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Yeah I'm looking forward to farbor, even if it's just exploring and blasting new-englanders
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# ? May 25, 2016 05:36 |
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# ? May 31, 2024 11:03 |
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Segmentation Fault posted:Is there a Dragonporn for Fallout 4 yet? http://fallout4.blog.jp/ Don't know if it's run by the same guy, but Dragonporn links to it.
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# ? May 25, 2016 07:50 |
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Acebuckeye13 posted: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. There's also one in a truck fairly near Far Harbor itself. One in the factory has the paint schematic nearby however
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# ? May 25, 2016 08:57 |
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Looks like someones ported or made Owned for Fallout 4 now, good stuff. http://www.nexusmods.com/fallout4/mods/14113/
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# ? May 25, 2016 09:03 |
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Traits and More Perks has been updated to Beta3, and is now also available on Xbox One, excitingly enough. To hell with that 2500 word limit for mod descriptions on the Bethesda site, though. Anyways, shamelessly copying from the changelog: * Mod has been completely remade with the Fallout 4 Creation Kit. The mod is now also available for Xbox One. * Traits can now be added at character creation. You will have an opportunity to add Traits after assigning your stats with the Vault-Tec Rep, and again just before leaving Vault 111. * Assigning Traits to your character is now handled through a Terminal menu. This menu is also accessible via a holotape, meaning you can alter your Traits using your Pip-Boy at any time. * Perk injector items now cost materials to craft. Many of them require rare materials, so start scavenging! * Fixed numerous issues with the Determined trait. Notably, it now applies a 30% reduction to all damage rather than buffing Damage Resistance, chem addiction is no longer possible, and the overlays from using Jet-based items no longer appear. * Fixed an issue with the Haute Cuisine perk wherein effects were being applied incorrectly. * Fixed an issue with the Fear the Reaper trait wherein chem durations were erroneously being reduced. Speaking of which... * Changed the name of the Fear the Reaper trait to "Memento Mori" to make translating the mod easier. Turns out the "fear the reaper" idiom/Blue Oyster Cult song doesn't really translate well outside of English. * Fixed issues with melee and unarmed-related perks wherein their benefits would not be applied under certain circumstances. * Lowered the movement speed benefit granted by the Unto the Breach trait from 25% to 15% in response to player feedback. * The Gifted and Small Frame traits now directly boost their related stats, allowing you to qualify for more perks by taking them. * Numerous fixes and tweaks to other perks and traits; too countless to name. * Changed the function of the Bruiser trait: Power attacks deal 30% more damage, but cost 30% more Action Points to perform. * Added a new trait, Loose Cannon: Heavy guns and automatic guns do 25% more damage, but are 25% less accurate both in V.A.T.S. and when firing from the hip.
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# ? May 25, 2016 09:47 |
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Is there modder drama I missed out on? or a "Fun feature" in one of my mods? Because I hit level 15 on a new game and now whenever I fast-travel anywhere near the Boston commons I spawn next to a super mutant suicider who immediately slam dunks me. quote:A Boobleheads Adventure Quests and Adventures
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# ? May 25, 2016 11:59 |
I am very happy to posts two new additions to firearms to the wasteland from Nexus. Somebody made a Mauser pistol which spawns in loot lists and on NPC's whilst somebody else put together a pretty good looking M1 Garrand.
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# ? May 25, 2016 20:07 |
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SeanBeansShako posted:I am very happy to posts two new additions to firearms to the wasteland from Nexus. Somebody made a Mauser pistol which spawns in loot lists and on NPC's whilst somebody else put together a pretty good looking M1 Garrand. quote:-400 base damage Hmmm Hmmmmmmmmm
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# ? May 25, 2016 20:16 |
Yeah, the Garrand one is worth maybe waiting for or doing your own tweaks. He doesn't even know how to put in world or on NPC lists and the attachments don't show up.
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# ? May 25, 2016 20:34 |
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Does it at least have the sweet PING of an empty clip?
