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So I'm a special boy who enjoys playing his games using ESDF instad of WASD (I am not alone! There are dozens of us!) and thanks to poor programming, certain keys aren't actually rebindable for this. I was hoping editing ControlMap_Custom.txt in the ini directory would help but alas that file is complete junk (aka it looks like a binary file which is weird for a .txt file) so I come here to ask... Is there a way to actually rebind all of the keys in the game? E being hard coded to "pick up stuff" is the biggest problem. Thanks for the help! Edit: I'd also rather not have to deal with an auto-hotkey script to make this work... but yes I realize that is an option. DaveKap fucked around with this message at 23:21 on Dec 6, 2015 |
# ? Dec 6, 2015 23:18 |
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# ? Jun 1, 2024 03:40 |
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DaveKap posted:So I'm a special boy who enjoys playing his games using ESDF instad of WASD (I am not alone! There are dozens of us!) and thanks to poor programming, certain keys aren't actually rebindable for this. I was hoping editing ControlMap_Custom.txt in the ini directory would help but alas that file is complete junk (aka it looks like a binary file which is weird for a .txt file) so I come here to ask... Yes, with F4SE you can rebind all the keys IIRC.
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# ? Dec 6, 2015 23:23 |
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Something to complement Idiot Slut: http://www.nexusmods.com/fallout4/mods/4806/
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# ? Dec 7, 2015 00:20 |
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SplitSoul posted:Something to complement Idiot Slut: This is great.
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# ? Dec 7, 2015 00:31 |
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Is there a way for texture mods to work without manual installs? I've tried both NMM and MO and neither one makes them show up.
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# ? Dec 7, 2015 02:40 |
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Arcsquad12 posted:Is there a way for texture mods to work without manual installs? I've tried both NMM and MO and neither one makes them show up. Did you edit your fallout4.ini? code:
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# ? Dec 7, 2015 03:07 |
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Amstrad posted:Did you edit your fallout4.ini? You dont have to do all this, just do this. bInvalidateOlderFiles=1 under [Archive]
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# ? Dec 7, 2015 03:42 |
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This Minute Man Equipment Extender is pretty drat nice. Let's those random minute men you find actually have armor and decent weapons.
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# ? Dec 7, 2015 04:41 |
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Deadmeat5150 posted:This Minute Man Equipment Extender is pretty drat nice. Let's those random minute men you find actually have armor and decent weapons. There needs to be a mod that allows villagers to plunder the settlement's storage for weaponry, etc. Manually equipping the fuckers is getting pretty drat tedious. Also telling them what to do too ... it's like handholding a group of five year olds.
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# ? Dec 7, 2015 05:01 |
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Odette posted:There needs to be a mod that allows villagers to plunder the settlement's storage for weaponry, etc. Manually equipping the fuckers is getting pretty drat tedious. Also telling them what to do too ... it's like handholding a group of five year olds. I think they can already do this if you leave the guns in a container (not the workshop storage, workbenches included). The trouble is that there's no "armory" function that will have them run to a specific spot to get gear, but it does conjure the image of a settlement with weapons stashed in random boxes and poo poo everywhere.
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# ? Dec 7, 2015 05:08 |
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LumberingTroll posted:You dont have to do all this, just do this. Tried that, didn't work when I launched through Mod Organizer.
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# ? Dec 7, 2015 05:53 |
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toasterwarrior posted:I think they can already do this if you leave the guns in a container (not the workshop storage, workbenches included). The trouble is that there's no "armory" function that will have them run to a specific spot to get gear, but it does conjure the image of a settlement with weapons stashed in random boxes and poo poo everywhere. Earlier today I was testing out one of the faction-related combat NPC summon items and it turns out that NPCs will grab weapons out of the workbench, specifically the one that you can use to enter Workshop mode. Even first-gen synths know that Institute weapons are garbage and will swap for a real laser pistol if they see an opportunity. Arcsquad12 posted:Tried that, didn't work when I launched through Mod Organizer. If you're editing the ini files and using MO you have to make sure to modify them through the MO interface, or at least that was the case when using MO for Skyrim. I haven't looked at the FO4 version yet.
