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Sounds like someone didn't do the first step of modding Fallout 4: Archive Invalidation! Add the following lines to your "Fallout4Custom.ini" file located in "Documents\My Games\Fallout4": [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
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# ? Jul 1, 2016 03:49 |
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# ? Jun 5, 2024 05:15 |
gently caress! I forgot entirely about doing that.
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# ? Jul 1, 2016 03:53 |
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Cirosan posted:Traits and More Perks has been updated to Beta4. Could it also be added to the list in the OP, please? Downloading now. This sounds cool.
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# ? Jul 1, 2016 03:58 |
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jadebullet posted:gently caress! I forgot entirely about doing that. Yeah, join the club. I thought this game was like Skyrim in that it was just MO and go. Instead, there's that weird invalidation poo poo you gotta go through manually. Oh well! Only gotta do it once.
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# ? Jul 1, 2016 04:50 |
Seeing how many times I modded New Vegas, you think I would have remembered...
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# ? Jul 1, 2016 05:06 |
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Fallout Mod Manager does archive invalidation automatically, though, and most people use FOMM for FO3/NV.
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# ? Jul 1, 2016 05:13 |
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The Iron Rose posted:Delete plugins.txt and dlclist.txt in local appdata Tried that, didn't fix the issue. LOOT said that one of my mods was not only out of date but obsolete, so going to try fixing that to see if anything changes.
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# ? Jul 1, 2016 05:15 |
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FlyinPingu posted:what'd I tell ya guys, you'll only have to wait a few days if a nexus modder takes something down in protest. Yeah but how long until they start putting in half-assed copy protection to keep their precious mods pure , that little tantrum has convinced me not to bother with them.
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# ? Jul 1, 2016 05:55 |
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That half-assed copy protection is called F4SE. Since NOTHING requires F4SE yet, somehow making it mandatory for your mod makes it so that dirty console filth can't get at your mod.
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# ? Jul 1, 2016 05:57 |
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SirDan3k posted:Yeah but how long until they start putting in half-assed copy protection to keep their precious mods pure , that little tantrum has convinced me not to bother with them. http://www.nexusmods.com/fallout4/mods/15538/
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# ? Jul 1, 2016 06:14 |
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and by that I mean gently caress yooooooooooou (to the nexus guys not anyone in this thread)
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# ? Jul 1, 2016 09:27 |
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In less annoying news, a modular Sanctuary-style build set! http://www.nexusmods.com/fallout4/mods/15773/ Looks like you can rebuild Sanctuary without the workarounds from other mods, like the one that just "Repairs" the walls.
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# ? Jul 1, 2016 10:50 |
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"Aquire this weapon by spawning it via console command!!!" Jesus Christ, I hate mods like that.
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# ? Jul 1, 2016 11:42 |
So I know there is a mod to make the Macguffin baby into a melee weapon, but has anyone made a mod that turns the baby into a junk item that can be loaded into the Junk Jet?
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# ? Jul 1, 2016 15:01 |
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Honestly I wouldn't be terribly opposed to this solution if it was actually implemented in the spirit of fairness and genuine concern over protecting the work of mod authors, but I think we can safely conclude that about 90% of this controversy stems from simple spite towards "console plebs".
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# ? Jul 1, 2016 15:14 |
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Midnight Voyager posted:In less annoying news, a modular Sanctuary-style build set! Neat. Though that page is wrong - there's at least one other prefab development like Sanctuary in the Commonwealth.
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# ? Jul 1, 2016 15:26 |
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jadebullet posted:So I know there is a mod to make the Macguffin baby into a melee weapon, but has anyone made a mod that turns the baby into a junk item that can be loaded into the Junk Jet? Someone modded the Fatman to shoot baby shauns , I think trainwiz.
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# ? Jul 1, 2016 15:31 |
Deified Data posted:Honestly I wouldn't be terribly opposed to this solution if it was actually implemented in the spirit of fairness and genuine concern over protecting the work of mod authors, but I think we can safely conclude that about 90% of this controversy stems from simple spite towards "console plebs". Considering this madness came from a terrible sub reddit named after a really bad escapist nazi propaganda joke, I'd totally agree with this theory now. Anyway, lets talk about mods because Nexus creepiness/drama is really loving boring to talk about constantly! Ever wanted a way to recharge and recycle Fusion Cores? now you can with this station looking thingy! This one is interesting, a companion that learns, adapts and takes care of itself! and not only does he have voice acting, he's not a real doll or obnoxious YouTube tribute character! BONUS!
