#modding-general
1 messages · Page 26 of 1
Also hard to save when u go pay check to pay check,don’t have the knowledge or tools
Knowledge and tools you can get from a yt video building a PC is just assembling parts
Not with ur bare hands
A power drill or even a screw driver kit
Hmmm 🤔 I guess
Bro if you built a Xbox one you can build a pc
Have you tried making a script with the OnEquip function?
Idk how easy that would be, but what effect are you hoping to create?
I haven't tried that, I'm not sure how to go about that. And, I'm trying to make a flaming armor set for giggles, was hoping using the Ghost of She effect would work lol
hmm u may not even need a script for that
im curious tho so ill try lookin it up myself xD
I found that the part of the Ghost of She script that gets her to be on fire is this:
BEGIN ScriptEffectStart
PlayMagicShaderVisuals Flames01
END
I wish you good luck! ❤️
Anyone know of a mod for fnv that's compatible with vanilla clothes and redesigned 3 for high res female body skin textures and details also hands and feet that aren't webbed
Hey! I've made a discovery sort of don't use Poco/Oho bueno texture packs. Nmc's with textures over time is way better, higher res and closer to vanilla
ye, trying to figure out how to write a modified script though lmao. And, cheers, I appreciate it 😄
I'm still not having any luck with this, anyone else familiar with getting a script to funtion to apply a shader?
I dont mod the older games but at least mention what you have tried already. Mystic already posted a script. At what point are you getting lost, unexpected results, nothing?
sorry, my bad. I've made a copy of the Ghost of She script as an Object script, and I'm attaching it to an armor, but trying to figure out how to re-write the script so that when you wear the armor, it applies the fire shader.
And nothing is happening. Been trying to mess with the script block, swapping out ScriptEffectStart for 'OnEquip' and even making a new block, but still nothing
Yo mod support for fnv sucks. I ask on reddit and no one responds. Same with discord
i need help with vortex and Visual C++
I was so hyped for this mod. Too bad it won't be released stand alone. https://youtu.be/lmeJUAjR9cw
After many fails, I finally got it working! And not getting motion sickness anymore.
Dashboard panel is a bit small-ish, but that's not something I can fix.
Hit me up on twitter or nexus
https://twitter.com/Xilandro
https://www.nexusmods.com/users/1417653
Keep in mind that "mod support" is done by people who do that in their free time, besides the lifes they have to live
Also, different places oder different people
Thats a microsoft thing.
I don't think consoles will get that mod resource
The mod space partition can't be expanded. It could be wiped and replaced with a larger partition, which is a drastic move, and one that would require a game patch so it can't be made optional.
Everyone on the updated console would lose all downloaded mods, and their load order. Their "favorites" and "library" are saved on Bethesda.net, so they could prep ahead and have everything lined up for easy re-downloading. But they'd need to record their load order manually, and any mods no longer on Bethesda.net would be lost. Saves made while using those mods would potentially be unusable.
We've looked into this several times to see if there was a way to mitigate these issues. Given the high impact, this is only worthwhile if we can increase mod space substantially, but that carries its own risks since more/larger mods are more taxing for the console and more likely to cause problems.
I wouldn't say this is a hard "no," but it's a difficult endeavor.
Well, it's not really due to their choice but more to put up a middle finger to the Nexus and its scummy behavior. Mod packs are the worst and if those who make them are being paid I don't want my work to be another component they slap together while recieving nothing myself. We're most likely going to need a new site for mods, even if we have to turn to Steam Workshop or heaven forbid, Loverslab.
Is this we’re to request xb1 mods
I would suggest requesting them in the respective game's mod channel. Be aware that we all are volunteers, and depending on what you ask for, might not have the time or motivation to work on that.
Thanks 😊 don’t u wanna hear what imma ask for?
if you write it in #skyrim-se-mods or #classic-mods, I will read it
most like, though, I won't have the time, as I'm already deep in more of my own mods than I can handle
mostly my imports series, which aims to bring as much content and references from some of the spin-off elder scrolls games (currently ESO, Legends, and Blades) to the latest three main games
I paid a digital artist to create a cool picture for one of my mods I'm working on, for the Bethesda dot net Skyrim SE mod page. Y'all want to see it?!
Sure!
What? Everything you said just went over my head what's wrong with the nexus?
What about just a patch on consoles and steam for fallout 3, 4 and new Vegas for bugs and crashing?
Basically they got rid of the ability for creators to delete their mods from the Nexus and have been silencing people trying to blow the whistle on it, it only coming out after the ability to delete your own mods from the site was removed. This is most likely so that mod pack curators (scientific name being parasites) can freely make mod packs of these mods without the creator's permission and even profit off of it via donations, with the original mod creators not getting anything in return as you have to actually search around to find the original standalone mods.
But why is the archival a bad thing? Can people still download these archived mods through the API? I feel like it should only be accessible by the mod author.
I've only read tidbits here and there of people complaining about it, and seen the news thing on the nexus page.
Apparently they can still be accessed and put into mod packs so if you made a cringy mod in the past or had something go wrong post release (i.e. Frontier controversy) then you're done for.
Wouldn't that technically go against their own rules? IE. Piracy.
Apparently since they host it they own the mods now or something to that effect. It's scummy for sure.
They'll probably have to fix it. No way that's gonna stay like that.
They better, otherwise everyone's going to move.
Pretty related, this happened before all this controversy.
https://www.moddb.com/members/axonis/blogs/why-did-i-move-vui-to-moddb
apparently the mod packs have been a thing for like 3 years
https://www.moddb.com/mods/vanilla-ui-plus/news/vanilla-ui-plus-news
@woven glacier
Yeah, though the decision to stop people from deleting things is the straw that broke the camel's back. Only way we're getting standalone vehicles is from another site...
Ahh
Ugh, you are probably the same type of folks who'd yell about how Wabbajack and such are terrible
unless I'm misinterpreting, in which case I apologize
None of those temporary issues sound like problems that aren’t worth the benefit of more mod space to me.
I recognize that Nexus' news has upset some folks, but please remember to keep any conversations civil and constructive. It's fine to express criticism, and to disagree with others here, but let's refrain from name-calling and attacks.
For most heavy mod users, and especially folks who are actively playing the game, the problems of wiping mod data are little more than an inconvenience. These players have the knowhow to rebound quickly, and even tend to run through a lot of alts, so even if they lost a character it wouldn't be a big deal.
But this is a change that would impact everyone playing on Xbox, which makes it more problematic.
Nexus is really shady right now and they will loose big time if they keep up their attitude
Yea I get it. But I still think the casual/first time player would benefit from the update.
I've made 2 very popular mods for FO4 and I'm working on really big one right now and I'm sure as hell won't support their backstabbing behaviour and won't upload it to their site
I'd upload it to Beth.net but it doesn't support F4SE which is a big problem
IMO, Bethesda should strike a deal with F4SE Team and integrate it into the base game at this point @real sphinx
how exactly does what they're doing hurt you?
It would be of massive benefit for all the parties
@thin condor It's very easy to look it up, but in essence, it's not even the collections thing that they are trying to push - I actually don't mind it, but it's the attitude and behaviour towards modders... It's really, really bad the more you read about it
They silence, ban, remove mods and delete comments of modders who are vocally against the idea
@FNVTheFrontier To everyone curious: Nexusmods took our ability to delete our mods (at all) behind our backs & was silent for a week, then posted privately "yep, you can't" and left us for another week trying to talk 2 them with no luck. Today they spoke https://t.co/THBkuRq89J
+my summary img
hmm...
are there any viable alternatives, though?
News
Not that I know of, aside from all the main stuff like beth.net and steam workshop
which aren't really "true" alternatives to Nexus
F4SE and stuff like that is not supported
Not to mention, Nexus has Donation Points system and ability to display paypal link on download
I don't care for money
Beth.net and workshop are much more of a hassle than nexus, given that you have to upload through the CK
yeah
Could you elaborate, I can’t think of many instances were this would be problematic. The only one I truly see is heavy long time players that may be non mod users (I’d be curious how big this percentage even is). This could be combated by having a warning message on the main screen ahead of time, by a month or greater.
And I’d argue wouldn’t it be more beneficial to keep your long term heavy mod users happy with a new reason to play, in hopes of generating word of mouth hype in the gaming community? Drawing in new or old players.
Here's the post in its entirety, also have a decent TL;DR because why not? https://www.nexusmods.com/news/14538
I decided to take a look at donation points and you get none for downloads that happened before you tried opting in, that's so wack considering my mod has over 1000 unique downloads...
It's just a thought.
Perhaps a way to mitigate some of these issues would be to have mod space increase be exclusive to Series S/X. It's just a thought
Put creation kit on game pass's "CLOUD GAMING" (Bata)! so we can make mods in a browser on a potato.
that's not cool. I need your help or anyone else my fnv reticle isn't showing idk if it's VUI + or just mods but i can's see things on dead bodies or containers and i can loot stuff but it's not showing
like the hud is hidden
what's your mod page
which mods affect hud or is conflicting?
I don’t know Microsoft regulations or limitations on the insider program but maybe an “insider” version could work, wouldn’t have to make people purchase a new version this way, wouldn’t effect the current release for those that they are worried about, and could push updates on us to test for the public prior to release if new CC updates come out.
So the frontier ruined the nexus for everyone? lol now it makes sense i don't think mod authors will stop using the nexus but they have to take problematic content off the site because nexus mods has a brand
No, the Nexus staff ruined the Nexus for everyone for the reasons I mentioned before. I don't want to say which mod I made (as I don't want to be banned for saying things the Nexus doesn't like) besides that it's an old one and it was a pain to upload, where since there's a lot to write if you stop partway through to add info later the thing gets deketed by moderators. It was awful.
Yo is there anyway you can help me. I need help with the fnv mods my parts of the hud isn't showing up and idk what's causing it
No clue, what mod are you using?
why? what kind of mod is it?
it might be vanilla ui plus or just mods i'm guessing
A weapon one.
just assorted mods*
moddb
Depends on what you'd consider viable.
