map, and if so, how?
What ever happened to livewire radio?
Any of you guys having problem on ps4 log ins?
For me it just says the operation could not be completed
If you need help, you can post this in #fallout-support or submit a ticket at help.bethesda.net.
Thanks
Is there such thing as creation kit but on xbox for mods?
No; CreationKit is a PC-only application. Mods created in the CK are Xbox compatible, so long as F4SE functions aren’t used.
Riparoni pepperonis, although that would be amaze-balls if it was actually a thing
(Soo much slang soo little time lol)
Yeah… I didn’t understand a word of that. When did I get old? 😭😂
can i go live in twitch.tv an how chats to help with build.(just that cam thing abit of first in cam dont know how to hide background
im a nightmare
?
just how the live thing was an i ran from that 🤭
oh, i get it. you'll stream your game set up and ask for help choosing what mods to use and where to place them. probably something like that.
i'd just send you a modlist but those are incredibly rare in fo4
at least you got northern experience in sse
Can anyone help me out? I'm roleplaying a Hubris Comics superfan and I already have Shroud Manor and the Captain Cosmos creation installed as well as Automotron. Are there mods to add in Mistress of Mystery or Manta Man or The Inspector items?
I'm not aware of any explicitly themed that way, but for a Hubris Comics superfan you may want to try out
Finding Barry Ellery by MackenzieBe
Adventures Of The Silver Shroud by PublicEnemy001
The Lair Of The Silver Shroud by Grooves_Games
@narrow apex what platform are you on?
I haven't tried it myself, but have you seen https://www.nexusmods.com/fallout4/mods/19328
I just found it. Thanks a bunch though!
Awesome!
Is it available through Bethesda.net too?
Apologies, missed this before. it can be found here: https://bethesda.net/en/mods/fallout4/mod-detail/2934814
I'm surprised we missed it when we did our May Featured Mods, which were Unstoppables themed. Guess we'll just need to do that again in the future!
Oh wait, but that's Xbox only. Ignore me.
Generally speaking it's fine to mix Nexus and Bethesda.net mods together. It's unlikely to trip things up unless you're running a lot of mods, or have a problematic load order.
Ok thanks for the tip
Out of curiosity how do mod authors port their mods to different platforms through Bethesda.net?
How do you upload to Nexus? Zip the mod files up and upload them onto your Nexus mod account page.
The CreationKit has 3 upload options: PC, XB1, PS4. The MA chooses which platform, fine-tunes any custom packaging needs (such as external files that aren’t detected by the CK), and then the CK handles the uploading.
Sign in to Nexus, go to your account, and then there should be an option that says create new mod or add new mod. Once you press that button, you’ll have a few fill-in-the-blank pages to get through and then you upload your zip.
wondrous news! my rebuild of Delirium as a standalone is complete, and a fresh update has been uploaded to bethesda net! Woo!
Congrats!
thanks!
Nice! Ill check it out this weekend!
I dont think there is a mod that does it. Restarting the game can fix it, if that doesnt do it just start a new game and get to chargen, then load your last save, usually does it.
unfortunately slm wont fix it directly. Was never able to sort out what exactly causes it
pretty sure its the face mesh clipping through the beard?
yer, or the beard overlay deforming. It also makes a divot in the ear
above my pay grade either way im afraid. still avoiding learning how to do mesh stuff beyond the simplest of simple tweaks. 
im good at meshes, but thats some kind of facial bone bug, as far as I know
yea, restarting the game is the workaround i know too
just thought there may be a mod that figured this out
interesting. and it just happens (and fixes!) randomly too
but i found the fix!
i mean, technically removing the beard would work
Gday, I’ve released my very first mod and just wondering if anyone would be down to play test? It’s up on nexus and XB1, have the links here, cheers.
Nexus (PC) Download: https://www.nexusmods.com/fallout4/mods/54045
Bethesda.Net XB1 Download: https://bethesda.net/en/mods/fallout4/mod-detail/4231075
Need some help fixing a problem.. I can’t change my skin tone and I have no eyebrows
I don’t have space for face texture glitch fix just pm and I’ll send LO
Thanks
Try restarting your game
Yeah that worked thanks
Anyone know a good mod to turn off settlement attacks? Graygarden is getting attacked ever time I'm in the middle of a main quest. Like the search for Kellogg and Virgil . can't very well leave the bowels of Fort Hagen to protect a settlement I haven't even used the workshop yet. I thought attacks didn't actually happen until I've at least opened the workshop once, but guess I was wrong.
I love a mod where you hear that’s a lotta damage whenever a mini nuke goes off
I believe uncapped settlement surplus has an option to turn off settlement attacks
hello i ve some issue with fallout 4, can anyone help with it?
after i download a lot of mods my game crashed during my playthrought and after that, i was unable to play the game anymore
and even after uninstall and delet all the mods, fallout 4 refuse to let me load my game
Ummmm, delete and redownload the game?
I think a mod made Carla nonessential, she's lying dead outside my Red Rocket settlement, is this because of a mod or can she actually die in Vanilla game?
Some google-fu suggests she can be killed.
ok well she's dead in this playthrough, wonder if she'll reset after I stop playing for the day and then start again tomorrow. I guess I'll see, lol. ty for answering
Can the Western Revolver be considered a .357 Magnum, specifically a Colt Peacemaker? I'm trying to make a modlist that adds in almost every available weapon from F3 and FNV into the game, and the only mod I can find that adds it or something similar is "Real Western Revolver (Replacer)" if not, anyone know a good quality .357 revolver mod?
I need some tips for a first-time modder
Fallout needs musical instruments so I planned on putting in magazines and/or holotapes that would put electric guitars, amps, bass guitars, upright basses, drum sets, etc into the game. I already have someone working on the blender models for them, but I need tips for how to implement them. Any advice is appreciated
Do you have someone doing the animations for them as well?
no i was going to work on that
There is a musical instruments mod that gets stuck when you get the schematics for them in the theater. It would be great to have working playable instruments.
I also wanted to see if I could, since I'm a musician, make some Fallout-appropriate original music (ska) and pepper them throughout the map as new songs you could learn to play or to give to Travis
i already done this 5 times and the game still doesn't work
🤔 how do i get clear water without it going to whitepaper spaceland
i cant see underwaterlol spend 4 hrs before i found i was just going in circles
🤭 over 965hrs of steam time an still cant play withoutwhite paper
anyone recommend any mods that expand gameplay, as in quests, added areas to explore, etc
I have Fallout 4 on Xbox One, if I install mods through my xbox profile, and then my brother plays on his own profile on the same console, will he have the mods?
Try a clean reinstall, depending on what you own the game through, it won't delete all the files, so uninstall, and go to where it was installed, what ever folder that is, and make sure that if a folder named "Fallout 4" exists, that you delete it, also open command prompt as admin if your on windows, and type "sfc /scannow" without the quotes obviously.
I don't know, but if that's the case, just deactivate everything on your load order
Ended up brainstorming some more with the trait system for dogmeat.
These are some rough notes but you get the idea.
Dogmeat can wear these at the same time; Goggles, Helmet, Collar, Body armor
Traits will be spread across; Helmet, Collar, Body armor
Collar; No Weave, Genetics, Favored foe
Helmet/Muzzles; Ballistic Weave, Combat Talents
Body Armor; Ballistic Weave, Carry weight, Health
The traits will be level locked as part if player progression to help simulate Dogmeat levelup.
Most traits will require armor/weapon blueprints, max tier traits will require legendary blueprints.
Love to hear your thoughts on this!
[edited to condense space]
in other news: i'm trying to figure out how the hell to give dogmeat the ability to inflict status effects that are granted through this system, and i'm having a hell of a time banging my head against the wall. most i've been able to do is accidentally make dogmeat run backwards away from a target chuckle
for instance, i'm trying to figure out how to make it so, on-equip, dogmeat gains the ability to inflict poison damage over time with his attacks.
everything else seems to be working fine though.
OnEquip/UnEquip - shutters. Those two alone will make anyone mad. They never fire in the same order and they fire multiple times per item ☠️
Never mind trying to work w inventory items of the same form using those.
As for what you’re trying to do - and I’m just guessing - but Dogmeat may be using a Weapon Form to perform his attacks. If so, create a ObjectMod that adds poison damage and then attach this mod to Dogmeat’s weapon form.
that seems to pose an issue, according to viewing the CK, as far as i can tell. it is an invisible item that i can't retrieve from him.
or is that just the result of a flag being toggled?
because otherwise, i could totally make that work
also thanks again Cap, you always provide solid advice 😄
blah, new pair of problems. a) can't get dogmeat to equip the new "weapon", and b) even though i added the required keywords (as far as i can tell), i can't modify the "weapon".
any suggestions? i added attachment points, and mod associations for both the new weapon, and, the enchantments, but i'm lost now. since it won't let me do anything with it
new update, had to do something possibly risky, but i got it equipable, but it still is not bench moddable even though it has the required keywords (as far as i know).
....i might have to tell my doctor and my family that i have a severe case of advanced dumb... i forgot to set the mod association TYPE to weapon...it was on armor from the base i duplicated....
good news, that makes the weapon at least appear. i need to sort out the other junk now hah
blah, i'm hitting my head against a wall now. can't figure out what's missing to make the mod slots appear. i have the attach point labeled too
...discovered something super strange. the weapon requires having models to be able to modify it.... anyone happen to know what the smallest, or most "invisible" model is?
i went with the wedding ring model because it's really tiny and fairly easy to overlook
Make toothcaps for dogmeat. 😐
lol, if i knew the first thing, i totally would
alrighty, got the effects working, all in all, and now i have a new question!
how/where do i look to change Dogmeat's combat behavior? i'd like for him to actually attack more, and grab/grapple a little less
wonderous news! delirium 2.1 is working and live on bethesda-net! finished adding a new framework/system that focuses on improving dogmeat via crafting features!
Actually, I want me and him to have the same mods, lol.
@solemn plover
FYI: Failure to save data.
Mod URL https://to.oddsmods.xyz/UghDoorsXB1 (shortened link to it, I've got the site editor open in the browser)
Date and Time of attempt(s): 8/28/2021 11:09pm and several attempts before that
File Updates 5 versions listed on site; however, I have updated the mod on the website without passing it through the CK several times (at least 3) before to update information. I am not trying to update through the CK this time either. All I need to do is update contact info. Total word count for update is 5,868, so hopefully that's not the problem.
Thank you so much! I'll get that passed along to the Bethesda.net team on Monday.
Not often I get to be excited about an error, but I'll take what I can get. Also, sorry you ran into this.
haha! Technology can be derpy sometimes. I've not yet tried the PS4 version so I'll let you know if the problem persists there as well. And thank you. 🙂
Interestingly, the versioning updated but not the description itself.
Congrats on the release!
Anyone know a good mod for taking pictures?
What platform are you on?
well that was a wasted 15hrs before i fingered out that the mod clean up the trash an weeds
🤭 1000 hrs of restarts is a bit insane with steam an bethesda not loading my mods
🥱 catnap time 9 hrs of fighting steam wore me out just to hunt my fav. that not in steam
Best mod for fallout 4 cheat terminal
If you havent checked it out, the trailer for Sim Settlements 2: Chapter 2 is out, looks absolutely incredible:
A DLC-sized expansion to Sim Settlements 2 featuring the Gunners as a fleshed out faction, continuing the story of Sim Settlements 2. Adds new disease mechanics, multiple large questlines, and a brand new game mode where you establish your own faction headquarters.
https://simsettlements2.com/chapter-2/
--
Game Capture & Editing — Pontus Jo...
https://streamable.com/wmnyxu
Finally bit the bullet and animated the locomotive
Trainwiz animating the train...checks out. 🤔
hello
i would like to ask why survival options wont work
it saids it needs to be oppened as admin? smthng
that suuucks, the gb limit really kills a lot of load orders
like its so hard to squeeze all the mods needed to fully revamp the game in 2 gb or less
main reason im swapping to pc
Yeah, well, it is what it is.
I can understand the 150 limit, but not really the gb limit
\
since skyrim has a 5 gb
Neither limit is sensible anymore tbh.
Hey, is there a mod for Fallout 4 that makes voices more realistic when your mouth is covered? I know that in fallout NV people had this feature, especially NCR troopers with bandanas.
[FO4] looking into how to grant temporary faction status with equipment. Anyone familiar with the process?
I want to make it so, when the player wears the robes of atom's devoted, the commonwealth CoA faction will be non-hostile to the player.
Any ideas on how to do this?
I don’t know offhand how to do this but a great place to start and reference would be the Ghoul Mask.
From the F4CW project.
No actor value is setup to do this. You will need a custom script, added to a magic enchantment, then an object mod add to the robes. A vennla script that changes factions that you can look at to make a similar script is "DefaultRemoveLinkedActorsFromCaptive".
🤔 on fresh restart how can i get my puppy to come to me he only walks around an not speak or do anything but do my the red rocket sfae for the cows tho with the milk
red rocket 2.0 rules with safe haven sancuary
@glad panther you can also make a quest , with a reference Aliases that will add the faction. The conditions for the Ref Aliases would be set up as Get item equipped or something.
anyone played with sim settlements 2? i cant seem to make city plans work. i got to the part of its questline to build a settlement with it and a mayor but there were no ASAM plots being placed though the aerial camera scene plays
WornHasKeyword perhaps?
