#fallout-4-mods
1 messages · Page 42 of 1
Well @honest merlin your mods are awesome now, so there is hope for me on this learning curve. 🙂
I seen videos of ppl going back and fixing old work. Gave me a good feeling inside. Xedit has a filter or the ato clean will help fix Deleted ref's.
If you set them to initially disabled, regenerate the previs. RedRocketTV did a video a while back on how to do that and there are other mod authors who have perfected the process via command line in the CK.
Thanks - that was my next question, do I need to recreate the previs.
The problem you're now going to run into though is going to be load order so be sure to inform players which cells you've affected so they can make informed decisions when choosing mods to complement yours and run in their games.
This video?
https://youtu.be/hPENZq2ub1c
Precombined meshes and previs data are at the heart of the Fallout 4 optimization system. Mods that disable precombines by making worldspace changes can cause a significant drop in FPS and overall performance.
This Fallout 4 Creation Kit tutorial demonstrates the process to regenerating the precombine/previs data in two cells: one interior, on...
That's the one I use.
Hello everybody.New here,dont know if I could make a request for anyone interested.I would like a very simple mod that would take out the End of the world song from the radio.Beautiful song yes,but reminds me of many unpleasant times lol.Always need to be turning the radio on/off everytime it pops up!
For ps4
Here's info regarding Sony Restrictions from ANCREWCX from the old Bethesda forums. This information has not changed since coming to Discord. No external assets. https://web.archive.org/web/20201112000805if_/https://bethesda.net/community/topic/58089/understanding-sony-restrictions-on-ps4-mods-things-to-know-before-you-make-a-request?language%255B%255D=en
Not sure why exactly are you replying with Sony Restriction...My request got nothing to do with any external assets or scripts.Just make a specific song not play.Theres a few mods on ps4 that already create custom stations so this can easily be done.The thing is that the available mods are not exactly what Im looking for since they also do other changes on the side
Fellas
I picked up the Picket fences magazine
Said that i got the perk
But for some reason it didn’t work
I don’t have the perk but i have the magazine in my inventory
And the Fence doesn’t appear
Have you tried dropping the magazine and picking it up again?
how many are there? 3?
There’s that phrase again - “easily done.” Since you’re a mod author of 5yrs and have an understanding of PS4 modding and restrictions - you can’t figure out a radio station edit? If it was that easy, I’d imagine someone w 5yrs experience would know where to look.
I dont have a pc fallout copy.I would do it myself otherwise.
Good luck. In my experience, if you want something done, you’ll have to do it yourself. Unless it’s super interesting or challenging, don’t expect someone to just do it.
Good tip.Im gonna start replying that to all the ppl that come to my server with requests
If I came across rude, that wasn't my intention.
Most radios require external assets in order to function. AndrewCX was able to add back missing radios but that's because they were already partially set up by the developers.
The problem lies in getting the quest to repeat itself. The music files should already be set up, but it requires specialized scripting in order for the radio to repeat. The other problem lies with the scene itself. If you add dialogue to push the scene, the Creation Kit automatically creates a path for an external asset and getting the file to even upload won't work with that path added, even if it is empty.
If you can find a way around this, more power to you. That would be awesome for PS4 players, and I know they would appreciate the effort.
skyrim and fallout 4 are similar but not the same
@serene veldt This song? This is how to looks in C.K. It has a check mark for conditions. Something in this tab should help to stop the radio quest from doing it's thing. Let me know what you want me to try and you can test it.
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Has anyone ever tried out the Fallout 2287 - Nuclear Winter mod?
If so, i am currently playing through the game with that mod (alongside some other mods aswell) and i clearly need some tips.
Right now, my character is sweating, and have absolutely no idea on how to stop it.
That looks exactly the same as in Skyrim.Hmm,what I would do is create a misc item and named it something like "End World/off" .Then go there in the condition tab and add Getitemcount End World/off = 0
I set it to player get item count == 666 cat meat.
That should make the song only play if you have the misc item
Oh you already did it.Ok,I will test it and let you know
Ya it's in wip, if you test it & it's ok I'll move it out.
The mod is set as a master file
ESL
It goes straight to the top.That could cause other mods to overwrite it
Well,other music mods
A radio mod would reference this tab, probably not edit it.
Noooo!!! Epic fail lol.The song popped up.Took a long time though
But I cant know if its a conflict with another music mod since the file cant be moved from the top position
hi guys does anyone knows whats causing this issue?
is it related to mipmaps or dds format ?
I tested without no other music mod.Song still pops up.And this item you used for the condition,is this an actual item in the game?Can I craft it?
Worst case scenario,you could "delete" the song from the playlist or formlist using it
If you kill 666 cats you can. I'll look at the radio quest to see how it calls for the song.
Didnt even know there were cats in this game lol
I think...is the condition thats wrong
When I work on music mods on skyrim,the music is set to default on load
Meaning that it will always be on and after the game loaded then it check for conditions
In skyrim at least
The quest might not use the sound descriptor, it might call for it from a script fragment.
So I have to set the condition so when I have the item it will turn it off
Even when I have said item if I got killed and the game reloaded,the music would be back on.This was combat music by the way.
Im opening the Creation kit,see if I can show better what I mean
thats how Skyrim music tracks look like
And the music type that contains the music tracks
If I get the track out of that list,the game wont play it cause its what it uses to call up the tracks
For the combat music I created(No combat music)I set the dont queue tab and also set the priority to 100
the quest is managing the radio as a whole but the changes should be made specifically on the audio category
You added the condition to the sound descriptor,try to added to the music track instead
The quest uses kmyquest.currentsong = 40
kmyquest.UpdateRadio()
Debug.Trace(Self+"Radio Update, Song 40")
kmyquest.songintroplayed=1
I think I just need to change the last song vatable
I would copy paste your condition to the track,the quest and leave it in the descricptor just to be safe
The quest co9nditions could be calling the song but it could also be calling just the dialogue from the radio dude
It dose not use the sound descriptor or a form list.
Nor a music track?
Music tracks are not used by radio
songs must be coming from somewhere.The Quest just manages how and when they play
Just saw the basic Fallout game is 7 bucks on pc
tempting
Worth it just for the C.K.
my thoughts too.But this is very addictive...mod creation I mean
err Im trying to get a bit away from it lol
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I ll check it out now.Dude,regardless of wheter or not this works,I appreciate you giving a helping hand.If you ever come over to Skyrim ps4 you can count on me for anything I could help
Mental health is a good cause to make a mod for, I'd be messing around anyway.
After all it's Not The End Of The World. lol
If the quest uses a last song variable, and song 40 never plays? the Radio might stop? you might need an object to change that variable.
I don't see how this song plays if Travis is dead. Ella should have an intro too?
Found the part in the quest that ref the sound descriptor, I'll change that to a pipboy sound.
Bad news.Didnt work.Damn song still plays
Problem is that testing this out takes hours
That makes more difficult
If I end up buying the game,I will test first with a combat song or something that can be quick to test if the condition works or not.Then moved it to the actual song
https://bethesda.net/en/mods/fallout4/mod-detail/4277462 I updated the 1st link- changes the quest more in a few other spots.
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Ya to much testing.
Hi do the LO post go here?
anybody know some mods on xbox that replicates the FO76 VATS system?
It says cant be enable due to depency files not present
It has a depencency of another file it seems
O I loaded the esl then saved as esp. It must have made the esl a depend?
The second mod also have a dependency of the first mod
I'll get to it in a lil
But now the first mod has an unkown dependency lol
I pushed the update to the file (462) and deleted the (514) copy.
You made this file with something else actice in the CK
Active
I removed the dependency of the esl with CK. ? The upload looked like it worked. Odd.
Delete / re-install don't update - Made a new page https://bethesda.net/en/mods/fallout4/mod-detail/4277556
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Hmm...I think...it worked...
Been playing for a long while and the song hasnt play
And all other songs have played like 6 or more times each
Nooooooooooooooo!!!!!!!
It played!
But thats weird.It popped up after like 3 hours?
If a condition worked its not supposed to be bypass after a while,its permanent till requirements change
What exactly did you do within the quest?
For Fallout 4, what do I do for installing the Full Dialogue Interface mod when it says I have to edit a file that the readme is saying with a certain command? I used Vortex for it and I can't find the readme.
imagine using vortex 
So, I must regenerate precombines and previs if I remove a reference ("remove" = set Initially Disabled). Do I need to do the same if I add in a new reference? Or only if it's a large one? If I add a large object, do I also need to regenerate navmesh?
Thanks in advance. 🙂
The optimization system turns off in a 3x3 grid around the cell you remove a reference. If you add objects, check the draw calls at the bottom of the CK. If you have too many, you'll need to regenerate. As for navmesh, depending on what it is, you can do a navcut primitive and block out vanilla navmesh without having to re-do it.
Thank you.
lol
When searching on the Bethesda.net website, the maximum amount of mods now says 10000, regardless of how they're sorted or by which platform they're sorted. However, under the categories for all platforms, it gives values that definitely do not add up. Does this mean that the maximum number of searchable mods is now 10000 or is that just something that hasn't added correctly from the categories?
It's just a display issue from my understanding, folks are looking into it.
hay does anyone know what mod can do this to my game I have the (A Story Wealth) collection] I am using Vortex
oh and when I leave the customize menu I get flash banged with a pure white screen
Hi. For PS4 purposes I'm looking for an existing script or fragment I can call that does SetGhost(false) on an actor, but with no other (bad) side effects. I can see 28 fragments that call SetGhost(false), before checking them all out to see which has the least side effects and the easiest way to force my own actor alias into the function, I thought I would check here in case anyone else has already found that golden nugget?
I checked spells and MGEFs, ENCHs and found nothing that calls SetGhost(), sadly.
The use case is for one of my Vertibird mods, I've made the travel vertibirds more aggressive, but that is kind of unfair when they and their pilots are Ghosted almost all the time.
It's trivial to unghost them for PC and XB1 of course but it's tricky for PS4.
If I can't find an existing script fragment (with no side effects) I'm going to try repeatedly setting the one stage in VFT where they are unghosted (when you board but before takeoff). I'm expecting that could get quite messy. At minimum it will pop the 'Board the Vertibird" quest objective each time, though I can alter the MESG to be a bit less confusing.
Who would be a PS4 mod author, eh? 😁
Those are pretty rare, LoL.
I don't see the issue? (Australian)
haha but what is hapining i dont think it is mods because i diabled them and it still hapend
Verify game installation.
ok
i fixed it it was that stuped FOV slider mod
So I'm playing for FO4 for the first time and want to experience it vanilla until I complete main quests and eventually get bored, but I was wondering if anyone knows whether or not you can install Sim Settlements 2 on a preexisting save or not.
The Sim Settlements WIKI says this: "If you have had the original Sim Settlements installed on your current save you need to start a new game. You can only use an old save if that save has never had the original Sim Settlements installed on it."
SS2 will be fine on a save with some miles on it unless it has the original Sim Settlements as well as Pseron noted, that said the team and writers for it have gone to great lengths to make it mesh fairly seamlessly with the existing game world and vanilla quests so I always recommend a new playthrough anyway.
Ohhh okay yeah this is pretty much a vanilla game besides fixes
The closest I've found is GhoulRefCollection() on DLC04GZBattlezoneQuestScript. However, I'm not sure that any of the fragments on QF_DLC04GZBattlezone_010295C8 will work for your purposes.
There's also DLC04:DLC04FizztopPrisonerScript but I'm not sure that is what you need either since it sets restrained on load.
I hope there are more default scripts for basic things for Starfield. Regardless of platform, it would help beginner Papyrus users out immensely.
Hey I am wanting to get Extended Dialogue Interface mod, but it says I require fallout 4 script extender which currently isn't installed, if I install it will my save game still work??
It is not something that I would attempt.
Make a backup of the save before doing so in case you have to return to it.
In the event of save game failure, we can say a few words for you and light a candle or two.
Damn. I'll just keep playing the game as is then, maybe after the main quests and playing around a bit to experience other parts so I know what I like and dislike and can then mod to my heart's content.
Thanks for answering and potentially saving my game
You’re welcome. You may wish to keep back ups anyway to return to in case other things derp as you’re playing. Having a backup never hurts.
Nice. Have fun now, friend.
Thank you @zinc hare that is super helpful, I will look at those scripts.
I keep reading all this stuff that says it's super risky and challenging to generate LODs in my mod. Is this true? I have a world space and the stuff in the distance won't load from a distance and I need it to load. What is the easiest and safest way to avoid landscape destruction?
Back up your mod and you'll be fine.
If you only got 8 Gb of RAM don't waste your time.
👍
Yeet
Any fo4 mod ideas for celebrating our nation's birthday in fo4 on xbox
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I'm a future united States army infantry and united States marine I was thinking something that involves remembering our veterans who fought for this nation since 1776
something like a memorial day mod?
Because recently one of the last ww2 veterans died
There's only one mod that honors the fallen that Is on xbox
Ass well as a mod that honors the ones who lost their lives on 9/11 and a mod that allows players to salute that would be cool
The past five years we've featured Independence Day content for FO4. However this has mostly involved pyrotechnics: fireworks, heavy weapons, and the like. There is a smattering of other content: free speech, patriotic music, colonial era attire, BBQs, et cetera.
Doesn't sound like this matches what you're looking for, but if you're interested here are the articles and mod lists:
https://bethesda.net/en/article/3Ic72NZihnh1DNizOhXaRW/fallout-4-skyrim-july-featured-mods-2020
https://bethesda.net/en/article/7vUvsQlwlTbAdDLNtUmEzC/fallout-4-skyrim-july-featured-mods-2021
July marks six months of Featured mods here on Bethesda.net. Between this and the hot summer season, we have some appropriately celebratory mods for Fallout, and some great-looking options for Skyrim.
We’re featuring several Fallout 4 Mods themed for American Independence Day this month, including the popular quest mod, America Rising. For our Featured Skyrim Mods we have reached into the depths of dark necromancy, with a mix of new spells and effects.
We’re thrilled to be celebrating Independence Day in Fallout 4 and are happy to show off the newly returned DreamWeaver for Skyrim, one of the largest mods released for PlayStation 4.
Expand your games with this month’s featured community mods, providing a trove of great quests, equipment and player homes for Fallout 4 and Skyrim Special Edition!
We had issues assembling a themed list this year, especially as we didn't want to simply have another half dozen explosives mods. So we're doing something different. I think folks will really enjoy it, but it won't go live until next week.
I understand you guys are busy making new things for us
Does anyone know if there's a mod that adds permanent fog? I want to make the game more creepy.
Not exactly what your looking for but there is a new CC thing that allows you to paint your pipboy and power armor patriotic
You can change the climate in worldspace settings
New to the group, but I downloaded LBGSHI's "True Invulnerability" mod for PS4, and I was messing around with various deadly situations to have some fun. So far I've found one way to die is to jump into the vat of magma at Saugus Ironworks. I thought the mod made it impossible to die, but maybe this is one wat that's just unavoidably deadly?