No. There are no mod sites out there one could call "God tier". They all have problems of some sort, and one of the big ones on Nexus is the awful UI.
True. But the ads are mostly the problem. Why not upload files straight to the public? It's not illegal lmao
Ad blocker solves the issue with ads.
Nexus is still the number 1 source I doubt anyone is gonna change that.
That may change.
It should change, tbh.
Having almost a monopoly on mod distribution hasn't been good for the nexus.
Sweet ya I always love when modders i@port from older games especially fo4
and so, work continues... for our lord and savior [redacted]
(gun model and sounds temp) https://youtu.be/wa47-7Tybvo
Isn't FO4 the newest (moddable) installment of the series?
Then why do you call FO4 an older game?
it's six years old at this point lol
still, there's nowhere to put it into
I meant to say I like when they bring in like weapons from fallout tactics and other classic games, to fo4 my bad
What?
I need help i just entered nipton and legion armor is completely invisible
Why is this happening? I have qwinn's redesigned 3
I fixed it. I had to disable a plugin for qwinn's redesigned 3
Also don't forget Archive Invalidation Invalidated.
What's that?
You know how all the files in older Bethesda titles (and NV) are compressed into archives of files? If Archive Invalidation is working like it does by default, any attempts to replace meshes/textures or add new ones will result in said things not having textures or models and being those giant exclaimation marks. Archive Invalidation Invalidated turns this off and allows for items not in the archive to be used or even replace what's in the archive.
https://www.nexusmods.com/fallout3/mods/944 A decent explanation of the purpose. This file works in Oblivion and NV too.
I use vortex so I'm unsure about installing mods manually on fnv
Is there an easy way to mod fallout nv in one download for visual overhaul?
I think there's a mod enb all in one but I wouldn't recommend it
Dunno, still use my NMM most of the time despite it being copyrighted 2011 and it no longer having access to Nexus servers so I have to manually install things.
I use vortex mostly but it's also the only thing i know
that and manually modding gta 5 which if you haven't tried that it's a pain in the but
Mo2 is best girl
Was the Creation Engine updated in a way that it supported Fallout 76's UI?
Fallout 76 runs on Creation Engine...
Yes, I know that.
Creation engine
then I don't understand your question...
@stable raptor Does MO2 support multiple profiles and switching between those while keeping the saves tied to the correct profile?
Honestly asking
I am currently running 5 profiles with different mod load outs in Vortex
@rustic turret The creation kit was updated for fallout 76. That being said, it is not publicly available and you would need to use something like xedit to make changes and inject them into the 76 ba2s (I've not authored any 76 mods so I dont know the pipeline for injecting assets)
Use archive2 or bae
I asked the question because I wanted to know if Bethesda can port the Fallout 76 UI into Fallout 4 as a creation.
They probably can but most of the elements are the same or don't apply
There's already a FO76 UI replacer for FO4 anyways
It's not being updated unfortunately.
Yeah it was pretty buggy on launch anyways
I'd want some Fallout 76 content as Fallout 4 creations.
A few weapons, the Starlet Sniper outfit aaaaaand a HUD port.
https://www.nexusmods.com/fallout76/mods/1094
Whether you are team Knight Shin or team Paladin Rahmommy, this mod is for you!
Link?
here's my contribution to the 76 modding scene for this quarter
🇱 🇴 🇻 🇪
Hello, please spoiler any Steel Reign story content thank you 
Kinda weird question but anyone got recommendations for mods that make Fallout New Vegas play a bit like DOOM?
There was that one that recreated some of Blood which was a similar game but I think that got taken down for copyright reasons. Al chestbreach did a video on it.
Can some one help me figure out why my imperious race mod suddenly stopped working? it was working fine then just stopped. ive done a fresh install of all my mods and everything.
has any one used TAWOB mage armour mod? it doesnt list wear to find the craft books lol and theres only one set in the barrel
i guess icould dupe it, yeah cheating
Hey! How's it going? What lod mods do you use or recommend for fnv and also do you know if a up to date mod guide for fallout 3...
No idea, I don't use mod guides and my computer has been unoperational since January and I haven't gotten around to getting it fixed due to current events.
just curious is what nexus wanting to do illegal? https://www.nexusmods.com/fallout4/news/14538
no, its not even close to being illegal.
It's not really that cut and dry a question, but it's also not likely an allowed subject for discussion here either.
its pretty cut and dry, they are only using things they already have permission to use, and arnt charging for the use.
Any graphical overhaul mods that dont require 2g? using graphic packs atm but ill take a cut somewhere, i needa smaller fire for room for other mods.
well it not allow apologize.. but thanks. doesn't bother me much i did bat years ago for fo3. which i cant run. so someone want make it better more power to them.
A teaser for an FNV quest mod I'm working on:
https://www.nexusmods.com/newvegas/images/122412
'Well, alright ... there is someone. Was. Cale, boy used to run with us. Bright kid and a damn good cook. Learned a lot from the old man. Disappeared on us a year or so back, never turned up after. Figure he's dead in a ditch someplace, had a nasty Psycho habit, always went out and started shit for no reason when the rage hit.'
The very basics are:
- Download a mod from a trusted source, such as the Nexus (which despite recent controversies is still safe enough not to worry about Trojans). There are other places such as SourceForge and modder's personal Discord servers but I have little experience with those. Since they're usually compressed due to file size limits, use a program that can unzip files like 7zip or Winrar(? The one that nags you to buy the full version)
- Add the mod .esp to the data folder of the game, if it needs textures or meshes those should be added in as well but they usually have copies of the filepaths so you can just copy/cut & paste straight into Data.
- Load the mod using the game's launcher or a mod manager
That's it.
Other things will need Fallout Script Extender (FOSE) or other mods as prerequisites to overwrite but the latter just needs the mods in the right order.
thx
Glad I could help :)
trying a different editor for once after a while and its very refreshing.
What's that?
tried to make an environment that looked sort of (extinct/dormant) volcanic in ue4.
really wanted to make one after my trip to a volcano earlier this month
i got really obsessed taking hundreds of reference shots for inspiration while i was there... 😐 Lol
It does look it, reminds me of the ash all over Solsteim in the Skyrim DLC.
I don't know why, but I was expecting to see Kirk and a few redshirts.
And a lizard man!
a guy dressed up in a bulky rubber lizard man costume throwing fake rocks at the redshirts
dont give me ideas
You absolutely mean DO, I'd love to see a game where it's set inside a low budget TV show like OG Star Trek and it's all played straight like that Godzilla game but not trash.
I mean I just finished my rejection speedrun for level design positions yesterday, so hey maybe I will someday (ok maybe not really).
😃
Yep, the bane of us all trying to post the minimally required content. When the site decides it will have none of that.
Apparently the combat mod will remain in the “graphics” category.
Is this a fresh upload or an update?
Uploaded it last night. Didn’t appear on the website or on Xbox unless a direct link was used. That’s one bug that occurs fairly regularly but I don’t know why, and don’t see any indication that it’s happened.
Tried to only update the description today, not upload any new files. When someone pointed out that other issue to me, I noticed I had accidentally flagged it as “graphics” instead of “gameplay.” But alas, I can’t update it at all.
Hello. I was wondering if I can eliminate crashing completely in my modded Fallout new Vegas I have all the pre requisite mods but I experience occasional crashes. And was wondering how would I eliminate that or is it inevitable because fnv just does?
FSR source code is now available, does someone know how hard it would be to implement on skyrim se/fo4? https://gpuopen.com/fsr-source-available/
Since when the the word "the" a stop word in bethesda.net mod descriptions?
Mod description i wanted to use
"A lore-friendly overhaul of the Mistveil Keep in Riften"
Mod description I could use
"A lore-friendly overhaul of Mistveil Keep in Riften"
are you sure it's because of the "the", and not just coincidence that the the-less edit got lucky and got through?
The offensive language filter is broken. It’s blocking words like “thanks, “credit,” and ironically “broke.”
It broke some time in the last couple of days.
🤣
Are you sure the filter isn't just one of those ones where it ignores spaces so two words adjacent can become something that contains a very different word? 
The language filter is just a huge mess because it's part of the Jive Software package, which isn't meant for the kind of general public purpose the modding site uses it for. It's supposed to be an internal corporate system, so it has some really bizarre results like innocuous words being blocked.
Nope. It’s rejecting existing descriptions even. Like you can’t update a mod description because what you already used is no longer acceptable.

Which just means the filters have been updated along the way and some existing word that was ok then isn't now. THAT kind of thing is a major pain in the ass.
Opening CK is a pain in the ass, uploading a mod is a pain in the ass, uploading screenshots for a mod is a super pain in the ass, and now writing descriptions is a pain in the ass ;-;
I want to know what culture views “the” as offensive.
Apparently giving "credits" is offensive too
Bots just don't get context clues enough to be completely relied on unless it gets scarily smart.
How much context do you need for the word “the”?
The official Fallout: New Vegas Zombies Map 2 Nazi Zombie level, Sierra Madre, and its associated music video 'Beauty of Annihilation.'Download at https://www.nexusmods.com/newvegas/mods/...
New release
Very excited, been working so long on this
True, something definitely wasn't programmed correctly.
Hey folks, I've been on vacation the past few days and only just catching up on this. Bethesda.net is investigating the filter issue. I can also add "http" and URLs in general to the list of things it's suddenly not allowing.
Hello. I was wondering if I can eliminate crashing completely in my modded Fallout new Vegas I have all the pre requisite mods but I experience occasional crashes. And was wondering how would I eliminate that or is it inevitable because fnv just crashes?
Crashes are expected because the game engine is old and generally does things that are strenuous. To reduce likelihood, get NVAC, and bugfixes
I kept crashing at black mountain... I'm just wondering if there's another mod I'm missing or something causing it
Also, limit your use of Quicksave and Autosave. Hard saves are more reliable
Should I get rid of lod
You could be experiencing a variety of issues. And what do you mean? LOD is in the vanilla game.
