#fallout-4-mods
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Plus, my xbox one S 500GB (which I only played games on a handful of times ever) is far slower on current patches than it ever was in the past.
Very very strange indeed. Maybe try resetting your Xbox and keeping it from... let's call them "unhelpful" current "patches"?
Although only visual i always had the feeling removing them would slightly help with performance. But on my SX now i have no need for any performance helper. The game runs just smooth. 
If it helps, glad to, but that wasn’t the original intent. 🙂 I’ve upgraded to the series and haven’t had issues other than it’s too powerful to play Skyrim. Lol
@zinc hare To powerful? How so? I play Skyrim on SX and if any the game, main menu, mod menu, loadorder has constant hiccups after bethesdas next gen upgrade. But it runs otherwise good.
I can’t get out of the beginning cell regardless of load order or mods. The console shuts down
Same crash in the same spot 10 times in a row. Gave up and went back to PC for Skyrim
hmm is there any word on future skyrim optimization?
Not that i know of.
Series S
I have a mod list, i have a feeling its a mod called Boston Natural Surroundings or something like that, I had the Less enemies one and instead of it instantly crashing it now goes to 5 fps for about 10 seconds and crashes
yeah i'd think Series S could do fallout 4 just fine
it's... maybe about RX 6600 performance
are there different performance settings for F4 on console?
Not officially. There are ini mods users can download to adjust settings. End-users can’t make any changes through the console though.
btw with lots of HD mods, I'm getting about 135 fps average (early game) 1440p Ultra settings on a 3090
Ik the game runs better on Series consoles and everything, but the game released for the Xbox One back in 2015, I dunno. Seems like an unfair recommendation since not everyone can afford that. Bethesda should fix at least Boston on Xbox One that IS the console the game was developed. It's unacceptable the state it is as of now, but that's my opinion. I got used to they putting the fault on mods, even if they are not being used.
that's a cool starcraft 1 protoss pfp you have there
Lmaoo
anyone ever have an issue where the game just hangs upon starting, unresponsive on a black screen occasionally
usually starts up just fine though
It does extremely well playing fallout 4.
we were talking about "downtown boston"
Look nice on series S, I was on downtown and fight a couple of enemies i have some lag but nothing game braking, the game play well taking in consideration the area the amount of smoke and other effects, My game freeze but I think that was because I forget to enable some mods in the save I was using.
yeah that looks fine!
Anyone know of a mod where you can make your own faction for Xbox
hey can someone help me with nexus mods
Does anyone know of any retro world wide sort of mods that really give the Cold War feel?
No clue what the "Cold War Feel" would be. The aesthetic of the game is atom punk, which is having technology without miniaturization, and a general (and creepy in some instances) 1950-60s look. If you can explain what it is you're talking about without real world politics, someone might be able to guide you to the mods you're looking for. If you're looking for real world politics, you'll have to make them yourself. No reputable modding site allows such things to be uploaded, especially the Bethesda site.
XSS/X the game runs fine, but on the console it was released no I'm afraid. One X must run almost like in the SX
PS5 has… crashing issues. PS4 was much better for me in terms of mods.
For real? Now that's strange, since the PS version runs better
Kaiser, are you using Creation Club or is that pure vanilla? Just curious.
I keep wondering if Beth will give us an update to the CC like they did for Skyrim so mods can run and CC can run.
Yeah, a lot of CC stuff break stuff in the game unfortunately
I haven’t had anything break except the door animation for the vault but I use SKK’s fast start to get around that. I have all of the CC quest mods except a few of the power armor ones (not my cuppa) so the quest bombardment is just wtf at this point.
There's two known stuff, one of them is that door anim break and the other was Codsworth being stuck
Tunnel Snakes Rule! can cause problems when starting a new game. And one of the power armors, I believe it was the X-02.
Was "A Forest" deleted on Bethesda.net?
Or you could equip SKK Open Anything ring as backup Plan B doing a 🐢 slow start
No creation club. From what I find, it’s because the PS5 is pushing the game too much. Seems to have been fixed for now, but I CANNOT exit the game (like, my character going to the main menu) without it crashing.
I’m going to test if Nuka-World is still glitched.
Ohhh. I’ll try that, SKK. Thank you.
Kaiser, please tell me you are not using an overhaul and attempting a full load order.
Overhaul… on PS5?
Immersive Gameplay is there as well as a few others.
Considering IG is a full load order in one mod...
Never played on PS4/5. I just know the Sony systems are extremely limited.
Things you cannot have: textures, brand new scripts, lip files, ini. Everything else is fair game.
It took us nearly 2 years to make a quest mod though but it was a large thing with two linked interior settlements and power grid functions. Very challenging. Not for the feint of heart. lol
Just a matter of re-using things in a way that were never intended. The Story Manager is a very powerful thing.
Quest fragments can be re-used within reason but it could create issues when used with other mods so load order is absolutely vital on PS
Load orders that have everything, the kitchen sink, and granny's dog don't work.
xEdit is also vital with creation thereof so you can set up the quest fragment with the correct properties so the CK won't spit it back out and create a new fragment.
Oh, facegen is out so trait/base data templates are love.
Highly recommend anyone to attempt the challenge. PS players got the bad end of the stick but they can have cool things if you know how to reuse what's there.
I know StoryManager - been getting quite familiar w it these last couple months. And I’ve been bending Papyrus/CK/AS3 into something that was previously suggested impossible. Granted I am in the 2nd or 3rd year of development on a single mod 🤦♂️
Going without custom scripts though… may as well lose a left hand trying to get PS mods to work, LoL.
I think they fixed the X-02 cuz I own that Creation
Or, combined creations could cause more bugs
I don't doubt lmao
Yeah, especially if you use mods and creations
I know that it is a unfair recommendation. But to be honest, the OG xbone was already underpowered and outdated the moment she entered the market. Microsoft just wasted recources to integrate the thing that nobody wanted (Kinect) and concentrated to much on social media and always on instead to bring out a powerful console. And Bethesda failed in programming a more open open-world then they were used to. If they had made downtown boston a separate worldspace (with loading screens) i'm sure things would have been different.
My OG was broken and had to serviced several times and it still never worked great. Mods only worked so so. S worked better, but so far the series x has been worth the price. Will not be renewing game pass ultimate though so maybe won’t be worth the price once it expires. It is nice to be able to try games and then decide if they’re worth adding to the collection though. So there’s that
It is not glitched. To unglitch this (if anyone else has this issue) is to seemingly wipe the console? everything is working except for some minor stuff (some quests glitch, but I just make a new playthrough because they are all at the start and it fixes them, and the game crashes when I try to go to the main menu) other than that, its fixed. Gonna try Far Harbour.
Lol nope! didnt even do that with my PS4, which handled the mods and the game better then the PS5 anyways. Ive fixed the issue though!
I run a fully modded game on PS5. It works way better than the exactly same game on PS4 Pro.
That's good to know, I'm on a classic PS4 and everything just barely works. Want to upgrade to PS5 but I'm also considering switching to PC instead.
The game has had an issue on standard PS4’s since the last game update. I have had no issues on the Pro. If I was buying anything just for modding I would go PC. My PS5 is fantastic though. So I’ll be staying where I am.
Here's a concept petition, hopefully picked up and directed for use:
Add a Fallout 4 expansion for MMO with settlement construction complete, un-alerable.
Offer players to upload their settlement developed saves for review. Developers pick best, host several player modified maps for community review & voting.
Then winners get to polish their creation, reviewing voting tester suggestions.
Finally, Bethesda would add missions for MMO to then occur on server hosted winners, setting expected schedules to continue adding more unique player developed environments for additional servers.
Players would join servers with their character equipped with what was on person in single player, or last save exit from any server.
Added showcase multiplayer elements draw players, add fun, & make money.
Sincerely,
BAD BOB
How would an MMO work if all settlements are fixed locations? Go play 76
Two answers: It would give players purpose to be proud of their accomplishments, presenting to others ideas as per settlement construction. This would enable various servers different map designs, providing players additional content used to play with others, not alone, possibly even being rewarded with uniqe valuables. It would be a relatively quick and easy add-on, incentive for single player improvement.
hey what's the best body modification and armor replacer mods for female player and NPC's? as CBBE which I use for skyrim seems to be limited in Fallout 4.
Enhanced Vanilla Body allows you to use vanilla armors so you don’t waste GB space and covers male and female. If you want pretty hands with it, then add Lady Fingers below it in your load order. There are several body texture replacers from 2016-2017 that give you pretty underpants and skin textures for ladies that don’t have the dirty drawers. There’s also a very cool, very nice vanilla body tattoo texture by Elianora
There is also the really cool robotic leg body by Elianora.
CBBE fingers on the pipboy creep me out too much to use and there are zero cool armors for it. The Rebel and the robotic leg armor is the coolest looking
I was thinking something like type 3 body replacement for New Vegas. something close to Vanilla but a little bit better looking.
EVB - higher poly, very close to vanilla and you can use the pretty vanilla textures above
No idea what type 3 is. I only use one mod for New Vegas and it was made by a friend of mine and not available for public
links. as Nexus has a wonky search engine.
here's a link to the main Type 3 body and armor replacer. https://www.nexusmods.com/newvegas/mods/34825
NON-NUDE New Vegas Type3 armors with the underwear base body
My phone says no lol it’s listed as an adult mod and has blocked it. 🤣
it has a non nude option though it is labeled adult.
Sorry. I can’t access it from my phone.
EVB I cannot access from my phone either. It has nude options
Otherwise I’d give you a link
i use the non nude option on install. that's ok. i just put a link to the example. but it seems fallout 4 has less options for character body mods than elderscrolls.
Elder Scrolls bodies kinda sucked. The slider gave very little options. The triangle weights are slightly better and literally any body shape is available with CBBE and Looksmenu on PC so there’s that
However because any body shape is available, the MA had to limit the shapes to 3. I think one was removed since all the pervy sorts went with curvy and skewed the numbers for those of us wanting a normal body.
And if you want something better blame the thieves that stole things right when modding first happened for FO4.
the type 3 for New Vegas was good because it didn't make the female characters look twiggy and gave them more normal proportions though type 3 is on the curvy side which isn't bad. i just wish there was something that simple for Fallout 4.
If you’re on pc you can create your own body out of the options available and body slide. I think EVB has body slide sliders for female now though the one I saw hadn’t been zeroed correctly and Friffy made a few nice zeroed bodies for male out of it.
As long as they have zeroed options you can design whatever shape you want.
Can someone make a Fallout 4 Xbox One mod where the grass has LOD to is so you can actually see it across the map?
I would also like it if someone would make a leveled list mod for the L-string Bow.
Not sure that first one's possible. Would be awesome if it was though
Leveled List would require the L-String bow have 3rd person animations. Those animations are currently broken.
Random question: Is Mods Manager Cap still working for everyone? Whomever spammalamadingdonged xbox over the weekend with a single weapon replacer instead of all-in-one has gained my ire.
A question for the developers, can things of that nature be contained to "not latest" but just in "patches" similar to how WIP is done?
