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Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Mosnar posted:

Ref: making lots of/more weird poo poo.

I'm seeing on Nexus -

Manufacturing Extended http://www.nexusmods.com/fallout4/mods/15429/

and

Ammo Builders Rebalance http://www.nexusmods.com/fallout4/mods/15425/

With a specific eye to ammunition (full auto 4 lyfe!) has anyone had any experience with either of these?

Content: Swearing Bloatflies is a wonderful, whimsical mod http://www.nexusmods.com/fallout4/mods/7290/ , while Swearing Animals http://www.nexusmods.com/fallout4/mods/15187/ is just a gawdawful cacophony of coarse language. Pray you do not meet up with multiple caravans ..

I already filed a bug report but a lot of the stuff in the Manufacturing Extended just plain doesn't work right now.

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FreelanceSocialist
Nov 19, 2002
I find the Dogmeat Bark Replacer and the Floppy-Eared Dogmeat mods to be the key to any play-through.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
Is the new DLC worth getting? people seem to be dunking on it pretty hard and I hardly have a use for assembly lines.

Any ETA when FO4Edit is going to have full support as well?

Crocoswine
Aug 20, 2010

Kimsemus posted:

Is the new DLC worth getting? people seem to be dunking on it pretty hard and I hardly have a use for assembly lines.

Any ETA when FO4Edit is going to have full support as well?

Do you like building dumb settlement stuff even if it has barely any/no practical application? It's good if you choose to embrace the autistic minecraft child that dwells within us all

Gonkish
May 19, 2004

FlyinPingu posted:

Do you like building dumb settlement stuff even if it has barely any/no practical application? It's good if you choose to embrace the autistic minecraft child that dwells within us all

To emphasize this:
https://www.youtube.com/watch?v=tqnhWgvZnjE

Crocoswine
Aug 20, 2010


oh my god I was wondering if the mortar worked on living things

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Hot off the Nexus presses :siren: NEW GUNS :siren:

Want some Mauser Bolt Action Rifles?

Azhais
Feb 5, 2007
Switchblade Switcharoo

FlyinPingu posted:

oh my god I was wondering if the mortar worked on living things

You can load yourself into a mortar and fire it too! Quick eject from the 4th floor of your elevator tower

Crocoswine
Aug 20, 2010

welp I wanted to spend more time building useless conveyor belts but the game updated and F4SE isn't compatible yet :(

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Kimsemus posted:

Is the new DLC worth getting? people seem to be dunking on it pretty hard and I hardly have a use for assembly lines.

Any ETA when FO4Edit is going to have full support as well?

They are all good and cool.
Contraptions is... well, it's limited by both some bad design decisions (that mods easily rectify) and your own imagination.

Edit: I mean, if you only plop down a square shack and the most basic resources for a settlement, I wouldn't get it.

Inzombiac fucked around with this message at 22:58 on Jun 22, 2016

Mosnar
Apr 21, 2007
Dropping Heavy Things From High Places, LLC

FlyinPingu posted:

welp I wanted to spend more time building useless conveyor belts but the game updated and F4SE isn't compatible yet :(

Opt out of betas and you should be fine ...

edit: gently caress.

Mosnar fucked around with this message at 23:40 on Jun 22, 2016

Crocoswine
Aug 20, 2010

Mosnar posted:

Opt out of betas and you should be fine ...

the update is live now, apparently

also steam has the bad habit of downloading updates even when I've opted out of everything? It's dumb.

gasman
Mar 21, 2013

hey now
Maybe this should be in a sticky post or something: https://forums.nexusmods.com/index.php?/topic/4556475-psa-you-can-disable-automatic-updates-in-steam-and-avoid-f4se-breaking/

It's about not getting screwed by sneaky sneaks steam updates.

FordCQC
Dec 23, 2007

THAT'S MAMA OYRX TO YOU GUARDIAN
It was stumbled onto while looking through SpaceBattles for stuff to post in the Weird Fanart thread.
*Pat voice* Perfect
Have any of the weapon rebalance mods been ported to console?

mpyro
Feb 9, 2003

'Cause I live and breathe this Fillydelphia freedom
drat the Ressurection mods adds so many trees into the game.

Gonkish
May 19, 2004


Oh my sweet baby jesus a Kar98k with a good model and good textures. I just wept really nerdy man tears.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Gonkish posted:

Oh my sweet baby jesus a Kar98k with a good model and good textures. I just wept really nerdy man tears.

