#fallout-4-mods

1 messages · Page 37 of 1

silent cargo
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what happen to the (UFO4) cant find now only the (UFO4P)🤔 patch)cant get the mods like to stay

split yarrow
silent cargo
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👍

ripe mesa
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Any mod porters able to port the new doom armor from AtenaX?

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They just need to be contacted by whoever does the port

tulip steeple
# ripe mesa Any mod porters able to port the new doom armor from AtenaX?

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.

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@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. PaimonCookies

ripe mesa
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Noted, I'll pass along the info. Thanks!

tulip steeple
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np

silent cargo
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who can help me get my load oder right with steams pc i need help cant get in oder right

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im a noob 😊

silent cargo
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do put my world space like northern springs an Sakhalin before spawn beast like the mojave mantises

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an the pip-boy radios after that 🤔

tidal imp
silent cargo
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i need help with my mod order youtube not helping me lol

hot chasm
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Hello, i am kinda a noob and i was wondering if anybody ever got d.c.e. Working on xbox?

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Cause that mod would be amazing.

keen vigil
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DCE?

hot chasm
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Yea

keen vigil
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What is DCE?

hot chasm
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Diamond City Expansion

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Sorry about the late messages, probs will be able to reply quickly in a bit

hoary shale
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Alright

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I need help

hot chasm
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Ok, with what

hoary shale
hot chasm
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Sooo…….DCE?

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Anybody?

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No? Ok

limpid delta
hot chasm
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Yea, but even with all the fps mods in the world it refuses to work

limpid delta
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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.

hot chasm
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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

limpid delta
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Ah, I meant more on DCE's side.

hot chasm
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Yea, but i bet it works on a pc with 1/2 of the power the series x has lol

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Would i be able to do said optimization if i had the author’s permission?

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I have little knowledge on making a mod

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But i shall learn!

limpid delta
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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.

hot chasm
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Thank you for le help

limpid delta
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Happy to 🙂

hot chasm
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👍

inner crypt
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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.

hot chasm
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Is there any service outtages? Like on xbox side?

abstract swan
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Would it be possible to replace the music in a specific map, and if so, how?

calm tapir
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What ever happened to livewire radio?

worldly flame
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Any of you guys having problem on ps4 log ins?

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For me it just says the operation could not be completed

inner prairie
worldly flame
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Thanks

hot chasm
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Is there such thing as creation kit but on xbox for mods?

keen vigil
hot chasm
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Riparoni pepperonis, although that would be amaze-balls if it was actually a thing

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(Soo much slang soo little time lol)

keen vigil
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Yeah… I didn’t understand a word of that. When did I get old? 😭😂

silent cargo
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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

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im a nightmare

keen vigil
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?

silent cargo
pallid fern
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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.

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i'd just send you a modlist but those are incredibly rare in fo4

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at least you got northern experience in sse

narrow apex
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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?

solemn plover
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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

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@narrow apex what platform are you on?

narrow apex
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PC

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I want the costumes for the rest of them to put my companions in lol

solemn plover
narrow apex
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I just found it. Thanks a bunch though!

solemn plover
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Awesome!

narrow apex
solemn plover
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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!

solemn plover
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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.

narrow apex
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Ok thanks for the tip

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Out of curiosity how do mod authors port their mods to different platforms through Bethesda.net?

honest merlin
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How do you upload to Nexus? Zip the mod files up and upload them onto your Nexus mod account page.

keen vigil
keen vigil
glad panther
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wondrous news! my rebuild of Delirium as a standalone is complete, and a fresh update has been uploaded to bethesda net! Woo!

glad panther
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thanks!

hot chasm
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Nice! Ill check it out this weekend!

pallid fern
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anyone know a mod that fixes beards going patchy?

tawny sequoia
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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

tulip steeple
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pretty sure its the face mesh clipping through the beard?

tawny sequoia
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yer, or the beard overlay deforming. It also makes a divot in the ear

tulip steeple
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above my pay grade either way im afraid. still avoiding learning how to do mesh stuff beyond the simplest of simple tweaks. sakura

tawny sequoia
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im good at meshes, but thats some kind of facial bone bug, as far as I know

pallid fern
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yea, restarting the game is the workaround i know too

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just thought there may be a mod that figured this out

pallid fern
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but i found the fix!

tawny sequoia
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i mean, technically removing the beard would work

elder estuary
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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

dawn hawk
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Need some help fixing a problem.. I can’t change my skin tone and I have no eyebrows

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I don’t have space for face texture glitch fix just pm and I’ll send LO

