#fallout-4-mods
1 messages · Page 39 of 1
That just means they haven't been reported yet or managed to find a legal approach
Let's keep hoping they don't.
Anyone here know what is the deal with some armor mods containing N@zi swastika symbols/decals on beth.net (Xbox)? Tried a bunch of new armor mods after a long break from FO4, and at least a couple replaced symbols on combat armor with previously mentioned symbols? Protest of some kind? Trolling?
Also, none of the mods descriptions mentioned such content.
If they contain them, report them. They aren't supposed to be there.
Ok.
Eww. Why on earth would people want that
Yes, exactly this. Please report them.
Reported one so far (tested to be sure). It was a nexus port, so i'm a bit hesitant to throw anyone under the bus here. There is a chance that it was not intended behavior of the mod by the author of the port. Of course could PM the mod in question for those interested to confirm this.
If it turns out to be an honest mistake and the porter did not realize that this content was in the mod, I think it is unlikely he will get into serious trouble. I can't say for sure, but I imagine Cartogriffi will simply issue a warning to be more careful in the future.
maybe there part of the lore a pre war opfor,im not sure who were the factions in fallout pre war (also does anyone have a list,also would they all fight each other)
No.
The list however is found on the Nukapedia.
Well, she's gonna die of radiation real fast...
If someone ports that make the skin a ghoul.
there are only 4 factions listed in the wiki are there any more
Check with #fallout-lore . but if you add hate symbols to the game on purpose, it would not be a good thing. The game is about the after effects of the Resource Wars, not WWII. Hate symbols have no place in the game at all.
there doesnt seem to be alot of people who know about the pre war factions i might just make somthing up for them,why do you think there should be censorship although i like how bethesda bans real world politics to stop troll mods and counter mods
wut? Oh hell no. I'm not having this conversation. Good bye.
then why mention it you asked me a few times,i asked about pre war factions
Let's change the subject.
im making a mod for fallout 4 im thinking of adding factions that were around when the game starts but who are they i think china was in f3 dlc but what were all the other countrys doing who was invloved in the war also was there a ground war
Just be sure to follow the Modding Guidelines, please.
i do follow them,they were talking about someone elses mods
Ok. But as that conversation is over, let's move on. If you are making a mod, by all means, make it to your liking, but just please be sure to keep it within the guidelines is all we ask. 
I have an issue where I downloaded a mod for expanded dialog and then when I loaded up the game whenever I need to talk to someone it gives me an error, something like "F4SE could not be found please open fallout 4 via the F4SE application" or something like that so I deleted the mod's file and now it wont go away so now I cant play fallout. I need help please!
=help
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There's a mod for Fallout 4 that I think might entice more players to 76 if it was made a proper thing. It gives caps for each kill and automatically loots what you tell it to. Bounty Hunter is the name I think.
I do not use F4SE but if F4SE is a requirement for a mod it needs to be the version required by the mod and you need to launch the game through the F4SE launcher. There are many tutorials online (Gamerpoets has some good ones) that show you how to properly install F4SE if you want to use it. Also, F4SE mods don't just have mod files, they have scripts and folders as well so look at zip installation file and compare it to see what is still in your data folder to remove.
Guys I have the You Cannot go that way problem in the game, is there any mod for Xbox Series S please?
I downloaded The Beantown Interiors Project
I'm loving it
Ty for the recommendation, Oddlittleturtle and cranyonkit/demanding!
That's happening on the edge of the map?
do you guys think that we will get more mod space for xbox?
Carto, the community manager for Bethesda, has said no, even very recently in this server.
That’s in the Skyrim channel, but applies to both games.
I'm trying to play the Far Harbour DLC but I can't get to the Nakano family specifically because of that bug
My best guess is that either you're not following the right path to get there or possibly precombines in that area of the map are broken. Do you have new settlements/player homes in that area or a mod that alters Coastal Cottage?
Yh I actually have a mod in Coastal Cottage
Do you have a cheat mod that lets you travel somewhere you haven't been? That might get you to the Nakanos since it's not safe to disable the Coastal Cottage mod mid game
Anyone know of a mod that removes the lanterns in the central sanctuary house?
Does anybody know LBGSHI I have a question he’s a modder for ps4 fo4
I can't find a cheat that makes me fast travel anywhere on Xbox, on Playstation I could find but not on Xbox
I just delete them bro
And if your on Xbox?
Cheat Terminal will do that.
Oops, already answered, apologies
Bro I love u, thank you so much xDDDD
What mod is it that if a workshop menu is weird, it will take the contents and shove them into a new Miscellaneous tab under Structures that looks like a hammer and screwdriver? I cannot for the life of me remember.
Hi, I have Amazing Follower Tweaks with the option to make a npc a follower. What would happen if I made a settler a follower, changed his appearance through AFT, then dismissed or unmanaged him? Would it allow me to change settler's appearance?
Anyone know of a mod that removes the lanterns in the central sanctuary house on Xbox?
I'm looking to add cloth physics to a piece of armour or two in outfit studio but the tutorials I've found only mention using premade physics. Is there a way of making new physics or am I going to have to find something as close to the piece as possible?
How do nested leveled lists work? Like, if I add an item to a leveled list that's nested in another, does it automatically get included in the leveled list that's nesting its leveled list?
In this level list, it will pull from the leveled set of armor. The Skyrim side of the Creation Kit wiki has more definitions of the flags. https://www.creationkit.com/index.php?title=Leveled_Item
The filter keywords are instantiation filter keywords to filter for specific mods on Object Templates. I'm not sure if that's notated anywhere on the wiki.
I don’t think it is. I ended up figuring this out through trial and error + reversing existing forms.
And if you add something else to that nested leveled list?
Ah. Damn. Sorry. I should have added it. I started on updating this page a few years ago... and then forgot all about it. https://www.creationkit.com/fallout4/index.php?title=Instance_Naming_Rules
I'm not exactly sure what you're asking. If you add to that particular list of the same object type, the game will not know what to add to the NPC since you will have two of the same object types in the list.
No worries - half the fun w modding is figuring things out. I solved that puzzle a year or so ago - maybe 2 at this point. Either way, having it on the wiki would be good for others to reference.
Updating it on Object Mod now.
Adding a sentence is like pulling teeth. Now I remember why I stopped updating things. -.-
No one really gonna answer my question?
If someone knew the answer I’m sure they would’ve responded.
Can anyone recommend a mod on Xbox to open the "full" player inventory? I'm using DamnedApocalypse mods and used cheat terminal to add stuff (materials etc.), and noticed my empty inventory (only quest/mod settings items) is around 690.. So i have invisible items it seems..
I don’t think there’s a way to hide items in the player’s inventory. The mod author would have to go out of their way to pull it off. You could be experiencing a mod compatibility issue.
Maybe not hidden, but bugged/for some reason not visible items. Maybe issue with itemID's or something. There is the purge inventory function in cheat terminal, but that deletes everything, even quest/mod items. Proprably keys too..
Like for example, with DamnedApocalypse, there is a chance to loot a broken version of a gun. I noticed the carry weight accumulating extra when spawning weapons via Cheat Terminal. It would randomly give broken versions of weapons, but the weight started creeping up at that point. I'm 99% sure of it.
I don’t use either so I can’t say for sure what the issue is.
Ok, thanks anyway.
I suppose there is a way to “hide” weapons and armor - and no mod will display them. If the equipment has been set to Disabled, it will not appear in the UI.
Ok. I have a feeling it's somehow calculating the weight of items wrong. For example, a broken weapon has different weight and when spawned to player inventory via cheat terminal, it somehow still adds the original item weight or something. Who knows.. For now, it seems using Cheat Terminal to spawn items when also running DamnedApocalypse mods is not a good idea.
anyone here use the reclaim the commonwealth mod for xbox?
if so i have a question on where it should be in load order. would like to use it but keep getting floating things.
Had something similar happen once (similar but different mod), i think it was STS/STC and other area edit mods that caused it for me. Had to sort the mod afrer STS/STC (or other area edits) to work.
Though some areas/objects might become unscrappable if after STS.
it helped putting it after sts but still have floating objects. originally i had it before sts because of the scrapping issue and i even tried it just below esms but i guess i still have a conflict somewhere.
Do you have other mods with area edits after both? After large gameplay overhauls?
The only mods in my LO after STS are Full Dialogue Interface and AFT.
only mod i have after sts is bs defence. only area edit mods are santuary river rework and repaired red rocket.
Isn't BSDefence supposed to be at game mechanics in LO? On the issue, i've had it always with similar mods. Also with pre-built stuff. Had to be near dead last un LO (and break something else) to work.. Maybe someone else here can help you.
it ys in description to put it last is why i put it there. Guess i will diable bs defence and repaired rr and see what happens. thanks for the help.
To my own issue, i tried the cheat terminal "purge everything" option for player inventory, and weight indeed went back to 0. Lost all keys/quest items though.. Oh well.
Nvm, managed to restore all but Faris' holotape, some other holotape (Bullfinch) and AFT settings holotape. Can still use the AFT activator, so it's a non issue. All this via cheat terminal > items > keys and cheat terminal > items > misc (holotags/quest etc.)
Quantum Storms for Nuka World got ported to Xbox 🙏🏻
IIRC, armor and weapons flagged as non-playable can be added to the player's inventory via cheats, console commands, and/or placement in the world, but won't show up in the Pip-Boy.
Correct. I think that flag can also be set via mod attachments as well. But there is no mod that will force these non-playable items as visible. They never get sent to the AS3/SWF.
Well, they mentioned they used cheats to add stuff to their inventory.
Yes, normal items. Weapons etc. I suspect the problem was the extra items/edited items of DamnedApocalypse. Maybe a conflict with cheat terminal keywords/id's or something..
Download:
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
Anyone know what the best weather mod to use on fallout 4? I’m trying to decide if I should use Vivid weathers, Natural & Atmospheric Commonwealth or NAC X
Define "best". 🙂
Most popular or most used by players
Still waiting for a reply
I wasn’t having an attitude
If you cannot decide which one you want to use, then load up test saves and switch out. Play around a bit and figure out which visual you like best. If you need to look at popularity, there are stats on the webpage for such things.
Best =/= popular. Best == Your Game and what You like.
