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Sorry for the delay in posting my build, but I got a seemingly unfixable bug that prevents any settlers/robots being assigned to new roles and stops any new settlers from being spawned. I mostly play Fallout 4 for the settlement building and it's totally killed my will to play. Anyway here's a huge album of my Nordhagen Beach build. It's a pretty secure compound with a house for me, reactor room, greenhouse/grow op, crafting area, and a house and weaponshop for the family to run. I felt pretty bad about paving over their crappy little shack, so I thought I'd better accommodate them. I'm running about 200 mods at the moment, but the main ones in the build are Snap n Build, Functional Displays, Do It Yourshelf, and SSEX.
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# ? Aug 22, 2016 16:25 |
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# ? Jun 4, 2024 17:06 |
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I don't actually have any mods that require it yet, but does F4SE at this point fix the good old memory allocation bug that's caused infinite loading screens since Oblivion? Because I'm getting that on what feels like every third loading screen right now and I remember that SKSE and its backports did something to alleviate the issue. Failing that, is there anything else I can do about it?
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# ? Aug 22, 2016 16:41 |
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http://www.nexusmods.com/fallout4/mods/17644/ UGH another female armor edit- Oh wait, no, it fixes things. Is this the Nexus I'm on?
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# ? Aug 22, 2016 20:17 |
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http://www.nexusmods.com/fallout4/mods/17665/
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# ? Aug 24, 2016 02:01 |
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the goddang madman.
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# ? Aug 24, 2016 02:14 |
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Please tell me the birds perch on your shoulder when not in combat.
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# ? Aug 24, 2016 02:16 |
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Roobanguy posted:the goddang madman. I gotta wonder what this guy does in real life, hopefully something creative
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# ? Aug 24, 2016 02:18 |
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Came here to post this. It's marvelous.
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# ? Aug 24, 2016 02:28 |
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EDIT: Wrong FO4 thread.
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# ? Aug 24, 2016 06:40 |
All the lore friendly clothing/armor from the previous two games posted in the thread is now in a pack together! Hurray for efficiency.
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# ? Aug 24, 2016 13:15 |
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A good armor pack for a good dog
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# ? Aug 24, 2016 18:54 |
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I'm sure its been posted already but I just clicked on the link to the M79 in the op and got a file hidden with some wonderful commentary. http://www.nexusmods.com/fallout4/mods/9976/ quote:The reason given by the author is: This mod was merged into 'Tinas Cookiepocolypse' found here http://www.nexusmods.com/fallout4/mods/15842/ EDIT- and someones already made a better looking grenade launcher anyways though it looks like I got to deal with a big explosives overhaul if I want it. http://www.nexusmods.com/fallout4/mods/16404/ Man Whore fucked around with this message at 13:42 on Aug 25, 2016 |
# ? Aug 25, 2016 12:47 |
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I can't get FO4edit to recognize any of my plug-ins installed with MO. FO4edit is able to find the dlcs just fine, but not my mods. Do I have to manually add each plugin to plugins.txt?
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# ? Aug 25, 2016 13:56 |
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sw0cb posted:I can't get FO4edit to recognize any of my plug-ins installed with MO. FO4edit is able to find the dlcs just fine, but not my mods. Do I have to manually add each plugin to plugins.txt?
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# ? Aug 25, 2016 14:23 |
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Raygereio posted:Run FO4Edit through MO. FO4edit loads and exits immediately when I try this. Anyone have an idea as to what I'm doing wrong? Google is not being helpful.
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# ? Aug 25, 2016 14:59 |
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sw0cb posted:FO4edit loads and exits immediately when I try this. Anyone have an idea as to what I'm doing wrong? Google is not being helpful. I can't really solve your problem since I don't know a lot about MO but I do know that it uses a weird folder structure to store more rather than putting them all in Data like NMM or manual installs. So that's probably why FO4Edit can't find them.
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# ? Aug 25, 2016 15:01 |
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When modders talk about using xEdit if you want to remove an item from levelled lists, is that the same as FO4Edit? Or what should I be using to take custom weapons out of raider LLs?
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# ? Aug 25, 2016 23:31 |
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The Cheshire Cat posted:putting them all in Data like NMM NMM has functioned like MO since September of last year, actually. The switchover came at the cost of completely destroying a ton of people' s mod setups, for EVERY game that they had NMM manage, because finishing the update process forced uninstalls, redownloads, and reinstalls of every mod.
