#fallout-4-mods
1 messages · Page 38 of 1
I never use a mod manager. I know where to add the files.
IDk what, " just unavailable " means. I download the mod {unpack it with the tool just it I want to look around}, add it to my data folder. I use the Bethesda load order activate thing.
Like in file sorter.
When you're going into the game files to add the mod.
Certain things are unavailable.
Like open archive or paste the files for some.
To actavate a mod you ca also add its name to the default.ini under [Archive].
If you cant paste them to the data folder can you drag and drop them?
Can you make a shortcut to your data folder?
Right click on the data folder and look at the permissions?
Is this for Game Pass? or a Steam copy?
Game Pass you need to take ownership of the files, before it lets you in them.
I advise using ModManager2
It is easy to understand, and very user-friendly
It's not a mod manager problem or a windows 11 problem, it's a Game Pass thing. You don't own the files. Like Xbox it's a walled garden. A GOG or Steam copy should work fine.
OK; what are your questions?
so I have the ring equipped and at least 1 ammo like it says, but it doesn’t reload automatically and idk if the other mods clash with it
Hmm...and you're not using something weird like the Junk Jet? (I did mentioned in the description that it won't work with the Junk Jet)
If not, I'm not sure what would conflict with it. The method I always use when I'm concerned about a conflict is:
- Disable all other mods using the Load Order menu (don't delete them; just disable them)
- Test; if the mod works now, there's a conflict
- Enable half your mods
- If it still works, it wasn't any of those
- Keep enabling a few mods at a time until it stops working
- When it stops working, disable one or two mods at a time until you identify the specific mod causing the issue.
If you discover a conflict, let me know.
Can Anyone help me find a good guide on activators in F4 IK its probably way more simple then I'm mentally making it but I could really use the help
Sadly the documentation on the Wiki is very lacking in that category....
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Activision and its respective companies.
Credits to the Infinity Ward teams that bring ...
Does anyone know how to make animation with items?
There're many animation with item in vanilla fallout4 such as eating noodles ,using jet or idle animation of vaulttec salesman with clipboard.
But when I apply "PoseA_Idle1.hkx"(this is idle motion with holding clipboard) to player with animation MOD, there's no clipboard in his hand.
wow,It's really helpful
Thank you!
Out of curiosity, is it possible to teleport the player to a different location upon reading a book item?
https://www.creationkit.com/fallout4/index.php?title=MoveTo_-_ObjectReference You might need onActivate intstead of onRead, but give it a try.
Why are fallout 4 mod servers not working still is anyone else having this issue too I’m on Xbox and this is so annoying why is it still a thing can we please fix this I have an account and everything this is really upsetting me!
There's a general Bethesda.net outage at the moment. Status page hasn't been updated yet. https://bethesda.net/en/status
Yes - use OnEquip() if the book is intended to be read via inventory. Otherwise use OnContainerChanged() if you want to teleport upon picking up the book.
Brilliant! I appreciate this so much, thank you.
my loadout is different in MW, but for Fallout 4 I think this looks the coolest.
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Activ...
Hitman's been porting Fallout 76 content to Fallout 4, and it looks awesome. Shame he can't release any of it though, because of Bethesda's rules... it's a shame that Bethesda won't port anything from Fallout 76 to Fallout 4 either, even before the Creation Club blackout. I'd be glad to pay for some of the weapons from Fallout 76 like the Gauss Minigun or .50 Cal Machine Gun if they were added to Creation Club, but Bethesda won't even make us an offer.
Most of the outfits have been ported I think
I haven't used them though but I've heard it's all of them
Does anyone know of a NIF editor for the later versions of 3DS MAX?
All mods are down again
Seems to be some server issues. It's been reported
Fallout 4 mods down 
Nothing that handles collision. The community plugin I think works for later versions but doesn't do collision. No one can afford the license to do collision
But if all you care about is modeling and materials you can do that and then look for a collision from a vanilla object that will be close enough for your needs
I'm not sure if creating animation can be done with the community plugin or if that also requires the official plugin and 3DS 2013
Anyone know of a mod on Xbox that scraps brain fungus and glowing fungus?
Yes, that's why I said you could look for collision from an existing object to reuse
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Activision and its respective companies.
Credits to the Infinity Ward teams that bring ...
Can someone dwell upon these ideas?
Anyone else having issues logging into their mods? [XB1]
Having fun modding
👍
Hi there. Has anyone considered/made a mod to make wild animals non-hostile? I was thinking maybe something like lgbshi’s peace ring, but just for creatures (presumably guard animals have a different faction and so would not be included). If anyone would consider trying it out (and attempting to get on the PS4 😅) I’d be incredibly grateful!
Reminds me of when the late Terry Pratchett asked a modder if they could make an item that made goblins non hostile in Oblivion... Shame I never met him.
That was definitely not the answer I was expecting when I saw the notification! However, I was prompted to investigate and was absolutely delighted to find out that Terry was a TES fan! Thank you for bringing this to my attention! (It’s even more impressive that he could average two books a year now knowing he had a game like Oblivion as a distraction. We need to add a will of steel to his list of other amazing qualities 😂)
One of my first mods was making Cliffracers in Morrowind non-hostile. 🙂
It can be a fun change, especially for folks who enjoy exploring. Although one advantage of cliffracers is they're up in the air, so you aren't bumping into them the way you would with mole rats and yao guai.
any links so I can download the creation kit? everything I find sends me somewhere else and then repeat
After a few repeated attempts I finally got in
The F4 CK is in the Bethesda Launcher: https://bethesda.net/en/game/bethesda-launcher
After you install the Bethesda Launcher, click on the arrows on the left to see all game. A lot of ppl don't see this.
oh yeah good tip. I haven't looked at the launcher in a few years
Nice!
Pratchett was more than a fan. He contributed many ideas and even wrote some dialogue for Emma's groundbreaking companion mod, Vilja. 🙂
Yeah, Vilja is amazing.
K
Thanks for people here, I've finally got huge settlement construction done!
This is "Super Power Armor Garage".
https://youtu.be/kED9GTu5sYk
Fallout4(steam), A Huge Power Armor garage I currently built.
PC版フォールアウト4、巨大パワーアーマー格納庫の建築です。
主な使用MODは以下になります
MODs mainly used is below
Snappy Housekit
URL:https://www.nexusmods.com/fallout4/mods/11639
cVc Dead Wasteland
URL:https://www.nexusmods.com/fallout4/mods/43818
Settlement Object Expansion Pack
URL:https://www.nexusmods.com/fallout4/...
Aww that’s amazing! I don’t know why knowing this makes me so happy! He was something of a childhood hero (proud member of the by-post fan club, if I remember rightly 😅 ). However it still grieves me to think of someone with such enormous intelligence and wit being brought low by something like Alzheimer's, and so I haven’t visited Discworld in a very long time. I should change that 😤 thanks!
What's the best scrap mod as of 2021
This?
Apologies for the audio glitch!
Just a brief demonstration video for what a FO76-style Scrapbox would functionally look like. Its not 1:1 functional-wise but it does get the job done about as quickly as FO76. Obviously the model and texture are placeholder and will be adjusted accordingly in the future. I put this together in just a couple h...
loving mods on the new console (Xbox series x) I didn't know that fallout 4 could run so smoothly with so many mods loaded. The only problem I have now is the mod limit. Does anyone know if the 2gb mod limit is a limitation of the game or if it was just put in place because an xbox one could not even attempt running more than 2gb of mods without crashing.
Personally I like Raze My Settlement. It automatically scraps stuff for you via holotape. It doesn't break precombines and it excludes a few vanilla scrappable items for either lore or aesthetic reasons (which you can still scrap yourself). Anything in containers automatically end up in your workbench. It doesn't return the exact scrap per settlement but there are scrap shipments basically to give yourself that are the equivalent of what you would get scrapping Sanctuary without any scrapping perks. You can also exclude trees from being scrapped if you use a mod like Seasons. It's configurable and you don't have to manually scrap everything yourself.
In all fairness I did publish it on Bethnet for the creator who is a friend of mine, but even if I didn't know the author I'd still sing the praises of that mod. It's a sanity saver.
It won't scrap anything added by mods or things like magazines either.
Can someone port it to Xbox if possible?
Someone would be the author. One doesnt just grab someone else's mod and port/upload it elsewhere.
(not without permission of course)
OR just ask Zorkaz if you can port his and save yourself the headache? But... I think his mod alters the worldspace and cell edits can be problematic in load orders, sometimes needing patches. Ive no clue if his mod breaks precombines either, so, there's always that possibility to contend with.
But its for sure something I like in 76, dropping an extractor down to strip mine for me, or doing it Skyrim-style and hand mining a few resources here and there.
The permissions are open to port to console. Whether or not I can ship C76 w it built-in I would need the permission. But now that I think about it, perhaps I don’t need to build that into C76. I think there’s a planned add-on for mining already scheduled.
Happy to see Infinite Warfare getting some love
Is it dangerous to change load order of mods 😦
I asked this some time ago and got a few responses, but I want to see and anyone else has any opinions. So: What's the best Xbox scrap mod as of 2021
Updated Fallout76 style survival mode and C.A.M.P.-lite system (and soooooo much more).
New to the mod is the CAMP system, which allows you to place a dynamically updating map marker for easy fast travel to your CAMP.
You can place a clean sleeping bag (no disease risk), a cooking pot and a STASH BOX.
The STASH is capable of linking directly to ALL settlement workshops, be they base game, DLC or mod added (provided the author set them up properly).
Essentially, it's Fallout76 CAMP, without the ability to build settlement items (for now, wink wink).
im relatively new to Fo4 modding on pc can anyone recommend some good tactical mods like armor and guns and such?
or anything that makes the game more realistic
That sounds awesome. Congrats on the release.
Thanks! Ive got it now as a FULL implementation of CAMP. 😊 Not bad for 16 hours work. 😄
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Eraser is a payload weapon from Infinite Warfare, extremely overpowered.
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Activision an...
You still have 8hrs left in your shift 😜
Oh... I finished it up last night, lol.
😬
Another test at Beantown Brewery bridge.
https://bethesda.net/en/mods/fallout4/mod-detail/4234884
CAMP for Fallout4 on Xbox is now available (on top of everything else the mod does!)
😍
mod idea: airpod shotty and airpod shotty pro
@fallen spindle is there a reason you meessaged me
Well, I am on Xbox, but what kind of weapon mods do you have in mind?
I only use lore friendly weapons, but there's one that have some tactical attachments.
Fallout 3 10mm SMG
What mods?!!?
And is it a pc or series x
Pc
And a variety of environment mods
Can’t list em now but I’d be happy to dm to ya if ya want em
Hi, new to this discord server, but I have a question for a fallout 4 modder going by the Bethesda.net username CaptainStarDreamer regarding their unlimited carry weight mod: So, originally when I installed this, it didn't work, presumably for the reason stated in your description. But when I leveled up my strength stat in the perks menu, it somehow combined with the mod, permanently increasing my carry capacity to 500,100.😐 Should I be concerned?