Has anyone made sure it doesn't use 138k triangles?

Canuck-Errant
Oct 28, 2003

MOOD: BURNING - MUSIC: DISCO INFERNO BY THE TRAMMPS
Grimey Drawer

Inzombiac posted:

I already filed a bug report but a lot of the stuff in the Manufacturing Extended just plain doesn't work right now.

It works fine for me and I have a shitton of mods running :confused:

Otacon
Aug 13, 2002


So with the new Power Armor displays, I ended up starting over and made a museum. I struggled with that drat 4-floor elevator for about two hours before I finally figured out how to work with it - when Bethesda fixes their poo poo and lets it snap, I'll add a second elevator on the other side and respace out the racks.

No, this isn't legit. I don't think there's this many suits of T-51 in the game.



Every single stock Power Armor paintjob, including all seven BoS variants.

Raider (and Raider Overhauls) on the ground floor, T-45 on the first floor, T-51 on the second floor, T-60 on the third, and X-01 on the fourth.

Now to figure out how to add a second and a third wing to my museum for weapons and clothing.

The Sims: Commonwealth Edition

Babe Magnet
Jun 2, 2008

Azhais posted:

Has anyone made sure it doesn't use 138k triangles?

I know this is probably a joke but I'm downloading it to satisfy my curiosity and the mod is 95mb...

e: quick import of the baseline kar98k, no scope, no silencer, no bayonet



About 1 entire suit of t51. Not terribly awful, probably still triple the budget it could be with even a tiny amount of optimization but, guns this large (and larger, like most are) are going to start becoming a bit of nuisance now that weapon display racks are effectively baseline.

Babe Magnet fucked around with this message at 00:46 on Jun 23, 2016

gasman
Mar 21, 2013

hey now
Yea, but why aren't the armors arranged perfectly symmetric?

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Canuck-Errant posted:

It works fine for me and I have a shitton of mods running :confused:

Have you tried the recycler?
For me, junk items are fed in but are not broken down into components. They just slowly trickle out and large items will jam up the works.

Otacon
Aug 13, 2002


gasman posted:

Yea, but why aren't the armors arranged perfectly symmetric?

it was a first draft and the first time i actually looked at it from outside

wtb invisible floors

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe

Otacon posted:

it was a first draft and the first time i actually looked at it from outside

wtb invisible floors

ddprods glass stuff is nice, especially if you use the woodywoodwood glass, and retex the wood to something less woody, like aluminium, or go mad and do gold inlaid blued steel.

Crocoswine
Aug 20, 2010

Inzombiac posted:

Have you tried the recycler?
For me, junk items are fed in but are not broken down into components. They just slowly trickle out and large items will jam up the works.

It works fine for me. Looks like there's something buggy that's weirdly only making it not work for some people but not others.

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


FlyinPingu posted:

It works fine for me. Looks like there's something buggy that's weirdly only making it not work for some people but not others.

That's really annoying but I'll be patient. The person making it did it in such little time, I can't be angry.

When a telephone goes in, does each discreet component come out or a big batch?

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

FordCQC posted:

Have any of the weapon rebalance mods been ported to console?

Mine has, yes.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Haha, I totally bit the bullet and figured out how to get all the mod loading crap going and enable achivements in my survival game and get all my stuff setup and... they mini patch and break f4se like 15 minutes later.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
Ok, what did the minipatch touch, my separate install runs ok, (once I got rid of that beta nonsense), I'll archive it (the prior files)and put it up somewhere 'till f4se updates.

Edit :yeah, its not exactly a legal gray area, but as you need everything else to actually play the game, I suspect its understandable.

staberind fucked around with this message at 03:36 on Jun 23, 2016

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
I haven't noticed anyone ITT mention Full Weapon Rebablance yet. It's a bit of a shame that the author hasn't updated it since January because I've been playing it with Impervious Power Armor and the AI improvements in Arbitration and the resulting combat feels much better than Vanilla to me.