O that's better, ya.
@keen vigil @honest merlin. Oh boy, im in for one hell of a to-do lol
Cool idea, hope it works out.
If only you knew… ☠️
Lol, yeah....i dont know the first thing about scripting in fo4, so this will be a doozy for me.
Fnv was easy enough to at least figure out by manipulating pre-existing scripts
You can get help for Sim Settlements on the forums for the mod: https://simsettlements.com/site/index.php
Sim Settlements completely changes the way you think about building settlements in Fallout 4
(hopefully this link is ok to post)
@keen vigil @honest merlin soooo i just got it to work and in this case, it was crazy simple!!
for the record, i looked at the "Friendly Children of Atom" mod in xedit, and saw that the author attached a script called "friendlyraider" and under the properties, changed the chosen faction from "raiderfaction" to "childofatomfaction".
i tested it on the robes of atom's devoted, and ran to the kingsport lighthouse, and crater house (next to it). when i had the robes on, they were NOT hostile, and as soon as i took the robes off, they turned hostile!
mission accomplished!
👍
i have another pair of questions, not so much technical, but opinion.
i am highly interested in basically doing this:
i want to make a separate version of the devoted robe enchant and add it to all CoA robes, and modify the version on the devoted robes to grant 3 instances of the Atom's Bulwark effect to help compensate for the inability to wear armor pieces other than the helmet, and help further set the robes apart from the base variants in this instance.
would that be excessive, or reasonable?
part of why i am interested in this, is:
a) i want to further encourage people to roleplay as a CoA member.
b) i am buffing all major ambient rad damage sources, such as the glowing sea, the fog in far harbor, dirty bodies of water, etc.
I’m the worst to ask about balancing. But I will say that you should make sure all of your balance changes are documented in the mod and make clear what this mod’s purpose is.
ooh i definitely made sure to do that in my change logs, and my WIP-Changes docs
which are all publically accessible
resulting maths and other data:
Equipment Changes;
Robes of Atom’s Devoted; when equipped, the player will be temporarily added to the “children of atom” faction in the commonwealth, rendering them neutral towards the player. Be warned! If you remove the robes while around the CoA in the commonwealth, they will turn hostile!
Additionally, added radiation based scaling defense bonuses (2x Atom’s Bulwark effect).
Resulting changes becomes, at max rads with the robes effective cutoff point, we gain 120 physical and energy defense, further buffed with ballistic weave, utilizing the Crude Weave MK5, pushes the robes up to a total 210 defense, adding a crude weave MK5 hat-type item, pushes it to a massive 300 defense. Utilizing railroad faction weave will serve to push these values even higher!
Children of Atom Robes; changed the enchantment to offer increasing radiation resistance and eventual radiation immunity.
i am perfectly okay with this, after testing lol
it gives the player something to strive for if they RP a CoA member and take it serious
the base robes will have a max defense reduction of 120, since they will not receive the extra enchantment effect, but still have ballistic weave
early game, this will be significant, and then it will not be as helpful in late game, whereas the devoted robes will
"This mod utilizes SpyRodz' script from their wonderful mod You've Got a Raider or Gunner in me." I was hoping it was a venal script so a PS4 mod could use it. O well.
same here i got over 900 hrs in steam trying to get my mods to work without geting whitepaper world space
@silent cargo yikes! what exactly are you trying to do?
rebuilding the waste lands 🤣 base clue help for falout 5 🤤
ya kinda no major armors an weapons just land mass an quest hunter dream
spent 300hrs in the water an i followed those on youtube an still cant anything the water to green an i dont dos command my game thats dumb
that nano mask rules 🤔 if bethesda made that thing in the real it sale like hotcakes an jelly donuts at woodstock
Gotcha
Definitely far more complex than what i do. I wish you best of luck with getting it working!
The object you are making in workshop mode must have the actor value "workshopPlacementAllowWaterAV"
build made 🤞 🤤
aaaand the script effect broke on the robes.... yay! 😢
I was messing around with the way to do it with a quest, could not get the conditions to act right. The factions do get added to the player if no conditions are added, so I know that part works.
If ya can get the WornHasKeyword condition set up correctly this should work.
thanks, i'll take a look
i'm still banging my head against the wall as i look at this other mod (friendly children of atom)
i cant wrap my brain around what they did with theirs, that i'm missing
i got the the armor const, and faction const, just as they did, and i cant find any other thing that they did with XEdit
i'm just trying to basically, recreate it, and adjust as necessary
Was the mod you’re referencing created exclusively w xEdit?
cliffs notes:
i was looking at the Friendly Children of Atom mod in xEdit.
i didn't realize that the "FriendlyRaider" script was part of that mod when i added the script to my own item.
when i fully uninstalled "Friendly Children of Atom", the script went poof and it stopped working.
when i looked at trying to get the script setup in CK, it wasn't working at all. i have a friend that's good with scripting looking at everything to build a custom script for me now.
so, with some patience, i'll end up with more or less the same script, and without having to worry about accidentally packing in someone elses script.
Yeah, you can’t package someone else’s script(s) without their permission.
precisely!
According to the FO4 Load Order Google Document, one of my favourite mod 'Deadly Commonwealth - Enemy Overhaul' may have been contributing to countless CTDs over the years, and I never realized
Now in the document it spoke of cleaning and regenerating precombines, but I am a huge noob to the latter
- I assume cleaning the mod means running it through FO4EditAutoClean just like any official master DLCs
And then, process for CK will be:
- Load each cell changed by the mod, either with new item (green/black entry), or new NPC placement
Then:
- PreCombine Geometry for Current Cell
- Generate Visibility for all loaded cells
- Generate Precombined visibility for all loaded cells
Is that what people usually mean by 'cleaning' mods? Or am I missing something huge here?
I understand Deadly Commonwealth's author has not been updating the mod for years, so I am not trying to be rude, just want to patch up this great mod to work in my current playthrough. Any pointer and guidance will be appreciated
It's a shame it's antigrav cause there's no antigrav locations in FO4 lmao, could've added a script that makes them function in those areas
I wonder if Fallout 5 will venture off into space
DLC perhaps
starlight prison quest mod makes the starlight quest me 🤤 😍 🥳 ☕ 🤓
@fossil cairn The Fo4Edit part; Yes. Normally the regen pre is not part of cleaning, yet can be necessary for mods older than the last DLC update.
Actually, am I meant to run FO4EditAutoClean for all mods any way? for cleaning? Or can it inadvertently break something?
I don’t think that’s necessary - but that could just be me 🤷♂️
You can use xEdit to check for conflicts and adjust/make patches accordingly. But I believe auto-clean fires as soon as the mod list is loaded. At least in the later versions of xEdit.
Does it still matter, to rebuild precombines, if I downloaded a mod like Previs Repair Pack that has all precombines for all cells, ext and int?
I mean, I would place it to the bottom of the LO and that should work for all cells right?
Like, Mod A breaks precombine in BADTFL01... but PRP at the bottom should un-break the cell?
But then the stuff the mod adds will not appear or will blink in and out. The point of rebuilding the precombines is to finalize and optimize what the mod adds.
so if I rebuilt Mod A's precombine, even if I loaded Previs Repair Pack after it... Mod A's stuff should still look fine and not crash the game?
If you use a mod that " repairs " you are over writing data to vennla. If mod A adds a shack then you use a mod that overrides that shack data you will not be happy.
oh... I see.
And another thing: I made some precombines with CK through MO2... and now I find them in the Overwrite folder
Can I just pre-package all precombines into one mod, or are they supposed to go back into their parent mods?
I think you should look up what a bash patch is. If you are making a patch, pack it in that. If you are modifying Mod A .esp then pack it in that.
Making a Bash Patch for your full load order will let you find all the conflicts.
I've made a tutorial.
Hopefully you learn from the tutorial.
Link to the Dadao: http://www.nexusmods.com/fallout4/mods/9586/?
Link to the Ka-Bar Knife and Sword:
YOOO I HAVEN'T UPLOADED THIS MOD YET YAYYAYAYH
what I did was I went into The Deadly Commonwealth Expansion, and checked cells that had broken precombines and regenerated precombines and previs data..
But now that you mentioned it, me having Previs Repair Pack sitting below it means nothing will change.. unless the new Precombines sit in Overwrite
That's not to mention I have other mods that likely added/broke something as well =_=
Trying to run xEdit for all activated mods, to check all cells and see which one needs fixing from which mod 😦
so I just make Merge & WyreBash patches like I do for Skyrim SE yeah? that should resolve cell conflicts?
It will show you the conflicts the you will better understand your Load Order. Only you know what mod you want to overwrite another.
Then after you perfect your LO the patch will be the fix, yes.
You should only touch the precombines once. And what Invoker said. Gain an understanding of what is overwriting/overriding. You can grab an older copy of xEdit to run the cleaning script so you know which mods have weird or wonky edits or just for learning. Then when you're ready to clean, use the autoclean feature of the most up-to-date version. I'm of the mind anything automated should be for advanced users though while others thing automated things are the bees knees. Unsure how anyone learns anything if a program/computer is doing it for you.
Thank you very much! I will head back into MO2 and clean up the LO and see what other precombine fixes i can do
Good luck and have fun. 🙂
strange question, but is FO4 on an older engine update than SSE?
I am certain FO4 seems to cause a lot more crashes than SSE... despite me having double the mods on SSE
fallout 4 is on a newer version with more features
fallout 4 crashes easier because it does significantly more
but it can also be significantly more stable you just need to minimize script heavy mods and not break precombines
mods like scrap everything can cause the issue in boston because they disable the precombines
I can kind of see where that comes from - when I used Pack-Attack NPC & SimSettlement, and DamageThresholdFramework... it was crash-city lol
also if your on pc use buffout 4
fallout 4 itself is actually pretty stable for me unmodded
and ive managed to make a very stsble modded setup
That's my issue, really
I deleted all mods, fresh install FO4, cleaned the masters... then just began re-adding mods i used a long time ago, so now the LO is bloated again
it just like skyrim takes work and stuff cant just be removed or added easily midgame
though fallout 4 is better at not destroying itself with load order changes then skyrim
look through it all and just… remove everything your objectively never gunna actually use
like, my armour & weapon mods bloat way too easily 😦
MisriahArmory
Commonwealth Spartan
Miniguns Rebirth
Machineguns Rebirth
RPG-7V2
Remote Exlosives
😄
well tvs and misriah are pretty different ones a halo weapon mod and the others a halo armor mod
i should get to work on finishing the legendary armor i was working on for tcs
and also say hi to brandon i hadnt done thst for a few days
regardless alot of things like sdding stuff through scripts just minimize stuff you wont use
are you using a mod manager like mo2 or vortex?
MO2
Slowly crawling along the mod and plugin list sorting out the order.. once LO's sorted, I have to fix broken Precombines =_=
(Once you regen a mod's precombine, you are always meant to unpack the mod, put those in, then repack it right?)
i dunno
also remmember dont rely solely on loot
now im stwrting to barely function so gnight i hope anything i said helped
I haven't used MO or MO2 since Vortex came out, since the creator of MO/MO2 helped build Vortex.
good night! Thanks for your help
mo2 is still more powerful then vortex and gives you more direct control
and it was the creator of mod organizer not mo2
vortex is simpler
Ah, I didn't realize that they had different creators....MO2 shouldn't be called MO2 then, since it's not made by the same person =T
they arent made byone singular person
just because one or two people left the team doesnt mean the original team didnt keep msking it
But were they the Founders of said team? It doesn't matter, I don't need the complexity of MO or MO2
i just prefer it because i just cant stand working with priority systems id rather just drag things and have a text readout of where snd what conflicts instead of making rules
does Placed NPC break precombine
it shouldn't, right? Just the Placed Object in xEdit that's green, or in brackets?
no it foesnt
Cleaning masters is not necessary for FO4. Especially if you use mods made for console that have been ported to PC. Using mods made with cleaned masters along with using mods that were built against vanilla masters can cause instability during gameplay. It may not be as visible on PC as it is on console. Console mods should never be made against cleaned masters since consoles don't have the ability to clean them and instability can happen with the records.
Not only is it not necessary, it's something to be discouraged in general. I've been in contact with a couple of people who have done some testing on their setups and they consistently report that leaving the master files alone leads to the game behaving better in general.
Hello everyone, does anyone know if Sim Settlements 2 requires a new save game or can i install it mid playthrough?
i think it's safe enough to install mid-game as long as you havent installed
1
to start the questline, you build a radio beacon. check from there if your game becomes funky
just have a save before installing so you can just revert
I was planning on starting a new game, do all the main questlines and then install sim settlements 2
oh, i'd think it's rather better to not finish main questlines yet, due to implications of the ss2 2nd chapter trailer 🙂
In general, it is considered a bad idea to install and activate mods mid-playthrough. That doesn't mean you can't do it and come away unscathed. But, take a stand against Murphy and create a sacred save before attempting to activate a new mod mid-playthrough
I believe the intention is to start SS2 with a new game. It is possible to install it with an existing character, I did that with the launch version and I didn't encounter any major issues. There was one inconsequential discrepancy regarding bandits in Concord.
Oh good to know! I might do as i planned then
strange, so here's what I did
I cleaned Deadly Commonwealth with FO4Edit
Rebuilt Precombines and Previs in CK, set the new patch under Deadly Commonwealth, Previs Repair Pack at the bottom
Went into Gunner Plaza... broken Previs everywhere
Disabled DC-Patch, have PRP at the bottom of LO still, went in... No breaking
Did I just break something unnecessarily 😦
All mods which need new precombines/previs need to be opened at the same time in the CK and have the precombines/previs generated for ALL of them at once. You can't just stick something like Previs Repair Pack at the bottom of your load order and expect it to resolve any conflicts. Any mods or patches with rebuilt precombines/previs which touch the same areas will HARD conflict, there is no load order sorting that can fix them though load order changes can reduce problems. There's unfortunately no way getting around rebuilding it for all the affected mods yourself.
4K galaxy in fallout 4 I look up with Nora 😜 or piper and Dogmeat and think Starfield I’m ready 😉 ❤️
I think this is the right place to publicise this: I've just uploaded an energy weapon mod on Xbox and PC. 🙂
And this is the link for PC: https://www.nexusmods.com/fallout4/mods/53998
looks so ghetto i love it
Thanks!
hey does anyone know if the creator for the Ashara cyborg armor is on here? i have a fix for a bug i need to report to them but i cant comment on forums anymore so...
Hey is it necessary to fully shut down and turn on console after enabling a mod or can I just use the option to restart? Not sure if there’s any difference?
wym
tbh if i remove a mod then add a new mod, i think it would be necessary since it crashes or freezes 90% when you load or continue a save
and i think restarting is just as good thats what i usually do to avoid longer loading when i had my old xbox
though you could be on pc like 90% of ppl so idk
No lol I’m on Xbox
Was referring to steps from the load order Google doc
But yah I’ve had crashes in the past even with a proper mod list
Pretty new to fo4 modding. I went wild and installed like 15 various graphic mods last night. Now got some odd blurring on anything that I'm not looking directly at
Anyone familiar with this? I'll just disable one by one and hopefully find the culprit
that sounds like ENB DoF nonsense
a number of screenarchery ENBs use really intense DoF that is wholly useless for actual gameplay
Thanks I'll try removing enb first
not necessary to remove it entirely
i cant remember the default command, but you just need to open up the ENB setup in game and adjust the DoF to be less extreme. Can also try mucking with the enb ini files
Thanks. Pretty sure I tried lowering of shutting off all dof features I saw in enb last night but I'll have another look
First time using it, it's a little overwhelming in the amount of options
And my lack of understanding of what they are lol
it remains overwhelming even with time, its not something I spend a lot of time on, I just switch ENBs rather than muck with settings lol
if you dont want to get into nitty gritty, just try out a buncha different ones till you find a setup you like
I like everything I have now minus this weird radial blurring 🤣. It looks like a new game
Thx for the advice
hey nw, good luck ^_^
No joy. But I don't think its enb? Removed it compeltley after tinkering did nothing and it's still there
Dof fix (separate mod) worked for ADS but not first or third person. It's like anything that my cursor is not directly on gets blurred. Worse so on the edges on of the screen
I'll see if vanilla does it too I guess
thats unexpected. Ive never had that kind of DoF nonsense not be an ENB.
If vanilla doesnt have it, best bet is to just disable mods one at a time till you find the culprit.
I was sure it would be enb too. Nearly everything I'm finding on google blames enb
snickers
yeah enb is great. but the aforementioned opacity of the settings means that DIY troubleshooting is...not frequent
Oh wait
Do I need to making ini changes as admin
Or running the game as admin for enb menu changes to take effect
They seem to be resetting to defaults even in game
not sure, check the enb inis arent read only
were you running that as well as an ENB?
fair enough. Well, unless you want some really extreme and screwy effects, you should be fine without it
Yeah don't think I need it. I'm sure I'll break things with something else soon enough :)
What are some fun mods to play?
I tend to go for stuff that doesnt break immersion or lore. So mostly various texture/graphics improvement mods, radio mods, survival, and camping.
Some pa skins from 76 in 4 ports?
Hey sir that’s illegal! 👮♂️
Yeah, mod authors cannot move files from one Bethesda game to another. (Or from non-Bethesda games, unless the developers give explicit permission for their stuff to be used in community mods.)
Any idea why my Fallout 4 is crashing to desktop when i try to enter Diamond City for the first time? The only mods i have installed are the Unofficial Patch, Load Accelerator and some Creation Club stuff. I also saw some reports of people saying that the unofficial fallout 4 patch causes the diamond city crash, could he be the culprit?
I don't use any of those and no crash here.
But I do have a big black monolith type thing near the wall -_-
is it safe to disable mods without plugin o.o
mods without scripts*
Such as graphic replacers
yerp, disabling mods is only bad if theres an esp (or esl afaik)
❤️ 😄
Loose file texture, mesh, and sound replacers without a plugin are the only truly safe mods to remove in game. Mods with scripts (loose or with esp doesn't matter) can never be safely removed unless the author includes a scripted uninstall function and even then I'd be a little leery of it.
hehehe....
Please do not joke about illegal mods.
Does anyone know where the parameter for unarmed weapons being unequippable in power armor is?
Wondering if It is okay to disable .ini mods whenever during a play through and re enable them after? Like enhanced decal draw distance. Just wanted to do some comparisons
Can anyone speak to how 30 series cards handle high performance areas of this game, like downtown. 1440p to 4k res with texture mods or something like photo realistic enb?
On ultra settings lol
Where’s the code that doesn’t allow unarmed weapons being wielded in power armor, and does it have a name?
Anybody got a good xbox lighting mod?
It's not illegal. I'm a bit making a model that looks like something from 76.
Recreations are acceptable. My team has recreated a number of things from F76
anyone know if there are mods that optimize fallout 4 in boston?
and im not talking about boston fps fix or boston less enemes since they dont help at all and are just taking up space.
Lol I was totally kidding. Although yeah it’s using assets that are meant to be profitable
Kind of sounds silly when you say it like that
But I don’t think it’s possible to port over atom shop items
I better stop talking like a criminal
Anything is possible. Not condoning any illegal actions but possible and legal are two different things.
Are you saying I should port Fallout 76 into fallout 4?
If it's on Xbox, no
Unfortunately
On PC I think Boston FPS Fix helps, or if you have a potent hardware
I don't know how FO4 runs on good machines nowadays, even back then lmao
Sadly I never played on PC
I didn’t say that.
It's perfectly fine for a FO4 mod to take inspiration from FO76 designs, but the mod itself needs to be made from scratch (or modified FO4 assets). There's only a problem if FO76 assets are added to a FO4 mod (even if modified).
It's best if a recreation is distinct. Some folks have tried to pass off illegal asset ports as super exact recreations, and we don't take kindly to that.
Newermind43 has several excellent examples of recreated FO76 armors:
https://www.nexusmods.com/fallout4/users/2959649?tab=user+files
Wow
Nice!
I remember hearing about a team of modders recreating F76's map some time ago
But I forgot the name of the project
Fallout Appalachia
We’re sharing assets and resources.
Nice
I think I heard from it in an JuiceHead video
Last year I think, but I forgot to search about it
Any modder started puttin f76 items in f4 yet?
Thats illegal btw.
Aint modding in general illegal?
nope. Just releasing ported assets from one bethesda game to another
very not allowed
ever
It's perfectly fine for a FO4 mod to take inspiration from FO76 designs, but the mod itself needs to be made from scratch (or modified FO4 assets). There's only a problem if FO76 assets are added to a FO4 mod (even if modified).
It's best if a recreation is distinct. Some folks have tried to pass off illegal asset ports as super exact recreations, and we don't take kindly to that.
Newermind43 has several excellent examples of recreated FO76 armors:
https://www.nexusmods.com/fallout4/users/2959649?tab=user+files
Depends on the game company and the game. Bethesda kindly offers the Creation Kit to modders to use to create mods legally for a number of their games such as some of the Fallout series and Elder Scrolls series. So we have official tools with which to make mods. In addition if you read the EULA that comes with the Creation Kit it also grants copyright of the mods that mod authors create to the mod authors which we license to Bethesda in return. So they're legally created with Bethesda's permission, using Bethesda's official tools, and also copyright is retained by the mod author. Other game companies officially allow modding, some game companies simply turn a blind eye to modding, and some game companies openly forbid modding.
Some game companies will officially allow their game assets to be ported to another game as long as credit is given, some game companies will allow it if the author asks permission. Many game companies don't allow porting of assets to other games. Bethesda has always had the policy of not allowing assets to be ported between Bethesda games, I assume due to licensing reasons related to tools used to create the assets or external contractors creating content but the reasoning is speculation on my part not informed knowledge.
Sim Settlements Q: is it a bad idea to start SS now before part 2 is released? Safer to wait then play part 1-2 together?
Part 1 has the bugs generally worked out. Part 2 is inevitably going to be buggy for the first month or two no matter how many people Kinggath has brutally testing it prior to release
So you can either do 1 now and wait for 2 to get some bugs worked out, or wait and enjoy them both together
I'm mostly worried that I'll finish the part 1 content then find out the transition to 2 doesn't work because they needed to change something and invalidate old part 1 game state
That would be very unlikely
I've been a part of Kinggath's team since before the original mod was even published. He's very dedicated to making sure that continuations are compatible within a series.
So while Sim Settlements original series isn't compatible with Sim Settlements 2 series, everything within the SS2 series such as SS2 parts 1 and 2 will be compatible.
He has things planned out basically years in advance
Hey is anybody here from the fallout apalachia modding team? Because if it is can i have permission to, or can somebody just throw it into the mod editor and xbox it? Or is it too big?
why would you want a wildly unfinished mod? mods like that take years to even get into a playable state
I am playing on the Xbox One. I am having trouble with the LookUp Failed Error. I tried using Full Dialogue Interface. I want to play without seeing that error. Is there a fix for it? Without using Extended Dialogue Interface!. Any help would be greatly appreciated.
There's a mod called Lookup Failed which updates everything that Full Dialogue Interface is too outdated to cover
So there is no way for me to play the game without it?.
I think you misunderstood, combine the Lookup Failed mod with FDI and you'll no longer see the error called "lookup failed" The mod which fixes it and works in tandem with FDI is literally called Lookup Failed itself. Just search on Bethnet for "Lookup Failed"
I absolutely LOATHE trying to do anything on Bethnet on mobile and I freaking HATE their decision to make their site unsearchable by Google. But I grabbed a link anyway. Feel free to send Bethesda strongly worded tweets about their horrible website decisions. https://bethesda.net/en/mods/fallout4/mod-detail/4046787
@spark oyster see above, just combine that mod with Full Dialogue Interface and you're good to go.
Yeah, it replaces the old String files FDI uses that are causing the error.
👀
on the mod 🤤 (cheat terminal) world time.slowdown 1 min to 1 min or 1 min to 10🤔 turn back time to min. before breaking an cells frezze
normal 1 min to 20 min to fast 🤭 6 days an only 4 house done .omg i love this rpg sim 😍
I definitely don't recommend adjusting the time scale in game for playing. It frequently breaks things. It's something you might need for testing purposes if you're a mod author but definitely don't use it just to play.
Whereas I have 4000 hours at timescale 1 with no issues and thousands of users of my dynamic timescale mod have no problems either. For statistical sample balance.
Whereas I've seen it break quests, cause the game to crash, know mod authors with significantly more experience than both you and I put together consider it dangerous, have a vague memory of the actual Bethesda developers recommending people don't play with it, and see no real need for screwing with something that was never intended to be used by players that is KNOWN to cause problems.
But I also always say that players are more than welcome to break their own games anyway they wish as long as they don't expect me to help them fix it so 🤷
Having taken all the systems apart I have not found anything dependent on timescale 20, so challenge those as misdiagnosis. But to each their own level of comfort.
Is a very tiny adjustment to time scale as bad as a significant adjustment? no of course not. But I still don't think it's worth it.
If someone can point at the actual code that is dependent on timescale 20 I would be happy to LEARN. But I am also happy to challenge opinions passed as facts base on my empirical knowledge.
Like I said, people can take whatever risk they want as long as I don't have to fix it when it breaks. No point in even arguing over it, it's obviously a waste of time. 🤷
Learning = Waste of time ? OK !
You know very well that's not what I said but you've definitely demonstrated why arguing is a waste of time.
The information I've always heard is that changing the timescale can create problems with NPC schedules. Are you saying you thoroughly tested for that scenario, or no?
I was wondering if anyone could make a light weight MRE mod for Xbox. We have a couple but tbh they aren't very good
MRE?
Meal
Ready
to
Eat
@keen vigil it's an IRL foodstuff, and something that appeared in Fallout New Vegas Lonesome Road
It's weird how there is no canon emergency rations in Fallout 4
Gotcha
And there’s no decent mods on Xbox implementing those?
If someone models and textures them, I can implement them.
food rationing hit hard in big towns like boston would be my guess, and probably looted early right after the bombs dropped?
Well in lore wasn't Boston economically screwed before the war?