It's not pc it can handle it
No lod mods e.g. much needed lod Lod sources with nmc's patch
Idk I'm gonna check vortex for updates but I can send you my mod list if your willing to take a look via screenshots
Like I said, disable mods one by one until you stop crashing
Crashing is occasional doesn't happen most of the time
Huh what are you talking about...
People still falsely reporting mods on BNet just to get them deleted(?
Seems to be something common, hope someday all those people get banned or something.
I don't mind lose those mods since I can't update them but I bet if I upload them again, they will be falsely reported in hours.
I heard Johnny guitar and tick fix got taken off the nexus
Also idk what mods your referring to
You’re kidding
I mean, It's the only option for Xbox and PS4 users
True.
some people don't care about mods
I guess. I just can’t stand the vanilla combat in the games anymore though
It’s so unreasonably bad. And the sad part is that all of the systems are in place for a good and advanced system that’s realistic, or at least a little more realistic
Can’t stand shooting people in the head in Fallout and watching them tank it like if I was playing CoD
can't comment on that, as I'm playing neither
Or in Elder Scroll’s case:
Button mash and min-max stats
Or stealth archer
Either way, it’s incredibly unintuitive. Especially with seeing how mod authors handle the game’s combat. At least give it a party system and make health more standardized/not tanky on humans
I do agree that the combat system could use an overhaul
Just pull inspiration from Dark Souls. So many Players use mods that make the combat like Dark Souls. Or do Kingdom Come: Deliverance style. Or For Honor. Or just something other than left click mash/R1
as long as you don't constantly die as in Dark Souls
I'm not sure. That's why I'm asking xilandro the mod author said that on Twitter
They died out when Bungie sold halo, grab Turismo is better than Forza imo but now they got fortunate with Bethesda/obsidian
False and erroneous reporting has gotten pretty rare. We go weeks between such take downs.
Intentional false reporting can certainly result in a ban, potentially an immediate ban. The moderation team is more lenient on a first offense if it doesn't appear intentional, or if the uploader didn't do their due diligence.
And why would users mass report a mod? Unless it's offensive is some bad way
These problems mainly affect ports, and is partially a holdover from the early days of Bethesda.net where mod theft was much more common. There was a lot going on in terms of theft, reporting, over-reporting, and differing community expectations pertaining to permissions. There were bad actors on both sides, and a lot of honest mistakes on both sides.
While such things are pretty rare these days, they're still high impact, especially for uploaders hit by this. The moderation team does keep an eye out of such practices.
Nice to see you! but sadly still a thing hope some day that ends.
Rare, but certainly not stamped out.
And drama in the community-at-large tends to see an increase in such problems.
Which fnv mods allow you to turn lights on and off indoors via light switches
What are the pros and cons to electro city patch?
It basically was my take on how limitations make the games less interesting, since they’re released with minimal focus on gameplay and major focus on dialogue and roleplaying.
The ps5/series X is absolute monster compared to any PC's that you can build at that price point so I think at this point any peoples PC specs aren't on the same level as a PS5 or series X. My PS5 is the reason I'm not spending 2 grand to build a gaming PC
Can I upload a mod for Xbox One or still is better to wait? I recall hearing of site issues. If it'll work after the site fixes then that's good enough for me to just upload now, since this is just a small file anyways. I just probably won't remember if I leave it for now.
Yeah Series X is quite cool and should be a great choice for console modding for Starfield & Elder Scrolls 6 & any new Special Editions
Mods don't work well in consoles as of rn. I think the only way it would work would be if the mod space was uncapped and they had a built in mod manager with auto updates
i'll try it out
@stable raptor not noticing a difference, loaded up both of my accounts, fired on one, muted, fire on the other and muted
ok i probably goofed something - oh boy i did
heh
hm, still not hearing any difference
Really hate having to close down the game in task manager after X'ing it out
@stable raptor if you didn't see the message, sounds the same still, heh
lol
thank you for bearing with me
np
there we go
sounds so much better
👍
oh and the silenced version is even better
heck yeah it is
there were actually 3 to choose from. hmar only uses 1 sfx
the muzzle break also has a unique sfx
yeah its very close
please help, ive accidentally deleted an old save
ok, so i was deleting some older saves, (via the actual in game menu) and accidentally deleted the last save i had on one of my older characters (by last i literally mean last, as in there are no more older saves that i can revert back to) ive looked around and all the guides i can find say to revert to a previous version in the skyrim saves folder, problem is, that when i go to do that it says that there is nothing there
any method of restoring this save would be much appreciated, please help, i really am desperate to get it back
How's that related to modding?
not really modding but have you checked your recycling bin
well idk ive posted everywhere else i can think of, but no its not there
Do you use steam cloud saves
Hello I’m new to the discord and was wondering if there’s a new place we can go to request mods now that the forum is no longer open?
Total graphical overhaul mod?
It's fine to post requests in the Skyrim SE, Fallout 4, and Classic mod channels.
However, you're more likely to have luck looking for an author that takes requests, specifically someone who does the sort of mod you're interested in. There are folks who do this, at least for simple mods.
Is it possible for someone to make a tree series? As in have each individual mod bring new plants or trees to the Commonwealth by species? For example, you could have a mod that adds Sumacs or Oaks to the Commonwealth. I would like a mod that makes it so you can have an Appalachian forest like in North Carolina or West Virginia. Another idea I have is making immersive, or well since the mountains in Massachusetts are low elevation, not so immersive, where the mountains are covered in Krummholzed pines and spruces and/or snow-capped.
That is something that bothered me is that there weren't any Rhododendrons in Fallout 76. Maybe if Fallout 76 mods ever come, there could be a mod that has snow-capped mountains and/or krummholzed pines with Rhododendron lined streams.
very unlikely for such kinds of mods to appear in FO76
how are you going to synchronize that across all players that come across that place?
Thank you so much for the reply
Rhododendrons are all over the place in Fallout 76.
So is the Mod Updates issue been fixed on any platforms such as Xbox or PlayStation?
I looked at the news but that’s been a bit since it last was updated
Last we were told it's not fixed yet on any platform.
K ty
Did anyone else have a MASSIVE number of mods dissapear? As in, they're still in my LO, but the've apparently been removed from BethNet. I had at least 6 end up going dark in my LO, and I searched for them on-site and they and their uploaders (except for a few) were all gone. Also, the total mod count (for XBO) also went from a bit over 16,100 to around 15,800. Did bethesda do a ban wave or something? I'd ask in a more appropriate spot, but I'm new to discord, and this place just seems like the worst, messiest replacement for a forum that I could think of, so this is was the best place I could guess to ask. Sorry if there's another spot.
Which category was the most affected?
For me I guess weapon additions were most affected, but they were still only like half of what disappeared from my LO, the others being unrelated things. Don't know about the 300ish that disappeared in total on BethNet though. All I know is that is was pretty sudden, because I was looking at the mod total with a friend on Friday commenting about how many had been uploaded for XBO, and at that time it was at the 16100ish number.
If authors delete their bethesda accounts it will delete their published library from the store, I've seen a lot of my mods disappear for that reason over the years
So have I, but I haven't seen a gigantic swath like that vanish in a single weekend without there being a driving force behind it.
The upload/update servers are also not fully repaired
By that do you mean the whole "can't update mods past version 5" thing modders are still dealing with? I thought that was fixed?
Yeah, the "I updated my mod but only the title changed and not the plugin" issue is still active
Bummer.
300 mods going missing doesn't seem like a lot. What's the time frame?
Cause my guess is a significant number of those mods may simply have been replaced with updated copies by frustrated authors.
I myself have 4 updates to do, but I'm gonna just wait for the fix.
I have a bunch of uploads that will need updates most likely right after, just too stressful to think I'll have to delete and reupload every time.
It makes too much of a mess out of things if you delete and reupload.
And that might actually end up worse for the system, not better.
Speaking of, I'm porting JK's Rorikstead to Ps4, can I get your permission to port the patch that allows use of both JK's and yours?
My what? I need more to go on than that 😛
Your Rorikstead mod for Ps4 Skyrim
Rorikstead doesn't have a PS4 version because it includes things that need external asset files.
Your Rorikstead is on the Ps4 store and it was uploaded by your user name
Seriously? How could that not be you? One sec
Okay maybe you are correct after all, I could have sworn I had used the Rorikstead mod because I've seen Lokir's house before and that's from your mod. Any chance we could make a Ps4 friendly version without the quests and whatnot? The combination is one of the absolutely best town overhauls I've ever seen.
Unfortunately not, since that would be cutting out 90% of the entire point of having made it in the first place.
What about the JK's patches for the other town mods that you made on Ps4?
That's fine by me but not all of the PS4 copies of those are 1:1 ports. They were just able to do without the extra bits.
Do you know if any of the files had their names changes when they were uploaded? That tends to be the biggest hurdle I run into when trying to make patches
And the default UI frequently not showing the entire plugin name even when you make them visible in offline mode
For mine they all have the same names as on PC and XB1.
Splendid, that'll save a lot of time
I'm sure it does, it saves me plenty too in not having to remember to do name swaps 😛
And if you happen to change your mind about Rorikstead the Ps4 users will never notice the missing content, extras houses and JK's compatibility would be more than enough to satisfy even the most jaded
They'd be extra houses with no occupants though 😛
We wouldn't even notice
lol
It's just a miracle to have a space that large outdoors that is properly navmeshed and compatible with other nearby mods like Rorikstead Tree Overhaul and Basalt Cliffs
Heh, well even if they did they can't tell us about it in the mod comments now 😛
Both upsetting and a bit liberating, eh?
I rather enjoyed responding to all my comments and messages, I know it's not everyone's thing but it was mine until we all became equals.
If you think about it I can do the rest of the work, I wanna say that the Ps4 crowd is probably 75% those who play modded like it's vanilla and 25% are taking pictures and making videos and Rorikstead doesn't get much love on our platform, JK's will look very nice but I would just love to be able to offer an even bigger option since I know it runs well on the hardware.
It was kind of a pain even before they got cut because the system never notified us that there were comments, and there was no central area to track them.
