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I think I'm going to install this purely for the long barrel shotgun. After playing Stalker for a while, I got used to shotguns that were effective past ten feet.
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# ? Dec 10, 2015 23:20 |
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# ? Jun 1, 2024 00:17 |
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The Iron Rose posted:Updated my weaponry rebalance mod! Awwee... I thought melee damage was just right, especially when I one hit exploded a deathclaw with my combat knife... without stealth...
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# ? Dec 10, 2015 23:30 |
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Alright I cannot get OCD to play nice with anything else. It flat out won't load. Here's my load order: code:
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# ? Dec 11, 2015 01:18 |
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Have you tried sticking OCD at the bottom of your load order?
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# ? Dec 11, 2015 01:54 |
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Man I dont even know what the poitn is to having fusion core drain if you are gonna stick it at 5%
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# ? Dec 11, 2015 02:03 |
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Deadmeat5150 posted:Alright I cannot get OCD to play nice with anything else. It flat out won't load. Were you aware you have three different mods that add planters to the workshops?
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# ? Dec 11, 2015 02:38 |
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New must have mod: PEW Lasers https://www.youtube.com/watch?v=ZsCpNC5da5s
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# ? Dec 11, 2015 02:49 |
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For some reason no perk level requirements crashes my game to desktop after a couple seconds of the game loading. Anyone know what's good ?
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# ? Dec 11, 2015 02:49 |
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Jack Ketch posted:Are you trying to copy something from one mesh to another mesh? My plan was to shorten the red dress a bit. I figured it would be an easy first project. When you say paste, should I be loading the nifs into something besides nifskope? I have some Maya experience, but don't have it loaded on my PC currently. Jack Ketch posted:Are you trying to copy something from one mesh to another mesh? My failed process is this: extract meshes2 with BAE, browse the folder for slinkydressF or whatever it called, and open with nifskope. Never opens. E: on my laptop now so I'm sure file names are wrong.
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# ? Dec 11, 2015 03:02 |
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Amstrad posted:New must have mod: PEW Lasers I just knew something was missing... It was such an improvement in Skyrim. https://www.youtube.com/watch?v=U48uDLQ2_fs
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# ? Dec 11, 2015 03:04 |
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Magmarashi posted:Were you aware you have three different mods that add planters to the workshops? I was not. I am now.
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# ? Dec 11, 2015 03:18 |
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Baron posted:I just knew something was missing... I'd completely forgotten that was a Skyrim mod.
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# ? Dec 11, 2015 03:28 |
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Are there any armor mods that just allow armor to overlap outfits and gasmasks to work with hats etc, but don't change the whole clothing/mod system? I keep seeing mods that started out as that, but now say that "it does that, but also I redid the WHOOOOLE system!". I don't want the feature creep. I just want to wear my snuggly explorer outfit or whatever with some leather shoulder and kneepads and lots of pockets, or my hats with my gas masks. Also, has anyone modded it so Codsworth/Dogmeat can wear more hats etc?
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# ? Dec 11, 2015 03:58 |
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Bob NewSCART posted:For some reason no perk level requirements crashes my game to desktop after a couple seconds of the game loading. Anyone know what's good ? Sounds like a missing master. Run FO4Edit and see what it says.
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# ? Dec 11, 2015 04:43 |
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Saints Crow posted:Are there any armor mods that just allow armor to overlap outfits and gasmasks to work with hats etc, but don't change the whole clothing/mod system? I keep seeing mods that started out as that, but now say that "it does that, but also I redid the WHOOOOLE system!". I'm not aware of a mod, but it's kinda hosed up that the Armorsmith mod added a ton of poo poo to it. Don't get me wrong, I think it's pretty fantastic that mods are this far already. It's kinda crazy you can do so much without the GECK. I had no idea adding new armors and such would even be possible! But dammit why not just make another mod that has that stuff seperate. Even with all the tools, It's better to have things as individual mods so you can diagnose problems and conflicts easier.
