#modding-general
1 messages · Page 4 of 1
Somewhat depends on the disciplines your most interested in, though I'd start with small stuff. You'll need to learn the Creation Kit, there many guides out there especially for the basics. The official wiki for the editor has plenty of great information to get you started. (https://www.creationkit.com/index.php?title=Landing_page)
I recommend Seddon4494 and Kinggath YouTube videos for F4, Darkfox127 for Skyrim (and it also mostly applies to F4 as well)
If you can't find good stuff for F4 look up the same topic for Skyrim and that'll get you 99% of what you need
Well maybe as low as 90%, depends on the topic. But most things are essentially the same
oh wow thanks! I really appreciate this!
Nice save. inb4 they create another Elysium Estates. 😄
Configurable province - create your own cities.
back at it again to bash my head against my load order until i figure out why solitude crashes my game
Using Solitude overhauls or expansions of any sort? Sometimes navmesh conflicts can be a CTD problem.
So, I just realized something, my google fu is failing to find an answer, and I'm not sure where to ask, so figured I'd try here. I made a Skyrim mod years ago that I'm just now realizing probably almost never works for anyone because all it does is create a music list (of already existing tracks in the game) and add it to the player homes, which any plugin that comes after it would override. How the hell do I give it a Bash tag to merge into the bash patch, or to at least flag it in LOOT as needing to come after any plugins that modify player homes?
Wish someone would make a mod on ps4/5 that allows multiple children to be adopted
On skyrim
Is the possible w/o a script?
Dk at all lol but it might
It could be done rather quickly on PC/Xbox w a custom script but not sure if it’s doable w the default scripts in the vanilla files.
Yea and I’ve been wanting a mod that can unadopt children too
Ok
Good to know. I’m not familiar w what is/not included w Skyrim’s vanilla scripts.
Last time I recall, you can’t make good mods with custom assets for any PlayStation
are there rules regarding what you can put in the description of a mod on Bethseda.net? I'm wanting to put a link to a discord for support/feedback, and possibly links for credits, like casting call for VAs in the mod, or nexus for resources used (unless it's a resource that could be NSFW, even if what's being used is SFW, I wouldn't link that)
I'm doing this a porter to xbox for someones mods (with permission of course) and I couldn't see any specific rules regarding linking in mod descriptions. If there aren't, it'd all fall within the more general rules, but wanted to double check.
you should post credits for the assets used even if it is nsfw that is made sfw you should also link back to the original mod you ported
the credits are there, just not the links
but I'll go ahead and add the links and such, and the original mod link as well
what mod are you porting
I've already done it, but felt it needs to be fleshed out a bit more on the upload discription
Caryalind, and Varrick
if you want to look them up on nexus and bethseda.net
I have permission from their creator, and I'm helping them port it because they've struggled with doing it in the past
so problem with the creation kit upload I think
i looked it up it seems ok
so just adding links then would be ok, and not do anything bethseda wouldn't like?
you wouldnt need to add links if someone else wanted to find them to ask for permission to use them in there own mod they would find it.the va link is ok
ok, so just the name of the resources would be ok, as people can look that up themselves
meaning if say, CBBE was used I wouldn't really want to link directly to that, but people could still look it up themselves if they wanted to in regards to the resources
stuff like that I'm a bit unsure of
or things like porting a SFW version of a follower mod that also has NSFW version too it on the nexus, and linking that
those would be the things I'd be a bit iffy on
though perhaps if it doubt, mention the name, and let people look it up themselves?
yes just the name of the asset,just be careful not to include nude pictures from the nexus etc version.the link for the va is good though
OK, I think I got it, thanks, discord link for support and feedback is ok right?
you can link to discord in the describtion
sounds good then, thanks for the help
Any modders in the chat, do you guys have any ideas for starfield?
Been coming up with a headcanon for a technocrat self insert sort of faction. I also want really sprawling cities, personally I'm okay with filler, I'm almost a more 'quantity over quality' kind of guy, so it's maybe good that it'll be a mod rather than basegame. Someone may beat me to it at that.
I also don't like that Akila has an uneven mud pit as a main road, I would replace that with paving or something pretty fast.
I do also like quantity over quality, but if there’s barely to no variation between different locations or quests or other things, then it’ll feel like your doing the same thing over and over
Another thing, I would like to see a reputation system, one where you could do either good or criminal like quests, depending on what you do, you could get access to better quests, or you can sell items for more money. But if you do more criminal quests, you’ll get access to buy outlawed items, and you’ll get access to harder quests that’ll give more money but will require you to steal from a fraction or settlement
Starship Troopers, and Halo conversion mod will probably be easy for Starfield
That could be sort of how it works at least, just the criminals are an official faction 
Star Wars is also utterly inevitable.
You can mod in ships from other space gamesd like Elite Dangerous, or Star Citizen, then alter the planets and maps to recreate locations in those
Yeah it will happen eventually
A Planet of the Apes mod would be funny, and easy
Firefly framework also kinda there
Game overhaul.
Would be super fun to turn on occasionally and just play the Ape rpg.
a princess leia outfit,it doesnt look like a game that i want too mod it also depends how similar it is too fallout 4 that game is hard too make assets for
the game itself does look good yes, and I don't think I would want to mod it either, but not at first. If I do play the game for a while and I do love the game as much as I did skyrim, then I would definitely mod it, pretty much just to wait to see what people make
you should give them away for free, just to spite the sc peeps, haha, jk.
any quest modders here? I'm a total noob at this stuff, but wanting to learn more.
Go on
If I wanted to mainly stick to writing the story of modded questlines, what is a good way to connect with modders who can actually create the content?
Pitch your idea to a modder. And if there’s interest, they might consider authoring it. But modding is very time consuming so don’t take it personally if no one helps.
There are FAR more people with ideas and stories for quests than there are mod authors to create them. The mod authors who learned to create them did so because they wanted to see their own stories actually made. I strongly recommend you start watching some Kinggath and Seddon4494 tutorials for F4 or DarkFox127 for Skyrim. Mod authors get so many requests for mods to be made that we just don't have the interest, time, or energy for because we're doing what we wanted to do when we first started learning. No one else will care as much about your mod as you will. Go forth and create it! 🙂
That's really great feedback. Thanks so much!
Also if you are going to approach a modder with an idea it's best to have it nicely fleshed out and stuff. Like I'm talking have a design brief/document.
You'll have higher luck with that then just a few sentences imo.
Oh absolutely.
I'm trying to load a save I made in Oblivion years ago, and a pop-up tells me that I'm missing stuff and I have no idea what I'm missing. I have all of the official dlc. I checked Vortex and I have the following mods installed:
Arrows Weight Nothing
Weapon Improvement Project
Better Looking Armor
OBSE
But, when I check the data files, I only see AWN and WIP installed. BLA isn't there and neither is OBSE(with OBSE I'm assuming it's not supposed to be there). Shouldn't BLA show up in the data files?
obse isnt a plugin
and if bla uses an esp then it should
Morning Every1
@trail geyser I think it does, but I don't have the time to check rn, I have to leave for work in a short while. I can double check later this evening.
Let's assume for the moment that BLA does use an esp, then why isn't it showing up in the data files? I have it installed and enabled in Vortex, and Vortex is up-to-date.
im unsure i used vortex early on and got a bad taste in my mouth
never used it again
How do I make a separate vampire bloodline that doesn’t have the eyes or face and only has fangs? I made a duplicate of the altmer vampire race and am looking in the face data section but I can’t seem to figure anything out 🤷♀️😵💫
maybe try copying the altmer race and switching the teeth maybe?
A duplicate of altmer and vampire-altmer? I’ll try one sec 🤔
It doesn’t seem to be pulling from the altmer race besides nose, brow, eye, and lip type. The other features seem to override everything. So it seems like making a duplicate of the non vampire altmer race isn’t working
All vampire races are categorized separately in CK. So there’s ‘HighElfRace’ and ‘HighElfRaceVampire’ and so on. So mechanically it’s changing your entire ‘race’ in the game when you become a vampire. The vampire beast race is categorized separately too
no i meant. duplicate kf the altmer race itself because you want it to be identical to normal altmers besides the teeth
i have literally never opened the ck except for once when i realized it opens up larger then my screen resolution
i have done every ounce of modding i ever did through xedit
What could possibly be done in xedit besides small stuff?
literally anything you want
it can do anything the ck can just has no gui
yes if your insane
or are very good with math
I don’t think it can do level design I’ve been using CK for a while now
you add an object into the level and adjust its xyz and rotation coords
through text
What have you made in xedit?
i made a vr fix for wheels of lull that places a glove near where the lullian shield spawns so you can use the lullian shield pewpew spell without the shield itself
by hand changing the objects position and going in game to see where it is over snd over
Instead of CK?
theres nothing that cannot be done with text
yes because as i stated the ck loads much larger then my screen resolution so most of it is off screen and i cant re adjust it
theres also some things that from what ive messed with in morrowinds cs i find infinitely easier and faster in xedit like rapidly creating new pieces of equipment changing out the models and other data they point to and make quick changes to alot of items at once
comparing things
I bought a big hdmi screen once at a yard sale for like $10 and used a daw for a modular synthesizer instead of analog
i dont have any reaspn to do anything in higher resolution
if i went higher resolution id be doing it just to do it
1366x768 looks the same as any higher resolution from the distances i use my screen from
I mean, nobody has a need to play Skyrim people just do
i am going to add it would literally be pointless in most scenarios for me to get a higher resolution screen
So like, do you know how to make a separate vampire race or was this just to brag about xedit? 😑
i … stated a way to do what you wanted by duplicating the non vampire race and changing the teeth model as a easier starting point i wasnt trying to brag about anything i was trying to be helpful and you decided to be rude about it
That doesn’t work
Let's keep it civil
You’re right
I’ll keep it civil I’m sorry
Meta do you use CK? There’s nobody active in AU who knows how to do it rn
What are you trying to do, make a Vampire that doesn't look like a Vampire?
@molten acorn
Needs to be a separate and not a replacement
Not sure what you mean by that. You're creating a new vampire race, but don't want the messed up face?
I'm not super experienced with creating new races, but I wanted to mention that I believe Sybille Stentor (Solitude Court Mage) is a vampire who still looks human/Breton, if that would help you at all.
Does anyone know a mod load order for Skyrim on the Steam Deck? I've seen many videos about cbox back when I did it on my Series S but I've had my Steam Deck for maybe half a month at most.
New Post Channels?
Yep!
What are they for?
longer form conversation, if a few people want to specifically discuss one mod they can without getting swept up by cross chatter
It's your fault.
is anyone experienced with converting unp mods to cbbe mods with bodyslide support?
Anybody know why I don't get announcements in my own personal Discord from this Discord channel even though I have clicked "follow" etc?
Webhooks not activated for just online people or something?
Only #modding-news is setup as an announcement channel.
How would i extact a 3D armor model from fallout 76 and import it to blender ?
Was just trying to get the modle to blender so i can tur it into a template for cosplays
I'm not sure if this is where I'm supposed to ask but I'm trying to make a mod and I can't figure out what I'm doing wrong, or right.
Basically I'm trying to make a cell and I don't know what I'm supposed to do to make a copy of a cell or get the bases of a new one or anything like that. I've checked tutorials but they always pass me somehow and I lose where they are
In the creation kit, it should load with interior cells in the cell view window, by default. Right-click one of them and select "edit." It will bring up a smaller box with the same list. Right-click one of those and select "new." A small form editor box will come up and prompt for a unique name. Commonly, people will use aaaa to get it to the top of the list, for easier location later. Once you name it, you can edit the four tabs from there, or just hit OK and it will show up at the top of the cell view window. Make sure to give it a location, check whether or not it is a reset zone, etc.
hello, how can i contact jeremy soul?
i just cant find any videos on how to make a marine combat armor cosplay
use bing to name search, website should be in the little wikipedia sidebar
@molten acorn Thanks you)
Howdy! I have a question regarding any possible Fallout 76 mods that might have local maps/building maps for the directionally challenged? Asking for a friend...
Any estimate on when we will once again be able to update mods on Bethnet? #modding-news message
I uploaded a mod and updated one earlier today
I just tried. See, no edit option. So I am glad you were able to have some success. I am not having the same good fortune ...
Remember, magic is inherently dangerous. If you're not careful, it can and will...
WT....?
gotta cast feather spells carefully, or else they could go awry
I'm just glad you didn't make mage armor spells, because I couldn't find a gif of a tank falling on somebody
smh
You aren't logged in, even though I'm sure the page says you are. Make it log out, then log back in again and refresh the page. I had to do that with the 2 mods I updated earlier.