Send me that list - I’d like to take a peek.
Hello all, I just wanted to ask if any of you wonderful and extremely talented modders could help me out. I have fallout 4 on my PS5 and there are not a lot of shotgun mods for PS5/4. I wanted to ask if anyone could make a pump shotgun mod for PS5 I would be so thankful, I'd even support $ if requested. Doesn't have to have crazy reload animations, just would like it to work, have that satisfying pump shotgun sounds, and a lot of damage (possibly a two shot legendary mod if that's asking too much I'm sorry). If anyone responds at all thank you in advance
Sadly that wouldn't be possible for PS4/5 since the restrictions Sony put in place say that there can be no custom assets, only what's already in the game.
Wtffffffff, that's so dumb. Thank you for enlightening me
I need help with mod uploading I got permission to upload a mod to fallout 4 on xbox but I don’t know how to make it work in game It keeps disabling itself and it’s forcing itself to the bottom load order I can’t move The mod around does anyone know how to fix that And I have all the mods I download a disabled it’s still disabling itself once I close the game I don’t understand what I’m doing wrong can someone please help me I really need help please I want to know on how to fix this I can’t find anything on how to fix the issues.
What mod is it? It is missing a parent.
Missing a parent what do you mean?
It’s this mod by the way I’m trying to upload the 1K version https://www.nexusmods.com/fallout4/mods/25714
Data files must have a parent in order for the in game manager to read them. If DLCs are required by the textures, then they must be added to the master files in the header along with the game’s master. Select them under File>Data in the creation kit and save the plug-in.
So like this?
Dunno. Whatever that is, isn’t loading on my phone.
How do I send you the picture
Throw it on Imgur and add the link?
I don’t know how to do that
Unsure what free image repositories are available. That is the one I use or OneDrive
https://imgur.com/a/4xzPT9h like this?
As long as far harbor and nuka world are not required, it should be ok.
So that’s what I did wrong I did not check mark fallout4.ESM I only did the plug-in and that’s it nothing else
Plug-ins need the game to function. :p
Well I didn’t know that I’m still very new at this 🙁
Check out sedson4494’s tutorials and kinggaths on YouTube
They will teach most of everything you need to know. Do the tutorials. Learn. Have fun doing it too. Modding is a lot of fun once you know the basics and then you don’t have to port anything. You can make your own stuff and be awesome
“I don’t know how” or “I cannot do this” are phrases that are used as excuses. You can and can’t never could. There’s plenty of information out there. 🙂
So im not sure if it the right place to ask, but is there place to new verison of mods that were remove from like bbls or cwsss
Yo anybody got a lead on a Cheese mod for Fallout 4? You can milk a brahmin, why can't I have a wheel of cheese to shove in my face mid fight?
We need a pizza parlour mod akin to the Slocum's Joe Creation Club thing.
Preferably not a creation club thing, though. Need that sweet, sweet, Nexus Cheese.
True, but with CC we'd get canned pizza and I kinda want to see that.
That is a crime against nature.
If you want a mod, I highly recommend Commonwealth Pizza:
http://www.nexusmods.com/fallout4/mods/26153/?
https://bethesda.net/en/mods/fallout4/mod-detail/4032404
Can I shove a wheel of cheese down my gullet like in Skyrim?
I made a Halo inspired hud
Looks a little messy with everything on at once but it'll never have everything on screen at once in game, so it's fine.
then of course because FallUI hates me it doesn't put the hud elements where I actually set them to be
Nice its got the helmet feel to it with the skewed elements.
Thanks man! c:
Anyone know how to fix this glitch where it's not displaying hud elements where I put them?
so I moved the health and action points upwards off screen to combat the issue with them being shove down, albeit in the most jank way possible
on the bright side though
The damn thing works now
I also saved it on a different profile in the editor so I never have to do this nightmare again
My old halo setup. https://youtu.be/3zahwFLaiyo
Was really complicated to set up but I hope to revisit it once nexus releases their mod collection feature.
I will say that that HUD overlay for the helmets gave me nothing but trouble man
I got it to work one time, then it broke the moment I loaded a save and hasn't worked since.
I'm super duper impressed the ammo counter works, though the fact the nonsense arrow pointing to nothing on top doesn't spin and guide my younger self to a horrible death trying to find what it's pointing to puts a slight dampner on things.
Heh yea some of that stuff is flawed. But I may have another go at modding once nexus does their mod collections. Besides the HUD part there are some really nice halo mods out there.
You certainly have a talent for it, my attempts at scripting end with said script just not wanting to save or work even with help from the dude who made the original mod I was going to mostly copy the script from to make a decent shield mod to add to Caesar's Legion melee fighters to make them less crap (said dude, Thumblesteen of Obscurum fame being fine with it so long as he was credited for the script. I can go further into it if you're interested).
I dont have the nerve to fully deep dive on scripts anymore but myself and others can probably walk you through any compiler error you might have.
The script originally was designed for the player, since it worked on a player only weapon and constantly put an invisible wall in front of them when they blocked, allowing them to stop bullets with it without taking damage. The issues started when I was changing it from the player themself to whomever was using any weapon in the Shield list (any weapon with a shield attached. I don't have it in front of me (computer broke back in January, still yet to get it fixed) but when I get it back I'll try copy pasting it here or in the classic-mods channel.
Sounds like only a perk is needed - Mod Incoming Damage?
How do I find specific mods on here?
Mods are not add to Discord, they are uploaded to bethesda.net, Nexus, or some other sight. https://bethesda.net/en/mods/fallout4
That link is to Bethesda's mods, you can use the search from that page to look for what you want.
The comment section on the mods?
No, on the mods page is a blue button called Search.
So bethesda got rid of comments for mods completely?
Yes
When the Bethesda forums were shut down, the mod comment section was sunset as well.
So we can no longer report issues to the author?
Many of the Mod authors on the Forums joined this Discord when the forums shut down. You are welcome to post any mod issues you might have here, and another member or mod author may be able to provide assistance.
MA's must now add contact info if they want feedback.
Bethesda causes me chest pain
How do you think mod authors feel 🙃
You have all been more helpful than bethesda. For that I thank you
The existence of this discord explains a lot. I wish I'd known about this months ago, instead of thinking I'd done something wrong and got muted on the website.
It was sad that the Forums closed. Felt like I'd lost a home.
Never spent much time on the forums but getting feedback via comment section I felt was very important.
I'd love to get a replacement system, but given how few mod authors used comments on Bethesda.net, it's hard to prioritize over other functionality.
Many mod authors already directed folks to alternate sources to provide feedback. Formalizing that may be easier (and faster) to accomplish while we consider the best long-term strategy going forward.
I wouldn’t even know where to begin with that… I prioritize Xbox compatibility over PC-exclusive functionality. As such, there are very few, if any really, that share this mindset. Without the comments section, it’s very difficult to get information about bugs and whether or not anyone is enjoying the mod. When you’re this deep into a mod, it can become quite difficult to know which way is up and whether or not the mod is any fun to use/play with.
I like comments, and have definitely felt their loss as well. But it has a lot stacked against it.
I completely understand. I come from a software development background and know that things get prioritized and/or cut completely for various reasons.
Has anyone tried writing text files via AS3 - on console? Essentially just outputting an XML or JSON from AS3 that works on Xbox. I want to try something absolutely crazy: in-game custom UI settings for Xbox.
If text file output won’t work, I have another way of achieving the end goal.
You cannot. You can read from disk but writing via AS3 is not possible.
Plan B it is 🙃
Holotape games read text files from disk but for writing they send back data to be stored in a global iirc.
I always felt bad or just plain guilty about repeatedly forgetting to reply to commenters. It was never a site feature I used much (if at all), like many others as you described. When I tried linking my Discord as an alternative alongside Twitter as an option, I'd get way too many friend requests before receiving a direct message. I assume it's due to not being able to accept DM's from non-server sharers?
So what you’re saying is I have to tear apart one of the Holotape games in order to pass AS3 data to a Global 👍
Well as you know bgscodeobj interfaces cannot be changed. That was just one concrete example I could think of, "holotape chatter" via bgscodeobj. What menu are you working in anyway?
I’m still in the documenting stage. If I can use Holotape “games” to gain access to Globals, I’ll do that. Otherwise it may just be Terminal. Worst case, Examine.
I think that's why. It's a dumb system if you're trying to find someone in particular and one of the few problems I have with Discord. I never really used the Nexus messaging system but it was useful for getting in touch with some mod creators in regards to tech support for their mods (just thumble and that shield mod but still, I need to learn what I can do with scripts one day) or me to support people troubleshooting my one published mod on there.
That interface object just houses possible instructions that AS3 can ask for. You can’t change the command but if the AS3 is just sending back a FormID of a Global, couldn’t I just send back any Global FormID I wanted? 🤔
It’s a huge if for sure.
Are there any good female armor mods?
Define "good". 🙂
I don't know I'm looking for any good female armor mods, maybe I'll like your definition of good.
Hmmmm
Can anyone suggest a good mod for fallout 4 that adds a crap tone of armour into the game pls
@tight shuttle https://bethesda.net/en/mods/fallout4/mod-detail/4031704
@tight shuttle do you mean armor like combat armor? Or just apparel armor?
Both
You know, I was thumbing through the Xbox fallout mods, that samus Aran armour kit looks great on female followers (I use the mod that brings my wife back as a follower)
I'm also playing through Metroid Dread
You can see where I'm going with this, I'd absolutely ADORE a mod that adds her dread armour
Her new blue suit and her last suit. No spoilers but her last suit is very cool.
Does anyone know of any mods for settlements that add more furniture similar to what we see in Vault 76? I already use Vault 95 Redux and CreativeClutter but they've not had any content updates for a long time now and I'm hoping to get some more variety in my vault builds for furniture.
HcGxGrill has some mods based on Fallout 76 models: https://bethesda.net/en/mods/fallout4?author_username=HcGxGrill&number_results=20&order=desc&page=1&product=fallout4
Their Capital Wasteland Pack is very nice and is kinda 76-ish as well.
is there a mod that changes the lockpicking sensitivity?
recently whenever I lockpick, the slant turns really fast and my lockpick snaps; this is particularly challenging on master locks
previously, it was the standard vanilla speed that everyone is familiar with
I think that's determined by HUD animations. Be sure you're not using a mod that tweaks the framerate of the HUD.
Also check your vSync if you're on PC.
What did you add recently that it changed?
nothing, last time I played was last year, it was fine then so I dont know why it changed
Welcome to Windows wherein every setting changes on a monthly basis. >_>
At least it's much easier in 4 than any other game (try a Master lock with no lockpick skill/perks in Skyrim, takes me like 20+ lockpicks usually)...
Does anyone know of a mod that makes the robots in Nuka galaxy friendly? I hate to kill them because the parks are so empty after you kill everything and the raiders.
Couldn’t you use Robotics Expert to turn them friendly?
but you get tons of xp for leveling up lockpicking by failing though, unlike in Fallout
Or just complete the DLC/Control panel function and they will be friendly 🤔
Yeah but then you have to turn them all back on one at a time.