Worldspace settings? Is that something the Script Extender/MCM has?
how you sign out of fallout 4 mod and sigin into another account
I just know that when you create a small world, there is a setting on that page that let's you choose the climate for that world. I have made a foggy exterior world in this way before. There is a drop down at the top of the editor for your world spaces.
Anybody use the mod cross crit gore-verhaul?
The holotape doesn't work and I keep getting the crit kill effects no matter what setting I use... I'd like for it to only happen when crits happen
Niero doesn’t make mistakes - very few if any… is there perhaps a conflict?
Worldspace settings in the Creation Kit
Forewarning, using the fog makes the entire outer space look so, you want it to be a smaller space with other load-ins or have dynamic climate changing via script.
So I wanna run a vanilla+ playthrough. I would like to use expanded areas and more places to explore in and under Boston. I would also like to see some overgrowth, and more darkness at night, and ai that reacts accordingly.
What mods should i load?
@pallid swift I was asking if one already exists. I don't want to make one.
Then you don’t want it that badly.
I see what you mean now. I don't usually download mods, I just make them. Not a clue what's out there.
There is definitely a mod that removes the fog from Far Harbor, but that's the opposite of what you want.
Some of the zombie mods might add fog?
There is "Darker Nights", which does what it says, very moody. There is also "Bleak" which is not fog per se but it's not Happy Valley either. Or also Frost for that matter.
PS4 (=no new scripts) question again. If I am trying to use an existing (quest) script for my own quest, but the quwst property of the existing script is defined as type "Quest auto const", does that mean I can not force it a ReferenceAlias of my own quest, rather than the one it was originally written for. I have tried just changing the value of that property to (my quest) but that does not seem TV to work. I had a skim through the PS4 scripting videos by @honest merlin but didn't pick up on the solution.
An auto const is different from a ReferenceAlias, so I don't think it will work in the way you are trying.
Can anyone help me with my load order by chance... I have one set up via sheets and just want someone with fallout 4 mod experience to take a look..
I don't know if this would help but...
https://oddsmods.xyz/FO4LOSurvivalGuide we will put it in a form she can understand
I woke up with fog that prevented sight more than 500m away at 9am, and thought Fallout 4 would be fun with a heavier version of that.
Ie you can't see more than 100m away.
No more sniping, and extra creepy vibe.
Yeah that's the load order I used
Can I post mine here or...
Is that not allowed
No you can't attach images here, but if you follow it it should be correct... try playing and if you have any problems, there are several other discords with that load order.... if you can't find one let me know and I will DM you a link to one of them.
Are there any discords that help with load orders for fallout 4 on console... if there any can you pm them to me... I just want opinions amd advice on my load order that all
What console?
Series x
That's what I suspected. Thanks for the response @honest merlin
if you look more closely at this site, not only does it have a load order framework you can use it points you to a discord that helps with them for console https://oddlittleturtle.com/load-order/load-order-framework/
it's the same person as the previous site, but it's not a re-direct link
First and foremost, I need to give thanks to the Legendary Modder: Bwones. Without his mentorship and guidance, a complete Degradation System and now this completely new system wouldn’t have been possible for console users.
And now onto our scheduled WIP demo…
They’re quick. They’re ugly. They’re dirty. They’re made from 100% recycled fra...
Are there any mods out there that won’t make my game crash if I do so much as look in the general direction of Boston?
I’m on xbox btw
Anybody there that could help me with somthing?
nvm
That's always going to depend a great deal on what the "something" is.
so my game saves and new games will have a infinte loading screen after 105 mods im using vortex
hey guys so this is my first time playing FO4 and I enabled some mods to use, but now everytime I launch the game it crashes before I can get to the menu
Will need to know the platform and what mods. That is not enough information to be able to help you.
Great when I try to loading for mods (ps4) it says could not log in Bethesda.net servers any fix pls
Check the server status at Bethesda and check PSN servers for outages. https://bethesda.net/en/status https://status.playstation.com
Also check your ISP.
If that doesn’t work, restart your PS4 and see if it was just a weird hiccup.
If the issue persists, check back here. One of the moderators might have additional info for you or a better link to Support to receive assistance.
99 times out of 100 that is just temporary. Follow the advice given just above.
That's a mod conflict so see the link oddlittleturtle posted
I deleted fallout 4 and installed the digital versions no mods in load order
This what it says
It says that when logging in
I think this may be problem
What is the odd little turtle
Oh nvm
Maybe. More usually it is either Bethesda servers being too busy, or an issue with the user's credentials.
well i can wait till tom to play with mods plus i had fun without playing mods

my game crashes as soon as i press new game and im not being told of any errors or anything and i would appreciate help
PC? Xbox?
pc
Best guess, you have an unused F4SE DLL that’s trying to load but the ESM it wants is MIA.
how do i fix that
also its weird tho because i have the start me up mod and it works but as soon as i enable any other mod that i have it stops working
No idea - I don’t use Start Me Up nor any F4SE mods.
im not asking about that im just stating that its basically like ican only have one mod at a ti,e
time
There’s a conflict of some sort but I have no experience in troubleshooting Start Me Up. I have no idea what is going on.