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Thanks

hot chasm
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Try restarting your game

dawn hawk
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Yeah that worked thanks

pine wagon
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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.

covert jolt
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I love a mod where you hear that’s a lotta damage whenever a mini nuke goes off

true plume
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I believe uncapped settlement surplus has an option to turn off settlement attacks

unique jay
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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

hot chasm
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Ummmm, delete and redownload the game?

pine wagon
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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?

crimson dove
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Some google-fu suggests she can be killed.

pine wagon
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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

tame sentinel
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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?

narrow apex
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I need some tips for a first-time modder

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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

keen vigil
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Do you have someone doing the animations for them as well?

narrow apex
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no i was going to work on that

hot chasm
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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.

narrow apex
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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

unique jay
silent cargo
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🤔 how do i get clear water without it going to whitepaper spaceland

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i cant see underwaterlol spend 4 hrs before i found i was just going in circles

silent cargo
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🤭 over 965hrs of steam time an still cant play withoutwhite paper

ember schooner
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anyone recommend any mods that expand gameplay, as in quests, added areas to explore, etc

zenith flare
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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?

zenith flare
# unique jay i already done this 5 times and the game still doesn't work

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.

pallid brook
glad panther
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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]

glad panther
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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

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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.

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everything else seems to be working fine though.

keen vigil
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OnEquip/UnEquip - shutters. Those two alone will make anyone mad. They never fire in the same order and they fire multiple times per item ☠️

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Never mind trying to work w inventory items of the same form using those.

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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.

glad panther
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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.

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or is that just the result of a flag being toggled?

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because otherwise, i could totally make that work

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also thanks again Cap, you always provide solid advice 😄

glad panther
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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".

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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

glad panther
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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).

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....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....

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good news, that makes the weapon at least appear. i need to sort out the other junk now hah

glad panther
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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

glad panther
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...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?

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i went with the wedding ring model because it's really tiny and fairly easy to overlook

crimson dove
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Make toothcaps for dogmeat. 😐

glad panther
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lol, if i knew the first thing, i totally would

glad panther
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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

glad panther
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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!

zenith flare
zinc hare
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@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.

solemn plover
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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.

zinc hare
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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. 🙂

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Interestingly, the versioning updated but not the description itself.

sweet needle
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Anyone know a good mod for taking pictures?

solemn plover
silent cargo
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well that was a wasted 15hrs before i fingered out that the mod clean up the trash an weeds

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🤭 1000 hrs of restarts is a bit insane with steam an bethesda not loading my mods

silent cargo
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🥱 catnap time 9 hrs of fighting steam wore me out just to hunt my fav. that not in steam

chrome gazelle
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Best mod for fallout 4 cheat terminal

raven cave
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If you havent checked it out, the trailer for Sim Settlements 2: Chapter 2 is out, looks absolutely incredible:

https://youtu.be/TP8ikYltVeQ

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...

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heavy escarp
woeful charm
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Trainwiz animating the train...checks out. 🤔

crystal sedge
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hello

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i would like to ask why survival options wont work

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it saids it needs to be oppened as admin? smthng

runic skiff
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is there any reason why fo4 mod storage can't be increased?

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on xbox*

runic skiff
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like its so hard to squeeze all the mods needed to fully revamp the game in 2 gb or less

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main reason im swapping to pc

tulip steeple
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Yeah, well, it is what it is.

runic skiff
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I can understand the 150 limit, but not really the gb limit

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\

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since skyrim has a 5 gb

tulip steeple
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Neither limit is sensible anymore tbh.

runic skiff
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yeah

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Wiping the load orders would be a tiny price to pay

twilit void
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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.

glad panther
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[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?

keen vigil
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From the F4CW project.

honest merlin
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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".

silent cargo
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🤔 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

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red rocket 2.0 rules with safe haven sancuary

honest merlin
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@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.

pallid fern
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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

honest merlin
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O that's better, ya.

glad panther
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@keen vigil @honest merlin. Oh boy, im in for one hell of a to-do lol

honest merlin
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Cool idea, hope it works out.

glad panther
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Lol, yeah....i dont know the first thing about scripting in fo4, so this will be a doozy for me.

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Fnv was easy enough to at least figure out by manipulating pre-existing scripts

woeful charm
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(hopefully this link is ok to post)

glad panther
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@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!

keen vigil
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👍

glad panther
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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.

keen vigil
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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.

glad panther
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ooh i definitely made sure to do that in my change logs, and my WIP-Changes docs

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which are all publically accessible

glad panther
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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.