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# ? Aug 25, 2016 23:39 |
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Man Whore posted:EDIT- and someones already made a better looking grenade launcher anyways though it looks like I got to deal with a big explosives overhaul if I want it. http://www.nexusmods.com/fallout4/mods/16404/ There's a standalone version with just the launcher. http://www.nexusmods.com/fallout4/mods/16727/ That's what I went with since I doubt I'd use much of the overhaul stuff, even on my current Demolitions build. Plus I was really missing the grenade launchers from New Vegas and this is close enough I guess.
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# ? Aug 26, 2016 00:40 |
Delsaber posted:There's a standalone version with just the launcher. http://www.nexusmods.com/fallout4/mods/16727/ Yeah the old one with in the Google document but I took that fucker down as soon as the one with the really neat grenade overhault showed up.
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# ? Aug 26, 2016 01:08 |
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I totally want my game to look like this http://imgur.com/gallery/E1ypL It's a shame that the Resurrection mod is gone from Nexus though. There's other mods which add extra foliage/trees/etc but they just don't have that 'overgrown' feel to them cuz the buildings are all pristine. It's bizarre.
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# ? Aug 26, 2016 03:33 |
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khy posted:I totally want my game to look like this Enjoy https://mega.nz/#!3wFWDC7S!v3L0ZRa0v-icELcWvHXEJgshxooqe-9WTDXhQ3m7-lE
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# ? Aug 26, 2016 03:37 |
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Fwiw resurrection ran like poo poo
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# ? Aug 26, 2016 03:39 |
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Thanks for that. I assume though that it's no longer developed and thus might have issues as new patches come out and new DLC arrives? Or might have issues already? It feels like when stuff's not on the Nexus it gets dropped and all development stops. I dislike that. There used to be so many sites and hell - some modders would just host their own mods on their own sites, like some of the classic stuff I got for modding Morrowind. khy fucked around with this message at 03:54 on Aug 26, 2016 |
# ? Aug 26, 2016 03:47 |
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pmchem posted:When modders talk about using xEdit if you want to remove an item from levelled lists, is that the same as FO4Edit? Or what should I be using to take custom weapons out of raider LLs?
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# ? Aug 26, 2016 03:57 |
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Schubalts posted:NMM has functioned like MO since September of last year, actually. Not entirely accurate. sw0cb posted:FO4edit loads and exits immediately when I try this. Anyone have an idea as to what I'm doing wrong? Google is not being helpful. What version of MO are you using? Mod organizer releases Make sure you're running it as admin as well.
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# ? Aug 26, 2016 04:55 |
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khy posted:Thanks for that. I assume though that it's no longer developed and thus might have issues as new patches come out and new DLC arrives? Or might have issues already? It is I think the last version of the file. Don't see anymore development on it anymore.
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# ? Aug 26, 2016 06:51 |
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khy posted:Thanks for that. I assume though that it's no longer developed and thus might have issues as new patches come out and new DLC arrives? Or might have issues already? AFAIK work stopped on it when people found out the modder had stolen most/all of the assets
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# ? Aug 26, 2016 17:55 |
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8 Ball posted:AFAIK work stopped on it when people found out the modder had stolen most/all of the assets That seems a bit odd to me. If someone else has a mod that you want assets from, it's super easy to just send them a message saying "Hey, I saw XXXXX in your mod and it was really great, do you mind if I use it in this mod I'm developing? I'll be sure to credit you as the original creator" and 9 times out of 10 they're fine with it. Unless the guy who made it was trying to pass off the entire thing as 100% his own work but considering how much effort and time must have gone into making the mod, credit for reusing assets here and there would be a fairly minor thing. Hopefully someone else takes up the challenge to turn the game into a wilderness that's kept up-to-date. And in the meantime, I'll just continue along with that original mod for as long as I don't run into game-breaking issues. khy fucked around with this message at 18:07 on Aug 26, 2016 |
# ? Aug 26, 2016 18:04 |
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khy posted:Thanks for that. I assume though that it's no longer developed and thus might have issues as new patches come out and new DLC arrives? Or might have issues already? Resurrection is still being maintained by its developer on a Russian website. The latest version is 1.5, which may be the last he releases since he was working on that version before it was deleted from Nexus. http://modgames.net/load/fallout_4/globalnye/resurrection/425-1-0-21385
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# ? Aug 26, 2016 18:07 |
Some more recreations of classic items from the previous games. The Bumper Sword from New Vegas. