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I've found that the Sirius armor has handled most of my jetpacking needs. It just doubles jump height which is a simple change that gets me basically everywhere I'd want to go.
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# ? Jun 10, 2016 21:59 |
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# ? Jun 5, 2024 07:15 |
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I kind of wish I could write bash patches for people easily without having to download their modlist -- I've actually gotten quite good at it by this point since I've had to learn to do it by hand. FO4Edit is as robust as ever for squashing compatibility bugs, but I sure do wish modders would be more mindful about their leveled lists. Kimsemus fucked around with this message at 23:17 on Jun 10, 2016 |
# ? Jun 10, 2016 23:08 |
Beast Master is appearing to do what Automatron did with Robots with animals of the Commonwealth.
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# ? Jun 11, 2016 01:33 |
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https://www.youtube.com/watch?v=ZidisDtYiXU
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# ? Jun 11, 2016 02:36 |
Can't wait for the terrifying sight of feral ghouls dressed as park mascots charging me while trying to grab all the Turkey Legs!
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# ? Jun 11, 2016 02:49 |
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Found out by accident that you can completely rearrange the perk icons on the poster depending on what stat and level you assign each. They just don't all line up as well as in their original spots.
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# ? Jun 11, 2016 03:43 |
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Kimsemus posted:I kind of wish I could write bash patches for people easily without having to download their modlist -- I've actually gotten quite good at it by this point since I've had to learn to do it by hand. Am I right in assuming that FO4Edit and Mod Organizer 2 are mutually exclusive in use, or do I just not know how to use them properly together?
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# ? Jun 11, 2016 07:01 |
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Plotac 75 posted:Am I right in assuming that FO4Edit and Mod Organizer 2 are mutually exclusive in use, or do I just not know how to use them properly together? Supposedly they can work together but NMN has much better intergration
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# ? Jun 11, 2016 07:06 |
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Plotac 75 posted:Am I right in assuming that FO4Edit and Mod Organizer 2 are mutually exclusive in use, or do I just not know how to use them properly together? Run FO4Edit through Mod Organizer, though aside from BSA management, NMM isn't too bad these days.
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# ? Jun 11, 2016 07:07 |
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Plotac 75 posted:Am I right in assuming that FO4Edit and Mod Organizer 2 are mutually exclusive in use, or do I just not know how to use them properly together? I use FO4Edit with NMM, NMM really isn't that bad this go around. Finds my homebrew patches without much issue.
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# ? Jun 11, 2016 07:48 |
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What mods might you guys recommend for a first playthrough?
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# ? Jun 11, 2016 08:30 |
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Greaseman posted:What mods might you guys recommend for a first playthrough?
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# ? Jun 11, 2016 08:40 |
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Greaseman posted:What mods might you guys recommend for a first playthrough? I'm phone posting so I can't really look it up or link anything. Most of these are in the OP though. Weapon balance overhaul. It stops the initial guns you get from being hopelessly outclassed before you can even get the perks to mod them and polishes everything else up pretty well imo. Also the infinite ammo for companions and no power armor damage for companions mod. It's not fun having to deal with making sure your companion is always topped off and repaired. Also the one that stops companions from following close and blocking doorways. It's called "move, get out the way" or something like that song. . Also the weather mod from the OP is pretty good, I wouldnt pick the extended weather times option though. Also the no level requirements for perks is nice so you can pick what you want. Easy lock picking and hacking if you have played fallout 3 or NV since it's not fun after the 200th safe or terminal. The no chance based speech checks mod. You either have the charisma or don't. Armorsmith. No lollygagging. Makes your settlers run instead of walk to the bell. I'm sure I'm forgetting some of them but I'm not at my comp right now. If you can't find something or I'm not clear just ask and I'll try to link it tomorrow. These will give you a pretty "normal" experience with a lot of annoyances smoothed out.
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# ? Jun 11, 2016 08:47 |
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How easy is it to extract models and textures from the game? Is there a tutorial anywhere I could follow? I'd love to make that concept art Mr Handy chair for old lady meth head (or anyone else), but I don't know how I'd go about getting the models from the game first to modify them.
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# ? Jun 11, 2016 09:15 |
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Raygereio posted:If it's your very first time playing FO4, then none. Go play the game for at least few hours, until you have good idea of what sort of stuff you'd want to add/change/remove. If you get into building settlements, Place Everywhere is practically required if you want to make cool stuff.
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# ? Jun 11, 2016 10:23 |
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Well my mind's sufficiently blown. Thanks to all.
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# ? Jun 11, 2016 11:17 |
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What's the mod that lets you clip walls through the ground? Is it Build Anywhere?
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# ? Jun 11, 2016 12:24 |
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So I need some help. When I go to start a new game I CTD. I don't think it's my mods because I disable all the plugins and nothing changes. I did end up downloading the Fallout4 configuration mod and turned off the intro video which seems to have added a delay before the CTD after trying to start a new game, if that helps.
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# ? Jun 11, 2016 12:58 |
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FlyinPingu posted:If you get into building settlements, Place Everywhere is practically required if you want to make cool stuff. To this I'd add Infinite settlement budgets Snappable junk fences Don't call me settler for stuff that should be in the vanilla game. Don't call me settler has a bunch of options / tools you can ignore, I use it mostly for the auto renaming and deleting old corpses.
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# ? Jun 11, 2016 15:19 |
So uh, who wants to be the brave goon to see if there is anything worth it on Bethnet mod wise now?
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# ? Jun 11, 2016 16:56 |
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So wait, there's no way to do a merged patch on consoles? If you download two weapon packs then whoops oh well? I guess there might be megapacks or something eventually.
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# ? Jun 11, 2016 17:55 |
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Anita Dickinme posted:So I need some help. When I go to start a new game I CTD. I don't think it's my mods because I disable all the plugins and nothing changes. I did end up downloading the Fallout4 configuration mod and turned off the intro video which seems to have added a delay before the CTD after trying to start a new game, if that helps. You have a missing master. Delete plugins and dlclist.txt and reload NMM
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# ? Jun 11, 2016 18:05 |
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I generally don't spend much time reading mod comments but the few times I've done so were pre-BethNet and full of PC users nagging mod authors for things and mod authors losing their patience in turn. So naturally I get confused when this sort of thing gets treated like a new phenomenon. Isn't this how the modding community has always been?
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# ? Jun 11, 2016 18:32 |
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Nevets posted:To this I'd add Infinite settlement budgets Snappable junk fences Don't call me settler for stuff that should be in the vanilla game. Don't call me settler has a bunch of options / tools you can ignore, I use it mostly for the auto renaming and deleting old corpses. Yeah, Don't Call Me Settler is also really good. The ability to auto-assign settlers is a godsend.
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# ? Jun 11, 2016 18:34 |
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2house2fly posted:So wait, there's no way to do a merged patch on consoles? If you download two weapon packs then whoops oh well? I guess there might be megapacks or something eventually. Just refuse to use any weapon mod that doesn't use armor and weapon keywords expanded
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# ? Jun 11, 2016 18:35 |
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Does that rely on a script extender? If it does, that is unusable on consoles.
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# ? Jun 11, 2016 18:55 |
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Schubalts posted:Does that rely on a script extender? If it does, that is unusable on consoles. I don't have any script extender installed, it's just a framework every author can use to make their weapon and armor mods play nice
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# ? Jun 11, 2016 18:58 |
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Babe Magnet posted:lmao at 55,000 tris Babe Magnet posted:Looking at the mod, the barrel sheath/heat guard itself is 22k, almost half the entire gun's budget, because each one of those vents is a double-beveled, 16-sided hole lmao. This is straight-up a high-poly model used for baking. so I posted a comment on the mod with these findings to maybe hopefully prod the mod author into fixing their retardedly dense gun a little bit, wasn't even rude or anything, maybe the worst thing I said was "This gun has way too many tris." poo poo I even ended my little report with "It's a very pretty gun but it's way too much, budget-wise", which as you'll note is a compliment as well as a critique. Checked back today to see if they responded: lmao the nexus owns
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# ? Jun 11, 2016 19:16 |
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Babe Magnet posted:so I posted a comment on the mod with these findings to maybe hopefully prod the mod author into fixing their retardedly dense gun a little bit, wasn't even rude or anything, maybe the worst thing I said was "This gun has way too many tris." poo poo I even ended my little report with "It's a very pretty gun but it's way too much, budget-wise", which as you'll note is a compliment as well as a critique. quote:Ok, one more thing. Another person who starts a debate about amount of polys gets himself banned.