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i am perfectly okay with this, after testing lol

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it gives the player something to strive for if they RP a CoA member and take it serious

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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

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early game, this will be significant, and then it will not be as helpful in late game, whereas the devoted robes will

honest merlin
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"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.

silent cargo
glad panther
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@silent cargo yikes! what exactly are you trying to do?

silent cargo
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rebuilding the waste lands 🤣 base clue help for falout 5 🤤

glad panther
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oooooh gotcha

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some fancy, complex stuff

silent cargo
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ya kinda no major armors an weapons just land mass an quest hunter dream

silent cargo
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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

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that nano mask rules 🤔 if bethesda made that thing in the real it sale like hotcakes an jelly donuts at woodstock

glad panther
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Gotcha

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Definitely far more complex than what i do. I wish you best of luck with getting it working!

honest merlin
silent cargo
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build made 🤞 🤤

glad panther
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aaaand the script effect broke on the robes.... yay! 😢

honest merlin
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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.

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If ya can get the WornHasKeyword condition set up correctly this should work.

glad panther
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thanks, i'll take a look

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i'm still banging my head against the wall as i look at this other mod (friendly children of atom)

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i cant wrap my brain around what they did with theirs, that i'm missing

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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

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i'm just trying to basically, recreate it, and adjust as necessary

keen vigil
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Was the mod you’re referencing created exclusively w xEdit?

glad panther
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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.

keen vigil
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Yeah, you can’t package someone else’s script(s) without their permission.

glad panther
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precisely!

fossil cairn
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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:
  1. PreCombine Geometry for Current Cell
  2. Generate Visibility for all loaded cells
  3. 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

fervent roost
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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

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I wonder if Fallout 5 will venture off into space

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DLC perhaps

silent cargo
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starlight prison quest mod makes the starlight quest me 🤤 😍 🥳 ☕ 🤓

honest merlin
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@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.

fossil cairn
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Actually, am I meant to run FO4EditAutoClean for all mods any way? for cleaning? Or can it inadvertently break something?

keen vigil
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I don’t think that’s necessary - but that could just be me 🤷‍♂️

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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.

fossil cairn
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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?

honest merlin
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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.

fossil cairn
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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?

honest merlin
#

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.

fossil cairn
#

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?

honest merlin
#

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.

fossil cairn
#

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?

honest merlin
#

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.

zinc hare
#

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.

fossil cairn
#

Thank you very much! I will head back into MO2 and clean up the LO and see what other precombine fixes i can do

zinc hare
#

Good luck and have fun. 🙂

fossil cairn
#

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

sand summit
#

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

fossil cairn
sand summit
#

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

fossil cairn
#

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

sand summit
#

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

fossil cairn
#

like, my armour & weapon mods bloat way too easily 😦

MisriahArmory
Commonwealth Spartan
Miniguns Rebirth
Machineguns Rebirth
RPG-7V2
Remote Exlosives
😄

sand summit
#

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?

fossil cairn
#

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?)

sand summit
#

i dunno

#

also remmember dont rely solely on loot

#

now im stwrting to barely function so gnight i hope anything i said helped

umbral sage
#

I haven't used MO or MO2 since Vortex came out, since the creator of MO/MO2 helped build Vortex.

fossil cairn
#

good night! Thanks for your help

sand summit
#

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

umbral sage
#

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

sand summit
#

they arent made byone singular person

umbral sage
#

.......

#

Obviously

sand summit
#

just because one or two people left the team doesnt mean the original team didnt keep msking it

umbral sage
#

But were they the Founders of said team? It doesn't matter, I don't need the complexity of MO or MO2

sand summit
#

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

fossil cairn
#

does Placed NPC break precombine
it shouldn't, right? Just the Placed Object in xEdit that's green, or in brackets?

sand summit
#

no it foesnt

zinc hare
# fossil cairn That's my issue, really I deleted all mods, fresh install FO4, cleaned the maste...

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.

split yarrow
#

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.

zinc hare
#

Same.

#

Also using BA2s over having loose files.

night cedar
#

Hello everyone, does anyone know if Sim Settlements 2 requires a new save game or can i install it mid playthrough?

pallid fern
#

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

night cedar
#

I was planning on starting a new game, do all the main questlines and then install sim settlements 2

pallid fern
#

oh, i'd think it's rather better to not finish main questlines yet, due to implications of the ss2 2nd chapter trailer 🙂

daring arch
#

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

solemn plover
night cedar
fossil cairn
#

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 😦

woeful charm
#

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.

hot chasm
#

4K galaxy in fallout 4 I look up with Nora 😜 or piper and Dogmeat and think Starfield I’m ready 😉 ❤️

willow moat
#

I think this is the right place to publicise this: I've just uploaded an energy weapon mod on Xbox and PC. 🙂

pallid fern
#

looks so ghetto i love it

willow moat
#

Thanks!

wispy musk
#

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...

sick ingot
#

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?

wispy musk
#

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

sick ingot
#

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

mellow apex
#

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

tawny sequoia
#

that sounds like ENB DoF nonsense

#

a number of screenarchery ENBs use really intense DoF that is wholly useless for actual gameplay

mellow apex
#

Thanks I'll try removing enb first

tawny sequoia
#

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

mellow apex
#

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

tawny sequoia
#

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

mellow apex
#

I like everything I have now minus this weird radial blurring 🤣. It looks like a new game

#

Thx for the advice

tawny sequoia
#

hey nw, good luck ^_^

mellow apex
#

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

tawny sequoia
#

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.

mellow apex
#

I was sure it would be enb too. Nearly everything I'm finding on google blames enb

tawny sequoia
#

snickers
yeah enb is great. but the aforementioned opacity of the settings means that DIY troubleshooting is...not frequent

mellow apex
#

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

tawny sequoia
#

not sure, check the enb inis arent read only

mellow apex
tawny sequoia
#

were you running that as well as an ENB?

mellow apex
#

Yeah 😬

#

Well

#

No tried it with enb disabled too

#

All other mods active

tawny sequoia
#

fair enough. Well, unless you want some really extreme and screwy effects, you should be fine without it

mellow apex
#

Yeah don't think I need it. I'm sure I'll break things with something else soon enough :)

tawny sequoia
#

welcome to the joys of modding a bethesda game, lol

#

godspeed ^_^

dark prairie
#

What are some fun mods to play?

mellow apex
#

I tend to go for stuff that doesnt break immersion or lore. So mostly various texture/graphics improvement mods, radio mods, survival, and camping.

hot chasm
#

Some pa skins from 76 in 4 ports?

sick ingot
#

Hey sir that’s illegal! 👮‍♂️

solemn plover
#

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.)

night cedar
#

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?

mellow apex
#

I don't use any of those and no crash here.

#

But I do have a big black monolith type thing near the wall -_-

fossil cairn
#

is it safe to disable mods without plugin o.o

#

mods without scripts*
Such as graphic replacers

tawny sequoia
#

yerp, disabling mods is only bad if theres an esp (or esl afaik)

fossil cairn
#

❤️ 😄

woeful charm
#

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.

hot chasm
solemn plover
wooden cobalt
#

Does anyone know where the parameter for unarmed weapons being unequippable in power armor is?

sick ingot
#

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

mellow apex
#

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

wooden cobalt
#

Where’s the code that doesn’t allow unarmed weapons being wielded in power armor, and does it have a name?

hot chasm
#

Anybody got a good xbox lighting mod?

hot chasm
woeful charm
#

Recreations are acceptable. My team has recreated a number of things from F76

wispy musk
#

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.

sick ingot
#

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

keen vigil
#

Anything is possible. Not condoning any illegal actions but possible and legal are two different things.

sick ingot
#

Are you saying I should port Fallout 76 into fallout 4?

pallid brook
#

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

keen vigil
solemn plover
#

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

https://bethesda.net/en/mods/fallout4?author_username=newermind43&number_results=20&order=desc&page=1&product=fallout4

pallid brook
#

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

keen vigil
#

Fallout Appalachia

pallid brook
#

Thx! I'll give it a look later

#

You guys are developing something with them?

keen vigil
#

We’re sharing assets and resources.

pallid brook
#

Nice

#

I think I heard from it in an JuiceHead video

#

Last year I think, but I forgot to search about it

flat quarry
#

Any modder started puttin f76 items in f4 yet?

zenith dirge
#

Thats illegal btw.

flat quarry
#

Aint modding in general illegal?

tawny sequoia
#

nope. Just releasing ported assets from one bethesda game to another

#

very not allowed

#

ever

solemn plover
# flat quarry Aint modding in general illegal?

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

https://bethesda.net/en/mods/fallout4?author_username=newermind43&number_results=20&order=desc&page=1&product=fallout4

woeful charm
# flat quarry Aint modding in general illegal?