There's no option for that currently, but it's something we can look into. This isn't the first time we've had a slew of variants posted at once, and while it isn't inappropriate (assuming they are separate mods, and not simply spam) it isn't desirable.
I don’t want to take away anyone’s fun of posting stuff, and I’ve had people shake their fists at me for a thing, but good grief. If mine and chuck’s mods weren’t available for Xbox players to expand the menu, no one would be able to see anything in latest but the replacer patches for various weapons. Ugh.
Yeah, I feel you. It's working for me, though
I don't know why this guy has to spam those replacer stuff
You search absolutely anything and it's replacers will appear, regardless of the search
Pretty annoying
So what you’re saying is don’t do that for the C76 weapon ports/patches? 😂
Nahh, the guy that posts his are about 10 or more at once lmfao
Oof
C76 patches never covered the entire search tab
If you go search anything, you'll see
It's a weapon replacer for every single weapon in the game, one behind the other
Yeah, pretty much
We can't track recent releases because of this. Turtle's Mods Manager Cap helps, though
Can’t say for sure that was the intent, could’ve been an honest mistake. But someone should bring it up to that mod author to not do that in the future.
Mod Manager Cap? Never heard of it?
It expands the mod menu on Xbox
It's a must have nowadays
The pages can show 150 mods if I'm not mistaken, this mod expands that and you can see more stuff
Sounds awesome. @zinc hare the mod cap manager a SWF replacement?
Nope. Just an ini edit. SWF replacer isn’t necessary. Hopefully the devs will design a better UI for Starfield/ES6. Hopefully the website will stay active for uploads for those games, and they don’t turn totally to Steam Workshop.
You should have hung out with us on the Beth forums, captain. Was a fun place.
I'd increase the limit, but weirdness happened after a fashion so 700 is the figure.
Sorry bot. What's the linky time limit?
Those are short links to the beth mods page, btw.
I can't find Chuck's 400 limit one. :/
Cool 👍
Anybody having issues with accessing mods in general? The game on PS5 won’t allow me to login to view/use them. It either times out or causes my game to crash.
What's the best Discord channel for mod requests?
This channel has been pretty helpful
Hmm
With all of the Mod Authors in this channel, just share what mod you would like, and hopefully someone can help.
The weapon replacer spam on Xbox is just horrific. That person needs a banning.
Are they just ports or they the original mod author? Wouldn't be that bad if they were the original author. We want the authors to share their things.
Nvm. It looks like its just a Call of Duty weapon. On repeat. If you're going to make things, then y'know make things not rip things. -.-
That's all I'll say about that because I'll start ranting... >_>
I got a couple of weapon mods in Fallout 4 on PC from Halo and CoD. They were made in such a way that they fit into the world. I thought it was cool.
Modern weapons aren’t for everyone. There is an audience for them - and to each their own - but spamming should get you banned.
Just opened up the mod menu for the first time in about a week and good lord
That's a lot of gun mods
I’m good with whatever type of weapons people want to mod in, but it makes searching and scrolling mods awful when someone uploads 15 replacers for every mod they make individually and they have tons of tags on each one, so 1/4 of the mod tags are just useless.
This mod author is the only one I’ve seen doing it. I’m wondering what can be done to stop them.
If they tagged it properly as a patch, there wouldn't be such an issue since you can look at other things besides latest. A replacer is a patch.
All they had to do was upload one mod with the asset and then use inter-mod communication to switch out the damned OMODs for the weapons they want to replace. -.-
Unless the original is that poorly put together...
507 mods wow. All most as much as I've published. All clogging up the Xbox page I see. I would love to be able to have multiple versions of the file on just one page, many of my mods could benefit from that.
How would that work exactly? Last I checked doing model replacers w OMODs wasn’t possible for weapons in FO4?
Why not? Make a new OMOD with the new model and switch it out at runtime.
Modcols are the issue.
Not OMODs
Hopefully with the next game the weapon system and world edits will be easier to mod. Because so far it's kinda been unfun.
Tabs on the website would be awesome to have. One for the description that's shown to Xbox, one for more in-depth ReadMe stuff for extra bits of info that don't fit in the description -- or to be used as version history or some such dunno -- random thought, and another for multiple mods. But how they set up the in-game browser is... uh. How in the world would that work?
It would be nice to have it organized by author. Select a mod and have an option to view more by the author.
Or select a mod, and if there is a patch for it or addon, have an option to select it to view the addon. Problem with that would be everything that's come before. MAs would have to go back in to reset their things and we're already 5 years out. Some people have moved on and some porters are just in it for the glory and care zero about their user-base. Just the Reddit kudos or whatever.
Sorry. Thinky thoughts are thinky...
Replace the download button with a file versions link, old uploads at the bottom of that page and custom version #'s above that.
Ohh. You mean instead of fully replacing a mod when uploading, have multiples?
Yes
They'd have to update the CK for that, wouldn't they?
Oh ugh. Sorry. Have to disagree. Can you imagine how unmanageable the CK stuff would be?
It's just a list.
How would we be able to find the things?
Sorry. You're still typing. Sorry.
When you upload you can add the version #, no extra description for each just a #.
Yeah but. The CK, man. It's ungodly as it is. It's just a list of things.
If you've got versions... omg. Ow.
I'm not Shure how to mitigate bad UI.
If they could integrate git or somesuch and then update the UI but it's just for modding. They've got to make money in order to, like, make the things.
Can't ask a company to do a free thing. Even if they do like mods.
Would be nice to be able to use git though.
It's at least kinda free. >_>
I didn't mean to scare you off by disagreeing, Invoker. Speak your thoughts. My opinion is just that. Mine. You've got your own so speak and such. 😄
Verity is the space of life. I like differing options, can get better working systems like that. no need to update ck. Just upload and handle all ells from the page.
The CK is fine as it is. I have no problems w it.
I guess I'm not understanding what you mean, Invoker. How are we supposed to keep up with version control on our end (within the CK list) if a mod we're alpha and beta testing on console has 100+ versions? FOTC in PS4 WIP had over 100 for our PS4 beta testers prior to deletion of the WIP for actual release in the main sections. Would there not be 100+ different mods in the CK list for one mod since they all have to have unique numbers assigned for each version?
And then there are mods that are in constant development that would have multiple versions as well.
Multiple listings in the CK, I mean. Each would have to be assigned an individual number for the console to keep up with. Like all these numbers have to be unique, yes?
I can see the need for a limit on that. Perhaps a rolling list of 25, but keep the 1st forever. In the edit page versions would need to be delete-able. No thing in the ck needs to be changed it will think it is over righting but it is uploading the next version # / main file. The main file can be altered form the web page.
Like this?
A lot of people are concerned that because Greyhound is discontinued for MW I will be unable to port MW assets anymore. I can assure everyone that I have everything from the game before richoet came into action. More mods will come, I will be practicing with making animations more so updates on ports will be slow.
My Nexus - https://www.nexusmo...
Oh God yes this, this is what I hated most about the system
There's so many times where you have no clue what other mods are made by a really good author you like
Yeah but that feels like it needs to be in the actual in-game system you know?
It's like if you went to the library and all they had was the Dewey Decimal system, and no way to look up books by author
Yeah, that would be a lot easier
Oh I see now. My brain over thought things. The CK list drives me nuts. Organizational nightmare. Lol
This whole conversation started because someone spammed the website with variants of the same thing and some of us enjoy browsing the latests for mods and we only have access to 98 mods in each category from the in game menu.
Hmm yeah that's annoying af
Is the scrap everything mod also for PS4? I can only find PC ones
There's a mod for PS4 called Scrap That Settlement
Found something but people that have used it say that the stuff you scrap respawns everytime you load back in
Is there any definitive modding guide for Fallout 4 got the urge to play again and wanted too give it a go.
If a scrapping mod’s scrap loads back in, you’ve got a conflict. Scrap Everything cannot be used on console. It disables the precombines for the entire game world and completely turns off the optimization system, and that breaks the game on console. There are warnings on the Nexus page for PC users. But PC users don’t read or listen.
Scrap Everything requires the ini edit that turns off the system in order to do what it does.
Whomever ported it to console either doesn’t know how to mod or ported it maliciously
Scrap that Settlement STS is still the best solution for console. Although the mod is not longer maintained and there are still some small bugs in it. Usually when scrapped elements come back it means that another mod edits the settlement. Also happens if you use mods that have a automatic build function like Amazing Follower Tweaks or the City Plans in Sim Settlements.
STS works fine for normal stuff. But if you're going to use Sim Settlements, there's Raze My Settlement and Clean My Settlement REDUX, which was created with Workshop Framework. Best to use mods that were created to go with each other.
Didn't realize there was a conflict with Amazing Followers Tweaks. I avoid that one like the plague since it does more than followers.
is there a mod to turn off insects or replace them with not scary things like dogs
because i go crazy when i see one i played it 2 years ago and fell of my chair
nvm i believe i got one or ill be hucked
im claostreopisch
uh
scared of insects like spiders and that
Spiders aren’t insects, they’re arachnids. Fear of them is called “arachnophobia.”
What's it called when you're just disgusted by all types of creepy crawlies
While insects and arachnids are different taxonomic classes, a strict biological definition isn't always relevant in other fields. It's sort of like claiming a tomato is a fruit (botanical definition) rather than a vegetable (culinary definition). If you're doing botanical work, that makes sense. If you're cooking, it does not.
So while entomophobia (fear of insects) and arachnophobia (fear of arachnids) are recognized as potentially separate conditions, there tends to be a lot of overlap - because ultimately these are very similar looking critters.
There are mods that replace spiders, chaurusm and ashhoppers. Insects Begone is the one that immediately comes to mind, but there are others.
Flame Spells and Flamer is my usual go to for anything creepy and crawly.
AFT has a auto-build function for settlements. I only tested it once. A few minutes and you have a build up settlement. But if you scrapped things before using it then the scrapped things return.
is there a pregnancy mod or just a pregnant skin?
Those type of mods are usually hosted on a site other than Bethesda.net and the moderators probably don't want me posting a link to it as the entire site is NSFW
I’m sure such a mod exists but I don’t know that for sure. You could try Google but I too won’t post any links to where I think such a mod would be hosted.
Change mod?
*** challenge. My spell check is broken in my brain
Armor add-on, ball?
Just add some belly weight to female NPCs in a custom human race?
Facial morph identity set to 41
So the modder ‘electroavenue5’ has been steadily adding 1k Texture Downscales for Weapon Mods to the Xbox Modding Bethesda Site. They’re nice and helpful, but it seems most of them leave out the Leveled List Script and opt to just leave it isolated to being craft-able at a Chem station. My question: Why? Are leveled list scripts that heavy on memory?
Nope. If properly done, they inject the list the and then stop themselves. This way they don’t take up any resources.
The more important question is did this mod author get the proper permissions?
Of course. They are open about the permissions. It just irked me that they managed to squeeze them so nicely onto the Xbox at the cost of the leveled lists. They even got the current Hunting Shotgun build from ‘Deadpool2099’ with the new attachments. A weapon added to the game world without being added to the leveled lists feels…empty? Well, it depends on what kind of weapon it is to be fair. I just don’t have any way of contacting ‘electroavenue5’.
