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Nexus Mod Manager seems to work fine for me so far.
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# ? Dec 13, 2015 05:28 |
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# ? May 17, 2024 01:02 |
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Broose posted:Why why why isn't there just a standardized program to install mods with? Now there are several standardised programs to install mods with.
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# ? Dec 13, 2015 05:29 |
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Broose posted:Why why why isn't there just a standardized program to install mods with? This is too complicated for my primitive brain. Where did FOMM go? I thought everyone used that for fallout 3 and NV? Not everyone! I've said it in threads before, but Mod Organizer is such a superior tool compared to other mod mangers it's ridiculous. If your only installing a few mods, other managers are perfectly fine, but when you are dealing with hundreds of mods and trying to make everything work properly, I can't imagine the task without using MO. That being said, It's in alpha for FO4 for a reason I guess. Installed all my mods with NMM, and it works fine...
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# ? Dec 13, 2015 05:34 |
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Broose posted:Why why why isn't there just a standardized program to install mods with? This is too complicated for my primitive brain. Where did FOMM go? I thought everyone used that for fallout 3 and NV? Nexus Mod Manager will suffice until Mod Organizer 2 is in better shape. For real though Mod Organizer is ridiculously better if only for its ability to dynamically manage .bsas or loose files that don't belong in .esps.
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# ? Dec 13, 2015 05:35 |
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how long did it take for the GECK to get released last time Asking for reasons unrelated to deathclaw dongs
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# ? Dec 13, 2015 05:36 |
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T.G. Xarbala posted:how long did it take for the GECK to get released last time It will reportedly release in February iirc
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# ? Dec 13, 2015 05:37 |
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I am already amazed with how much people are doing right now. I can't wait for a mod that allows me to manage settlers from my pipboy.
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# ? Dec 13, 2015 05:39 |
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The Iron Rose posted:It will reportedly release in February iirc Cool. Because the reason I'm actually asking is because I'm waiting for someone to make a bunch of costumes to give to dogmeat and I think that requires something a little more robust than the fanmade tools available now.
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# ? Dec 13, 2015 05:40 |
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Broose posted:I am already amazed with how much people are doing right now. I can't wait for a mod that allows me to manage settlers from my pipboy. I'm really curious if it will be possible to mod things like this to display through the mobile app. Manage your settlers from your tablet!
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# ? Dec 13, 2015 05:42 |
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Anyone done much stuff with porting New Vegas armors to Fallout 4? I really miss my guy's glasses, he's had them since Fallout 3
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# ? Dec 13, 2015 05:49 |
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I feel like such a lowlife only using NMM for all Bethesda games in history. It's always been stable for the one total conversion and 5-10 flavor mods I throw in
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# ? Dec 13, 2015 06:02 |
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I used nexus mod manager to use about 60 skyrim mods at once and never had any problems, and I don't really see myself ever needing more mods than that unless they're all tiny ones like individual texture replacements
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# ? Dec 13, 2015 06:12 |
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I only used Mod Organizer for Skyrim because I came to the game years after it came out and that's what the mod thread recommended. NMM works fine for FO4 for me so far.
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# ? Dec 13, 2015 06:18 |
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Avocados posted:I feel like such a lowlife only using NMM for all Bethesda games in history. It's always been stable for the one total conversion and 5-10 flavor mods I throw in Hey don't feel bad. If your only installing one big mod, and 10 or so armor or whatever mods, NMM or FOMM works great. Easy and simple. If your trying to do a 300+ mega mod Skyrim playthrough, or a TTW super playthrough with all the DLC for both games and Project Nevada and all the HUD mods, you kinda need a bit more control. It's not an issue so much with Fallout 4, since there's not so many mods right now. Nevertheless, It's a good thing to learn how to use
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# ? Dec 13, 2015 06:21 |
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So general/mod question. Since there is not really a level cap for FO4, I'm envisioning a potential problem with the way DR and health is going to work out. Since you gain health every level, and DR can be buffed to significant numbers with the right mods, is the game going to inevitably end up with dozens of bullet sponge enemies in the late game? Because your own damage does not increase each level, you need to buff it with weapon modifications and perks. So you can only max out your damage so much, while health and DR will continue to climb, meaning that your sniper rifle which you use to two shot enemies will eventually only barely chip away at your opponents. Would a health capping mod and a Damage Threshold system fix this? I believe so.