That's why I started plugging my server, lot easier to help from there, glad I did, wouldn't want to leave my users stranded
I agree that it wasn't great but it certainly is worse now that it's completely gone
At least for those of us with far more manageable traffic volume
If the mod version is 5, the update will always fail, right? I have never heard the official announcement of what the problem is. What I know is that they are working on this problem and the fix is currently in final testing.
I can't get mods to properly update after version 1, let alone make it all the way to version 5, the title will update but the contents of the plugin will remain in their v1.0 state without zero changes.
Anyone know what's even going on here like with the creation club?
nothing
Sad, been waiting over a year now
Creation Club discussion should be kept to #skyrim-chat and #fallout-4-chat, as the modding channels are intended for unofficial, community-released content. But to answer your question, we don't have any news on our future CClub releases.
🤔 whats the max number of mods we can load for pc 😍 🤤 🤭
Assuming none of them are ESL flagged, 249.
wonder if there's a mod for Fallout 4 that lets you get dismembered but you have to find your lost body limbs and reattach them to your body again (if you didn't die)
totally not like resident evil
Also magic water bottles
Tis but a scratch
No injury a Far Cry healing animation can't fix
Normal people: Visit to the hospital
Far Cry protagonists: "Look at what they need to mimic a fraction of our power."
Currently fixing FNV’s AI problem
As you can see here, we have the standard convicts going against convicts, but with some AI changes and a nicer "fit"
Take note of how the white outfits will use cover more often and be more calculated in their actions. Don't judge harshly, this is a very rough draft.
Ok im PISSED
Running little to no mods for New Vegas, yet either the game crashes entering repcon, or during fast travel.
Anti Crash doesnt do anything to help, and ive tried EVERYTHING
I'm glad to see you're doing what Obsidian should have done to increase diffficulty instead of "give them perma-regenning health that's so strong it can outheal a Cowboy Repeater", "make the architecture terrible to fight in/make way too many enemies exist in the same area", "make them too fast for the engine to handle" or "give them loads of health and ridiculously strong weapons", though this kind of dynamic movement shows just how stiff their animations are and highlight how bad and unfun the Bison Steve was to play through. I'd much prefer them trying to ambush me around every corner instead of them all braindeadly rushing you all at once as soon as one senses you using latent psionics.
Thanks, it’s going to be a very mind numbing process to add cover everywhere
@woven glacier Feel free to try out “Critical Damage Overhaul” while you’re at it to remove all bullet sponges from the game 😳
I was stuck on console until relatively recently. It's probably why I hated it so much, as others could patch out their problems.
Yeah, I know the feeling. I played Bethesda titles on console for a long time too
At that point I just embraced the “game” feeling
But now I have nodded NV into real life
https://www.metacritic.com/game/pc/the-forgotten-city From a critically acclaimed Skyrim mod to a critically acclaimed standalone game. I am so proud of these devs for some reason
that's on Sony
rate my look. mashup up unoctium's CSS, CROSS_chosenofatom and CROSS_mojave manhunter
damn i keep forgetting to change to pip-pad
Helmet reminds me of this, not gonna lie.
😦
well, i wanted the cross_strigidae helmet, but it clips with the hood and im too lazy to fix it in outfitstudio
It hurts when multiple bits of apparel don't look right due to clipping issues.
This is a pretty general question in modding as to why I'm posting it in here. So, since I'm restarting my mod project, is the usage of the AI tool, xVaSynth, allowed on B.Net mods? I used it for my mod up till my dependency went hidden but idk if it's allowed. (Originally my mod was only able to be on Nexus which has mods using the tool.) Might be a dumb thing to ask, but it's also better to ask and such. If not then I just will have limited VA work ofc
I can't imagine that you wouldn't be able to use vasynth for a mod.
I'm not aware of any law or ToS rule preventing it.
Just don’t upload anyone else’s assets without permission and you can do virtually anything
If I use someone's assets it's used in a mod dependency
That's what my mod was doing until their mod got pulled out of protest on Nexus
So put me in a bad spot
Ahhh, makes sense
I'm figuring out how to make custom races, and potentially redesigning everything but it's killed motivation all this mod stuff going on at Nexus. Bonus is I can get it on Console just a matter of recreating worldspaces and such
The mod I was using was a Dwemer race mod, that needed SKSE so I couldn't do a console version for it
I don't know about eyes or anything but Gamebryo but I think duplicating a race then modifying it into what you want is a good place to start.
Hey so I've been away from the modding community for like 6 months and I came acros a YT video that talked about Nexus ticking off mod authors and a many are pulling mods in protest. I then discovered that Beth.net forums are basically dead (which irked me because they killed Beth.com forums for that crap). So I'm trying to figure out what in tarnation is going on around here? (I was Charon711 in both previous forums)
Anyways
Mod authors angry because Nexus wants to remove rights to take down your mods
I gathered that much. But where is everyone going? LL?
Most folk are going to Bethnet or discord for now until a better option surfaces.
I'm hoping Nexus realizes their mistake and corrects it
tbh, both of these alternatives are a lot more hassle than nexus, though
Better than others actively profiting off your own work though. Even if we have to go to LL.
LL is not a good choice due to the nature of the ads they serve. Which is due to the nature of the content they cater to. Best to stick with bethnet or ModDB or something if you're staying off of Nexus.
The sad thing is that a lot of mod users aren't respecting the choice of modders who don't want to use the nexus anymore. Already got plenty of accounts of harassment from entitled users.
They really don't get it do they? If you make the modders angry, where are you going to get your mods? That goes for the entitled lot as well as the Nexus.
It might be funny to put a bunch on LL or have like 1 mod author making sublime SFW mods amongst the crud on there to the point of people going there just for this one guy's mods. I can see mod reviewers mentioning the horrendous things they've seen just to download these hypothetical mods at the start of their videos.
They won't; the owner of Nexus doesn't care.
Multiple new mod sites are already in the works and releasing in the near future.
Not just that, but some authors have quit modding altogether because of all that toxicity. There are even some of those users reuploading our removed mods to Nexus under various names and claiming the work as their own. 
wait, you can quit?
nobody told me you can quit
ikr
But, yeah, I've given legitimate consideration to quitting myself due to all this. It's really hard to remember there are good mod users out there that respect your work when there are so many loud toxic ones that don't. 
Halp?
@covert pelican i agree with your sentiments about LL. Depending on the type of mods (sfw vs nsfw), it is an extremely inappropriate venue to upload. My mod for example, has nothing to do with LL style content, and it wouldn't reflect well on the better interest of my mod and its reputation.
No offense meant to the folks at LL either.
Hi let's try to stay away from bashing or insulting other platforms. We have a rule on bashing, which includes comments directed at ZeniMax/Bethesda employees, mods, your fellow community members, or other groups or companies.
And what of your content? Many would consider your work paramount to any load order. Where will I be able to find updated versions of your mods?
That's crazy. How times have changed I guess. I would have never imagined the day would come where Nexus was no longer the go to place for Beth mods. I see this as a huge blow to the community for sure.
It's all available on bethnet right now, and in the absolute worst possible case, it will always be on afkmods.com.
Thanks for keeping it available. Is there any chance of returning to nexus if things change?
I haven't left yet, but yes, if they change their ways I'm sure plenty of people will return.
Hi if any PlayStation mod people out there see this just really wanted to say thank you you do a amazing job from weather lighting to followers to different coloured weapons armour enchantment mods etc etc I understand restrictions but thank you so much to all involved on PlayStation mods for Skyrim and fallout 4 THANK YOU ❤️
I tried to comment on Bethesda.net but would not allow me too
So what about that point system they have where they give you so many points and it can be exchanged? What's the consensus on that and is it taken into consideration with the mod packs?
Probably best to read what they had to say on the issue: https://www.nexusmods.com/skyrimspecialedition/news/14538 Just be sure to take it all with a huge grain of salt since they've spun it heavily to make it all look good.
mod authors get donation points
the people who make collections do not
with all due respect, could a moderator inform me how my comment about what was stated in the article, about the things in the article exclusively, be viewed as bashing anyone? i was criticizing the article. i certainly was not bashing Arthmoor, and i'm confident he knows that too.
Don't recall what you said but it definitely wasn't a comment directed at me.
I know this might be a lame question BUT since the new edition dropped and has a wonderful mod support on all consoles there is a chance to get even an undersized mod support on console VR? 😅 😇
what do you mean by undersized?
cuz like, theres already a category for it
oh console vr
a HUGE "oh" 😁
well console vr is exclusive to playstation
https://www.nexusmods.com/users/684492 (Moderators: If this is in appropriate here, feel free to delete it with my apologies)
Holy crap o.o
I can respect that
No doubt. Still a shock but no hate.
reminds me that i need to do the same. i've migrated largely to a mix of discord and beth-net with my mods
for me, it's a "respect the author" type of thing. i dont get diddly for DP and don't really care. but sheesh, respect your authors. ya know?
Well, you may want to do that today then; Nexus's "deadline" is tomorrow.
Or actually that depends on if they're going by UK time, which they might, in which case you have 36 minutes (assuming they're going by august 5th at 12am, which I wouldn't put past them).
in which case, you just put much needed pep in my step to do it NOW
much appreciated @rich kiln
I hope you don't have 100 pages worth of stuff to get through. 😛
nope, i just have maybe 6
i mostly deal in overhaul projects, rather than a billion different things. still a pain though lol
crap, i'm spacing hard, can you DM me the link to the forms?
@swift hornet https://help.nexusmods.com/article/116-how-do-i-request-all-my-files-to-be-deleted-july-august-2021
File deletion requests As announced in a major news post explaining our reasoning in great detail, we are granting mod authors a 1 month grace period to request
That's the partial one.