Hello. I'm on Series X and none of the mods that say they increase draw distance seem to work for me. I'm mostly trying to get better shadows. I've tried disabling all other mods and power cycling the console (with the game quit). Other mods that effect inis like the fps mod work fine. There's also a mod that increases shadow resolution that also seems to do nothing. Wondering if I could get some help?
I'm specifically trying the "60 FPS Series X Ultra Settings" mod, but I've tried a few others too. I know from other videos that the shadows should extend much farther than they do in my game at high/ultra settings.
I wish there was something that would make outfits (eg suits) equippable over armor.
There is, I think?
You don’t need a mod for that. You need 4K tv that supports HDMI 2.1. You want the refresh rate of your television at 120Hz.
Does ur save ever just break randomly for no reason? 🫠
Is mods for fallout 4 still down for Asian servers
somebody help
Is there a way to make a certain light to ignore the certain object or the player in the creation kit? I mean, I want my light to illuminate everything except the object I choose
I don't know if a light outside a light box will work but something to play around with
Yeah, I was thinking about the same, but unfortunately it won't work with the player
Yeah I really can't think of any way to do that without adding to F4SE
Are mods for Asian servers still Down ps4 ?
Any solutions for the the place anywhere mod tool tip being bugged n not going away I believe I’ve tried everything from factory resetting the the Xbox n disabling the mod n deleting the mod an still the tool tip won’t go away n it takes up so much of the screen 😂
It’s only for my main character too my other (test) characters don’t have the tool tip stuck
Any solid worldspace change mods for Xbox? See a winter one and a few islands and whatnot. Any suggestions?
What Xbox are you playing on? You have to go back to the point where the tool-tip first appeared, remove the object that caused it, and then wait 10 or seconds before adding a new object. On Xbox One OG and Xbox One S, it's the sign that you've overbuilt a settlement and slowed things too much with the coding that the mod cannot keep up.
Is there an xbox mod that allows you to scrap everything in a settlement all at once?
Because I’m so tired of going around having to manually scrap every little thing
Anyone have experience with the "More Bang for your Bark" mod (PC game if that matters) that can help me out? I am having a bug where if I use the Transdogrifier to change Dogmeat's breed, the "Talk" command doesn't work until I open Trade and unequip the Transdogrifier... I had the bug once before and managed to fix it, but I can't remember how I did... In fact I just loaded one of my other characters and it works fine, just this new character for some reason it doesn't work.
If you find one, lmk. I too want one, LoL.
Yeah it would be helpful as hell
Raze My Settlement.
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That's more than likely occurring because you can only have one Activate perk active at the same time or could be because they need the same armor slot that Transdogrifier is using. Having never looked at More Bang For Your Bark, am unsure exactly how it's set up. Check it in xEdit and the CK.
That looks like the best I’m gonna get thanks
Heed the warnings on it. Use the minimum setting only. Limitations are there for a reason.
That's the weird thing, it just.. happens. Nothing else is equipped on Dogmeat except that, and on my other character that is working fine Dogmeat is a Dalmatian wearing welding goggles and a heavy dog armor and helmet along with a stars and stripes bandana. He talks to me just fine. It's just the newer character, suddenly Dogmeat won't talk to me with Transdogrifier equipped and nothing else.
Ohhh. I misread what you were saying.
I'd check both in xEdit and see if there are any overlaps, just to be certain.
I wish there was a way to contact the creator, but since they closed the Bethesda forums, that also destroyed all commenting and such too and the mod isn't on other mod sites, just the main Bethesda.
Is that one by kungfu man? They used to check in here when the forums first closed.
Yea, KungfuMan.
Ok, per the description: When you use the Transdogrifier Mk II to change Dogmeat, you can now equip armor on him! (Please note to do this after equipping the armor, unequip and re-equip the Transdogrifier so it resets Dogmeat's form. There's an engine-level bug with how the effect 'works' I can't avoid here
^ Was the following done?
Yea, but that's not even the issue. The issue is wearing a Transdogrifer and nothing else, Dogmeat won't talk to me. I click him, hit talk... and.. nothing happens. My character just won't initiate the conversation. I take it off, it's fine. Put it back on, he's broken again.
And like I said, the other character he's working just fine in full armor and accessories.
Ah. Ok. That's something that Bethesda support might have to handle since Transdogrifier isn't a mod. Unsure where to go to talk about that since they don't have a creations chat for FO4. Something to troubleshoot would be to make sure you've cleared your save files from your save folder and don't have any loose files borking things in your data folder if you've invalidated your archives with the ini setting.
You could also attempt another character.
Well, it is definitely something with More Bang for Your Bark's changes, I do know that. The only thing I can think of is if it's a bug with the "Wolf" option? I did try to make Dogmeat a wolf and that's when it started... I could do another new game and see if that causes it to happen again (don't want to test on my good working one.)
