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Revol posted:I already posted this on the main thread, but I think this is only solvable with a mod, so: http://www.nexusmods.com/fallout4/mods/2683/ this allows you to place some objects slightly overlapping. It's pretty limited and a bit janky but might get you what you need. Solemn Sloth fucked around with this message at 03:17 on Nov 30, 2015 |
# ? Nov 30, 2015 03:10 |
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# ? Jun 4, 2024 00:06 |
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Solemn Sloth posted:http://www.nexusmods.com/fallout4/mods/2683/ That doesn't make up for the extra space I need to fill. And I'm already using Place in Red, which goes far beyond what that mod can do. But I figured it out, explanation here.
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# ? Nov 30, 2015 03:34 |
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Is there a mod for linking Home Base to a supply line, or is that not feasible yet?
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# ? Nov 30, 2015 04:16 |
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Kea posted:Someone allready made an armored armor for dogmeat mod Going to try to add legendary prefixes too!
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# ? Nov 30, 2015 05:47 |
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Babe Magnet posted:Is there a mod that lets me finish Curie's personal quest but not have her be a synth. She's just so loving boring like that. Ideally, and I'll probably end up doing this when the GECK comes out, I'd have a choice to put her in different robot bodies like maybe a cleaned up gen2 synth or a white assaultron, that would loving own. I'd think we'd all be happy if she could turn into one of those sex-robots from Rick & Morty. Including the balled up form so she could become an eye-bot at will and pop out a baby in the middle of the settlements forcing all settlers to freak out as the baby will be set to a hostile faction, but also immortal.
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# ? Nov 30, 2015 08:44 |
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Mordaedil posted:I'd think we'd all be happy if she could turn into one of those sex-robots from Rick & Morty. Including the balled up form so she could become an eye-bot at will and pop out a baby in the middle of the settlements forcing all settlers to freak out as the baby will be set to a hostile faction, but also immortal. Are you OK
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# ? Nov 30, 2015 08:47 |
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I seem to remember some mod that makes 100 power boxes or something- anyone know what I'm talking about?
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# ? Nov 30, 2015 08:57 |
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CommissarMega posted:I seem to remember some mod that makes 100 power boxes or something- anyone know what I'm talking about? Kea posted:edit2: use 000cff77 for the circuit breaker thingy from diamond citys house (provides 100 power), placeatme it, attatch a wire and it will magically become a workshop object (no dont ask me why i have no loving idea)
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# ? Nov 30, 2015 09:04 |
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strong bird posted:Are you OK No, season 3 is still not here.
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# ? Nov 30, 2015 09:29 |
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Oh. I just discovered that this thread existed. I should probably be posting Full Dialogue Interface updates here and not cluttering up the main thread. I'm dumb. Anyways, can you fine folks bring me up to speed on the current state of FO4Edit? Do mods/edits made with it still carry a risk of save corruption or game instability?
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# ? Nov 30, 2015 10:29 |
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Cirosan posted:Oh. I just discovered that this thread existed. I should probably be posting Full Dialogue Interface updates here and not cluttering up the main thread. I'm dumb. As far as we know FO4Edit is safe.
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# ? Nov 30, 2015 11:15 |
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Thanks, man!
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# ? Nov 30, 2015 11:43 |
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Roadie posted:Is there a mod for linking Home Base to a supply line, or is that not feasible yet? When I want to work on Home Base I just turn on god mode in the console, it gives you infinite materials for building. It's not like prettying up your pad is gonna unbalance anything.
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# ? Nov 30, 2015 11:54 |
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Those circuit breakers don't actually seem to do anything. I can connect them to my grid and the power icon is green, but flicking them on/off does nothing and my power doesn't change. Would've been nice to cut down on the enormous amount of tris I'm devoting to generators in the Castle.
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# ? Nov 30, 2015 12:36 |
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Cirosan posted:Oh. I just discovered that this thread existed. I should probably be posting Full Dialogue Interface updates here and not cluttering up the main thread.