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.

timid zinc
#

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?

woeful charm
#

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

timid zinc
#

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

woeful charm
#

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

hot chasm
#

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?

woeful charm
#

why would you want a wildly unfinished mod? mods like that take years to even get into a playable state

spark oyster
#

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.

woeful charm
#

There's a mod called Lookup Failed which updates everything that Full Dialogue Interface is too outdated to cover

spark oyster
#

So there is no way for me to play the game without it?.

woeful charm
#

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.

eternal sonnet
keen vigil
#

👀

silent cargo
#

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 😍

woeful charm
silent cargo
#

opps🤭

onyx elm
woeful charm
# onyx elm Whereas I have 4000 hours at timescale 1 with no issues and thousands of users ...

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 🤷

onyx elm
#

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.

woeful charm
#

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.

onyx elm
#

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.

woeful charm
#

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. 🤷

onyx elm
#

Learning = Waste of time ? OK !

woeful charm
#

You know very well that's not what I said but you've definitely demonstrated why arguing is a waste of time.

tulip steeple
mortal quarry
#

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

keen vigil
#

MRE?

mortal quarry
#

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

keen vigil
#

Gotcha

#

And there’s no decent mods on Xbox implementing those?

#

If someone models and textures them, I can implement them.

pseudo sandal
#

food rationing hit hard in big towns like boston would be my guess, and probably looted early right after the bombs dropped?

fervent roost
#

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

fossil cairn
#

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 😦

sharp grove
#

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.

woeful charm
mortal quarry
# keen vigil Gotcha

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.

keen vigil
#

Well, as I mentioned earlier, if someone creates the meshes and textures, I can do the implementation. 3D stuff isn’t my strength.

woeful charm
#

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.

mortal quarry
#

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

#

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

fast breach
#

There are MREs in Wasteland Imports IIRC.

crimson dove
#

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.

keen vigil
#

That may be true but I’m no good at 3D or texture work.

hot chasm
#

anyone know a good complete overhaul of Brotherhood of steel?

mortal quarry
mellow ether
hot chasm
#

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)

tulip steeple
hot chasm
#

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

crystal girder
#

No max levels(mod) only one on PS4 that comes close to that.

stone gulch
#

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.

zinc hare
#

PS4 cannot have external assets. You can use ANDREWCX's Wacky Weapons Workshop and see if you can't build something similar though.

mortal quarry
#

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.

zinc hare
#

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.

still cobalt
#

Food supply was at a critical low in Boston before the Great War.

woeful charm
#

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.

strong oyster
keen vigil
#

Can't - no permission has been granted. And it clearly states on the mod page that it will not be on console.

strong oyster
#

Dam ok, thanks for letting me know@keen vigil

mortal quarry
keen vigil
mortal quarry
keen vigil
#

I like it - sounds interesting. Anyone up to doing modeling/texturing?

honest merlin
mortal quarry
#

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

split yarrow
#

That file has no permissions that would allow porting it.

mortal quarry
#

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

crystal girder
stone gulch
#

That sucks, thank you for answering me. :)

fervent roost
fossil cairn
#

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?

woeful charm
potent grail
#

what mods for PC makes the game more realistic?

fast breach
#

How would I force the player out of power armor, if they are in it?

fervent wing
#

is sim settlements 2 compatible with tree mods

#

?

keen vigil
sterile girder
#

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.

woeful charm
sterile girder
#

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

rancid basin
#

Does anyone know a MOD that changes explosion sound of "explosive" legendary into better one?

solemn plover
solemn plover
sterile girder
#

I'll see if I can contact one of them, but since the forum is down I think it will be difficult

pine wagon
#

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

solemn plover
#

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.||

pine wagon
sterile girder
#

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?

pine wagon
solemn plover
sterile girder
#

Thanks a lot! @solemn plover

shut thicket
#

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

pallid phoenix
sick ingot
#

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

rancid basin
zinc hare
#

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.

astral nimbus
#

Hi

sterile girder
pallid phoenix
#

and it works fine? the mod?

hot chasm
sterile girder
eternal sonnet
# pallid phoenix of course I made the port of the mod translated into Spanish

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.

keen vigil
#

👀

mortal quarry
#

I would like a MRE mod that included a quest that allows us to produce them and distribute them across the wasteland.

pallid phoenix
eternal sonnet
pallid phoenix
eternal sonnet
#

"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.

pallid phoenix
summer gate
#

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.

honest merlin
honest merlin
#

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?

mortal quarry
viral wadi
#

Is it ok if I post a little video I made showcasing a mod I've been making?

mellow ether
#

I'd say go ahead

willow blaze
#

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.

pallid fern
#

Yep. Be nice as well.

timid swallow
sick ingot
#

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

honest merlin
#

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.