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# ? Dec 11, 2015 04:46 |
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Anybody have an idea how to access your settlement inventories while away from your settlements? I'm thinking it is some variation of the openactorcontainer console command, but I don't have a ton of experience with it in the past Bethesda games. I'm outlining a mod to where you can access your settlement inventory after clearing a dungeon, but I've never worked with dicking around with inventories before. Of course, I wouldn't be able to implement anything until the GECK comes out (and I probably will get overwhelmed and give up because I've never modded anything complex) but I would like to figure out what I can beforehand.
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# ? Dec 11, 2015 05:15 |
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gromdul posted:My plan was to shorten the red dress a bit. I figured it would be an easy first project. When you say paste, should I be loading the nifs into something besides nifskope? I have some Maya experience, but don't have it loaded on my PC currently. For pasting I was more thinking you were trying to copy something from one mesh to another, using nifskope, sometimes you have to have the 0NiNode that expands to show the parts named the same when you are pasting from one to another. I just tried extracting and opening the DressF.nif from the slinkydress folder and it worked fine, though I open nifskope and drag and drop the file to open it since I've got the older version of nifskope associated with nifs from when I was editing stuff for new vegas/skyrim. edit: I'm using the Nifskope 2.0.0 prealpha 4, which I assume is the same you're using. By any chance were you trying to open the DressF.ssf file by mistake? Jack Ketch fucked around with this message at 06:15 on Dec 11, 2015 |
# ? Dec 11, 2015 06:13 |
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Is there a mod to keep Danse if you do his quest but later turn against the Brotherhood? I not done that yet in my game, but from what I see he will refuse to tag along after that happened, even through the Brotherhood has him kill on sight now after his quest.
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# ? Dec 11, 2015 07:58 |
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Baron posted:I'm not aware of a mod, but it's kinda hosed up that the Armorsmith mod added a ton of poo poo to it. Don't get me wrong, I think it's pretty fantastic that mods are this far already. It's kinda crazy you can do so much without the GECK. I had no idea adding new armors and such would even be possible! Because you'll split your upvotes/endorsements/epeen numbers then and won't be able to comfort yourself with the knowledge that despite your other shortcomings you managed to get a high number on a mod site.
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# ? Dec 11, 2015 08:48 |
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I read somewhere that Curie doesn't have Stealth 4 like almost every other companion, and where I read it it listed console commands to give her the perks. Along with a command to make her use her rifle more often in combat. But now I can't find the article and google is useless. Hell, it might have been a post here or the other fallout thread. Anyone have any idea what I am talking about? E: meh wrong thread, but whatever
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# ? Dec 11, 2015 08:59 |
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gromdul posted:I read somewhere that Curie doesn't have Stealth 4 like almost every other companion, and where I read it it listed console commands to give her the perks. Along with a command to make her use her rifle more often in combat. But now I can't find the article and google is useless. Hell, it might have been a post here or the other fallout thread. addperk x where x is the formid of the perk level (you have to do this in order, ie have to add first level then second level then third level...) http://fallout.wikia.com/wiki/Sneak_%28perk%29
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# ? Dec 11, 2015 09:01 |
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Amstrad posted:New must have mod: PEW Lasers
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# ? Dec 11, 2015 09:21 |
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Different authors and I'd hope they're using different sound files. Same base inspiration in the original Skyrim mod though. The main failing of the one you linked is the author didn't do a video. This guy is on a roll with the sound mods though. Car Sounds for Power Armor https://www.youtube.com/watch?v=TaIv26a0_JQ Amstrad fucked around with this message at 11:08 on Dec 11, 2015 |
# ? Dec 11, 2015 11:03 |
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Oh my god, finally able to move Power Armor frames via workshop available.
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# ? Dec 11, 2015 11:41 |
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Any mod that makes it so that when you got the chameleon effect active your PIP Boy and rifle sights don't become invisible as well? Cause that poo poo is just stupid.