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# ? Nov 30, 2015 12:38 |
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Zodium posted:Those circuit breakers don't actually seem to do anything. I can connect them to my grid and the power icon is green, but flicking them on/off does nothing and my power doesn't change. Would've been nice to cut down on the enormous amount of tris I'm devoting to generators in the Castle. The ones I linked should work fine, place them then link a wire from somewhere else to them, youll then be able to move them with the workshop and they will start giving 100 power each.
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# ? Nov 30, 2015 12:41 |
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Kea posted:The ones I linked should work fine, place them then link a wire from somewhere else to them, youll then be able to move them with the workshop and they will start giving 100 power each. 000cff77 places and attaches fine, it just doesn't actually produce any power, and the switch light is off. Zodium fucked around with this message at 13:02 on Nov 30, 2015 |
# ? Nov 30, 2015 12:51 |
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Zodium posted:000cff77 places and attaches fine, it just doesn't actually produce any power, and the switch light is off. Thats really weird, I am using 4 of them in my base right now, it wont increase the settlement power rating for some reason but it is certainly producing power.
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# ? Nov 30, 2015 13:07 |
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Kea posted:Thats really weird, I am using 4 of them in my base right now, it wont increase the settlement power rating for some reason but it is certainly producing power. Derp, I had 52 generators and didn't want to remove them unless I knew this worked. My graphics card thanks you.
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# ? Nov 30, 2015 13:12 |
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Pretty much yeah. For me, in some places the switch light is on, and in others it's not. It does work, though, just without adding its power output to the town's rating. Also I'm probably going to get OCD from the thing always spawning at dumb angles I can't correct.
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# ? Nov 30, 2015 15:05 |
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I imagine someone could mod in a new generator with FO4Edit that takes the appearance of the largest one but multiplies both the power output and the materials required. Or perhaps something more sensible like those generator things that you find everywhere with fusion cores in them.
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# ? Nov 30, 2015 15:16 |
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Inverness posted:I imagine someone could mod in a new generator with FO4Edit that takes the appearance of the largest one but multiplies both the power output and the materials required. Yeah don't doubt it could be done, might be a nice quality of life mod.
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# ? Nov 30, 2015 16:47 |
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Aw man now that there's a reliable tool for making .esps modders are already letting the scope of their mods get away from them. I saw that WET- Water Enhancement Textures updated and there's now an .esp that lowers the amount of rads water gives you. Given how trivial it is to make a second mod page, do they do this so they can push their lame ideas out to everyone who made the mistake of tracking their TEXTURE mod? I might even like a mod that tweaks rads but tacking it onto the side of your texture mod has that ol stink on it. FadedReality fucked around with this message at 16:58 on Nov 30, 2015 |
# ? Nov 30, 2015 16:56 |
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FadedReality posted:Aw man now that there's a reliable tool for making .esps modders are already letting the scope of their mods get away from them. I saw that WET- Water Enhancement Textures updated and there's now an .esp that lowers the amount of rads water gives you. If anything I would prefer MORE rads.
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# ? Nov 30, 2015 17:08 |
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Seems pretty trivial when you can take a single perk to turn water from a hazard to a terrain feature.
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# ? Nov 30, 2015 17:11 |
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Inverness posted:I imagine someone could mod in a new generator with FO4Edit that takes the appearance of the largest one but multiplies both the power output and the materials required. There's already a mod that just lets you set the power output of a generator to like 10k so you don't need a million of them, but I agree that it'd be nice to have one that multiplied the mats. I don't mind paying for them, I just don't want a million generators running.
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# ? Nov 30, 2015 17:11 |
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FadedReality posted:Aw man now that there's a reliable tool for making .esps modders are already letting the scope of their mods get away from them. I saw that WET- Water Enhancement Textures updated and there's now an .esp that lowers the amount of rads water gives you. Yeah, it's mostly the mindset of: I have this mod that's really popular and this idea for a new one that I can tangentially link to that one, so I'm just going to roll it into the popular mod rather than let it stand on its own.