Also seems the deadline is 10am their time, so I guess you have 10 and a half hours.
much appreciated! i just hammered out the form. 7 mods are going poof if they actually don't drag their heels
Just be mindful that if you do use the partial deletion form they slid in a thing to make you agree to an updated ToS (so they can try and strip your ability to delete your own mods after that point), whereas the full deletion does not.
congrats
If you're deleting everything and not planning to come back, the method chosen is probably a moot point.
i made sure to select the "all files" option, if that helps
shouldnt be too hard to find me, all in all. i advertise my whereabouts everywhere i frequent online lol, even my bethnet mods have a link to my discord for fast access 😁
"All Files" is fine if you're deleting whole pages.
aye! that's the idea i was going for
That should cover any archived versions as well.
It's your stuff, you decide what happens to it. (that's my site btw)
oh nice!
i may be coming to join your community then. i definitely appreciate your work, and this plot twist haha
Just keep in mind I don't have a lot of capacity and certainly can't compete with Nexus.
all good! my mods are pretty small, excluding how bethnet handles mods, under 5mb, the packaging balloons it to under 20 at max on there
but if it's appropriate and cool with you, i can just direct traffic towards my dropbox links to keep the storage burden off of you
i had a feeling i would need to anyway, once the dust started flying in this big to-do
Small mods I can handle so that's not a big deal. It's the larger stuff that I can't really deal with.
Really happy to see you're choosing to leave Nexus @covert pelican
Thanks, I guess?
Yes, and? 🧐 if you know more, let me know 😄

probably because normal skyrim SE mod support is already gutted in PS, making console VR support less likelier
Im really sorry to see many entitled reddit users throwing dung at Arthmoor for leaving nexus. Many people, myself included are grateful for your involvement in modding community and support you in your decision ❤️ thank you @covert pelican
That new Nexus policy is crap
I'll support all modders leaving Nexus
If the modders can't delete their work, they don't know what Nexus could do with them. They can even make a profit with modders things, that's just awful
@abstract glade people like Arthmoor have been a blessing to our community for sure. Their work has been a godsend.
As a whole, I am not a fan of the policy changes. If we cant delete our files, bad files and the like can remain in circulation which can hurt our users' experience.
If we cant opt out of collections, we invite opportunity for users to experience potentially borked mod packs and receive copious amounts of complaints because "our mods are broken" when they just are not actually compatible with something, etc.
I'm not outright opposed to mod packs, i think they can be a positive thing when done right. I just dont care for how the whole situation is being handled, or how authors are being thrown under the bus to do it.
I'm not sure you guys have the full story. Just the "blown out of proportion" accounts. Bad files can still be deleted, for example, you just have to reach out to us in the rare instance that happens.
In the interest in remaining respectful about it. I do have a burning question.
Why do we need a permission slip just to remove files?
After having read the article myself, in the interest of having an educated opinion, rather than hivemind paranoia, the whole affair feels poorly executed, and waves a massive middle finger to mod authors.
I understand that at the end of the day, nexus is a business and platform for authors to get thier work out there, so i will shut my mouth on that part, and the premium feature is a smart move from a business perspective if I'm being brutally honest.
However, the issue still encompasses the detrimental approach to how authors are being treated.
Unless I missed something from having read the article, I don't think we (mod authors) are blowing things out of proportion.
Just my two cents on the topic.
That all said, I don't hate nexus, I am sorely disappointed with nexus. I wish you guys luck in sorting things out, and I hope you work out the kinks and listen to the authors at large and find a fair compromise where everything is better.
Til then, my work is off the platform.
It's worth noting that the inability to truly delete files from a server is the norm for modern database management. Otherwise you end up with fragmentation issues. Chances are, almost all files you've ever "deleted" online were retained for a while, it's just that public access was removed. Although restoring such files may not be easy, or even allowed.
On that note, any mods deleted on Bethesda.net are retained for a time, although only moderators and administrators have access.
modpacks arent the responsibility of the mod authors in the new system anyways its as easy as just taking icecreamassassins stance “i dont support load orders from mod packs” and as for the system… people dont complain nearly as much from other services who archive things so mod packs dont get destroyed
the issue is right now anyone can remove their mod and screw over users if the mod is required by many others and that is a terrible situation for the user which most modders seem to ignore unfortunately
The big difference is that only staff have access, you're not selling continued API access to deleted files, and the mod author still retains the right to delete the files. So in all Bethesda is handling it both morally and legally correctly. So kudos to you for that!
they arent selling continued api access
selling premium which allows continued access via API to deleted files...so yeah
only with a premium account
no
the premium account is not for accessing the archived files
its for skipping the download page on them all and downloading them all at once
you didnt read
you can download from the archive regardless
you are correct, I forgot about that step. regardless, they are selling easier access to deleted files and the rest of my point still remains
they deleted files are easy to access either way its not easier access to them
they shouldn't be accessible at all if the author doesn't want it.
Crayonkit? As in do-it-yourshelf?
Yes
and the author can easily screw over all users
I love your mod <3
Most of us don't
alot of you do
how so?
it is a prevalent issue
All my work (well accept a couple minor things) are all still available to the users
does this person even mod?
Most of the mod authors I know are working hard to make their work available as soon as possible elsewhere
in fact I've spent days helping others on the Creative Clutter team get setup on my own website so they can host their stuff again
My mods are available on Bethesda and on my server. Just no longer on Nexus
My fo4 projects are available on bethnet, going to be uploading to arthnoors site too
but this is all rectionary with most people not actually reading
It is true that files "deleted" on Bethesda.net have no public access, even from the author.
What are your mods Max?
i helped with wheels of lull unwound (even if minorly)
and if I don't want my mods accessed, that is my right as a content creator via the copyright that is offered by Bethesda
I've worked very hard to ensure that my users are not being screwed over (other than the ones pirating the game who logically can't download from Bethesda but I mean that's their own fault). I've bent over backwards and invested my own money in a site and software that's still be deployed so that I can continue to support my users as much as possible.
and yet… how many people complain when this is done in minecraft
I'm sharing that base with other authors. I'm supporting other projects that provide user support as well
seriously people need to chill
nexus does a lot and its so nice of people to just kick them
Minecraft modding is really not the same as Bethesda game modding
not me and this isn't Minecraft
congratulations you looked at my point as it flewover your head
oh you had one? 😁
aaight im done
your point being that the two modding communities are different but should react the same?
👋
my point is they both have a similar system
my argument is that they don't in fact have a similar system
true
part of the problem has been people who keep trying to enforce Minecraft modding mentality onto Bethesda modding and it doesn't work
and the existing modding mentality is the mod users dont matter
thats so much better
your purposely making it harder for the end user
and yet I've made it so very clear that myself and many others like me have bent over backwards and spent real life money trying to support the mod users because THEY DO MATTER TO US. You just don't like that we're not doing it exactly the way you like.
I wasnt aware that mentality was a thing. But then again, i spent nearly 2 days of one on one time to try and help a user troubleshoot my mod
no what i dont like is the attitude
please keep doing that
please please keep twisting what i say
Explain to me then like I'm 5 what it is exactly that I'm doing to hurt users. I've had all my mods available on bethesda for years. I have a site to offer user support. I offer user support via discord. I help users with their load orders, I help them troubleshoot bugs in my own mods and fix them. So how am I hurting mod users?
Frankly, most of us, care about our users. Each and everyone one of them, even if we dont know their name
im sorry you twisted my words and i dont want to talk to you anymore
I'm simply trying to understand how I'm hurting mod users.
All of you, enough



Wave @gloomy leaf looking forward to ur site 🙂
Well that was fun
It's already up with quite a lot of content and lots more being added. You can find the link at the top of all my mod page descriptions on Bethnet. 🙂 Working now on getting the search function working, then we'll install the light forum. Also working on getting Creative Clutter team members up and running with their own content on the site.
Bethesda openly supports modding and I think a lot of game developers should take notice
I've got one of my mods back up on @gloomy leaf website now. So I feel good about that.
Does anyone know why reshade disables your controller?
Can we make requests here? Or if someone already has a similar mod for Fallout 4 PS4. I asked in the Fallout 4 mods yesterday and no one answered. I was trying to find a mod or would like to ask for someone to do what I think is an easy mod. I'd like to give Curie the poodle skirt hairstyle, but the UCO wig crafting does not have it as a choice. So I was wondering if there is an existing mod or if someone could make a mod with Curie having this hairstyle or a way to give it to her and change her hair color to blonde
Requests are welcome, but most mod authors don't take requests. You're more likely to have some luck finding someone who does PS4 requests and reaching out to them directly.
I have to work today, but I suppose I could probably have a look at it tomorrow; seems like it'd be a simple enough mod to make, assuming that's the only things you were looking to have changed. No promises, of course.
That would be much appreciated and yeah just want to give Curie the poodle skirt hairstyle because I really don't like short hair for her. And if you can't I understand, I guess I'll just give her one of the long hair wigs. But I kind of dig Mags' look, and since she's not a romance option thought Curie might look great with her look.
almost 10 hrs 😵💫
that's not unusual on a day you decide to spend modding tbh.
true
ah yes, ascendance. soon chim will be achieved
Any news on the update bug fix?
They probably just left it afk and went to do other things etc. 
i know 😝
Woops, forgot to post something yesterday. Apologies for that!
But to answer your question, no.
thanks for keeping us updated!

that's a great emoji @rich kiln
So, as I've never actually played FO4 despite owning the game, would "Mags" be "Mags Black" or "Magnolia"? Having a look inside the FO4 CK at the moment to find some of the relevant values to change on Curie.
That is such a mod author thing. Own the game, mod the game. Never play the game or at the least never finish it.
Thank you Bethesda word filter. I love this title. Really. 😆
Well, it's just that someone gifted it to me at one point but I never made the time to play it. Too busy with Skyrim mods and other stuff.
Gifted it to you? They must seriously like you. Personally I'd feel guilty if some Steam rando bought something for me and would have no idea how to repay them.
@fiery estuary Nevermind my previous question; I think I more or less figured it out. Did you only want Curie to have Mags' hair style and color? What about eye color?
I presume this was the intended look?: (just the hair style, hairline, and hair color changed; didnt change the eye color)
Not a bad change, ngl. Always funny when a mod request turns into something I might use myself. 