That did the trick. Thanks Arthmoor.
You're welcome.
Was just coming to suggest the same. The Bethesda cookies are a right pain in the rear. I just relogin every time I need to use the site.
So, recently I logged into ESO an noticed some of my features were off. Chat used to default to "say" when I logged in, not it defaults to my guild chat... which is annoying. (Addon: pChat)
When I asked open chat, they asked what mods I had and suggested this one was the cause. When I went to view the addon features in-game, I noticed everything was in some asian language. Is there anyway to get my addon back to english?
Please see link image for ref: https://i.gyazo.com/ca8d17ecbf7d4f3f...7b0b4a1fde.png
Help please. I like this addon, I really don't want to have to remove it.
Hi, Hydra! This is a Discord for the single-player Elder Scrolls games developed by Bethesda Game Studios. If you have a question about Zenimax Online Studio's game called Elder Scrolls Online you may post your question on their forums. You can find their forums here: https://forums.elderscrollsonline.com/en
ty
For Xbox Skyrim, anyone have a LO/list that adds Mihail’s mobs?
Nvm
Did u find one@normal hazel
Yea and it adds quite a few other mods that I haven’t tried yet either, so going to be trying it out and hopefully i don’t encounter any bugs with the LO I had made myself XD.
Lots of bugs and things broke on my world. Hence why I was asking others.
Lol I feel ya there I had a load order that was running smooth with the mm mods in it that I made but I can't get into the Mods area to remove a mod that's just spawning to many npcs on the roads lol
Oh no for the one I made I had numerous buildings colliding and unable to enter, unless i used the no collision ring from cheat rooms. Kind ruins the immersion when you have to faze through walls to get to a door to enter a building
That and the horrors that was a lot of buildings merged with other buildings, trees sticking out where they shouldn’t. Lots of problems.
Lol oh wow lol the immersive Patrols mod was doing it for me having a whole army of both factions coming down into the area in front of whiterun
Like the t section area was the worst
Also on xbox so I didn't have control of the spawning
So i don’t trust myself to make a LO now or a list, and then I find out about High Fantasy Pack by Mihail which I figured, “if making the graphics of the game completely ruins it why not just make the game difficult and more intense.
Same on Xbox
I'm waiting on help atm can't connect to the Bethesda servers
The guy I’m coping from made this pack for Xbox players with HFP so slowly copying it
Oh dang
Yeah I'm able to on fallout 4 but not skyrim I'm like wth
That sucks, I wouldn’t know what to do/play if I lost Skyrim XD.
Honestly been more addicted to it since hearing about them releasing the sixth game in a couple years.
Yeah it's going to be sometime for that one I've been wanting to play it for the past few days I was just trying to get a good modlist together
Well if they make it for elder scrolls VI this pack seems like it could be fun
But then that happened and here I am lol just hope if they do do mods for 6 that this stuff don't happen
Yea
It's fixed hellz yeah ima remake my modlist now lol
Gl
Is there a modder who could possibly port over some flag retextures from pc to Xbox? I’d really appreciate it
Is it cool if I dm you the mod?
Sure 
I don't guarantee anything though. Just curious and may do.
Thanks man I sent it
a night to rember is not starting the drink animation plays and instead of going to the markath temple sam guevenne just walks around the tavern and cant be interacted with the bugs on usep said it can happen if one of 3 npc dies i checked there still alive,has anyone have this bug before
Hi
Can this xbox mod be ported to Ps4
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Hi mod creator
Fallout 4 on PS4 has UCO mod. Can something like that work on Skyrim PS4 ?
Crafting armors are very different between games. Skyrim has no INNR or OMOD records.
How keywords work are also very different.
What is it about Unified Clothing Overhaul that you're wanting?
for the error i posted above with a night to rember not starting the bug that was causing it was a goat from the mod become jarl of ivarstead
Sorry if this is a done in topic, pondering using re-shade for 76, this okay or likely to be a problem?
Out of curiosity, is Re-shade even necessary? The lighting system looks like it has been totally re-done.
it was totally redone
anyone have the audio files for the male dragon shouts?
Extract them from the game files using a modding tool. Here's a guide to assist you: https://stepmodifications.org/wiki/Guide:BSA_Extraction_and_Optimization
Do note that the above is deprecated, but you can find the links to BSAOpt. There is also this tool: https://www.nexusmods.com/skyrimspecialedition/mods/974
The Extends script does not exist, please pick one what does
Okay since the update of creation kit I can't make a damn script. I keep getting "The extends script does not exist, please pick one that does." I am not changing it. The extends script is default activemagiceffect from doing a new script in creation kit. I have FULLY reinstalled skyrim and creation kit twice. Tried repairing I am like 99.9 percent done with my mod and I am at wits end. I will include a picture of the problem. Here is the link to the screeny http://i204.photobucket.com/albums/bb184/sturekdrf/owok_zpsx0irfyav.png
Изображение
archive "skripts.rar" has already been unpacked, but nothing has changed
Изображение
There is no "extends" default script in Skyrim. Here is the file structure of a papyrus script.
scripts.rar and not skripts.rar is the name of the file to unpack.
Ensure you are running Steam from outside the program files directory.
Hey where would I go to find some help to fix a problem I'm having with my visuals lmao
This is my issue haha
Oil spill
So I was think to try to mod starfield when it comes out as beginner
anyone has any guides/tips i can use
We don't know how different the next iteration of the editor will be until they release it. You're free to start learning modding for the older games to get some experience beforehand, but just bear in mind that some practices are likely to be different and you may have to relearn some things for Starfield when it comes out. Just partly depends on how ambitious they go with their tools this time around.
The official CK wiki has some good stuff, plenty of tutorials scattered online (YouTube, forum posts), beyond skyrim wiki covers a lot of things too for example.
Very, very late reply: try clearing your cache. Xbox might have cached a texture and then it borked. Full power cycle. It could also be whatever weather/lighting mod you've chosen and the decal has derped under the new lighting of the mod. If that's the case, there is no fix. It's a hardware issue not playing nice with the weather mod.
Thanks man I really appreciate the help
anyone got any mod sggestions for where i can command the enclave and have like bodyguards from the enclaver and stuff for fallout 3?
Sadly the individual who put together the Midnight Ride and Viva Las Vegas modding guides has not done a Fallout 3 guide.
Is this what you are looking for? https://www.moddb.com/mods/enclave-commander-090-vertibird-interior/downloads/enclave-commander-0-75
apologies, mods. did not see the swear word before I posted.
im trying to find a mod that replaces fallout new vegases combat music with tracks from ULTRAKILL, is there anything like that? if not, how hard would it be to make it myself?
and maybe even a weapons mod but i doubt it exsists
honestly anything uktrakill related is useful to me, i already have the pipboy music
i may be wrong but i assume you would just rename your ULTRAKILL mp3 files to the ones in Fallout New Vegas\Data\Music\BTTL?
may be tedious though, there're a bunch of subfiles there
its a bit more complicated but i can try
oh and just to be sure, remember to backup your current song files
i made that mistake yesterday with fallout 3 lol
Is bethesa for mods down for just me or for everyone?
In-game or on the website? If browsing from the web, clear your cookies and sign in again. Looks like weekend traffic might be starting early if it's from in-game. Gross weather in some places so people might be in and playing vidya games.
website. i cant seem to get any of the mods to get put into my library i just keep getting error messages
this worked!! Thank you
I had an issue yesterday where Chrome had a hiccup over the cookies but clearing them and then logging back in again worked. When in doubt clear the cookies.
Hey, Did anyone make a mod yet where you have ALL locations Caves, misc places, etc are discovered? IK someone made it for station but i havent seen anything for pc, other than 1 but it only shows Popular places not all. Asking so ik if i have to make it lol
For what game?
Oh yeah would help wouldn't it lol Skyrim Anniversary Edit
Probably not. It's such an easy console command, no real reason to make a mod for it. Do tmm 1,1,1
See I'm new to the PC stuff ty 😂
How do i find the console commands anyway?
BTW says unknown variable
Might need to play around with the spacing. Been a while since I've done it. Essentially 'toggle map markers' and each one sets a parameter, show (shows all map markers), discovered (makes them "discovered," so you can travel to them, hidden (reveals the ones that are usually hidden from you.) If you tried it without spaces between the commas and 1s, try adding them.
If you tried it without spaces between the commas and 1s, try adding them.
It wouldn't make a difference; the commas get stripped out, as do the spaces. "tmm 1,1,1" and "tmm 1 1 1" are equivalent.
@real sphinx Where did BethesdaNetMods plans to revise port rules go? It was publicly discussed at the end of last year, so I'd be interested to know if anything has been decided at this point. You said it was extended to early 2023. #modding-news message
Ignore this if you don't have an answer, I don't want to force it, but seeing so many illegally ported mods over the weekend makes me sick. They even say things like: "This will be deleted by Bethesda Monday so find all the mods you want by Sunday Night and go to settings/network/go offline"
We expect the updated port rules to be finalized very soon, possibly even next week.
I don't expect these rules to impact folks intentionally breaking the rules. However we are aware of the recent spate of problems. Often, these mods are burned upon removal (or discovery in the recently deleted mods queue). If a mod is burned, the game won't load with it enabled, so folks who downloaded it are out of luck.
I do expect clarified rules to help bring more consistency to legitimate ports.
I am happy to hear that!
By the way, should I report each mod if one user with some disposable account appears to be doing some illegal uploads? It's happening right now.
Please do, if a mod receives enough community reports it will be automatically removed for moderator review.
And thank you!
Okay, I hope the text in the "Other comments?" field is useful for their work.
Very. Most folks don't leave an explanation, and if no one does it can take a lot longer to investigate.
Well, sometimes the problem is pretty clear and the category is sufficient. But often, the extra information is a bit help. (And when reporting stolen mods, if the issue is obvious they probably had to check things first anyway, so they can pass along that investigation.)
For me it's better if more characters are allowed. I usually write the problems uploaded/ported mods have and the original mod name and mod ID on Nexus. It sometimes exceeds 250 characters. In my personal opinion, I would like it to be expanded a bit more, but what you said seems to indicate the opposite, so it's a shame it probably doesn't seem to happen.
Alright, might as well enquire about that real quick before I forget about it completely.
@real sphinx, apologies for getting your attention as I can't even imagine how many queries you have to field on a daily basis, thought I'd at least ask to see if anything came up from the cell header mismatch issue, the one with the XB1 precombine mesh file mismatch. One thing I had forgotten to mention is that the reason I was asking about getting the esm files was for xEdit use to manually or script copy to the relevant plugins, not for CK use.
If I remember correctly there was something about getting the info some other way, though, this was Plan A for me. If it's not possible this way, Plan B is rebuilding them from scratch (something I can do, and I'd have to put together a subset of the fixes that apply on top with it) and submitting them for inclusion in the next available patch if remotely possible.
@real sphinx What should I do if I'm sure it's a stolen mod, but I don't know the name of the original mod? An illegally ported mod has a name that doesn't match the original mod. But there is this damn malice in it.
"This will be deleted by Bethesda Monday so find all the mods you want by Sunday Night and go to settings/network/go offline"
I don't have solid evidence to report this mod as I can't find the original mod.
Out of curiosity, how are you finding these?
If someone states Bethesda will delete the mod, I'd assume it's breaking the rules. If there's no clear issue, reporting it as stolen is your best bet.
I don't know what the status of this currently is.
That's fine, I just wondered if anything came of this.
If I can wait 16 hours for a full game rebuild, I can wait for that.
Nevermind, it was removed before I reported it. That was a few minutes ago, thanks moderators.
what were the mods that were removed
will the game not load or is it the save file,how does it work if you download a file do you have to delete the cache if it is the first option the game wont load how can people disable it without going to the mod store
I've seen about 10 Xbox FO4 mods removed within 24 hours. I don't remember them, but they were all closed permission mods and one of them was a nude body mod. Also, unknown mods called "Valkyrie follower" and "Fear suit" have been removed.
Does anyone know if starfield will have an API for Elgato’s Streamdeck? It would be awesome if you could have real-time buttons and information on the streamdeck. Like the console of the spaceship or controls of editing/building. Etc
If a mod is burned you can still access the Mods menu so you can delete it.
What does it mean for a mod to get burned?
Normally if we remove a mod, anyone who has downloaded it can still use it - which is working as designed.
For extreme offenses, like nudity, we'll go a step further and make it so the game can't run with the mod enabled. Anyone who was using the mod has to disable it to play.
