Roadie posted:There's an entry for Weaponsmith Extended 1.2 on the files tab, but on the main tab it talks about 2.0 (which doesn't exist on the files tab) and a bunch of the patches want 1.0 instead. Oh well damned if I know then I guess I downloaded it before he changed it to talk about 2.0
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# ? May 22, 2016 11:12 |
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# ? May 29, 2024 07:36 |
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Ugh, Getting back in after the release of far harbour. Trying to get WBO & functional displays working together, but the ESP for WBO's got a different name than expected and the compatibility patches all want them with different names and I'm not sure if I need the WBO patch from displays AND the displays patch from WBO and FFFFFFFFFFFFFFfffffffffff ha;lp And I can't figure out how to rename the actual .esp rather than just the display name in mod organizer because the interface is butts
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# ? May 22, 2016 14:21 |
More Melee Weapons! Adds a bunch more plain sort of improvised melee weapons to the spawning and drop lists. Ever wanted to stab a Super Mutant in futile horror with a butter knife? NOW YOU CAN!
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# ? May 22, 2016 14:34 |
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Pound_Coin posted:Ugh, Getting back in after the release of far harbour. Trying to get WBO & functional displays working together, but the ESP for WBO's got a different name than expected and the compatibility patches all want them with different names and I'm not sure if I need the WBO patch from displays AND the displays patch from WBO and FFFFFFFFFFFFFFfffffffffff you only need the patch on the WBO page
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# ? May 22, 2016 14:36 |
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The Iron Rose posted:you only need the patch on the WBO page So I can just un-check that one with the missing master and call it a day?
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# ? May 22, 2016 14:38 |
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Pound_Coin posted:So I can just un-check that one with the missing master and call it a day? Yep! You don't need the patch on the functional displays page. It's out of date, and deprecated since I have an updated one on my page.
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# ? May 22, 2016 14:42 |
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The Iron Rose posted:Yep! You don't need the patch on the functional displays page. It's out of date, and deprecated since I have an updated one on my page. Awesome, thanks for the help (and for making the mod in the first place :v) Edit: Unchecked that patch, game won't launch at all. This loving game engine. Pound_Coin fucked around with this message at 14:50 on May 22, 2016 |
# ? May 22, 2016 14:43 |
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I've reinstalled the game, because my install was all sorts of messy and now Mod Organiser works well enough with Fallout 4 that I can use that and keep things clean. I've installed a sorting mod and UI mod, among other things, and a weird thing is happening where all the clothing I've found so far has "(Biocommesh)(Recon)" as a suffix, and all the guns I have picked up (10mms and pipe guns) have a "{Laser-Sighted}" suffix, despite me not having installed mods that add either of those things. No negative gameplay impacts that I've noticed, but it is weird. Load order:code:
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# ? May 22, 2016 17:16 |
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Dr Snofeld posted:I've reinstalled the game, because my install was all sorts of messy and now Mod Organiser works well enough with Fallout 4 that I can use that and keep things clean. I've installed a sorting mod and UI mod, among other things, and a weird thing is happening where all the clothing I've found so far has "(Biocommesh)(Recon)" as a suffix, and all the guns I have picked up (10mms and pipe guns) have a "{Laser-Sighted}" suffix, despite me not having installed mods that add either of those things. No negative gameplay impacts that I've noticed, but it is weird. Load order: What do you mean you don't have mods installed that add those things? ViS and DEF_INV both are literal tag/sort mods... If your weapons and armors have the same tags all the time I'd guess that something went wrong either generating or editing the DEF_INV_TAGS.xml file, in which case a reinstall should fix that.
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# ? May 22, 2016 17:39 |
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Sensenmann posted:What do you mean you don't have mods installed that add those things? ViS and DEF_INV both are literal tag/sort mods... Sorry, I mean that I don't have anything that would put a laser-sighted barrel onto a pipe pistol or suchlike.
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# ? May 22, 2016 17:50 |
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Dr Snofeld posted:Sorry, I mean that I don't have anything that would put a laser-sighted barrel onto a pipe pistol or suchlike. That's a scope, not a barrel. Check your weapons and armor at a workbench to check if they have what the tags claim they do.
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# ? May 22, 2016 17:58 |
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I'm actually looking forward to mods being released on consoles, because then I'll know those mods are less likely to cause crashes when used on PC. I'm assuming all the Bethesda requirements for console mods are some minimal effort at quality control and to prevent people's FO4 on XBone/PS4 from crashing. Am I wrong? Is that weird? Anyone else ponder this?