It's Mags Black. It's her hair big bangs and ponytail, if that helps any.
Yes that's exactly what I was hoping for
So, just the hair, or the eye color as well?
Just the hair is fine, thank you so much
I suppose I could test out how it looks with blue eyes and post a screenshot of that.
If you'd like, but she looks great the way you have her now
Might as well, while I've already got the tools open, I figure.
Oh, wait, apparently she already has the same color eyes. Huh.
Hard to tell with the lighting, but according to the data Curie and Mags already have the same eye color by default so nevermind that then.
cool, thanks again so much, she looks just how I hoped
np. I'll start putting together an upload.
No wonder the screenshot was hard to see; my settings got set to low somehow. Looks better on ultra. 😅
And just to be sure, tested it on a save with her having the default appearance, saved, enabled the mod, then reloaded the save and the appearance automatically updated so it is usable mid-playthrough. However, if you have a mod that edits her npc data the two mods will likely conflict and require a patch.
looking forward to downloading it and using it. As for playing and finishing the game, I played through a couple times, but I mostly play to find all the easter eggs, building, finding all the bobbleheads and magazines. I also roleplay by clearing out raiders and random encounters
Ah.
Ok I really only have the UCO clothing and crafting mod and a couple of player homes and like walled settlements so I thiink it'll be ok
I have a base PS4 so I try not to push my luck too much when it comes to mods
oh I guess I also have the creation club t-shirt fix mod that allows me to equip leg armor on the graphic t-shirts, so I think it should be good
Yeah, should be fine. If it comes down to it, just make sure the mod loads after your other mods and its changes will get priority.
thank you again and I'll pay special attention to load order then.

@fiery estuary And here it is: https://bethesda.net/en/mods/fallout4/mod-detail/4228823 I'll be uploading it for PC and Xbox as well.
Enjoy. 👌
Alright, all uploads done. For anyone that may have wanted it, here is the link for the PC version of the mod (https://bethesda.net/en/mods/fallout4/mod-detail/4228827) and Xbox One (https://bethesda.net/en/mods/fallout4/mod-detail/4228826).

how long should it take to actually be available through the game on PS4? I don't see it there yet? Sorry really new at this
That I actually don't know the answer to. I was under the impression it would be available immediately. I suppose it depends on whatever Bethesda's servers are up to.
I don't even have a console to test these things on; just my laptop.
That's fine, I'll just keep an eye out I did add it to my library through my laptop, So I'll maybe restart my PS4 and the game to see if that makes a difference
mmk
There we go, restarting my ps4 updated it, hehe, time to start using it 👍
Nice. Have fun. 
Don't give up. As I mentioned before, you could try AFK the developer of Nifscope has a thread over there.
The xEdit discord also has a channel dedicated to nifskope, as another potential resource you could try.
someone will probably take it if it's like simple record changes (eg, making iron daggers do the same damage as a daedric ones) or cosmetics like changing hair on a npc. but it's better to learn how to do it yourself. people will be more receptive to that and would be glad to help you out
I'm just learning to mod. It irks me that there are no musical instruments in Fallout 4. How do I go about making custom models and textures?
is anyone here a modder?
if so, do you take requests?
it's specifically a new vegas texture replacement mod for Mr. House
nothing too big
Blender/3DMax
Depending on how big, you can legit do it yourself, given you have something that reads .dds files or if needed something to convert .dds to something else then back again. Like for example, changing the colour of something. Otherwise yeah, you'll need help.
Bless you
Hi anyone able to make a follower mod for me can be both Xbox 1 and PS4 if they could please
Morrigan a mage from dragon age who is marriageable and a steward too. And possible who uses staff and magic 🧙♂️
That is a lot of work you're asking for.
@thorny lark
Is it? I understand PS4 no external assets so she won’t look identical
Dark haired Breton probably? For PS4 and Xbox can use external assets for looks
There are some incredible follower mods on both consoles and thought I would ask nicely if possible if notable good
If not all good 👍
Congrats! You're now about to be sucked into the wonderful and sometimes painful world of modding. We wish you much joy and success in modding the game until you make it your own. 😉 @sonic harbor
Go forth and create more mods!
I'm sure people will appreciate it. 😁
And now you've learned something new that you can apply to other things and then learn even more things. 😁
I replaced Mr. House's texture with Big Brother as portrayed in the 1984 adaptation of the novel of the same name
It's very appropriate
how so lol
Mr. House is very much the big brother of New Vegas
House spies on everything
he is always watching through the securitrons
Yup
I don't know you but I'm proud of you for figuring out how to do this. Many users ask for something and never put in the effort to figure out how to do it themselves. You've done well!
Every mod author started this exact way. We wanted something no one else had done and figured out how to do it.
Although it is a direct texture replacement
I might pack backup textures alongside it
Yessss come over to the dark side of modding with your ideas expanding
Feel the power of modding flow through you
Eyyy, not bad.
I thought it was Scatman John for a second... :S
i uploaded it to nexus
I wish we had mods for RAGE 2
A new mod is broken
I can’t loot the chest even tho they spawned it right there I been waiting forever for this right at the tips of my fingers and I can’t even loot it
Can anyone help?
The new posses mod
For xb1
@real sphinx Are you interested in updates that succeed as well?
Sure - but only for content that's been updated several times previously. Seems like failures tend to impact most folks around the fifth update or so. Thanks!
In that case, these are the unofficial patch links, all of which had been updated numerous times in the past and were unable to be updated again until this latest fix:
https://bethesda.net/en/mods/skyrim/mod-detail/2947658
https://bethesda.net/en/mods/skyrim/mod-detail/2947804
https://bethesda.net/en/mods/skyrim/mod-detail/4073181
https://bethesda.net/en/mods/fallout4/mod-detail/754816
https://bethesda.net/en/mods/fallout4/mod-detail/914336
@real sphinx Went from version 10 to 11 successfully on this mod update! I'm so happy to finally update this mod! Will have to see about doing a Creative Clutter attempt soon. 😄
https://bethesda.net/en/mods/fallout4/mod-detail/4115696
https://bethesda.net/en/mods/fallout4/mod-detail/4115697
August 19th, around 3:05-3:12 PM central time was when the updates happened.
Please only ping moderators for issues relating to moderation needs. We are not the developers.
Bruh.
anyone familiar with this strange number with fallout 4 and the CK;
i'm making craftable weapons, and i'm duplicating entries and then removing their extra templates in order to only allow the base versions of weapons to be crafted.
99% of the weapons so far, are working correctly. however, two weapons in particular, are being strange and not functioning correctly. the Ripper, and the Mr Handy Buzz Blade.
the original weapons from the game, are working correctly (player holds the weapon outward and it does the chainsaw routine), however, the duplicated items, just attack like standard melee weapons (ripper like a combat knife, and buzz blade like a baseball bat).
am i missing something? the buzz blade doesn't have any fancy templates either, so i doubt it's that. definitely confused, definitely need advice.
thanks in advance!!
[update] figured out a workaround, i added my duplicated ripper and mr handy buzz blade to the "WeaponsRipperList" form list, and it seems to make them behave correctly. still can't find a proper formlist for the buzz blade, but at least this works.
Fallout NV, Geck. Duplicate World space CTD, even the Old Mormon Fort (FreesideFortWorld), which is small. Any ideas on why and how to fix?
NVM. Found my own work around. Using Xedit, select the worldspace I want to duplicate and deep copy into the new ESP. Worked like a charm.
Hey everyone
I just had a question about Creation Club content. So apparently the new release of Skyrim will include all the CC stuff so far. Does that mean that there won't be any more CC content? Or will there be more in the future as well? Thanks ❤️
there are no clarifications right now, you just have to wait.
Okee
If you INSIST 
In the Gamebryo engine there was a way to right click on a weapon or NPC or whatever's entry and look at their info, showing you everything they're connected to like formlists, every instance in the game's locations, factions, quests they're involved with, textures etc. Chances are such a thing exists in the Creation engine.
it does, at least for skyrim
@real sphinx Got another question if you don't mind. Basically, I'm wondering with the console side of updates coming to the game for AE if there will be any improvements for, say, the number of mods an xbox one can use and/or the amount of allocated mod storage space?
We haven't announced the improvements for next gen consoles.
Increased mod space is something we'd love to do, but we haven't found a way to do this without wiping all mod data, including load order. While hardcore mod users are quick to say this is an inconvenience worth muscling through, for casual users or folks with mods no longer available on Bethesda.net, this is a much bigger issue.
I see.
@real sphinx Is that for both sides of it, i.e. the # of installable mods, or just the storage space part? I was told there is a hard limit of 150 mods and I'm curious if that could be increased without requiring mod data / load order to be wiped.
I don't believe the hard limit of 150 mods can be touched.
Damn.
steam gets hard core at 100 on mine pc steam
🤭 i get white paper like it was in beta mode🤭
I'm trying to upload a file to the network and it never shows up and when I follow the link from the upload menu it never finds the URL attached to my mod
Nvm, it heard me complaining and it went through
Big Todd is watching.
For AE(& any similar potential Fallout 4 re-releases or current FO4), could players potentially have it as an option to opt into? Where they would have to lose current mod data/etc but from then on would have a higher mod space limit, while people attached to what they have can ignore the opt in and continue as is? Or alternatively having it apply after fresh installs without existing mod data/saves, so people would delete all data & reinstall to opt in.
On a similar note, is it at all technically possible to have a higher maximum mod space for future releases like Starfield or The Elder Scrolls 6 or Fallout 5? And since it's not easily changeable after release without losing mod data, perhaps community feedback from us could be useful for what could be a good maximum allocation for future releases? My own Fallout 4 is at 194GB for the total install and while I haven't played SSE in a bit it can easily go higher.
Also I've just updated my mod. I am not able to test it myself as I don't have an Xbox. I did make description changes and they're as expected plus a "Version 3" has appeared on History. Hopefully someone might see it here, try it and let us know? https://bethesda.net/en/mods/fallout4/mod-detail/4185767
It can't be optional, it has to be changed at the patch level.