We'll do the same for repeat offenders who keep uploading stolen or otherwise inappropriate mods. It's fairly easy for us to block mods like this, and even if we miss a few all their uploading effort is for naught. Eventually, they either get sick of uploading mods just for them to get burned, or folks stop requesting uploads because they can't use them.
While we’re on the topic, can MAs request a mod, stolen or otherwise, be burned?
Does this only affect mods on the Bethesda.net framework? How does it work with other mod frameworks like the Nexus.
Nothing on Nexus has access to the game code so there's no such thing as burning a mod that way.
Anyone online?
For extreme offenses, like nudity, we'll go a step further and make it so the game can't run with the mod enabled. Anyone who was using the mod has to disable it to play.
Interesting. If I'm reading it right, is that why he said that? Please let me know if quoting from his twitter is going too far.
They need an adult section as well. Also deactivating mods already on my system is an invasion of privacy. Luckily a member pointed out to that a my collection section might solve this for people. I'll have to host the files and people not publish them so we can protect people.
"I would suggest disconnecting your Bethesda account from your Xbox if you are concerned about keeping these as Bethesda can disable mods from your Xbox after they have been downloaded. a huge privacy violation"
That's uh...that's quite a lot of irony there. 
Dude's Twitter account is pretty blatant about what he's doing.
If you disconnect your Xbox account from Bethesda.net, or your Xbox from the internet, you can't access Mods.
One tweet like this can make you hate him
"The Fallout 4 unoffical patch is now outdated as of 2023 Xbox modding. It causes major crashes. It was meant to fix 2016 issues. Today it's not needed. It messes with DLC and causes Far Harbor crashes. Stay offline and don't use it"
I think he means only use mods that have already been downloaded, am I wrong?
Well he's not wrong about the Far Harbor issue, but that also wasn't our fault. The rest is pure BS though.
There is very limited mod functionality if you aren't connected.
I know. Install/uninstall/enable/disable/sort are blocked.
He recommended downloading them over the weekend and setting everything up.
At that point it's just play with mods left because it's in the load order no.
Hey @covert pelican ! We haven't met before I just wanted to say hey and that I appreciate the mods you have made for Skyrim over the years. Especially Alternate Start ❤️
Bethesda.net is a service for sharing content, no special consideration is given for unpublished mods, and all uploads are expected to abide by the rules.
And yes, we've certainly burned unpublished content before.
Thanks, appreciate the kind words. Glad you're enjoying them.
I most definitely am and have been. I only recently cut Open Cities out of my lineup but I was using it for the past like... However long it's been out! But I don't think I'll EVER cut out Alternate Start, it's just tooo useful.
do you still need to have Fallout 4 installed to use FO4 Creation Kit?
i just noticed FO4 CK is like 200 MB, so almost certainly need a copy of FO4
Yes. There's nothing to load into the editor if you don't have a game to edit. 🙂
Anyone got any recomendations to make it possible in fallout 3 to join the enclave and other mods to add enclave stuff because i want a enclave modpack for fallout so if anyone knows and also knows how to make them on nexus lemme know that would be helpfull if possible can you include the first person shooter mot too
F3 I have no idea, but F4 has a bunch of Fallout stuff. FCOM for example, lets you have Enclave troops. There's also a couple Enclave settlement kit pieces in other mods.
I havent played skyrim in a few months. Will I be able to just boot up vortex n hopefully itll update all my mods n let me just hop back into the game after all this time?
Does anyone know if any mods might cause this issue?
I started a new game after resorting my plug-ins on MO2 and removing a couple of mods and then this happened. This isn't the first time either. I spent the entirety of last night trying to get rid of this problem.
I disabled all my mods save the Unofficial Patch and went through them in batches. I couldn't recreate it. It worked fine. So I'm at a loss. What's causing it?
This is my current load order.
And this is my current modlist. I'd rather not go disable and reenable them in batches again. So have any of you guys encountered this issue while modding your game?
Twiddle with the overlay settings of NAC. Looks like one of the LUTs or something went weird. If you were on Xbox I'd say clear your cache and see if that fixes things.
Also, I'm not sure if what you've chosen is compatible with the High Resolution pack.
When you get things sorted, you may want to look at Previsibines Repair Pack, you've got a lot of things that disable the precombines.
I do? I got rid of Previsibines Repair Pack because I thought it was part of another problem I was having.
Also, I can't access NAC's settings until I acquire my pipboy.
None of the mods I've got in there have caused a lot of issues before.
Might have been more conflict than issue.
Here's a fix for ELFX, btw: https://www.nexusmods.com/fallout4/mods/54872
Per Poet: To prevent other issues, I strongly advise that you also pack any loose mod files (Textures, Meshes, Materials, etc.) into BA2 Archives after overwriting/installing the plugins.
Uploading mods to BethesdaNet seems to be failing silently. The creation kit says Upload Complete, but the mod version did not change. I have already tried logout, login.
yes, i just asked in this in SE mods, must be an issue then :/
What does that mean?
Didn't work. I even resorted my plugins and it didn't work. I still get stuck in Third Person camera.
This is my current load order.
First, Let’s try moving third person camera fix below any mods that affect 3rd person and the surgeon chairs.
It doesn’t seem to be fixing anything where you have it
Just what it says. It's easier for load order management, optimizes things, and keeps archive invalidation from being problematic. You can download the CK for archive2 in the tools folder. Or use CAO for archiving - unsure if it works for textures for FO4, last time I checked it had a big warning label not to use for FO4 textures since a batch texture/mesh updater shipped with the CK.
What load order are you using? Did you use a guide that has all those weapon mods? Is that the order it said to use? And did you try it on a fresh character and third person still didn't work? Did you try it without the fix?
I hadn't thought of that. I'm currently attempting to sort my plugins for Skyrim haha.
do we have any Creation kit wizards in here? I have an issue with mine

so how do i add mods to oblivion i have the mod manager downloaded
Depends on the site you're downloading from. If you're downloading from TESAlliance, you need an account, and then click the download button. Same with AFKmods and ModDB. GamerPoets has excellent videos on modding. Here's one but I'm not sure if it's one that is relevant. https://youtu.be/O6e03XoIh_Y
😈 Playlist | How to Use Wrye Bash | http://bit.ly/HowToUseWryeBash
💓 Patreon | Help Me Continue | http://bit.ly/HelpGamerPoets
💓 Ko-Fi | Patreon Alternative | https://ko-fi.com/gamerpoets
💓 PayPal | Tip Jar | http://goo.gl/oTXR6P
#HowToInstallMods to #WryeBash is a How To Mod guide for Wrye Bash.
[Copy & Paste] #BashINI File Settings ⬇️
sO...
Hello. I made a feral replacer with the GRIM zombies but sometimes I find a t posing one. Is there anyway someone could help me with this ?
I find headless models sometimes
If any other experienced modder knows how to help then I’d be more than happy
I hate this situation so I write this for the record. At least 17 illegally ported Xbox mods were uploaded to BethesdaNet by 6 different user accounts in the last 24 hours, and 8 mods were deleted by moderators or taken down by porters. It's their tactic and it goes away before it's reported, so I don't think the moderators can punish them. That said, I hope the new mod port rules will reduce this problem.
I'd try reporting it anyways. Even if the person takes the mod down before it could be reported, there may still be a record in the system that the admins can use to 'burn' the mod so its not usable by that person on their xbox, etc.
I managed to report a couple of them.
And if it's one person doing uploads via throwaway accounts, presumably there would still be info that points back to a single person/console that can then be banned or something.
The removed mods don’t simply disappear. I believe they still exist on the servers, they’re just flagged for deletion.
I hope there’s a way for console banning. That put a stop to this nonsense.
I'm not sure if moderators care about mods being taken down by porter as moderators don't act before they receive a sufficient amount of reports.
Based on past experience, if something gets enough reports to trigger the auto-takedown, not even the uploader can remove it. Had that happen to USSEP on a few occasions and it returned 404 even for me each time.
Moderators and admin can easily view recently deleted content. So even if folks delete their mods quickly, we can see them.
I hate that there are bad actors giving admins more work than necessary.
If it is so important, why are these people not making their own things?
The editor is free.
Creativity is free.
But time is not free.
And they can even get some money for free by spending a little bit of time. There is less than 0 respect out there, and they sometimes spell mod names wrong (intentionally or not, I don't know).
I donate too much to agree with the time is not free stuff. Anyone can give of their time if they choose. There are too many people and animals that need help irl.
However, as far as mods are concerned it really irritates me that there’s no effort given. Raiders are the bad guys.
Sounds like deleted mods are "archived" on BethesdaNet... ?🤔
It's cool to hear, but I'm afraid moderators won't have the incentive to see them if they don't receive enough reports before it's gone. When we report a mod, we can expect it to be taken down if the mod breaks any rules, However, the system includes both automatic and manual, and neither will be dealt with without enough reports, right?
The fastest way to get a mod reviewed is for it to accumulate enough community reports to be removed.
However, we are checking other areas. And we are aware that some bad actors upload mods for short periods of time and then delete them.
And yes, "deleting" a mod just removes it from public access.
Staff retain full access to all deleted mods, although without an ID we only have convenient access to mods deleted in the past few months.
Slightly off topic, the automatic can be triggered just by the amount of reports, right? Or was this an issue years ago? About fake reports
Wow, that was an interesting topic. Thanks for sharing information like this :)
It's a bit more complex than number of reports, but that's basically how it works.
Ok, it still makes sense. I imagined there would be some priority based on the reason and content of the report.
And I hope this port rule change will make the moderators' jobs simpler. For the double check, it's already applied, right? @real sphinx
Yep, new rules are now in effect.
Simpler porting rules should free up moderator time to focus more on those intending to break the rules.
Also, it'll hopefully simmer down a lot of the tension between porters if it's easier for folks to see what's legit.
progress 
Hi guys, I'm new to this discord!
I am interested in modding for Starfield, I cant stop daydreaming about the wonderous possibilities of having a planet to myself to mod on 🤩
I work in the software industry, basic know how should be covered, and have made/managed addons for WoW, dabbled in some skyrim stuff like 15 years ago.
Can someone point me to a few of the best resources out there for using the Creation Kit, the scripting languaged used for BGS mods, maybe an excellent YouTuber who gives very thorough but quick and well thought out examples(this is the hardest one to naturally find imo)? Would be interested in making my own textures, applying them to objects in the game world, etc.
Looked for a pin but didnt see anything, thanks in advance!
These sites are the closest thing we have to a resource like that.
https://falloutck.uesp.net/wiki/Main_Page
https://ck.uesp.net/wiki/Main_Page
The people in this server are a good resource too. Ask more specific question and an author may be able to help.
Thank you @fathom hare !
Yeah when it comes time l, I'll definitely ask more specific questions, and anticipate being on this discord during the process, hopefully there will be a lot of collaboration happening around then.
we dont know what way starfield will be moddable yet the games are very different for modding f4 is easier to animate for but very hard to do textures for compared to the other games bgs has made
Yeah this is good to know, wasnt sure if the Creation Kit was close to the same suite of features for the different BGS games (wouldnt think it was since the games are many years apart). But yeah, what is moddable is a big question that we'll just have to wait and see.
In a lot of ways all the games from morrowind to fallout 4 are remarkably similar.
For example if you learned to build a house mod in Fallout 4 then you could probably make a house mod for any of the games. There is value in learning to mod the current games in anticipation of starfield.
I bet spacesuits will work exactly like PowerArmor in FO4 with ARMO/ARMA addons.
Here is a chart which shows what I mean by ARMO/ARMA. https://falloutck.uesp.net/wiki/Category:Object_Classes I bet we will seem most of these in Starfield again.
One of the hard set 'rules' of modding is not to delete vanilla references though. Good way to break someone's game if they're playing with multiple mods. For the moment we're going on the assumption that with it being the same engine but upgraded that deleted references will do what they do in every game: continuously regenerate at cell 0,0,0. This is a bad thing. So don't delete.
Dose anyone know how to mod Skyrim on the switch
is anyone familiar with how fallout 4's interior exterior LOD works?
i set my offset, even copying it directly from another vanilla cell that works properly (prydwenhull02) but it still puts me at the center of the map
I'll be installing Skyrim AE soon from GOG. Are there any good guides/resources/compatibility lists for this version? I know a lot of modders still prefer a certain version of SE and via Steam.
GoG version functions the same as the Steam version. Pretty much any mods you have will work unless they're using outdated SKSE plugins.
Sounds great. Any idea if Frostfall falls in that category? I adored that mod last time I played a few years ago, but saw some posts about people having issues.
Frostfall requires Campfire. Campfire requires the Papyrusutils.dll file which has most likely been updated for the latest game versions. You'd need to check the Papyrusutil mod to be sure though.