So it'd make sense
Though I don't think Bethesda put much visual evidence that was the case other than like 3 terminals in dungeon areas
Curiosity about an entry's meaning in FO4 Edit
I tried creating merged patch again
both DLCNukaworld.esm and NPC Boss Battles ALL DLCs have DLC04 Mason 'AIDT - AI Data, Unknown, set as [00 D2 10 3F]
However, NukaworldReborn has it set as 00 00 00 00
Does 00 D2 10 3F mean anything O.O
Just unsure what that data entry means 😦
Out of curiosity, is there a mod that just completes Nuka World? I usually play by doing the NW quests before I ever save Preston, just so I don't have to listen to him complain, and was hoping someone had made a mod so I could just start a new game with that content completed.
General rule of thumb for data that varies between vanilla and DLC, and between DLC themselves, is to use the data from whichever DLC was released last. The last released official content is the winning data for the game.
Not really there is a very low quality MRE mod, but tbh I've only ever come across like two types and they swapped the bag out for a Sugar Bombs box.
But the mod itself promised 14 menus so I dunno what's going on with it.
Well, as I mentioned earlier, if someone creates the meshes and textures, I can do the implementation. 3D stuff isn’t my strength.
I mean if you don't care about fancy texture quality the box used for the Institute food (and I think the robot kits as well) would be a simple basic retexture. Find a sort of brown paper wrapping texture that's free for non-commercial use and a government themed font. Call it good enough. The Institute water is the same mesh as the prewar pure water, potato crisp can, and the Deezer's lemonade. The pre-war water is already basically appropriate for use with MRE's.
Could legit make a K-ration from WW2 out of that
The K-ration was an individual daily combat food ration which was introduced by the United States Army during World War II. It was originally intended as an individually packaged daily ration for issue to airborne troops, tank crews, motorcycle couriers, and other mobile forces for short durations. The K-ration provided three separately boxed ...
This is something you could legit add and it looks like it fit's the Fallout 4 Aesthetic
Military chocolate has been a part of the standard United States military ration since the original Ration D or D ration bar of 1937. Today, military chocolate is issued to troops as part of basic field rations and sundry packs. Chocolate rations served two purposes: as a morale boost, and as a high-energy, pocket-sized emergency ration. Milita...
This last link is the one I can find on the X-ration
But these are aesthetically compatible with Fallout 4's theme
Plus with Fallout's lore of hyper preserved foodstuffs the K-Ration could have survived in military installations
@woeful charm
There are MREs in Wasteland Imports IIRC.
Irradiated, freeze dried, vacuum sealed foodstuffs wouldn't be too much of a step to have around in those vaults that didn't have their machinery for that break by the time of the game.
Something like jerky, biscuit, vitamin pills/dried fruit, and some sort of water purification tablets.
But no-one in their right mind would want to eat them if they had much of a choice.
There's a reason "Meals : Rarely Edible" have the reputation they do.
Representing it with a couple of small boxes and a pouch of some sort would work graphically.
That may be true but I’m no good at 3D or texture work.
anyone know a good complete overhaul of Brotherhood of steel?
Ad Victorium

is there a known mod i can use, or a script that i can use to generate a esp for completely unleveled fallout4? (basically everything can spawn at any level)
open google and type "fallout 4 mod unleveled". top 2 results. 
Those can only unlevel the base game, as they're pre modified levelists (unleveled world and unleveled wasteland)
actually wait nvm, i'm working with mods that inject the level lists on load, there's no point having something that can remove them for mods
No max levels(mod) only one on PS4 that comes close to that.
Does anyone know if there is an AA-12 mod for ps4 by chance? Not a sped-up combat shotgun but an actual model of an AA-12? I saw one on YouTube but I cannot find it in the mods at all.
PS4 cannot have external assets. You can use ANDREWCX's Wacky Weapons Workshop and see if you can't build something similar though.
I would like just MRE's.
Okay let's try this again.
The timeline Divergence happened end of WW1 and Early WW2, it's why you see the Grease gun, Thompson, BAR, 1911, M1, ect in the game.
So I dunno what this is about the US not having K, D, and X rations in Fallout 4. I actually know a dude in my town who was in the Army when they still issued K rations to soldiers and he saw the first Modern MRE as we know them. That was back in the 80's. So the US was making the K, D, and X ration for at least 60 years, and if we considered New Vegas isolated there wouldn't be anything stopping the US from continuing to produce them.
Again I am asking for a Standalone MRE mod whether it's based on the Fallout New Vegas ones, or based more on a Fallout Universe flavored, K, D, and X ration I really don't care. I just want something to make up for the fact there aren't really any rations on the East Coast yet there are examples on the West.
Not poo-poohing your request but here's a possible lore explanation as to why you don't see them: The populations are higher on the east coast than they are in Vegas. Vegas is in the middle of desert. What if all the rations have already been eaten by 2287 on the east coast.
Food supply was at a critical low in Boston before the Great War.
There's a reason that cans of dog food are in the leveled lists for the blue lunch boxes, and seen in people's offices. They were starving bad enough to eat dog food.
Can someone possibly port this mod on the xbox? https://www.nexusmods.com/fallout4/mods/51500?tab=description
Can't - no permission has been granted. And it clearly states on the mod page that it will not be on console.
Dam ok, thanks for letting me know@keen vigil
An interesting idea, then I have another option/request.
A quest mod to discover the last cache of MRE's (maybe in the sentinel site) along with the means to produce them, like a mod that adds onto the factory mods. You can then set it up where you can sell them to Bunker Hill who distributes them throughout the Common Wealth
Sort of like that “Feed the People” Quest in FO76?
Yeah, I think it could be a worthwhile quest mod
I like it - sounds interesting. Anyone up to doing modeling/texturing?
I see about 9 MRE on Nexus. https://www.nexusmods.com/fallout4/mods/?search[filename]=MRE
This is the one on Bethesda's site
https://www.nexusmods.com/fallout4/mods/25824?tab=files
But whomever ported it butchered the heck out of it
So if someone could port this mod properly that would be cool. Though I still kinda am found of the idea of making it into a quest mod where you can then later make and sell them to the Commonwealth via Bunkerhill creating a commodity
That file has no permissions that would allow porting it.
That would explain why the beth one is so badly butchered
SO I suppose that my current request for a quest mod that allows us to produce them is still within the margins of a reasonable request?
Srry I just want to kinda clean up some of the mess in my loadorder and have something more functional than what I got @split yarrow
Sony doesn't allow external assets
That sucks, thank you for answering me. :)
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)
Individual animation...
Is there a way to add bullet projectile to modded weapons
I love Misriah Armory guns, but every VATS so far never record a bullet flying to deal the final shot, unlike vanilla weapons
Like the PTRS weapons, they seem to be 'hit-scan' instead of having a projectile (?)
Is there a way to add them via xEdit?
does FDI even still work?
yes you just need the Lookup Failed patch to go with it, you need both of them together
Alright thanks
what mods for PC makes the game more realistic?
How would I force the player out of power armor, if they are in it?
Game.GetPlayer().SwitchToPowerArmor(None)
How do you port a mod to Bethnet? I ask this because a modder has said I could port his mods for Xbox one users, provided I notify him (which is the least I could do) but I never ported a mod and don't know how to do or even if I could do it.
You need to have Fallout 4 on a PC, download the Creation Kit (CK) from the Bethesda Launcher, and you can upload mods from the CK by logging in with your Bethesda account in the CK.
Thank you! @woeful charm , so unfortunately I don't have FO4 on a PC so cannot port mods. Too bad! There are some great mods on Nexus that Xbox one players might love
Does anyone know a MOD that changes explosion sound of "explosive" legendary into better one?
There are groups that will port mods providing you secure permission. If you look at folks releasing a lot of ports there's a fair chance they have contact info for that.
Thanks a lot, good to know!
QUAZZIMODO619's Commonwealth Warfare - Explosives chances explosion SFX in general. It's available for PC and Xbox.
I'll see if I can contact one of them, but since the forum is down I think it will be difficult
hey guys I hav a question I have the mod installed call Personal Shelter, it's supposed to be NE of Diamond City but cannot find it at all. If anyone else has this mod or if you are the modder who created, I could use some help. there was supposed to be a location on imgur.com but it says that it was removed when I tried typing in the webpage location
Personal Shelter by Losstarott?
I can't remember the specific location on the river, but those green stairs are pretty distinct. If you find that picnic site and can't get in . . . .
||Entrance is hidden under the makeshift table, just move the boards. Key is in the garbage can.||
ok thanks I take a look up and down the river then
Hey, @solemn plover , I have the author's authorization "I wouldn't like to upload my mods to Bethesda.net because of the time it requires to maintain them on two different platforms.
But you can port them to Bethseda.net for Xbox users. If you do so, please send me their links.
LarannKiar". How can I find someone to port it? Are there porters on this discord? And if so, how can I contact them?
ok thanks I found it.
There are a number of porting groups on Discord. If you look through recent mod uploads, you'll probably find a few porters who note their server. https://bethesda.net/en/mods/fallout4?number_results=40&order=desc&page=1&platform=&product=fallout4&sort=published&text=
Thanks a lot! @solemn plover
I’m honestly disappointed in the modding community that there is not one single mod that repairs the roof at the house in Somerville place
Nothing more
Hello, I wanted to make a request for a mod called Unofficial Fallout 4 Patch translated into Spanish to upload it to consoles like xbox one / ps4, please I hope you can do it. Nexus mod link: https://www.nexusmods.com/fallout4/mods/35417
Does anyone know if it will be safe to delete a weapon change type mod during a playthrough? Like restored radium rifle
Like removal mid playthrough. It only affects the radium rifle
Thank you! I'm gonna try☺️
Thuggermonke, the game engine doesn’t support plugin removal. Null returns put a ticking time bomb into your save which may go off or may not depending on what’s going on under the hood and what’s removed. You could experience anything from weirdness to full on crashes to save corruption. Remove mods at your own risk.
Hi
I don't know if you've seen but it's on Bethesdanet since today
of course I made the port of the mod translated into Spanish
and it works fine? the mod?
https://bethesda.net/en/mods/fallout4/mod-detail/2084316 wwhere can i find this for pc
I don't know, but I'm glad you have that mod you wanted!
From the Spanish Translation https://www.nexusmods.com/fallout4/mods/35417
Upload permission You are not allowed to upload this file to other sites under any circumstances
So this means you uploaded it to Bethesda.net without the permission of the author.
👀
I would like a MRE mod that included a quest that allows us to produce them and distribute them across the wasteland.
I already sent a message to the creator of the translated mod so that he would know that he uploaded his mod to the xbox one console tranki
Sending him a message that you're doing it isn't the same as waiting for him to respond and say yes before you do it...
Well when you answer me and tell me that I do what I have to do
"when you answer me"? I'm not the one who needs to answer you, the mod author is. It's common courtesy and common sense to wait for an answer. Just because he's likely to say yes, or likely to not even log on and say yes/no, doesn't make it OK.
I hope but I did it so that the console people had this great mod and in the message that I sent I sent my apologies for not having warned you to ask for permission and I know that you have to be courteous and be good people, wait for you to respond to me If you do not respond to me in 2 two days I will delete the mod and upload it for me only, I mean private, ok
Anyone have a working fall out 4 Load Order for Xbox One?
I just need to see a working load order that way I can reorganize mine any help would be appreciated.
@mortal quarry https://bethesda.net/en/mods/fallout4/mod-detail/4234641 No quest at the moment, still working on custom textures too. Try this.
Nice
What were you thoughts on adding them to the level list? like if you sell it to a vendor then they can sell them? or just leave the LL alone?
I would do a little quest where you can unlock a means to make and distribute them across the wasteland
Is it ok if I post a little video I made showcasing a mod I've been making?
I'd say go ahead
Apologies if this is rather blunt. Do we just post a question here and hope it’s answered? Because I have no idea how to work Discord stuff.
Yep. Be nice as well.
I'm interested to see!
Lol, I think that’s how this chat works. I’m starting up like 10th playthrough. As wanting to have mods enabled as quick as possible, I know mods require a reset of the console for “enabling”. Would it be good if I enable like 8-10 after a play session, turn the console off and jump in with the mods next time I play fallout?
To enable them typically I just reset the console using the power option after I have mods installed + disabled
Some mods don't disable well on that save. Power cycling is a good way to not build up ghost space. You can enable a lot of mods all at once, as long as they do not have quests or scripts running all at once.
Ok thank you. After viewing the google document for load order help I kind of was stumped on the distinction between power cycling and fully shutting off console (with unplugging/plugging back in cables, etc). So I take it it doesn’t matter if I just do a simpler automatic reset every time I enable like 10+ mods?
This is a little mod I've been working on! I'm still learning from the basics of the creation kit but my aim is to make a little quest involving a radio station and this interior. So far this is all I have and I'm posting more progress over my twitter (@/Rexxy_Boi) Any feedback is welcome and I would appreciate it! https://www.youtube.com/watch?v=AQ8U8tohIXY
This mod is a work in progress!
Can anyone help me out
I've added a quest stage to the training perks (Strength training)
but whenever I take the perk noting happens
The quest stage isn't even running
I setup a basic Message.show command on the stage and nothing happens
But if I create a new perk then I can fire quest stages from that without issue
Did you make the perk a property it the quest script fragmetn?