A LeveledList + injection script is very light in terms of file size. It could be an oversight or lack of experience in creating them.
I’ve thought about doing my own port of it w BCR built-in so it’s standalone.
Is there anyone who could help me learn how to write scripts? I've looked up a few tutorials but so far all I've gotten from them is a headache
What is you’re trying to do?
I'm trying to make a script for a follower mod I wanna work on for myself
Well, scripts
All the likes, dislikes, stuff like that
So you want to change their responses to the likes/dislikes?
Well I kinda have to make them first to change them, since they're a new follower
Unless that's not how it works, I would have no clue
Apologies if I'm not making it any easier, scripts are very new to me
So I'm not sure on how this all works
The DLC has the scripting to use as an example for a new script for affinity. If you’ve never modded before, I highly suggest you do some of the tutorials by Seddon4494. Creation of followers is not for novices. It’s more intermediate to advanced because of the followers system you have to integrate into.
You need to learn how dialogue is set up, how to set properties o an attached vanilla script, dialogue conditions, keywords, global variables
Is that a channel?
On YouTube, yes. He also has some great G.E.C.K. Tutorials, if you want to learn the kit from the beginning with FONV modding.
Talking about the creation kit, don’t care about the game itself
Ah
As I said, starting from the beginning
Well, thank you for letting me know, I'll give the channel a look when I've gotten some sleep
3 am brain is not very good for doing these kinds of things
Lol have a good sleep
Thank you again for pointing me in the right direction
Can Someone PLEASE clean up the Xbox Mods so that when you search for a mod you dont get 30 mods with the m16 replacing each indiviual gun in the game and three mods that are close to what you were looking for but are in say French or Korean when you read and speak english. Finding mods there is nearly impossible right now the way it is with the weapon replacement mods it seems like something a troll would do.
Right now legitimate MAs cannot upload or our stuff will get lost. :/
I am trying to download Sim Settlements on Xbox one. I have the two mods that’s required for it. When I attempt to download it, it gets to 100% and says, “ operation cannot be completed “
Also after clearing saved date from everywhere, and downloading HUD framework, it keeps sending me to Bethesda login page
You might have to clear the reserve and try again. If the website/server is having trouble or if your internet connection is wonky, it may have only partially downloaded things.
The other possibility is that you’ve gone over the 2 gb limit. There is a difference of about 30mb between what is shown on the website and what is shown in the in game manager.
Xbox is gigabytes while the website is gibibytes.
The load order framework worksheet has a place on it where you can keep up with such things.
When this happens to be, I call up the dashboard and force-close FO4. When I reopen it and download the mod that didn’t work, it downloads and enables itself just fine.
@willow blaze Actually for Xbox users we recommend using very few leveled list injected weapons and armors. Most are much higher poly count and higher resolution in general than vanilla weapons and having them spawn in NPC level lists can reduce performance, especially for the lower end Xbox consoles. Plus most mod authors assume that BCx textures are the best (which they are for PC), however DXTx is the best for Xbox in terms of performance, so even downscaled textures may not be the best choice for Xbox users unless the author converted them to the correct texture format for Xbox and used the CK to pack them instead of Archive2. So for users that want a LOT of weapons and armor mods having them craftable only is actually a favor to the user.
You assume “legit” mod authors don’t take any of that into consideration when outputting to Xbox?
I'm sure some do. But in terms of texture format in particular it's been my experience that many just don't know. I don't assign any malice or disinterest to any mod authors, more that lack of knowledge of modding for Xbox in particular is less common than for PC.
At any rate it's been shown repeatedly that users with lower end Xbox consoles struggle in downtown especially if they have more rather than fewer weapons and armor mods. Users who cut down their list of mods fare better.
So long as the mod is being packaged via the CK it should not be an issue. Though it's also been my experience that Archive2 will do the conversion correctly as long as you set the compression type on the archive properly.
I'll grant you it's been some years since I experimented with it and my memory could be faulty, but as I recall packing with Archive2 set for Xbox compression vs packing with the CK resulted in different sized texture archives even with the textures themselves being the same format.
Not by as much of a difference as BCx vs DXTx mind you, but a difference
Eh, well, in my case in particular I can't get the CK to pack didly squat because it just locks up and requires me to kill it in task manager before it consumes all the RAM in the system.
Yeah SSE vs F4, I lucked out with choice of game to mod for 😄
I run so much on my Series X and can still get 60fps with an Overgrown Mod, Weather, 10+ Weapons Mods, and added clothing swatches.
Not boasting, just an observation. At least Series X users can throw stuff around. But I get what you mean. On my One it was awful, on my One X it was bearable, but when I switched to the Series X it was light and day even with a lot of scripts and additions.
Glad to hear you have a better experience. 🙂
Oh, SE has it's own share of nasty quirks with archiving stuff to upload. It's weird because FO4 has literally the opposite kinds of problems in my experience.
Quick Question to the Community:
Whose familiar with the Sophie face preset in Fallout 4?
And this is especially important: Who knows the distinct facial features?
I ask these questions because I would like to recreate Sophie in Fallout 4, but without the mod installed. I still have some achievements in the game that I want to get, believe it or not.
I already have a character created, but I've been held up with not being satisfied with her looks, and it's made the game unenjoyable (which happens a lot, I assure you.)
I figure if I can just get the specific types of facial features that are used in the Sophie mod (on the PS4, I should add), I could re-create her look and hopefully feel satisfied with it.
New facial features are no longer possible on PS4. That has been corrected with the latest version of the CK.
The CK looks for facegen data prior to packaging and any external files are automatically rejected for the PS4 version.
I don't know much about modding, but if you can tell me what the specific parts of the facial design are, that'd be great
As far as the sophie preset, if there is a PC version, then simply download the mod and load it into the CK to look at the slider data for the specific parts.
The numbers are where you're going to have issues since there is no way to keep up with in-game.
So, just download the mod on my PS4, load up a new game, check the face parts. record them down and then un-install the mod?
Then I'll do that then, and see where it takes me - thank you.
Sorry, I don't even use mods and I play on my PS4, so mods aren't exactly great where I'm at
That's one reason why I plan on getting an X Box Series X when I have the money... and when they're available again.
My husband was awesome and kept checking Gamestop every chance he got so he could get me one for Christmas. And then waited in line for several hours for his PS5 after Christmas and just barely made getting that one. They'll come around again. Just have patience. And think of it this way, by the time you get the funds together, they'll probably be available again. 🙂
I dislike the PS controllers to point where I will not touch them, but the PS5 is rather nice as far as gaming.
That's my plan lol - tbh, my main reason I made the choice to switch is because of Microsoft basically being the new owners of Bethesda, which I'm hoping will mean that the Elder Scrolls and the Fallout series will be getting better when their new games come out
(also before anyone thinks we've got monies) Hubby had never used any of his Gamestop rewards and used them all for a major discount. They were otherwise unaffordable.
I'm kinda meh about the buyout. Windows has so many bugs they have to keep updating on a monthly basis to fix them. -.- I'll leave it at that.
Well, I'm back - I took your advice and downloaded the mod. I snapped a pic of all the facial features used, and I applied them.
I wasn't exactly impressed, so I made a few changes
Would you like to see what I got?
I'll end up posting these anyway over at screenshots & video anyway
I’ll check that channel 🙂
Cool
@keen vigil thanks will give it a try
Hey im playing on ps4 and i have the cheat terminal mod but it doesnt do anything
There’s no way that cheat terminal will work on PS4. If someone ported it, they’ve had to remove all the scripting. Cheat terminal is 100% new scripts. Remove and start a new game.
Try Cheat Room instead. https://bethesda.net/en/mods/fallout4/mod-detail/3197134
There's also FreeMaker: https://bethesda.net/en/mods/fallout4/mod-detail/3058339
Here's AndrewCX's mods. They're put together very well. https://bethesda.net/en/mods/fallout4?author_username=ANDREWCX&number_results=40&order=desc&page=1&platform=PS4&product=fallout4&sort=popular&text=
is there a mod that fixes preston dialogue loop? it's getting quite annoying to listen to him whine about not evacuating the institute every time i walk near him
Do you have the unofficial patch installed
Unofficial Fallout 4 Patch, should be one of the first mods you use if you start using mods
I'd definitely start with the Unofficial Patch then, it fixes lots of small bugs like that
why does console only have 2GB available still? how hard would it be to up the limit
Xbox has 2GB, Playstation has even less
why does it have so little compared to skyrim
Probably because Fallout 4 is newer and more demanding, so the consoles can't run as many mods on top of it
series x pain
If you're on Xbox, I guess it's relatively easy, but if you're on PC, you can be in for a ride. 😁 I'm not sure which mod organizer is working the best nowadays, but unless things have changed, Mod Organizer 2 is a good choice, albeit perhaps a bit more learning-intensive to use than Vortex... Just stay away from Nexus Mod Manager in either case
Installing just the unofficial patch with mod organizer should be relatively easy
@lucid minnow
If you download a mod without having required mods the mod will still download but then sits greyed out at the bottom of your loadorder. It can't be activated until you download the requirements. "Operation can't be completed" usually means you have not enough space left. Could be ghost space if you think you have more then enough, or like @zinc hare mentioned that you count on the full 2gb. Always calculate in that 30-40mb can`t be used.
General question to mod authors around here. On xbox mods description i read something like this from time to time. "This mod is esl. flagged and won't take up a slot in your loadorder" Which is wrong, at least for console, because every mod takes up a slot no matter the file format. Is this lack of knowledge or just copied descriptions from the pc version without changing the text?
.esl flagged mods increase the load order number, but they won't increase the index, which is a different number altogether...it's the index that can't go past 255 or thereabouts
I think the .esl flagged ones all exist in the same index? Something like that
You can have 500 mods in your load order and still be under the index limit
I think there might also be something with overrides as far as .esls (and .esl flagged .esps) go, I'm not exactly sure how it all works out, someone else with more intricate knowledge about their workings can step in 😁
I know that I've been up to 400-500 mods with Fallout 4, including .esp, .esl, .esl-flagged .esp and just straight up replacers but I've kinda just followed guides and the actual information hasn't really rubbed off on me...also I just realized you were directing the question to mod authors, which I am not, so my apologies...Saturday brain
No problem. 🙂 This is more console specific because the loadorder works different and is restricted to 150 slots where one mod is one slot no matter the file format.
i'm on pc,steam
is there any way to fix the operation could not be completed bug for mods on pc?
because im trying to download sim settlements 2 chapter 2 and goes to 100% then just says operation could not be completed ive heard about this on xbox but not pc so i have no idea how to fix this can someone please help.
You can try downloading it from nexus instead of the in-game mods menu
i guess but its just that every mod i have is from the bethesda.net
and its only this one mod i could right now download any mod at the moment and it would work but this one mod is just being a pain
Either Total lack of knowledge or they simply do not want to maintain two copies of the same file. It depends on the uploader. It’s absolutely not necessary on console and I hope Bethesda made under the hood contingencies so those types of mods don’t actually break things.