Appreciate the advice.
Papyrus Util has a version for GoG 1.6.659, 2nd one down. https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=files
Excellent, thanks!
Hey quick question how do we know about item IDs and that sort of things on Skyrim or fallout did they come with creation kits or was it something else?
creation kit or commands
some ids are the same across all games (except morrowind) like gold and lockpicks/bobby pins (F and A respectively)
Easiest way is to run the help command, with quotation marks if more than one word. ie: help grimsever or help "glass sword" - This will pull up a list of things with that in the name. Look for the weapon itself and make note of the number. If it's a mod-added item, the first two digits should correspond with where the mod is in your load order, to help you identify which mod added something or someone.
I have a problem with debug.Notification
the value number it show ingame is like 52.00000 or 102.00000
how do I get rid of these .00000 on the notification?
nvm found it
i need some help
i downloaded some mods, but when i press on play in steam, the launch thing pops up, and when i press start, it closes the game
when i launch it in nexus it does the spinny thing but stops and does nothing
Mod conflicts
Disable the most recent mods you just download and try to launch game again
how do i open up the object window
nevermind i think i got it?
nvm i went view > object window and its not workin
noope i got it
all good! im new to this lol
CK Tutorials from Seddon 4494: https://www.youtube.com/watch?v=Ipgx3xmzEaw&list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k
In a tutorial which may serve to challenge the idea that I'm some kind of GECK expert, I create a basic NPC for Fallout 4.
45 minute CK tutorial from Kinggath: https://youtu.be/2k9iRuLqwoY
In this first lesson, kinggath goes over the basics of using the Creation Kit, including creating your first mod file, editing records, and controlling the camera and objects in the level editor portion.
Join the cause on Patreon: https://www.patreon.com/kinggath
Follow on social media for more news and extras:
Twitter: https://twitter.com/Sim...
Community Creations Con (C3) is a virtual conference highlighting content creators (known as modders) who create new gameplay experiences (mods) within the game worlds of Fallout, Elder Scrolls, and Starfield. The conference is designed to be inclusive, diverse, and supportive of all individuals regardless of their experience points or knowledge of the arcane arts. The event will be hosted on Twitch.tv and will feature mod showcases, virtual learning classes, and peer networking opportunities to foster collaboration among attendees. C3 is open to all and aims to be a catalyst for more fluid collaboration between modders and the larger gaming community. The event supports the charitable cause Rise Above the Disorder, a non-profit covering the cost of mental health care for people all over the world. We are actively looking for modders, Twitch streamers, and event organizers to help us bring C3 to the world. For more information or to volunteer your assistance please contact damanding#6282 (https://discordapp.com/users/268533872071933962) via Discord.
If you have additional questions you can find more information here: https://docs.google.com/document/d/1_o566UtXLeQ_niIavBqLBfSKsYeuzeqCOi6tvNoPkZ8/edit?usp=sharing
NOTE: Bethesda is aware of this conference but it is not officially sponsored by Bethesda.
For minor modders like me, it would be really great to see some kind of 'best practices' publication come out of this. I think it would be a real help, for those of us who may not be extremely skilled, to have a way to check all the good/clean/lightweight/compatible mod boxes, so to speak.
Good:
Don’t use if/else unless it’s a absolutely necessary. Use Script States instead.
Clean:
Keep code legible. Don’t try to go galaxy-brain and condense legible multi-line code into single-line code.
Lightweight:
Keep the mod focused. It’s very easy to get trapped into feature-creep. And only process things when necessary.
Compatible:
Try not to edit vanilla forms. If this is unavoidable, it’s best practice you disclose which vanilla forms were edited and how so the end-user can decide if the mod will fit in their LO. Also, don’t abuse the Conditional System. Conditionals are not “free,” and can lead to compatibility issues.
That's a great idea and I've added it to our planning notes!
Generally agree with those practices, but "Don't edit vanilla forms" is not really practical. For the vast majority of mods this isn't something you can avoid, and going out of your way to force the issue can be just as bad a practice. It's all about being sensible and only editing what your mod calls for.
I agree. My note has been updated.
iirc there is a copy of the papyrus best practices guide from the old bethesda forums somewhere.
It’s also on the wiki.
In creation kit, if i make a new object and no window opens up, does that mean it didn't work because I'm in the wrong category? Or did I accidentally make a bunch of blank files
If your object window is not working, restart the editor. If it doesn’t work, check your drivers. I recently had an issue with windows update that kept the kit from working properly due to windows eating my drivers
Sometimes things can be fixed by deleting the initialization files and reverifying files.
I wonder if MO2 will ever figure out a way to handle collections
real quick question! i have duplicate crafting recipes. Is it because i
- made edits to crafting recipes (even just reorganizing them),
- saved and exited, and
- reloaded the file those recipes are attached to?
also, what menu structure would people prefer? trying to figure out what to do here
OH im guessing its bc like... best practices is to not overwrite objects? so the duplicate replaces the original in the game and the original doesnt appear, but this method leaves the original in the files?
does it actually replace the original in the files, or do they both appear?
If you made a duplicate crafting recipe and edited the duplicate, you did not overwrite the original. If that's what you meant.
Both the original and your new recipe (the one that was duplicated), would show up, provided that it was set up correctly.
i didn't make a duplicate on purpose, but there are duplicates in my files. I didn't know not to overwrite when I made the edits. I don't want the originals to show up while the script is active, either. The point is to rework how crafting tables function and are organized, and having the original files might break it? Unclear. Coding isn't really my strength
Ok hi im new umm idk where exactly to send this so i am going to put this here sorry if its not right putting it here. I want to give context im a complete noob at modding and this is my first time actually working with a computer/laptop properly so obviously i made some mistakes and am having trouble I want to give the full context so you can tell me where i went wrong exactly. Ok so 4 days ago i got on a Skyrim modding server asked around about modding and the server owner helped me get the basic stuff such as mo2. So i watched a video or 2 he pointed me to that would help get mo2 installed and set up. I then needed the creation kit so i went to the CK wiki to set that up not realizing I needed to connect mo2 and CK together. So as the fool i am I thought ok well then everything is set up and i can make a mod so i looked around on the wiki and found the video section where it has youtube video tutorial links. So i clicked on one followed the instructions and everything. It was a basic mod just making an op sword. So when i was finished and saved i went to the quick access on my monitor of Skyrim opened it and wouldn’t you know the mod didn’t show up. So i tried a few things and in the process found out I need to connect them.
If you open the CK via MO2 any plugin files it saves get put in the Overwrite folder instead of the data folder; your mod is in there.
So I followed a video showing how to connect them and did so. It also stated to use mo2 to start the game so i did and it worked the mod i made worked but there was a problem (one I didn’t mintion) in the process of trying to figure out what i did wrong I actually made 2 extra mods and thinking maybe that would help (obviously it didn’t). Those 2 mods didn’t work or show up in the crafting recipe so im like ok well maybe it’s conflicting with the original mod so I deleted the original file on mo2. Thinking that would fix it and as you could tell that didn’t help. So I decided to ask the modding server owner for help but he didn’t know what it could be because he mostly just focuses on modding. So i looked on youtube for videos and then looked in my files today to see if maybe they’re just not in the right place and to my knowledge they were. They were in the folders this computer/user/recent so I then looked for videos on what could have been the cause and found one mentioning that if files aren’t in the right place to do this: go to windows type run a pop up showed with a text bar then type regedit next go to (forget the name lets just say HKey) so i went to the HKey file and made a new file called bethesda (something also forgot name sorry) then new file called Skyrim then made a new string and put in where the mo2 files should go. After all of that itstill refuses to show the mod i made
Yes the mo2 video I watched said to make a new folder and put any mods i make in there and make sure overright is empty.
As im sure you can tell im not good with computers and basically an idiot so if you can think of anything at all please help im at my limit and frustrated to no end on the verge of just clean installing everything
I don't know what did it
i'm getting this issue when i open up a specific file. What do I do about it?
Try this to find the one that's derping: https://oddlittleturtle.com/load-order/faq/load-order-divide-and-conquer/
Without knowing what mods you're playing with, no idea how to help you.
inform the mod author they have duplicate formIDs in their mod and show them your xEdit screenshot
if you're really knowledgeable about xEdit you can change the formID on one of the objects and either revert to a save from before installing that mod or start a new game. Don't try to carry on in the same save game with a changed formID though
There werent duplicate ids originally, its just when trying to make a patch the files have automatically duplicated themselves
You missed the Steam sale last week. You could have made some for less than 10 bucks. ¯_(ツ)_/¯
Here it is on Steam. Either buy it or add it to your wishlist for later: https://store.steampowered.com/app/377160/Fallout_4/ Then you can make mods with us.
Bethesda Game Studios, the award-winning creators of Fallout 3 and The Elder Scrolls V: Skyrim, welcome you to the world of Fallout 4 – their most ambitious game ever, and the next generation of open-world gaming.As the sole survivor of Vault 111, you enter a world destroyed by nuclear war. Every second is a fight for survival, and every choice ...
$19.99
195201
84
I might have reccomendations! What kinda stuff are u interested in?
Well recently i've been getting into some kinda outlaw stuff, yk? (I've been playing RDR2) I downloaded Guns for Hire but I haven't found any good weapons that fit what I'm looking for.
Hmm.. I've seen a few good ones, but I don't really have many suggestions since I prefer mods that use vanilla assets. ECO and gunsmith overhaul might be good if you want more customization with your weapons. ECO allows for more legendaries among other things, and overhauls the armour and weaponry systems, but is better for armour imo. Gunsmith gives more versatility with weapon crafting with more modular changes to stuff like ammo type, firing type, etc
there's also one called something like small heavy weapons pack? it's pretty interesting, but i've never used it myself. I prefer smaller file sizes
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Gunsmith seems interesting, thank you. And I'll have to give the small heavy weapons pack a try, because who doesn't like a single handed nuke launcher? Thanks a lot, mate.

there's plenty of xbox weapon mods out there. just gotta keep in mind the kind of file size you're wanting. custom textures and models will have much bigger file sizes, especially if they're really high quality textures. but if they're made from vanilla assets they tend to be a lot more lightweight, and you won't have 2k textures in a game world that doesn't
I heard that there is a mod in oblivion where you can order real life Domino’s Pizza
Uh guys clofas can't update his dawn in ck. So uhh fix it plz 
I have updated this mod countless times and now all of a sudden it fails every time. I can upload a new mod, I can update other mods, just not this one. Why does this happen? Anyone have answers?
Deleted the description and the upload went through. Interesting.
Not recently, but it happened to me a few times too. The error message here was "Profanity or Invalid Header or Parameter", but that was the wrong error message. For me it happens when updating my mod which has a 10,000 character description, and the solution was to paste the 5,000 characters twice after deleting the description.
Can anyone help me figuring out to install mods to skyrim for my Xbox series s
Yep, this one has over 12k characters. Deleted description, updated, and then pasted the description back.. funny how we have to do these things.
I don't suppose anyone knows how to mark a cell as hidden from the interior list? I don't see a way to do so in the CK at least at first glance, which is what I'm trying to do here. I know what flag is in the cell header in xEdit to set, but for this it won't work without a script applied to the resulting plugin.
Maybe it's a toggle on the inhouse CK version BGS has.
I am at my wit's end with some crazy snow patch meshes conflicting with each other and I just don't understand what to do...
Could anyone at least point me towards some sort of solution if I were to DM them my whole mod list and all that?
sigh
Nevermind...it was Obsidian Weathers causing it...
does anyone know how to do mod dependencies with esp files in CK (using Fo4 CK fixes)? The only information I've been able to find is to use Fo4Edit or Wyre Bash. I don't know if Wyre Bash would work, and while it worked in Fo4Edit, since i edited the COBJs from the dependencies they got duplicated when moving it back to CK to publish on bethesda.net
I'm not quite sure what you're asking here. Do you mean adding dependencies, or removing them?
adding them
i want to add an esp as a dependency in creation kit
i know its possible if you have creation kit tweaks or whatever its called installed
but i looked it up and i couldnt find anything that tells me HOW to do it
In the CK usually you just double click on one to have it be loaded along with the others. As long as it's not the active file, when you do something with one of its records it should treat it as a dependency.
I'm not entirely sure, but you might have to add the master flag to the esp you want to use as a master via xEdit, though.
that... yeah, that might be the way
itll still reference the original modded file that i already have installed, though?
As far as I know, the information saved in the plugin regarding its masters is simply the filename - it doesn't save the flags on the master, so the flag is something you'd only need temporarily.