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# ? Dec 13, 2015 06:59 |
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Using full auto weapons, I can definitely see enemies becoming more and more bullet spongey as I keep leveling up. I can only just keep up with it by upgrading damage perks as they become available, which I won't be able to do anymore once I get commando rank 5. I'd like to see some kind of total overhaul of damage, armor and perks that affect those values so that you aren't so reliant on the perks that boost damage with certain weapon types as you level up, and so that the game doesn't tend toward making everything more bullet spongey. Ideally the weapon perks wouldn't add damage as much and instead would just give more pronounced extra effects (like increased radius on explosives or stun chance on auto weapons).
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# ? Dec 13, 2015 07:16 |
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Gestalt Intellect posted:Using full auto weapons, I can definitely see enemies becoming more and more bullet spongey as I keep leveling up. I can only just keep up with it by upgrading damage perks as they become available, which I won't be able to do anymore once I get commando rank 5. EDIT: Maybe not. I can't find any information on how it works unmodded, except that overleveled enemies aren't that big a deal since after a certain point they stop getting much extra health and instead get extra DR, and the benefit of DR suffers pretty sharp diminishing returns. Sindai fucked around with this message at 07:47 on Dec 13, 2015 |
# ? Dec 13, 2015 07:32 |
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I know I'm just being pedantic, but the Damage Threshold system in New Vegas is just so much better than Damage Resistance it isn't even funny. Like, in this game I'm wiping out deathclaws with some ungodly Walther PPK pistol, whereas in Vegas I don't go near those fuckers without some 12 gauge slugs at the very least, .50cal HE if I have it.
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# ? Dec 13, 2015 07:57 |
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That comes to personal taste and I wasn't fond of NV's DT system severely gimping automatic weapons. And New Vegas is still my favorite Fallout game, full stop.
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# ? Dec 13, 2015 08:33 |
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I'd like new Vegas a lot more if the balance weren't so hosed that I run into multiple encounters that eat ~50 bullets a piece right after I walk over the railroad tracks from Nipton Like seriously the difficulty curve slants upward so quick there I would have to bring some loving pitons, but instead I just boot up a different game.
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# ? Dec 13, 2015 10:07 |
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Coolguye posted:I'd like new Vegas a lot more if the balance weren't so hosed that I run into multiple encounters that eat ~50 bullets a piece right after I walk over the railroad tracks from Nipton Not going to lie, I love FNV but not for the combat. FO4's a flat improvement there. I don't recall having that much trouble between Nipton and The Strip though. Though I guess my default state in a modern Fallout game is to play a sneaky sniper so that might've skewed things. Because I am pretty sure FNV wanted to punish you for playing any style but stealth sniper.
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# ? Dec 13, 2015 10:27 |
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Can't say I've ever played stealth sniper in NV, but it's easy enough/diverse enough to support literally every playthrough I've tried of it. Only hard part of the game is honestly Primm if you're using jsawyer(and you should). On Fallout 4 modding, I really just want someone to port over some of the guns from NV. Grenade rifles, grenade machinegun, an LMG etc. Not that there's anything really wrong with the Fallout 4 weapons, there's just a distinct lack of variety that the mods...really don't compensate for(especially when a fair few weapons only have one mod). Hopefully the WME/WMX guys will come over once the modding tools come out and create something awesome.