That shuts them down permanently doesn’t it?
not entirely, if an enemy of yours or something attacks them, they would wake up and atk it/help you out
Best skill, I love the idea of retaking a place then running it how it once was. I even restocked the shelves of Fallout 3's Super Duper Mart once...
Is there a mod or two that allows you to use the Brotherhood's Verti Taxi service or similar service if you anger/destroy them?
Pretty sure its already implemented in Base Game with the minutemen having the option
Really? I thought those guys only operated mortars... Learn something new every day I guess.
indeed, its only after you've become an enemy of BoS that the Minutemen starts flying them I think.
I think you can also get them if you side with Railroad
Still I think a mod making them friendly from the star would be way easier but that’s just me
Just go into the CK and add the robots of Nuka World to the Player's faction.
I cannot do that. I have so many reasons why I can’t. Do you want me to tell you them or just leave it at that?
Referring to specifically fallout 4 vr or fo4vr How would I install mods for it?
I wasn't aware mods were supported for VR. Ask on Nexus.
same, didnt know VR had access to mods
Add the files to the data folder, add the name of the .esp to the .ini file that lists what to load. It will have the DLC names so it's ease to find, one level above the Data folder. Some things are not supported, like new trees as they do not have the flattened mesh needed for VR. Most things will work. It's just landscape things that will CTD.
Yeah apparently my mods work for VR even though I never modded with VR in mind.
There is no custom skeleton at work here only vanilla skeleton and brains.
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Activision ...
Any xbox mods that overhaul the power armor system. Instead of power cores it requires training like in the previous games.
@brazen barn do you know the memory limits of AS3 in FO4? I’m looking to recreate the 76 HUD in FO4 but a little worried I could blow up ScaleForm 🙂
Due to how the beginning of the game works in Concord, I don’t think it’s possible to implement such a system. You’d stop the player from using the PA against the Deathclaw. And the dialogue w Preston and that other guy wouldn’t make sense as they reference needing the PA.
There is a limit but Im not sure what it is. Ive heard of people a few years ago that had issues with that one mod. The one that adds inventory icons to most items?
Likely this one:
Or a previous version of it
I suppose it depends on how it was implemented. If it uses custom entries for each item type, I can see that blowing up ScaleForm.
Also… are the different menus, such as Container and Examine just added to HUDMenu’s stage? I ask because HUDMenu’s notifications in the top left will come through even though another menu is open.
In other words, could I access ExamineMenu by tunneling through HUDMenu: HUDMenu.GetExamineMenu().InvalidateList().
Each menu is like a standalone application, and HUD is it's own. Each menu is isolated into application domains. There is no way to directly interoperate with another "application domain".
And I can’t leave a msg via text file either… going to have to creative…
I take it there’s no way to save changes to an existing text file on Xbox?
I know I can’t write a new one.
No, disk space is tightly regulated on xbox which is probably why its disabled. Serialization like that is intended to be into the user game save (esm/esp). 😦
I called out "on xbox" but its limited the same way on PC.
PC doesn’t have write access for a new or existing file from AS3? I suppose that would be pretty dangerous if one was able to.
AS3 can do IO just fine, its just bethesda's implementation of scaleform in their engine.
Ah
Well… I think the closest thing I might able to do… is create a new ini entry and then Papyrus my msg to that. Then use an AS3 file reader to grab the msg.
is create a new ini entry and then Papyrus my msg to that.
I dont follow this part but reading data it fairly flexible. 🙂
Well, ship my mod w a custom ini entry and then use Papyrus to send a msg/set a flag to my entry in the ini.
I think papyrus will only change an ini value in memory, wont actually write changes to the file. That means you lose the ini change after a session restart. 😦
Hm… then I wouldn’t be able to get the msg to AS3… back the drawing board.
Maybe its an XY problem? What is the nature of the messages? Concatenated strings with runtime values within?
Any why do you need to persist these messages?
Aye - runtime values. I don’t have a direct line from Papyrus to ContainerMenu. So the msg needs to persist long enough so AS3 can receive said msg.
I can get messages to those menus - it’s how the CND bars work across the various menus now. I was just looking for a more direct or Injection solution — a HUDFramework-esque way of getting msgs to AS3.
Externalize and inject w the ability to communicate runtime variables. Workarounds are getting exhausting 😅
I can compile the SWFs w a SWF loader - most actually have the loader already. So the actual injection wouldn’t too hard to do. But that communication line is where I’m getting derailed.
I’m probably overthinking it.
What does getItemValue:* https://www.creationkit.com/fallout4/index.php?title=ContainerMenu return?
Maybe if its a complex object type with some Form data you might be able to sneak a value Trojan horse style. Its all hyper specific as you know depending all sorts of things.
You got F4SE atleast to enable the scaleform log to file stuff enabled?
I’ve tried Trojan-style w damage types, value, weight, etc. It does work to a degree but quickly falls apart for varying reasons.
^ 😆
yea
Do like text token replacer thing on a Form, then read the form text in as3, roughly.
Done that too, LoL. Works better.
Yes. I’d be dead in the water without, LoL
Thanks for your help and going back and forth w me on this - I do greatly appreciate the time you’re taking 👍
No problem, Im just as stumped as you are. This is tricky stuff but its more fun since its not me thats neck deep hehe.
Lmao
Did you quit modding? You were one of the folks breaking ground on AS3 modding iirc.
Ive mostly kept my distance this year 2021. I needed to dial it back to a healthy amount but it wasnt like a dramatic i quit forever thing. Im holding back until I see was nexus does with their public release of mod collections. The broken ecosystem for mods is one of many reasons I got wore out. Im not saying that nexus feature will fix everything, maybe even make more problems, but Ill probably take that as a mark to jump back in again.
I wouldnt say Im a genius or anything too. I just talk more openly about it than others I guess.
I’m not a fan of Nexus’ demand for control. I come from a very dog-eat-dog programming world; where everyone wants to know the secrets so they can screw you over. Not joking either - there were a few in my industry that unknowingly at the time trained their replacements. It became very much “if you know something, say nothing mentality.” So the idea of surrendering control the way Nexus is demanding… it doesn’t work for me. I almost quit entirely because of it. But here I am… using every possible workaround to get every FO76 system into FO4 while maintaining Xbox support.
Going back to the HUDMenu and different applications - does the game just choose how the menu applications are layered?
There’s not just a single stage that everyone loads themselves into? Would make things that much easier 😅
does the game just choose how the menu applications are layered?
Yea. I dont really understand everything but this is the partially decoded types for that. Menus appear to have an AS3 Stage, name, depth (z, higher # is closer to your face), context (groups), bit flag options likekFlag_PausesGame&kFlag_UsesCursor.
https://github.com/ianpatt/f4se/blob/master/f4se/GameMenus.h
Each of those root menus is like a separate flash movie being played in a flash player. Adobe Flash & AS3 create Flash movies which need a movie player to run. The adobe desktop flash player, browser plugin players, and scaleform are examples. What is unique about the scaleform player is that it is distributed as source code and built directly into your game. Now the game IS a flash player or at least has one. Since scaleform is source its really scaleform + whatever Bethesda did to it. But yea, the game source defines all the layering and contexts of things. Thats what Ive gleaned over the years.
From that link you can see that a Loading menu loads above everything, then the cursor menu, then the console menu, and so on (descending)
also, they are not listed by order of depth
I dont even know, is that decimal mixed with hexadecimal on the depths?
Looks like Hexadecimal to me.
If its hex i guess that puts cursor above all
Aye
You xbox users wouldnt know what that is smh 🙃
LoL
Never said I was Xbox exclusive 😉
I just go very far out of my way to ensure Xbox compatibility. And controller > keyboard/mouse any day.
At least you can test that part on PC by plugging in an xbox controller. If only you can test a mod my loading it to a usb stick and popping it in the xbox direct.
FTP yeah, I really wish USB sticks allowed for that - maybe in Starfield? 🙃
I am curious what UI system will be in Starfield. Hopefully ScaleForm again 👀
I bet its even kinda decent to work with too when you have actual source files.
I kinda want it to be scaleform again too because I fear change lol
Not so much I fear change… it’s just I’ve spent nearly a year reversing and understanding how Bethesda authored the SWFs. To move that aside and learn something else…
Not sure if questions are for this chat but, If I wanted to start a new character on console would I need to disable all of my mods that I used or just leave them enabled? I’m planning on using all of the same mods for the new character
You can usually leave enabled, unless there’s a specific mod you’re using that instructs you to disable when starting a new character.
There are very few w that requirement however.
I have quite a few mods so ill double check on that, but I’m just thinking it will be too much for the save to process when starting up the new character, not sure if that even is a real concern lol
But thanks
Shouldn’t be as the game will have already loaded those into memory.
Oh okay
That said, any mod that spawns items in your person will be removed before you reach the Pipboy. And if they’re one-off items w no way of crafting a new one, you’re screwed.
Learned that the hard way in my mod 🙃
Just a couple holotapes that would be added, I think that’s all
Like mod configs
using start me up
Yea that, its an easy thing to overlook as an author, hard to test because the start game is long and tedious.
There’s an inventory wipe when you put Vault-suit on as you enter the Cryo chamber.
With start me up there’s an option to skip all that
I have no idea if that solves the inventory wipe or anything lol
Gotta listen for some stage of quest mq101 to complete iirc (as an author). Startmeup probably avoids the wipe.
Me neither, LoL
Yes… not going to because I’m lazy but that’s accurate.
Thanks for the reply tho 💪
Think Skyrim fishing. Without the need to go to specific places. Without the trophy grind.
You want fish for food, you go fish for food.
There's also this one: https://www.nexusmods.com/fallout4/mods/37810
Is this the one where you sit in a chair and not much else happens except looking at the water until it says you caught a fish or not?
Yeah thats the one. Not a fan of mods that edit vanilla cells.
But a well made mod all the same. 🙂
Skyrim’s fishing is a cool addition but there’s authors who already made it so you can fish from a boat
I probably should of asked this before, but technically could I start up like several different characters with just leaving all my mods enabled? Btw the inventory wipe doesn’t happen with Start Me Up when I start a new character
Most mods should be enabled after the start up part.
no you shouldnt enable mods after you stsrt a game
Depends on the mod there are few mods you don't want running during the opening sequence.
Anyway did end up starting a new character with all mods enabled, everything is working correctly
So far no problem, using start me up seems to evade some problems with the vault beginning
If the Diamond City door will not open, I made a mod for that. A few other quest might act up too, but it's fixable.