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# ? Nov 30, 2015 17:13 |
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FadedReality posted:Aw man now that there's a reliable tool for making .esps modders are already letting the scope of their mods get away from them. I saw that WET- Water Enhancement Textures updated and there's now an .esp that lowers the amount of rads water gives you. Feature creep is a hosed up thing and most modders can't imagine why someone wouldn't want the side effect of Molerats being bright pink and screaming the Jon Cena theme at the top of their lungs in a mod that gives the Gauss Rifle +3 damage, "cause it's hilarious lol??????????". I saw someone in the earlier days of FO4 modding do something like this, ended up passive aggressively making a "NO FUN ALLOWED" optional esp after community backlash. Thing is with the Nexus hosed up moderator staff and policies you can't even make a mod that removes the pink molerats from the original mod without getting banned for stealing.
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# ? Nov 30, 2015 17:20 |
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Dongattack posted:Feature creep is a hosed up thing and most modders can't imagine why someone wouldn't want the side effect of Molerats being bright pink and screaming the Jon Cena theme at the top of their lungs in a mod that gives the Gauss Rifle +3 damage, "cause it's hilarious lol??????????". I saw someone in the earlier days of FO4 modding do something like this, ended up passive aggressively making a "NO FUN ALLOWED" optional esp after community backlash. Or oblivion gates in every city in skyrim...
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# ? Nov 30, 2015 17:22 |
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hosed up that I can't literally profit off someone else's hard work
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# ? Nov 30, 2015 17:23 |
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strong bird posted:hosed up that I can't literally profit off someone else's hard work If this is a reference to mods to remove some of the extra features from someone elses mod theres no profit in it. A guy made a well liked mod but added a feature few people liked, Someone uploaded a fix mod that used none of that guys work in it and got banned and it got taken down.
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# ? Nov 30, 2015 17:28 |
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Azhais posted:There's already a mod that just lets you set the power output of a generator to like 10k so you don't need a million of them, but I agree that it'd be nice to have one that multiplied the mats. I don't mind paying for them, I just don't want a million generators running. There's one called Better Generators where the author is vehemently refusing to re-do the mod in FO4Edit. On the other hand, there's Wattz Powerful Generators and Water Pumps that proclaims that it uses FO4Edit: http://www.nexusmods.com/fallout4/mods/3470/ EDIT: They don't seem to increase the cost though.
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# ? Nov 30, 2015 17:32 |
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Kea posted:If this is a reference to mods to remove some of the extra features from someone elses mod theres no profit in it. A guy made a well liked mod but added a feature few people liked, Someone uploaded a fix mod that used none of that guys work in it and got banned and it got taken down. People in video game modding communities getting so far up their own rear end is one of the best parts for me imho because the hilarity can not be beat.
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# ? Nov 30, 2015 17:35 |
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Need someone to add some Sunset Sarsaparillas to the game
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# ? Nov 30, 2015 17:35 |
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Someone needs to replace all the male VA's lines with Philip J. Fry. "Need something?" (Barter) "SHUT UP AND TAKE MY MONEY!"
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# ? Nov 30, 2015 17:46 |
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Craftable Alcohol, for those runs using Party Boy/Girl: http://www.nexusmods.com/fallout4/mods/1964/
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# ? Nov 30, 2015 17:47 |
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Arcsquad12 posted:Someone needs to replace all the male VA's lines with Philip J. Fry. I think this'd be actually pretty feasible, if somebody had enough time on their hands and an encyclopedic knowledge of all of Futurama. Which is to say, it's probably guaranteed to show up in another six months.
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# ? Nov 30, 2015 17:50 |
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KakerMix posted:People in video game modding communities getting so far up their own rear end is one of the best parts for me imho because the hilarity can not be beat. If you want to see something real , go look at the comments on the Remove Interior Fog mod. Pages of super mad arguing over a subjective change to visuals.
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# ? Nov 30, 2015 17:50 |
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I wish I had a way to make screws. I suppose getting the scrapper perk will help, but I just want to build a screw-making machine. Come on!
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# ? Nov 30, 2015 18:13 |
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# ? Jun 4, 2024 00:06 |
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Reason posted:Need someone to add some Sunset Sarsaparillas to the game
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# ? Nov 30, 2015 18:18 |