Regardless of the flag, you can only have a set amount of records before it spills over into the “normal” mod space slot.
And if you’ve got most of the creation club stuff, the less amount of .esl and .esl flagged plugins you can have in your load order. Console players cannot see the extensions but there are several of the club creations that were too large to be .esl plug-ins .
There are several split up into several ESL files.
I own them all on PC but a few of the power armor ones. Are you talking about the virtual reality ones?
Copied descriptions. They also keep the BCR and TRF support despite not supporting either.
I own them too. I was referring to the Gunners vs. Minute Men.
Take that back, I don’t own any of the dog CC stuff. But I have everything else: weapons, PA, skins.
Hm. I only have ccGCAFO4025-pagunmm.esl and the BA2s.
I’ll have to double-check when I get home. May have to crack the Xbox open to see which files and extensions are there.
Probably shouldn’t discuss that type of modding here.
This is all I have.
The VR stuff:
I’m not talking about piracy or anything like that. In fact, I’ve purchased 90% of the CC content for both Xbox and PC.
Same, but access to the Bethesda esl files are under DRM lock and key on Xbox so there's only one type of modding where that can be done. And it's a no-no. So we'll not discuss it here.
The ESL files are not under any DRM? The PC versions load up just fine in the CK w/o any sort of decryption. Besides, I’m not talking unlocking or hacking of any kind. I was only talking about looking at the file extensions - nothing more, nothing less.
Now that I think about it, looking at the Xbox files’ extensions wouldn’t matter anyway. They’re identical to the PC counterparts as we can write mods on PC that reference the filenames and they mods will work on Xbox without any tweaks.
If you are an Xbox player, then you know just as well as I do that On Xbox there is no way to look at the files downloaded from Creation Club. When you select the base game it only gives the Durango information. Cc is not separate like the addons.
Also info for pc mod authors, so y’all know what’s what
Note the difference in file size of the base game. The difference is the creation club already downloaded.
But when you ask for the file info:
Apologies. I accidentally posted the same pic twice.
My Xbox account is linked to whatever shenanigans Microsoft has done to keep their Series Windows version online for their beta cloud gaming with Gamepass Ultimate so I’m not even sure if I can go offline to check plugin names and extensions of mod from the in game load order screen anymore without turning off the game. If you can confirm that’s still something you can do, Captain (or anyone else for that matter), that’d be cool.
And if you were talking about the load order screen plugin list, Captain, then you cannot see the base game or any addons from there either.
In game stuff is identical across all platforms.
There are tools on the MS App Store that allow you to view the file system in its entirety. That tool will show extensions.
The only one I’ve tried is Adv File Explorer. And it allows access to screenshots only. You can see the folder names but Microsoft has a lid on their stuff. Which one do you use?
i don't see any mods that will just put a marker on dog
should i be looking for something else?
Try the Overseer’s terminal from the Vault Tec DLC.
If you have the unofficial patch along with it, it fixes a derp with Codsworth’s marker.
Is there a problem with voiced mods in PC?
It seems that every voiced mod I download has no voice
really wish xbox had more space for mods
was this directed at me?
You asked about a marker for dog, yes?
That can be done with vanilla DLC. No mods required. The patch has fixes for it.
fixes?
is there supposed to be a marker for companions in general?
i'm very new to the game
but it's annoying when dog is running around and i cannot find him
Ah. There’s not a marker in general. You have to build the terminal and start the quest that adds a marker to him. Modded play throughs have the option of cheat terminal now that I see what it is you’re actually needing. If you have cheat terminal, there’s an option in the pipboy to teleport your companion to you if you lose them.
If the voiced mod has those voices as loose files, you’ll need to set up your Fallout4Custom.ini to read the loose files.
Any recommended LOs for a series X player who's hopping back on since release?
Your last load order will work just fine, if not better.
But it depends on your play style. What type of game do you want?
How do i do that?
Do you have a Fallout4Custom.ini?
If not, the default directory for your ini will be C:\Users\YOUR COMPUTER NAME\Documents\My Games\Fallout4
Create a new blank text file and change the extension to .ini
Add the following lines to it:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Save it. And you're good to go. Do note that any loose files are now going to override anything in a BA2 file.
Loose files are load order nightmares so be wary.
Have fun. 🙂
Same.
Anyone know if the Fallout 4 creation kit works on the Xbox App edition instead of the steam edition?
If not are there any alternatives to start modding - I have started using Microsoft Visual Code but there may be better alternatives / good tutorials out there?
Depends on what you’re trying to do. VC is a bit overkill for CK/Papyrus work. But is essential for F4SE development. But F4SE won’t work on Xbox at all. So it comes down to what type of mod you’re wanting to develop.
I may make meshes, or add weapons, but I wish for it to be compatible with all console versions - PS will be harder due to harsher rules in place
You should be able to use an PC version of FO4 + Creation Kit to start developing mods.
How would I go setting up the files as the creation kit can’t auto detect the files as they are stored on an external drive
When you install ck, you must install next to the game. C.K. is just like a phone book, the game is the data.
I see, thank you
Here is an article about this: https://appuals.com/fix-steam_api64-dll-is-missing/#:~:text=Try reinstalling the program to,part of the application's framework.
Thanks
I’m starting to think the Creation kit doesn’t work with the version from the Xbox App
Are there some insanity mods i can download with? Unlike Russian Roulette gun
If anyone know any alternative I’m all ears at this point
Use the Steam version of the game.
You don’t need to use the “Xbox version” to create mods for console version. Anything developed on the Steam version of the game will run on console w the exception of the following:
No C++/DLL files
No F4SE Papyrus Extension calls (you can workaround most of these)
No “as” casting in Papyrus (it will work on PC but not on console).
Yea, it’s just the fact I don’t wanna buy Fallout for the 3/4th time
It is a PC copy, for Game Pass. It's not the Xbox files.
I'm pretty sure the steam copy is required to upload to Bethnet as you have to link your Bethnet account to your steam account the first time you publish a mod
In the early days too many people were uploading mods they didn't have permission to upload and that was one of the things Beth implemented to reduce those kinds of issues
Yea, using the Xbox App version is missing a bunch of files the creation kits looks for, which is probably an anti piracy attempt
I believe the files are encrypted and/or compiled differently.
Yea, maybe
I may buy it again at some point
What do you use as a mod author anyway?
I thinks that’s the only solution for now.
Steam Version of FO4 + CK + xEdit + VS for F4SE developments + Notepad++ (xEdit Scripts) + Flash CS6 + JPEXS
I do a lot of modding 🤓
Yea, you mind if I look at some of your code at some point?
Depends on what you’re looking to do. I usually develop small demos for folks to review and tear apart. My source code for my mods is essentially the Wild West - it’s not clean or pretty… but it is fast. 🤓
Just looking for references as I am still quite new to this stuff
When you get the CK up and running, lmk. I can help you out w scripting and the wiki and such.
Ok, thank you
@misty hedge I've got some templates for people to start out with. https://www.nexusmods.com/fallout4/mods/58500?tab=files
Thank you
A Vatlt too, https://www.nexusmods.com/fallout4/mods/47945
Ever since fall out 4 came out for Xbox one I have always been a huge fan of the gunners. Even now I'm always grabbing up any gunner mod I can get my hands on to add to my gunner LO that lets you join the. Just recently I have been working on a non-faction military LO and was wondering if another version of this mod could be made without the gunner logos on them or even a patch that will remove just the logos. That way I could have all the great things it offers but not have to look like I'm part of a faction.
https://bethesda.net/en/mods/fallout4/mod-detail/4149592
That would be up to the mod author, if you did it yourself - unless you have permission, you will not be able to upload it
Ahh yes. Same as Monday
?
Help I have a problem with the mods I play in xcloud and I tried to remove the mods from the bethesda page but when I re-enter the xcloud in fallout 4 it crashes
Have you tried disabling any mods you are using, and tried loading FO4 that way?
The problem is that the game does not open for me, sometimes it starts me but it crashes quickly and whenever I try to play it I get this ""disconnected from cloud gaming session game quit unexpectedly""
Are you able to boot it from a device such as xbox or pc?
No because I don't have xbox and I'm paying for the game pass service to be able to play the games from my phone and I thought that removing the mods on the bethesda page would solve it but no :(
How did you download the mods in the first place?
In the mods section of the game because as I said it is a service in the cloud, that is, it almost simulates being an xbox the xcloud
Yea
I’m sorry, but I am unable to help. One of the more experienced people may be on soon and they could possible help more
It's fine, the only thing I got to rescue from my game with mods was a screenshot of my character that I'm going to send to #screenshots-and-video I'll see if anyone knows about it later :/
You could also try posting in other forums like reddit as well, to see if anyone else there may help?
With any mods, you'll need to start a new game if you remove them. You'll need to clear the saved data from the reserve space -- if it will let you. If it allows you to, be sure to tell it to remove the data from the cloud. You should be then able to access the game again. Also, when using mods, be sure you are not returning to the game from the quick resume feature.
If it does not allow you to do so, then it is not recommended to use mods using the cloud feature. You have to be able to control your saves. If you cannot control your saves, you cannot play with mods.
It looks like something Bethesda might have to look into so I would submit a support ticket on the Beth Support site. They may be able to offer more information or provide a future fix. I would not trust anything on Reddit since it can be voted for. If too many people disagree with a thing that may be factual, you'd never get the factual information. If too many people agree with an opinion, you'd only get the opinion and wouldn't know what the fact is. It is a horrible system to find information on.
Thanks
hey im using vortex as a launcher for mods it won't let me exceed 100 mods otherwise my game will freeze and crash. can anyone help?
Does Fallout 4 have any other mod loader/ manager
Actually, are you sure your PC can run so many mods?
Mod Organizer 2
Is it possible for someone to make it so humanoid enemies spawn with 2 guns instead of one?
As in the NPC is dual-wielding or you just want a second weapon on their person?
The latter.
Also, as I have said before, I want someone to make a leveled list patch or a weapon replacer for the MORS.
Wouldn’t be hard to create yourself w xEdit or the CK.
The game itself came with a manager. There’s also Wrye Bash and MO2.
If you want the ingame manager to keep up with the size of the mods for you, they must have BA2 files. There’s no limit on downloads for PC like there is for consoles.
Quick question; is there an Unofficial F4 Creation Club patch mod for console?
Given that there's LOADS of CC addons I would doubt it, but then again most of F4's CC addons are just paint jobs so maybe whoever does make one should just exclude those and focus on the ones that does add in additional content.
Anyone know how to use the FO4 creation kit
Yes
Can you give a basic explanation ?
It's like a phone book
it will show you a file tree
a search ia avable
It has several windows
Yea
Yes
The warning window shuld be made small and out of the way tou will not need it yet
Warning window?
Sorry for the bad typing, hands don't wotk to good.
It’s ok
Work**
Load up the game in C.K. by file / data doubble click the master file so it is loaded then hit the button. I'll make a screen shot
https://youtu.be/zC8wkDlZmOI I got a vid
Thank you
More homework
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Trouble
This channel is primarily Fallout 4. Sometimes some other games once I've collected enough "moments". Fallout mods showcased are mods I made myself, unless otherwise stated. Woohoo!