👍I’ll see what happens
Is it possible to set the level for an NPC reference via script, where it works the same way as the SetLevel console command? For some leveled list stuff I'm doing they must be at a minimum level for it to work as intended.
ok not sure if this is the spot to ask! but i installed Better Stores mod https://bethesda.net/en/mods/fallout4/mod-detail/2132710 and i get this error! i tried opening up said ID and all that in XFO4Edit but it isnt in there and the ID keeps changing every time i launch it! any ideas? i need this mod for a settlement mod Phanes Hangmans Heights, any help would be appreciated!
nvm fixed it! i opened it in the creation kit and resaved it and it fixed the error 🙂
Okay so I downloaded a mod on f4 and it’s called wolfenstien armor with no description I’m a fan of wolfenstien so I downloaded it cannot find the armor it was In latest category for xbone also downloaded ww2 gear by Aussie shepherd it’s suppose to be craftable cannot find it Chem bench or awkcr
I mean armorsmith
I'm trying to get x688 to follow me when I press A he says ready for the next mission sir? And I say let's move out and he says right behind you sir but he doesn't follow me and it just does a loop of that whenever I press A
Could that be related to a mod
Thanks I’ll check that out
Hey question, is this a good place to ask for a little bit of creation kit help? I'm struggling with an issue with a mod I'm making and must be missing a little something to make things work
This is the best channel for FO4 CK questions.
Alright, thanks. I have an auto load door that is set to be initially disabled. I have a quest alias pointing towards it as a specific reference. I have a property in a script pointing towards the alias. Buuut when the script calls the door .GetReference().Enable() on a quest stage the auto load door doesnt appear. I know the quest state itself is working properly since the associated dialogue is working, and I have allow disabled checked on the alias. The script specifically is ecaHellModFogLordDoorEnt.GetReference().Enable() and as far as I can tell, everything is set properly. Any ideas as to why this won't work?
If you DM me I'll send images of my set up, don't want to spam it all here
@loud fossil - I assume the load door is flagged as a persistent reference? If that quest starts and the door is not actively loaded, it may not be filling into your alias (provided its set to optional, otherwise the whole quest would be failing). In your shoes, the first thing I would do is go ingame and allow that quest to trigger as it will normally, without forcing it (or if its autostart, all the better) and then do an SQV on the quest name in the console and scroll up the output list to see if your alias for the door is even filled or not.
The door alias is not set to optional
If the alias = NONE, there its not filling and that could be caused by persistence (since you already state allow disabled is checked, it wont be that issue)
Okay.
Is it part of an enable parent setup?
Nope
Hmmm...
How does the filling into the alias work though? Because I think the save I tested this on already technically had the quest started. If the alias only fills when the quest starts that might be my issue
Are you sure the alias is pointing at the physical mesh of the door and not its portal marker by chance? Only other thing I can think of.
Ahhh...
If the quest was already running, it will not refill new aliases.
Stop and restart the quest in the console.
thanks : 0
@fluid bridge Huh, so I used resetquest and it still doesnt seem to have worked
buut i can confirm the aliases aren't being filled
in fact now the npc alias won't seem to fill properly on an older save that didnt start the quest
Its probably best to only test mods on a game save that has never encountered your mod before. A gamesave set aside that simulates a first time install of your mod. You can get away with testing on a "dirty" save with several things like weapons, armor, cell edits, and other stuff. But its not really supported. Look at some of the issues here and thats just for papyrus. https://www.creationkit.com/fallout4/index.php?title=Save_File_Notes_(Papyrus)
hmm okay. Ill try with a fresh save then
Although, this particular save should've worked. its the same character but an older save from before i started work on the mod
An old save from before your mod should work then, nevermind me.
Maybe post a screenshot of your alias window from the CK too.
https://gyazo.com/1d17986f9c6973754719b218fdc0c51d?token=2d44688467901ecf4e9e8cca864b0f01 heres the one for the main npc
actually I might have just figured something out
I had one alias pointing towards something that couldn't be filled and that screwed it all up i think
yep that solved it, thanks guys!
hehe, rubber duck solves it again
@fluid bridge are you going to expand upon your new fishing mod? I sure hope so. It would be very nice if you added a whole bunch of fish species and new textures. Maybe include a patch for having different species in Far Harbor and Nuka World and collaborating with Delicon, the maker of Mutant Menagerie, to include the fish from there to work with your mod. You can maybe add fly-fishing.
I like it where it is. 🙂
It has a few fish, base game, no reliance on external mods or DLC.
Down the road, the PC version will be able to leverage such things as I transition Advanced Needs 76 to use such things as the DLC and external mods.
On Xbox, that is not so simple a thing to do.
(Especially using external assets from other mods - not impossible, just not fun to set up in papyrus)
I recently transitioned over to harvesting wood from trees with an axe though, so my focus is there right now.
Coming soon, to a mod near you! No really, it doesn't need a description as the contents of the video speak loudly enough as to what it coming...
It says coming soon, lol, but the Xbox version of this mod already has the wood cutting in it as of about an hour ago.
@fluid bridge beat me to harvesting wood 👍
I have something brewing for Xbox players that I’m sure they’ll enjoy - outside of Crafting76. And I don’t think it’s been done before on console.
So I looked at Mutant Menagerie. Its not setup well enough to allow for fishing to include it.
I mean, the fish are there, but they are NPC actor types.
When you kill them, they have meat on them. But the NIF file representing them is a chunk of meat, you know?
Like in my mod, when you highlight the raw fish, it shows you the actual fish.
If I added his "dead fish", you would only see the meat and not know what you actually caught.
do you know any good tactical armor mods?
My mod would tell yo that you caught a "succulent fish meat".
No such thing.
If I search on Nexus and find results in 5 seconds, Imma chastise you.
😄
"tactical armor" as a search team. Pages of results.
Go and look and see which ones have the most downloads - they are the popular/good ones.
This is another one a LOT of people use.
@hoary haven Which Playstation mods are you referring to? Here is a list of external things that are not available for Playstation players. https://bethesda.net/community/topic/58089/understanding-sony-restrictions-on-ps4-mods-things-to-know-before-you-make-a-request?language[]=en
Sadly, there are very little 'tactical' options on Playstation.
Any xbox mods that disable/minimise the power armor hud?
Hey question guys for my mod again. I need to teleport an npc from their default location to a specific area when a quest stage is hit. Whats the best way to do this? Its intentionally being done as a teleport, so no pathing or anything, and it happens offscreen from one worldspace to another.
@ me if you reply please
Wouldn’t that be PlaceActorAtMe()?
That won't duplicate or break quests right? And can be assigned to a marker?
I don’t think there is. That would require a mod author that knows AS3. There are not many on PC, and maybe 2 on Xbox?
No clue - I’ve never used the command myself but have run across several times on the Wiki looking up other things. I don’t see how it would break or duplicate anything, so long as you’re using the ObjectReference that already exists in the game world.
Hmm, running the script says cannot pass actor to actor base. This sounds like maybe it is a situation where placeactoratme() places the base actor, not a specific instance of it?
either way, i used moveto and that seems to work
Are we not allowed to pack ini files w Xbox mods anymore? I’m wanting to disable the Pipboy FX.
Good question, I've seen it a long time ago I never learn how to do that. Dragging and dropping into that window to pack em up did not work.
Yeah - same here.
You cannot pack ini files in a BA2. They will automatically upload if you name them the same as your mod (AKA be careful when you have any in your data folder).
Wow, ok thanks. now I know.
In order to test that they are working on Xbox, you must completely shut down the game. Guide button > Select Game > Menu Button > Quit
No problem. 🙂
Many people use the Pipboy Fx disabler mod already on Xbox so you could simply recommend it to use with your mod, Captain-cold-muddy.
Ini edits are also load order specific. Any mod that has an edit to the same line will override when placed below.
Anyone know of an xbox mod that replaces the BoS with t45b and t51b armor? Instead of most having t60 armor.
This actually places a copy of the actor and not the already existing reference in the game world. MoveTo is the right command to use.
Good to know, thanks!
Commonwealth 2.0 - faction overhaul does this, but it also makes a lot of other faction changes to the leveled lists.
So it might not be compatible with some other mods
hey does anyone knw of a pc mod that adds more options to the inventory like it takes the miscellaneous category and turns it into holotypes, magazines/paper, quest items
On PC, no. On Xbox, yes.
anyone else having issues downloading mods on xbox? I keep getting server errors
The status page will not come up on my phone and is getting a 502 error, so I assume they are having issues.
ok same
oh ok
there working on it
that's the thing lol
I don't have any
I had to reinstall my game
oof
Great day to go outside and get some fresh air
imagine going outside lol
At least people are on the internet and not outside. Can continue to avoid them. Lol
guess I'll be playing unmodded Fallout 4
that's some nice grass
hecks yeah pure fo4
I haven't done pure fo4 since it came out lol
nah if I'm doing a pure run I'll stick with it
tbh I've never played the dlcs before
I have them though
doing a pure run
so im playing FO4 pc and i was wondering
are there any mods that make this https://fallout.fandom.com/wiki/Chinese_assault_rifle_(Fallout_4) useable in the game
and that make this https://fallout.fandom.com/wiki/Assault_rifle_(Fallout_4) into a machinegun like its called in the game files
console or pc?
oh sry im on pc
anybody know of any mods that add some of the cool stuff from 76 into FO4?
i.e new PA/weapons?
console or pc
PC
Any great retexture mods? Not looking for anything overly realistic, on console
retexture for what?
Theres a modern firearm mod that adds aks. But the assault rifle has always been in the game. And the nuka world dlc added the ak style weapons
Depends on what your looking for but best bet is to check nexus mods. They have stuff like green in the commonwealth and blood retexture. And a night sky
I believe this mod will partially do what you are after https://www.nexusmods.com/fallout4/mods/48758
The only downside is that you will probably need to use some kind of sorting mod (They have an Xedit patcher if you are comfortable using that its fairly simple to use)
ok what i was asking for is to have the "Chinese assult rifle" that is already in the game files to be completed
but it looks like there is no such mod that does that so i just went with Wasteland Melody's Chinese Assault Rifle
That'll be cool
Does anyone here like snakes?
Me
anyone know of any good scrappy style of guns that are on xbox, by scrappy I mean guns like the pipe weapons, the crude blow back, or the skewer
if anyone knows any don't mind @ me
Some like the black snake ill let live near the house. The poisonous ones like copperhead and the water moccasin and rattlesnakes die if I see em. Earlier this year my hound got tagged by a copperhead. Since then I killed 3 in my yard
If they added snakes to fallout I would hunt every one of them down
@naive wharf
Okay, I was talking to my mother about how I watched snakes on a plane, I was never afraid snakes but that movie freaked me out. So after my long rant about it I decided to do the only rational thing possible. Look up snakes with hats. Boom fear cured, but she says it's still gross and scary.
But how can a snake look scary or be scary when WEARING A HAT?!
Snakes aren’t scary at all
Certain ones freak me out a little
@naive wharf https://youtu.be/iJOlxnhy3RQ
Like look at that Majestic creature.
i wish fallout 4 didn't need a 9gb update 🙃
W.h.a.t
I have a physical copy of the game and any time I uninstall it and then re install there is a 9gb update
That's usually because physical copies are just glorified plastic keys and it's downloading the game for you.
Thats why you dont Uninstall fallout 4
oh snap, the Arthmoor
nice
Hi all! My team's upcoming project, A Tale of Jo, Liz, & A Better World, is (finally!) premiering a new update video this Saturday, at 11am eastern.
The premiere link is here, if you want to keep an eye on it: https://www.youtube.com/watch?v=eANuFqd58Rg
If you'd like to watch our first trailer again, you can find it here: https://www.youtube.com/watch?v=vmza-x0lkhw
We're super excited to be showing off more of A Better World, and here is a pretty screenie in the meantime 🙂
I wonder where the XRE Cars guy went, would be really cool in fallout 4
Version 2 update for SS2 Addon Pack Superstructures uploaded, now also includes conversion of AltairP Animal Farm for SS2!
there are drivable Vehicles + pilotable Vertibirds in Fallout: frontier , but they need to be deconstructed and implemented in Fo:4 ... it will take some time
https://www.youtube.com/watch?v=eANuFqd58Rg
Hi everyone! A year ago, we announced a big, story-driven new world modification for Fallout 4: A Tale of Jo, Liz, and a Better World. Today, we’d like to share more details and our latest progress in our exciting new development update video.
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. After three years of relative safety, their past has caught up with them: they find themselves hunted by retention synths and a rogue, ruthless courser, with everything they’ve worked to build at stake. To support this story, A Better World features a dual setting split between the vast wilderness of Abbot County and the derelict ruins of an underground pre-war shopping center called Vault-Tec Plaza.
A new project from a small, experienced team of developers (including developers behind Alton, IL for Fallout 3), A Better World will feature an extensive questline, a beautiful new world full of unique activities and challenges, an entirely original soundtrack, and more.
Anyway, that’s it for now! As always, we’re really excited to share more of this project with everyone. 🙂
Join our Discord: https://discord.gg/hsRaBTNF6R
Join the team: https://www.youtube.com/watch?v=wSuI1TH6BlI
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. After three years ...
if they were able to be your companion I would try to find one as quick as possible
Does anyone know any good mods for Ps4
I have ring of infinite ammo, the remote cabin, companion infinite ammo, moon jump rings, cheat room, and one of the skillzerk mods
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Treyarch, Infinity Ward for the Warzone version of the models and animations and its re...
is FCOM still on the bethesda mod thingy i cannot find it
I just use the ones to make it closer to what I use in real life. Its called modern weapons and green in the commonwealth and I like the halo moljnir armor cause you dont survive a single shot from a decent weapon if your shot in the face otherwise
I think I created something I wasn't supposed to
FCOM is still hosted on Bethesda.net: https://bethesda.net/en/mods/fallout4/mod-detail/1776312
Is there a mod on Xbox that fixes the nqvmesh at croup manor other then the unofficial fallout patch? I just want a simple mod that fixes CM.
thanks man!
is the PC one on there
i higly suggest you get the patch its good quality and i have no issues with it
Yeah but just because you don’t have problems with it doesn’t mean everyone else won’t. I’ve had it before but I’ve had problems so I’d rather not mess with it.
true
idk i play on pc so it might be different
well you gotta think about bethesda as a buisiness
skyrim legit made them fortunes
fallout tho while still good had to take the back seat
they gotta make enough money to keep it running you know
plus lets face it
they are both well liked games
you can sy bethesda is no good but reality says otherwise with how they treat their employees
As a random experiment I started working on an automatic port of Fallout 4 Commonwealth map to Unreal Engine 5. With great success. I was wondering if there is a brainstorming buddy on this server to enhance the experiment.
Vault 111 exit side-by-side for comparison
And here is the Commonwealth map, side-by-side for comparison
among other things on the to do list is Papyrus script porting to Unreal Engine C++, some brainstorming would also be beneficial...
this dude is legit making whole ass games a "experiments"
How are you doing this porting?
Honestly I like the look of fo4 over unreal. There seems to be more to it.
Does anyone have a problem with the infinite ammo ring while using the power armor suit?
It doesn’t work for me while I’m in the PA suit
Idk what your talking about
It’s a mod. Basically doesn’t use any on your reserve ammo when you reload. If you know anyone who can help me I’ll appreciate it.
Oh you meant literally a ring. My son had it on there when he played. He didnt say he had issues
He did have issues with the ring wearing gloves. It didn't do right. But I thought he just meant it looked funny. Maybe the power armor removes the ring?
And im not sure which ring he used
He did the whole cheat room thing like he did with skyrim
Clothing items get removed when you jump in power armor. If you play on PC, you can fix it yourself by adding the power armor race to that armor addon. If on console you must ask the MA to update the mod to add the PA race to the list that the armoraddon uses.
Okay. Thanks for the help!
Hi folks, can anyone recommend a comprehensive tutorial for not just building, but LODing and finalizing and making playable a new worldspace mod? Furthermore, has anyone successfully used autopaint from a heightmap (terrain I can do, but not texturing).
READ ALL BELOW BEFORE DOING THIS YOURSELF
This tutorial gives you step by step instructions on how to generate LOD for your Worldspace in Fallout 4. Also gives you an idea on PC requirements.
UPDATE:
It is no longer necessary to use Photoshop to convert the TGA file to DDS. So you can skip that entire part including the action creation and bat...
Needher has some good stuff on that, @vital salmon
This is a tutorial/discussion on using the precombine and previs system. I get a lot of questions on how to use the system, and I figured I would make a video illustrating this, because it just seems easier than writing a 20 page dissertation. Plus... I haven't seen any tutorials on this topic yet. I hope everyone finds this information helpful....
I got a video of when I made a stadium, https://youtu.be/MG-Zwwd3vUo
https://youtu.be/bKoYwbNtdx0 This is an ok one.
In this video we create a new external world space, We learn how to make hills, cliffs, lakes and rivers, We learn how to paint different textures on the ground and we have a look at auto load cave doors.
https://youtu.be/5EzA0KVt6wc Textures for the land must be added with the creation kit tool as far as I know. I think you can change the texture file with GIMP, but to make the file you need to do that in CK.
In this video, we go over how to import a height map made in Photoshop into the CK to start working on a new worldspace. I go over what not to do in the Photoshop section in case you already had a height map ready to go. Or, were planning on taking stuff from image searches and what not.
Importing a height map is a great way to save time and ke...
In Unreal (UE5) and C++. I made a couple of robots to crawl the WRLD object for Commonwealth from the original game. Primarily get the NPCs, static meshes and markers transforms. Then spawn an equivalent in Unreal with the same transforms.
Separately, NIF->FBX->UAsset conversion so there is something visual in Unreal. Visually it's using basic materials, I'm not an tech/artist.
It was meant to be a scientific experiment in its original design, serialize data and such, no focus on visuals, but when I realized that I can do NIF->FBX->UAsset, then I thought I should give it a try with them for a more similar look
Currently I'm thinking about porting Papyrus to Unreal, but nothing concrete yet...
As I'm not an artist, the primary focus is automation, so the visuals are very basic, minimal materials and postprocessing involved, automatically populating a map with ~700,000 objects without manual labor is the primary focus of this experiment
Porting papyrus to unreal seems like it would be an incredible challenge (I say that as someone who has minimal experience in unreal)
But this little experiment is looking really cool!
These are lovely, thank you for helping me through the clutter. I found a configuration problem that was preventing me being able to load my .esp files in. That "Autopaint from Heightmap" is so tantalizing but I'm at least satisfied I got some large, realistic terrains loaded in from procedural heightmaps (and they meshed and loaded pretty quickly).
Did you make a custom .ini? then add [General]
bAllowMultipleMasterLoads=1
uiDefaultNumSearchResults=198
Still don't understand why it keeps saving my ESP to a separate, smaller file when I LOD or apply region texture/object generation.
does anyone knw if there is a mod that make the game sell all the dlc guns and ammo in the common wealth an not just in the areas of the DLC?
I got it settled, I hadn't set my target file to Active file. Everything's working now! I can make huge new worlds in under an hour. Thanks to chat for all the help.
What are any good Xbox mods that make the game more difficult
Raider Virus GFW https://bethesda.net/en/mods/fallout4/mod-detail/4070579 So, when you kill a raider he will spawn into a ghoul, then when that dies, fly then a worm.
mod question, anyone know of any mods that make 3rd person not so painful, such as remove the annoying rotate instead of strafe while weapons aren't out, or directional movement locking?
basically, something that makes it feel more like FO3/NV or even Skyrim when in 3rd person
the camera doesnt bother me, just the movements do, as it feels unplayable in 3rd person
Got Vim?
Does anyone have any knowledge of a building set that utilizes the Sanctuary kit? I want to expand on the idea of the SS2 city plan with scavenged parts from the ruined houses but I am unsure of where to look. Thank you in advance!
Unsure of your platform, but this is good on Xbox(and will have a Nexus version, too)
This is perfect for my needs, thank you!
Having issues installing ss2 through bethesda.net
so im playing FO4 pc and i want to use this mod but my Q & E key are already used up does anyone one have a key command set up i can use https://www.nexusmods.com/fallout4/mods/56789?tab=description
For the mod crossbows of the commonwealth, can you someone tell me where the crossbows are, I have been killing raiders dir the past two hours and I can't them
You might actually need to make them. Check the chemistry bench, and maybe a cooking station, and probably your crafting stations in build mode. They added a couple new ones for the halo armor and modern weapons mods. If you still can't find it read the description and see what it says to do. It may involve a quest
hey who makes a better M16/AR15/service rifle
WastelandMelody or DeadPool2099
In the mods for fallout 4? I like the ones from the person who made the modern weapon mod. Not sure who that was. Ill go look real quick
I'll look when I get batteries cause apparently I ran out
Adds the M91 from Modern Warfare 2019 and it's variants/Blueprints into Fallout 4.My Discord: https://discord.gg/t8xES57jemMy YT: https://www.youtube.com/channel/UCaAWXsfslSSJk93-6rKa66Q
Download:
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
Video credits - https://www.youtube.com/channel/UCYVr3T8uP0CRFNI7ffErAaA
hey so i just bought the Gunners vs. Minutemen CC DLC and i see that we attack Quincy but dont keep it is there a mod that works with this CC DLC to allow me to own Quincy
You can try https://www.nexusmods.com/fallout4/mods/48211 after doing all the CC stuff
Nvm, it doesn't work
I'll keep looking
thaxs for trying i just hate that this mod didnt change the area as well
Could be a nice request for someone in #fallout-4-mods
A version that works with the CC addon
we are in #fallout-4-mods XD

Sounds to me like you're starting to get Alzheimer's or dementia if you're forgetting what discord chat room you're in
I work with elderly... you couldn't know but yeah... not like it 😂
Are there any safe mods? Like the container safe? For xbox?
I think you can already build them
You should be able to build a floor safe without a mod. Its under furniture containers beside the steamer trunk
I play on Xbox one
@broken pebble yeah, but I don't want the floor safe
So I got videos of the wasteland working, can anyone recommend any video mods for it?