I won't speculate on future titles.
@real sphinx hey I was wondering if Skyrim Anniversary Edition is going to be a separate title on the steam library or just a DLC that will be added to the library for SSE just like Oblivion GOTY Deluxe Upgrade, thank you for your time
Thanks for reply, have a nice day
Hey i need help i have this .swf file that i want to make into a .ba2 can anyone help?
swf files don't get made into ba2, they get packed into ba2
although I've never encountered ba2 and therefore don't know how exactly you can pack them
u think u could help me ? im new to pc
depends on what you need
cant get f3 to start
f3?
the key?
fallout 3
How to make Fallout 3 run smooth without crashes on Windows 10, 8, 7.
Intel HD Graphics Bypass: https://www.nexusmods.com/fallout3/mods/17209/?
Games for Windows LIVE Disabler: https://www.nexusmods.com/fallout3/mods/1086
Games for Windows LIVE Disabler (Alternate Link): https://www.mediafire.com/file/aynhxeo2xqota1j/Games_for_Windows_LIVE_Di...
this is if u cant get past the launcher @strange musk
oh oops this is modding
my bad
@static flare I need help with an issue in #fallout-support if you have the time
kk
I don't really do Fallout, so therefore I'm not very knowledgeable about it
i checked #fallout-3-chat and now i take back my apology, this video is related to the problem
i got it thx, now to install ttw...
cant install ttw rip, because of new cali on nv
That's a shame those mods don't work together, ttw is where fallout goes to keep on living.
Ok
ran into another problem with fallout 4 and the CK. trying to edit Captain Zao's inventory, and it isnt working.
what i am trying to do is, delete his weapon loot list, delete his grenades, and add a custom unique weapon, and a different pistol, and some 38 cal ammo.
that much went fine (in the creation kit), however, when i go to test in game and kill him, the grenades are there, the ammo is there, but the unique weapon and different pistol are not there.
please advise, and thank you all in advance!
Is the weapon too low on the level lists that it wont spawn?
i managed to get it to work. turns out, captain zao, does NOT appreciate object spawn requests that are not submitted in the form of a leveled list
yes, and yes. there's a bit of a catch though, not for long
my mod, Delirium, exists for Xbox, BUT, most of my users have crashes because of its dependancy on the AWKCR mod.
i am in the middle of rebuilding my mod from the ground, up. to be standalone
and, it's about 95% finished
the newest version shouldnt, in theory, have any more problems
I will check it out, what does it do?
way too much to just say here. shortest answer is have you read my google docs on it.
https://docs.google.com/document/d/1rbERwg_-F_Vqurbn6kmQXAQOb-3xkSKelYxfuTMISOE/edit
What’s On The Tin? (Read this first!) https://docs.google.com/document/d/1Ezy8yBJ8ccrMWwhZgbYitbS0VP7VlAD9D8S2gHbTYFE/edit?usp=sharing Direct Download Link: https://www.dropbox.com/s/4o6mmf7yd10pciv/Delrium - Stable Build.7z?dl=0 AFKMods Link: https://www.afkmods.com/index.php?/files/f...
i covered everything there xD
ultra short version though, it's an overhaul.
Ok ill read it 👍
good stuff! if it appeals to you, hold on to your butt, because it should be updated and safe for everyone in a few days 😁
Wow how long did this take?
that version you're reading about (pre 1.4) took me about..... 6 days, working on it for about 12 hours a day, up to 1.4 took maybe another 10 hours
i have a lot of time on my hands and i work fast xD
Yea i was about to say it took me an hour of searching to find a decent guide to modding
Let alone begin
and the rebuild will cover up to 1.4 and a few extras, on top of being turned into a standalone mod
so there was a lot of ground to cover
I look forward to using this mod, thank you for creating it my guy.
same with new cali tbh since its a whole new fallout
I gtg have a gret night
night!
@real sphinx Great news on the mod updates front. I managed to upload new versions for both my mods today:
Spellsiphon (https://bethesda.net/en/mods/skyrim/mod-detail/4120913)
and
Spellforge (https://bethesda.net/en/mods/skyrim/mod-detail/4203404)
Don't know what you did or in what kind of minority i was that got helped by your minor release, but either way, thank you 🙂
What does "Register flowchart control" mean in the Creation Kit and why does it need Administrative privileges?
Well, great.
Is there such thing as creation kit but on xbox for mods?
Creation Kit only works on PC. You can make mods for Xbox using it, but it requires also owning the PC version of the game.
Riparroni pepperoni, that would be an amazing app to have though.
Thanks
Because one mod that i want crashes because it is massive and too detailed
I hate the dialogue window for that same reason
it gave me issues for issues for years, i got it fixed now somehow but
@stone bay @frail magnet Are you not using "SSE CK Fixes" by Nukem? 
That's Fallout 4's Creation Kit, and it seems to be an issue I'm having with any dialog window that uses Microsoft Sans Serif as its font, such as the GECK with GECK Extender.
I see.
I wound up figuring out a workaround by using Registry Editor to create a new String named "Ms Sans Serif" under Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\FontSubstitutes and giving it a value of "Trebuchet MS".

Question, do i need the pc version of fo4 to run creation kit?
Also is creation kit paid aswell?
yes and no
Well krappers. The only pc i have cant even run Minecraft lol
Well that is betterish, thanks
still expensive
Yea
Hopefully bethesda adds ck on consoles, but then you would have a bunch of kids trying to get nude mods on console lol
You can, actually, if the tools were provided. An interesting point is the Rebel Galaxy prequel that the devs went hog wild on and implemented a damn near photoshop clone into the game itself.
I don't really see Bethesda bothering with putting the CK on consoles, though.
yknow i just realized
what are we supposed to use to work with nif files anyways
i know there is nifskope
which converts files but that isnt a bethesda tool
I think I had it suggested to use Blender and convert the file type.
fallout 4 CK comes with a 3ds max exporter for nif files
Realize the lighting isn't the best, but just wanted to give a shout out to Skylar again for the amazing Curie mod he did not too long ago. Loving it and she looks awesome especially with the hairstyle and the CC T-shirt.
np. glad you're having fun. 
No
But even without a nif tool, the CK (and CS before it) are powerful tools that allow for the creation of a wide variety of mods
You can do a LOT more with Nifskope than simply converting files. It's actually a very powerful program but it's not simple to learn the more advanced stuff and there's no documentation on it
You can do almost as much as 3ds max in terms of manipulating existing meshes.
But you still need 3ds Max for things like collision, navcuts, stair helpers, and to do more advanced stuff easier than in Nifskope like lighting, animations, etc. And of course you need a 3d modeling program to create new meshes and Max 2013 for collision
well, 3ds max or blender are still a lot more powerful than Nifskope, but yeah, it's very useful for all kinds of stuff
Oh definitely a real modeling program is better. But if you don't have one, Nifskope can do a lot
Gotta run AFK
I often use it to clean up the stuff I export from blender
oh ive used nifskope extensively
or atleast enough to know how to mess with and kitbash and figure out what textures to change and change other values though nowadays alot of thats done in material files
I've never worked with material files... how do they work?
so you know all the textures and settings in nifs
in fallout 4 now theyre done through a material file thats alot easier to work with and hotswap in game to allow you to change any material properties
in 4 the nif basically contains the model and model data but a link to the normal material files the nif uses
its like skyrims texture swaps but you can swap everything from cubemaps spec maps textures and glowmaps
all in one go with a single file
so you have 10 different texture files for each item?
yes
all the same textures i guess
(specular
(normal
(glow
(actual texture
aswell as the settings for glowing stuff and a place to put in the cubemaps
fallout 4 you dont need an esp for specular
and you can do all textures at once
one singular swap
and can edit all the materials and textures used in a nif without editing the nif at all
spec map is part of the normal...
im missing one then
what was it
because spec maps are used for the cubemaps and what the surface looks like
oh yes pallete swaps
4 can use a pallete system to swap colors aswell without actually changing the textures at all
anyone know a gas mask mod for Fo4 for a mask in this style?
Doesnt gas masks of the waste have it?
I found one without a mod,ever wear the elephant gas mask in Nuka world?
One of the raider packs wear one
You can use chunkmerge for skyrim collision at least. Nifskope also has a simple collsion generator which also works for skyrim
not that i see
Huh, thought it did ooooof
Nuka World kinda has that if you're fine looking like an Elephant.
Is Fallout 76 100% coop? Like for example any type of progression only one person needs to host and it progress for all players in that group. Or is there some missions where you have to play solo for it to progress?
You can do the quests together and both get progress, yes. Not sure why you’d want to play the game though.
Diffuse - Normal - Spec/Gloss
Specular in red channel gloss in Green channel
That's how the Fallout 4 texture format is
With its fake PBR
I think FO76 uses color spec
Which is nice
Credits to IW of course, I have no idea who made these anims but I really like them, the model isn't on RYZIN ARTs Artstation but I assume he made it.
Oui
Question for anyone here, are we allowed to promote our Mods?
(I'm just wondering)
Absolutely.
Man I love Mo2 so much, had to move my install of a game to another drive, and it instantly found where it was when relaunching MO2, no redirect needed besides the Script Extenders.
Anyone know why the Capital Wasteland mod took less time than any of the Beyond Skyrim mods?
Considering it's not done and I'm not psychic enough to know when the Capitol Wasteland mod will be done that's an impossible to answer question.
I'd hazard a guess that it's because Capital Wasteland is essentially one "province" whereas Beyond Skyrim is working to build an entire continent full of provinces.
Capital Wasteland is working from an established framework.
Game developers tend to be really good at coming up with new ideas, and really bad at limiting themselves. So having a framework is a good way to stay on track.
I swear I already told him that
That you did, but you forgot to mention which Raider gang and an image of it just in case they finally get it and it's not what they wanted so they feel they wasted their time.
whooo more sim settlements soon
Teaser while you wait: https://youtu.be/apI6AACTDpw
Does anyone know what unicode characters are available for inclusion on the mod page descriptions? I think I've seen some characters in the 25A0 - 25FF range but am not sure.