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# ? Jul 1, 2016 16:07 |
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SeanBeansShako posted:Considering this madness came from a terrible sub reddit named after a really bad escapist nazi propaganda joke, I'd totally agree with this theory now. Holy poo poo, that Companion/scavver mod sounds amazing! I wonder if it could be extended/applied to settlers too?
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# ? Jul 1, 2016 16:19 |
Kurr de la Cruz posted:Holy poo poo, that Companion/scavver mod sounds amazing! I wonder if it could be extended/applied to settlers too? Combine it with Automatron and we can make Fister Roboto. The best part? IS THAT HE'S LEARNING!
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# ? Jul 1, 2016 16:25 |
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Atom Bomb Baby by trainwiz Atom Bomb Baby (Proper) by digitalutopia1 As far as I can tell, digitalutopia1's is different in that it's not just a mesh swap, it's an edit to the mini nuke launcher to have Shaun show up in there, plus it alters the nuke itself so Shaun has proper, uh... flight dynamics?
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# ? Jul 1, 2016 16:30 |
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Rasmussen posted:Someone modded the Fatman to shoot baby shauns , I think trainwiz. ALL I can think of when you mention this: https://www.youtube.com/watch?v=0t0uCWjQ6Og
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# ? Jul 1, 2016 16:31 |
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Which one is better True Storms http://www.nexusmods.com/fallout4/mods/4472/ or Vivid Weathers http://www.nexusmods.com/fallout4/mods/15466/
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# ? Jul 1, 2016 22:32 |
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Apoplexy posted:That half-assed copy protection is called F4SE. Since NOTHING requires F4SE yet, somehow making it mandatory for your mod makes it so that dirty console filth can't get at your mod. There's a perk points per level mod and one for a hotkey for bare hands, but yeah not much yet. Also, did Bethesda throw out a patch that fucks up settlement radio beacons? I scrapped one the other day and the signal never went away. Then I started messing with them and realized there was definitely a problem. New settlements weren't getting any settlers at all..Turning them on and off wasn't functioning as expected, etc... So I messed around with my mods and never was able to get it fixed. Then I deleted everything... The whole fallout folder, MO2, all inis, everything in appdata, documents, everything. Installed the game fresh. Started a vanilla new game just to check and it's still hosed up. Sometimes it seems to work properly, but eventually it breaks. Last night I got Sanctuary setup normally and settlers(2) arrived as usual. I did the out of time quest and then the first step. Setup a beacon at tenpines, but by the time I finished setting up food and housing etc no settlers arrived. So I keep playing... nothing at sunshine coop, nothing at greygarden. Are they working properly for everyone else? Google's not turning up much for me.
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# ? Jul 1, 2016 22:32 |
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Mr.Grit posted:There's a perk points per level mod and one for a hotkey for bare hands, but yeah not much yet. Also, that slo-mo-instead-of-VATS mod uses F4SE to override the normal hotkeys.
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# ? Jul 1, 2016 22:55 |
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mpyro posted:Which one is better True Storms http://www.nexusmods.com/fallout4/mods/4472/ or Vivid Weathers http://www.nexusmods.com/fallout4/mods/15466/ Both do almost exactly the same things. Do you use an ENB? I think Vivid Weathers has been less compatible with an ENB, for me anyhow. True Storms is more 'weathers' while Vivid Weathers is more 'a complete overhaul of visuals in the game, weathers especially'
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# ? Jul 1, 2016 22:59 |
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I disabled TrueStorms since there was inevitably going to be a huge giant fuckoff sandstorm or thick fuckoff fog anytime I wanted to build a settlement. Also, Mr.Grit - I too have noticed some funkiness going on with my beacons. Never went through the trouble of doing any troubleshooting though.
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# ? Jul 1, 2016 23:10 |
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True Storms was just updated and has some new features to it, including a weather-changing doodad you can use if you really want to rid yourself of fog R-F-N.