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My name's Richard aka Darkfox127 and I primarily create tutorial videos to teach people how to use the Creation Kit to create mods for The Elder Scrolls Skyrim. In addition, I also live stream over on Twitch where I create my own mods and play Skyrim itself.
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That will keep you bizzy for a bit good luck.
Thank you
This is normal the base game files have hundreds of warnings that you can safely ignore. If your own mod has warnings you'll get a pop-up menu on loading the mods telling you to check the editor warning log for errors, it's in the Fallout 4 directory with your CK and game exe files. Search for <CURRENT> and you'll find errors specific to your mod instead of the game itself
You can also look through the warning window in CK for them but that's often a pain
You can also color code the Warning screen and then double click the current warnings. It will take you right to the problematic file.
*record, not file. Brain works. Probably.
Can someone let me know if my load order is okay? 1. Fallout 4 patch 2. Workshop framework 3. SS2 4. SS2 Ch 2 4. You and what army 5. SSM 6. Settlement companion dialogue overhaul 7. Cheat terminal 8. Place anywhere 9. HUDframework 10. Workshop turret pack 11. Do it yourself clutter 11. Improved maps. 12. Legendary modification 13. English full dialogue
You'll need chucksteel's FDI patch if you're going to use FDI and also check the SS2 wiki for information regarding it. There are certain things about it that conflicts so read all information regarding SS2. Here's a Load order framework template to use: https://oddsmods.xyz/FO4LOFrameworkTemplate
Is there like a mod that gives unlim bottlecaps and max level?
You could probable just use the cheat terminal mod
A Holotape Cheat Menu that lets you add Caps, Stimpaks, any of the Crafting Materials, SPECIAL Points and More!Also available for Xbox One on Bethesda.net
Is there a mod that adds more modifications to the death claw gauntlet?
I am doing a deathclaw gauntlet run, and it feels much weaker
i could make a mod for you that buffs the base dmg
but the base damage is already higher than the disciples blade
(the blade does get a boost from a scav magazine which makes it quite a bit stronger)
in my mod i have given all BoS members (fatigues/combat armor/power armor) their correct rank insignea tho i had to make up some of the rank insignea are there official insignea for the following ranks:
Aspirant
Knight Commander
Star Paladin
see the mod page for my own designs of the insignea
https://www.nexusmods.com/fallout4/mods/58140
don't want to make it troublesome, tho you got a good point, the base damage is higher than disciples, maybe the disciples deal more damage due to it's pent effect?
This is brilliant
thanks 🙂
I honestly was bored with the BOS only having two armors xD
just increasing base dmg is not a big change at all,
launching the ck takes more time than the changes most likely
yeah now you have 3 choises all with the correct ranks
fatigues (like what kells is wearing)
combat armor
power armor
and many many more changes ofc ;P
dw about, i found a mod that changes the claw to armor pent, thanks anyway
👍
Prydwen improved for player living by connecting workbenches, a food vendor and a player owned bed
this is brilliant ngl
i hate that the connected workbench mod didn't include the BOS
Well done
if you have any suggestions let me know 👍
. prydwen ariving sometime after call to arms instead of after reunions
Is the cutscene still there?
thats a thing i want to add and is not already in my mod, there is already a mod that does this
and yes that mod still has the cutscene
i am rooting for that
Anyone know any gud enclave minutemen mods ?
Blood Moon Raiders
SS2 Addon Pack conversion:
https://www.nexusmods.com/fallout4/mods/59399
SS2 conversion of Blood Moon Raiders(& the plots from Reavers)They Are HereYou Cannot HideYou Cannot RunThey Will Hunt YouThenTheyWillKill You
what mods could i download that maake the game more difficult but doesnt directly change dmg taken/done
(i already play on survival)
i disabled all of my mods in vortex and it still does this
my drivers are up to date
i dont know why its doing this
Is there a Xbox One mod that either gives you a way to craft a door that leads under the map so I can build there and followers can use it or a mod that will let me remove a square section of ground to do this?
I'm trying to build a WWII or Vietnam style military camp that has trenches outside of it, barbed wire fences around the inside, pillboxes, buildings for different things and a underground bunker. I have a mod that made the starlight drive in completely flat and removed all the building structures so it's completely empty for me to build this.
Are those images a modded settlement?
Starlight Drive In ''no buildings. flatter and extended border''
Nexus: https://www.nexusmods.com/fallout4/mods/20777
Xbox One: https://bethesda.net/en/mods/fallout4/mod-detail/3360632
Nice thanks
Your quite welcome. There is also this one for Sunshine Tidings. You can completely scrap the building as well.
Sunshine Tidings - CleanNFlat
Nexus: https://www.nexusmods.com/fallout4/mods/31756
Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/2947742
PS4: https://bethesda.net/en/mods/fallout4/mod-detail/3196944
I don’t see a UVD file with that mod. Isn’t previs necessary for calculating the precombined mesh data even though the meshes are disabled? Also, there are no deletions right? Deleting vanilla objects causes bugs.
Anyone here create holotapes for mods? @unreal vale and I have something we're stuck on.
The holotapes we created are inserting 10 seconds of silence in between the 150-character dialogue lines in the 11 different wave files that make up the holotape and the silence isn't in the recordings. It's like it's buffering or something? Any ideas why? We've created an NPC for the dialogue but feel like we're missing a step.
I'm trying packing them into an archive atm to see if that helps, if it doesnt, i'll post some extra details here cause im out of ideas lmao
I put my football gear on and also posted to reddit. lol
I can't believe one of the best Fallout 4 mods for Xbox one was taken down from Bethesda all because people were being immature.
I had this mod but needed to redo my LO and lost the mod.
Now without it my game looks truly empty to the point I no longer get pulled into the game.
Also once more us console players are left with nothing nor even anything that comes close to it.
I have spent days looking for mods to replace it and found nothing.
On top of it all we no longer have many mods like we use to that do what this mod did.
The third one down was taken from my game with the mod.
What mod are you talking about?
The mod is called ( A Forest )
And what’s the alleged immaturity?
The Nexus page for that mod says “A Forest” will not be available on console.
So it shouldn’t have ever been posted to Bethesda.net to begin with.
" DeathByKitty
3 weeks ago
A Forest won't be available again on Xbox due to its community being toxic and trying to force on us permission to port our other mod (by begging, insulting, raiding friend's discord server and using dying on cancer grandma as an excuse). We removed our content of beth net and we won't host there our mods again, they will remain PC version only 😉 "
I thought it was because of the same raunchy joke being made.
I see.
Might be best that not get looked into too much.
Is it what it is. The mod author(s) of “A Forest” can do whatever they want w their mods 🤷♂️
There are a lot of not nice things to say about both Xbox and PC communities. But this isn’t the place for that.
Tough luck. I wish I could play a lot of PC exclusive mods too, but well. It is what it is... 🤷🏻
Besides, Xbox is kinda of unstable with big foliage mods like that one
don't know where else to put this but we need a way for creation club content to be enabled/disabled on console
Absolutely. I've had to reinstall my game because of bugs caused by CC content.
Or just someone release a patch that addresses the CC issues.
Is there a list of known/specific issues that are caused by having CC installed?
Not that I know of. I know about those two well known issues (Locked Vault door and Codsworth broken during the first quest)
Locked door vault has been random for me. Having the pip-boy app active seems to increase the chances though. At least on my end. Might be different for others.
codsworth doesnt have issues with cc by itself
i have the specific cc that “causes it” installed with no issue
Codsworth glitching occurs 75% of the time upon exiting the vault.
For me at least on Xbox. Sometimes you can leave the cell and fast travel back and trigger the Quest to continue.
I've heard it mentioned that it's a good idea to hang around the vault exit for a bit before entering Sanctuary.
I have no issues on PC though - same LO and no F4SE mods.
I heard the X-01 creation used to trigger the vault door bug, I have it installed and never occurred with me
I’ve tried that too. Waiting until all CC Quests are finished spamming me. It seems to reduce the chances but doesn’t eliminate them.
Since Sanctuary is a settlement location it might still be running checks against that stuff even when you haven't got control of it yet.
The Settlement scripts are notoriously slow. So it may take longer than just waiting on CC spam to stop.
These bugs seems pretty random
Yes, that's because they are. For instance, I've never run into the issue myself.
Has anyone tried optimizing those scripts?
Yep, while fixing bugs in them, UFO4P also optimizes them as much as things can be without breaking functionality.
It only happens to me on Xbox. On PC, everything “just works.”
Fallout 4 regarding bugs is pretty random lol
Almost all my playthroughs I ran into something new
Even then you'll probably still have to give it a bit before rushing down to the settlement.
And no, it definitely does happen on PC as well. Most of the original reports of it came from PC players.
That’s part of its charm
Last time I droped my save I ran into that bug with the Daisy's quest to clear the Library
Damn, that made me lose some hairs lmao
Interesting. I don’t keep up w the PC side of things very much. I thought this was a console issue.
Something happened with the supermutant spawns and I think it was not related to my LO
People used to say it's guaranteed to happen with the Tunnel Snakes DLC, but that was debunked after loads of people with it installed reported no issues with Codsworth, even when deliberately rushing straight to him.
I don’t know why but the Quest doesn’t advance to “Talk to Codsworth”; however, a Quest marker sits above Codsworth regardless.
I've seen other people with that issue
That TKsMantis guy ran into that one time if I'm not mistaken
Seen another guy with the same issue too. All said it was after installing some CC stuff
We don’t talk about that person as he’s… well, he stirs things up.
That’s putting it lightly.
I just ran into one of his vids searching for a bugfix, I don't follow him lol
I may add my own Holotape option to force the Quest stage to advance in case Codsworth gets stuck. Reloading over and over again trying to get lucky while you’re trying to debug a mod is a huge pain.
I don’t watch YouTube. I’ve never had the codsworth issue with CC. Had it with a mod that left a dirty edit on Sanctuary and the trigger though. And another one that disabled the precombines right outside the vault but I’m not sure if those were causes or just coincidental.
The thing with trying to set up a holotape to force it is that the people who encountered it said you can't even force it through the console cause something hasn't triggered properly.
I’ve managed to force it via console commands. I tried it from standing at the Vault Exit.
so im having a problem with creation kit. it wont open because im missing "Steam_api64.dll"
@zinc hare ^
Install ck in the same folder as fallout4.exe and run the game. then run ck.
Also make sure you bought through Steam and not MS store.
\0/
turtle to the rescue
Lol not necessarily. Many things could be wrong and I’m not at their computer. Steam might also need to be updated.
Also don’t install Steam to program files.
like I said... turtle to the rescue ^
Crap...gotta tag the the person with the question and stuff
@timber oyster ⬆️
it worked, now i just gotta make a nif file and pack it into a ba2 file
Groovy. Have fun. 🙂 If you’ve got 3DSMax 2013, kinggath has a good tutorial on how to set up the Bethesda nif tools for it.
no need, it was just a simple import of a smaller mesh for an item. i was just looking for archive2 mainly
Out of curiosity, How are you handling the havok? Just borrowing from another mesh?
havok?