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# ? May 22, 2016 18:17 |
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pmchem posted:I'm actually looking forward to mods being released on consoles, because then I'll know those mods are less likely to cause crashes when used on PC. I'm assuming all the Bethesda requirements for console mods are some minimal effort at quality control and to prevent people's FO4 on XBone/PS4 from crashing. Am I wrong? Is that weird? Anyone else ponder this? hahahahahaah naw man. I've made a dozen or so mods for consoles and there is literally no quality control or verification process involved. The only thing you can't put in a console mod is F4SE scripts since, obviously, you can't write a script extender for consoles. Not that there are many mods with scripts anyways mind you. I mean I'm literally running with 210 plugins and none of them cause crashes, because almost none of the mods use scripts.
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# ? May 22, 2016 18:28 |
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Are there any mods that make the headlamps ingame have a more... realistic falloff? It's kinda stupid that it goes about 20 yards and then stops flat.
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# ? May 22, 2016 18:50 |
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pmchem posted:I'm actually looking forward to mods being released on consoles, because then I'll know those mods are less likely to cause crashes when used on PC. I'm assuming all the Bethesda requirements for console mods are some minimal effort at quality control and to prevent people's FO4 on XBone/PS4 from crashing. Am I wrong? Is that weird? Anyone else ponder this? People said that about paid mods, too, and we all saw how completely wrong THAT turned out.
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# ? May 22, 2016 20:56 |
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Sensenmann posted:That's a scope, not a barrel. Check your weapons and armor at a workbench to check if they have what the tags claim they do. This is what I was getting: I think it was a problem with the sorting mod, I've swapped it out for a different one to see if that helps. Also my lockpicking was going super fast. I think that's a framerate issue? Will forcing AA with the AMD control centre keep it at 60fps? I think I read that the default FO4 Vsync is 30fps.
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# ? May 22, 2016 21:09 |
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Dr Snofeld posted:This is what I was getting: Just install the latest Enb and run that with effects disabled, Enboost on and the frame limiter set to 60.
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# ? May 23, 2016 06:00 |
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Does a mod exist that enables fast travel in survival mode between settlements that you have a supply line between? I like most of the rest of that mode but hoofing it to Sanctuary sucks balls.
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# ? May 23, 2016 14:11 |
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yeah http://www.nexusmods.com/fallout4/mods/10157/
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# ? May 23, 2016 14:44 |
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Looks perfect, thanks!
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# ? May 23, 2016 14:48 |
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Oh hey mods are out on the xbox.
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# ? May 23, 2016 16:55 |
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Finally, console users can at last see the majesty of tits on a molerat.
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# ? May 23, 2016 17:14 |
New weapon mod, this one is the one shot Thompson-Center Contender Pistol if you want to be a real bad rear end end of the world retro road agent.
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# ? May 23, 2016 17:50 |
Kramjacks posted:Finally, console users can at last see the majesty of tits on a molerat. For as long as that was the thread title for NV mods, I was amazed I never saw that mod being linked. I hope this means it doesn't actually exist.
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# ? May 23, 2016 18:47 |
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Mage_Boy posted:For as long as that was the thread title for NV mods, I was amazed I never saw that mod being linked. I hope this means it doesn't actually exist. Naky actually made it and uploaded it to the Nexus, where a surprisingly large gathering of users got the joke and it got enough votes to be on the front page and in the top 25 of all time, then the mods deleted it because it threatened the sanctity of the Nexus.
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# ? May 23, 2016 18:51 |
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Mage_Boy posted:For as long as that was the thread title for NV mods, I was amazed I never saw that mod being linked. I hope this means it doesn't actually exist.
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# ? May 23, 2016 18:51 |
The Iron Rose posted:hahahahahaah Man I wish I had your luck, my poo poo be crashing all the time. Had to abandon my game because I couldn't get anywhere near Diamond City. Tore the mods out and gonna try again after paring it down a bit.
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# ? May 23, 2016 19:12 |
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Arrath posted:Man I wish I had your luck, my poo poo be crashing all the time. Had to abandon my game because I couldn't get anywhere near Diamond City. Tore the mods out and gonna try again after paring it down a bit. It takes some loving with merged patches (honestly forget the conflict losses filter, just use the apply filter for cleaning), but honestly most of that was making sure all the mods worked properly together and levelled lists were appropriately populated.