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# ? Dec 7, 2015 05:56 |
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isndl posted:
There's nothing in the ini editor. It's just a blank box.
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# ? Dec 7, 2015 05:59 |
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Arcsquad12 posted:There's nothing in the ini editor. It's just a blank box. Are your using the latest version of MO? My .ini files show up fine.
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# ? Dec 7, 2015 07:15 |
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updated my squire uniform mod thanks to dragbody providing some .nifs that allow for the uniform, backpack and hat to all be separate. you can craft 'em at the chem station now, under utilities. http://www.mediafire.com/download/fiitz9agix0891e/SquireOutfit.rar also i guess i maybe added support for the body slider b/c it wasn't there before? though i thought it was. i dunno, i just fiddled around with some stuff and it seemed to be working when i tried it. Fereydun fucked around with this message at 07:30 on Dec 7, 2015 |
# ? Dec 7, 2015 07:21 |
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I love this mod, just for the long, long description. Also, this other mod should be okay right? It was made in F04Edit, but me am not good with computer.
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# ? Dec 7, 2015 11:40 |
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CommissarMega posted:I love this mod, just for the long, long description. Also, this other mod should be okay right? It was made in F04Edit, but me am not good with computer. it will run wild, becoming so hot it will melt it's way through anything, steel, concrete, the dirt, rock, all the way down baby, which is why I figure the core of the earth is uranium you know with iron around it, LOL, hypothetically (that is less than an idea that I have had) I'm not going down there to check. Then we would just argue that in the beginning of our solar system where there was uranium, gravity formed from having more mass, an it just grew. BAMF it's not magic, though I was a mechanic, not a scientist.
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# ? Dec 7, 2015 11:43 |
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CommissarMega posted:I love this mod, just for the long, long description. Dude, what. What does the mod... do?? Is it a mod at all??? Is it a science lesson????
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# ? Dec 7, 2015 11:46 |
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CJacobs posted:Dude, what. I... don't know? It seems to be an alteration of this more sensibly-described fusion core crafting mod, but with added EDIT: Speaking of , I want to use this mod, but with this mod's sounds instead- these won't harm anything, right?
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# ? Dec 7, 2015 11:50 |
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Is it possible to make a mod that turns Fo4 into a fortress survival game? I want to build a fort and have waves of ghouls come in increasing numbers every night and build/defend til I get overrun. Guessing it would take custom scripts and removing the building cap.
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# ? Dec 7, 2015 14:18 |
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bad boys for life posted:Is it possible to make a mod that turns Fo4 into a fortress survival game? You can do this manually with the mod that was posted a while back (in the last 24 hours I believe). As for the building cap, there's a mod for that, but I believe it got (temporarily) removed because Nexusmods' database might've been compromised. E: Basically what that mod did, was let you run some commands that would spawn X (you can specificy X yourself) NPCs with Y ID (you can specify Y yourself) on about 3-4 different spots outside Sanctuary and Castle, I believe those two were the only bases that are supported so far. You could just run that one and give yourself X minutes of time to rebuild stuff before you spawn the next wave, where X is a higher amount than the last X. If you want it all automated you'll probably have to wait until GECK I'm afraid. E2: limeincoke posted:Looks like it's supposed to be Johanna from Heroes of the Storm/Diablo 3. Seditiar fucked around with this message at 14:29 on Dec 7, 2015 |
# ? Dec 7, 2015 14:26 |
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bad boys for life posted:Is it possible to make a mod that turns Fo4 into a fortress survival game? Right now you can remove the building cap AND spawn waves of enemies, but we will need proper scripting ability to make the enemies spawn only at night and in increasing waves.
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# ? Dec 7, 2015 14:34 |
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Thanks, Ill wait for GECK and make that mod if someone doesnt beat me to it.