Quite often the most popular is also the most broken but was the first to do any given thing
And it isn't for lack of trying to get it right either. There wasn't a whole lot of information, there was a lot of misinformation, and a lot of people were learning what did what and what didn't do what.
Same, honestly. I'd look up a solution for my problem if I could but I can't find much of anything on the subject aside from "use pre existing physics made by someone else designed to make certain parts jiggle, what do you mean you don't want that, that's all you could ever want physics for, waifu jiggle physics, right?".
I'm happy to at least give an opinion on weather mods - I use True Storms, I've seen some grumbles and rumbles about True Storms having issues but I have not narrowed down any woes I've come across in game back to it and I can't live without my Radiation Storm ghoul hordes.
That said it's just an opinion. Aesthetics can never be boiled down to best, I've tried a lot of weather mods and reshades over the years that get massively upvoted on Reddit or their own little "omg I love this" videos on YouTube and think they look like refried butt.
I personally love NAC, I use it with Display Enhancements
War never changes.
music: "Scrub Slayer" Cody O'Quinn
https://www.youtube.com/watch?v=hEq7c9m8x7c
Can anyone add military tactical armor mods and all of lkilgore14s weapon mods to ps4 mod server please
I would try to create my own but don't have a computer for it
New armours and weapons that use non-in game assets aren’t possible on ps4. Thank Sony.
That’s why you’ll see such a huge difference between the mods available on ps4/5 and Xbox.
Ps4/5 MAs have done some amazing things considering the restrictions placed upon them by Sony, but they can only modify content that’s already contained in the game files, rather than upload new assets as the MAs for Xbox can.
Hey everyone, I’m stuck on the quest Cleansing the Land because I don’t have the Safe Room Security Tape in my inventory but yet I have to listen to it. I’ve tried using Holotape of Quest fixing:far harbor and a cheat terminal. No luck. If anything has any suggestions pls help ;-;-;
Why do all of the hairs in the Creation Kit look exactly the same?
You might need to refresh the preview to see changes. Set a new hairstyle, then change the preview from head to full and back to head
Alright, so according to the ShowInventory command, the character has their clothing equipped, but they appear naked.
How exactly does the CustomItemQuestScript work? I followed a guide that uses it to place unique Legendary Items in the world, but it's not working for me.
That one is tricky. Which guide did you use?
If you have the DLCs, it's easier to walk it back and analyze it through those.
Also if you're using the Unofficial Patch, they've made some changes to the quest script. The new function to call is SetStagePublic().
If you need it: https://afktrack.afkmods.com/index.php?a=issues&i=28982
#28982 The custom item quest (CustomItemQuest [QUST:0022576B]) may fail to spawn unique items as intended
So for weather mods, I’ve decided to go with vivid weathers. I wish I could play with NAC or NACX, but apparently the mod author made a mistake
When a storm is going on, wether it’s a rad storm or what, going into houses shelter you from being irradiated and such.
But in the central house in sanctuary, when you move into the kitchen when a storm is going on, the mod thinks you are not “sheltered”.
Only way for me to fix that would be to wall off that area all together and I am not doing that.
Literally unplayable
I don't see where NAC removed the Fake Interior Trigger on the middle house while looking at NAC in the editor. Where was this bug reported?
Are you using a scrapping mod that allows you to scrap the houses? Because that would probably be the issue and not NAC.
Also a dirty edit in Sanctuary would do it too.
A video on unique Legendaries by a Seddon4494.
He usually has very informative mod tutorials. It's been a while since I saw that one though.
Add a debug trace on the stage fragment and check that the quest is warning on alias failure if your marker or container aliases don’t fill.
My internet has failed so cannot finish the tutorial to remember what’s what with it.
I don't know how to do that.
Add the code snippet to the stage 10 you created from the legendary tutorial. Seddon4494 has a quest video or two that will teach you how to make a stage fragment if it is not covered by the legendary video.
Also, while the quest tutorial on the CK wiki is for Skyrim, it is very informative. If you have Skyrim highly suggest you work your way through that tutorial as well. It gives you a lot of definitions and details.
I’m on Xbox btw
But in all seriousness, that little mistake is driving me crazy
You did not answer my questions. Are you using a scrapping mod and what mistake is it?
I don’t see where the MA deleted the thing you’ve said they’ve deleted.
It doesn’t matter if you are on Xbox or PC, it should be the same on both platforms. The only question is NAC X since that is not maintained by the OMA.
I only looked at NAC under the hood before my internet connection said no.
I have Scrap that settlement installed and 1 or 2 others. Can’t remember the names of them but I’ll let you know tomorrow.
If you’re using more than one scrap mod, you’ve got more issues than just a weather mod acting strangely.
Well, figured out the issue. I think. Script can't run on Quest Stage 10 if you forget to create Quest Stage 10.
\0/
So is it working now?
Nope.
Wound up getting it to work by placing the weapon in the world and using the AttachMod function.
Ok, so the scrap mods I had installed were Settlement tidy bot (a mister handy mod), scrap grass, bushes and leaves, and Jeff’s simple scrap. I uninstalled them but I still got the same result. I then started a new game by disabling all mods except NAC and a mod that skips the prewar scene but yet again, still got the same result.
Are you getting the same result on just a vanilla game?
Don’t know but I would assume yes
If you’re getting the same issue on vanilla, then it isn’t the mod that’s doing it.
Great! Thanks Bethesda
I hate to ask this, but can anyone make a mod that fixes this or am I just screwed?
Are there any mods out there that replace the animations on the 12.7mm SMG mod?
I don’t even think it needs new animations, it’d just need something to swap the SMG animations to the plasma rifle animations since it’s top loaded.
Unfortunately, no
The only classic SMG that has proper anims is T4inted's (I think that's what he's called, correct me if I'm wrong) 10mm SMG
The most polished 12.7mm weapons are Painter2099's and TheFriedTurkey's ones. Painter's loose while Fried's one comes with Project Mojave
Well there is a 12.7mm SMG mod.
It uses a modder’s resource modified to work in game and even have LL and use .50 ammo.
It works perfectly fine in game, it just has the very ill fitting SMG reload animation like most early day rifle mods had.
Also on Beth net.
All I was thinking was it’d be great to get it with the plasma rifle animations since it’s top loaded.
I know that one. It's just unpolished
Animation, ammo and everything
I think it uses the Submachine Gun anims which is quite unfitting, but I know animations is not easy to do
That’s what I was saying.
I was just saying I think the plasma rifle animations would work much better.
I dunno
It would be better, right, but not ideal. Custom anims would be more appropriate ;-;
Unfortunately no mod to fix that I'm afraid
The tidy bot will break precombines. If you're able to scrap grass, bushes, and leaves that you can't scrap in vanilla you're breaking precombines. I strongly recommend you do NOT use mods that break precombines on consoles. General rule of thumb is that mods which "clean up" or "repair" settlements for you or let you scrap that stuff yourself are breaking precombines. Edits to structures, edits to the land itself, and the ability to clean up grass, bushes, leaves, etc. beyond vanilla are all precombine breakers.
So I should just stick with Scrap that settlement and only scrap that settlement or…?
Safe scrapping mods are Scrap That Settlement (3Elric's mod) but don't use the AIO or the Automatron version, stick to base STS and Raze My Settlement. Raze My Settlement auto scraps for you via a holotape option. You have the option of keeping trees with Raze in case you use a plant mod but otherwise it just scraps nearly everything (minus a few things for story or aesthetic reasons). Scrap That Settlement (STS) lets you pick and choose what you scrap manually. Both only scrap objects which won't break precombines.
I personally use Raze My Settlement (yes I uploaded it but I didn't create it, my friend Whisper/Bionicyardiff created it). But I prefer it because I'm lazy and don't want to scrap everything manually. If you don't want to get rid of all the scrap then you'll need to do it manually with STS instead.
I LOVE pressing a holotape button and a minute later the whole settlement is cleaned out. You can also get a basic scrap profile returned from the holotape based on Sanctuary scrap levels or get supply shipments in the holotape. It won't scrap things from other mods. Anything in containers will be added to the settlement workbench. It doesn't scrap workbenches or magazines either, so you'll need to manually pick up any magazines.
@shut thicket see above 😄
Yeah, I personally like using STS, but what about the other addons for other dlcs beside automatron? are those not safe?
@zinc hare recommends STS base generally. I can't speak to STS specifically but I know scrap mods have also struggled with scrapping in Vault-Tec DLC location so that's probably one to avoid as well.
I am trying to find in another server more notes about STS DLC.
after more searching it looks like only Automatron has an issue and the other DLC for STS are safe to use
Good to know
I have a fallout mod request for Xbox. I’ve started using NAC (a weather mod if your not familiar with it) and I found something kind of annoying. Basically, with the mod installed, when you enter a house in sanctuary during a harsh storm, such as a rad storm, the mod says you’re sheltered and you won’t be irradiated anymore. But in the central sanctuary house, when you enter the kitchen area the mod thinks your not sheltered so you will start being irradiated or see heavy fog. This is because the kitchen is a fake interior and why Bethesda made the house like this we will never know. In other words, I’m wondering if it is possible for someone to fix that part of the house, or at least make a patch for it so it works with NAC. If you’re not able to, then that is okay.
Thank you
Yeah I saw your question about this previously. I'd have to ask the same questions Oddlittleturtle did here: #fallout-4-mods message and here: #fallout-4-mods message
You mentioned scrap mods that DO break precombines so that's quite possibly the problem. I suggest testing it with STS and NAC only to see if it's still an issue (do this on a throwaway test save, never disable mods mid-game)
There were not any reports that I’m aware of of weirdness in the V88 cell like there were with automatron before the forums closed.
I'm pretty sure it was scrap mods that break precombines that were reporting weirdness so it wouldn't affect STS anyway
But most of that cell is scrappable anyway. Not really sure why it’s necessary. Lol
iirc they were scrapping walls that let you look "into the void" as well as FPS drops from scrapping certain walls even if you didn't see the void
but my memory could be faulty, who knows how long ago it was that I saw issues with it or even which mods
Ack.
my understanding is that you can't use roombounds and portals in interior settlements so FPS drops are a thing for sure when breaking precombines
My understanding too. We had difficulty with them when building FotC.
One workshop didn’t want to communicate with the other
As if the settlement system isn't fussy enough, I don't even want to ponder linking multiple workshops together
That damn mod burnt us all out 🤣😆😂😭
The navmesh on my castle mod....it's going to be the death of me
Pro-tip: Don't try to spawn giant objects in with navmesh and expect all the stair helpers, navcuts, etc. to play nicely with vanilla navmesh
Oh god. All dem cells. In the exterior.
it's extra fun when the cell borders go across the top of the castle wall in terms of zipping together cells, but that's been the least of the issues
I shall stick to interiors. That’s just… nope
Yeah I tested it without NAC but I still got the same result
We have a game plan now that will work at least. It doesn't do as much as I wanted to but it'll at least work. Now I just have to finish adjusting ALL the vanilla navmesh for it.
A little late to the party but are you disabling Settlement Salvage Bot as well?
navmeshing bumpy ground 😭
Yeah I got rid of that
Ah okay. It comes with a configuration file you have to watch out for that breaks precombines as a global variable change if you don't delete it.
Just let them float… no one will notice… >_>
Oh trust me I've got no issues with a little floating/sinking. But you have to do it within reason, not just for aesthetics but for technical purposes.
Im on Xbox, don’t play fo4 on pc
Gotcha times two.
You can have config files on Xbox as well, so you'll want to fully remove that mod not just disable it
Was thinking of the weirdos with 60 inch TVs and their noses pressed up against it…
Did not know that, good to know for future help-offering.
Should I try to uninstall fallout, reinstall it and start a game with only NAC?
You need to give it the same name as your esp file for it to upload and you NEED to warn the users about having a config file and what you're changing because their config files can conflict
there's also lots of things you shouldn't include in their config files, stick to a few basic safe things only
See this on deleting a mod. https://oddlittleturtle.com/load-order/what-is-the-difference-between-deleting-and-disabling-a-mod/
If you do a test run with STS and NAC it should give you an idea of whether you'll continue to have the issue. If you break precombines it can break the shelter effect. So assuming that the house counts as a shelter in vanilla (and isn't bugged in vanilla), that NAC doesn't touch it (I think Turtle indicated not seeing it touched in NAC), then having STS and NAC together on an otherwise clean save game it should work. Once you've confirmed that those two mods alone work together then you can look at the rest of your load order and see if there are additional mods that are affecting that house.
Also test in vanilla. If it’s a vanilla bug, it might be something worth submitting to either Bethesda or the Unofficial Patch team to look into
The most basic principle of troubleshooting is eliminating potential problem variables one at a time. So test in vanilla, if it works great, if not submit bug report. If it works in vanilla test STS and NAC (or ideally one at a time then both together). Then add additional mods that might affect it one at a time.
I’ll try that after my shift ends
If you really know what you're doing sometimes you can double up on testing variables but if all else fails when troubleshooting go back to changing only ONE thing at a time
When trying to identify a problem in a large load order you can also narrow it down faster by doing the half split method. Test half the mod list. If the problem persists you know your problem mod is in that half (or vice versa). Take the known bad half of the list and split it in half again, rinse and repeat until you find your problem mod. Sometimes however you'll find that it's two mods combined that cause the problem so if you get all the way down to one mod and haven't found it, try again but when your list is really short start trying mod combinations.
So apparently this fake interior crap is in a vanilla game as well
In a vanilla run when I go into the kitchen, I hear audio that plays when you’re outside the house, wind blowing and leaves shuffling, not the sounds of the house creaking.
But this is where it gets interesting
In this photo is what I’m talking about
When NAC is running, exactly where my gun is pointing at the hole in the wall, somewhere there is where the fake interior border starts
Ok. So what issue are you having? I thought you were being irradiated when going indoors?
Are you just complaining that the sounds aren’t throughout the house?
There’s volume adjustments on the hud for that type of issue.
That’s just with NAC installed
But didn't you also say that vanilla is also demonstrating the problem?
Yes, it’s not NAC that’s causing this problem, it’s a vanilla bug
You can go here and report it to the Unofficial Patch team, if it's something they can fix they will. https://afktrack.afkmods.com/
Bug tracker for the Unofficial Patch Project and Arthmoor's mods.
You can also report it to Bethesda but I wouldn't hold my breath on it getting an official fix
Problem seems too minor for an official fix.
Yeah I ain’t reporting it to Beth
Yeah I would consider it a waste of time
Technically this is the official discord so technically it is reported but that’s only if a dev happens to look and add to a list for technical support to look into.
True
Then there’s testing and QA and all the other things that go into getting one minor thing adjusted…
But please in the future, before accusing a mod author of derping your game, make sure the issue isn’t a vanilla bug.
Oh come on Turtle, you take all the fun out of being a mod author. I love being accused of things that aren't my fault. /s 😄
Lol
any recommended mods that add some more of the vanilla objects into settlement building without adding a lot of excess junk? Sort of interested in things like the greygarden planters, some of the defensive fortifications seen around cambridge police or what gunners use, some of the wooden shack pieces that you usally cannot place.
That the only place? They don’t have a discord as well?
No they use their own bug tracker and don't take reports otherwise, it's too difficult to deal with thousands of bug reports across multiple locations and mediums.
Trust me I've had to deal with thousands of bug reports submitted outside a proper bug tracking system thanks to being part of the Sim Settlements support team and it's a bloody nightmare
Is there a way to get a validated account?
?? I just signed up a couple years ago to submit a bug report. I don't know what you mean by validated. Maybe they require you use a real email address or something? Is that an issue?
What platform? OICTOTP has some individual mods with some of that stuff in it but you’ll need either Place Anywhere or QWaPA to move them once they’re placed if you aren’t using STS or USO.
On PC you can edit down USO for your own use if you don’t want all the objects. Either condition the True Global global variable to the COBJs you don’t want or outright delete them with xEdit.
Someone else might have a better option for you tomorrow though.
When I go to the website it says: Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.
Just a couple of ideas:
•OCDecorator that lets you use clutter as static objects
•Alternate Power/Water/Guard Sources for more lore friendly styled utilities
•MIA - Missed In Action adds a ton of existing vanilla furniture and items as workshop items
•Gatherers Out There is a nice expansion of the scavenging system that gives you a new dynamic role and purpose for your settlement without needing crazy scripts or having a total overhaul like Sim Settlements
I found a much superior mod to oc decorator: items to statics
Just lets you convert pre posed items into statics, and turns stuff like barrels cones skeletons shopping carts etc into storable junk too
It works anywhere too regardless of workshop coverage
Will try MIA
I think the problem is that might break pre combines.
I don't recommend using it outside workshops
But it works
It scared me first time as its script pulls all the items to your feet before putting them back
Don’t quote me on that. Unfortunately I’m on Xbox so we don’t have that mod, but it sounds like “converts moveable statics to items” sounds like it might be breaking pre combines.
Well it works on junk too
That’s what I was thinking.
Turns junk into un grabbable un movable
But I’m just saying it also says it makes the items takeable.
Whether you do grab it or not, the item is still interactable, and thus not tied to a precombine anymore.
Its a small aoe thing tho
What is a precombine
One thing btw I liked was the fact the mod lets you scrap frozen large props and junk, and it stores the actual item
My favorite part is
You can now take the skeletons home with you
Actually no, nevermind.
The mod does not break precombines.
So yeah, that one is solid then.
Precombines are when the game loads several objects in an area into a single combined item in order to help with performance.
Ah like when they start without physics?
Usually all the buildings and objects and debris and any non interactable items of any kind are tied to a single pre combine in an area.
If the item has physics it’s not tied to a pre combine, so it’s fine.
Well the mod only works with a hotkey in a small aoe
Yeah, I think I’ve used a mod just like it.
Its so powerful
The funny byproduct is traders start selling all the physics objects
Tfw vault tec rep is selling skeletons and rad barrels
YES
Send people to the Bone Zone.
I don't think those are part
You’ve found your porpoise.
A few things aren't included like oxygen tank stands
But still having the option to finally place cones around js nice
and being able to hand manipulate a coffee pot onto a hotplate then having it STAY
Collect every skeleton.
I have been
Make a playthrough where you go hunting for Skeletons.
Display them around your workshop.
Make them pose for scenes.
Military?
Who drank the most milk?
Child skeletons have a faster velocity but lower damage.
Tomorrow, its 5 am and I haven't slept
And who says you can’t travel when you’re dead.
You can travel 95 MPH through a cannon.
Nvm
I’m just blind
You might also enjoy Homemakers and Settlement Objects Extended, both on Nexus
@brazen barn you around? I’d like to pick your brain if you don’t mind.
@lucid minnow Hi. I'm using your ring of infinite ammo, however, it doesn't work if you're inside power armor. Just wanted to let you know.
@keen vigil Hey. I can try, what you got?
I somehow broke the ExamineMenu SWF. The Power Armor Mod Menu (which seems to be a version of CookingMenu instead of ExamineMenu?) is now using an outline shader instead of the full shader. The kicker though is it’s happening only on Xbox.
PC still uses the full shader while Xbox now uses the outline. It’s not a terrible thing as Xbox could really use an outline shader for modding PA but 🤯
Here’s a video demo captured on an XSX:
https://youtu.be/yiXi1yLE8TA
This video demonstrates an outline highlight for the Power Armor Mod Crafting. This solution currently only works when crafting mods on the Power Armor Workbench.
The Crafting Highlight Fix on Nexus is for PC only as it requires F4SE. This implementation doesn’t use F4SE and is Xbox compatible. This highlight fix will be shipped as part of the ...
I recall a while back that Ryan mentioned root1.BaseInstance.shouldHighlight = true. I wasnt even aware the shader stuff was accessible via AS3 until he mentioned it here #fallout-4-mods message
Was that the method you ended up using? To be up front, I dont know why it would behave differently between xbox & pc.
nothing comes up on nexus or bethesda for "Settlement Objects Extended" nor expanded
I got the last part wrong. https://www.nexusmods.com/fallout4/mods/10075
figured it was that one wanted to be sure
Yeah, I’ve been trying to figure out why it’s behaving differently between PC and Xbox. It doesn’t seem to be a one-off error as I’ve been able to go back to the OG shader by disabling the mod. And then enabling it again enforces the outline. That said, the full shader still appears in the Armor Mod Workbench as well as Alchemy/CookingMenu. Whatever is going on doesn’t seem to be universal.
mainly looking for stuff that just adds vanilla models like the cambridge police station fortifications
the mod you linked is undeniably very impressive but its also a bit imposing as a result
I'm pretty sure it has the BOS defense stuff though
If it doesn't I think Homemaker does
remembered settlement supplies does for sure
@keen vigil 😦 I have no idea. Im stumped.