Also try clearing your cache. Something might have borkered there and just needs to be cleared out. Temporary files and such...
Okay, thanks. Hopefully KungfuMan is still around, and maybe they'll see this.
Hopefully. They may have the link to their discord on their Junkmaster description.
They do, but the link is expired. 
oh. Drat. :/
I'm creating a radio station mod, first time with this, and I'm having issues with the CK archiving the .wav files
Is there a max file size or max track length?
You don't want to use uncompressed .wav for archiving. Compress it into .wxm and manually pack them. It's what windows and the game is expecting. This is the one that I use, but there may be others: https://www.nexusmods.com/skyrim/mods/73100
Thanks! I'll try that out. I did finally get it to archive, but the radio was silent. I assumed that the files were just so large it was taking really long to load
Any mod suggestions I got the better minute men sim settlements 2 resource capless and castle repair
Anything along the lines of this I’m open to
Good luck, friend. Minutemen don't get as much as the Brotherhood or Institute. Mostly because "another settlement needs your help" gets annoying very quickly.
I got a mod that put a cool down timer on that
I downloaded the ballistic weave mod and I still can’t craft ballistic weave the gods of the weave hate me@
Which Ballistic Weave mod? The one that adds a note to the game?
If so, look in Hubris Comics End-Of-Dungeon-Steamer-Trunk.
The one that adds 4 hollo tapes for Xbox
I don’t remember the 4 locations off the top of my head but I know one location is in the castle armory
Also if there’s anyone who knows how sim settlement works I just have one or two quick questions
Anyone have a slide mod like you can hold crouch and you slide kinda like in apex
Didn’t tooun release something like that?
even if they did this isn't the place to suggest a mod author who sells garbage work they don't even support
She sells stuff?
all their work is sold
they actually have stuff on Nexus? I thought it was Patreon only
I wouldn’t have mentioned their name if it was Patreon only.
KillTips and Hit Sounds is on Nexus. I’ve been working on a port but then new shiny thing appeared.
huh they do have stuff on Nexus. at any rate yeah the majority of their stuff is patreon only
and it's utter garbage. I'm tired of users asking for support for crap they paid for
I didn’t know they had a Patreon front - I don’t pay that close attention to tacticool-themed mods. But a sliding animation sounded like something I saw from her on YT and/or Nexus.
I wish Bethesda actually went after authors doing that
Users paying for mods is on the user themselves.
oh I flat refuse to support toounx mods
not my fault someone paid for garbage that doesn't work right
I’ve never paid for a mod - if I want something that bad, I’ll just build it myself.
seems to me that she ought to at the very least fix the bugs and support that stuff
Agreed - if you’re going to be that person, you should provide support. At minimum, respond if the issue is a conflict and there will be no further patches to address it.
-TheDogOfWar, Elianora, Grooves, and Shezrie all have good player homes, and tend to support settlement building. Although the degree you can build new structures varies by author and mod.
https://bethesda.net/en/mods/fallout4?author_username=TheDogOfWar&number_results=20&order=desc&page=1&platform=PS4&product=fallout4&sort=popular&text=
https://bethesda.net/en/mods/fallout4?author_username=TheRealElianora&number_results=20&order=desc&page=1&platform=PS4&product=fallout4&sort=popular&text=
https://bethesda.net/en/mods/fallout4?author_username=Grooves_Games&number_results=20&order=desc&page=1&platform=PS4&product=fallout4&sort=popular&text=
https://bethesda.net/en/mods/fallout4?author_username=Shezrie&number_results=20&order=desc&page=1&platform=PS4&product=fallout4&sort=popular&text=
I'll try again lol. Anyone have any good worldspace mod suggestions on xbox? I see a winter one and one that adds islands to far harbor, but I'd like to get suggestions from active users of the mods.
The Zetan mod GrilledTurkey released.
I also would recommend the Better Homes and Bunkers series of player homes by RedRocketTV. They are all still on the Nexus, although they have officially left the Nexus (along with a lot of other mod authors) as far as support and future mods go, due to the "Mod Packs" issue.
So a question more generic... Why would a mod work perfectly fine in my older saves, but no longer work on new saves... Any suggestions on how to fix a mod doing that? More specfically, as I said above I am having issues with the mod "More Bang for your Bark" where it doesn't let me TALK to Dogmeat if he's transmogrified. TRADE works fine, TALK just cancels out instantly. Thing is though, as I said my older saves work fine, just new games have this issue.
On xbox preferably*
Ugh load discord
Anyone know how to get rid of this?
Green yellow stuff
bro is that a tail 💀
bro why does this matter?
I know the mod has bugs but I don't know what the bugs are. A mod author friend was going to look into getting permission to upload a bug fix for the mod but no idea how that's coming along or if it will
I'm trying to upload a mod I made. I'm being told to head to bethesda.net to finalize it but I keep getting this error message "The requested URL was not found". What am I doing wrong?