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# ? Dec 7, 2015 14:50 |
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bad boys for life posted:Thanks, Ill wait for GECK and make that mod if someone doesnt beat me to it. I want a mod that replaces every enemy with ghouls and increases the amount so its just swarms of roving ghouls.
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# ? Dec 7, 2015 14:54 |
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I'm going to try this weapon balance mod: http://www.nexusmods.com/fallout4/mods/2463/ Note, it is not called "Immersive weapon balance mod" so by default it can not be horrible.
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# ? Dec 7, 2015 15:11 |
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Iceshade posted:I'm going to try this weapon balance mod: Thats by our very own iron rose, im using it, its pretty good.
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# ? Dec 7, 2015 15:24 |
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Anime Schoolgirl posted:https://dl.dropboxusercontent.com/u/32844786/minigun_308_50_recievers.esp - Minigun .308 and .50 Recievers
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# ? Dec 7, 2015 15:26 |
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Falken posted:Have you considered also a 5.56mm minigun reciever? I hope that name catches on.
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# ? Dec 7, 2015 15:37 |
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Baron posted:Are your using the latest version of MO? My .ini files show up fine. That's the version that doesn't accept local saves though. Unless I import my entire save library to the cloud, I guess.
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# ? Dec 7, 2015 16:11 |
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Heads up, steam just downloaded a new update for FO4 that disabled the data file menu in the launcher, not sure how this will effect mods.
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# ? Dec 7, 2015 16:34 |
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Kea posted:Heads up, steam just downloaded a new update for FO4 that disabled the data file menu in the launcher, not sure how this will effect mods. Probably won't affect them at all, and even less so when/if GECK comes out and we have Mod Organizer working with the game (I mean officially and not in a beta build).
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# ? Dec 7, 2015 16:38 |
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Kea posted:Heads up, steam just downloaded a new update for FO4 that disabled the data file menu in the launcher, not sure how this will effect mods. Probably just reverted the change in the ini files that let you access the data menu.
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# ? Dec 7, 2015 16:39 |
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Just remember to keep your plugin.txt file in the Fallout 4 App Data folder read-only, so the game doesn't disable your mods. You'll have to reapply that change whenever you mess with your load order or activate a new mod, IIRC.
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# ? Dec 7, 2015 16:46 |
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I'm using this mod in the "Trade-In" mode advertised on Very Hard, and I like it a lot. It allows you to scrap Legendary items you found for rare components like gold, nuclear material, etc. and then use them to build Legendary mods on other equipment. You still have to put the work in to find Legendary items, but you're able to build complete, matching sets with the enhancements you'd like. It's a nice upgrade on the Legendary Items system the game offers.
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# ? Dec 7, 2015 17:04 |
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Playing on survival difficulty with no perks into increased weapon damage with that mod to reduce loot and I think i'm about to run out of ammunition. woops.
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# ? Dec 7, 2015 17:21 |
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Oh God I've got the SimJunktown bug.
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# ? Dec 7, 2015 18:40 |
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SplitSoul posted:Oh God I've got the SimJunktown bug. WTB Richard Dean Anderson voice pack
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# ? Dec 7, 2015 19:05 |
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Okay so steam pushed out a small update this morning, and now it seems like none of my mods are working any more. I use the NMM, is there anything I can do? Do I need to just disable and then re-enable them?
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# ? Dec 7, 2015 19:06 |
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HogX posted:Okay so steam pushed out a small update this morning, and now it seems like none of my mods are working any more. I use the NMM, is there anything I can do? Do I need to just disable and then re-enable them? I dont use the NMM so what I did is just add them to my falloutplugins.txt. It is in users/username/appdate/local.fallout4 but there may be an easier way.Oh and set it to read only.
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# ? Dec 7, 2015 19:12 |
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# ? Jun 1, 2024 03:40 |
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Loading the game turned all my mods off, so loading NMM, turning all the mods on, then closing NMM, then setting the appdata local plugins.txt to read only worked.
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# ? Dec 7, 2015 19:21 |