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LumberingTroll posted:Settlement Keywords is useless now though because they upped the Keyword limit from 255 to something over 65k. ahahahaha, well, thats better, *continues to argue about beta or not stuff. Edit: this is why I use a separate install from steam to play a game, because everything gets hosed with updates, this way I can choose when to upgrade junk. staberind fucked around with this message at 12:16 on May 1, 2016 |
# ? May 1, 2016 12:12 |
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# ? Jun 5, 2024 23:54 |
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I posted this on the last page but if you're still struggling to get your mods working, at least those that are compatible with 1.5 it's as simple as:Rasmussen posted:You don't need to gently caress around adding * to txt files. Just do your MO poo poo as usual and when the game launches go into mods, log in and then press T, activate your mods and the game will restart and you're done.
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# ? May 1, 2016 12:18 |
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Untill MO/NMM get patched can we get this:Rasmussen posted:You don't need to gently caress around adding * to txt files. Just do your MO poo poo as usual and when the game launches go into mods, log in and then press T, activate your mods and the game will restart and you're done. In big ol' bold letters in OP? Because editing those .ini files did poo poo for me, but this worked.
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# ? May 1, 2016 12:37 |
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Pound_Coin posted:Untill MO/NMM get patched can we get this: Yeah editing the files wasn't working for me either so I did some googling and came up with that.
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# ? May 1, 2016 12:42 |
Odd barely any new SMG weapons on the Nexus.
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# ? May 1, 2016 12:54 |
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LumberingTroll posted:Keywords are the categories, so things can just go back to the way it was before SK where people just made their own.
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# ? May 1, 2016 14:27 |
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Talkie Toaster posted:No as sub-categories are done by formlists. For example, 'Defence' has a list containing the keywords for traps, turrets and guard posts. If you want to add a new subcategory, you need to edit that list, which means that without SK any 2 mods trying to add subcategories to the same category will conflict. Which, while taking a couple of minutes to sort out in xedit for some people, generally makes most people have to choose between one or the other w/out sk. I want to go play fallout, but I have a massive amount of mods to crunch into single esp's and I am just tired of that.
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# ? May 1, 2016 16:38 |
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I am having the hardest time finding neon signs in the Creation Kit, since they seem to have organized things there arbitrarily.
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# ? May 1, 2016 16:45 |
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Pound_Coin posted:Untill MO/NMM get patched can we get this: WHen I press T to go into my library, nothing is listed... LumberingTroll fucked around with this message at 17:22 on May 1, 2016 |
# ? May 1, 2016 17:09 |
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LumberingTroll posted:WHen I press T to go into my library, nothing is listed... You still have to first enable your mods in MO like usual and they should be there. I've added almost all my old mods back, and it seems to work great for me. If .txt file editing works for you and this doesn't then that's cool. clone on the phone fucked around with this message at 22:26 on May 1, 2016 |
# ? May 1, 2016 22:23 |
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Turns out Synths can wear almost any kind of outfit, which is excellent.
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# ? May 1, 2016 23:05 |
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SeanBeansShako posted:Odd barely any new SMG weapons on the Nexus. That'll happen when there's gently caress all animations to work with
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# ? May 1, 2016 23:08 |
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Al! posted:Turns out Synths can wear almost any kind of outfit, which is excellent. I'm looking forward to someone making an alternate start mod where you can be synth. It won't make sense for the story but who cares!
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# ? May 2, 2016 00:19 |
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Rasmussen posted:I'm looking forward to someone making an alternate start mod where you can be synth. It won't make sense for the story but who cares!
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# ? May 2, 2016 08:08 |
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Here I am hoping that this mod gets updated to work with the latest patch. It's just a UI fix for 21:9 since Bethesda can't be hosed to do it themselves... and yeah the UI is hosed without it. I would do it myself, but I have absolutely no idea how to even approach it.
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# ? May 2, 2016 08:19 |
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No honest man needs all that monitor
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# ? May 2, 2016 10:50 |
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Man Whore posted:No honest man needs all that monitor That's not what your mom said last night
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# ? May 2, 2016 12:30 |
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Woebin posted:Anything can make sense for the story through the magic of implanted false memories! So simple and great, I didn't even think of that. You could wake up in the memory den and everything.
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# ? May 2, 2016 15:09 |
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Rasmussen posted:So simple and great, I didn't even think of that. You could wake up in the memory den and everything. poo poo, that's what should happen after you get pre-war frozen. Trying to figure out your own background, whether your memories are real or whether you're a robot or not, makes much more sense than the urgency of a lost kid as a character motivator in terms of whether the player wants to follow the main quest or ignore it and gently caress around killing raiders all day. In Act II you could decide if you want to follow up on the fate of whatever prewar schlub's memories you got or just want to go kill more raiders.
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# ? May 2, 2016 17:17 |
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I feel like there wasn't even anything interesting done with the Memory Den at all in the game. There's the one quest with Kellog and that's it. No other interaction. The weird non-scientist lady doesn't have anything worthwhile.
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# ? May 2, 2016 18:42 |
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SeanBeansShako posted:Odd barely any new SMG weapons on the Nexus. everyone's still traumatized from getting constantly wasted by Sulik's friendly fire.
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# ? May 2, 2016 20:32 |
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Endymion FRS MK1 posted:I feel like there wasn't even anything interesting done with the Memory Den at all in the game. There's the one quest with Kellog and that's it. No other interaction. The weird non-scientist lady doesn't have anything worthwhile. If you go there before the Kellog quest you can get traumatized by re-living your spouse's murder. And the Silver Shroud quest starts with the guy who's hanging out in the side room there.