genuinely ive been looking for days on how to fix this and nothing ive found has given me good information. ive spent hours and hours rebuilding the menus from scratch over and over
hopefully this works
Mmm. It do be like that sometimes. Good luck. 
hate to ask, but where do I find the menu that shows me the flags for file type? I opened it up yesterday when I was exploring but I can't remember what it's called or how I found it
In xedit it should be in the header section i think
so i did a test so i dont waste too much time and now only the files that I edited this time got duplicated. The ones that werent edited in xedit didn't duplicate themselves but retained my edits? so probably the right track, just.. figuring out what this is
its basically the exact opposite of what i expected to happen, but thats okay it just means i need to figure out how to replicate it enough that i can do it on purpose
I'm kinda lost on what you're trying to do and what problem you're encountering. Do you mean the file itself was duplicated?
i mean like
okay so i'm making a patch for a few files, and for simplicity's sake we're just going to name one of the two files that are giving me problems. It's called msf.esp. Basically, i'm making a custom workshop menu, and I want to organize several modded items into different categories in that menu as well as clearly label which mods theyre from
my patch is called CWO.esp. if i edit the COBJs for msf.esp and save it into CWO.esp, it all appears fine until i reload msf.esp and CWO.esp
that makes it duplicate every single COBJ i edited. The duplicate is the edited file, and the original file is retained. which is not what i want to do. I essentially want to overwrite the data from these COBJs with my patch so that theyre better organized.
i can still manage that, except for the fact that each duplicate is no longer attached to an object that the recipe actually crafts. So they're essentially crafting recipes that make nothing
what's happening now is that earlier, I tried to reassign all the recipes to their items manually in xedit before realising i would have to go through CK since I need to publish to bethesda.net to port it to xbox. The items that I reassigned are now the only ones being duplicated
wait, or
its either that or me trying to manually move the files over to the esl-flagged esp? idk. i've only been doing this for 2 weeks lol
In order for the edit to work on the original record it has to have the master file added to it before making the edit.
okay
It's basically the same premise as how you edit vanilla records.
so from what im understanding itll work if i go back and make the esl-flagged esp version of the mod, like... if i make it and then dont attach ANY objects from the original? like. set the og as a master of it or smth? i think???
coding isnt my strong suit lol
im going to mess around with that and see if it works
ngl it may be something you want to try asking about on the xEdit discord as well. Doesn't seem to be too many people awake here rn and I'm not a FO4 modder (beyond a single simple mod) so there's not a whole lot of help I can give I think.
there's an xedit discord?
either way youve been very helpful! Maybe you didn't magically fix it, but you gave me an idea for another way to tackle the problem, and it's actually giving me results
Yes.
You'll have to look it up, though; I don't think this discord's rules allow me to post the link.
mmk glhf 
i think i got it working! had to remake from the ground up and make the dependencies esm-flagged esp files
i still need to test but theres no duplication so far, which is a good sign
congrats 
I have DynDOLOD and TexGen, I understand how to use them, watched a tutorial and all that, I've updated the basic game LODs with them. But I have a problem. I don't know how to install resources from other mods for DynDOLOD.
I have Majestic Mountains for example, and I've downloaded the resource files. Where do I put them?
Are they not in the appropriate folders in the zip file? You should just be able to put them in your data folder if so.
Majestic should overwrite the vanilla, so wherever you’ve placed the vanilla mountain resources.
Not sure if this is the right place for this but does anyone know how to change the location of a pivot point on a static collection in the Creation Kit?
You mean just a static object, right? The only way I've found to do it is by changing the pivot in Blender or Max, then re-exporting. I've tried changing it via the main parent branch and NiTriShape via NifSkope, but it never made the changes in-game or in the editor from my experience.
No I mean a static collection made up of vanilla static objects, I'm making new collections to speed up level design and I didn't know if there was a way to change the pivot point on the new collection I'm creating or if it'll always go to the last selected object.
If it's an all-new that you've made yourself, you can remake it and make sure you've selected the pivot point as your last object. It should change to 0,0. Delete the old one or just no use it.
Thanks!
Could anyone please send me a console command toggle script for JIP NVSE’s “FreezeTime” command?
I have no clue how to do this 😅
Especially with hotkey activation/deactivation
Anyone savvy with the TES: Oblivion A-Bomb bug?
My dad enjoys the game, he encountered the bug at about close to 300 hours on PC. First I did the trick with simply going into thr Oblivion.ini file and changing an number from 1.000 to 2.000 and that worked for a couple hundred more hours before the bug occurred again. So I tried switching it back to 1, then 2 again and even tried 3. None of which seemed to work.
So I tried the next idea and went to Nexus to get the OAF mod utility. Read thru it and it fixed the save, set the byte from 49 to 40. My question is.. how long will this last till I gotta run the OAF tool again? I ask because I checked the 4 byte number after a few minutes and it seemed like it was going up a lil fast.. Wasn't sure if this was gonna last another couple hundred hours or only minutes before I have to run the tool again.
Also, is there anyway to setup auto everytime it reaches 49 or encounters the A-Bomb bug, so I don't have to do it manually every time (especially if it's only gonna last an hour)?
Or if there is just a better solution in general for dealing with the Oblivion A-Bomb bug on PC, then I'd love to hear it.
Hey guys! i wonder how can i extract Sheogorath’s head to blender for further modding?
Also, are there certain things in-game that expedite the speed at which the bytes go up (from 40 to 49)? I ask because I've seen the claims that after using OAF, you should be good to go for several hundred hours before having to use it again. I just been checking on the byte number while he played off and on, but the rate at which it's going up seems like it won't last that long? It went from 40 to 43 in like an hour.. I have also read that not everyone gets the bug at the exact time, but within a broader range. Which would that mean having an excessive amount of loot speed up the byte rate as opposed to someone who isn't hoarding a ship load of loot?
I'm a little late but there's an object actually called "staticcollectionpivotdummy" in the statics list. You can add that to your scol wherever you want your pivot point at and select it last. In general when creating a scol the pivot of whatever object you selected last becomes the pivot for the entire scol so if you're not using the pivot dummy choose carefully. You can always highlight all the objects as a group then de-select and re-select the object you want as the pivot.
You're a life saver thanks!
Anyone convert to Ps4 please
Is there some sort of script that allow me to disable or delete everything on screen (static objects, item, environment, effects, map) excepts the actors?
https://www.creationkit.com/fallout4/index.php?title=Disable_-_ObjectReference or https://www.creationkit.com/fallout4/index.php?title=DisableNoWait_-_ObjectReference but it depends on what you are wanting to accomplish
We do not allow naming and shaming on the server. If you would like to report a user please do so via a ticket on help.bethesda.net. We are unable to do anything on the server here.
I'm sure moderators will delete posts like this as "Accusations of Misconduct", but please take this seriously.
We do not allow public accusations that others have broken the rules, or are otherwise acting inappropriately. Constructive disagreement is fine, but accusing someone of trolling tends to escalate the problem, and accusations of lying are usually inflammatory. If you feel someone is breaking the rules, please report them via ModMail.
Edit: The post was deleted before I said this.
And as stated we do not allow accusations of misconduct here. These are the rules you agreed to when you joined the server.
Sigh
Also, the way that section of the rules reads makes it seem like it's referring to server rules specifically and not necessarily bethesda's modding ToS.
If it does in fact refer to the ToS or any non-server rules, it should probably be edited to make that more clear.
Rules are good, but please take this problem seriously. Reporting them seems to have little effect and they can create a sock puppet account and do this as many times as they want without risk.
I knew, the new porting rule wasn't applied to crack down on illegal porting, but I was hoping it would have a secondary effect.
I can still believe that a clarified and simplified porting rule about permissions would simplify the moderators' job somewhat and make the act on reported mods more accurate and faster. If moderators don't want to focus even on such unambiguous illegality, that's a shame.😢
For the record: A simplified version of my reply that disappeared was "1: Yeah. 2: Of course. 3: I know." I can understand you being cautious on this topic.
Volunteer mods have no ability to assist with game mod issues. Please use the proper reporting channels to flag these issues. As Louupy said, we have rules here that clearly state we can't assist with violations outside of Discord.
It certainly has had a secondary effect. It’s made porting a greater pain for the legitimate porters who were obeying the rules anyway.
I’m still at a loss as to why this was in any way desirable though.
Hi folks, if someone is spam uploading a lot of junk, the best thing you can do is report the individual mods.
We'll go back and burn/block all of these uploads, including anything the uploader deleted before they could be reported down. Once burnt, no one can load the game with these enabled. So even if a bunch of folks grab the content, they won't be able to use it.
I found a reddit post that explains exactly this in more detail. If not suitable please delete my post. https://www.reddit.com/r/SkyrimModsXbox/comments/12he836/illegal_ports_and_why_not_to_download_them/?utm_source=share&utm_medium=web2x&context=3
Thanks Cartogriffi.
39 votes and 0 comments so far on Reddit
It was probably an unfair game for the moderators to check them all, legal or illegal. Even if it's a last resort act, the narrower entrance should allow them to focus more on this, in theory.
Nice to see folks getting the message out that downloading these will just cause them problems.
I certainly don't take any pleasure if folks wrecking their modded saves. But I also have a hard time being sympathetic to anyone downloading NudeBalloonBoobElf and then being affronted by it being blocked.
The system for blocking mods is rather slow, so folks may still have access, but they'll lose it soon enough.
By the way, can you pinned your post? I don't know how much meaning pinned has, but I think it's good.
I tossed it into News so I can broadcast it to any servers following that channel.
Wow! This is why you are amazing.
If it genuinely frees up time to stop these idiots endlessly porting stolen mods that would be great. But the mod thieves have always targeted late at night/public holidays when they (probably correctly) think there are less Bethesda employees around. Hence the deluge over this Easter weekend.
It’s a little demoralising to see porting made harder for those that always followed the rules, while the thieves continue to run amok.
It’s good news these mods will get properly blocked, but this guy will set up another burner and do it again. Is he getting an income or something from this? It’s difficult to understand their obsession with this.
So I can understand the need to take action against some mods for some reasons. But I think its also important to ask for at least a general idea of how this is done. Is it a blacklist in the in-game mod manager, or can you block any mod regardless of source? Like I said, I understand the need to take action against some stuff, but I also see how this could reach much farther than intended.
Hmm. I see discord changed how message links are displayed.
A little easier to tell it's a linked message
Sure, and thanks for that link. But it doesn't go to the heart of my question. Because from what was said it looks like it may be possible to block any mod downloaded from any source. And that is what I find concerning.
It’s good news these mods will get properly blocked, but this guy will set up another burner and do it again. Is he getting an income or something from this? It’s difficult to understand their obsession with this.
Interestingly, illegal mod porters sometimes work on this without getting any income from them. In this case they have a twisted view on this and I can't quite understand/explain it.
From my experience, they talk about how bad NexusMods are and claim that illegal porting without earning income from users is a gray area. (He even said the purpose was for the original mod author to receive donations from Xbox users, not himself.) And I'm talking about a different "him". And they say that reporting mods is screwing up their Xbox mods community.
Let's move on from the subject please. This is getting into territory against the #rules
Since you've already uploaded that exact mod before, this should be fine.
You could try learning to make mods. 
Bethesda server
Hello
I came in here just at the end of it, didnt i?
oi guizz
Discussing Disciplinary Actions
We do not allow conversations on disciplinary actions in the Server, regardless of whether it relates to in-game violations or Server violations.
aw

I've greatly enjoyed my tea intake for the night
you will NOT use emojis

In the event anyone needs a handy calculator for converting hex into int, there's https://www.easycalculation.com/hex-to-integer.php
since the CK doesn't read hex values of FormIDs. It seems to be accurate.
If you're doing stuff like this or some such.
;initialize DLC
Struct DLCQuestData
String PluginFilename
Int FormID
Quest QuestToCheck
String FormType
EndStruct
Group theData
DLCQuestData[] Property DLCQuestToCheck Auto Const
{so we don't have to iternerate through plugins every single time}
EndGroup
....
Function somefunction()
;stuff above
...
int i = 0
While (i < DLCQuestToCheck.Length)
;store stuffs because I don't want to retype all the things.
DLCQuestData DQ = DLCQuestToCheck[i]
DQ.PluginFileName = Plugin
DQ.FormType = sType
;check for installed
if (sCurrentPlugin != Plugin)
sCurrentPlugin = Plugin
bPluginInstalled = Game.IsPluginInstalled(sCurrentPlugin)
endif
;is it installed?
if (bPluginInstalled)
if (sFormType != sType)
sFormType = sType
;process the variables
DQ.QuestToCheck = Game.GetFormFromFile(DQ.FormID, sCurrentPlugin) as sType
endif
return true
endif
return false
i += 1
EndWhile
...
;stuff below
endfunction
Have fun.
Does anyone have a better calculator link to share?
i don’t
Hi turtle
Greetings. Y'all have fun.
Always
I thought the Windows calculator could do hex -> decimal?
It does
Glad to know I’m still remembering thing correctly 😅
As other said, the windows built-in calculator has a "Programmer" mode you can switch to and then it outputs the decimal and hex values for whatever you enter:
The int in the formIDs just use the last 4-5 values of hex in the base scripts. Look at the Creation Club vr script: CreationClub:VRWorkshopParentScript.psc Quest: VRWorkshopShared_ParentQuest.psc
So, for example: Nuka World's DLC04WorkshopRaiderFlagC is listed as 48722
Side note: I wish the Creation Club stuff was more consistent. -.- Doggos have their method but all the others are all over the place.
48722 should be BE52.
Needs int not dec.
It's nice to see something finally being done with this illegal mod porting, I recently had to leave a group who saw no issue in it , I'm personally very happy.
Oh thats nice. I never saw that mode.
You've tried a reinstallation of the editor, correct?
no
i ended up grabbing an old backup of the .ini files and adding in the changes from CK fixes manually again and now its working
hey idk where this is allowed, if this is the wrong chat to ask about Creation Kit errors I apologize, please direct me to the approprete channel
this issue essentually is a result of Creation Kit Crashing when it loads any kind of master file like Fallout 4.esm, itll crash, and the memory dump file will read this, ive done alot of things like making CK administrator, verifying files in steam, reinstalling things, someone even reccomended I try and update my .NET framework, idk whats going on, any help is appreciated
Do you have any unusual things in your file system such as junctions or symbolic links? What about mod managers? Are you launching CK through one of those?
@plain quail 🙂
Dont know what junctions or symbolic links are, I do use MO2 but I dont launch CK from it
Then uh, no I dont believe I have those on my computer
Ok
um, what does that gif mean? were there topics that were deleted while I wasn't looking?
But next time include at least one line of text, because you're the moderator
Nope!
Ah, thanks
Sorry, I forgot you are not used to seeing me in here. I post that gif in other channels to let them now I'm around and reviewing anything I may have missed. So, if you see that posted by me that's what it means.
Ok, I'll keep that in mind. You don't have to confuse me or anyone with hints, just make things as clear as possible
Noted.
is Creation Kit having issues with loading up previous mods?
Not sure what you mean exactly. Is it refusing to load plugins that have already been altered?
hey does anyone know how to apply enchantments to armour? would it just be a matter of applying it here?
i just want to apply a vanilla legendary effect as a default for a specific piece of armour
Legendary effects are added via OMODs on the object template.
You can set it up to attach by making either a new LegendaryItemQuest or new AspirationalItems quest.
OR you can do it like Vault-tec DLC does it.
There's not actually a legendary mod on it, but it adds additional damage types.
But if you're going to definitely set up a new legendary, you've gotta do a lot to it.
It's really not that bad, there's just a bunch of steps. Here's an example of the Unyielding legendary armor. If you do a search for aspiration and walk back some of the items, you'll see what you need in order to build the object. The scripts are already written if you use Far Harbor or Nuka World as one of your masters.
If the item is going to be added to the level lists and you want them to appear on your epic enemies, set up your legendary quest like DLC03AddLegendaryItemQuest or DLC04_AddLegendaryItemQuest. If you're just creating a single item to spawn in a chest or at a vendor, look at DLC04_AspirationalItems and set up things like that one.
Once you've got everything set up, you can either copypaste the scripts from those (rename them under your namespace) or simply add the scripts as is to your new quest. Fill in the properties and you're good.
If you're adding an item to the game world and not into a container, set up your item like DLC03_CustomItemQuest. Those are spawned at game start.
Most of those are part of quests to be used as a reward for the quests. It depends on how you want to set up your mod.
If you're doing doggos and are adding new legendaries for them to spawn in, you'll need to set up a new leveled list since the base lists are for humans and ghouls.
search LGND_PossibleLegendary to find the base lists to give you examples of how to set up your new leveled item lists for the legendary quest.
like past mods it only lets me scroll down so far
like I have probably 200 mods at this point which I know could probably be the reason but if I wanted to update one of my older mods to reduce the file size like let's say for example Rustic UI or something
.wav to .xwm etc I can't do that cause the list wont load all of them
Update your ck custom ini with
[Bethesda.net]
uiDefaultNumSearchResults=900
You can also use: uiEditorNumSearchResults (which may work better). Be sure the value is over the amount of mods you have listed. Try a value of 9999
Source: https://falloutck.uesp.net/wiki/Talk:Initialization_File
https://falloutck.uesp.net/wiki/Initialization_File#INI_Custom
oh wow!
Thank you sooo much
@real sphinx Bit of a morbid question, but I'm wondering: Are there any particular procedures/guidelines in place to handle the transfer of a mod's ownership on bethnet should the author pass away? LIke say I suddenly drop dead tomorrow, assuming I had set up something ahead of time like a mod will section in a mod description (similar to stating porting permissions?) or something, would the person(s) I intend to give ownership of a mod(s) to simply need to submit a bethnet support ticket or something to get that taken care of? I don't think I'm necessarily going to die anytime soon, ofc, but I'm starting to wonder if I should at least get some of those details in order just in case. 
thanks for this! ill have a more in depth look when i have motivation lol. but just to clarify, this doesnt make those items legendary (aka adds a star beside the name), just adds the effect?
At a technical level, a mod upload on Bethesda.net can't be transferred between accounts.
There are reasons this may happen outside of an author dying. For example, if a mod is a group project and another team member wants to take over maintaining the Bethesda.net release, they'd need to upload a fresh copy.
In terms of transferring ownership, as you note, a good way to set this up is a note in your description. I've seen a number of folks who say their mod permission becomes open if they're away for a long enough period of time. (Although that's harder to track here than other hosts, as we don't publicly display the last log-in of an account.)
I see. 
Adds the star and adds the legendary enchantment to the armor.
Also adds the keyword(s) that track the instance naming.
To remove the star, duplicate the OMOD and uncheck the “Legendary Mod” in the top-right corner.
If one wanted to look at FO76 via xEdit (only look), can one use the Game Pass version and if so where does it install to? I don't have an intention of modding it. I'm just curious as to how OMODs are set up there.
What is it you want to know about FO76’s OMODs?
They’re almost identical to FO4’s implementation. Though they do offer some additional features such as “parent” OMODs. I’d need to experiment more but I think it may be possible to do the “parent/child” OMOD setup in FO4.
Can someone help me create a mod
I just want to look at them. Going on the assumption that they've only extended things for Starfield. Just want to get a better idea of what they look like.
Oh neat. As in 'Target Type' or a specific flag ala Mod Collection/Legendary checkboxes?
You might be able to do something similar using mod collection, just filter for the right keyword.
Keyword filtering would only work during instantiation. In 76, a parent OMOD that gets attached to an item also attaches the children. That was my understanding of how they worked.
Oh I see. Ohh. That's a lot less work if it auto adds to any children.
At the same time might make it harder to mod. 😐
If folks are uploading inappropriate mods onto Bethesda.net, the best way to let us know is by reporting them. And if there are too many to report, just doing a few will still help.
But it isn't productive to alert us here.
All of these mods are being blocked, which means even if they're up overnight, no one will end up being able to use them.
Nice to know thank you
Does anyone know a mod to play New Vegas after finishing the game?
BTW, how is mod reporting of "Missing image/description" expected to work? So far I haven't seen this type of mod reporting make sense, even if the problem is clear. Perhaps this is the lowest priority? Also, what exactly does "Missing image/description" mean? For example, if a mod has 1-3 lines of meaningless desc, does this apply? I didn't do that in this case because "missing" feels subjective.
For the images that's pretty straightforward - missing would mean there are none.
What about no image or image not included in mod + meaningless mod desc? Like "Don't download, this is a test mod". And if it's been downloaded over a thousand times in a few days. Yeah, I worry too much about stuff like this these days.
The GUIDELINES/COMMUNITY STANDARDS have info on image/description. I can't say what the team does when reviewing uploaded mods, but that's the minimum info that should be uploaded with a mod. Anything that doesn't at least have that can be reported for "Missing image/description". Once reported the team will do their best to review it for adherence to the GUIDELINES/COMMUNITY STANDARDS
If you see something and are not sure what to report it under, just list it as GENERAL ABUSE. Once its reviewed the team will decided on how to proceeded.
https://help.bethesda.net/#en/answer/51731
https://bethesda.net/en/article/27gkMO8RS6PPItVrenpbuC/bethesda-softworks-community-standards
Ok, I will give top priority to your reply. I follow the ones listed in "Examples of why Mods are removed", looks like I don't need to double check it.
Do not upload a mod without box art, screenshots or a description.
So I don't know if I'm in the right place, but I was wondering if we could get a mod for xbox that puts some feral ghouls in clothes to represent one's recently gone feral. Something similar to the feral shamblers from Feral Ghoul Expandion Pack or More Feral Ghouls on nexus?
Oh that’s a fun idea. The costumes in Fo76 for ferals make me giggle.
Yeah. Closest thing we have to that on xbox is feral ghoul expansion pack, but it's a bit expensive and I'd rather my game not look too much like resident evil. I just don't know who or where to ask.
As far as the title goes, this refers directly to resident evil but this is what is listed in popular mods by searching for "feral". desc says to replace feral Resident Evi Zombies https://mods.bethesda.net/en/fallout4/mod-detail/4319978
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Yeah that makes them look like zombies right? I still want them to have that somewhat radioactive burn look that they have just with clothing so they all don't look like the last ghoul to go feral was 100's of years ago.
Probably, but I don't know what that mod does exactly because I don't have an Xbox and it doesn't include in-game screenshots. sorry
No worries. Just keep my fingers crossed someday someone will make the mod I'd like.
Shame we couldn't get a port of just the male and female shamblers from the feral ghoul expansion pack. That would be perfect.
Fo4 xb series x
Ok so I've found the mod I'm looking for in the wip on bethesda.net. favorite and added to library. It won't show up. I know there is a limit so I removed all favorites in hopes it shows... Nope. Now my in game favorite menu is like 12 mods and my in game library menu is like 60 mods half not even in game or favorited. And my beth.net says there is only 6 mods all together. Wtf.
I just want to download the USS and the bsaa in the wip which I can see online but not in game
@grizzled torrent menu extender doesn't scroll that far
Did you quit the game after installing so the initialization file actually initializes?
No someone else already had it installed and tried to find the mod
Initialization files will not initialize until the game receives full reboot. If you are on the Series, makes sure that you've not returned to the game on a Quick Resume.
I have only 28 mods listed in fav atm and library doesn't remove old deleted mods. All beth.net favs have been removed outside of the mod I want
I reset it once. Will hard reset again
Quitting the game completely should be efficient. But I think there may be a misunderstanding as to how the mod is supposed to function.
I can't find it to download at all
My mod?
Ah. Then yes, there is a misunderstanding as to how my mod functions. I only extend what's available to view and have no control over mods in WIP.
I don't think your mod has any problem just looking for a solution
It shows available for download at beth net
I don't think WIPs can be favorited. They're WIPs and only available in the WIP section.
How would I get it then. Or is it now impossible
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
As long as it is not 700 mods away, then you should be able to scroll and find it under WIP.
Lol from 2020 idk I'll download and try myself and see. Perhaps he missed it in 700 files
According to the website, there are only 642 mods in WIP so you should be able to reach it by scrolling.
FYI - It's a good idea to clean up your Library from time to time. You can do so in the My Mods section of the website. Much easier to keep up with what you've got.
https://mods.bethesda.net/en/fallout4/my-mods/library
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
I only have the 2 mods I want on the webpage at Bethesda.net
It's the game that isn't updating my fav list
Even logged out and back in like wtf
Still scrolling wips so your mod works perfectly still tho
There it is. Scrolled 4 ever though. Thanks for your wonderful mod oddturtle
Does anyone know a good combat overhaul that is compatible with sim settlements 2?
Xbox only
Do you need assistance?
We can try and help with issues inside of Discord. Outside of Discord you will need to contact Bethesda Support team by submitting a ticket.