Shoot plasma canister on shoulder
Plasma burns through the armor before completely melting his arm off
I mean maybe, but would anything survive dual auto plasma guns long enough to get a good shot off?
love how I can't change the mod load order if bethesda won't connect me
like go into load order, server error pulls me out
wow home maker is top tier modding
this is my only regret about homemaker, that this cannot snap or fit here without being modpos nudged
really surprised these don't snap
IIRC Homemaker predated when we knew as much about snap points as we do now and the more modern / practical tutorials on how to make them.
I mean the walkways snap wonderfully
also reminds me of the mod I got that gives concrete walls a metric ton of snap points
which I primarily use as small step offset opions
okay wow yeah some of the other stuff in homemaker snaps really poorly
kinda feeling like I should try something else
mainly just want these style of security barricades, any mods that have those are good
Homemaker still has some of the best versions of that, there's also cVc Dead Wasteland though, but the openings don't appear to be navmeshed correctly so you'll be on your own for gates.
Does anyone know the fallout 4 mod order
I need the mod order cause I’m moding fallout 4 again
I don't believe there is a "the" mod order.
You could use Oddlittleturtle's Load Order template to try to build one for yourself
It's pretty relative to what you want to put in your game
yeah at least these are navmeshed
being one of the most popular settlement object mods I think a lot of people would benefit from that
It's against the EULA of the Creation Kit for mod authors to get paid for mods
crap
but donations
I mean even nexus mods has a donation opton
also, this is what I was hoping for in snapping:
note how on the left side the piece doesn't snap level
There is a difference between payment and donation. Donations are for the modder, not the mod. They are expressions of appreciation for all the good work the modder has done in the past and to encourage the modder to continue that good work in the future. Payments, on the other hand, are for the mod, not the modder. As crayonkit says, it is against TOS to pay a modder to make a specific mod for you.
well I guess if it just happens to happen I'll make a donation
but I can't solicit anyone for its creation
starting to realize how annoying it is that there's no reliable source of a large amount of fusion cells in fallout 4, can't craft them cant find them with eyebot pods they're not cheap either
anyone know of a mod that lets eyebot pods find them?
might need a mod to rebalance c arry weight, technically this has -20 carry weight
@left snow unfortunately the junk jet will not fire a whole skeleton
Pain. : (
Junk Mortar will though.
Hot Coffee for XBone is out. It almost wasn't, because Bethnet.
If you like it, check my other little mods :3
https://www.nexusmods.com/fallout4/mods/57679
Hi all - can anyone point me in the right direction to receive some support for papyrus scripting with fo4 and CK
@lucid minnow I play on the PS4. I am currently stuck on the Quest "Public Knowledge." Specifically, I am stuck on the objective to clear all super mutants. I was directed to your mod "Holotape of Quest-fixing" which doesn't have Public Knowledge. Thank you.
Any chance someone knows of or can make a fix for the invisible crops glitch on PS4? Some melons at Sanctuary won’t go away after I store them.
Anyone wanna know the best mods to rp burned man from nv
Those mods will make u a burned man cause with the classic ghoul race changes the ghouls but the revamp keeps original ghoul so he looks different then the rest in sense he is brined instead of radiative.also the head bandages and the armor clip a bit but still very fun to play with
best consol mods?
Define "best". 😆
@shell gorge Best as in really good mods that help the game run/look better and make the game better
But, again, how do you define "really good" and "better"? These terms mean different things to different people. A mod that makes the game "better" to you may be absolute garbage to someone else.
This is a vanilla bug, it can be fixed with the Unofficial Patch, but the fix isn't retroactive. It'll only fix it for you on a new save game. See their bug report here: https://afktrack.afkmods.com/index.php?a=issues&i=21894
#21894 WorkshopFloraDamageHelperScript: Invisible crops
And this assumes that it's fixable on the PS4 in the first place.
@shell gorge NVM
Yep, that quest is on the list for the next update (though I don't have a date set for the next update yet, as I've been working on another mod recently). I'll add you to the list of people to notify when I've added that fix. Thanks for the request.
man homemaker is seriously starting to show its age...
a lot of the building parts are sorta melded together and snap together poorly or not at all, any recommendations for a more modern alternative that still has like, BOS style security catwalks/barricades? and some more of the missing vanilla pieces?
@lucid minnow very cool. I appreciate it!
Have you tried More Fortifications? https://bethesda.net/en/mods/fallout4/mod-detail/4236012
It's well made but its not what I was looking for, was hoping for the walkways that usually come with the BOS/military barricades too
any other suggestions?
Can someone recomend a fixed vechicle mod for ps4
It probably doesn't exist because it'd need custom assets (sound files).
i have the ring of infinite ammo on ps4 and for some reason everytime i try fast travel to sanctuary and put on my power armour the effect stops working, even after i get out it doesnt start working again. does anyone know whats going on. i have to keep reloading my quicksave to get it working again. im just walking there this time to see.
i think i figured it out, the mod doesnt work when your in power armour, then for some reason it wont turn back on. whatever.
what’s a good fps mod? i have new hardware and i get constant dips
Define “dips”. Make sure you aren’t using mods that delete references or disable the precombines. Those things turn off the game’s optimization system in a 3x3 cell radius around the area affected.
If it’s just screen derpage, where you’re just skipping a couple frames every so often, might be the monitor doing it.
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
Is there a retexture of the Wedding Ring into the One Ring?
Does anyone know if there going to make fallout 4 to 4gb
What exactly are you trying to ask?
Download size? RAM usage?
On Xbox fallout 4 is 2 gb for mods but Skyrim is 4gb
Nah, they’re not.
They’ve said before if they change the file size limit, then all the old save games won’t work.
Oh ok
I remember a mod in FONV that added Trantulas as enemies to the game
Is there any similar mod in FO4?
Cause i liked the aesthetics of them, but hated that NV has a bad gameplay
anyone know if mods that enable console in survival would conflict with the better console plugin?
Enabling console in Survival should only be done if you’re making mods for it to review the debug logs. It otherwise should be left alone.
If you're on PC check out Mutant Menagerie. It does a lot more than just radrachnids but they're there.
how do i get permission from a mod author to port one of their mods
Message them and ask.
how do i do that?
Is the mod on Nexus?
If so, send the mod author a private message
Btw, I just discovered that AFT allows you to change the appearance of not only your followers but settlers too
That's cool!
If the mod is on the Nexus, you can click on their name and then click on Contact on their profile page. I would also advise you check their Permissions and Credits tab though, there are authors out there who will flag that they'll never give permission for something to be moved to console or Beth.net. Even then, you can ask, but you might be a less measured reply.
How do I prevent this? (The corpse's dress is stuck in the world geometry.)
WTF? What mod is that?
One I'm working on.
This is what it currently looks like in the Creation Kit.
I am unfamiliar with this version of the Creation Kit. I was asking about the quest mod that started in the image.
I hope you figure it out. Good luck!
Have Wrench, Will Travel?
That's the quest for the Settlement Mechanic Bot by Athelbras and it's great.
Welcome to Havok. It's a moveable static, it's going to go where it wants 😄

if you don't want it to move at all there's an option in the Edit window (edit the world reference not base object) you can add to stop it from moving. It's what the apply to magazines. I'm totally blanking on what the option is called though so you may need to check what's on the mags to make them not fly around if you toss a grenade at it, but I think you'll get a t-pose that way.
DefaultDisableHavokOnLoad is the script, and the check box on the Reference next to Don’t Havok Settle 🙂
Skeletons and bodies are irritating AF.
Skeletons sometimes need to float a bit over wherever you’ve placed them or they’ll sink into the ground.
Or get stuck in the geometry
Which script makes Buddy turn regular drinks into ice-cold ones?
& can it be applied to an settlement object?
Yes. There's lots of workshop items that already do that in mods, Creative Clutter for example.
So I need both the flag and the script?
Because when I apply only the flag, the same thing happens.
It looks like this in the Creation Kit (message I'm replying to). But it looks like this in-game (video).
Is this a Bethesda.net mod?
Tis.
I will take a loot at that then
Are you talking about floating synth or the girl on the ground? Apologies for the late reply.
The girl on the ground. She looks fine in the Creation Kit, but in-game her dress gets embedded in the ground.
Ahh. I see now. Just to confirm, you are modding from a clean data directory with no mods affecting the physics on the dress, yes?
cloth physics is what is used for fluffy bewbs.
When you F4 on the cell, what is the collision geometry like?
What I would try is a T-posed ref and not run havok sim in the kit. Float the body at about 45 degree angle in about the area you want. Look at the height of EarlSterling's body in DmndSurgeryCellar01 for reference.
When I tried that, the body remained in the air.
It will if you have the flag set to not run havok.
It happened with and without the flag.
Hm. Check the collision geometry on that place then. Just hit F4 and it will give you the geometry.
You might also try a different outfit to see what's going on with it.
Switch to a different dress temporarily.
And make sure the body you're testing with is vanilla.
Only the textures and meshes you're planning on using should be in your data folder, otherwise you could accidentally package someone else's file.
The body is a copy of the vanilla body I made with an altered TextureSet.
If the vanilla body is working, you've got an issue with your new body mesh.
This is all about the dress clipping into the ground right?
Yes. It doesn't do it in the Creation Kit.
The geometry in the pic is clipping through the body. See the red?
How do I fix it?
Raise her up a little bit, she'll fall to the ground on spawn anyway.
Lift the body up.
xD
Another thing you can do is have the actor spawn and then be automatically killed. It'll then collapse in a fairly believable way and the dress will end up crumpling around it instead.
Unless it's imperative she be in exactly that pose.
Yep, still sounds horrid. lol
You mean you don't drag the corpses of your enemies into ditches?
Well, for storytelling purposes, yes.
No, I have a robot who cuts them up and stores their valuables in a nearby chest.
I lifted it out of the geometry and it still happens.
The dress has no way to reference the geometry of other meshes. It just flops around. You would need to remove data from the dress, that let's it flop.
Anybody know if the Constitution static needs to be in the same position as the movable static? And if there's any risk of it actually moving?