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# ? Dec 11, 2015 11:54 |
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Amstrad posted:Different authors and I'd hope they're using different sound files. Same base inspiration in the original Skyrim mod though. poo poo, he removed his John Cena Artillery mod. Anyone willing to upload them somewhere else?
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# ? Dec 11, 2015 12:02 |
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emanresu tnuocca posted:Any mod that makes it so that when you got the chameleon effect active your PIP Boy and rifle sights don't become invisible as well? Cause that poo poo is just stupid. no. nothing to be done about iron sights, but Chameleon items work really well on a hotkey and a scoped gun or VATS build. frequently toggling it feels a little less unbalanced than what's essentially permanent invisibility too. equip with hotkey, stand up to conveniently remove it when it's safe.
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# ? Dec 11, 2015 12:54 |
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Is there a good sound mod for weapons yet? The one i was using seems to be never updating again ever.
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# ? Dec 11, 2015 22:05 |
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I would love a mod that tells you whether a piece of armor is regular, sturdy, or heavy because that crucial information is omitted for some stupid loving reason if there are any armor mods or legendary effects applied to it. Bethesda also used the same inventory graphic across all 3 types so the only way to really tell is equip a piece.
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# ? Dec 11, 2015 22:16 |
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I've got some weird bug with armorsmith extended, I updated it today and now it seems like my pip-boy view is more zoomed in than it was? Also I can't wear my gas mask with my combat helmet anymore.
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# ? Dec 11, 2015 22:47 |
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Dumb Weapon Tweaks (new mod title!) changes in progress: Lowering damage on recievers in general to combat damage inflation -"Hardened", "Powerful", and "Advanced" recievers now increase damage by 5/10/10% respectively. -"Hardened", "Powerful", and "Advanced" recievers reduce recoil by 10/30/30% respectively -Advanced recievers speed increase reduced to 10% -Advanced recievers have an additional 30% AP cost reduction -Automatic reciever damage reduction removed -Automatic reciever maximum spread (both hipfire and sight) drastically increased -Automatic reciever "bloom" per shot slightly increased Barrels now affect damage -"Stub/Sawed Off Barrel" reduces damage by 20% but also reduce AP cost by 20% -"Short Barrel" is baseline damage. -"Long Barrel" increases damage by 25% F4CK planned changes (those marked with * may be subject to change depending on the inadequacy of the editing tools) -More granular perk level requirements for crafting mods (each new perk level will unlock something new for each weapon, like a new caliber to rechamber to) -Most guns will have more calibers to chamber to (will replace more redundant recievers) -There will be more tradeoffs for picking weapon components; fewer instances of "scroll down to the most powerful one you can craft" For example, "Improved" laser and plasma barrels will be renamed to "α (alpha)" and "β (beta)" and β barrels will have more severe tradeoffs for their properties (β short barrels will deal higher damage but have much less effective range, β long barrels have more effective range but lose rate of fire, β auto barrels have extremely fast ROF but less damage efficient) -"Hardened" and "Powerful" recievers will be retuned to "Lubricated" (increased rate of fire) and "Buffered" (severely reduced recoil and bloom), Advanced simply gives both bonuses but requires perk level 4 to craft, as a reward for leveling the crafting perks that high. *Unremovable "inferior quality" prefixes from enemy weapon drops that are just flat out nerfs to the weapons you find, intended to encourage the player to buy high-quality weapons from shops. *Faster melee weapon swings
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# ? Dec 11, 2015 23:23 |
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I had an issue for a while where my HUD compass would start to flicker in and out. Not all of it, just bits of it, like quest icons only being viewable when facing a certain direction without them being half there and half not. Though it was a problem with a mod, so tried a few different ones, then went back to default, still no dice. Turns out it was a problem with AMD graphics drivers, and only affected that one part of the game. Just that one tiny bit of my hud. Whatever. http://www.nexusmods.com/fallout4/mods/2707/ This fix sorted me out. It's two files from the previous driver. I slapped the x64 files into the same folder as fallout4.exe and I haven't had a problem since. An easy fix for an annoying problem, but I hadn't seen it mentioned here yet, and I doubt I'm the only one with this happening.