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# ? Jun 11, 2016 19:44 |
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That was posted after my post, I'm pretty sure. I definitely didn't see it when I was combing through the comments looking for that exact thing. It wasn't a debate or anything either, just some advice from someone who's had problems of this exact nature in the past (poo poo's way too dense causing problems due to too many polys being on screen at once) Also high poly doesn't mean high quality. He means high definition. Also, doesn't matter, still unnecessarily high lol. I wasn't going to download it anyway due to everything I've said so it's not like I'm upset or anything, just thought it was funny. e: especially seeing as I've offered this exact same advice in times past during oblivion and skyrim and nothing raw ever came of it. The Nexus used to be a lot more chill. Babe Magnet fucked around with this message at 19:52 on Jun 11, 2016 |
# ? Jun 11, 2016 19:47 |
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Ah the old "I made it bad on purpose!" excuse, great. edit: mentioning other games use 50k tri weapon models (they don't) doesn't help anyway, because he's working in Fallout 4. You should adapt your magnum opus to suit the game you're making it for, not try to bend the game engine to suit your model. But whatever, if an artist can't take a tiny bit of criticism he's a piece of poo poo artist so gently caress him anyway. KiddieGrinder fucked around with this message at 19:54 on Jun 11, 2016 |
# ? Jun 11, 2016 19:52 |
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Bring back TESSource
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# ? Jun 11, 2016 19:54 |
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KiddieGrinder posted:Ah the old "I made it bad on purpose!" excuse, great. His comments are all about being his own man and not slaving his mod to others and not caring if it consumes too many resources when combined with others. He's like the sovereign citizen of fallout modding. "I won't put out a keyword patch because I won't slave my mod to something else" He'd probably ban you for admitting you made a merged patch.
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# ? Jun 11, 2016 19:55 |
That weapon is a huge performance wrecker and eventually will be forgotten when the better weapon modders finally start dropping stuff.
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# ? Jun 11, 2016 19:56 |
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Nexus needs a remodel
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# ? Jun 11, 2016 20:06 |
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In what game has there ever been a 50k poly gun mesh?
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# ? Jun 11, 2016 20:10 |
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That's what I'm thinking too. I'm doing some research right now because I have nothing to do. Battlefield Hardline's HCAR is only 8800, and that's with all its ridges and buttresses and fancy bits. I have a bunch of black ops 3 models but I can't open .psk files in maya even though I just installed a plug-in for it but I know a ton of modern characters, who have to have animatable edge-loops and smooth geometry that are a lot lower than 55k. Geralt in his default get-up from 3 is only 30k believe.
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# ? Jun 11, 2016 20:26 |
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2house2fly posted:So wait, there's no way to do a merged patch on consoles? If you download two weapon packs then whoops oh well? I guess there might be megapacks or something eventually. Azhais posted:Just refuse to use any weapon mod that doesn't use armor and weapon keywords expanded Merged Patches make sure mods that add items to leveled lists don't overwrite each other, e.g. if two different mods make a new gun spawn on raiders, then without a patch the game will only use the list that's lower in the load order. The keywords mods only affect crafting lists, which almost never run into conflicts. They just keep things tidy and prevent running over some sort of crafting keyword limit in the game. Unless the architecture is completely different though, I don't see why merged patches couldn't work on consoles actually. Mods are locally stored info and load order still matters, and all a patch is is a new leveled list that includes copies of all mods you include when making it. Anyway, back to the first question, if you only care about being able to craft and use different guns yourself without worrying about whether they show up on merchants or baddies, you should be fine.
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# ? Jun 11, 2016 20:32 |
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Hey you guys should fix this pothole on the road *drivers license gets taken away*
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# ? Jun 11, 2016 20:38 |
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# ? Jun 5, 2024 07:15 |
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That implies the modders have any real power. This is more like I'm a plumber and I see your septic tank leaking out of your flower garden so you get offended and chase me off of your lawn.
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# ? Jun 11, 2016 20:42 |