My Nexus - https://www.nexusmods.com/users/7487846
My Discord - https://discord.gg/EYUxPRs
sadly there isnt much you can do, since the dress uses cloth physics, cloth physics isn't poseable in the CK as it is done dynamically and doesn't collide with anything other than the actor itself (when alive)
Has anyone here ever made a "new" power armor item? I'm trying to create a new helmet based on a custom model I made (had just replaced the base T-60 at the time for my testing) but now that it's time to make the new item I just... cannot for the life of me find where I attach the model to?
@viscid lake what do you mean? Like what bone in a mesh? or how to add it in C.K. with an Armoraddon?
What to add in the CK or FEdit, yes.
The mesh is referenced in the armor addon, then an armor references the addon.
The MODL I see for every piece of power armor though is AA_Power_[Limb] with no variation. That's already present
The armor tab has an index spot you can drag and drop your new armor addon into.
You can use index #'s to change the AA.
After you have all your new parts, {AA's and Armors} the PA frame is in furnisher. Make a copy of the PA frame and add your new armor to that.
AA_Power_Helm is what you search for, to do the Helm.
I think I'm picking up what you're putting down now, yeah.
Pic?
The stupid thing is I knew Power Armor works this way but it didn't dawn on me that the missing step was going all the way back to the frame and that's why there's always an extra furniture one in every PA mod.
S t u p i d. Thank you so much Gray.
Np, to get it on an NPC you need to setup an outfit.
This is for a personal mod, I was going to just leave it as a console-in only item but thank you.
Have fun.
I'm actually an even bigger idiot than I originally thought, it wasn't showing because I didn't delete all the other combinations so I kept spawning in random other versions that didn't have the lining omod swap.
I'm getting a CTD every time I leave my house in sanctuary hills, can anyone see a glaringly obvious problem with my mods here? LOOT isn't finding anything and I don't think my specs are an issue
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 HUDFramework.esm
10 a WorkshopFramework.esm
11 b SS2.esm
12 c FlirtyCommonwealth.esp
13 d Better Landscape Grass.esp
14 e CBBE.esp
15 f KSHairdos.esp
16 10 PlayerComments.esp
17 11 ImmersiveGenericDialogues.esp
18 12 PiperCaitCurieDialogueOverhaul.esp
19 13 Diamond City Enhanced.esp
254 FE 0 FAR.esp
20 14 [ARRETH] FGEP.esp
[ARRETH] FGEP Tank Tweak.esp
254 FE 1 Fallout 4 AI Overhaul.esp
21 15 PlayerComments_PiperCaitCurieDialogueOverhaul_Patch.esp
22 16 PlayerComments_ImmersiveGenericDialogues_Patch.esp
23 17 IcebreakerCDO-Settlements.esp
24 18 PlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.esp
25 19 ImmersiveAnimationFramework.esp
254 FE 2 IAF - Far Harbor & Nuka World.esp
254 FE 3 Elzee Jolly Item Sounds.esp
26 1a LooksMenu.esp
27 1b Lots More Female Hairstyles.esp
28 1c The Eyes Of Beauty.esp
29 1d CaitMod.79249.esp
30 1e RoamingDeacon.45AC9.esp
31 1f RoamingPiper.2F1E.esp
32 20 RoamingPreston.19FD9.esp
33 21 Lots More Facial Hair.esp
34 22 Lots More Male Hairstyles.esp
35 23 RoamingDanse.27683.esp
36 24 RoamingMacCready.2740E.esp
37 25 RoamingX688.BBEE6.esp
38 26 More Hair for Children 2.esp
39 27 NAC.esp
40 28 NAC-FH.esp
41 29 NAC-NW.esp
42 2a NickValentineRomance.esp
43 2b NoTwigs.esp
44 2c PhotoMode.esp
45 2d AzarPonytailHairstyles.esp
46 2e SS2Extended.esp
47 2f PlayerComments_UFO4P_Patch.esp
48 30 Vivid Fallout - All in One - 2k.esp
49 31 EnhancedLightsandFX.esp
Hey guys, l have a issues with my fallout 4. l can't assign my settlers even l reset my game from the beginning
Anybody have clue how to fix it
Sounds like the workshop is not "Owned". What mods are set up? What settlement? Exc. . . Need more data to help you.
Only frameworkshop, add new turret, and some bandana faction mod that's it
In santuary
I see the mod, Workshop Framework is that what you have? I don't see a mod called "frameworkshop". If that mod has "controls via the holotape" look at that to see if somethings not set correct.
I think I need a mod that makes laser tripwires that can be triggered more than once
The Manufacturing ones?
Go to the Sim Settlements site as this seems to be a known issue they might be able to help you better there.
Is that websites?
None
Yeah that one
Sim Settlements completely changes the way you think about building settlements in Fallout 4
Anyone here mind helping with a FO4Edit related question?
What's up?
I'm trying to make a patch for fading Signals k-9 harness so that they can be usable by the creation club dogs. I'm still fairly green with the tool and I wanted to ask for some help before I tried anything.
Hey Bridges?
I am so sorry, went to pick up my daughter at daycare and completely forgot I said something.
I can't remember how Rob set up the K-9 armor but the individual dog breeds are already armor addons so it won't be a super simple swap out. I can give you a more in depth answer after I get her in bed in around an hour if no one else chimes in by then, I've been meaning to do this myself for a while.
It probably works like power armor now that I think about it but I'm typing with my thumbs.
What's the actual question since I just breezed right past everything like a spaz?
I was trying to make a patch to make it so the creation club dogs could equip the harness armor. Another modder once made a mod so that they could wear the vanilla armour similarly to Dogmeat
I believe it was called "More bang for your Bark."
Think that might be a good place to start?
It would, I'd have to take a peek at both to get my bearings, I changed their skins around once but didn't do anything with armor so I don't have a good frame of reference. I'm also fairly certain the mesh will need to be edited a few times to fit some of their shapes?
I'll be at my computer in a bit too.
Alright
Looks like that other mod you mentioned acknowledges that too but it shouldn't be too hard to do with something like Outfit Studio too.
Speaking of dogs I might be stepping out in a bit to walk mine.
Have fun!
Really, interesting.
Hello o/ id like to ask if is there a mod that edits dmg from different sources?
And I'm back.
Haha, and I was about to respond! So the CC skins do indeed work the same way that the K-9 vest already does, they're a form of armor and armoraddon that changes the usual dog. I've been trying periodically to see if More Bang for your Bark does it the way I assume (adding the parts in question to the skin itself and just replacing the whole skin) but I've been getting a "Failure to subscribe to this content" since about 7:30
So your mod is doable in theory but not going to just be an F4Edit drag and drop type of thing.
I could be off base if someone else reads this later and goes "no you stupid, you just do XYZ" but yeah. Without seeing MBFYB I can't expand my own knowledge further.
Ah that's a common problem with Bethesda.net it seems, same thing happened to me I think you have to sign in via comment section or something like that, I think.
Is there a mod for the xbox that either fixes Pain Train once it stops working or that let's me remove perk points?
ive seen one that resets all perks points. its a 1 time thing though
could also use cheat terminal to reset them
I looked into the cheat terminal and it didnt say anything about resetting perk points. I'll check it out, thanks.
my friend says he uses cheat terminal to do it, i dont personally use cheat terminal so i cant confirm though
Fair enough.
now onto the reason i tuned to this chat
does anyone have any good mod suggestions to add more immersion into a playthrough where im making my own mercenary company? (im on xbox)
Hey, having a weird issue, my F4VR always crashes when i try to start a new game. It only crashes if i load the game through mod organizer (2.4.2) doesn't matter if i have mods installed or not. Without fail, it will crash on new game with mo2. Was wondering if anyone knows how i could fix this?
im accepting suggestions until 00:00 EST
Do Bethesda.net mods no longer work?
idk about failed to subscribe, but I've had failed to save a few times and just waited a bit to try again and it worked
When are pc mods going to PlayStation?
Never you can thank Sony's extreme limitations for that.
They already are....as long as they don't require external assets.
we all agree, sony sucks. and not just because they dont allow external assets
The best part: the “extreme limitations” didn’t stop their console from being hacked.
Hi @lucid minnow, was wondering if Piper's side quest "Story of the Century" is on your quest fixing holotape mod? For some reason on my female sole survivor playthrough, she will do the interview and we finish the conversation but the quest never proceeds, every time I speak to her she asks me if "I'm ready for that interview Blue?" again and again
So I got some questions for modders or general wise guys.
- Any idea whatcis involved in viewing or editing the nav mesh?
- Any idea how to forcibly reset a cell to its original state?
once every year since ps3
I got some videos on navmesh.
-
- Xedit can delete mod navmesh data.
Well what if its not mods that caused it
So you want console commands to reset that cell?
It seems like the only option that would work, scrap everything transfer it to another workshop then reset the cells associated with the settlement
literally the only npc that properly navigates the area is the sentinel power armor unit
If you make a mod changing that cell's navmesh it should over-wright your hole.
I haven't gotten any experience with modding and resetting the cell would be quicker given the settlement isn't seriously built up
lemme know if you know anything like that
Have not yet, should be a way.
yeah I checked there too
my best guess is referencing the cell itself and running recycleactor might work
I just am suspecting that over use of scrap everything was to blame and removing that mod won't make the deleted stuff return
this is jsut so frustrating
Try a big rug
I tried something similiar by bridging the gap with foundations
but they jsut keep trying to path back to the starting area right after I give them orders, even if I position them precisely where they should be to be on a guard post, they abandon it
If you're using Scrap Everything to delete a bunch of stuff that is normally not deletable then you're creating holes in the navmesh. For instance if you scrap the Sanctuary hedges there's no navmesh where the hedges used to be, you now have holes in your navmesh. If you try to build in that spot with say a foundation piece and the foundation piece doesn't fully cover that hole then it won't cut the navmesh correctly like a foundation piece should. Rather than use Scrap Everything, either use a safe scrapping mod that doesn't delete items in precombines (which will lead to navmesh holes since those objects are expected to always be there) or use a mod series like Jenncave's Clean and Simple combined with the Previsibines Repair Pack - Clean and Simple version which will rebuild the precombines/previs for the all in one Clean and Simple series. https://bethesda.net/en/mods/fallout4?author_username=jenncave and https://www.nexusmods.com/fallout4/mods/46403
There's no console command you can use to "reset" a settlement and repair broken navmesh
so how do I undo the damage caused
Roll back to a save game before you scrapped everything or start a new game with the mods I suggest above
survival moment
It's a Bethesda game that allows you to mod it. Never get attached to save games if you're going to mod the game.