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# ? Jul 1, 2016 23:20 |
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mpyro posted:Which one is better True Storms http://www.nexusmods.com/fallout4/mods/4472/ or Vivid Weathers http://www.nexusmods.com/fallout4/mods/15466/ Vivid Weathers is a visual and weather overhaul with a lot of new weather types, while True Storms just sticks to the vanilla aesthetic and only really changes storms. There's a lot of overlap, and where their is overlap I'd say that True Storms is better. True Storms also comes with some additional features, like rain sound effects while indoors. Ultimately it comes down to whether you like the visuals and variety provided by Vivid Weathers more than the higher quality and features of True Storms. The True Storms author is making a compatibility patch, though, so before too long you won't have to choose. https://www.youtube.com/watch?v=uMTC7ET49w0 Starting at around 2:00 is a pretty good comparison of the difference between Vivid Weathers and Vanilla.
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# ? Jul 1, 2016 23:22 |
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Yes im using a ENB along with the Ressurection mod. Vivis weathers will over write both of them?
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# ? Jul 1, 2016 23:29 |
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mpyro posted:Yes im using a ENB along with the Ressurection mod. Vivis weathers will over write both of them? No, all three mods do separate things.
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# ? Jul 1, 2016 23:31 |
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Resurrection is how it's spelled, by the way. Resurrection is, I THINK, just a bunch of flora/grass and texture mods, innit? Should play well with everything else. Vivid Weathers changes imagespace settings and can easily be compounded by an ENB's color-changing/imagespace/LUT poo poo into making your game too dark or whatever. True Storms has done the same in the 1.4 version of that to my game with OLYMPUS ENB with LUT disabled, though, so your mileage may vary depending on the specific ENB and settings.
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# ? Jul 1, 2016 23:34 |
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Hey, knowledgeable folk: Is an ammo-crafting mod required anymore, or is that part of the game if you have all the DLCs?
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# ? Jul 2, 2016 00:15 |
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Apoplexy posted:Hey, knowledgeable folk: Is an ammo-crafting mod required anymore, or is that part of the game if you have all the DLCs? The Contraptions DLC adds ammo production, but it's a major pain the rear end to use, and doesn't even have energy weapon ammo. So I'd say keep the crafting mod. gasman fucked around with this message at 00:28 on Jul 2, 2016 |
# ? Jul 2, 2016 00:25 |
I installed the latest true storms and decided to change the weather to rain and the sky box was totally messed up. Which makes me think it's an issue with loading resources but I have the archive invalidation setup in fallout4custom.ini. [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= That should be all I need to get it to load the BA2 files right? I've been using texture mods and they load fine so I'm not sure whats up. Edit: Seem to have fixed it but I'm not sure what fixed it. Might have been Fr4nsson's light tweaks but it might have just been restarting the game as well. cheesetriangles fucked around with this message at 00:42 on Jul 2, 2016 |
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# ? Jul 2, 2016 00:36 |
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These 4 mods make the game really lively http://www.nexusmods.com/fallout4/mods/12395/ http://www.nexusmods.com/fallout4/mods/9845/ http://www.nexusmods.com/fallout4/mods/5548/ http://www.nexusmods.com/fallout4/mods/8384/ or if you want to play it as a zombie shooter.
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# ? Jul 2, 2016 01:51 |
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Double post
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# ? Jul 2, 2016 01:51 |
New weapon pack out, some of the pistols going for that sort of retro european futurist SIG SAUER look.
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# ? Jul 2, 2016 02:09 |
Sorry about my lack of knowledge on what the hell I am doing, but I am trying to follow the advice of the OP and merge my weapon mods leveled lists. I downloaded FO4Edit, but I have no idea how to install it seeing as there is no documentation at all about the install process. (Other than changing the .exe name to FO4edit.exe) Right now it is on my desktop in its self contained folder, but if I run the .exe, it says "no .ini" Am I supposed to have it in the main Fallout 4 folder? If not, how do I throw my weapon mods into it in order to get their lists correct?
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# ? Jul 2, 2016 02:15 |
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# ? Jun 5, 2024 05:15 |
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SeanBeansShako posted:New weapon pack out, some of the pistols going for that sort of retro european futurist SIG SAUER look. I really wish that mods like this would put their weapons on level lists or at least give them to new minibosses or something, so it's more engaging than 'scavenger hunt time'.
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# ? Jul 2, 2016 02:15 |