Havok is for behavior/annotation modding.
You have to have havok/collision on a mesh in order to make it interactable. You can bring over the collision data from another mesh using Outfit Studio or Nifskope, but depending on what that is, could have issues. Could be great. Depends.
I thought Havok and Collision were two separate things? I’ve been neck-deep in both F4SE and Behaviors so when I hear “Havok” I immediately think of those XMLs…
Havok is the physics engine. That's behaviors and collision.
I think it might be Havok cloth as well as the physics; however, I don't do a lot of stuff with armor meshes or hair. I've only worked with rigid bodies and the collisions when combining them into SCOLs.
Also, FPS is tied to the Havok engine and going over 60 FPS pretty much fries the game. Physics goes loopy.
Why would water plane in a custom worldspace be not visible from above the water but visible from underwater?
I fixed by just restarting the creation kit. I am guessing by hotloading. it didn't load properly.
Hotloading has some issues. I’ve never gotten it to work properly. Probably just me though. I have a friend who has it work near perfect every time. :/
How long does Bethesda.net take to register an uploaded mod? I've published but it isn't discoverable in-game yet, version is blank and I'm unable to save imagery to the listings.
Bethesda.net hasn't been updating my mods since around 12 UTC. The CK doesn't update the date modified tab, but the webpage shows it correctly. The mods themselves are not showing updates available. Anyone else having issues?
@Cook I think we're having the same problem. It's usually a near-instant update.
Glad to see it's not anything on my end but sorry you're also having issues. This is causing a bit of a headache for me as I've had an anticipated release date for a week and my community is going rabid
I understand. I've been working on an overhaul for two years, and I'm finally getting ready to release it. Now I can't verify my latest changes. Grr.
Does anyone know if you can use the creation kit to make a holotape game? I cant really find any documentation on how they work.
For a holotape game: the games are interface files which are programmed and animated in Flash. You’ll need knowledge of Flash and Adobe Animate or, if SoThink is still around, you can program the animation and flash with that. There’s also OpenFL and Haxe. And I forget the name of the open source app, someone else will have to be along and tell you. Jpex? Or some such?
What you use depends on how much programming experience you have or how much you want to learn. If you need to learn, You can find Adobe flash books at Half Price Books for ultra cheap and there are YouTube Tutorials for basic UI/UX programming.
Thanks!
The Holotape games are Flash Programs. Keep in mind that Scaleform does NOT include every single element that’s available in the Flash spec. So if you get your program to compile, that doesn’t guarantee it will work in-game.
JPEX is used to reverse engineer SWF files. It can also be used to edit exist SWFs.
It seems mod uploading/updating mods on Bethesda.net is broken again.
@solemn plover apologies for the ping but uploading mods to Bethesda.net isn’t working properly. Uploading new mods or trying to push updates to existing mods isn’t working; for Xbox at least. I haven’t tried PS4 or PC yet.
@keen vigil PS4's been down since last night
That’s about when Xbox went down as well
I attempted to upload for Xbox and PC earlier today but it's non-responsive
Unlikely anything will be done about it until tomorrow due to the holiday weekend.
Yep. It's typical of IT issues though. Bad stuff always seems to happen when nobody is around 😛
If it was another FO76 dupe glitch that was made public, I bet they’d do something about it today. Holiday weekend be damned.
Nothing like a critical systems failure during a holiday weekend! Thanks to everyone for the reports and details.
this is depressing
i use a forest
is it gone on nexus
its a really good mod
with an enb its amazing
its still for PC only on nexus. It was only taken down from consoles on the Bethesda site.
DLC Question
I have all the dlcs for Xbox one and was wondering if there is a mod that lets you go to nuka world and far harbor at any level even at level one.
You don't need a mod for that, the radio stations won't appear until the recommended levrl but you can just go to the Nuka-World transit center and Nakano house on your own.
I can't go to the Nuka-World transit center. There is a invisible barrier keeping me from going there and will not go away until Level 30. It's why I need a mod that unlocks it at the start of the game.
I had that problem once with "Green in the Commonwealth"mod. Somehow using it restored the old borders.
I'm thinking with the fact that I have vivid landscapes it lets me walk the coast line and I'm able to walk to far harbor but if I walk to the broken bridge to the nuka world transit center the invisible barrier stops me unless I'm level 30. But I also have the unofficial fallout 4 patch.
Just tested. No problem going there at level 16.
All of the world edits in your load order need to be set up for the DLCs if you have all the DLCs or you could run into this issue. Using mods created prior to Nuka World coming out generally contribute to the issue (generally). The mods themselves are not compatible with the game build of the GoTY or Season Pass holders. If using mods ported to Xbox, be sure to check the date from the original site ported from and make sure that they are compatible with the GoTY or Season Pass version of the game (they'll have DLC requirements). If they have not been set up for the DLCs, then you cannot use them in your load order if you have all the DLCs. That's just how it goes.
Guys
Doom Marine armor is crashing my game whenever i open the armor workbench
Is there any solution?
Sorry. Not enough info to be able to help.
Are you talking about CC content? Or is there a mod? And does it crash with only the Doom and nothing else installed? If the CC and it’s crashing with only CC content installed, that needs to be reported to Beth on their help site with a full bug report so that they can fix. If it’s a modded play through, that is a keyword issue that would be caused by multiple mods and difficult to pinpoint without knowing what you’re using.
If you’ve changed the mesh, that could also contribute to it, but until we know what’s what, it’s literally just guessing
How do you make backups of mods in the creation kit?
It’s not necessary. If anything goes missing, you’re allowed to redownload them later.
I mean with the creation kit when you are making a mod, If the mod file gets corrupted I would like to have a backup.
My bad, I read “Creation Club”.
Too much caffeine
In the CK, there’s a Preference Setting you can set to create auto-backups every so often.
yes, but how do you turn those into files you can load back up
Rename them and add a .esp extension.
Its that easy? Thanks!
Yep
It was CC
But i fixed it by downloading AWCKR, Armorsmith extended and a Patch for Marine armor
Tho idk why but If i wear Marine Armor then try to wear my wedding ring, the armor gets unequipped
This method seems to fix most CC content 😅
Was talking about the ring. Without using other mods, it would have also been the easiest fix. But again only if you’re on PC. You do not need other people’s patches there. You have the tools there to create custom patches for your load order so everything is balanced and stable. And then you wouldn’t have the ring derpage
There’s a misappropriated flag on a biped model. In xEdit, all you literally have to do is uncheck it and save the file. Click click boom done
The other thing would be to load up the load order in xEdit and see what’s overriding what and carry over the overrides that are essential to keep the keywords from derping the workbench.
But didn’t know if you were on PC or Xbox or even what the issue really was earlier.
Had no info. Lol
I am making an interior and I want it to look very bright toward the cave entrance. What object could I use in the creation kit?
Lights
So do I just do a black ceiling and a really bright light?
To see the lighting click on the render window and toggle a.
In the object window goto lights, pick one place it in the render window.
hold Alt and mouse wheel to change the light.
Size the light by holding S
then doing something ?up on the mouse?
If the light still moves to much in the lighting for what you want, change the "fog" in the lighting template.
Right click on the cell ID and edit
I dont get how to size the light, s is not working
The ninth entry in our tutorial series for the Skyrim Creation Kit illuminates the dark and mysterious art of dungeon lighting. For more information, visit CreationKit.com.
0:22 - Overview of Light Types
1:14 - Overview of Lighting Hotkeys
1:37 - Shadow-casting Omni Light Tips
3:12 - Common Effects & the Batch Action Dialog
5:27 - Fog and...
Thanks, this will help!
After you watch that one, Seddon4494 has an interior building series specific to FO4 if you cannot find the lights you need. It’s been a while since I watched it and cannot remember if he discusses Packins. They are groups of objects already built by the developers for quick placement of objects. Some lighting is included in those. And you can build your own and save as your own Packin for later use in the same mod.
How do I add a Papyrus fragment to a quest stage? It's grayed out.
You have click on the stage in the column where all the stages are, you might have forgot to do that, once it is selected you should be able to add the fragment. If that doesn't help, I wouldn't know what to do.
- After you've filled in the ID and Quest Name under the Quest Data tab, select ok to save the quest. You cannot add papyrus until after the quest has been saved at least once.
- Under the quest stages tab, right click where it says "Index, Log, Notes" and select "New"
- Create a new Index numeral.
- Right click on the empty panel just under the checkbox for Run on Start? Run on Stop? flags and select "new".
- Under Papyrus Fragment, create a single comment such as
; fragement creation. Select compile and select "ok". This will keep the Creation Kit from derping any property information. (it does that sometimes) - Re-enter the quest and fill in your papyrus information.
My looped sounds are cutting out in the Xbox version of my mod - is there something specific I'm missing, like filenames needing to be appended with LP, or is it because the sound is being initiated by script? I'm not storing the sound ID in a property, just a standard variable, so wondering if Xbox papyrus engine has stricter measures on things it's preserving
Although that said, the looped sound for an acoustic space is also cutting out
Before I get started on copying out some worldspaces, is anyone aware of a mod yet that makes the VR Workshops into normal workshops? I feel like GNR and the Crater are too lovely to build in to leave as virtual.
I saw those! Very cool. I'm more looking to copy the worldspace and have it be considered a "proper" workshop, sort of like how you can 'connect' Nuka World / Fah Hahbah / Project Mojave workshops and the Commonwealth. Figured I'd see if anyone had done it before and/or just figured out what to snip out / glue in to stop it being a VR Workshop since I'm starting a new game.
Thank you though. 🙂
I had a cell go missing, I don't know what I did, It just disappeared from the list of cells. Does anyone know what happened? I was navmeshing and linking cells at the time. Also all of the objects I used in the cell are disappearing or depending on where I move to, everywhere else in the game.
Try compiling in Release for the PC and see if the issue becomes evident there. If you haven’t already.
Also make sure they are wxm format. The converter can do weird things to wav files if you haven’t converted them prior to archiving. You’ll need to manually add the wxm to the BA2 in the CK window.
If they’re LPs though, might be problematic. I’m not sure of the format Xbox uses for those if it’s different from wxm.
Cheers for your help. I've taken a closer look and all the loop sounds are being packaged as .wav not .xwm, so I'm thinking i'll have to do those manually
Hopefully that will fix your issue. The bonuses to archiving in wxm format is that the compression rate is designed for it, and the file size is smaller. If it does not, I’m currently out of ideas for troubleshooting, so more information will be needed.
It's a bit odd because all the other sounds, music are automatically converted to xwm but the ones used in sound descriptors set to loop don't.
I think the ones packaged by Bethesda are the same way but they work on Xbox.
Check the base game sound BA2. I could be mistaken. I’m not currently at my computer to be able to double check.
I think it must have been either the way I'd set up the sound descriptors or the filenames as people are reporting it works now. Thanks for your help!