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# ? May 23, 2016 22:03 |
The Iron Rose posted:It takes some loving with merged patches (honestly forget the conflict losses filter, just use the apply filter for cleaning), but honestly most of that was making sure all the mods worked properly together and levelled lists were appropriately populated. So is there a good tool for doing this? Or tutorial? Cause I haven't a clue.
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# ? May 24, 2016 00:45 |
My only criticism of IFT is that you have to build vehicles in every single settlement, which is like "Hey, who keeps stealing my motorcycle and taking it back to Hangman's Alley?" I'm going to give that Resurrection mod a shot, though I'm totally expecting it to have massive textures for stop signs and poo poo and make my aging 660ti cry. I want the "reclaimed by nature" aesthetic so bad though.
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# ? May 24, 2016 05:19 |
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QuantaStarFire posted:My only criticism of IFT is that you have to build vehicles in every single settlement, which is like "Hey, who keeps stealing my motorcycle and taking it back to Hangman's Alley?" It also needs busecombinedobjects to be set to 0 so your FPS will definitely take a nosedive in some areas.
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# ? May 24, 2016 05:30 |
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Arrath posted:So is there a good tool for doing this? Or tutorial? Cause I haven't a clue. Download fo4edit, run it and load your plugins, apply filter for cleaning. It'll show you what is overwriting what. Some things are fairly minor and can be ignored, like if something overwrites part of the unofficial bug patch or an item sorting mod it's a bit whatevs. On the other hand, if something is overwriting, say, an armorsmith armorsmith then none of its changes will be present in game. Similarly if you have a bunch of weapon mods that are distributed to enemies through level lists, you'll need to merge them together or you'll only see the gun present last in the load order for a given levelled list. This is easily solved by right clicking in fo4edit and selecting 'create merged patch.' You'll want to go over it once it's done to confirm the changes made of course, but once that's done you should be set.
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# ? May 24, 2016 05:38 |
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So I think I found the greatest mod. Just the greatest. This mod is going to be huge, guys. HUUUGE. Just ignore the tiny hands.
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# ? May 24, 2016 06:08 |
The Iron Rose posted:Download fo4edit, run it and load your plugins, apply filter for cleaning. It'll show you what is overwriting what. Some things are fairly minor and can be ignored, like if something overwrites part of the unofficial bug patch or an item sorting mod it's a bit whatevs. On the other hand, if something is overwriting, say, an armorsmith armorsmith then none of its changes will be present in game. Cheers, I'll give that a try. Vaguely recall doing the same with some NV mods forever ago.
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# ? May 24, 2016 06:09 |
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If I'm using Weapon display stands and snap and build, but weapon display stands aren't showing up does it mean snap and build is overwriting them? My load order look like this atm, do I need to merge things? and how do I do that with MO2 Pound_Coin fucked around with this message at 00:09 on May 25, 2016 |
# ? May 25, 2016 00:03 |
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Pound_Coin posted:If I'm using Weapon display stands and snap and build, but weapon display stands aren't showing up does it mean snap and build is overwriting them? Weapon display is unchecked in that pic. You merge with fo4edit. If you have it installed, run it from mo2. Load everything in the window that comes up. After it loads right click anywhere on the left pane - other-create merged patch, give it a few seconds, close fo4edit. Go to the bottom of the left pane in mo2 where is says overwrite, create new mod, name it whatever you want and the make sure you activate it.
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# ? May 25, 2016 01:28 |
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http://www.nexusmods.com/fallout4/mods/13945/ I speak Japanese only.
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# ? May 25, 2016 03:57 |
Is there a Dragonporn for Fallout 4 yet?
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# ? May 25, 2016 04:14 |
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Was there one for New Vegas? I loving love Dragonporn, the dude who runs it has a great sense of humor. What's the recommended "Alternate Start" mod right now? Looking to get back into the game having not played since like January since I was waiting on mods. Is it this one? http://www.nexusmods.com/fallout4/mods/10951/ I don't need anything too fancy, I just don't want one that will gently caress my save a couple dozen hours down the line. also Babe Magnet fucked around with this message at 04:43 on May 25, 2016 |
# ? May 25, 2016 04:32 |
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# ? May 29, 2024 07:36 |
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Babe Magnet posted:Was there one for New Vegas? I loving love Dragonporn, the dude who runs it has a great sense of humor. Fun fact (extremely mild Far Habor spoiler): There's a full set of Vim Pop! branded T-51 power armor in the Vim Pop factory.
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# ? May 25, 2016 05:35 |