I dont know what that is
So after looking it up on nexus I would choose the action boy videos from the beginning of the main menu
If I was a young guy in the barracks I would have the booby movie up. That way if my platoon sgt walked in he would have a distraction and not pay attention to the dust on my windowsill or on top of my wall locker that I cant reach
Same would apply in college dorms I would imagine. Always keep a bottle of good whiskey or bourbon and boobies on the TV incase of surprise inspections
I wish Atlas Summit and Lima Detachment were on Xbox. I've played both on PC before.
I also wish there was more armor mods like knee pads and elbow pads from modern day.
How come Bethesda kept removing Atlas Summit?
There are those. You can get modern armor like plate carriers that have knee and elbow pads i think its part of that awkarmor mod
Release: Soon
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Treyarch, Infinity Ward for the Warzone version of the models and anima...
Small teaser to our next project
https://youtu.be/_i2HH04Ypp4
For a better part of a year, we have worked on our next expansion and chapter for Galac-Tac. We wanted to share a small teaser for our next project.
Are you ready for the next expansion to the next Galac-tac mod?
Can someone plz give their thoughts on this load order? Currently untested. https://docs.google.com/spreadsheets/d/1mVtP2BX9iYOHJlmrRv-Y5hCxwAKdsoblEfVvu-yqo2c/edit?usp=sharing
Blank Load Order Template
BGriggs47's Load Order Framework,*** To use, select [File] > [Make a Copy] ***,[YOUR GAMERTAG]'s Load Order: [TINYURL/BIT.LY]
A Vault Dweller's
Load Order Survival Guide
https://oddsmods.xyz/FO4LOSurvivalGuide
Plan y...
Any other mod recommendations would also be greatly appreciated!
If it works its not broken. But I dont really mess with my load order. Xbox seems to do it it right. I just double check it to make sure it looks right
I used to do this also until I looked into it more. It can be a pretty big deal.
I know it can. But when every mod you use says put this mod first in the load order... your kinda screwed
Lol, luckily that wasn’t the case for me
I had screwed up bad one time. I can only run 4 or 5 big mods. So I only read one of the descriptions at first. And my game wouldn't run at all. Thats when I realized I screwed up and found out that Xbox loads the mods in the correct load order
hey so im currently trying to play fo4 vr and
whenever i try and start a new game
it just infintely loads
:(
Theres a vr fo4?
Anybody know any good fallout 4 ps4 mods
What kinda mod you want?
Try https://bethesda.net/en/mods/fallout4/mod-detail/4038979 QwaPA if you like to build.
Has anyone experienced a strange bug where in the middle of building a settlement, exiting and re-entering the build menu and items are suddenly gone?
I've not moved, added or disabled any mods in the past week.
Vanilla lights (the modern shell type shaped) ones just disappeard???
No I haven't had that issue
I would like help finding a mod that used to be on the PS4 something called green power where they used glowing ghouls to make power I can’t find the mod anymore
Anyone else having difficulty logging on to Bethnet for mods on Xbox?
That is usually a connection issue, there's some steps here that might help: https://help.bethesda.net/#en/home/product/695/fallout4cat/8/platform/1/techissuetype/877/connect/999
Link don't work. Besides, it's not that. Was working on the same internet connection yesterday. Switched to a different connection and still not working. I'll try again later.
Are there any mods that fix... This issue? I want to use a "see your own body" first person mod but the eye hole in Colter's torso is way too high to be useful unless you're fighting cliff racers which aren't in this (yet).
Not sure where to ask about this but what mod's this heartbeat monitor from?
Are there mods that edit masons face?
Anyone know of a mod that adds a microfilm reader to the Workshop? I'm building a library and want to cover all my bases.
I believe there's a microfiche reader in the base game, so chances are good it's in one (or more) mods that covert base game items to workshop ones.
Looks like Homemaker was the win here. 🙂
fallout 4 render window moving speed,there is alot of lag is there anything to help move around in the ck it is loading alot of assets aswell,edit i fixed it
With the layers tool, make some layers not visible.
does anybody know where I can get support for Fallout SHELTER?
my saves keep disappearing (three times now) and I can't get any ideas of why
(sorry...wrong room)
Please do not post any personal information on the server, thank you!
I have a mod called "no blood and gore". It removes damage decals from the body(s) from ballistic damage. I wish for a mod that will remove the energy damage, which show up as black smudge decals on the body(s) and are caused by laser and plasma weapons, and sometimes insect (bloat fly, etc) damage. Thank you very much
For xbox one please, the above mod "I wish for" request. Thank you very much again.
a preview of graphics mod im making a overhaul of the graphics for fallout im making them more similar to just after the war started or maybe pre war im still working on it and pictures arent final build the top pictures are modded
https://www.nexusmods.com/fallout4/mods/18949
We've released update 2.0 for Maxwell's World, which is a massive massive bugfix suite, among other things
how do i upload a texture file from the texture folder and subfolder texture to xbox
In the data folder, C.K. will make a folder called Xbox. Put them in that folder, each time you upload to xbox C.K. will look for the files it thinks you need. Double check it is pulling files from that xbox folder. If all that works fine but the textures don't show in-game, use the Elric tool to optimize them for Xbox.
If it's a single texture, load Fallout4.esm and any other required masters in the CK and save. Upload like you would normally. When the CK prompts you to add files, add the files either manually or via .achlist. If you've changed a mesh, make sure you include the material file of the mesh. The mesh itself is not necessary for upload unless it's completely new or the UV is remapped. FO4 meshes =/= Skyrim meshes
i tried dropping them into the archive it isnt working i also added paths for the the textures to textures architicture building and texture texture arciticture building it only seems to accept the textures from the regular textures one of the door textures for it went tru,is it suppose to have a sub texture folder or did somthing go wrong with unpacking
Just want you to know that out of all the mods I have ever played Maxwell's world is the best I've ever downloaded
I'm sorry, alaann. That's not enough information to help. Are you using the CK packer or Archive2?
For CK packing:
Make sure the slashes are going in the correct direction. Unfortunately, the CK archiver is finicky about those slashes and will not add to the archive if they are bass akwards. Happens all the time. Creating an achlist is the best way to do things if packing from inside the CK. Many mod authors prefer to pack via the Archiver2 utility.
For Archive 2 packing:
Can you post a screenshot of the log? It is at the bottom of the Archiver2 screen.
Materials:
Also, textures in FO4 are not just the texture folder. They are also the material folder. Textures won't change if you've not included the BGSM or BGEM file. Buildings textures are baked in. Please do not disable the precombines. You'll turn off the game's optimization system. Here is Material Editor if you need to create new BGSM or BGEM. https://www.nexusmods.com/fallout4/mods/3635/
i havent done alot of modding for f4 yet so dont know how the ck works for f4,i have managed to change the building textures but there is another layer effectingme of them (maybe the materials) are the precombines textures or meshes how would i test them i havent noticed any glitchs yet other than textures not being saved for upload for the the paths with slash heres a picture with the upload the bottom one the slashes are pointing the wrong way all the rest are the other way the texture is working ingame although im not happy with it but it does display (there is also a mesh included that probley wont be in the final build im currently using a test esp)
If there’s no change, the textures are baked into precombined meshes and cannot be updated without regenerating new previs and precombined geometry for the optimization system. Which could be anywhere from a couple megs to a couple gigabytes. FO4 =/= Skyrim.
This article is for scrapping mods but the principle is the same: https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/
Questions or comments on a separate thread.
What are precombines and why do scrap mods hurt performance?
If you have ever used any sort of settlement scrapping mod you've run into an issue with something called precombines (a special sort of combined mesh new to Fallout 4) and therefore had a...
There is also this article: https://bethesda.net/community/topic/86381/understanding-precombines-previs-and-why-mods-that-disable-them-can-cripple-game-performance?language[]=en
Per AndrewCX's article: Texture replacers – texture replacers can be implemented in several ways. On PS4 these are highly likely to break precombines in order to get the altered texture to display. On XB1/PC there are a number of approaches that can be taken - if a straight override approach is taken (where the mod essentially replaces each texture file with an identically named file in an identical file structure) then this won't break precombines however if another approach is taken (material swap etc) then precombines will need to be broken in order for these changes to display. Unfortunately there's no way a console user can tell these methods apart by looking in-game so it's important to carefully review everything the author has provided and do some testing in-game with just that mod enabled looking for the signs of disabled precombines/previs. Even texture replaces that are described as "optimizers" should be treated with caution - a lower resolution texture implemented by breaking precombines will damage performance far more than the savings from the less detailed graphics.
i had a look before i started and there wasnt any texture mods similar to what im building im starting to see why im going to keep trying but they really didnt want people modding this game,thanks for the links
Just don't replace the meshes without rebuilding the geometry please. it is a pain in the butt to rebuild. Especially if you have a last gen or later GPU.
OH.
If you're doing render window work.
View > Layers. Freeze everything but the layer you're working on (a new one).
I'm adding houses in Skyrim and crying that there are no layers.
The tears are real.
And no reference groups.
😭
Where all our Xbox porters at?! I can't believe no one has ported over that newer M91 LMG weapon mod. Also makes me worried that the brand new GM6 Lynx mod won't be ported either. Kilgore seems to be slowing down, so we are in need of a new savior for console, lol.
Go Green, Go Ghoul by OICTOOTP https://bethesda.net/en/mods/fallout4/mod-detail/4084911
what kind of house mod are you making
Just plopping down stuff right now learning all the pieces and grumbling about not having enough pieces.😆 Will probably end up with a Mephala/Daedric-themed one for funsies.
I love spiders.
Both of those have permissions that say they won't be ported to console.
Ah
Maybe
There's no console porters around
I've contacted a few people that might be able to port my mods over
But I'm also considering porting them myself
if you download this mod (filled drinks immersive https://bethesda.net/en/mods/skyrim/mod-detail/4217741) travel to the alchemist shop in markath and look at the potion bottles on the shelfs you can also buy a potion called nimhe spiderlings aswell
Hey all I'm not a modder and a simple google search did me no good. Is there any mods that display selected quests on the hud like in F76? I've been looking and most hud replacers are minimalistic ones and Hud Framework doesn't seem to have anything either.
HUDFramework is just that: a framework for other HUD mods to hook into so that they do not conflict.
So you wish to burn out another person? Not cool. The people who port are people with lives just like mod authors, who deserve all the credit for making it.
What are the best graphics mods for xbox that are usable together?
Sharing my journey here and Discordio - https://discord.gg/gUME4pwppm
Porting anims from different games to Fallout 4 can be frustrating to get 100% accurate, probably because of the motion blur. But I'm liking this a lot.
All credit and copyright goes to Treyarch, Infinity Ward for the Warzone version of the models and animations and its re...
So I decided to run the sim settlements mod along with the halo weapons mod. Let's just say I found out the hard way that the oni scouts are not good guys. And they're weapons kick ass
Strange that the Office of Naval Intelligence is acting like that, not sure why they'd attack civilians like that... They certainly aren't rebels.