Nevermind, I think I figured it out.
Turns out I wasn't fully logged in.
Hey, turns out mods can be privately uploaded, I haven't even made my mod public yet and I'm able to download it to my Xbox.
The devs gave us the ability to test mods to ensure they work before we publish them. Unfortunately, there is no debug on console so do as much debugging on PC before uploading. You can also just make them for yourself.
Figured I'd promote this lightly: I made my first ever mod, a companion piece for Classic Holstered Weapons. Idea is to make it so that certain NPCs spawn with weapons that are more appropraite for their character, generic town inhabitants have a wider and more appropriate diversity of weapons, and characters who probably wouldn't be carrying a weapon at all aren't: https://www.nexusmods.com/fallout4/mods/62125
Congrats!
Thanks lol
Question: If I were to upload the BF4 American Armors mod to Bethesda.net but not make it public, would I be able to keep it without it getting taken down?
☠️
All mods uploaded to Bethesda.net must follow the Modding Guidelines: https://bethesda.net/en/devnote/1eTnOjoW8cEECa2k2AY8uq/guidelines-for-uploading-mods
Well it doesn't say anything against uploading and keeping mods private.
Private or not, if it is uploaded to the site it must stay within those guidelines.
Oh.
Anyone know what would cause Beth.net not to download mods?
It just says "queued" forever, before defaulting back to "Download" again.
I'm getting "The Operation Could not be Completed" when I attempt to download "Do it Yourshelf"
OHHH. I misunderstood earlier when you asked in a different server. I did not know you were getting operation not completed. Did you have Do it yourshelf installed already? Check your data folder and see if any of the mod's files are there and then delete them/move them to a backup folder. Return to the in-game mod manager, check that it is not showing you've downloaded it ("delete" if it says so), and try to re-download again. If you sourced the mod from elsewhere or are using another mod manager, the in-game manager will not realize you did not download it from the Bethesda site and run its functions like you did. It will only partially do things and throw the error letting you know something's gone wrong.
I didn't have it installed previously, but I'll check my overwrite folder 🙂
Doesn't look like there's anything in my overwrite folder except some pesky MCM settings, and what I think are three Creation Club files that have been there for a while before I even tried to install Do It Yourshelf
Is there a way in creation kit to assign a keyboard character to be a custom input event in game? For example, when the player hits the "L" key the players health is increased by 5 points.
I think that’s only done in F4SE/MCM.
Okay I have a question for all fallout modding players I'm doing a sniper build but I'm trying to get a good armor mod that is well balanced and has good protection that is light anybody got any recommendations?
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Red Eye is the nega-Tom Morello. Any chance we could get a Night Watchman station mod? Hmm
Another notion, similar lines... A mod with a goodneighbor faction, that can unite with or take control of the minutemen, and unite with or take control of the BoS, against the institute. The Union. /dreams
Do you know how many side people there is and how much scripting that would take?? Good luck with that⬆️ .....try it yourself.
RE: Known Bugs - if you show us how your mod is set up, I (or someone else here) can walk you through fixing the issue you're having. When you ran xEdit to clean your mod, did you happen to look at conflicts with Placeable NPCs? Can you post a screenshot of xEdit with both Placeable NPCs and your mod loaded? We can see what is overlapping to fix.
I'm gonna have to make it again because I can't download it from bethesda.net to my pc.
Known bugs does it still remove placeable NPCS if placed after it?
Forgive me, but I don't download strange files. If you want to upload to Bethnet on the PC side, I can download it from there? But I can walk you through xEdit if you'd like.
Here's the link to download xEdit: https://www.nexusmods.com/fallout4/mods/2737
If you don't want to use Bethesda.net for PC downloads, there's ModDB.com and NexusMods.com. As with all internet services, read their ToS to make sure you agree with their terms before using them.
FO4Edit is what I used to make my mod, now I need to find a way to get it to stop conflicting with Placeable NPCs or I won't be able to make more mods like it but with different factions. I shared the mediafire link because I'm hoping one of you can help me, you guys probably see something I don't.
Ah. Upload it to the WIP section of Bethnet PC and link that back here. Sorry but I don't trust mediafire or random download links. Nothing personal. There's a lot of scammers on Discord.
Okay, I've added my mod to WIP. https://bethesda.net/en/mods/fallout4/mod-detail/4280796
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I'm so sorry that I was unclear. I'm unable to download a copy of it from Xbox to look at on PC -- which is what I or anyone else have to do in order to assist. It has to be uploaded to the PC side in order to download it to look at it. I was requesting that you use Bethnet like a file manager upload and publish only as work in progress since it is easiest from your computer within the CK. Just load the mod into the CK like you did for uploading to Xbox and use the PC option instead. (Once I'm done, I'll delete it from my computer, and if you choose to have it not listed on the PC side, then you can simply delete it from inside the CK or on the website.)
I'm runin beantown interiors, concord expanded, and others. Encountered an issue (floating terrain) in concord, and solved it with load order. Im wondering if I might have caused another issue, given some weird texture clipping on another building in concord. Is there a patch for these mods?