You might really like what the Clean and Simple mods do for settlements
does it give me options on what to get rid of though?
IE I like removing some of the trash piles but not all of them
Just make sure you're using the ones by Jenncave, there's a similar mod series with a similar name but last I checked it was full of deleted references and ITM's and therefore not safe to use.
Nope it just cleans up the entire settlement
like for example echo lake lumber's main building is probably one of the most trash filled I've ever seen
I wonder if there's a mod that changes settler pathing to work more like companions
She rebuilds stuff
yeah I was rebuilding the roofs and floors on echo lake myself
all NPC's use the navmesh, it doesn't matter if they're companions or settlers
I mean you say that but
there's literally the one npc that is totally unaffected by this
what makes sentinel power armor so different
going back 2 days of save time...
No idea. But even turrets need navmesh, that's likely why the roofs in Sanctuary have navmesh. 😄
I think the sentinel power armor is like set to constantly repath or something
oh nooooo
I have to go back before I did the DIMA puzzles
If you are using Sim Settlements you can get an optional workshop pack that has navmesh pieces in it and try a workshop approach to fixing navmesh. But no guarantees
at least in source engine there were in game tools for nav mesh authoring
New update for the see through scopes mod broke on Xbox
wait
WAIT
resetinterior
resetinterior
darn that doesn't work
or does it...
the ref ids for the cell listed on the wiki do not work
any idea how to get the ref id of the cell I"m currently in?
Anyone know any good gear mods (weapons/armor/etc) on xbox?
Didn't even install the previscombine mod and got the bottle bug in cola cars
guess its time to install it anyways
previscombines is 1.5gb?
I know what you're saying with the Sentinel suit but it obeys navmesh like everything else. I use its desire to stay with me at all times to touch up my settlements without having to leave Build mode and command someone around them. That said it does seem to use a series of teleports the instant it is confused by something, regardless of range, which often makes it seem like it can leap railings and cross bad navmesh to stay beside me.
anyone know any xbox mods for changing synth curies look to be more mercenary or raider themed? i want something badass for her
I wonder if anyone ever got a working mod for the nuka world mr handy weapon mods, the only one I"ve seen kinda just, doesn't work...
like the lasers and the misters
Yea, I have it and I'm xbox so its on bethesda.net, I can get you the name tomorrow if you'd like
The one i've used is the one that was a merge of mods bonanza and space bot paint, and it just does not work with what mods I got...
This one is a few mods I have mixed together but they run great for automatron
well it doesn't work for me on pc, the bots cannot fire the weapons, mister or the space lasers and the handy arms just freeze
should be fixed now. wrong files were included by accident
thanks for the update
May I ask - does anyone remember finding a mod that will reanimate people killed into ghouls?
I remember seeing it on JuiceHead's channel, can't find it now..
Actually: Found it
Zombie Walker, older version of it*
I just realized that only the yellow flight helmet provides a perception bonus, but none of the other ones do
can't find a mod that fixes that
How many other Flight Helmets are in the game that need “fixing?”
I have a question regarding a fallout 4 mod on Xbox called Ghost Dogmeat by Fulgore2727 his name and the way he behaves has been changed. I know talking to Mama Murphy will break his name change is there any other way that happens? Also even if his name reverts does he keep the changes to the way he behaves?
Test by going to Kellogg's house in Diamond City with Nick Valentine before meeting Dogmeat. See if that fixes it or is just as bad.
Hi everyone! Im looking at putting this build together https://youtu.be/2lmHoK994d4 I really love the aesthetic and I notice there a few CC mods that could help with this before im ready to tackle Nuka-World. Ive got the Nuka-Cola workshop and Pip-Boy skins but I was wondering if the Nuka cherry armor paint is still available?
The Nuka Girl for Fallout 4! The best way to enjoy playing the role of the famous Nuka Girl in Fallout 4 :D Many more builds are coming! So Subscribe!
VIDEO SECTIONS:
Backstory: 0:57
Roleplaying/Factions: 5:19
Starting S.P.E.C.I.A.L Stats: 7:03
Essential Perks: 8:29
End Game S.P.E.C.I.A.L Stats: 12:41
Gear/Weapons: 12:52
Companions: 14:24
BOBB...
@remote flame, this is a channel for discussing community mods. If you have questions about creations, you should ask in #creations-spoilers
@wide lintel Ok I tried what you suggested of going to Diamond City and when Nick meets Dogmeat he reverts his name back. So New question I am looking for the best Dogmeat stealth mod for Xbox. I only ever use Dogmeat. I use the other companions long enough to get perks. So I am looking for a mod that will make Dogmeat more stealth friendly. thinks like not running into my cross hair, blocking me in. And the way he goes after targets like how close they have to be before he attacks. Does anyone have Good suggestion?
There's a mod that makes Dogmeat not trigger traps if that helps. I can't think of the name currently.
I think it's called "Dogmeat Doesn't Effect Stealth" or something.
Ok will do! Thanks 🙏
TIL you can't assign automatrons as arena contestants, any idea how to change that?
without wall conduits
I think I"m keeping this mod
what would happen if i remade a dlc like far harbor for example,in the normal game?
It'd probably be fine as long as it only used base game and custom made assets.
how can I reset the mission I've been failed?
hey can some one help me with my mods please
someone who can talk me through them
just private message me
does anyone know any mod to make the experimental MIRV less bugged
It's not bugged though
its that sometimes i shoot it and the mininukes teleport to me when they sepparate
That's not a problem for me in base or modded game
anyone know of a bubble turrets mod that actually works right?
ones ive found can't aim right or are horribly unbalanced, or just crash me
I will try and find the mod that gives a baseball bat that only hurts Synths.
What are you needing help with?
A misson called old guns
So it tells me to speak with ronnie shaw at the castle and when i get there and i do she says 'not so fast general you need to get artilery schematics and smoke grenades' and i cant progress at all
If this isn't in relation to a mod, then the #fallout-support is more appropriate for in game assistance. If you do have mods installed, I'd recommend removing them first and see if the issue persists.
Go to the storage room you opened with Ronnie Shaw and pick up the schematics and grenades. That's how you progress the quest
New
SS2 addon pack published from a friend https://www.nexusmods.com/fallout4/mods/58189/
Soo.. Without bethnet launcher, what happens to the creation kit, and console mods in the long run?
Console mods have absolutely nothing to do with the Bethesda Launcher APP. The Bethesda.net SERVICE works as usual, the CK is just downloaded from somewhere else that will be announced a bit later, as are the rest of the technicalities. The Creation Kit connects to Bethesda.net service, it has nothing to do with the launcher app that is being sunset.
This first announcement was just a heads up and the technical HOW TO will be provided later closer to the migration date.
Appreciate the input. But I'd much rather an answer from a beth employee who knows what's going on. I don't do speculation when I've paid for something.
Here's the official answer #modding-general message
Yeah, "don't worry, trust us" isn't an answer. We heard that with the supposed mod cap increase, and them fixing whatever they broke on xbox with the last update.
You do realize that's the employee who knows what's going on that you asked to see an official answer from, yes?
Hi!
i been having this glitch for awhile now. but i downloaded a mod replacer for my pip boy called the “pip-pad”. i had it for a decent but i decided i did not want it anymore. so i deleted it and my pip boy in game is gone and invisible in my arm. i do not know what to do, any help?
I vaguely recall Pip-Pad having a holotape with an uninstall function you need to use in-game before removing the mod itself. If you re-install the mod, and load an earlier save, chances are you can fix this.
There may still be issues afterward, however. Removing a mod mid-game can cause problems.
where do i find the holotape in game?
i’m not really sure what the holotape is called
I'd check the mod description from wherever you downloaded it.
just checked, it doesn’t really show anything. all they have is their discord
Where did you download it from?
i downloaded it from the mod menu at the start screen
i am on xbox one.
but yeah, i checks all my holotapes and nothing is there so i’m kinda stuck
I'm not sure what you downloaded, but there's uninstall instructions here: https://bethesda.net/en/mods/fallout4/mod-detail/3982084
Description
Show More
I'm not sure why it wouldn't be there.
me either 😦
Did you install before or after you were supposed to receive the Pipboy during the prologue?
But I’m not sure why it wouldn’t be craftable
Oh wait. You uninstalled it before running the holotape?
That’s why.
I’m not sure if it’s still available or working but I think AndrewCX created a mod about 4 years ago to fix disappearing pipboys. I think it was AndrewCX. You can search his mods on Bethnet and see. Otherwise do a search with pipboy as the keyword.
I’d go back to the point prior to removing, reinstall and follow the holotape instructions. @blissful bison
Any mods that divide the city into separate locations like in fallout 3, it's my favorite game but unfortunately it's unplayable. I'm on series s
Doing so would require rebuilding the precombines. Each place would need its own worldspace, which without precombines would probably be worse than whatevers going on with your game. Remove any scrapping mods (you'll need to start a new game), lower the amount of weapons you're using, avoid greenifier mods, and add BetaVirus's Boston Fix mod. It's the only one that actually regenerates the previs and rebuilds the precombines. Make sure you're not using a mod that adds weapons to the world downtown. There's a lot of PC mods ported (while ok on PC) that don't take into consideration the optimization system limitations on console.
If your game is unplayable, play vanilla and check the problematic areas. If you can get there on vanilla, then there's a mod that you don't need to use that's causing issues. If the precombines are disabled in one cell, they'll be disabled in a 3x3 grid around that cell, which slows everything to a crawl.
Check the dates on ported mods on Nexus or whatever site they're ported from and while I hate to say it, avoid using them if they're world edits from 2015-2016. Precombines weren't all that talked about on the Bethesda site until 2017 and there were some real doozies put out by people who followed bad advice that said it was ok to delete references (there was a incorrect tutorial on the CK wiki for the longest time that flat out told people to use the delete key that broke a lot of games in the process).
Avoid mods that touch or remove grass. Xbox doesn't seem to like it when grass is touched. And avoid mods that adjust land height if the precombines/previs haven't been regenerated.