No problem. Glad it’s working. 🙂
Fellas
I don’t have any voice in my mods
Like the Combat Zone restored one
I enabled loose files
but still no voices
Ok so
I uninstalled the Combat Zone mod
Removed most of the NPCs there
But tommy finally has a voice
Yo, anyone have a problem when u start fallout 4 and u are in game
My game full crash without any mods, and i see so many report about graphics card, any one know what i can do please ?
Did you try reinstalling the game and/or restarting the computer?
I was wondering if someone could look over my LO and check to see if it is correct. I have a basic understanding of what the mods do but would like a second opinion. I used someone else's LO template sheet that I found online that was some what easy for me to under stand but some things I did not know what the categories meant and left them blank. I also added mod description links to make it easier. Thank you for taking the time to help me with this. ( updated I forgot some mods )
Is there a way to make empty locked containers NOT show as empty before picking?
Can you throw that on a google doc, sheet, or in a pastebin text file? It's easier to read.
yes. Edit containtermenu.swf
Check in xEdit. If you accidentally deleted it and it is a vanilla cell, you can fix in xEdit. If you added a new one and it is no longer there, I'm afraid you are SOL unless you've been keeping up with backups with xEdit. Return to a back up copy of your mod. You may wish to look into AutoVer for automatic backups if you need a back up of a backup. https://beanland.net.au/autover/ If you are new to modding (and I think you are?) xEdit is your friend for damage control and to get a good look at things outside the CK. Not necessarily for editing, though I'm sure someone somewhere will loudly argue with me. https://www.nexusmods.com/fallout4/mods/2737/
Well, it was a cell I made, all the backups I have are broken too, I assume it does not happen often. Thanks though!
@zinc hare Thanks!
Oh damn. Sorry. Yeah. You might have a corrupt file.
ContainerMenu is the wrong SWF.
If its that quick hover container then its HUDMenu.swf
Get started with this if your serious https://github.com/jindrapetrik/jpexs-decompiler/releases
Be wary of that rabbit hole.
Oh ugh. If it's HUDMenu... Have fun. o7
I was actually hoping to add it to my overhaul, but it's for PS4, so editing swf's won't work, correct?
HUDMenu is the absolute nightmare.
Tell me about it. (softly. quietly. let me down easily.)
If you FTP into your PS4 and override the vanilla files - maybe.
Your right about it not working on playstation. 😦
If there’s any chance, it would be firmware 9.0 or below.
And it would require overwriting the vanilla files.
Otherwise it’s impossible
That's what I was afraid of. Dang. Appreciate all the help regardless! @brazen barn @keen vigil @zinc hare
Might be easier to buy an xbox 😛
Especially when Starfield drops
@brazen barn Lol, PS5s in this house
☠️
Im a PC boi 🖱️
And Nintendo Switches, ofc
We used to be, but I just couldn't justify the costs anymore. Especially because my wife and I like to game together, preferably on the couch.
Get a PC and connect it to the TV?
I respect that. Console is a more casual and some games just hit different on console (in a good way).
I play on PC when I don’t feel like debugging mods. Plus it’s nice to not have to worry about mod limits.
I like that my PC can work with an xbox controller too.
I have my potato pc hooked up to mine. Our game room has dual TV's with dual PS5's. Basically, we need 2 of almost everything, so it starts getting up there quick.
Even on PC… I still don’t use F4SE mods.
100% console except when poking around mods. We no longer game together since the Hubby plays exclusively on PS5 and I on xbox. There needs to be more cross-play games.
FO4 is the only game I've ever modded, but it's a blast. If FO5 ever drops, and is good, I might get an Xbox, but I don't see going back to PC.
Any off the shelf PC would run FO4 just fine.
In the future we will be able to mod on our phones and play on PS8
😂
Sony still won’t allow external assets though.
Bingo
Not for BGS games anyway.
Its really too bad 😦
I dislike some of Sony's policies, but I've always preferred the PS to Xbox.
I used be that way too… and then Dead Rising came out on 360.
And PS3 was inferior to 360 in terms of running the same games.
Fallout, Skyrim, Arkham Series didn’t run very well on PS3. It’s partially on the developers but Sony made the PS3 hardware over complicated.
I do like Ratchet and Clank though - those were always fun to play.
but Sony made the PS3 hardware over complicated
Thats what Ive read on the blogs
True. But I don't jive with their controllers. The DualSense is the nicest feeling controller I've ever held. I added Rise4 kits to both of mine, so I never need to use the face buttons. 👍
DualSense has the D-pad in the wrong spot and is actually a bit larger than the Xbox controller, but is not as ergonomic. I can't figure out how to do the D-pad after using my thumb for it for so long. Weird how people go "but the controllers!" over the systems. lol We skipped the PS3. We were working too much to game then.
You didn't miss anything. The PS3 controllers were...not good. We actually were PC and 360 back then, lol.
My wife's hands are so small that she can't physically manage an Xbox controller. They make her cramp up from overreaching.
😦 Aww. I guess I just have witch's fingers. lol
Hello! Anyone have some suggestions for zombie survival mods for a PS4 playthrough?
Anyone else getting server error messages when trying to access mods in-game?
I've had that happen a few times. Could be slight disconnects in internet connection.
They had issues over the weekend. Check #modding-news for the most recent info regarding it.
Also check the status webpage to see if there's an outage.
I have a cell linked to the institute and whenever I go through the door, it plays to teleport animation, anyone know how to stop this from occurring?
What door did you use?
InsDoorSmLoad01
sec. Let me look at in the CK. Give me a minute to load it. There might be a script on it. If there is, duplicate the door form, rename it to something else, and remove the attached script.
Oh wild. No script. Need more info on how you set things up.
Did you dupe another cell that had it in it?
No, I made my own.
I just linked the door from a cell I made to another door I placed institute.
Which Institute cell did you place the door? InstituteConcourse?
No, Advanced Systems and Bioscience.
Did you add the Institute location to the cell data?
I don't think so, I just hit the select reference in render window button and linked it to a door I placed.
Location data, I meant. Apologies. Your new location needs to be linked to the Institute location so the game knows you're starting in the Institute.
Look at that sexy writing with a mouse! (apologies for the mess.) Make a new location and parent it to the Institute Location.
Under world > Cells > find your new interior location and pull it up in the window.
Add your new location to the cell data where I've circled on this vanilla cell.
How did you get to the location tab?
In your object window > World Data > Location > right click under Editor ID column > New
You set up the zone info (which controls the spawn levels and level lists for the cell) under Encounter Zone.
And also how do I connect my cell to the location?
See the circled stuff above? That's how.
Oh ya sorry got it
xD
Lots of info thrown at you. No worries.
I'd link to the official G.E.C.K. tutorial from Bethesda that shows you how to set everything up but FO4 uses precombines and if you do it their way as shown for FO3, you'll disable the precombines in the cell you're duplicating. Trying to find a tutorial for you that might help you understand how cells work. Might have to use that one as long as you know that it doesn't work exactly for FO4.
That fixed it, thanks! And got it.
\0/
It doesn’t?
Hey, it's still better than my actual handwriting with paper and pen. 😸
Hello everyone, it’s my first time on this discord, I wanted to ask a question, for the longest time I’ve always been an Xbox player and modded FO4 on there, but my new pc comes next week and I’m so looking forward to mod FO4 on pc. My question is what is the best mod manager to use please?
The one built into the game, you don't need all the bell and whistles that Vortex or whatever. That's just more to go wrong and have to trouble shoot.
If you only use Bethesda.net mods the in game mod manager will do fine, but if you're going to download mods from Nexus an external mod manager will make it easier. Vortex is Nexus' own mod manager, but I personally prefer Mod Organizer 2.
Mod it like you would Xbox with the in-game manager until you get a feel for things and how things work and then "upgrade" if you feel the need to. When you feel the need to upgrade, try Mod Organizer 2 -- if you are a Steam user. If you've downloaded from the MS store, your options for mod managers are limited because of Gamepass.
I download manually from Nexus if I'm going to use a mod from there so that I know what scripts and textures the mod is going to override if there are 'loose' files. I use the in-game manager and an app called Wrye Bash. All around easier. But I do not trust automation, and I like to be in total control of my data folder so I know what's what. The way I look at it is I'm perfectly capable of breaking things on my own and don't need an overly-complicated mod manager to do it for me. :p
@zinc hare thank you so very much for the reply, so I should start with vortex and once I’ve got some time under my belt transition to MO2 ? I’ve watched Gophers vortex videos to help with some understanding. Can I ask why a lot of people use MO2 please?
@thorn cliff @honest merlin thank you both for the advice
If you don't know what you're doing, loose files will absolutely kill your game. PC modding is different from Xbox. Bethesda website mods are required to have BA2s instead of loose files. PC modders, especially if they're new, will just upload files to Nexus or LoversLab (or other sites) without realizing the game is designed to read BA2s and some mods contain overwrites to base game scripting, which will dirty up your data folder and complicate things when attempting to use or even remove mods you no longer want to play with. And if a mod with a loose file is disabled, that loose file is still installed and being read by the game. So it isn't just load order on PC, it's download order and data folder management. You lose all control of your game and your modded set up with loose files.
You asked about the best mod manager and my answer remains the in-game manager for those transitioning from Xbox (or PlayStation) to PC modding. As for the suggestion of a third-party mod manager (I assumed you wanted to use loose files or mods from a different site), my suggestion was to transition to MO2 after using the in-game manager until you learned how to manage loose files instead of Vortex because of the simplicity of the interface, the virtual directory for loose file management, the ability to control your plugins.txt and ini, and my extreme hatred for phone interfaces on PC, which Vortex looks like. (If I'm going to play on PC, then I'm going to play on PC. I did not spend this much money to play pattycake with a damned phone GUI.)
MO2 puts you in control of all your mods and your modded set up whether or not they've been uploaded incorrectly. The last time I used Vortex, it auto-sorted my carefully planned load order. So it can die in a fire, and I will dance gleefully around it. (I might even wear pink.) Automated tools only get one chance with me. No one touches my load order but me. It's my game.
Any mods on xbox one that add chem animations when taking them in first person
Yo someone know the name of this hair or the mod plz ?
Working on it now actually
Assuming that is a custom player character and not a custom follower:
The pose looks like it might be from Dave's Poses or Pose It. But there are many pose mods.
Hair color is probably from this mod:
https://www.nexusmods.com/fallout4/mods/21365
But there is another one that has similar colors.
The hairstyle looks like it might be from Ponytail Hairstyles by Azar but I'm not sure if the one I'm thinking of has the braid.
The body might be IKAROS-Androids or a custom tweak of Female Robot Textures.
@zinc hare Hey, i found this hair and he doesn't exist anymore, i found my hard Drive called sun hepsy moon i guess
Ohhh. If it's a Sun mod, they have their own website. You should be able to google them. 🙂
oh really ? that's why some mods are deleted ! didn't know he get a website
He had one last year. Not sure when he took his stuff down. I've not looked recently.
If you can't find that hairstyle though, you can use Azar's. Maybe? They look very similar. Duplicate it and rename the dupe it to whatever that one is.
zzz we need to paid
O_o Yeah. No. Mods are free.