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# ? May 25, 2016 20:49 |
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The garrand also looks like it's made of plastic dude needs to work on the spec map a little
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# ? May 25, 2016 20:49 |
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Inzombiac posted:Does it at least have the sweet PING of an empty clip? I'd be surprised if it did, considering there's no assets for that animation to work with
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# ? May 25, 2016 20:52 |
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Acebuckeye13 posted:Hmmm What, do you hate freedom or something, commie?
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# ? May 25, 2016 21:28 |
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Acebuckeye13 posted:Hmmm Don't forget the Two-Sgot legendary mod and 25 round magazine!. On a serious note everyone should download the M14 mod on the Nexus, it's well done, lore friendly, and powerful (not overpowered though)
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# ? May 25, 2016 21:36 |
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So this is probably the best place to ask. The last time I played, after a while I would randomly get be right flashes of ugly vault green on the bottom. Before I get home to gently caress around, does this sound like a mod (I have a couple texture overhauls and the weather mod that creates mild green flashes for rad storms) or is this probably a graphics card issue? ( my PC could probably use more ventilation). Either way, pumped to get the new and improved perks and traits mod.
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# ? May 25, 2016 22:12 |
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I don't know, I think I'm pretty much going to hold off on weapon mods until Millenia starts releasing, they're about the only ones who've never let me down.
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# ? May 25, 2016 22:21 |
Endymion FRS MK1 posted:Don't forget the Two-Sgot legendary mod and 25 round magazine!. This Machine was a beast in NV, so it's not like he doesn't have some precedent.
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# ? May 25, 2016 22:30 |
To make up for the slightly lovely M1 mod I posted, have this fantastic looking Chinese Experimental Plasma Cannon with some really impressive modular stuff from the CROSS guy.
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# ? May 25, 2016 23:30 |
SeanBeansShako posted:To make up for the slightly lovely M1 mod I posted, have this fantastic looking Chinese Experimental Plasma Cannon with some really impressive modular stuff from the CROSS guy. lol a disc launcher, combine this with the guy's jetpack mod and you get Fallout Tribes.
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# ? May 26, 2016 00:18 |
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Segmentation Fault posted:lol a disc launcher, combine this with the guy's jetpack mod and you get Fallout Tribes. Somehow I can't get mad about this. Though, that gun model is kinda mediocre TBH.
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# ? May 26, 2016 00:34 |
SeanBeansShako posted:To make up for the slightly lovely M1 mod I posted, have this fantastic looking Chinese Experimental Plasma Cannon with some really impressive modular stuff from the CROSS guy. Thats cool as gently caress.
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# ? May 26, 2016 00:46 |
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Updated Traits and More Perks to Beta3.01, which includes the script archives I'd forgotten to include in the original upload. Apologies for the inconvenience.
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# ? May 26, 2016 00:50 |
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Has anyone gotten skilled enough at the creation kit to add in a scrapping settlement prop? I'm tired of dropping my stuff on the ground and having to use the workshop interface to turn items into their base materials. It'd be handy to have a container that any scrap-able item you place into it gets turned into crafting resources in a separate chest. I know yu don't have to pre-scrap items, but I don't like the inventory clutter.
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# ? May 26, 2016 03:51 |
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Still trying to get a relatively small install to play nice, even migrated from Mod organiser to NMM for better F04 EDIT integration to allow me to make merged patches, still broken bullshit. Snap and build works, but the displays from functional displays and the reloading bench from craft-able ammo are in the settlement menu, but have no model and can't be placed, this is after making and applying a merged patch, before I even get into getting the WBO/display poo poo to work
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# ? May 26, 2016 15:26 |
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Pound_Coin posted:Snap and build works, but the displays from functional displays and the reloading bench from craft-able ammo are in the settlement menu, but have no model and can't be placed, this is after making and applying a merged patch, before I even get into getting the WBO/display poo poo to work If you figure out what's causing that please share because a bunch of my stuff doesn't seem to work together either and it's annoying.
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# ? May 26, 2016 16:33 |
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SeanBeansShako posted:I am very happy to posts two new additions to firearms to the wasteland from Nexus. Somebody made a Mauser pistol which spawns in loot lists and on NPC's whilst somebody else put together a pretty good looking M1 Garrand.