I have responded to the email with no reply
Awesome
How to submit a ticket then @wise ginkgo
So my ports just got taken down again. You guys need to fix this system, I had the screenshot included of the nexus comments port still removed
We had someone mass report all of a friend of mine's mods out of spite a few years ago, but that was before the rule change. The toxicity between porting groups is real and gross. It's sucking all the fun out of modding. Here's where to submit a ticket: https://help.bethesda.net/#en/home/product/695/fallout4cat/16/question/1126
Good luck.
Anyone here writing anything for Starfield yet? I've written a few things.
If by writing you mean ideas for mods, a few, yes. But kinda hard to do much when it isn't even out yet.
Yes. Did that when it first announced. LOL Right now learning Marvelous Designer to make new clothes. Hopefully, Xbox will have more room than FO4 does to post things for players.
I started writing a general script, basic plot points, characters, etc.
I agree entirely but unfortunately it's something that's been debated for years upon years and I don't think it's going to happen.
They already know and have said several times they're looking into it but currently it's not an option; the negatives outweigh the positives to them, for now. Read this post: #modding-general message
See above, but if you really want to do a request, try this link: https://help.bethesda.net/#en/home/product/695
so you would enforce your desires on everyone then?
Is it really that hard to re-download mods lol
it is if some mods are no longer on bethnet
and sorting a load order can be a lot of work
Learn to port, and LO is not hard at all
ontop of that it seems the implication is it wouldnt even be a massively substantial increase if they did do it
maybe... look at my platform tags i dont need to port snything to use it i play on pc
Have you played fo4 on console? Or have you only been on pc?
Oh God my condolences
i had it on pc since launch but my dad started on ps4
the game doesnt need mods to be enjoyable
Let me put it this way, even a 1gb increase would be massive
and your incapable of seing other peoples perspectives and willing for a massive amount of people to lose their setups
It's not about more it's about the files size of some of the bigger mods
Let's end the conversation there
This is a wild place
is anyone have experiences with these dialogue stuffs?
I want NPC to say some detection stuffs like "who's there" or "what was that?"
but I am stuck at this step for picking the right topic
Is there a 'best' game to learn modding on in the bethesda franchises? I play tes and fallout but am just now starting to look into getting into modding
I’d say FO4 as it includes the most updated and publicly available scripting layer.
So I want to re-play bethesda games. What’s the game with the best and biggest mods? My favorite bethesda games are fallout nv and fallout 3, but both of them are in my opinion, lacking in big content changing mods. I like elder scrolls and I haven’t played morrowind cus it’s too dated for my taste. Any recommendations? (I don’t want a vanilla + experience, but a completely new one with a ton of new content)
Each game has a more powerful - but also more complicated - editor. So the initial learning curve gets steeper, but there's more you can end up doing.
While the learning curve is steeper with newer titles, these games also have more active communities to ask questions, so it balances out. Just be aware if you start with the Skyrim or FO4 CK, you're likely to be overwhelmed at first.
I forgot how the load order works on xbox x XD is it basicaly loading mods from top to bottom?
Yep.
The games are completely modifiable by anyone. The best way to have the best modded experience for your playthrough is to modify it yourself as you want.
i get that and i have did it, but im just wondering which games have the biggest standalone content changing mods? because like fallout 3 and nv pretty much dont have any
ok so i have handsome housecarl followers then i have GLAM lydia/Rayya/mjoll and jordis below HHF so the GLAM mods SHOULD overwrite lydia rayya mjoll and jordis in HHF with the GLAM variants right?
Mods that stand apart from their base game are rare for BGS Titles. SureAI is a rare exception with Nehrim (for Oblivion) and Enderal (for Skyrim). https://sureai.net/games/
If "new areas" are sufficient for your interests, I'd say Skyrim. In terms of available mods you have Enderal, Beyond Skyrim: Bruma, Wyrmstooth, Falskaar, Midwood Island, and Moonpath to Elsweyr, as well as large dungeons like Clockwork, Carved Brink, and Moon and Star. And I'm missing a lot.
Fallout 4 has some great dungeon mods, but separate world spaces are less common. They do occur, Barrenwood and Project LUNAR being two good examples. But you're more likely to have something like America Rising, Seddon4494's adventures, or The Machine and Her, which integrate more into the base game on top of having new spaces.
Older titles have lots of good options as well, but I think Skyrim still has the edge.
ive been playing enderal on my PC instance and its been quite the shakeup with the mechanics it adds XD definatly a good look
I agree with Cartogriffi. Skyrim has the most in terms of the big world space mods. Also Enderal is amazing. Fallout 4 is guns, guns, zombies, guns, some settlement stuff, guns, guns, some more settlement stuff, and a few really awesome quests here and there. FNV has Tale of Two Cities Wastelands but I've only ever played a modded game with privately-made mod created by a friend.
Isn’t it Tale of Two Wastelands?
Yes. I was staring at it thinking it was wrong but couldn't figure out what was wrong with it. LOL
Thank you!
😉
Fixed. 😄
Is there any way to turn an activator and an actor into a furniture object?
I mean, if you Disable both of them and/or move them to another location, then place the furniture object where they were, I guess so?
Activator, yes, just reuse the mesh on a furniture object and assign it a marker (unless for Skyrim, then you have add the marker to the mesh and assign animations from there).
Actor, I don’t think so. Look at the ghoul chair from Nuka World and see how the animations are set up.
my fallout 3 crashes on startup, no idea what to do help pls
@grizzled torrent love your mods
Thank you. Glad you are having fun. There are much, much better mods out there though. 🙂
Need help with DARNui for fo3
Crash on startup usually means that a required master is missing. Check your mod manager to see if it indicates mods with missing masters
vortex doesn't say anything about missing masters
only thing it says is this
So remove that mod
notify the mod author, check the posts, bug reports, sticky comments, mod description on that mod's page to see if they offer ideas but according to Vortex the archive is in the wrong format. You can't fix that
yeah you'll need to remove Calibr entirely
and FOOK2, check the FOOK2 page for help as well
did you remove both Fook and Calibr?
did you check to see if FWE has any requirements?
yes
read the mod page descriptions
apparently i have redundant mods as well
carefully read all error messages and mod page descriptions/comments (first page)/bug reports (first page)/stickied comments. Usually among those things you'll find your answers
also getting this error now
you'll need to enable archive invalidation just like it says, I'm not sure where in Vortex to do that as I've never used it
I've got to head out, good luck! Just follow the directions in your error messages and on the mod pages
thanks for the help
i have this for the archive invalidation
What is the purpose of the mass actor value, Since i can’t seem to figure out what it does
turns out it was a enb crashing my game all along
oof
well now it's crashing a few seconds after starting up the game...
can anyone help?
Maybe you're missing a mod requirement file or patch? idk
I hop new update for creation kit , gonna resolve the black face issu problem that we get on console!
Today's announcement is about the CK wiki.
There are ways to resolve that bug currently. Although I can't remember the solution off the top of my head.
Not for creation kit himself when you want to upload on console , only for pc and xbox.
Every time I get the blackface bug, I just quicksave and reload. That resolves it for me every time. Not sure if it works for everyone but it has worked for me.
If it's Skyrim, the only resolution is to rebuild the character generation data and repack the archive with the new data. The faces are weird and aren't dynamic like FO4's.
On FO4 you don't have kind problem
Maybe for console user would be better
Sometimes NPC faces won't load if there are other things going on when you enter a cell, or if you're using a mod that has the wrong face texture size. The face texture sizes are hardcoded. If the player character's face trips out and doesn't load (all you see is the bottom rust color that the other tints blend with), reload the save. If that doesn't work, there's a fix mod to fix the player character. If NPCs' faces trip out and don't load, just reload the save. The console will catch up eventually.
If, however, the face is actually black and not rust/brown, that's a texture compression issue somewhere and can only be fixed by finding and fixing the compression on the texture doing it. (I boo-booed with a tint once and ended up with a totally void face on my player character at the mirror scene on Xbox.)
All I’ve done up to this point is console modding - it’s much more challenging to work within a very confined sandbox; and I’m all for a good challenge. The solution I proposed was for more console users as that’s the only place I’ve personally experienced the issue.
So what y'all dreaming up for Starfield?
I have many many ideas already
Weightless Ammo Mod
Hair Color Mod
Skin Color Mod
Star Wars Deathstar Mod
Star Fox Arwing Mod
Light Speed Lasers Mod
...I like making random mods without any real reason behind them
though of course, Music repalcer mods will be a thing if there is a in game radio
and oh of course a certain mod maker who has a username starting with C, Will be doing his usual modding magic
though i am unsure if we can mention his username in full due to the rules
You don't have to give details that would get you in trouble but I'm curious why you can't name a mod author. Were they banned or something?
Weapon Degradation (if it’s not included in the base game). The perk of building a system that’s console-compatible is it greatly increases the ease of forward porting 🤓
I just stumbled into this chat but man I'm curious now too👀
I must be the only person that likes ammo having weight. Makes you only bring a few weapons
The basic definition of a paintball-type gun being created for our mod Espille in Starfield
A breakdown of the polymers it uses
Oh, you most certainly are not. There is a very sizeable slice of the gaming populace that enjoys immersion/realism (to varying extents) in games like that.
No, just that they ain't the most brand safe
Excuse me, did you say you’re already modding for SF?
He is writing a general script, basic plot points, characters, etc.
ahhh tyty
my fallout 3 keeps getting random CTD's how do i fix that?
Is it modded?
Sorry, dumb question for the channel we're in
The only thing I could say is try running a different save with little to no mods to see if it's a game problem or a mod problem. If it only recently started happening, after the installation of a new mod, then that mod's likely not playing nice with something.
it's been like this from the start
Even unmodded it did it?
haven't tried
Cause if it did it unmodded, it's likely an issue with the game itself, reinstalling may fix it. If it only started doing it when you started modding the game, you've had a mod conflict the entire time
well i haven't played much so far
mainly because of my game crashing so often
there must be a way to fix it
opening my pip boy, quicksaves or deaths mainly cause the crashes
It's either a mod conflict or a game issue. Try loading up 3 without mods and try doing one or more of those things to check (pip boy or quicksaving might be easiest)
is there no easier way? isn't there a software to detect mod conflicts or something
I'm sure there is, somewhere. But that's usually harder. Unless you modded the game the hard way by manually installing all the mods, either disable them all in your mod manager or just run the game from wherever you have it at.
I.e. simply run it from the desktop
And if the software came back empty you'd still have to run the base game to verify it's an issue with the game install. It's only like 2.5-3 minutes at worst to the first point you can quicksave in 3.
yeah i recall the name, it's FO3Edit
And if it's anything like FO4Edit, you can do some serious damage to the game if you don't know EXACTLY what you are doing. Again, either way you have the run the vanilla game to verify regardless, so it's better to do that step first to rule out the EASY fix
yeah it's exactly like FO4Edit
and no crashes so far
i know it's for new vegas but it's said to work for FO3 to some extent
and so far it does
Yeah...download another mod instead of doing the more permanent fix...
Welcome to my world.
Yep. Plot, asset creation, etc.
In this case NVAC actually is the correct fix. The vanilla game crashes on saving and other situations all on its own because the engine is so old and not designed for modern systems.
It doesn't crash on mine after the reinstall.
I don't know what you're doing lucky then because it's crashy for the vast majority of people even straight vanilla.
Unless you have a more modern steam copy? It seems I recall that it was redone for some version of the game
I have GOTY from Steam. I think I got it...last year?
Anyway it's an engine level issue depending on the version/source of your game
People with older disc based copies for instance definitely need NVAC
Oddly enough, my best friend (who got the entire collection of games for me) still has and plays his discs and they work fine as well.
So either is the hardware you guys are using, or something else
🤷 NVAC is an engine level fix so I don't know how you and your friend ended up so lucky, I require NVAC to play the game and I actually know what I'm doing with regards to mod conflict patching. I've also experienced it on vanilla.
Have you tried a full clean reinstall, as in COMPLETELY deleting the game plus all game files it puts on the computer, and then reinstalling it?
That last part is crucial. You need to completely clear it from the system
I've been not only playing with mods for years, I've been making mods for over 6 years. I have a background in IT including both hardware and software repair and troubleshooting. I definitely know what I'm doing. 😄
Just making sure, because a lot of people don't know that last step. is married to a tech head
Both of my romantic partners are also tech heads 😄 Trust me if I don't know something they generally do
It's not actually a given that NV is a crash happy mess. I played it strictly vanilla and never had the game actually crash, just the usual host of data level bugs to deal with or work around.
I never even used NVSE, let alone installed NVAC.
Lucky you, I always have to use NVAC. Now I want to play F3/FNV again
Yep, people have repeatedly said I was lucky, but that's not the kind of luck I believe in. People even said I'd need to do some sort of ini edit for multithreading but that was never necessary either. Game ran fine.