The biggest thing that FWR addresses for me is the different weapons or receivers changing the damage a given bullet does. One RPG thing I can just never wrap my head around is when guns that fire the same cartridge do drastically different amounts of damage, and in FO4 it kind of wrecks the full auto weapons. FWR makes it actually worthwhile to burn through ammo in full auto, and the destruction stuff like the minigun does actually feels powerful. Basically how it works is the guy estimated the muzzle energy of the projectile weapons and then scaled the damage on everything else linearly against the .38's muzzle energy (whose damage was unchanged).

Claytor
Dec 5, 2011
After last week's patch, my save suddenly took thirty minutes to load and then refused to spawn NPCs. No way of telling which, if any of my mods could have caused it. Think I might sit out Fallout 4 until after Bethesda's done patching it.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Seashell Salesman posted:

I haven't noticed anyone ITT mention Full Weapon Rebablance yet. It's a bit of a shame that the author hasn't updated it since January because I've been playing it with Impervious Power Armor and the AI improvements in Arbitration and the resulting combat feels much better than Vanilla to me.

The biggest thing that FWR addresses for me is the different weapons or receivers changing the damage a given bullet does. One RPG thing I can just never wrap my head around is when guns that fire the same cartridge do drastically different amounts of damage, and in FO4 it kind of wrecks the full auto weapons. FWR makes it actually worthwhile to burn through ammo in full auto, and the destruction stuff like the minigun does actually feels powerful. Basically how it works is the guy estimated the muzzle energy of the projectile weapons and then scaled the damage on everything else linearly against the .38's muzzle energy (whose damage was unchanged).

personally i prefer my own weapon rebalance mod linked in the OP (it's also on beth.net for those console players out there!) but for a more technical rebalance this should serve as well, as I mostly focused on gunfeel and balancing weapons against one another.

Roadie
Jun 30, 2013
F4SE updated for the new minipatch.

And—whatever else the minipatch did, I think it broke whatever the F4SE Achivements mod was using to force achievements to work. With the new F4SE version I'm getting that 'achievements disabled' dialog.

Seashell Salesman posted:

Basically how it works is the guy estimated the muzzle energy of the projectile weapons and then scaled the damage on everything else linearly against the .38's muzzle energy (whose damage was unchanged).

WSE2 does similar stuff with scaling weapon damage based on approximate muzzle energy, if you can stand having 4+ ammo calibers per weapon type in addition to receivers.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Roadie posted:

WSE2 does similar stuff with scaling weapon damage based on approximate muzzle energy, if you can stand having 4+ ammo calibers per weapon type in addition to receivers.

Oh god this mod's Nexus page is indecipherable. Does it add like 100 new extremely lore-unfriendly weapons?

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe

Seashell Salesman posted:

Oh god this mod's Nexus page is indecipherable. Does it add like 100 new extremely lore-unfriendly weapons?

Yes! its mental, on the other hand, it seems to have added everything to levelled lists and so on. so, if there is a specific set of guns you like, but cannot be arsed to create constuction and ll support for them, you can use that, supermutants spawning with miniguns that do 80 damage per shot are always fun.

Meanwhile, If I feel particularly creative later, I might make a "Shut up little man" mod for the longs.

staberind fucked around with this message at 07:03 on Jun 23, 2016

Roadie
Jun 30, 2013

staberind posted:

Yes! its mental, on the other hand, it seems to have added everything to levelled lists and so on. so, if there is a specific set of guns you like, but cannot be arsed to create constuction and ll support for them, you can use that, supermutants spawning with miniguns that do 80 damage per shot are always fun.

The key part is really the leveled list stuff. It adds like a billion weapons, but the level lists are pretty good (at least in my experience so far), so you'll see stuff like raiders with crossbows or synths with plastic futureguns or super mutants with chainsaws.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money
I forgot about the awful yellow color for the power armor HUD. Is there one to let me change it? I don't really want one of those complete UI makeovers or anything. I just don't want this pale piss yellow anymore.

Back Hack
Jan 17, 2010


Why hasn't anyone taken one of those useless speakers that are in the game and modded it play a loop of Powehouse, how can I be expected to run a factory without it? :argh:

Crocoswine
Aug 20, 2010

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Segmentation Fault
Jun 7, 2012

Back Hack posted:

Why hasn't anyone taken one of those useless speakers that are in the game and modded it play a loop of Powehouse, how can I be expected to run a factory without it? :argh:

I didn't know what this song was called and I still heard it in my head before I clicked the link


https://www.youtube.com/watch?v=V_Z1Xlrk3Os

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