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# ? May 26, 2016 18:25 |
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Looks like the Assault Phaser got ported to Fallout 4 while I wasn't paying attention. I liked it a lot in New Vegas.
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# ? May 26, 2016 20:54 |
Want to impress some random Wasteland dude with your scars Vault dude bros?
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# ? May 26, 2016 21:24 |
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Sorry if something like this has already been discussed but my perk chart is all hosed up: I hadn't played since Far Harbor came out and it looked like I needed to update my mod that removes level requirements from perks. Things seemed OK on starting a new game after that. Then I saw Traitorous Perks, a neat mod that makes perks interact more, had been updated so I tried that, but first wanted to remove some perk requirements through xEdit like I had done before. That's when I noticed my perk chart is hosed up as in the picture. I suspected it had to do with all the error messages Far Harbor's esm was throwing up, so I started a new game with an unedited copy of Traitorous and it seemed OK... but suddenly it's not, even on a new game without that mod ever installed.
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# ? May 26, 2016 21:42 |
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Cross-posting in case this is a known issue with Mod Organizer 2Babe Magnet posted:e: The game's process won't end when I close it, either by straight quitting out, quitting on the main menu, or even using the console command (qqq). This is pretty annoying! Can't find anything on it either since google just thinks I mean the game's crashing or whatever. Any ideas?
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# ? May 26, 2016 21:49 |
That happens to me too occasionally , and I'm using mod organizer. Dunno if they are related though, I've just gotten used to ctrl-alt-dlt and closing it.
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# ? May 26, 2016 22:04 |
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It's happening to me every single time. I just did it 10 times in a row with various quitting methods and none of them helped, I always have to manually kill the process.
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# ? May 26, 2016 22:13 |
Is there a mod that removes the broken house at Tenpines Bluff? This: Gets in the way and I'd love to be able to scrap the walls and build a new shack there, but no such luck.
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# ? May 26, 2016 23:20 |
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this mod seems real bad
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# ? May 26, 2016 23:29 |
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I figured out the solution to my item tagging problem from before. As it turns out, the mod Concealed Armour contains an outdated version of some of the files used by the Armour and Weapons Keyword Community Resource, required by the item sorting mod I was using. The solution is to move Concealed Armour above AWKCR in Mod Organiser. Seems to be working much better now.
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# ? May 26, 2016 23:39 |
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Segmentation Fault posted:Is there a mod that removes the broken house at Tenpines Bluff? This: Just get Spring Cleaning and scrap it. Or do something like this https://www.youtube.com/watch?v=C_6xvIJN3q8
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# ? May 27, 2016 01:47 |
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has anyone made a good synth/ghoul/supermutant race mod yet?
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# ? May 27, 2016 01:50 |
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How are there not hundreds of mods adding 40k weapons and power armor to the game? The modding community has really let me down here.
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# ? May 27, 2016 15:20 |
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OwlFancier posted:If you figure out what's causing that please share because a bunch of my stuff doesn't seem to work together either and it's annoying. Ok, I've tried loving everything, I'm beginning to think it's a fuckup on Bethesda's implementation of mod support at this point, having more than one mod add poo poo to the settlement menu seems impossible, the first mod loaded will work fine then all subsequent mods will show up on the settlement menu, but the models wont be there and they'll be impossible to place and no amount of FO4Edit merged patches or load order fuckery will fix it. I think mods that don't touch the settlement menu, like WBO are unaffected but i really don't know how to test that's working as intended without seeing some vanilla Vs WBO weapon stats so I can check which my game is using. Why is this so hard, i just want a pretty barbie dream house of guns Edit: Also the dude that makes functional displays is a scrublord. When you put a gun in the display it references the generic ID, so your super modded legendary pistol will just be a "10mm pistol" on the display, rather than grabbing the actual ID of what you placed.
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# ? May 27, 2016 15:27 |
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# ? May 31, 2024 11:03 |
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Pendent posted:How are there not hundreds of mods adding 40k weapons and power armor to the game? The modding community has really let me down here. Exploding combat rifle, set of T51, ripper, what more do you need?
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# ? May 27, 2016 15:27 |