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# ? Dec 13, 2015 10:32 |
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the extreme makeover settlement mods are so nice. I don't care if its not lore friendly, I have a two story institute walled/floored mansion and a prewar garden in the works. I think the fact I can backstab deathclaws justifies this oasis in the wasteland. I sorta liked New Vegas' areas of insane difficulty. I ended up making goals for myself to come back and finish the job when I was stronger, or spend a crazy amount of time planning an assault with explosives. Despite being stealth sniper in every RPG/FPS hybrid that supports it, I never got around to it in NV. Didn't help that their decay rates were incredibly high. I never wanted to shoot it because I could visibly see the CND bar lower.
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# ? Dec 13, 2015 10:38 |
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your evil twin posted:Aha, that's good to know. I think I'll stick with Hard mode then, and if I find the game becoming easy I'll switch to Survival... but use the mod to make Survival have the damage ratios as Hard. So switching to Survival will simply slow the stimpack healing and increase legendary enemies. definitely get EAZ, the vanilla level ranges are really low. open FO4Edit and compare I guess.
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# ? Dec 13, 2015 10:42 |
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T.G. Xarbala posted:Not going to lie, I love FNV but not for the combat. FO4's a flat improvement there. (also i really like how the .45 smg was loving nerfed in this game lmao) i think small amounts of DT + a 100/100+N diminishing returns scaling DR (which happens to be impossible to implement in this game due to how the armor system works) would be the best system overall
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# ? Dec 13, 2015 10:46 |
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Anime Schoolgirl posted:it also doesn't help that with the sole exception of the .45 smg or 12.7 SMG (lol) most of the guns you'll be using are fast-firing lever or bolt action rifles FNV was basically modern Fallout meets the mob and the wild west, and balance-wise it felt like the game really encouraged you to build your Courier like a post-apocalyptic cowboy/cowgirl. I can't help but think that was intentional, but also a shame since there was such a variety of weapons to choose from. Fallout 4 doesn't have that kind of theming to work against but the limited weapon selection feels anemic in comparison. And there's a healthy dose of mobsters and private dicks in 4 so I guess Fallout is going to run with that motif from now on (which is good, because it owns.) And speaking of impossibles, with the way the weapons and mods are coded, is it really not possible for modders to add new weapons? Because if so that's a real fuckin' shame. Or is it a "wait and see till February" thing.
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# ? Dec 13, 2015 11:01 |
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wait until the F4CK, there's a lot of things that are attached to keywords that cannot be created through xedit
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# ? Dec 13, 2015 11:23 |
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T.G. Xarbala posted:And speaking of impossibles, with the way the weapons and mods are coded, is it really not possible for modders to add new weapons? Because if so that's a real fuckin' shame. Or is it a "wait and see till February" thing. I just want a 1911. Is that so much to ask?
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# ? Dec 13, 2015 11:24 |
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T.G. Xarbala posted:And speaking of impossibles, with the way the weapons and mods are coded, is it really not possible for modders to add new weapons? Because if so that's a real fuckin' shame. Or is it a "wait and see till February" thing. New weapons are possible. New models for them isn't. Currently everything must be pieced together from existing weapon-fragments. Is there any chance that FOSE will allow modders to implement FNV-style ammo types? Edit: This is probably impossible without scripts, but I want a personal stealth device that gives me stealthboy while draining a fusion core. Like the power armour mod, but without the rest of the power armour. The Lone Badger fucked around with this message at 13:16 on Dec 13, 2015 |
# ? Dec 13, 2015 12:06 |
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With the discovery of the Chinese Assault Rifle in the game files, I'm thinking the "Assault Rifle" we have now was originally supposed to be the basic heavy weapon of the game, considering its files are labelled "machinegun".
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# ? Dec 13, 2015 13:34 |
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toasterwarrior posted:With the discovery of the Chinese Assault Rifle in the game files, I'm thinking the "Assault Rifle" we have now was originally supposed to be the basic heavy weapon of the game, considering its files are labelled "machinegun". doesn't explain why the combat rifle uses .45 instead of 5.56 though
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# ? Dec 13, 2015 13:58 |
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http://i.imgur.com/FaKH36h.gifv I need this.