sick ingot
#

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?

viral wadi
surreal verge
#

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

honest merlin
#

Did you make the perk a property it the quest script fragmetn?

surreal verge
#

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

honest merlin
#

The game looks at perks first in the order of operations.

surreal verge
#

Looks at them for what?
I'm still confused
Should the process not be

  1. Add Perk with quest stage effect
  2. Create a quest with a matching stage
  3. Add desired script to stage

So that when player gets the perk it should essentially just run the quest stage script

quiet sail
#

anybody have a save file right after reunions I have have?

honest merlin
#

If you want a quest script to look to see if the player has / gets a perk, the perk needs to be a property.

surreal verge
#

Thats not what I'm doing at all
I'm setting a quest stage FROM a perk
Similar to how the scrapper perk works

honest merlin
#

I'm not sure what you doing.

#

Are you moving a quest stage when player has a perk?

surreal verge
#

When the player takes a perk
I am setting a quest stage

honest merlin
#

So the quest needs to look at the perk, that's why you make it a property.

brazen barn
#

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.

keen vigil
#

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.

brazen barn
#

UI editing is hard and requires Adobe Animate 😦

keen vigil
#

I’m already neck-deep in AS3 😉

#

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.

brazen barn
#

There is a huge pay off if you can survive the learning curve.

keen vigil
#

Agreed

#

Messing w AS3 can take you a long way in terms of modding w/o F4SE.

brazen barn
#

Nice work getting the condition across the UI. Thats a multi-fla endeavor.

#

i know your pain 😛

keen vigil
#

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.

keen jasper
#

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?

keen vigil
#

But yeah, editing AS3 is basically for masochists and hardcore Xbox modders 😂

surreal verge
#

But that script is just never firing

brazen barn
#

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.

surreal verge
#

The wait is so that the script doesn't run until the menu closes

brazen barn
#

Okay, that would be the effect of that wait() then

hot chasm
#

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

brazen barn
#

hmm even so they are both set to 1 🤔

surreal verge
#

but ill experiment with that and see if it helps

brazen barn
#

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 🙂

shut thicket
#

Anyone know what the best scrap mod is as of 2020-2021?

still cobalt
#

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?

still cobalt
#

For PS4 by the waywink

keen vigil
#

Doesn’t sound too hard to make

keen vigil
#

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

pallid fern
#

i think pinging carto would be alright for this. i wanna say no since you're not just pulling it from game data.

willow blaze
#

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.

keen vigil
#

Deadpool’s - it has everything built-in; including very nice custom animations.

earnest mountain
#

@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?

still cobalt
iron jolt
#

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)

minor knoll
#

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

rapid pier
#

This is right next to hang man alley but I think this would be a lovely place for a small settlement mod.

shut thicket
#

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.

keen vigil
#

☠️

minor knoll
#

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?

shut thicket
#

Anyone gonna answer me my question???

brazen barn
shut thicket
fast breach
#

Is it possible to have a custom automatron as an NPC in a mod?

honest merlin
#

Yes

solemn plover
keen vigil
#

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.

hot chasm
#

is there a mod for all map markers for nuka world? i remember having one but i don’t anymore.

hot chasm
#

Cheat holotape has an option under downloadable content Nuka World. Game alterations enable map markers.

sick ingot
#

Does anyone know why my dlcs arent showing up? It says it’s installed but the image is distorted

finite cipher
#

does anybody have a copy Clickerfied Ghouls?

#

the mod was taken down from nexus

#

nevermind, found a dropbox link for it

fiery abyss
#

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 😁

fast breach
sick ingot
#

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

opaque dawn
#

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?

keen vigil
#

Not too hard.

opaque dawn
#

Can you link me a tutorial?

brazen barn
#

My asset knowledge is weak but it sounds like something a Material Swap would work for.

hot chasm
#

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.

sterile girder
#

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

brazen barn
#

@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.

fast breach
mortal quarry
#

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

keen vigil
#

👍

keen vigil
fast breach
honest merlin
#

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

fast breach
#

I don't want it to be a follower.

#

I want it to be an NPC the player can talk to.

honest merlin
#

O I thought that's what you want.

#

Then set up a quest for Dialogue.