Yeah idk. I thought their scout teams were all going to be dead. But no they have people wearing the institute hazmat suits and heavy armor and all have good weapons. Even the scientist are rocking explosive or api ammo
Anyone could recommend a mod that make the game more stable around boston (I don't care much for fps, I just not want to crash or freeze every single time a put a foot there)? The crashes are making me crazy, even in vanilla this annoys me
its not a mod but if you have a series x it is stable in downtown
Before we can answer that we need to know what platform you are on.
Unfortunately, Xbox One S
I'm running the game with mods, but in vanilla it's the same thing
Also running some optimization stuff, but to no avail
Skip custom weapons and armor, custom bodies/faces, heavy weather mods, texture mods, and any mods that break precombines in that area. Those will all decrease your performance. Adding Boston Less Enemies will also likely help. Otherwise try to keep your camera focused on the ground more, walk in don't fast travel in, and avoid using molotovs and nukes.
Most optimization mods are useless or in a few cases actually making things worse. Let us know what you're running and we can give you an idea of what's helping and hurting
Boston FPS Fix is one of the few optimization mods that actually works, but only if you don't have anything conflicting with it. It'll conflict with anything that breaks precombines/previs in the same areas that mod touches
An explanation for folks about my suggestions:
- Mod added weapons, armor, body replacers are much higher poly counts than vanilla items. They require a lot more draws on the GPU. The textures for these replacers are also usually higher resolution than vanilla. If the weapons and armor are in the leveled lists and thus showing up on enemies you've multiplied the number of draws even more than if the weapons/armor were only used by the player character alone.
- Most weather mods are more demanding on the GPU than vanilla weather.
- Most mod authors who do texture work for PC know how to optimize textures for PC but not Xbox, they require different texture formats. So if the author is unaware of that (and most are) and the textures are optimized for PC then naturally they will decrease performance for Xbox users.
- Breaking precombines/previs can be ok on PC if you have good hardware. But low end PC's and consoles really can't handle this. Most mod authors have good machines and don't realize just how bad the impact is on lower end hardware. This is assuming they even know about precombines/previs, not all mod authors even know about this performance optimization system since it's new in F4. Older world editing mods which haven't been updated in years are particularly likely to break precombines if the mod was created before mod authors learned about this system at all. See this article that explains the precombines/previs system: https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/
Questions or comments on a separate thread.
What are precombines and why do scrap mods hurt performance?
If you have ever used any sort of settlement scrapping mod you've run into an issue with something called precombines (a special sort of combined mesh new to Fallout 4) and therefore had a...
Ty! I've been using Optimized Vanilla Textures, Optimised Building Textures, GFXWL w/o Color Saturation, Boston Less Enemies
LOD 64 too
Unfortunately the Optimized Textures mods are optimized for PC not Xbox. They are actually worse for Xbox than the vanilla textures are
Most of that kind of "optimization" isn't all that great for PC either.
Is there any mod that can lock the viewmodel FOV or set it automatically? Is such a thing possible to create? Right now I'm running fov 87 95 every time I start the game. From the research I've done it seems only possible to change the viewmodel FOV via the fov console command.
The problem is when the fov is 95 the pipboy gets too small
You can set it via initialization edit but as you see, the Pipboy is too small.
even running a console command automatically could work for me
Don't touch the edit for the FOV on First person.
fDefaultWorldFOV=70.0 just the world edit. The edit is a float, not an int.
I've removed them and downloaded Boston FPS Fix
But there's two, there's the BetaVirus (or Vitus, don't remember) and there's other that's lighter. The autor said it's the same thing as Beta's, but with the BA2 compressed
It's safe the lighter one?
@zinc hare do you happen to know the answer to which Boston FPS Fix mod to use? See above
Turtle is the best guru when it comes to Xbox mods and load order
Her
Oh, I didn't knew. Sorry
Trying to run FO4 on One S is hell, damn
Only on Boston though
A compressed BA2? wtf.
Someday ™️ I'll create the mod idea I have to help Xbox users better access downtown spots. In all my spare time and energy. 😅
I might be wrong, but he said he compressed something
It's down from over 500mb to 200 and something
Yeah, it's a chaos around Goodneighbor
Maybe they used the xEdit script to remove unnecessary stuff from the new precombines? Otherwise yeah that sounds fishy
It's just on that zone I have problems, modded or not
AFAIK, the only way to do that is to remove the precombined meshes. They cannot be compressed. Only the devs have the tools for compression. We do not have Umbra licenses.
Or the xEdit script. Forgot about that.
But it isn't compression. It's removal.
Sounds fishy.
It's this one
https://bethesda.net/pt/mods/fallout4/mod-detail/4142318
Nope. Causes crashes in FH because he took out the wrong files.
Thought so. I downloaded the og one
BetaVirus had the same problems during testing, btw. They fixed it on their end.
Texture stuff is safe to remove mid-playthrough?
I've read about that crashing stuff on FH on his description
But he fixed only for PC, right?
Should be the same mod on both.
The AIO one doesn't need FH and there's a separate version for it
Thanks for checking Turtle, I'm on mobile
If you're doing precombines, they've got to be set up correctly for all due to the timestamps being regenerated in several Commonwealth areas in the FH DLC. If you have the DLC, you need all.
anyone else having issues signing into bethesda.net?
I'll download that separate FH Fix then, see if it's fine
Probably a cookie issue unless the status page says there's a known issue. Delete Bethesda cookies and try again. Their site has a lot of cookie issues
I'd use BetaVirus' version. Your game though.
I'm using this one
https://bethesda.net/pt/mods/fallout4/mod-detail/4042414
I don't trust the one without the meshes, since the whole point is to have the meshes.
I could have sworn they figured out the fix for it. :/
tried clearing cookies and a new browser, as well as on mobile to no avail.
Yeah, unfortunately just on Consoles the issue persists
If I use this I'll had crashes on FH?
There's no getting around the fact that regeneration of precombines and previs is going to take up a significant amount of space. No shortcuts on this
Then check their status page, if it doesn't say there's a known issue submit a support ticket
The one you linked should be fine. I haven't had any issues with it. (But that is just me.) I wonder if they attempted to merge their mod with xEdit. Mechanist Lair broke on another mod that used an older version of the program.
My CPU isn't powerful enough otherwise I'd do my own 'fixes'. Go @woeful charm go!
Please man, I beg you xd
I'm kidding
But seriously, been having problems since 2019 with this
I don't have a PC unfortunately. If I had, I would try to learn to mess with these things
Chucksteel once told me it took like 3 straight days of rendering time for him to create the precombines/previs for his Boston exploration mod
Damn
But to be fair his computer was also lower end
Oh. I don't feel so bad. It only took 12 hours to regenerate for a flora overhaul mod. Poor Chuck!
Right?!
He was also attempting on Mac. 🤣
I mean his mod did require regenerating for the ENTIRE game
Which mod is that?
Beantown. Fun mod. 😄
I have some of Chuck's ports from Nexus, and the fix for FDI
It's sad that's all he's known for. :/ He's an actual mod author that made a very large mod.
Actually he made similar mods for both F3 and FNV as well. And contributed to the Tales of Two Wastelands mod. He's actually a very accomplished author who has been doing this for a very long time
I'll give it a shot later on Beantown. Unfortunately I have a hard time selecting mods cuz of the little space Xbox has 😭
That too.
When Xbox first got mods he had such great reception from the Xbox user crowd that he ended up focusing almost entirely on that user base
But I'll definitely take a look on his work
Actually, I'm checking all his mods now
There's a 'lite' version of Beantown called Gnomepocalypse. :3 Has all his wonderful gnome art but doesn't do the new interiors.
My main complain with FO4 is the "lack" of guns, so my LO is full of lore friendly guns, from older games, etc
Those guns are a big part of what's killing downtown for you as I explained earlier today
There's waaaay too many 'modern' type weapons being made and ported. Hardly anyone makes lore friendly weapons. :/
You should cut back to no more than 2-3 that add to enemy level lists, the fewer the better. Mods which let you craft guns for yourself and companions that don't get added to the enemy level lists are fine though
Yeah, unfortunately :(
I don't have any of those. Nice work the modders do with those, but it's not for me
I'm using your version of WI with some of Deadpool's weapons and some others
It's like.. where are all the Fallout players? All that are playing and making things right now seem like they're trying to turn FO4 into COD. Where's the mutants? Where's the radiation? Where's the plasma?
Like the FO3 10mm SMG, or M1 Garand
I just don't understand
Just go play CoD lmao
Too many ammosexuals 😉
Ugh.
hopes he doesn't get banned for previous comment
I downloaded Mojave Cazadores recently. I'm kinda afraid to meet them lol
Oh! Did you see? FO4 got Cazadores?!
Nice timing lol
Jinx xD
I will totally fight someone over the Tactical Swimwear mod though. It provides sloot for men and women both. 😁
They attack workshops. It is AWESOME
Damn
I'm running a lot of mods by Friedturkey and HCGxGrill, that adds enemies
Cazadores, Geckos, Mantises and Lamprey Floaters
They're quite the modding pair with lots of amazing work
I love their creature stuff
Uhh. I'd only run a couple, man. Love their work but Xbox is a powderkeg downtown.
And unfortunately what Turtle said, if they're adding to downtown that makes it worse for you
Ouch.
I like their workshop mods, but I'm a workshop mod fanatic
Are you crashing crashing or just freezing so badly you have to reboot?
Yeah. You've got too much going on, man.
I refer you once again to my explanation from earlier today about the kinds of mods that will make your downtown worse 😛
I heard moving the game to an external drive helps too
Not enough
Something with Xbox's HD I think
You're hitting downtown too hard with mods
That's the thing, it happens even without anything ;-;
But yeah, you right
Yes but certain mods will make it even worse
The devs gave us an awesome playground. They pushed the limits of what last gen console could do. Not only does downtown have 5x5 cells to load around the player, downtown also has UP in buildings.
I installed machineguns rebirth, and it added turrets on the world
Plus the Geckos
And probably the new guns spawning
The saying "mod until it breaks" exists for a reason. You've found that reason
S started having issues after the last CC update. (mine did anyway) Was fine prior. Series X is a monster.
I've been told the Series S handles it just fine as well.
So you can mod responsibly and enjoy your game more, or mod irresponsibly and not enjoy parts of your game such as downtown. Your choice. 🤷
Yeah, I heard too. But I heard the game crashes on the actual consoles too
But a lot less
I haven't had any crashes (yet).
Nice
Not to say I won't. Because something's going to derp. But not yet at least.
i also play super light load order without graphics mods.
And without weapons mods but one.
Lmao
But you also have the knowledge and ability to not have mod conflicts and install mods that are too heavy Turtle. Most users don't
Yeah. I try to help. Not everyone listens.
Conflicts and too many weapons are the main killers. And Damanding provided a list earlier.
I'm just a big nerd though. I like knowing how stuff works before I use it.