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# ? Dec 11, 2015 23:34 |
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There's one mod I'm really dying for to make my settlements just that bit more homely. Windows. With optional gingham curtains. Half blocking a doorway just isn't good enough >.<
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# ? Dec 12, 2015 00:19 |
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Baron posted:I'm not aware of a mod, but it's kinda hosed up that the Armorsmith mod added a ton of poo poo to it. Don't get me wrong, I think it's pretty fantastic that mods are this far already. It's kinda crazy you can do so much without the GECK. I had no idea adding new armors and such would even be possible! Because MY VISION.
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# ? Dec 12, 2015 00:21 |
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FrancoFish posted:Because MY VISION. It's probably more just a lack of good coding practices. Splitting your code up into compatible, reusable modules is not easy, and I doubt many modders even understand why it's a good thing.
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# ? Dec 12, 2015 00:28 |
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I used to use tesvedit to lash together all the similar mods I had, with crafting table recipies and so on, then add them to levelled lists, I hope I can do some merged/enhanced mods in F4CK. Not to mention the ability to kerb kick mods where the creators vision differed from mine.
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# ? Dec 12, 2015 01:37 |
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You can do some pretty basic merge stuffs right now provided you know how to use FO4Edit. I can't imagine it's going to be hugely useful at the moment since I don't think most people will hit the soft limit for the load order size yet. For stuff that just uses Fallout4.esm it's much, much easier too.
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# ? Dec 12, 2015 01:45 |
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Skandranon posted:It's probably more just a lack of good coding practices. Splitting your code up into compatible, reusable modules is not easy, and I doubt many modders even understand why it's a good thing. You would think that the mod authors, if anyone, would know why keeping things simple and self contained is important, but alas... FrancoFish posted:Because MY VISION. I guess I know in my heart this is probably the reason.
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# ? Dec 12, 2015 03:26 |
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Baron posted:but it's kinda hosed up that the Armorsmith mod added a ton of poo poo to it. I'm enjoying Armorsmith Extended
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# ? Dec 12, 2015 04:41 |
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# ? Jun 1, 2024 00:17 |
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The Iron Rose posted:Updated my weaponry rebalance mod! I'm still early in the game (level 10 or something) so haven't even encountered a fraction of the weapons yet... but I like the sound of the changes you've made. I know you've done a customised Survival mode mod, where you explain that in Survival the player does half damage and enemies do double damage, and give the option to change those values to anything... do you know what the figures are for Hard and Very Hard? I'm currently playing on Hard Mode, and at the moment I'm happy with the default toughness of enemies and the amount of damage they are doing with the default weapons. Since your mod boosts the damage of pretty much everything, I'm considering turning the difficulty up to Very Hard so that enemies don't become too easy to kill. I love that you've made heavy weapons more deadly - I love any excuse to use a flamethrower or missile launcher or minigun, but in most Fallout games those weapons end up rather underwhelming compared to ordinary guns. Apparently Fallout 4 is especially bad in that regard. Bit worried about the damage boosts to the Fat Man, though, since I've heard about (and seen youtube footage of) people getting unexpectedly blown to bits when it turns out that groups of Raiders sometimes include a guy in Power Armour with a Fat Man. With your damage boost and radius boost I imagine even a shot that misses by several metres with kill the player. Also I've heard that some bosses are so tough you need 3 Fat Man shots to take them down. Might be a bit anticlimactic if your mod allows allows you to one-shot bosses. (Of course I haven't playtested it though!)
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# ? Dec 12, 2015 05:24 |