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# ? May 2, 2016 20:34 |
Entropic posted:everyone's still traumatized from getting constantly wasted by Sulik's friendly fire. Somebody had to take up the mantle from Ian after he got cooked.
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# ? May 2, 2016 20:35 |
Also Doctor Amari and the Memory Den get involved if you do Railroad quests, or follow up on Curie's loyalty quest.
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# ? May 2, 2016 20:44 |
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I'm curious, what happens during that part of the quest if you just butchered all of Goodneighbor beforehand? Does the doctor (who I am sure is flagged Essential) even acknowledge it?
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# ? May 2, 2016 20:55 |
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I've run headlong into a problem with bringing FDI to the Bethesda platform (and by extension, to consoles). I'm trying to find a solution, but any help would be much appreciated. Shamelessly copying from another post I made on the official GECK forum: I've hit a snag I can't seem to get around: .strings files, even when included in an archive with an uploaded mod, do not override the .strings files in the Strings folder. Meaning that even if changes are made to .strings files in the archive, it doesn't amount to a thing because the game appears to prioritize the contents of the Strings folder. In any other circumstance this wouldn't be a problem - just put altered .strings in the folder directly - but on this platform that obviously isn't an option. I've taken a look at other mods available on this platform that alter strings of text, but all those alterations seem to be hard-baked into the related .esp rather than using a .strings file. Is there any way to force the .strings files in a BA2 archive to override those in the Strings folder, as everything else in an archive seems to behave? -- The thread itself is also worth a look, as modders with similar issues are weighing in (along with having an internet slapfight over whether editing .strings files is worse than rabies, but what can you do): it's right here. An assist with this would be much appreciated, gang. It looks like a minor oversight on Bethsoft's part, but it's thrown a wrench in the prospect of any mods that edit .strings files, not just FDI - and threatens the ability of such mods to come to consoles.
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# ? May 2, 2016 23:59 |
Seeing as melee weapons now come in slow, medium and fast variety I am sort of hoping somebody does a deeper 18th century swords project for melee weapons now.
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# ? May 3, 2016 15:16 |
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I'm hoping beyond hope that they include a lever-action rifle in Far Harbor.
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# ? May 3, 2016 15:28 |
Gonkish posted:I'm hoping beyond hope that they include a lever-action rifle in Far Harbor. A default looking alternate assault rifle that fits the older art styles is what I am hoping for myself. Also, a Luger dammit come on!
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# ? May 3, 2016 15:30 |
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SeanBeansShako posted:A default looking alternate assault rifle that fits the older art styles is what I am hoping for myself. Also, a Luger dammit come on! I just want a goddamn pump-action shotgun
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# ? May 3, 2016 16:20 |
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Far Harbour looks like basically Stephen King: The Expansion Pack so expect poo poo like reanimated animals, intelligent monster dogs, spooky clowns, sentient suits of power armor that want to murder your dick, etc.
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# ? May 3, 2016 17:29 |
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Babe Magnet posted:Far Harbour looks like basically Stephen King: The Expansion Pack so expect poo poo like reanimated animals, intelligent monster dogs, spooky clowns, sentient suits of power armor that want to murder your dick, etc. The Pint Sized Slasher is actually a ghoul
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# ? May 3, 2016 17:37 |
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Babe Magnet posted:Far Harbour looks like basically Stephen King: The Expansion Pack so expect poo poo like reanimated animals, intelligent monster dogs, spooky clowns, sentient suits of power armor that want to murder your dick, etc. Pretty sure it will be more Cthulhu based than Stephen King, but I could be wrong.
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# ? May 3, 2016 17:39 |
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Where is the loving GECK, I just want mods to be slightly less lovely ok.
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# ? May 3, 2016 17:43 |
Sylink posted:Where is the loving GECK, I just want mods to be slightly less lovely ok. It's out dude.
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# ? May 3, 2016 17:44 |
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LumberingTroll posted:Pretty sure it will be more Cthulhu based than Stephen King, but I could be wrong. it'll probably have a little of both, this is Fallout after all, reference density of the primary M.O.
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# ? May 3, 2016 17:47 |
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Sylink posted:Where is the loving GECK, I just want mods to be slightly less lovely ok. also from the Dumb rear end 4 leaks it seems Snapmap will work the same way
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# ? May 3, 2016 17:52 |
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Alright, I'm gonna ask you goons for help because I have no idea what's going on here. I've got an armor retex mod. Exactly one person using is is having this bug: http://imgur.com/a/j3DAh Why the living gently caress is half of it darker than the other half? They're wearing pieces from different sets and it seems to happen to all of them. I really don't know what could even potentially be causing this.
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# ? May 3, 2016 18:03 |
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Pound_Coin posted:Untill MO/NMM get patched can we get this: Keep in mind that if you do this you will have to do it every single time you start the game because it apparently doesn't remember that you enabled mods, and if, like now apparently, bethesda.net is down you can't even click the mods button on the menu. *'s in plugins.ini ftw
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# ? May 3, 2016 19:20 |
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# ? Jun 5, 2024 23:54 |
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I'm able to click the mods button, I just get a login error. Edit: Also just noticed that apparently having mods enabled also disables achievements.
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# ? May 3, 2016 19:51 |