Sorry. I worded that incorrectly. That was a protest and a sputter at the audacity. We're not allowed to pay-wall mods. It violates the terms we've signed with Bethesda. That's all I can say about it though. Don't pay. Just ignore.
Use mods that are not paywalled.
._. but i want those mods ahah
Why? You can support authors via other means, like supporting their website blog posts and such, but not by paid mods. We're not allowed to paywall them.
Hey where do we share mod ideas and mod requests?
You should be able to talk about mod ideas here. Would make for interesting discussion. 🙂
Oh ok cool. I have this idea that hasn't yet been done. I've been studying this thing for the past 2 years it's called MBTI typology it is a way of identifying personality types based on youngian analytical psychology. Often considered a theory instead of a 'hard science' but still interesting. Also being a fan studying characters in fallout, I think it would be great and convenient if there was a mod for V.A.T.S where if you lock on to an NPC with V.A.T.S, it would show you their MBTI type, enneagram, temperament ect on the V.A.T.S hud. So that you can get each characters type in real time while playing the game. and each character's type details in the mod can be sourced from PDB or any other website that give type details on fallout characters.
Is this doable?
It would take a lot of effort. For example, each raider might be difficult to type considering all you get from them to go off of is a few bits a dialog. Usually in these cases I think it is up to the 'best guess' or consensus votes.
The community goes as far as to type factions.
Hey someone know where the hair came from please ? c:
Don't remember where i get it
Hey does anyone know why vortex will only go to 105 mods and not load in to a new game? Before crashing?
Is there a way to make the CC Chinese stealth suite of the same caliber of Silver Shroud costume?
Aka make us able to wear Combat armor over it
Ever watched the matrix?
Personally I wouldn’t mind a Donation Button at the huge mod websites, mods like Capital Wasteland and Mojave desert must take a huge amount of time and resources to create
I wouldn’t mind support them if that would help them financially
Me either. That’s totally different than paywalling though.
Paywalls and greed are the reason things get so damned expensive.
It’s possible but idk if there’s a mod already released that does it.
Immersive Animation Framework for Xbox WIP Released:
https://bethesda.net/en/mods/fallout4/mod-detail/4267896
Agree
Tried AWKCR but it doesn’t do anything to it 😦
AWKCR is very outdated
Is there any alternative?
Below may cause clipping if you play 3rd person.
Above requires tweaking all in-game armor.
I have a mod that makes armor disappear
Why not just add the powers of the Stealth Armor to a copy of the silver shroud outfit?
@zinc hare thank you for the advice an reply and for the graphic image of you dancing over vortex’s dead body lol
@zinc hare hi there, I understand your reply regarding the download manager, I’m confident in how a load order should look coming from Xbox and you may not realise it but you actually gave me advice a few years back regarding my Xbox load order. I’m a quick learner and have a guide call the midnight ride to read through as well as your large experience as long as I can bug you with questions please.
I just want you to have fun and not have issues. I hope my advice helped. 😄
Is there any alternative mods for Armorsmith extended?
It has a couple of problems and occasionally crashes my game
@light gorge https://bethesda.net/en/mods/fallout4/mod-detail/4267991 Still testing it.
This is a crossover mod mixing the silver shroud outfit with the S.A.
Anyone knows how to solve this ?
Been trying non stop, I can’t seem to log in to the mod menu. This pops up everytime
Anyone know how to download mods from the Xbox Bethesda area to your PC to fix an issue? The Clone Armory mod gets a nasty blood glitch on commando and a few other armors that causes the Xbox to loose its mind. I see how to fix it, and have enough know how to do so, but I don't know how to get it from the Bethesda site to my PC and back again. I saw many people brought it up to the original modder who made it but they were unable to replicate it for some reason and hasn't updated it or fixed the issues. I'd like to pull it and just resolve it myself, with a statement that if the creator contacts me back that I'll gladly pull it off. Just frustrating.
Of if anyone knows if I could be doing something wrong that I have overlooked
@zinc hare can I ask do I use loot as a help with MO2
I wouldn't.
Download the PC version, fix the issue, and the push up a patch for yourself.
it doesnt seem there is a pc version.there are alot of mods on xbox that arent on pc
A lot of mods on Xbox that aren’t on PC? Never heard that one.
What MikMet said. If the mod's header info is bad, the mod will order incorrectly. 100% of the time in using LOOT in the past, it has ordered patches above their parent mods (masters) in my load order. You don't need it. You know how to do load orders from doing them on Xbox. It's the same principal.
I've been told by a more experienced modder that using LOOT is a good way to find mods that have bad header information. 😄
You know which ones not to use.
i mostly mod skyrim but it is somthing alot of players who switch to pc arent aware the mod libarys are different
Libraries are different? The CK for each game can push out mods to both PC and Xbox?
The libraries differ due to constraints on the systems. PlayStation users can't access hardly any mods, Xbox can handle most, but cap you at 2 gigs. I stream from Xbox Xcloud, and I've overloaded their system a few times with to many graphical mods. If it runs on PC, you can try to upload it, but it may crash out your system where a PC wouldn't. It's difficult. Some modders can use the software to make mods but their PC can't use it, as is the case for Clone Armory. So I have no way to access the mod files themselves. It's weird
I shouldn't say no way, but I have yet to find a way
The clone armory was pulled from Nexus. Has nothing to do with libraries.
The models are EA.
There's nothing unique about it. All the mods that are a part of it are located on Nexus. Someone just merged it. Hopefully they didn't use Merge Plugins.
If they did, its no wonder it doesn't work on PC.
some modders dont release on pc there are a different reasons why they dont
Has nothing to do w libraries. If you’re referring to F4SE, there are workarounds for getting the mod on console w/o F4SE.
the libaries are different for each version xbox/pc/ps4 when uploading you choose which libary it is added too.as for f4se the mod is already on console so it isnt a f4se problem the author just didnt release it for pc
@zinc hare @fallow crystal ok thanks, I’ve read through the midnight run which I’ve been recommended to do.
It isn't the same F4SE on console
Both Skyrim and FO4 doesn't have Script Extender on consoles
You can't download an Xbox or PlayStation mod onto PC.
Even if you could, these files go through a conversion process, and the CK will no longer recognize them.
Appreciate the confirmation, Cartogriffi.
Are any of the people who moderate Bethesda.net mods here on this server?
Alright, the truth is, I made a workshop npc spawning mod and I want to play with it on my Xbox One console, however it depends on a collection of armor and weapon mods and one of the mods contains armors from Battlefield 4 and I only want to port it for Xbox One temporarily so I can have all the mods I need for the mod I made to work.
If your asking if you can upload someone elses work without their permission, even temporarily, then no.
It would be super neat if you could just transfer mods directly from PC to Xbox with a USB stick but thats not a thing as far as I know.
The author of the BF4 American Armors has been inactive for years and besides, all I want is to get it on my Xbox One console and uploading it to Bethesda.net is the only way I know.
Inactivity is no excuse for copyright infringement. You can strip the dependency from your mod, then upload your mod. You can not upload someone else's mod so your mod can work. If the mod you need is not on Xbox, and is a port from another game you can remake that mod. As long as the assets have permission to do so by that game maker.
I plan on deleting the BF4 armor mod from Bethesda after my mod and it's dependencies are on my console.
Then why bother asking? If you’re going to commit a crime, don’t announce it beforehand.
More like a civil offense, which you shouldnt commit.
Thought copyright infringement was federal?
Yes it's a fed law, but it's treated more like a civil offence. It's not tried in criminal law. For more good info on games and law view https://www.youtube.com/c/Lawfulmassesunite/videos
Interesting
Okay, does anyone here know how to make a mod with dependencies standalone?
xEdit
Remove all references to the mod you want removed. Then scrub the unused master.
Does that also make the mod grow in size?
Shouldn’t.
You can remove a dependency with creation kit too.
I don't know how to use The creation kit.
When I hear standalone, I think about a mod with contents from other mods in it but the mod is not dependent on the other mods used.
In Xedit what you are looking for is called deep copy override. Then remove the dependency.
After removing the dependency, double check for errors. After you've updated the mod and checked for and corrected errors in xEdit, load the mod in the Creation Kit and check for current errors to see if xEdit missed anything. Then save it in the CK.
So if I do the deep copy override, will it override everything I previously copied as new records into? Also I still don't know how to use the creation kit.
If you do not know how to use the Creation Kit, you will not be able to upload for Xbox. There are many tutorials online.
Start with Seddon4494's tutorials.
I did learn how to port mods with the creation kit on YouTube. I just don't know how to use it in other stuff, like mod making.
What I don't understand is why port when you have the ability to make your own? I'm not much of an asset creator but creating stuff for my own playthrough has been an interesting endeavor.
Just get permissions from the asset makers to add to your own mod with their assets (or purchase assets from a 3D store) and make something unique for your game.
I want to port my mod to Xbox One so I can play with it on my console and do pretty much just that.
Then learn the CK. 😄
Cutting someone else's work into your own is still a copyright violation. Get permission for any assets you republish.
I already got permission from Kirloper and XHX.
Hello, does anyone know if there is a way to get a notification when the player is attacked by an enemy and looses HP? I would like to have this information, because I want to log gameplay data like the player location or when, where and by whom the player died. All those things were easy to log with the respective event, but I can't find anything useful for the player being attacked.
Is OnHit() not working for what you need? https://www.creationkit.com/fallout4/index.php?title=OnHit_-_ScriptObject
Yes it works with that event, I must have missed it the last ten times I searched for it. Maybe I need glasses. Thank you very much for your help!
I was never able to get apMaterial to report anything from the OnHit() event. Not for the player at least.
I have ideas as to why that is but that doesn’t make it any less annoying 🤓
I've been thinking of what you guys said to me and after going over the rules and Code Of Conduct I thought to myself that as much as I want the BF4 American Armors on my Xbox One, they're not worth losing my Bethesda account over. So, is there a US Army armor collection mod on Bethesda that is allowed and has been made by someone who is still active that I can talk to and get permission.
Anyone knows Any good arena mods
If you are going to ask about what mods are good and such, we really need to know what platform you play on.
Lyons, this one was supposed to have been ported to Xbox already but I don't see it in the porter's listing on Bethnet. I think the porter got overwhelmed with requests (which is what generally happens). https://www.nexusmods.com/fallout4/mods/41589
You’re usually allowed to build patches that reference a mod that is available. You can’t upload the referenced mod w/o permissions though.
For example, I can issue a patch for Painter2099’s Hunting Shotgun that adds crafting recipes but I can’t upload the Hunting Shotgun mod itself w/o Deadpool2099’s permission.
That’s most likely what happened. That person is a bit touchy when it comes to requests.
They were nice when they first started.
Then the beggars tried to be choosers.
Their puppers died and they asked me to do a dedication mod for them.
I actually know the author that uploaded the Nexus mod.
I’ve spoken to him a few times.
The username of the person who made the BF4 outfits is called Outlawer.
Meant the author of this mod:
https://www.nexusmods.com/fallout4/mods/41589
That might work.