I may be forgetting after many years, but I don't recall crashing when I played vanilla New Vegas way back when. (and my computer was not a top-of-the-line machine either).
For me the issue was with Fallout 3. I couldn't go more than about an hour or so without it either severely lagging or crashing outright. A lot of people suspected a memory leak. I have no idea how I tolerated that and still finished the game.
My new Vegas game doesn’t crash either but I’m not playing with the script extender. I’ve just got one private mod installed.
I HIGHLY recommend TTW if you want to play either 3 or NV. Even if you don't go to the Mojave/capital, it balances SOOOO much stuff and fixes quite a few bugs.
TTW is the only way I can play NV.
does Mo2 give you an optional to type up a list of mods you have installed?
thought I saw it some where on the inerwebs
For that, what do you need installed. Or should I just go to the website cause it's probably all there lol
Plugins.txt is the list of mods you have installed. MO2 also has loadorder.txt. I do not have MO2 installed so cannot remember the menu location of either files.
Here's the guide to using MO2 that might have the toolbar location: https://www.youtube.com/playlist?list=PLlN8weLk86Xh3ue76x2ibqtmMramwQmHB
thanks a bunch!
mod armor weight and mod weapon weight are neat
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
having issues with it cant find the serum i want at the vendors listed to have them and i cant find the things need to make a workshop that makes the mutations
hi everyone, I wanted some advice on making my Skyrim ENB that I really like not as dark without turning it off.. It is really annoying when places are so dark to the point where i literally cant see anything and torches barely help.. i am currently using RE Engaged ENB
Any help is appreciated 🙂
there any mods that add new drugs or serums that make you stronger or add health regeneration in combat?
for FO4
So I'm having some issues with my Skyrim
mudcrabs, and specifically the dragon and dragons tooth reach is stuck in t pose while spinning to face you in place
the silver hand at trevas watch are naked headless t pose ice skating
mzinchaleft and dead mens respite is crashing when i try and walk to or fast travel to
I have tried Nemesis and FNIS a million times its not fiixng t pose, and I am having trouble figuring out with the crash logger why those locations crash.. but i think it may have to do with forsworn...
I have been trying to figure it out for a while and i havent fixed it yet, idk what to do at this point... besides i guess disable mods one by one but idk if thatll even work, can anyone suggest anything?
conflicting animation mods, maybe corrupted animation files. the disable one mod at a time strat seems the best idea
@everyone I'm looking to start modding for skyrim utilizing my writing background and knowledge of Elderscrolls esoterica to make additional quests. I recently had a brainstorming session and came up with an idea about fleshing out the moon forge. Would anyone be interested in lending a hand with figuring out the finer points of the creation kit or even provide support. Unfortunately I'm too bohemian at the moment to be able to provide pay.
https://creationkit.com has quest tutorials written by the devs. They even did a YouTube series to help people get started. Darkfox127 has a channel dedicated to tutorials for Skyrim.
What part are you stuck on?
Im looking for a modder that could make me a personal merged patch of all the world space mods i use into one. I know a lot you guys dont like doing work for anyone but i dont own a laptop powerful enough to do the work. (My laptop is from 2010 lol) but if one of you guys are interested please DM me i would be trully happy if someone would take this up.
For TTW? There's 2 primary guides.
Best of Times (https://thebestoftimes.moddinglinked.com/ttw.html) which I call "Beginner's TTW" or "TTW Lite" as there's not a lot of substance to it. This is a good building block if you know what TTW mods you ultimately already want. It doesn't include some staples from Wasteland Survival Guide (linked below) like multiple companions though.
Wasteland Survival Guide (https://wastelandsurvivalguide.com/docs/intro) is really designed to be added onto Best of Times, though some of the mods are duplicated (In particular, BoT mentions the TTW cut content mods and links them for install, WSG does as well)
In general, BoT is great if you want to just experience both games with a lot of tweaks and bug fixes. Add in WSG if you want even more tweaks, fixes, and features.
For the health regen, max out Lifegiver (I think that's the perk) and Ghoulish.
I made a suggestion to add modding channels for modding on consoles:
#discord-suggestions message
Channel moderators asked for any discussion of the suggestion to happen here.
So to be clear the suggestion is only for issues that are console-specific.
And also to be clear I publish all my mods on all platforms.
I'm gonna install a Nexus collection through Vortex and no one is gonna stop me

Ok. Have fun. 
Any mods that has F76 weapons in Fo4?
I would love to use a Gatling plasma in Fallout 4, and maybe the union power armor
There are Excavator and Ultracite PA recreations on the nexus
Newermind43 has recreated many FO76 armors:
PC https://www.nexusmods.com/fallout4/users/2959649?tab=user+files&BH=1
Xbox https://mods.bethesda.net/en/fallout4?author_username=newermind43&number_results=20&order=desc&page=1&platform=&product=fallout4&sort=published&text=
Ik but I can't find Union pa, and I'm more looking for F76 weapons
I saw some on yt but couldn't find some on nexus
Like the Gatling Plasma for example
Yeah, most of the weapons I've seen recreated use vanilla FO4 animations.
Yeah which I'm fine with, I always thought the Ultracite laser rifle is a reskined and tweaked version of the institute rifle in Fo4 to f76 since the institute didn't even exist in F76 timeline
I don't know FO76 but could you just alter an FO4 Gatling laser to use plasma projectiles and do plasma damage types?
And also don't try mounting it on a Vertibird. Plasma weapons get silly on Vertibirds because the plasma projectile is sooooo slow.
I suspect the FO4 plasma projectile is some kind of reskinned eldritch bolt from Skyrim. Certainly looks (and moves) like it.
I can make that for you easily @white hedge
What are the FO76 damage levels for it?
And I guess it should have stupid-good range and accuracy, since plasma weapons have stupid-good range and accuracy.
Half the fire rate cyclic but more than twice the damage. Less accurate than the laser - that goes against FO4 principles
As there are no plasma cores in FO4 you will just have to fill it full of 500 plasma cartridges.
The slow projectiles might give it a weird spiral effect, like a green spaghetti maker. 😁
Sure I will mod that up for you if you don't mind a stats-only version of it. I have zero graphics skill.
My bad same AP cost.
I will scale the damage relative to the FO4 Gatling laser which is 14 (vs 18 FO76). I'll split the damage 50/50 between physical and energy which is the FO4 rule.
I'll also scale the ROF as the FO4 gatling laser is 50% more ROF.
It's still going to be a total beast. You could see the Institute taking down the BoS easily if they had this weapon. 😁
Range = 256
Accuracy (48/56)x41 =35
Damage (14/18)x43 =17+17
ROF (272/182)x91 =136
It's going to be easier just to let it run on fusion cores rather than try to change the receiver I think.
how do you export head from racemenu under nitrishape, not bsdynamictrishape?
It's mostly working. It's using Gatling laser sounds and RoF and it's not moddable. I'm working on those.
Lore-wise I'm calling it an experimental conversion of a Gatling laser to plasma operation.
Unless I can get the RoF down (got a few ways to try doing that) I may need to nerf the DMG, or it will have stoopid DPS, like 720.
I can either alter the attack animation, attach a mod to change the RoF, or potentially make it "repeating single fire".
I need someone who mods for xbox1 skyrim to message me please I have request
Just wondering if two weapon texture mods would conflict with each other?
https://mods.bethesda.net/en/skyrim/mod-detail/4227615 this mod and this one https://mods.bethesda.net/en/skyrim/mod-detail/4307087
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
One retextures with higher quality and the other mod is meant to alter stats but also has some mesh alterations
👌🏽 will do
🙂
@indigo palm let me no how it works
But yeah I have an request for a mod
So if anyone knows how to message me plz
you should post it here so modders can see if they want to make the mod
@gentle owl I did
The request is to make it where vampire can refill bottles with blood from the barrels from castle Volkihar
If you understand what I mean
So I ran into a few variations of the mod and decided on picking a different one. In one of the mods description it said it probably wouldn't be compatible with other mods that edits textures/meshes so yeah.
Rite. I understand you gotta be careful
I keep having problems with my mods, every time when i play my game it always crashes, and i only use like 5 mods
the only mods i use is weapon mods like Type 63, PPsh, MP40,MG42 and UOfo4 patch
and my game crashes so much, i tried uninstalling and reinstalling the mods individually and its not working
🤔🤔 after you do that do you do a hard reset?
Red, can you provide links to those?
Red, seeing as you're on PC now, you can install Buffout 4 for the crash logger. It will tell you what's causing the issues.
Here's how to install it: https://www.nexusmods.com/fallout4/articles/3115
[left][size=3][font=Arial][i][color=#e69138]DISCLAIMER: [/color]To prevent any misunderstandings, I am not associated with the Buffout 4 author / dev [url=https://www.nexusmods.com/fallout4/users/5
Advanced Troubleshooting: https://www.nexusmods.com/fallout4/articles/4141
[size=3][b][center][color=#ff7700][size=4] = = = THIS ARTICLE IS STILL A WORK IN PROGRESS, EXPECT VARIOUS CHANGES AND ADDITIONS = = =[/size][/color][/center]
size=4 EVERYTHING YOU NEE
hi, can anyon tell me how i can increase the brightness for dark places like out side and night and inside of caves on my ENB settings? i tried increasing interior day lighting under environmental but it made no differences.. been trying to figure it out after trying for the past hour, can anyone help me pleease?
gamma slider
yes
really? thx
links for what again?
Experimental Gatling Plasma is done. I need to tweak the base accuracy down to 35 and then place it somewhere. I'm thinking it could be sold by Proctor Teagan on the Prydwen and maybe also by the Institute weapon shop. Maybe with a level or rank restriction.
I'm sorry. I don't remember. Hopefully, the Buffout 4 logger will assist. If it cannot detect the crashes it may be an incompatibility or load order related. It might also be driver or graphics card related. You've only complained of crashes and have not given much information to be able to actually help you troubleshoot.
I don't really recommend LOOT because there are mods whose headers are not correct and will cause LOOT to order in the wrong order, but you can do a preliminary sort and then go back and move things in the proper order after looking at everything with xEdit. Manually sorting is the better alternative but for a prelim look-see, it might be worth it. Just do not rely completely on it. Automation can only carry you so far. It should be looked at as an advanced tool and not for novices.
Alrighty, I'll try and the reason why I didn't give that much information because idk what made my game crash so much other then mods or cc
I'm still fairly new to modding...and I'll do my best with load order, I thought you tweak with the load order in the mods menu in fo4
and idk which mods goes which except the way Unofo4patch wants me to move it, it was strange how it wants me to move dlcs and I just couldn't...until you told me about this xEdit thing, I'll give it a go
UFO4P goes at the top of all other mods with the exception of Clean the Settlements. The MA of that one wants UFO4P to override it.
Experimental Plasma Gatling XM-01 is now uploaded to Bethesda.net (in-game mod manager). I will upload to Nexus later.
Its concept is: what if Institute scientists and/or BoS scientists converted a Gatling Laser to plasma operation?
There are even a few upgrades available.
At a high enough level (higher than Gatling lasers) the weapon can be obtained from the Institute shop or from Teagan, who might also sell mods for it.
For now there is also a cheat mode to cheat the weapon and mods, but I will remove the cheats at some point.
Ok, wait so it's just a gatling laser that looks like a gatling plasma?
Clean the settlements? You mean clean and smooth?
hell no.
Bionicyardiff (Whisper) is the mod author. They specified in my server before they stopped modding that that was the load order.
Ok, I haven't used clean and smooth since PS4/5
I like it and all but it bugs out some early quests
Re Clean and smooth: Unless it has been recently fixed by the MA, you will need to manually rebuild the precombines for every settlement it touches.
If you want to do that, here are instructions: https://diskmaster.github.io/ModernPrecombines/
Modernized documentation on how to generate Fallout 4 Precombines and Previsual information through the command line.
I see, Wait so what about cc mods? Can I change the load order on xEdit?
If so idk what load order it should be, I'm afraid of redownloading the normal armor skins or weapon skins again...
CC are not mods. I'm unsure what you are asking.
There is no load order for CC. It is determined by the CCC file.
ok
They are DLC and will order like they're supposed to. If you do not want to use them for a particular playthrough, move them out of your data directory after you purchase them.
Yeah ik that, but man everytime I do that it takes so damm forever to redownload the damn game
Wut?
yeah
When you want to use them again, move them back to the folder.
Takes no time at all.
You don't re-download them. You move them.
Backup folder.
No that's not what I'm talking about, when I move the dlcs out of the folder through steam and when u try to start the game up the game crashes on the menu