#

That's hard, good luck. Lot's of test plays with that.

fast breach
#

Yikes, a video tutorial. Written tutorials are easier to follow.

brazen barn
#

I generally agree written tutorials are better.

shut thicket
#

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

crimson stone
#

Anyone know any good shaders?

woeful charm
woeful charm
#

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

viscid lake
#

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.

viscid lake
#

So close. lol

mortal canyon
#

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.

keen vigil
#

I think you have to login to Bethesda.net on a PC or phone and then unlink your PSN w Bethesda.

willow blaze
#

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.

lucid surge
#

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!

wild tinsel
#

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?

tawny sequoia
#

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

brazen barn
honest merlin
#

You can get the game and files from XBox game pass, but Creation kit don't like it to much.

tame sentinel
#

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

woeful charm
# tame sentinel Anyone mind helping me out with this? I'm on console, Xbox, and I've recently ma...

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.

tame sentinel
#

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

sterile girder
#

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

tame sentinel
#

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?

tranquil abyss
woeful charm
woeful charm
#

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.

keen vigil
sterile girder
#

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?

surreal verge
brazen barn
#

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

keen vigil
# brazen barn <@!412319612487598110> How much papyrus <-> AS3 interoperation you have going on...

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 🙂

keen vigil
brazen barn
#

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

keen vigil
#

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.

fast breach
woeful charm
#

sweet!

mortal quarry
#

Looking for someone who can port some mods. Got the author's permission, just DM me if you are interested

opaque lantern
#

Do you guys think that stuff like Better Companions and Companion Accuracy Boost are too cheat-y?

sterile girder
#

I can't understand Maccready always missing

opaque lantern
#

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

sterile girder
#

I understand, I told you, I don't think it's OP, but that's just my opinion

#

In vanilla, companions are just bad

lone sable
#

Why is it so hard to find mods for codsworth?

mellow ether
#

😨

lone sable
#

I mean, am I wrong?

hot chasm
#

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?

lone sable
#

Look, I only want one thing. I know the mod exists but idk what it's called

pastel saffron
#

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)

shell gorge
cosmic totem
#

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)

zinc hare
#

Is it grayed out?

hot chasm
#

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

woeful charm
hot chasm
#

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

woeful charm
#

That's also a lot of work

zinc hare
hot chasm
#

wow this is so much amazing 🙂

timid lance
#

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

fathom dew
#

Does anyone here do mod ports? I have permissions and all it's a simple mod to port.

brazen barn
#

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.

fathom dew
#

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.🙂🙃

brazen barn
#

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.

keen vigil
#

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.

keen vigil
brazen barn
#

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.

keen vigil
#

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.

brazen barn
#

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.

keen vigil
#

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.

brazen barn
#

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.

keen vigil
#

Yes - in Data\XB1 are the archives produced by the CK.

brazen barn
#

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.

keen vigil
#

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. 🤯

brazen barn
#

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

keen vigil
#

I’ve unpacked the entire Interface archive - looking for that file now.

brazen barn
#

It really should Just Work™️ but now Im reaching.

#

I recalled that file from skyrim original btw

keen vigil
#

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.

brazen barn
#

Embedding should work but its not ideal. People wont be able to download their own font replacers this way 😦

keen vigil
#

I know - it’s more of a sanity pass at this point.

#

To make sure I’m not going crazy

brazen barn
#

Keep ruling out possibilities until only the answer remains. ☕

keen vigil
#

Aye - it’s the only way to get these sorts of Xbox mods to work.

keen vigil
#

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 😑☠️

brazen verge
#

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

tranquil abyss
#

@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.

brazen barn
#

@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 😛

brazen barn
#

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.

keen vigil
#

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.

brazen barn
#

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

brazen verge
keen vigil
celest solstice
#

Oh hell yeah. Trigun is impossibly based.

#

Trigun is now canon in Fallout 4 /s

spice niche
#

https://youtu.be/vmza-x0lkhw

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...

▶ Play video
pallid fern
spice niche
#

Ah, maybe I should have scrolled up further, ha!

shut thicket
#

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?

shut thicket
fast breach
#

Oh.

zinc hare
sick apex
#

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

zinc hare
#

USO, Dead Wasteland, Ugh. Doors and things

sick apex
#

Cheers

waxen willow
#

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

bold zephyr
#

Question. I've modded other games before, how easy would it be to mod a new helmet into Fallout 4?

zinc hare
#

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.

bold zephyr
#

Adding a new mesh

#

I'll look into it more tonight probably

keen vigil
#

@brazen barn any hints on how to remove the crafting highlight shader via AS3?

brazen barn
#

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.

keen vigil
#

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.

keen vigil
brazen barn
#

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

keen vigil
#

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.

brazen barn
#

Im not sure how the shader targets work but this is some of the reversed vanilla code.

keen vigil
#

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.