New mod authors: please do not delete world references. Not only do they regenerate upon world reset at 0,0,0, they remove the optimization system in the cell they've been deleted from and makes an even bigger mess for the player.
If what you're doing requires moving or removing a thing in the render window and if you don't want to find a creative work around for using a vanilla reference: Create a new Layer, add the reference to that new layer, hide it from the map, and mark it as disabled. You can then hide the layer to get it out of the way. Rebuild your vis and geometry when you're done. Freeze the other layers and you won't have to worry about accidentally touching or moving things you don't need to and creating unnecessary ITMs.
There are several tutorials out there but most don't show you how to use layers. Layers are so cool. Very happy to have them in FO4 and wish they were in Skyrim.
Need a port to XBox
That’d be dope if someone could make that happen. If not 🤷♂️.
My mod load order is literally the opposite of what you recommend lol, junkmaster, service rifle, gonna try the game without em
Thanks!
I never thought weapons would be a problem but it makes complete sense
Mod created armor and weapons are generally much higher poly counts and texture resolutions than vanilla. They look a lot nicer but they also require more rendering power. Add them to a bunch of NPC's downtown and it makes everything worse.
Do body changing mods cause problems too?
Yes body mods are also much higher poly count than vanilla bodies
Before making requests for ports, help the porters out by contacting the OMA and seeing if they are willing to have it ported and if they allow optimization for Xbox. Woody’s needs some reduction in polys if I remember correctly (but could be mistaken) and the porter will need 3DS max for that, which is a $300 or $400 a month subscription.
Eh. It was more a suggestion after a video I watched . I’m not that vested in fo4 anymore.
I figured someone else could benefit from it. 🤷♂️
I don’t know the technicals
It’s only beneficial if it works on Xbox. Otherwise we have the same issue as the individual who posted above you. Unfun downtown.
It can also be an great lot of fun. I’ve had to switch up my load order because an MA derped and obsoleted their mod, but it’s one of the smoothest play throughs I’ve had in a very long time
But I’m playing on Xbox series x.
OG is still struggling in places but it can be managed if one doesn’t see all the mods and be as a child in a candy store.
Yeah, it's hard to get on Downtown independent if it's vanilla or not lol
Turtle, the Xbox texture archives are still in DDX format? I remember that FO3/NV used this format on the 360
I was wondering to optimize some lore friendly weapons when I get my hands on a PC. Making the weapons to use a converted DDS to DDX (or whatever Xbox uses) probably would help in optimization
Can someone try to do a port of this on Xbox, please?
I loved the enhancements this brings to the game while not changing anything drastically, which is good cuz FO4 on Xbox tends to be unstable... I also don't want to install any heavy texture mods, so this would be a savior since it makes things better w/o changing the og look of the game (and probably helping with FPS)
https://www.nexusmods.com/fallout4/mods/31991?tab=description
As the OMA stated, just give the proper credits if there's any external stuff there and it's good to go
DTX? Xbox doesn’t read BC7 and a few other compressions. Microsoft has a blog regarding DDS and TexConv and public information on their documents pages for their Xbox app creators. Porters of texture mods will need the OMAs original textures if they’ve used a pc compression like BC7 (so there isn’t additional quality loss during recompression to the correct block format) and compress BC1/DTX1 for diffuse. I cannot think of the compression of normals and spec offhand, but it is not the same as Skyrim. The normals for FO4 are yellow and not purple so one of the channels must be disabled during compression. Photoshop has a plug-in to do it but GIMP does not. AFAIK, if you’re replacing a texture that has capitalization of the DDS extension, then that same capitalization must remain. If any artists have more information to share, please do so.
Ohh, now I get it
I was curious cuz the older games used the ddx format and all
Ty, Turtle
No problem.
@acoustic dock the mod I think you'll like is Cheat Terminal. It can even fix bugs.
@acoustic dock Cheater's Den can be fun, too. Start the game with a solid build and loadout.
Ok,do they need a dlc,cause i dont have any
They work without DLC, but if you get your hands on it you will have no issues.
Ok
The instructions on how to use it are on the pages for it. It's on the Bethesda Mods page.
Noice 
@wide lintel hey they dont appear,im searching in the game and it says no results
It seems that I remember the description wrong. I will find the XBOX version and see where that leads.
@acoustic dock looks like Cheat Room is the best you have.
https://bethesda.net/en/mods/fallout4/mod-detail/3468396 here's the Den one, @acoustic dock
I'm sure you'll find the Spanish version from there.
I know very little about texture work but doesn’t the CK convert/compress the textures when building an Xbox BA2?
They’ll be converted, but they will be lossy. Just because we’re on Xbox doesn’t mean we want crap textures.
Wasn’t trying to say that - I’m an Xbox player as well.
That came across harsher than I intended. Was attempting sarcasm and failed
But still. Data loss is data loss and we’ve got so little room as it is.
On PC, I noticed that people are not compressing some of the normal textures into the correct formatting. Pretty sure there’s performance loss with that.
@potent temple Project Valkyrie ||is a companion mod that allows you to keep companions from all factions and turn Liberty Prime into another companion. You can even turn the Institute into the Sinstitute.||
intresting
And that's just the beginning. I won't go into details here.
thats fair enough
aight imma commti dead on discord its 3am
i should stop thinking about fallout 4 for a few hours and try sleep
OK.
adios
Best Fallout 4 mods that you cant live without. Go!. I should most likely start. So here it goes. Mod that makes junk weight 0, another mod that enables cleaning up settlement, then some npc mods that increase diversity enemies and... oh boy here we go again.
I cant remember these mod names but they are top mods in nexus I think
Created this F76 styled icon :)!
how do i use the mods tab in the main loading screen. i cant even figure out how to install the mods even with nexus
When you launch the game, if you go to Mods you'll be able to see a selection: Featured by BGS, Most Popular, et cetera. You can also search for mods here.
Mods can be opened up and installed individuall.
(If you log in to the website, you can more easily search, and anything you favorite will appear near the top of the in-game Mods menu.)
There's information here that can help: https://help.bethesda.net/#en/answer/44123
i only see help for console im on pc
There is connection troubleshooting for PC on that page as well.
i tried resetting my internet
Double check the troubleshooting steps on https://help.bethesda.net/#en/home/product/695/fallout4cat/8/platform/3/techissuetype/700/downloadissue/Yes . If they don't help, click on "Continue to Submit a Ticket" to contact our support team.
While yes, those are Xbox steps, the first part of it should still work. As you mentioned, you tried restarting your internet.
@potent temple let me know if you need hints with what I said earlier.
Hey, Turtle. U still maintaining Wasteland Imports on Xbox?
Wanted to make a recommendation for a maybe possible next update
U know that WI adds a stick mag to the SMG right? But the anims on that do not fit with the vanilla ones
But there's a mod which adds stick mags too, but with a correct animation and everything. Maybe you could include something like that in the future?
This is the mod I saw:
Stick Mags For Submachine Gun [XB1]
https://bethesda.net/en/mods/fallout4/mod-detail/4079033
Is there a mod that adds more hostile mobs
yeah i made a ticket they just kept telling me the console steps
made one they didnt respond i said it was console steps after 5 hours i made a second didnt know if it was a one response type ticket system
Thanks for mention the mods look interesting, just to be sure I downloading the correct one, the name is, Vertical Wall-Mounted Conduit. have a nice day.
What game were they in? Tactics isn’t canon so wasn’t going to look at any of the weapons or manufactures from that one. Only 1,2, 3, and New Vegas was the plan.
Wasteland Imports already has stick mags for the Submachine Gun
It just lacks the reload animation
Vanilla don't quite fit
But stick mags on a Tommy Gun where present in NV's Honest Hearts
I was suggesting if getting perms on that mod's anims maybe you could use for the Stick Mags present in WI in an future update
The Tommacuzi-9 uses it too, if I'm not mistaken. Pretty well made anims, it would fit in WI with the SMG's stick mags present there
Ah. I’ll look at the file size and compare it to what I’m already doing. Voice files for the new quests take up a bit of room and I’m trying to keep things as low as possible.
Animations are very low priority atm.
Will keep it in mind though
Thank you
Np!
Would anyone have a suggestion on why this bit of script would be dropping the players health down to -750?
Game.GetPlayer().damageValue(PHealth, game.getplayer().getvalue(pHealth) * 0.85)
Are PHealth and pHealth both pointing to the same String Property/Variable?
I didn't think papyrus was case sensitive?
But they are both pointing to the health actor value
I don’t think Papyrus is case sensitive either - in other languages it is case sensitive and sometimes my brain crosses lines 🙃
Have you tried caching the current value and then multiplying that by 0.85? This just my experience and opinion but when it comes to ActorValues, it seems best practice is to cache them before tweaking them.
@surreal verge
Maybe change the script to:
Float currentValue = Game.GetPlayer().GetActorValue(“Health”)
Float calculatedValue = currentValue * 0.85
; adding a trace to see what currentValue equals is a good idea
Debug.trace(“currentValue: “ + currentValue)
; extra safety check
If (calculatedValue > currentValue)
Debug.trace(“calculatedValue: “ + calculatedValue)
Debug.trace(“currentValue: “ + calculatedValue)
Debug.trace(“This won’t work, RIP”)
Else
Game.GetPlayer().DamageValue(“Health”, calculatedValue)
Endif
If it’s proven to work, you can remove the IF safety check as if statements cost quite a bit to use.
As for the original line you’re using, GetValue is slower than GetActorValue. It might be possible that’s where things are tripping up.
You may want to check the value with Game.GetHealthAV().
Does anyone know what to do when there seems to be no plugins.txt file? It is not in the fallout 4 folder (C:/users/username/appdata/local/fallout4).
make sure everything is unhidden on your system.
The DLClist file is there but not the plugins.txt...
If it still isn't showing up, the only thing I can suggest is to re-install so hopefully someone has a better idea.
What manager are you using?
Vortex
If you're using MO2, I think you can copypasta the plugins.txt but I use the in-game manager and Wrye Bash.
Out of my experience. Sorry.
Ok ty...