Oh.
Beantown has built in patches with several mods. It is an older mod though so only the mods that were around the time the mod author was actively developing it will be a part of the Xbox version. You might reach out to them on Nexus and see if they are still updating. When they were porting, they were very enthusiastic about consoles and console players, but may have gotten burned out with requests.
Okay, here you go. https://bethesda.net/en/mods/fallout4/mod-detail/4281136
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That sounds like a previsibine conflict, on a side note.
Hey does anyone know or could put point me in the right direction of a Fallout mod Request community
You're in a good place for it!
You can post a request for the mod here, and if a mod author is interested in your idea, they can reach out to you.
Well I mean here’s my request I guess
Could someone port this mod to fo4 - posted in Fallout 4 Mod Requests: Yo if you could help me with a mod I want ported to fallout four from Skyrim and if so please get back to me if you can the mod is https://www.nexusmod...tion/mods/54997
Another thing you’re probably gonna need to let the original mod know you can contact them at here ...
Well good news is the models are open for use with credit and not monetized. They're definitely gorgeous. I don't have the skills for it unfortunately but plenty of other authors do.
Hmm, yea I never had any real issues with it until this latest playthrough and suddenly it doesn't work... but I go back to my other save, and it's just fine. I might try removing it then reinstalling it. Thanks for the info, might check if your friend has had any progress if you are able, otherwise unless I can find a way to contact KungFunMan, sounds like we are all at a loss here.
It's uploaded for PC already, I think @zinc hare has permission to upload it for Xbox but Turtle has been having issues with uploading in general lately so I don't know when that will happen. https://www.nexusmods.com/fallout4/mods/62243
OH nice, thanks! Yea, I am a PC user so that is great!
Okay, yea reading what they say there, sounds like that might be the issue, removal of voice records. Not sure why it suddenly started happening but again, thank you so mcuh!
I do, I just have not been able to upload.
Ah,. it's you? I tried it and it doesn't seem to fix the problem I had... and even going back to a previous game and removing and adding the Transdogrifer does it... For some reason, I cannot "Talk" to Dogmeat while he is wearing a Transdogrifier, even with your patch? I mentioned it on Nexus
I've not ported it yet. Just let the OMA know and when they fix it, I'll update it for Xbox.
I'll look at it on my end and see if I can offer assistance though.
Anyone know any good gameplay overhaul mods that work with UI overhauls?
Does anyone know if fallout: London will work with the steam deck? Also I heard it may be coming to xbox is that possible?
If you compress the texture and audio files enough, it might fit as your only mod on Xbox. It would be quite the feat to cram FOL onto Xbox.
And you’d have to workaround all of the F4SE - if any.
I received an email about a mod I uploaded being removed from Bethesda.net. I’m not going to dispute the reason for removal, however, I would like to bring Bethesda’s attention to the email sent. Specifically, the Modding Guidelines link and Community Rules are now invalid as the Forums are now offline.
Does anyone here do requests
Thank you, I'll reach out to them about this.
Please does anyone here do mod request
@raven girder It's best just to ask for what you want. Your in the right place.
I idk if anyone has the stills but https://forums.nexusmods.com/index.php?/topic/11727658-so-i-wanna-say-ive-been-trying-to-get-this-mod-to-fallout-four-the-mod-author-just-doesnt-play-fallout-four-and-i-was-wondering-if-could/
So I wanna say I’ve been trying to get this mod to fallout four The mod author just doesn’t play fallout four and I was wondering if could - posted in Fallout 4 Mod Requests: The thing is is that I am in contact with mod developer but they don’t play fallout four so you might need to contact him on Discord The mod I want ported from Skyrim speci...
Yeah, every day or so this same request appears both here and Reddit.
If no one has taken this request by now, it usually means MAs aren’t interested in porting it for one reason or another.
Haven’t heard otherwise, why?
Fallout: London is currently scheduled to be released in 2023.
Doesn’t mean the project would suddenly get canceled.
@keen vigil I not giving up
What were they called.
Does anyone have a recommendation for a Xbox one heavy weapon mod? I can’t fund good ones with keywords
Modern or something lore-friendly?
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Relentless Carrot Minigun
Skibadaa, Niero, and QuadRioters have a number of heavy weapon mods.
https://bethesda.net/en/mods/fallout4/mod-detail/4229075
https://bethesda.net/en/mods/fallout4/mod-detail/4200435
https://bethesda.net/en/mods/fallout4/mod-detail/4099442
https://bethesda.net/en/mods/fallout4/mod-detail/4063901
https://bethesda.net/en/mods/fallout4/mod-detail/4014037
https://bethesda.net/en/mods/fallout4/mod-detail/4071421
Thank you!
Can't remember if I asked this or not before, but I never did find an answer. Is there a way to run a script that changes the angle of the player's Camera at a given point during gameplay?
Not sure about a script but you may be able to achieve the same goal w a custom player animation.
^ That or check Utility.SetINIBool, Utility.SetINIInt or Utility.SetINIString, but those have their own limitations.
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