I'm not aware of any unicode limitations on Bethesda.net mod pages. This isn't to say there aren't any, but the big limiting factor on descriptions is what's possible in-game. There may be some edge cases where a character is allowed on the web but not in-game.
Ok. Thank you for the information. The website won't upload U+1F422 but I'm not sure if that's because I'd copypasta'd 🐢 or if it's because of the under-the-hood issues y'all have been having. No worries though. 🙂
I keep forgetting unicode has emoticons. I also just tried some Ugaritic and that didn't work either.
So now I'm aware of two unicode limitations on Bethesda.net mod pages.
Looking forward to when mod descriptions add hyroglifics support.
I'd settle for the mod pages having real URL's and allowing me to use basic, non-naughty words like scrap.
Or "beds" I think that was the one I ran into recently that didn't work. I can't remember if it was the singular or plural that didn't work, but the other form did.
Was difficult writing a description for child beds.
Didn’t you know, DAmanding? No scrapping allowed. Precombines and all that. >_>
Seriously though, I left out “https://“ on all my links just in case there were still problems.
apparently the precombines prevent beds as well
you can't say skyscraper either
Fallout 4 is the only game I can come back to regularly
True the Vanilla game is a bit iffy
But the modding scene is just perfect
You can do so much to the game, so much with the engine, so much that Bethesda themselves seemed to have missed opportunities with it
It's one of those games that people like to hate, but it's the game that brings everyone back.
Hopefully Fallout 5 will have modding
There's something in the fog!
Twitch: http://www.twitch.tv/realalchestbreach
Twitter: https://twitter.com/AlChestBreach
Instagram: https://www.instagram.com/albertchestbreach
Spreadshirt: http://alchestbreach.spreadshirt.com/
Whispering Hills
https://www.moddb.com/mods/whispering-hills-a-silent-hill-overhaul-for-fallout-4
Springfield Armory M...
Then there's upcoming stuff like FO3 and NV remakes
bethesda will alwyas support modding its what they do
Heh
To be fair, the same be said about the rest of the games in Bethesda's library, just look at the driveable vehicles and climbable ladders of New Vegas's (same engine as 3 so it counts) Frontier mod and the many things like dismemberable bodies and Souls-like combat overhauls in Oblivion.
Mods like TR only required editing of the Gunbehaviour.hkx
No scripting at all
Idk why Bethesda didn't do these things by default anyway
They said fps mechanics were a major focus with Fallout 4 anyway
Mag checks, bullet checks, gun health etc
Weren't they all in NV?
not everyone liked gun jamming and degredation
Stuff wearing out is always annoying - especially when it's on uniques.
Of those, only gun health was a thing unless bullet checks mean you need a particular type of bullet for a particular kind of enemy like tesla rounds against robots.
i interpreted “bullet check” as the super fun jamming mechanic
I interpreted "Mag checks" and "bullet checks" as the exact same thing honestly.
i really hated the jamming
I dunno, I never got annoyed with weapon degradation. I find that immersive
Also, when I grab Jury Rigging, degradation was not a problem anymore
I'm using C76 on my LO just cuz of the degradation lol
classic fallout didnt need weapon degradation
It adds a layer of interest
For survival it should be there perhaps
Fps mechanics should've been there from the start since that's what they focused on from the beginning
Hopefully with Starfield and FO5 we'll get new systems
Metallic, gloss, AO, color spec maybe even masks systems that make custom texturing easier?
Game mechanics like reserve reloads, maybe ads reloads as well? It's not like it can't be done modders have done it themselves for Fallout 4
It would be nice to get official support instead of having to put masters on my mods is all.
Stuff that makes modding weapons for people like me interesting and fun
Oh and the biggest thing I'd say is more additive animations, perhaps make idle poses like foregrip additive support, it saves space and you get to do more with additives.
That way instead of having to fill folders with animations you can just have additive poses that change an animation based on the pose you want
By more I mean doing extra stuff like into sprint, out of sprint, into walk, return to idle etc, with additives it's just so much easier.
Optic mode toggling, oh and more bones on the weapons please, that way you can animate lmg belts and weapon slings without having to use all the bones in the rig.
I do it currently anyway for FO4 but cloth weights for cords and straps, you can animate all that stuff and it just adds more to the animation that makes it look nicer. More bones would be perfect, people have made their own custom rigs but I'd rather use official supported ones by Bethesda
I just realised I've been spamming this chat when only like 5 people will actually understand what I'm saying, sorry admins lmao
If other people want to talk, they'll talk. 
@real sphinx This may be a dumb question but potentially something you could answer: is there any hope that one of the unreleased CC's and/or AE update finally adds a papyrus function to check if an item has an enchantment e.g. "objref.IsEnchanted()" ? Of all the quality of life stuff I could hope for, that's right at the top of the list. 
We generally don't discuss those sorts of details pre-launch.
We do like to add in new Papyrus functions, but it's not something we're always able to do (or need to do to support the proposed projects).
dang. 
applies to CC to get them to make new useful functions
right? thought about doing that many times. 😅
I actually did apply, but never heard back
either they didn'T need new people, or my portfolio wasn't enticing enough

I wouldn't mind if there were some nice alternative patterns of normal weapons at the top end, because the daedric and dragonbone items just somehow don't look realistic to use.
do you not have Leanwolf's Better-Shaped Weapons mod? 
I don't. I've resorted to a couple of nice mods that give me "dragon steel" weapons that I can make to stand in for the dragonbone gear, and that at least covers my weapons. 😄
But it'd be nice to be able to take that one off my load order because the rest of that guy's mods are getting a bit weird.
it still makes the one you use a good mod, though, doesn't it?
Try the one I mention then. It makes massive improvements.
Plus I'm getting to the point where I could do with the mod slot. 😄
Just merge mods if you're running low on slots somehow. and/or eslify some things.
can't you ESLify it?
But yeah, at the moment I'm basically not using daedric at all, and it'll either be ebony (with a retexture) or the Dragon Steel.
I don't know how to ESL a mod.
Unfortunately I'm not clear on the steps needed.
That's what guides are for.
- Get xEdit
- Run the "Find Plugins that could be turned into ESL" script
- Go to the File Header of all plugins the script spits out without a notice about compacting, and add ESL under Flags
Cool. I'll have to hit them at some point before my next start.
for more information and help, feel free to visit the xEdit discord
Be careful following this scenario. There are script functions which are dependent on the file being a .esp file. The XEDIT script does not look into the papyrus scripts to see if these functions are used and will incorrectly identify a esp which can be "esl-ified".
Which ones?
GetFormFromFile uses the name of the esm/esp/esl as one of its variables, if you change a plugin to esl thats esp and something depends on that function then it will no longer work
as long as you are just flagging an esp as an esl without renaming it though, it should be fine 🙂 as long as you arent also changing the formids
Adding the ESL flag does not impact GetFormFromFile
This script failed when a mod was compressed and the esl flag set:
; The in-game form id of an item is determined by pulling the
; form from the mod's ESP file.
Form the_item = Game.GetFormFromFile(0x001366cd,"the_file_containg_the_item_.esp")
; The players inventory is checked to see if the item is there.
if Game.GetPlayer().GetItemCount(the_item) > 0
do something
else
do something else
endif
the keyword here is compressed
I assume you mean what xEdit refers to as compacting, which indeed breaks a few things
just adding the esl flag should no break anything
I suggest that people ony compact FormIDs if they are fully aware of everything it affects
Hello, everyone. I have recently installed Through the Valleys using Wabbajack. I even added a few more mods and everything is working perfectly. However, I’d like to improve the graphical aspect of the game. Nothing too fancy. Just a few texture packs and an ENB and I’m ready to go. I have used Oblivion Upscaled Texures in the past as well as the Cinematic ENB. However, I’ve noticed there’s this new thing called Oblivion EGL. Its funcion, however is not clear to me. What is this? What does it do? What are the advantages of using it? Also, how do I use it and can I use it with ENB? If I understand corretly, it works with 4x texures, but I have small problem with it. Which files, exactly, do I need to download? There are so many of them. How is it compared to Upscaled Textures? Thanks in advance.
grrr, I hate it when I try to use CK shortcuts in blender...
Hello. question about Oblivion. How to save the head of an Adoring fan in nif?
Hello, i recently got back into fallout 4 after a year. This used to work for me previously but strangly it doesn't anymore. I'm not sure if its because they updated something in CK or i'm missing out something. So i created an esp mod that makes different NPCs have different textures. Textureset>ArmorAddons>Armor. but when i choose Skin under Actors nothing changes bump they are enabled for humanrace, i tried with the dirty,old and normal skin, this used to work and now i can't figure out whats going on.
@real sphinx I think this is where the Bethesda.net upload issues are meant to go?
The files upload fine for me, but images never upload right. It takes 4-5 tries to get all images to upload (when hitting "save", often images will just vanish, sometimes just a few of them). The images never end up in the same order as they were put, which can seem minor but is annoying nonetheless.
Work is being done to replace the image upload system, but I don't anticipate this will be ready before next year.
That's fair, I just wanted to check if this was a known issue. 🙂
Any tips during image upload to make it go smoother, or should I just keep uploading the images until all of them show up?
I recommend doing it one at a time, and checking afterward. I recognize that's a real slog, especially when uploading for multiple platforms.
It may help to upload at off hours, but I don't know if that's actually the case.
Thanks for the quick response!
If a mod has a conflicting addon node, and the mesh used by the addon node doesn't seem to have a BSValueNode in NIFSkope, can I just change the node index, or is there something I'm missing in the NIF?
When adding custom addon node numbers you'll want to make sure it's updated/matches in ALL the spots such as these circled. I tend to forget to update the Value field at the very bottom. Also might want to go through the NiControllerManager section of nodes and make sure all the various spots in there are also correctly linked to your addon node.
I went through the NIF twice and didn't see any BSValueNodes.
The mesh is from a modders' resource, but the addon node conflicts with one from DLC.
the two top circles are actually the same place as the second from bottom