@junior lodge I don't know if this is helpful, but here's a link to the wiki help pages. I'm unsure where to go for issue reporting. https://wiki.nexusmods.com/index.php/Category:Vortex
Anyone know the best approach for enabling/disabling walls or large obstacles? A. Generate vis previs etc. for everything else in the cell, then add the statics that will change in game. B. Create a moveable static that looks like a regular wall but can't actually move. C. Something else that's a better idea!
Layers
To expand on Invoker Gray's accurate but brief response 😄 you add things that you want to change in game to one layer and things you want in your precombines/previs in a separate layer. You can hide the game changing layer while generating your precombines/previs
I should clarify, setting up objects that are enabled and disabled by the player in game via triggers. In a new cell with no vanilla precombines to worry about. The concern being that any preculling data will conflict with the changing layout when Wall A is enabled and Room A is no longer visible or Wall B is disabled and Room B becomes visible. I guess a better question would be "Does the player enabling or disabling any static object in game turn off previs/precomb in the cell? Even if these statics were hidden/not placed when previs/precomb was generated?"
As long as your walls that are enabled/disabled by triggers are not included in the creation of the previsbines then they won't harm the previsibines you create
Awesome, thanks!
Now I'm curious about what project you're working on 😄
War never changes.
coming soon
All the flying body parts ever I see 😄
Is there an issue w Bethesda.net and Xbox? I’ve tried uploading some new mods for Xbox - and they show up on the PC side but not on console.
Does anyone know Whats causing this for me in fall hud???
You’ve either not got the xml files in your load order or there’s a pathing issue with the mod.
Def_Tags and def_conf are usually packaged with sorting mods but without knowing what mods you’re using, that’s about all I can help with.
Is it still happening? I was going to upload for testing a thing later tonight but haven’t been on today. Just curious. The status page says everything is functional
I’ve uploaded two new mods + an update and none of them are showing up on console.
Ugh. Are they showing up on the website? I didn't check MS services. Maybe there's an issue there?
nvm. MS says they're fine too.
Mods are still not showing up on console 😑
Is it possible for me to comission someone here?
No
To pay for or get paid for doing a mod is against the t.o.s.
But asking nice will go far, what you want?
The mods I’m uploading for console are not showing any file size on the website. Any ideas why this may be happening?
Titty sprinkles.
@keen vigil Did you try to re-upload with no description? This has happened to me before .
I’ve tried without descriptions. I’ll try it now with a description.
Still showing no file size on the site.
I don’t upload to PS4.
Tried uploading to PC and Xbox. Same result - no file size is listed and the mods do not appear on the console mod browser.
Did it keep any of the dependency flags? That's part of the problem for me sometimes it drops the checkmarks and the mod will not showup, but the file size is correct.
that's what the upload results in.
Were you successful in uploading a test, @honest merlin?
No,
The mod will show up for me to edit, bot no file size
The flags change when I update
Which flags are you referring to?
The flags for DLC, WIP, EXC
Pic's don't want to upload too. https://bethesda.net/en/mods/fallout4/mod-detail/4261110
I just tried that as well. No luck w pics either.
Updating a mod doesn’t work either. Tried updating a private build of a mod yesterday but it never showed up as an update. It did however increment the auto-version build number.
Fail to follow content and it did not show up in mods search game thing.
Yep, Uploading is broken ATM.
Which is extremely weird because the F4CW team uploaded a brand new mod today. Or it was uploaded a few days ago and just publicly enabled today.
Is it worth pinging Cartograffi on this?
To at least move this up the chain so it’ll hopefully get resolved soon?
PS4 was the same too.
If you think he need something to do. @keen vigil Sometimes it just works it's self out. I'll check it again in a few.
It’s been down since yesterday afternoon.
O_o
@solemn plover apologies for the ping, but I wasn’t sure if Bethesda is aware of the uploading issue mod authors are currently experiencing. If Bethesda is aware of the issue, is there an ETA for a fix?
Appreciated, I'll let folks know.
I just tried to update; the checkmarks {flags} changed but no file size again.
I uploaded a new test and was able to get a file size. Haven’t tested on console though.
Re-try, Xbox has a file size. PC and PS4 do not. Re-upload to PC to make a new page, no file size.
Re-Try; PC update worked after 2-3 tries. PS4 still not working.
yo I need a bit of help rq
Tryina make a weapon mod that's a double-barrel shotgun that uses its capacity every shot, two shells fired every trigger pull
FO4 uses DPS so how many shells it uses does not matter in the slightest. However, it you're in for visuals, you'll need to add a new shotgun projectile nif. You can do so in Nifskope.
Just ammo use is what I'm after, default double barrel shotgun in a new form esp thing
I want it to use two ammo per shot
Hm. Try creating a new ammo LL to attach to the weapon and instead of a count of 1, increase to a count of 2. No idea if it will work. I don't currently have the CK open to look at a weapons form.
I can't think of the ini setting for ammo but it would affect all ammos so that would be out.
a what? new to CK stuff
OH. I'm so sorry. The level list.
ah
At the bottom of the weapons form there's a level list for the types of ammo the weapon uses.
However, you might have to do it with an object modification (OMOD).
And I'm not sure if the game will even allow it. You can do it visually by updating the nif though.
The projectile mesh.
I don't think adding a script to a weapon is a very good idea for memory purposes. You fire weapons too much.
That's a lot of wtf for very little in return.
still want it to use shotgun shells
Try the level list and see if it works.
Level List just shows the ammo type?
Yes. It tells the game which ammo to use for that weapon. Duplicate it for your new weapon and update the count of 2.
I don't have the CK open so hopefully I'm thinking of the correct LL. Apologies if not.
Give me a bit and I'll doublecheck.
okiedokie
The capacity is already set at 2. Was incorrect able the LL. That's NPCs. Apologies. The only way I can think of currently to actually use the additional ammo would be to add a script to remove an additional bullet each time the gun is fired by polling the animation played. Look at Bullet Counted Reload system to see how things are set up there. You might be able to do things for yourself privately or create a patch for your new weapon with the author's permission.
Or another bullet counting mod. You'll need the script to check the count and remove the additional bullet. Every time the weapon is fired.
Lot of memory loss so make sure it does not come to Xbox. It will probably cripple the system.
I have a BCR system on Xbox and it doesn’t bog down anything, nor does it waste memory.
It just counts doesn't it?
Sounds like an ouch-fest downtown but if it's working, then great.
Glad your downtown doesn't bog down. 🙂
It’s all about how it’s programmed. The OG version on PC uses a Quest + Magic Effect + timers IIRC. I use only a single quest + FormList. In other words, it’s all about how things are developed.
Indeed. Formlists are slow though. Any reason why arrays are not used other than 127 limit?
The FormList is only used to Update the system. The FormList isn’t used other than loading up a Property Array when the mod updates itself, a new weapon mod is installed, or when the initial install of BCR.
I could probably change the update Quest to load up an array instead of a FormList and send the array to the manager. But… if it’s not broke, don’t fix it 🙃
I mean if i could make a script for this then that can work
But another 'issue' is that bashing with it plays the firing noise
Shooting both barrels at "once" is usually done by making the fire rate so absurdly high that you can't really click the mouse without unloading both at once.
Not elegant, but it works.
That’s probably the most elegant way to do it.
Double damage and double # of projectiles. 1 shot is now basically 2. Capacity 1. You'd still get the extra damage for free though, ammo wise.
Hi can get help with login error bnet usl service disabled I playing on the Xbox
I have a mod idea, if you have ever played bioshock infinite you know what the skyhook is, and while I was playing fallout 4 I thought, why not make the skyhook, it could be like a stronger version of the ripper doing around 20-25 damage per second, and maybe have a 2nd appearance or upgrade that looks like the skyhook from the dlc burial at sea. Maybe even add a quest.
There are quite a few videos on how to develop weapon mods. Rizzler’s are a good source.
with the end of the launcher in april will the creation kits for skyrim special edition and fallout 4 migrating to steam as well ?
We'll have specific information on the Bethesda.net Launcher closure and the Creation Kit at a later date.
Appreciate the update.
@solemn plover Hello hope you are having a good day, I was looking at the CC and the free items show normal in Pc but on Xbox the armor I think still show with a 100 price. Thanks and have a wonderful day.
is anybody got advice on load order?
This look interesting, bit similar to my LO, I check it again thanks for the reference.
Quests that touch the world should go with settlement edits nearer the bottom and that list says nothing about precombines
We had to alter things from wahker’s list because of that.
Anyone have any go-to Xbox Mods that fix/help with downtown Boston? It crashes nonstop if i go to/past the Comic Store and it takes me about 3 hours of constant crashing and loading to find a workable path to Park Street to save Nick.
hello, setting up a new mod build and looking for UI overhauls. is there some kind of SkyUI equivalent for F4?
That would be almost impossible on Xbox. That said, Crafting76 offers additional Pipboy Tabs + Item Card edits which display stacked weight and value. The closest SkyUI equivalent is FallUI but it requires F4SE. I think it could be possible to port most of FallUI’s functionality and customization to Xbox but would take a dedicated author to pull off.
um i'm on PC yeah
npp
FallUI is the closest equivalent to SkyUI.
Using High FPS Physics Fix, fps is still locked to 60
any clues why?
nvm, just nvidia control panel doing its own thing
I use Boston less enemies, help me in the original xbox. Also check oddlittleturtle guide, my load order was base on that, But I lost my load order and the only online copy I had was on Bethesda forums, I had to reset my xbox so I no had that load order anymore.
You can try complex item sorter from the same author of FallUI, https://www.nexusmods.com/fallout4/mods/48826
i went with fallui thanks
O cool, I start with Fallui, in case you need help https://discord.com/channels/830436661736243230/830746170950680637 You can find the MA and other people that can help with the mod.
thanks! i have zero issues with it as of now
Boston Less Enemies like @hot chasm recommended, there are some F3 inspired (Low-Res) texture mods you can try. You can use @zinc hare 's godray and lensflare remover. But if you are on a OG xbone the best thing would be to get your hands on a series X or S. (Or a PC) No pain on downtown anymore. I played F4 on a OG xbone that was as old as the game and had no fun anymore. But now (with Series X) i can run and shoot and explore everything in Boston without any fear.
which xbox is that exactly? jw
and do u have any mods yet
Just an FYI- The lens flare and god rays remover isn’t recommended for the series s/x. Lighting is different. Thanks for mention, Rotzi. 🙂 It is only just visual though. Those things are so pixelated on OG it hurts.