whole verge
keen vigil
#

It can’t be that easy…

whole verge
#

it should work for at least the cooking menu

keen vigil
#

Appreciate the help!

keen vigil
keen vigil
#

Nope, nothing I’ve tried has worked so far…

keen vigil
mystic elbow
#

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 🙏

keen vigil
#

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.

fossil cairn
#

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

tranquil abyss
keen vigil
keen vigil
#

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.

keen vigil
amber river
brazen barn
#

Might as well show the weight/value ratio too 🙂

formal anchor
#

I wonder why the Fallout Commander, FCOM mod was removed

keen vigil
tidal imp
#

4dthink might be possible, I have one in inventory from FallUI. Don't know how they did it but it's pretty handy

keen vigil
#

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.

wild tinsel
#

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.

brazen barn
#

Dont ask to ask, just ask.

honest merlin
#

@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.

wild tinsel
#

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.

wild tinsel
#

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.

rancid basin
#

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.

brazen barn
#

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?

fervent roost
limpid delta
#

The PBR in that thumbnail looks 👨‍🍳 👌

#

Nice work!

rancid basin
#

How can i adjust the actual size?

fervent roost
#

But I've done pretty good I think

limpid delta
#

Well yeah, true. The preview render does look good. 😄

hot thicket
#

Here is full permission from the main creator

keen vigil
fervent roost
keen vigil
pastel saffron
#

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

pallid brook
#

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

wheat sandal
#

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.

pallid brook
#

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

zinc hare
#

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?

fervent roost
#

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

keen vigil
hot thicket
#

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.

pallid brook
#

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

pallid brook
#

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

wheat sandal
hot thicket
pallid brook
#

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

fossil cairn
#

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.

keen vigil
#

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.

shell gorge
keen vigil
#

This ^

fossil cairn
#

Thank you!! 😄

brazen barn
#

Still a ways to go for release quality but its quite functional.

#

Some sticky challenges to over come.

tranquil abyss
brazen barn
#

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.

tranquil abyss
# brazen barn Niston is the real champion on this project, I just help here and there along th...

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?

keen vigil
#

And here I thought getting ActorValues into AS3 from Papyrus w/o F4SE was an achievement 😂 That bar has been raised significantly.

zinc hare
# pallid brook My LO: UFO4P HUDFramework Companion Status HUD Crafting76 - Beta C76 - Official ...

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.

keen vigil
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Why hard edits?

pallid brook
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Already tried calamity

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My to go weather mod was NAC, but it makes the game take a while to load when you open it

pallid brook
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Nah, nothing

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Moved all my textures to the bottom

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Still black Codsworth

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I don't understand, I always used this LO, changing one thing or other

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It wasn't like this

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I'll have to keep playing like this unfortunately

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I also moved. WI to the top of my weapon mods

hot chasm
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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.

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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.

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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.

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And maybe add pickaxes and mining. Make a mining type plot where you can choose between pit and shaft mining to harvest resources.

brazen barn
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Thats a lot of ideas.

zinc hare
# keen vigil Why hard edits?

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.

digital badger
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Hi, so is this where we talk about Load order like issues?

shell gorge
digital badger
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Oh thanks

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Ok how to post it is via a link to a sheet or. Document?

keen vigil
# brazen barn Thats a lot of ideas.

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.

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I’ve also got another version in my head but instead of using the Pipboy Menu, it would use the Pipboy Inspection Menu.

brazen barn
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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.

keen vigil
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@brazen barn I wasn't joking...

still mica
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Can someone plz port a Wolfenstien mod any wolfenstien mod that overhauls..,and make a gen 1 super mutant race?

keen vigil
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There are no Wolfenstein mods to port.

still mica
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Hmm I thought there were some on pc?

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I know of one on nexus

keen vigil
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There’s 3 on Nexus

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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.

digital badger
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My game makes a loud buzzing sound and crashes to xbox home. When going near sanctuary.

hot chasm
brazen barn
frosty tulip
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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?

graceful helm
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@lucid minnow hi I have some questions on how to activate or make sure the infi-ammo ring is working on ps4

keen vigil
keen vigil
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The video for v2 was captured from an XSX - so yes, this will be Xbox compatible.

fervent roost
gusty mantle
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Hey squad @here I'm Hella board and need glorious purpose in life.... any one have a mod idea they want realized?

long pendant
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How do you mod fallout 4 on windows 11? If there is a way.

honest merlin
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Why would it be any different? It's just files in folders.

long pendant
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I've tried it and the thing you need for certain sites is just unavailable.