I'm using .45 Auto Pistol, 12.7mm Pistol, Hunting Revolver, Hunting Shotgun, DKS-501 Sniper Rifle, Service Rifle, Bullpup Bozar, 10mm SMG, M1 Garand, Machineguns Rebirth and some animation replacers for vanilla ones
And Wasteland Imports that adds some too
If you aren't using AWKCR: Equilibrium will give you a nice light(ish) vanilla upgrade for a lot less. Place WI below it.
Easy peasy load order without AWKCR.
I've knowingly installed things I knew weren't a good idea. Sometimes you just need to break the heck out of your game, as long as it's an informed decision have fun. But if you've been told what will break things, do it anyway and want to complain it's broken... don't waste my time. I'll happily educate folks that don't know any better, but if you don't take my advice...welp you're on your own. 😁
I feel you. Unfortunately it's not safe to remove stuff mid-playthrough, I would remove Machineguns Rebirth
I've done that with desperados overhaul
I knew it would break everything
This leads to another piece of advice I often provide...don't get too attached to a save game. Be ready and willing to start a new one on a regular basis. Modding a game automatically carries risk.
But I installed to see how the game would look
Yeah, I'm used to this cuz I was testing Crafting76 stuff for captain-cold-muddy
That's for Equilibrium. It hard edits some of the level lists. I was going to re-distribute with scripting but I liked how the MA had done their throwing weapons lists and it needed the hard edit. If you don't want the new lists with Equilibrium, load high. If you want the new throwing weapons, load low. Scripted will go after that.
Lots of updates came and I started over to make sure everything was fine
Mod authors are generally hobbyists with no training. There's no official courses to teach this stuff. No mod author knows as much as the game devs about all of the game. Some of us do our best to learn everything relevant to our mods. Some just wing it without doing due diligence. Some are too lazy to fix something once they've been informed they did it wrong. I've personally taken a few years to fix things I knew weren't fully correct but decided were minor issues. We're all human and imperfect as are our mods.
Yeahh, unfortunately some people don't understand this
Modding is a hobby
I try to always help by reporting bugs and not annoying people lmao
Yeah. There have been people that have been harassed and threatened just because they didn't update a mod. Like wtf.
That's happened to me.
😦
That's just sad, man
I can't understand these people
I'm already pleased with so much good stuff released by the community. No need to be harassing people
I've been harassed for updating, not updating, being too slow at updating, for publishing here/there, with requirements, for not adding something, for adding something, for breathing and existing on the same planet, you name it
I mean just because someone says, "they need to update that" or "that doesn't seem to work right" or "ouch. no. that doesn't work" doesn't give people the right to go on a tear and harass a mod author or porter. It just means, don't use that one and wait and see if it gets an update to make it play better (or at all).
I've seen big projects being shutdown cuz of these things
Some folks just can't be satisfied. If you publish mods you need a thick skin
The more popular your mods are the more crazy folks you get to deal with
And I need to head offline and consider sleep. Enjoy modding/breaking your game. 😁
Hi everybody I'm a new guy to the server. I want to get into modding. And have a quick question, do you need a Bethesda.net version of fallout 4 to use the creation kit or will a steam version suffice?
Steam is fine, yes.
Better than F76 File Cabinets
Disappointed that premium in F76 gives you a single file cabinet to build? We've got postwar, prewar, steel, Hitech orange and blue ones, short ones, tall ones, wood ones, closed and open ones. We've got them ALL for the low price of 13 bottlecaps per file cabinet. Make your commonwealth a little more organized!
No monthly subscription necessary.
PC: https://bethesda.net/en/mods/fallout4/mod-detail/4252263
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4252262
PS4: https://bethesda.net/en/mods/fallout4/mod-detail/4252261
Thank you
Hey LBGSHI I’m new to discord but not fallout 4, I had a question about your ring of infinite ammo mod in FO4 and if you know why it won’t work in power armor? If your not looking to patch that’s cool, it just struck me as odd as I was wearing it in PA and nothing but I jumped out and used another gun and it worked and jumped back in and nothing. Like I said it’s cool it’s just gonna change my playthrough a bit as I wanted to roll around in Nuka Cola PA and spray.
@subtle cloak Armor / clothing items are removed when you get in PA. If you are on PC, you can fix the ring yourself.
I’m on ps4 and that sucks thanks for the reply
Kind of on a white whale hunt but has anyone ever seen a mod for The Castle where just that giant heap of broken stone that acts as the "Staircase" on the southern entrance area gets removed? I can only ever find fully renovated ones but I love patching the walls with creations of my own via workshop mode. Of all the "why don't people clean up after themselves" moments in F4, fully renovating the Castle but never doing anything with a gigantic pile of potential building materials makes me the most crazy.
the rubble heap is part of the wall itself, it's all once piece. So not only would it require significant changes using a 3d modeling program (a skill many authors don't have), it would also break precombines to alter it.
Ahh, that explains it.
Apparently everyone with the skills to alter the mesh would rather fix it vs just remove the rubble
Makes sense if you're going to go through the effort. For some reason I thought it was just part of the terrain with a different material or texture applied.
A hastily raised "hill" painted like rubble.
To be fair, it also gives you a lot of other free items plus a bunch of free atoms every month to buy more stuff with… 😉 Sorry Damanding mate, couldn’t help myself, hope you’re doing well
Love your work, as always
It's basically a jest mod. I don't even play F76 and I have no serious hard feelings against Bethesda. I love Beth games. 😁
Considering you have to build file cabinets with caps instead of wood and steel I don't actually expect the mod to even get a large download count. 😉
But the caps definitely provide immersion! 😉
In a few more years when F76 is where ESO is now I'll consider the investment for sure though.
But also...a... A single file cabinet. 🤷
It’s free on Gamepass…
Sorry, it’s in the Fallout 1st small print that we have to evangelise and try to recruit more players
I'm a PC Master Race. Can we even get Gamepass? I don't even know. I'm allergic to paying subscriptions for anything I'm not playing hard core regular. I pay for ESO and Second Life because my partner likes to DJ music in SL. Otherwise I pay for a game and DLC if I like it. You have to really appeal to me to rate a monthly payment on top.
And everyone forgets to mention that the new cabinet snaps to duplicates of itself, unlike the other file cabinets
It’s the Alpha Cabinet
Yup, Gamepass is pc and Xbox
A lot of Beth games are on there now, for obvious reasons
I will likely provide snap points and other features for my mod at some point (Xbox and PC only sadly thanks to Sony).
I still feel it needs to be acknowledged that we're still discussing a single file cabinet that utilizes a mesh from F4 vs anything new and special. 😉
I'm not going to go any further here, I'm not hating on Bethesda, maybe a bit disappointed but I'm also not personally affected. I may improve on my mod in the future however to give F4 players an even better experience. 😁
And now I'm off to bed. Enjoy your gaming and modding everyone!
Finally logged in and see what the filing cabinet is all about, lol. Thanks for bringing the splendor of proper filing to F4!
Is it odd that I want a Raider version now, with blood and perhaps a severed hand in the cabinet?
Yes, but its also cool.
Have you tried the place anywhere mod? Just cover it up with a concrete wall? I know that's not exactly what you want but outside of making it prewar that's about your best option
I do have PE, and that's what I've done in the past, just build a big raised plaform that has an inaccessible "basement", but I often find myself surprised by what's out there so figured I'd see if anyone had seen my white whale. 😄
I'll just keep on keeping on in that regard. I appreciate it!
I didnt know if you had tried that or not. But I've never used that or scrap everything before. This playthrough is my first time using sim settlements mod
I don't recommend using Scrap Everything with Sim Settlements unless you're running God's rig. Scrap Everything breaks precombines and when combined with SS will make your settlements very laggy
I've never used scap everything. It was a mod I saw when looking through all the settlements mods Xbox has
Definitely don't break precombines on an Xbox
No its also why I havent ran the prewar sanctuary mod yet. Im worried it'll mess up the least leggy part of fo4
It will
Yeah thats why I tend to stay away from most settlement mods other then the no build limit thing
Any world editing mod that changes landscaping (such as flattening the ground) or alters structures like replacing broken pieces with whole pieces will break precombines
When I ran that and made elaborate settlements it seemed to make the game more laggy
You also want to avoid the no build limit mod and use alternatives that let you control how much you go above the vanilla settlement budget, you don't want to go more than twice as much as vanilla limit on Xbox
The precombines/previs system is the primary performance system for the game to maintain a decent FPS, if you break them it disables that system for that area and reduces your FPS
I don't recommend going above vanilla build limit at all in Hangman's Alley
I also don't recommend building in more than one of the three settlements in the triangle of death AKA Sanctuary, Red Rocket, and Abernathy
Pick only one to build in and keep it reasonable
I usually do sanctuary as my main settlement and the rest I do the bare minimum needed to keep settlers happy. And if there's too many I send them to either sanctuary or the castle. Maybe the drive in too. But the rest dont make sense to make them very big or get more then 5 people in them
That's smart, console can't really handle building up all settlements more than that
Until this playthrough I tended to.stick to modern weapons, mojlnir armor, sometimes green in the commonwealth and visible galaxy and true dark mods
On the moonless nights you should not be able to.see without night vision at all
Last I heard Visible galaxy 2k version was broken and the other is 4k which is really too much for console
Simple Green is safer to use than Green in the Commonwealth
Yeah green in the commonwealth caused alot of problems for people. And I ran it before the simple green came out. But it looked better then the new one. I didnt know the galaxy one was broken now. That might be why I deleted it after we got internet
Be careful with not having too many weapon and armor mods hitting your level lists and being worn by NPC's, especially raiders and gunners. It'll make downtown worse
Thats why I went with modern weapons. I dont like the fact that I'm the only one with one shot guns. And thats why I went with moljnir armor. That way I could survive 2 shots from a one shot weapon. All the super mutants spawn with high end top of the line sniper rifles. The raiders spawn with smgs/ar/ak variants. Same with the settlers
Oh if any Xbox modders read this i do have a request. How hard would it be to get mossy oak as a paint scheme for combat armor and power ar.or???
Having all the enemies in downtown using mod added weapons will reduce performance in that area. Mod added weapons are much higher poly counts than vanilla and vanilla are already kinda high
Oh really. That might be why my game messed up so bad when I was running dawn of the minutemen, militarized minutemen, modern weapons and moljnir armor and a few other mods
Yup that'll do it
Just because you can run a wide variety of mods on console doesn't mean you should. The vast majority of mod authors only play on PC and have no real idea of what the console limitations mean for the users of their mods
I mean i only had major issues in certain loading areas. Like I had to enter bunker hill from the side entrance. I had to get to the old north church from the oceanside and I couldn't turn right towards the old corner bookstore leaving goodneighbor. Other then that the game ran fine. But my issue with the weapon mods is noone made an ar 15 mod I like outside of modern weapons. And I'm not a fan of being stupidly overpowered
Hi folks, I just came back to Fallout4 (Xbox) and was disappointed to see that mods I have previously loved have gone. I'm looking for the Arkham Knight armour, would anyone happen to know who could/would port it back over? Cheers
It was probably removed for copyright infringement if I were to guess