Do I need to add the perk to the quest as a property?
I didn't know that was a thing
Wait I can't need to add the perk as a property? If i did why would it work when I use a new perk
The game looks at perks first in the order of operations.
Looks at them for what?
I'm still confused
Should the process not be
- Add Perk with quest stage effect
- Create a quest with a matching stage
- Add desired script to stage
So that when player gets the perk it should essentially just run the quest stage script
anybody have a save file right after reunions I have have?
If you want a quest script to look to see if the player has / gets a perk, the perk needs to be a property.
Thats not what I'm doing at all
I'm setting a quest stage FROM a perk
Similar to how the scrapper perk works
When the player takes a perk
I am setting a quest stage
So the quest needs to look at the perk, that's why you make it a property.
I thought, that because of the way the Levelup Menu is, new "playable" perks that show up in that menu cant be added. I think you can only repurpose existing ones.
I've added a quest stage to the training perks (Strength training)
but whenever I take the perk noting happens
Im a bit confused on what your trying to do, maybe you can elaborate a little more. Its pretty straight forward to edit an existing perk. Here are the forms involved in the CK.
You could also modify the LevelUpMenu SWF to accommodate additional perks. Not sure if anyone has or is willing to go that far but it theoretically should work.
UI editing is hard and requires Adobe Animate 😦
Here is the "Document Class" for that menu for anyone that wants to casually browse the code. https://github.com/F4CF/Interface/blob/master/Data/Interface/Source/Bethesda/UI/LevelUpMenu/LevelUpMenu.as
I’m already neck-deep in AS3 😉
This is a video demonstration of the revised degradation system debuting in Crafting76's v1.16 update. As you'll notice, Sole Survivor would run out of ammo long before the Minigun would break (if the Minigun is at full condition).
I'm an Xbox player using a keyboard and mouse in this demonstration - and it definitely shows. I'm normally not ...
It’s not that hard to do. To be fair, I am a seasoned Java programmer. I’m by no means engineer-level but I do have a solid understanding of programming - most of the time 🙃 The above is: 50% Papyrus, 50% AS3 modding, 0% F4SE.
There is a huge pay off if you can survive the learning curve.
Nice work getting the condition across the UI. Thats a multi-fla endeavor.
i know your pain 😛
Thanks. It’s in all of the menus - each one tweaked. Also got multi-star and zero-star (description only) to work as well on the Fixer.
Hello... I'm playing a modded fallout 4 and when I loot with E it picks up items without me holding the key, does anyone know a fix and why this is happening?
But yeah, editing AS3 is basically for masochists and hardcore Xbox modders 😂
I'm using the LevelupmenuEx mod (Though I don't think that has any relation to my issues)
this is the system I have in place
But that script is just never firing
That is intended to be triggered while your actively in the levelup menu yea? Its the Utility.Wait() that is the issue I would guess.
The wait is so that the script doesn't run until the menu closes
Okay, that would be the effect of that wait() then
Hey guys, I kinda gave waking_up the wrong channel to post in, could you look up #modding-general and look into why he keeps picking up items in the world even when he's not hitting E?
Just thought I'd mention it myself instead of redirecting him yet again lol
@surreal verge https://www.creationkit.com/fallout4/index.php?title=Perk
Are the Entry Points of the Perk "ranked"?
The rank indicates when the entry point should run. Each time a perk is added to an Actor the perk's rank will increase. If an entry is applicable at multiple ranks, it must be specified for each rank.
hmm even so they are both set to 1 🤔
Interestingly enough all the training perks have their rank set to 1
but ill experiment with that and see if it helps
Has a higher quest stage been completed than 701? I cant fully recall but there might have been a check box like "Allow repeated stages" or something that lets you call stages multiple times and out of order. I vaguely remember there being some stage behavior that doesnt let you move to lesser stages when a greater one is already completed... maybe!? Im stumped 🙂
Anyone know what the best scrap mod is as of 2020-2021?
Anyone know of a mod that allows the Architects Winter Jacket from Neon Flat and the Outfits from the Capital Wasteland CC content to be modded and weaved and worn with additional armor?
For PS4 by the way
Doesn’t sound too hard to make
Question - if I took a screenshot of Purveyor Murmrgh, and then used this screenshot as a new texture for a FO4 vending machine, does that count as “porting an asset from another game;” or will my mod get flagged as utilizing another game’s asset? @solemn plover
i think pinging carto would be alright for this. i wanna say no since you're not just pulling it from game data.
What do ya’ll prefer?
Wasteland Melody’s Service Rifle
or
Deadpool2099’s Service Rifle?
I’m always conflicted between them because of my limited mod space on Xbox.
Deadpool’s - it has everything built-in; including very nice custom animations.
@lucid minnow I love what you've done with your Athletic Piper mod, and I'd like to get a similar body on a new character. Would you be willing to share the slide and body morph values?
I've yet to find any mod for it though >.<
Heyo👋 hate to bother everyone here but I've run into some modding trouble and an out of places to turn for a possible fix. I've been doing a Sim Settlements Conquerer playthrough and I've reached a point where I can no longer progress because a scripted scene will not play. It is in the quest "into the depths" where Jammer, Willy, bedlam, and maul should be talking about a raid that just occurred. Issue is when the fights done all of them get stuck everywhere other then where they need to do the dialogue. Anyone know a fix? I know it's a long shot 😅
(On PC Btw)
Sure; I'll DM you.
Hey so I'm new here don't know if this is still on going or what but I need to advise towards the holotape of quest fixing Nuka world it's missing the hubology guest line im currently stuck at the junk yard and idk if it's cause I turned in both the first two quests ( getting the spacesuits and clearing the junk yard ) at the same time prior to starting the quest line ( I walked up to start it and said here's your stuff ) she gathered everyone for the "spokes" then we went to the junkyard and now she just tells me " well talk in a moment let me address my followers" and Phil roller says "I can't help you any more until you help us with our objective and take back the junkyard" im stuck as an ahs 3 and can't end the hubology quest line any help I'd appreciate
This is right next to hang man alley but I think this would be a lovely place for a small settlement mod.
What’s the best way to earn back your levels after have to reload an earlier save because two mod were incompatible with each other: do it the old fashioned way or use the cheat holotape?
And when I say load an earlier save, I mean load from your save which was 3 day and 15 hours of progress all the way to just 15 hours of progress.
☠️
Need a fix for hubology quest line quests are broken would like it to be added to the holotape of quest fixing or something similar any ideas?
Anyone gonna answer me my question???
Replaying the game is the best way.
Thx
Is it possible to have a custom automatron as an NPC in a mod?
Yes
As long as this is presented as a picture/photo in-game, that's probably fine. Although the safer option would be using a screenshot of the character that's been officially released.
The intent is to use a picture of Murmrph as part of an otherwise scratch-made or edited FO4 texture for a custom vending machine; something very similar to the side panel of oldschool arcade cabinets. The character itself will not be in the game - no 3D model or texture will be pulled from 76.
is there a mod for all map markers for nuka world? i remember having one but i don’t anymore.
Cheat holotape has an option under downloadable content Nuka World. Game alterations enable map markers.
Does anyone know why my dlcs arent showing up? It says it’s installed but the image is distorted
does anybody have a copy Clickerfied Ghouls?
the mod was taken down from nexus
nevermind, found a dropbox link for it
Is this the right section to ask a load order question? If not I'll remove this...anyway here's my question....
Mods that alter ini files for xbox, where exactly would one put said mod(s) within their load order, towards the top, the bottom or does it really matter? If knowing exactly what mod helps I'm planning in installing M.H.U Settings for Series S.
Thanks in advance 😁
Data's probably corrupted, try reinstalling.
I just cleared the cache and downloaded some mods again, refreshing data files normally. Not really feeling like doing that for the third time so I think I’ll just be done with fallout 4 for a while lmao
So, I have a weapon re-texture. I love it, but I don't want that re-texture on all the weapons. How much of a pain in the ass would it be to turn that re-texture into a standalone weapon mod?
Not too hard.
Can you link me a tutorial?
My asset knowledge is weak but it sounds like something a Material Swap would work for.
Maybe this. https://wiki.nexusmods.com/index.php/Using_Material_Swaps_in_Fallout_4
Disclaimer, ive nevered followed it myself. I only briefly scanned it.
I meant reinstall the DLC.
Can someone help me out. I need some help fixing the master file for fallout. The creation kit, I went to adjust the players movement speed and has made my own mode for it. I adjusted the movement in 3 person and 1st person. The settings NPC fastwalk will change the players speed and NPC fastwalk MT. How can i change that file to be correct? or is there a way to reset the creation kit to the default settings? My player is stuck in a walk mode.
I have already uninstalled, fallout. I have validated files. I have reinstalled everything. Nothing work i can think to get the setting back to normal.
please advise any help for this.
Hi! For the people using AFT or similar mods, which NPCs do you end up making followers? Which are the good ones to have, which ones make more sense in terms of story? My first intuition would be to go for the Machinist, Kasumi from Far Harbor or Bobby De Luca
@hot chasm You cannot directly edit any ESM/ESL master file in the CK, your changes were stored in a separate ESP file. In your load order, disable the ESP mod you created in the CK that has your Actor walking changes. This will remove ALL changes you have made with your ESP. You can also reset/delete specific changes within your ESP without disabling the entire mod using the Data window. If something has been changed in the CK you will see a * sign next to the record in the Object window.
Also uninstalling usually ends up doing NOTHING to correct mod issues. The uninstaller only removes files it installed to begin with, leaving behind any runtime created files, mods, etc.
I don't usually make NPCs into followers, although I've heard of mods for the Machinist.
I have learned to use GIMP a little to help invoker make an MRE's mod that has K-rations, MCI Components (I've fallout styled them, but the components are legit from the IRL one), and MRE's
👍
Video demonstration of Fallout 76-style Legendary Crafting recreated in Fallout 4. Its not 1:1 but its pretty close. All of the mechanics are intact: craft the Random Legendary Mod and pray to the RNG Gods you get what you want.
This is NOT the final version - Legendary Crafting won't be free. But it is pretty close to final as I've spent WA...
How exactly? Haven't been able to find any guides.
Find the NPC that the bench spawns, make a copy.
Give it the package follow player
Make a quest with that bot as an alias
give it the script to ignore friendly fire.
Look at the potions, filter for Dogwhistle. Make a copy of that.
Look at magic / effects, filter for dogwhistle
Make a copy of that.
the new potion will have 1 effect that points to the whistle, change that to be your new copy.
The effect has a script you need adjust for your NPC.
Set that script up to point to your new NPC and your new potion, set the global as true, and other drop down menus set to none.
This will let player put the NPC into a "command" state. Re-skin that to be something cool like a walkie talkie
O I thought that's what you want.
Then set up a quest for Dialogue.
In this tutorial I expand on the basic dialogue tutorial by extending the length of the conversation and adding random responses.
That's hard, good luck. Lot's of test plays with that.
Yikes, a video tutorial. Written tutorials are easier to follow.
I generally agree written tutorials are better.
Anyone know of a mod that allows you to scrap the brush at sunshine tidings, most of the mods I use removes them but when disabled the reappear while other scrap mod can scrap the brush
Can’t scrap the brush
Anyone know any good shaders?
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4219264 PC https://www.nexusmods.com/fallout4/mods/45544/
Thx, I’ll check it out
The nice thing about that one is it lets you keep plants outside the settlements in case you want to use a mod like Seasons and it doesn't break precombines
Does anyone know off the top of their head where the nifs for individual Automatron pieces are hiding out? I've extracted all the BA2's I can think of but not finding anything.
Trying to get started on creating a mod that adds a headlights-and-storage-backpacks to the Protectron Front Frame for those of us who love Roboprovisioners.
Found 'em. 🙂
\Meshes\Actors\DLC01\Robot\Parts\ for anyone who comes later.
So close. lol
Does anyone know how to sign out of a Bethesda account on a PS4? I don’t know what account is linked but I’m trying to sign into my account but it doesn’t give me the option.
I think you have to login to Bethesda.net on a PC or phone and then unlink your PSN w Bethesda.
This page should help: https://help.bethesda.net/app/answers/detail/a_id/34380/kw/unlink
Seems the 1K Texture version of the ‘Hunting Shotgun’ (DeadPool2099) and ‘Grease Gun’ (Also DeadPool2099) ported by electroavenue5 on Xbox don’t have leveled list integration despite it saying everything is the same alongside being Bench Craftable.
I’m not mad, just thought I’d point it out after playing for hours and not seeing them on the vendors or on enemies. If @electroavenue5 is here, by some miracle, just thought I’d give you a heads up.
Hi there!!
I was wondering if somebody could help me. I'm requesting info about the author of a FO4 mod that was on Nexus page under the title Book of Eli Updated. The mod is deleted and his author also closed his Nexus account so I couldn't catch his nickname. Any clue who is the author so I can ask straight to him/her? Maybe a Discord channel?
I use to have that mod in my last gameplay three years ago, before I lost my old HDD with the game and all my mods. Now I'm preparing a new gameplay and that mod is a must have for me, so I would love to find the author and ask if he/she wants to share it with me. This is the mod: https://imgur.com/a/n9LITWK
Thanks in advance!