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# ? Dec 13, 2015 14:51 |
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Anime Schoolgirl posted:yeah the Chinese AR was removed largely because Because making 7.62 for the Totally-not-a-Maxim-or-Browning-Machine-Gun and changing the Combat Rifle to 5.56 would mean that the Combat Rifle might not instantly and completely obsolete every other gun that uses .45?
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# ? Dec 13, 2015 14:58 |
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Arcsquad12 posted:So general/mod question. Since there is not really a level cap for FO4, I'm envisioning a potential problem with the way DR and health is going to work out. Since you gain health every level, and DR can be buffed to significant numbers with the right mods, is the game going to inevitably end up with dozens of bullet sponge enemies in the late game? Because your own damage does not increase each level, you need to buff it with weapon modifications and perks. So you can only max out your damage so much, while health and DR will continue to climb, meaning that your sniper rifle which you use to two shot enemies will eventually only barely chip away at your opponents. I'd be a bit more wary of even low level raiders if they were rocking 10mms and combat rifles more often. Maybe have the raiders in power armor use salvaged bits of T45/T60 etc here and there too. e: Alternate settlements Wallpaper and flooring that snaps into place over tiles! But you have to use the non vanilla parts he supplied. Might be worth a look, mind. e2: I was about to say that my former point was kind of invalid, as I found some raider psychos with hunting rifles, hardened sub machine guns and a minigun(!) when returning to the wreck of the USS riptide, but when I cleared them out, I found a pile of weapons I discarded on the deck, so they must be some old guns I dropped off. Still, this have given me the idea of planting every spare minigun I find in an area where I know raiders will spawn, so that when they pick it up and I kill them, +500 rounds of 5mm. Falken fucked around with this message at 15:59 on Dec 13, 2015 |
# ? Dec 13, 2015 15:20 |
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Falken posted:
I'm using this mod, because I wanted more choice than wood or metal. The textures he's used were part of a large pack that got plonked on Nexus for general use, but he only used a few of them. They work well, and it's nice to have brick buildings. Also doorways that don't protrude so much. Because he added the new parts to a new section on the build menu with, they don't conflict with anything at all if you fancy having a go with them.
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# ? Dec 13, 2015 19:28 |
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gently caress yes Can't wait for FO4's version of Robco Certified. This is nice in the meantime.
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# ? Dec 13, 2015 19:53 |
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Amstrad posted:I like this name: http://www.nexusmods.com/fallout4/mods/5181/ Thanks so much for this. It made my clinic a lot more natural looking: It went from having a big-rear end, clunky looking lemonade stand in a tiny infirmary to the more realistic scenario of having to bother the poor doctor while she's doing an inventory check whenever I need stims. I had to prop it on top of a footlocker due to the height difference but it looks so much nicer now
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# ? Dec 13, 2015 19:56 |
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Alabaster White posted:Because making 7.62 for the Totally-not-a-Maxim-or-Browning-Machine-Gun and changing the Combat Rifle to 5.56 would mean that the Combat Rifle might not instantly and completely obsolete every other gun that uses .45?
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# ? Dec 13, 2015 20:06 |
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Songbearer posted:Thanks so much for this. It made my clinic a lot more natural looking: Nice workaround, but you can use console commands to adjust the height and rotation as well. Ddraig posted:gently caress yes Made by a goon, too. Now I have a reason to go for Robotics Expert.
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# ? Dec 13, 2015 20:06 |
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# ? May 17, 2024 01:02 |
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gromdul posted:Nice workaround, but you can use console commands to adjust the height and rotation as well. I tried, but the vendor sinks into the ground when you adjust the height too severely.
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# ? Dec 13, 2015 20:25 |