So, this might be a stupid question, but could I theoretically port a mod from pc to Bethesda.net without owning fallout 4 on PC?
can only upload to bethesda.net with the CK, cant have the CK without FO4, thus, no.
well, maybe you can have the CK without FO4, but you cant load anything because you wouldnt have the master files to load into the CK
https://www.creationkit.com/fallout4/index.php?title=Creation_Kit
I believe uploading to bethesda.net requires a Steam™️ account linked to your bethesda.net account, or beth account with game purchased via beth launcher. Things might have changed as I havent kept up with how to do the process.
You can get the game and files from XBox game pass, but Creation kit don't like it to much.
Anyone mind helping me out with this? I'm on console, Xbox, and I've recently made a new modlist but for some reason when I start a new game Codsworth is a matte grey instead of his usual chrome? I don't know what mod would cause this bug, I even tried to download a fix but he's still grey? Is there anything on my list that would cause this issue? Here's my list and thank you for helping.
Unofficial Fallout 4 Patch
Post-Apocalyptic Homemade Weapons Replacer - Pipe Weapons
Everyone's Best Friend
Build Limit Remover
Wasteland Imports: Updated
KCI - Kellogg's Cybernetic Implants
Craftable Display Shelves
Hunting Revolver
No Vault 88 Ceiling Beams
Hush It - Medium Version
CC Arcade Cabinet Moved Power
Fixpack: Creation Club Slocum's Joe
Fixpack: Tunnel Snakes Rule!
Preydiation Suit
Vault 88 Corners Plus
No Negative Affinity w/ Custom
Fixpack: Creation Club Handmade Shotgun
Fixpack: Creation Club Prototype Gauss Rifle
Fixpack: Creation Club Hellfire Power Armor
The Danse Dilemma
Workshop Power Pack
Fixpack: Creation Club Graphic T-Shirt
Fixpack: Creation Club Nuka-Cola Workshop
Fixpack: Creation Club Anti-Material Rifle
Captain Cosmos Changes
Manwell Rifle Set - Craftable Concentrated Nuka Quantum
Improved BoS: Redux
Improved BoS: Redux - Uniforms
Improved BoS: Redux - Vertibird
Vault 88 - More Vault Rooms
Vault 88 Room Corners Plus - Vault 88 More Vault Rooms Patch
Holiday Workshop Extras
Children of Atom Power Armor
DKS-501 Sniper Rifle
Sanctuary Road Plus
Scrap That Settlement AIO
Scrap That Settlement - Extras
Codsworth Out of Time Fix
Boston FPS Fix AIO
Everyone's best friend overwrites a lot of scripts in the Unofficial Patch with really old outdated versions. You might want to skip Everyone's Best Friend so that you can benefit from the Unofficial Patch. As for Codsworth, my guess is that potentially a weapons mod or a workshop mod replaces a texture used on something else that happens to be the same texture used by Codsworth. Bethesda has a lot of shared metal textures between objects.
Okay, did a bit of work, turns out it was "Sanctuary Road Plus" that was causing the issue with making Codsworth change his textures into matte grey. Looks like I'll have to find a more suitable clean Sanctuary mod
I use STS (Scrap That Settlement) and do the scrapping myself, too many cleaning mods cause problems on Xbox one
It takes more time, of course, but sometimes I want to keep a few leaves or some trash for immersion and STS allows you to keep that for flavour
Yeah I figured as much because when I replaced "Sanctuary Roads Plus" with "Do Your Job Codsworth" despite it removing the issue with Codsworth being matte grey, it now makes the door to Vault 111 unable to be opened. At the very least, is there a functioning XB1 mod that extends the boundary of Sanctuary? Just so I can scrap the fence and hedges that one couldn't do normally in vanilla?
If the mod is already made, it's just a file transfer, right? I'm guessing that's possible, though I play a game that requires you to upload it through the modding program so I'm unsure.
The vault door being unable to be opened is a result of broken precombines in Sanctuary. Using scrap mods to remove the fence and hedges or a mod like Sanctuary Roads Plus to clean things up in Sanctuary via the Creation Kit will break the precombines. It hurts your performance as well.
No it's not a simple file transfer, even if the mod is already made and you just want to port it you still have to have the game to even load the mod file in the Creation Kit in order to upload it.
You also need a Steam version of the game in order to upload mods to Bethnet because you have to link your Bethnet account to your Steam game account in the game menu before you can upload mods.
Who says F4SE is required to implement custom tabs??? This brief demonstration implements a custom tab WITHOUT utilizing F4SE, thereby maintaining Xbox compatibility. Maintaining console compatibility may not be the standard or popular opinion among a specific FO4 player base... but using F4SE now would be like using a cheat code. So far, I'v...
I have a question for AFT users, I plan on making the Atom Cats settlers in my future Atom Cats garage settlement (thank you, Conquest mod!) and I wonder if the merchants of the AC will keep selling their items if I make them settlers?
Amazing work as always Captain! You ALMOST make me want to learn action script! 😅
You should try 🙂
@keen vigil How much papyrus <-> AS3 interoperation you have going on? Im curious because without xSE, there are really only like 2 or 3 points in the vanilla code you could possibly use to transmit data back and forth. Its borderline an exploit for benevolent purposes when Ive seen it pulled off on consoles. Its extremely restrictive. Some of these "exploits" for sending data only work in one direction, Papyrus --> AS3 or AS3 --> Papyrus. There are also the AS3 bethesda dataobject code interfaces which exist on various menus and are populated with various game data depending on the menu. These are restrictive as well because the engine only exposes certain data at certain times on a per menu basis. The AS3 code interfaces cannot be changed or extended.
Sooo many restrictions your dealing with. I hope everyone can appreciate the technical achievements here.
Heh the pipboy menu is gnarly too. Its a generic host menu that loads in external swfs all under the same app domain. even more grief
Thanks! For the custom tab, it’s 100% AS3. For Legendary Crafting w RNG, it’s 85% Papyrus and 15% AS3. Each feature on the channel varies on how much of each is used. Going from AS3 to Papyrus is very difficult. Papyrus to AS3, not quite as difficult but still a pain. You just have to be very creative in the approach. There’s no direct line between the two like you said. And the game engine only sends over certain data for the UI to display. Getting “extra” data out of the engine w/o F4SE is the magic that powers C76 🙂
Thanks!
The one that drove me mad was ExamineMenu. It houses several menus all within the same SWF file. In Pipboy, they at least broke it up a bit.
Keep up the good fight. Im cheering you on.
Hmm if I can share an unsolicited tip, for the pipboy menu look into animation events and functions. Not only can you detect some useful pipboy UI events in Papyrus like tab changing, but also invoke some pipboy UI stuff via papyrus animation functions.
all vanilla of course
I appreciate the support and the tip! I haven’t tried to listen for anything like that but it sounds like that approach could be useful.
There's a fix for that.
https://www.nexusmods.com/fallout4/mods/43409
sweet!
Looking for someone who can port some mods. Got the author's permission, just DM me if you are interested
Do you guys think that stuff like Better Companions and Companion Accuracy Boost are too cheat-y?
No, I don't think it is, your companions are supposed to be great characters in their own right
I can't understand Maccready always missing
I just don’t want it to become like NV where companions are OP in Vanilla
plus maybe managing your ammo and armor status with companions helps the balance
I understand, I told you, I don't think it's OP, but that's just my opinion
In vanilla, companions are just bad
Why is it so hard to find mods for codsworth?
😨
I mean, am I wrong?
Does anyone know of a mod for xbox 1 that will debug the tier 4 traders to come to my settlements?
Would it be possible for someone to make a mod that brings you to Mt. Charleston from Fallout: New Vegas in Fallout 4?
Look, I only want one thing. I know the mod exists but idk what it's called
Anyone know of a good mod that normalizes damage values accross enemies? or just a good combat overhaul in general. Im tired of bullet sponge enemies and want everyone to die in 1-2 hits, myself included. I was using Smiley's Combat Realism Overhaul but it made my game crash about every 5 minutes. Im on xbox too so my options are more limited. Ive tried making damage output and damage input 5x normal values but for some reason that has not changed anything within my actual gameplay (likely conflicting with something else and i cant find what it is)
Try placing the mod at the bottom of your load order, so that it takes precedence over anything else that might be changing those values.
Can someone explain about why i still can’t access my mods and i been try follow bathesda support but it still won’t let me access. (PS4)
Is it grayed out?
Hi all best guys what doing amazing mods here 😄 and all players of course 😄 i have question 🙂 but first - im Institute player, game ends when Father die... and i get maybe idea for next MOD like more game - i mean - when game ends u just remember words of Father ( Better future for Commonwealth ) ... what u all think to do MOD where u can help rebuild world at more clean ( Institute - Synths cleaners and helpers for builds, Railroad - rebuild new city and protection with synths and agents, Brotherhood of Steel - army build and help peoples like all survivors, Minutemens - help do more and nice world with settlements ) its just idea 😄
and next question is 😄 is there MODs for building clean concretes?? and do tiny cities in all posts
Cleaning up the worldspace by removing trash etc, fixing up existing buildings and such breaks the precombines system which will tank your performance, especially on consoles and low end PCs. As for the rest, that's major quest mod writing, not exactly a quick mod to make.
and what u say at this? mod for like new area - something like tiny MOD DLC - new huge island where is possible to do new city like reborn? give there some NPCs like residents and some houses for them - maybe shipyard or so and 1 seller tickets for go into this island
That's also a lot of work
You may wish to follow this mod. https://www.moddb.com/mods/a-better-world-huge-new-world-and-quest-mod
wow this is so much amazing 🙂
Some of my mods deactivated for no particular reason FO4 unofficial patch and mod mangers cap. Saying they depend on files not present even though they don’t depend on anything.
Never mind solved it
Does anyone here do mod ports? I have permissions and all it's a simple mod to port.
Im not interested in porting mods but you and other port requestors dont do yourselves any favors by failing to link the mod at a minimum.
I do apologize for the informal request.
These are the permissions for the port of the mod from the author as well.
Please and thank you.🙂🙃
Linked mod is a poorly done patch which replaces the entire base mod esm instead of making a patch esp. Otherwise it looks like a straight forward reupload of a single esm file.
Is it documented which fonts are used on console? I stress-tested and confirmed the PC’s SWF files will load the fonts_en.swf and will display my changes without issues. On the Xbox, none of the changes to fonts_en.swf take affect. I checked the archive and the modded fonts_en.swf is packed accordingly but for whatever reason, Xbox doesn’t seem to use it. Not sure if that’s a bug on the Xbox version of FO4, some security issue, or something else entirely. All of my other edited and recompiled SWFs load on Xbox just fine.
“Poorly done patch” - sounds like how all my mods start 😉
Is the fonts_en.swf actually being runtime loaded? You may have broken the "RSL" link to the fonts_en.swf where instead an entire copy of the font library is baked into the menu swf.
You could test that by intentionally uploading a bogus fonts_en.swf I suppose. Wherever the fonts are still working is where the fonts got baked in. If the fonts are broken then you know its set up for RSL.
I dont develop for xbox so Im not sure how difficult testing really is.
I always thought it was the same fonts between PC and console.
It is the same fonts across both. Loading the edited ExamineMenu.swf in JPEX requires loading the fonts_en.swf, otherwise no text appears. All TextFields in the ExamineMenu.swf are set to pull the necessary fonts at runtime - and this edited ExamineMenu.swf works perfect on PC. But on Xbox, it seems to load the default version of the font - whether it pulls from the Xbox system fonts or is force-loading the vanilla fonts_en.swf.
What is your load order like? Im sure you would be aware of other UI mods in your LO, or if you mistakenly have fonts_en packed into one of your own mods which re-overrides your font changes.
I cant say what exactly but the smell is coming from LO.
I’ve dumped my Xbox cache (thus removing all traces of mods) and downloaded HUDFr and a private build of C76 which includes the fonts_en.swf. Nothing more, nothing less.
Can you actually examine the final contents of archives produced for the beth.net uploader? Last time I did tried it felt like you tick off the files you want included in your archive and it kinda just launches it off to the net. No opportunity examine the actual files getting sent to the online servers.
Yes - in Data\XB1 are the archives produced by the CK.
Another thing.. probably not.. maybe you archived the font swf into the wrong directory?
Interface/fonts_en.swf iirc is correct
Sorry for the obtuse suggestions, just troubleshooting through the basics.
I heard that - more times than not, it is one of the basics that is overlooked. Appreciate the help and thoroughness 👍
That’s how my XB1 archive is packed w fonts_en.swf + the rest of the SWF files.
All of my edited SWFs are in Data\Interface. When I go to pack for Xbox, I manually add them by grabbing all of the SWFs in that folder. In the Archive, all my SWFs are inside Interface. And all of the SWFs load on Xbox except for the fonts_en. 🤯
Im stumped 😦 Here is the scaleform documentation on fonts though https://help.autodesk.com/view/SCLFRM/ENU/?guid=__scaleform_help_font_html
There is this whole complicated font lookup/fallback system in place https://help.autodesk.com/view/SCLFRM/ENU/?guid=__scaleform_help_font_part_3_html
Ive also heard about a GFxFontLib.swf which is like a virtual font library that maps out fonts on a per language basis but I have no experience with it other than a vague memory of it from my skyrim days. Was somewhere like Interface/exported/GFxFontLib.swf
I’ve unpacked the entire Interface archive - looking for that file now.
It really should Just Work™️ but now Im reaching.
I recalled that file from skyrim original btw
The font mapper is actually a text file now.
Interface\FontConfig.txt
Per the Scaleform documentation, if I embed the font into the SWF, the game should try the embedded font first.
As much as I don’t want to do that, here goes nothing.
Embedding should work but its not ideal. People wont be able to download their own font replacers this way 😦
Keep ruling out possibilities until only the answer remains. ☕
Aye - it’s the only way to get these sorts of Xbox mods to work.
Crawl out of one hole and into another
Embedding the font into the SWF sort of worked. The change I made took affect but now the font is no longer bold 😑☠️
For the Ps4, is there any mods where you can wear Leather Armor as Under armor?
I really want to pair a basic Robot Armor Chest Piece with a Heavy Leather Armor Chest Piece
I tryed some of the other Robot Armor Versions but wasn’t really pleased lol
@brazen verge Sadly you'll either have to request it and hope someone makes a combined leather/robot torso or straight up make it yourself and post it on Bethesda.net, which'd likely require you to get a PC version just to do so.
@keen vigil I think that weird and super obscure scaleform/creation-engine limitation finally dawned on me after sleeping on it. Is the menu which is RSL loading the fonts_en.swf in a deeper directory than Data\Interface\?
Here is the limitation which has to do with security or is simply an undersight in the virtual file system of the creation-engine. This is the file system the game sees after loose file loading, archives, and load order and taken into account. Simply put, you cannot load any RSL resource from a higher directory via a relative path if it is packing into a ba2. IIRC
You can use .\MyFolder\MyFile.swf, but not ..\MyFolder\MyFile.swf. The up-directory is illegal/ignored.
Let me layout some example interface directories.
Ex. A: The menu and RSL resource are within the same directory, legal.
Data\Interface\fonts_en.swf
Data\Interface\MyMenu.swf
Ex. B: The menu is in a lower directory than the RSL resource. Illegal because the menu needs to request a higher directory with ..\
Data\Interface\fonts_en.swf
Data\Interface\Subdirectory\MyMenu.swf
Ex. C The RSL resource is in a lower directory than the menu. Legal because the host menu may freely access lower directories.
Data\Interface\Subdirectory\MyFonts.swf
Data\Interface\MyMenu.swf
Its weird because iirc, this quirk only applies when everything is packed up in a BA2. The relative RSL paths with ..\ should work with loose files.
You may not have caught this on your PC platform testing because the swf was likely a loose file at that time.
If your dealing strictly with a vanilla menu replacer this oddity shouldnt be in play because all menus and RSL resources are on the same directory level in vanilla.
But thought I would throw it out there for you on the off chance.
Ill accept coffee emotes as payment 😛
Yea you did say specifically ExamineMenu.swf but this is the only thing I can think of that fits the profile of the problem with the same symptoms.
I know a tiny bit about security and virtual file systems. I’ve worked on Blu-ray Discs w VFS changes and updates so I have a very bottom level/basic understanding of how it works.
My ba2 is packed w all of the SWFs in the same folder - Interface. There are no subfolders in the ba2 w SWF files; I’ve matched example A and still experienced issues on Xbox.
I greatly appreciate your help and insight to this issue. I have put a pin in this for now (earlier today) so I could continue developing the next feature for my mod: a Legendary Equipment Scrap Box w a modified ContainerMenu.swf.
NP. Post back if you run into more weird stuff, there is plenty more where that came from. For actually solving problems I get it right too on the rare occasion :p
Thats ok hopefully one day there will be one just like the one in Skyrim ps4
Functionally, almost done:
This is NOT 100% finished but a work-in-progress demonstration showing off that its possible to barter in FO4 with custom currency.
With the introduction of Legendary Crafting, the next logical step was develop a solution to cash-in the unwanted variants. This is a WIP recreation of the Legendary Exchange Machine in FO76. Aesthetically, i...
Hi all! I realized I've never posted the announcement for my upcoming project here, but since I have a big new update video coming out next month, I figured I'd get my foot in the door. 🙂
Long story short, almost 10 years ago, I released Alton, IL for FO3, and have wanted to do something of that scale again ever since. So here we are, with a new project, titled "A Tale of Jo, Liz, & a Better World."
A Better World is a story-driven open-world mod, featuring an extensive main quest, plenty of side quests, and a huge new world full of unique activities and challenges. As a brief teaser for the story: A Better World tells the story of two women on the run from the Institute: Jo and Liz, and their mission to create a better, safer world.
Anyway, enjoy the video, and see you all next month for another big update!
A Better World is an upcoming story-driven new world modification for Fallout 4.
A Better World tells the story of two women on the run from the Institute: Jo and Liz, and their mission to create a better, safer world. To support this story, the mod features a dual setting split between the vast wilderness of Abbot County and the derelict ruin...
was wondering why this already seemed familiar. someone posted the moddb link before. excited for it. fo4 sorely lacks story-heavy mods
Ah, maybe I should have scrolled up further, ha!
Anyone know of a mod that allows you to scrap the brain fungus and glowing fungus at settlements, if not, could someone put it together?
Scrap Everything.
I’m on Xbox, we don’t have that mod
Oh.
Scrap That Settlement combined with Unlocked Settlement Objects might. Clean my Settlement Redux or Raze my Settlement might as well. Only choose one scrap mod. Don’t mix scrap lists.
Yo anyone know a mod that add buildable rocks on Xbox?
Ik mist workshop dlc does but they don't really work for the project I'm doing
USO, Dead Wasteland, Ugh. Doors and things
Cheers
So, I'm having trouble with the blue skin mods working properly in character creation. Has anyone used these mods and if so can help me? for Fallout 4
Question. I've modded other games before, how easy would it be to mod a new helmet into Fallout 4?
Are you looking to re-use a game mesh or add a new one?
Re-using a game mesh/textures: easy peasy. Adding a new mesh: More in-depth. You'll need Outfit Studio, Nifskope, and Material Editor for mesh conversion and materials adding to the game. https://creationkit.com to learn where things go in the editor. Outfit Studio, Nifskope, and Material Editor have tutorials on the web.
@brazen barn any hints on how to remove the crafting highlight shader via AS3?
I dont think you can do anything with shaders in AS3 because its not really an AS3 thing. Reg2k went out of his way to make a native plugin to disable it so probably nothing in vanilla you can do.
ding
I know of Reg2k’s fix. And he also created a F4SE plugin to allow for renaming anything via Pipboy Inspection which can be recreated w/o F4SE. Just figured I’d ask if you had come across anything in your AS3 endeavors.
And per Reg2k’s highlight fix, the shader is actually part of ScaleForm - unless I’m misunderstanding something. And there are some controls in AS3 for ScaleForm. That said, I don’t know exactly how the game is applying the shader: whether it’s a movie.root call (which I have a very small chance at blocking or reversing if I can figure out which ScaleForm change to listen for) or if the game is just applying the shader to the model as said model is positioned on the screen.
There are some hooks in AS3, like Show3D - have you dumped this call or looked it up in the EXE? The call accepts string commands but unless you ask correctly, the game will tell you to take a hike.
“Nothing in vanilla you can do” - I hear that a lot. More times than not, those things are possible w a creative mind and the patience to get it working. I know some things will be impossible w/o F4SE - I’m just not ready to give up on this one… yet.
Have you checked through ini setting dumps for anything promising? Combing through all console commands can sometimes lead to something. Use the CK text search from the file menu to crawl through the CK for maybe an example of what your after.
[Pipboy]
bPipboyDisableFX=1
pipboy has a simialr ini setting
I have looked through a few of those dumps and didn’t see anything of use. I’ve also tried looking for the shader being used by the UI to try and change it so something else. No luck for either. I suppose I could try to locate the LoadingScreen shader. If I can find that and somehow undo it, perhaps I have a chance at UIs.
Im not sure how the shader targets work but this is some of the reversed vanilla code.
Interesting
Not sure what this will break but this looks interesting:
bDisableComputeShaderOnCombinations=0
And there’s some shaderquads in the ini and that GameMenus.h file. I’ll check those as well.
set root1.BaseInstance.shouldHighlight to false
In AS3?
It can’t be that easy…
it should work for at least the cooking menu
Appreciate the help!
Didn’t seem to work for CookingMenu. But I’ll keep trying. I’m sure I messed something up on my side.
Nope, nothing I’ve tried has worked so far…
Any other hints?
Hello wonderful people. I was wondering if you could help me in the pinch that I find myself at.
Is there any rebalance mod for the guns (especially for heavy weapons like minigun)? They, originally, are quite "weak" and I was hoping som1 pumped them up. Please let me know if this is wrong channel, then I apologize 🙏
The minigun’s damage output is set accordingly per its default fire rate. I’m sure someone has buffed the damage output but I don’t of any mods off the top of my head that tweaks Heavy Guns exclusively.
there used to be one mod on Bethesda.net that buffed Minigun... except the damage when from 'a tickle' in base game to instant death even in T51, and maybe 2 seconds in X01
Due to its amazingly high firing rate, any small nudge in damage turns it into a killing machine
(I noticed this in Fallout 3 when my Paint Gun weapon I was making a mod of was painting people to death only with 1 damage per spurt as it was an automatic, adding things it's resisted by helps tremendously)
Added more Tabs to the Pipboy to try and clean up some of the MISC Tab chaos. F4SE was NOT used to create the additional tabs so Crafting76 still remains Xbox compatible.
There's still more to come.
Why is the game not sending an Array of items to the ContainerMenu? The game appears to be pushing items into the list arrays one-by-one instead of just sending a complete array 😑. Not the end of the world, just a minor inconvenience - but still.
So despite your best efforts, Bethesda, I managed to get the Item Cards to display stacked weight and value in the Container Menu:
https://youtu.be/VE48MVHbhgg
I finally got around to updating the ContainerMenu for displaying Item Stack Weight and Value in the Item Card. It was much harder to do for ContainerMenu than it was for Pipboy Inventory.
Either way, I hope it helps.
Dude, that's awesome
Might as well show the weight/value ratio too 🙂
I wonder why the Fallout Commander, FCOM mod was removed
You mean this one?
There’s no more room in the Pipboy Item Card to display additional entries. Unless I add a scroll bar of some kind…
might be possible, I have one in inventory from FallUI. Don't know how they did it but it's pretty handy
It’s certainly possible.
But
There’s no room to add the additional entry:
Taking into account the Legendary Description Box - which goes above the CND entry and I’m out of physical space.
As for FallUI - they added the entry by copying what DEF_UI implemented.
DEF_UI by itself can add a DPS and Weight/Value Entries onto the item card.
Hello, is anyone here willing to take a mod request? Its pretty simple (i think) but I play on Xbox so I wouldn’t be able to do it myself even if I knew how to. Please tag me if you’re willing.
Dont ask to ask, just ask.
@wild tinsel if you don't add more details to your request, most MA's will ignore it. If you have a request, just ask. Asking if you can ask will get you only shrugs.
Alright, I’ve got two requests. First, is simply making the Nakano residence from the far harbor dlc a settlement, preferably with the ability to scrap things.
The second is a bit more specific. You know how many of the mods on the creation club store have a magazine cover showing the items off? I was thinking of a mod that added those magazines into the actual game. This wouldn’t require the CC club dlcs themselves as the magazines would only serve as decorations and not actually unlock anything. The only CC club mod that adds the store magazine into the game is the holiday workshop pack, so that one doesn’t need to (and probably wouldn’t be allowed to) be added into the mod. Although there are others that add magazines, they don’t have the same cover as the ones in the CC store. If anyone is interested, I’m willing to edit the images myself.
Anyway, if anyone is willing to do one of these requests please send me a DM.
Also, a mod that makes the atom cats garage a settlement. There’s already a mod that does that, but it’s got a quest to go alongside it which I’m just not interested in and takes up plenty of data when it comes to Xbox mods.
Hello. Does anyone know how to make the command "setscale <over 10>" valid? for example " setscale 20".
We can use up to "setscale 10",but it doesn't seem to work over x10.
Command: SetScale
A number between 0.1 and 10. 1 is default. 0.5 is half size, 2 is two times as big.
Because thats how its suppose to be 🙂
Maybe increase the size of the actual model?
First draft of the animation set for the M4A1 redux, like I said the M4A1 redux will be completely brand new without using any old content from the original MWM4 mod, this includes animations, models, textures, sounds and all the ingame crafting and quality of life content will be brand new, similar to the Ram-7 but even more expansive than tha...
yes, I want some objects to be 20 times bigger than actual sizes...
How can i adjust the actual size?
Getting it to look like that in FO4 is difficult
But I've done pretty good I think
Well yeah, true. The preview render does look good. 😄
Does anyone know how to upload weapon Replacer mods because I would like it if someone can upload this to Xbox The main weapon mod is already available on Xbox can someone upload this replacer please I do not know how https://www.nexusmods.com/fallout4/mods/54002?tab=posts
Here is full permission from the main creator
This is more or a less a complete demonstration of a Custom Currency System Loop: Acquire something special, trade it in for a unique currency, spend the unique currency in a terminal vending machine (there is a version we plan on developing which will use a version of the vanilla Barter Menu). The loop itself and the mechanics are essentially ...
Before you go to download the mod, read this first.
With the latest poll asking where my viewers stand the M4A1 won by an overwhelming majority, causing me to completely redo the MWM4 as a redux with 100% new updated models, textures, sounds, and animations ported freshly. As such this will take up a lot of my time. In the meantime however I ha...
Apologies for the audio glitch!
Just a brief demonstration video for what a FO76-style Scrapbox would functionally look like. Its not 1:1 functional-wise but it does get the job done about as quickly as FO76. Obviously the model and texture are placeholder and will be adjusted accordingly in the future. I put this together in just a couple h...
Does anyone know of a mod for customizable spawn replacements? I've got one to replace super mutants but im wanting to replace ghouls and bugs with raiders or gunners. on pc btw
Anyone here facing issues with vanilla reflection maps?
My game simply refuses to load them
Every chrome texture is darker and strange and I'm using the same LO I've been using for years
Tried a fix on Xbox and nothing too
That's a bug that came about with one of the updates
So since downtown Boston hasn't been fixed on XBONE, it'd be nice if the mod limit was raised to 5GB.
Yeah, without any mods the reflections are normal, if I install anything they bug. Pretty frustrating
The weapons and some assets are ugly as hell
Tried reinstalling, cleaning cache, the reserved space and deleted my old saves from everywhere. Nothing
And my LO is the same as always, the reflections bugged out of nowhere. They used to bug, but reinitializing the game would fix, but now that doesn't do anything
I really wish Bethesda could fix at least some of these breaking bugs and maybe optimizing Boston cuz it's unplayable on Xbox One S, it's not the FPS, it's the crashing. It's literally unplayable on the outside area of Goodneighbor
Could be one of the mods you have has an old texture from prior to the updates packed in their archives, either on purpose or on accident. Are you crashing on vanilla at Goodneighbor?
Sharing my journey here.
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
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, ...
Yeah that is the M4 from Modern Warfare, and yeah that is New Vegas as the setting
How many rules are broken in that one video lol
There's been a few attempts and interpretations for Ammo Switching in FO4 over the years. Recently, there's been implementations utilizing F4SE to do the switch via pressing on an Ammo Entry from within the Pipboy.
This video is my interpretation of that mechanic, recreated from scratch w/o using F4SE. Its nowhere near release ready as this i...
Just let people know about the downtown Boston issue it’s because you are on Xbox one or PS4 it only happens on that system for some weird reason but if you have the series X you can actually enter downtown without any crashing and lower FPS
And that’s a little fact I have the series X right now and it actually works quite well I’m able to enter downtown Boston.
Yup, the Crashes happens even on Vanilla
About the reflections, I don't know cuz it happened all of the sudden
They were there, with all my mods, then I started another playthrough and they were gone. Nothing I do on my LO bring em' back
My LO:
UFO4P
HUDFramework
Companion Status HUD
Crafting76 - Beta
C76 - Official DLC Patch
Full Dialogue Interface
Lockup Failed - CC - FDI Fix
Faster Terminal Displays
Smoother Sun Shadow
Shadow Resolution 2048 > 512
Enhanced Flickering Firelight
Realistic Ragdoll Force
Everyone's Best Friend
Vivid Weathers - FO4 Edition
Vivid Weathers - No Groundfog
Vivid Weathers - Far Harbor Patch
Vivid Weathers - Nuka World Patch
Enhanced Blood Textures
Blood Mist Overhaul
CC's Realistic Stars
MOON - 1K Version
WET - Water Enhancement Textures
Vivid Waters (Vivid Weathers Edition)
CC's Improved Roadsigns
The Fungal Forest (No LOD)
Vivid Fallout - AiO
Insignificant Object Remover
EyeSoreBegone
Supermutant Lore Height
Mojave Mantises
Lamprey Floaters
C76 - Lamprey Floaters Patch
Mojave Geckos
C76 - Mojave Geckos Patch
X-01 Invisible Flashlight Remover
Classic Metal Armor
Classic Combat Armor
F4NV Veteran Ranger by ToastyFresh
F4NV Veteran Ranger Pip-boy Fix
.45 Auto Pistol (Ha_ru's Animations)
.45 Auto Pistol - Fixed
.45 Auto Pistol - Rebalanced
12.7mm Pistol
Hunting Revolver & Ranger Sequoia (Far Harbor Version)
Quieter Hunting Revolver & Ranger Sequoia
FO3 10mm SMG
Hunting Shotgun
DKS-501 Sniper Rifle (v1.5)
DKS-501 Sniper Rifle - Custom Sounds
[CC] Right Handed Anti-Materiel Rifle
Fixpack: CC Anti-Materiel Rifle
R91 - FO3 Assault Rifle
R91 Expansion Non-Replacer Version
Service Rifle
Bullpup Bozar
Winchester P94 - Updated 1.3a
Wasteland Imports: Updated
C76 - Wasteland Imports Patch
PA Quick Enter and Exit
Double Barrel Shotgun Reload Animations
Right-handed NW AK Replacer
Hunting Rifle Animation Replacer
Laser Weapons 1st Person Reposition
Bullet Counted Reload System
Right-handed LA Rifle BCR Patch
Sunlight Alignment Tweak
I mean, yeah it BETTER run on new consoles.. but I bought it when it came out for PS4, and then bought it again when I switched to XBONE. I shouldn't have to buy a new gen console just to play a last gen game. It's unacceptable.
I understand your point there.
Digital Foundry said that FO4 is unoptimized to run on XB1 HDDs which are 5400RPM
They recommend installing the game on an external HDD or changing the internal to a 7200RPM HDD
I don't fades the issues totally, but they said it helps. That stops some of the stuttering and random freezing
Never tried myself
On XSX or XSS must run smoothly cuz they use SSDs
Is it highly unethical to upload an updated version of a seemingly abandoned XBox mod
like, with The Deadly Commonwealth, I have the PC version myself that I cleaned through xEdit, removed duplicated records, and even added in missing NPC Exp values... It was last touched years ago.
Was the PC version abandoned?
If the mod author is still around but abandoned the mod - you should try to contact them either way.
You can probably upload for yourself only. I wouldn’t make it publicly available until you’ve talked to the MA.
That depends. If the mod author has explicitly granted permission to re-upload, then it is generlly considered to be acceptable (with proof, if you are uploading to Bnet). If no such permission has been granted and the author can no longer be contacted then it is probably better to keep it for your own private use.
This ^
Thank you!! 😄
Here is a neat work in progress that has now been made source available. Nothing of interest here unless your a coder. https://github.com/niston/PapyrusTerminal
Ye'olde version https://github.com/Scrivener07/FO4-Papyrus-Terminal
Basically it makes the computers in Fallout 4 work like computers in real life. https://www.nexusmods.com/fallout4/videos/13006
Still a ways to go for release quality but its quite functional.
Some sticky challenges to over come.
You... Made it into a ZX Spectrum. That's incredible. Now to add compatible cassette tape games that take 30 IRL minutes to load.
Niston is the real champion on this project, I just help here and there along the way. There are some things we need a native plugin coder to help with right now. Hopefully this catches the eye of the right person at the right time. The big ones right now are related to instances of unique strings bloating and setting a game save on fire. It comes from all those freely typed characters hitting papyrus as your typing. The other one will be a way to execute functions in papyrus that need the game to be running to do anything. We have thought about finding a way to unpause the game world while in the Terminal menu but that has its own problems. You can currently extend a provided base script for holotapes and write your own CLI program with ReadLine/WriteLine, etc. We want to eventually support a live papyrus interpreter usable in-game on a game Terminal. For example, Activate a terminal in game, open text editor mode, write papyrus code (ingame), and execute it too.
So far we have gotten away with only AS3 and the Papyrus API via F4SE.
Still, it's incredible. I get the feeling this is paving the way to re-adding the classic dialogue system from the first few Fallouts though, typing in random subjects and hoping one sticks. I'd certainly help if I knew enough about coding, but it's good that you're actively looking to fix spaghetti code unlike what's been happening with Yandere Simulator... Is there a way to make a lot of instances come to the same conclusion in a way that makes it easier on processing power?
And here I thought getting ActorValues into AS3 from Papyrus w/o F4SE was an achievement 😂 That bar has been raised significantly.
Have you tried without Classic Metal Armor, the shadow resolution ini, and removing any of the another ini edits as well as trying a different weather/lighting mod like calamity? And have you tried moving your textures beneath your weapons mods to see if you can override any of the textures in the weapons mods? Also, make sure you are neither quick saving nor auto-saving while playing with mods. If there's a derp on the save, you only get 3 chances to back out to a good save with auto saves and with quick saves, it overwrites on next quick save. Very messy while using mods. Also, Wasteland Imports has hard edits to the level lists so make sure the level lists above it are also hard edits. Scripted edits will need to go below it. Rule of thumb: hard edits first, then scripted.
Why hard edits?
The Shadow res ini I installed recently, the reflections where bugged before that I'm afraid
Already tried calamity
My to go weather mod was NAC, but it makes the game take a while to load when you open it
Nah, nothing
Moved all my textures to the bottom
Still black Codsworth
I don't understand, I always used this LO, changing one thing or other
It wasn't like this
I'll have to keep playing like this unfortunately
I also moved. WI to the top of my weapon mods
Is it possible for someone to make a mod add-on for Mutant Menagerie? Make it so that you can harvest the hide and materials from the creatures and make clothing out of it. Make it so that it is more consistent with FriedTurkey's creature mods. Add cryptics such as the Wendigo and Grafton Monster and Snallyghaster.
That, or I have an idea of making it like a Cabela's Big Game Hunter game where you could see the vitals of the creature and get spoiled meat if you hit it in the wrong place. Make the creatures a lot more scared too.
OR, make a harvestable flora pack where it adds a whole bunch of new fungi and plants that you can harvest and grow like Maple Sap or Cattails.
And maybe add pickaxes and mining. Make a mining type plot where you can choose between pit and shaft mining to harvest resources.
Thats a lot of ideas.
OMA's decision. I left most of them in for the updated version so I could script-inject new stuff when I finish up the first round of new quests.
Hi, so is this where we talk about Load order like issues?
Yes, it is. 🙂
If you think that’s a lot - hold my beer. I literally can’t shut the creativeness idea generator off in my head. For example, I got the bright idea this morning to try and create Quick Weapon Modification Mod based on how FNV works -> Click on a Weapon in the Pipboy -> bring up a submenu of possible mods to attach -> click on an option -> mod is attached to the weapon and ready to go. The sad part is… I’ve already created a working proof-of-concept.
I’ve also got another version in my head but instead of using the Pipboy Menu, it would use the Pipboy Inspection Menu.
Is it possible for someone to make a mod add-on for Mutant Menagerie?
vs
How can I make a mod add-on for Mutant Menagerie?
There are ideas, and then there are ideas.
@brazen barn I wasn't joking...
This is a PROOF-OF-CONCEPT ONLY.
I'm not making any sort of promise that I can turn this into a full fledged system. I came up with a creative solution this morning and a couple hours later, here we are. If this is to be a new full-fledged system, it needs a LOT more work and a even more luck.
The worst part is I already have another ide...
Can someone plz port a Wolfenstien mod any wolfenstien mod that overhauls..,and make a gen 1 super mutant race?
It’s my birthday plz
There are no Wolfenstein mods to port.
There’s 3 on Nexus
But none of which overhauls anything. Next time there’s a port request, make sure to leave a link. There’s a better chance at someone taking it up if a link is provided.
My game makes a loud buzzing sound and crashes to xbox home. When going near sanctuary.
Will it ever be available for Xbox?
yes
Okay, I wish that mod authors didn't change their usernames here to be something different from bethesda, cause if the person who did femout is here, can you please fix the issue where affected male NPCs can be given female outfits from mods?
@lucid minnow hi I have some questions on how to activate or make sure the infi-ammo ring is working on ps4
Some iteration will be. I’m working on V2 now which allows players to mod their weapon via the Inspection Menu.
This version of Quick Weapon Attachment has more benefits than the Pipboy version: it allows mods to be detached from the weapon.
The goal is to keep it balanced as follows:
Only Suppressors, certain scopes (such as Recon), magazines, some bayonets, and ammo types will be changeable. And Sole Survivor must have the loose mod (or ammo type) on ...
The video for v2 was captured from an XSX - so yes, this will be Xbox compatible.
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
The M4 is a bit of a pain in the ass to mod, other MW guns compared are easier to port. The M4 has different barrels with different attachments, almost new animation sets for each barrel type, and the ironsight optics change for every barrel on the M4, Fallout 4 unfortunatel...
this sounds like you should look more into the MA that made the female outfits for not making male equivalint meshes for when male npcs equipt it. for example in the old days of fallout 3 suits and dresses where the same item but on male npcs it was a suit on females it would be a dress. So sounds much more like the mod author of the outfits is more likely the source of your glitch
Hey squad @here I'm Hella board and need glorious purpose in life.... any one have a mod idea they want realized?
How do you mod fallout 4 on windows 11? If there is a way.
Why would it be any different? It's just files in folders.
I've tried it and the thing you need for certain sites is just unavailable.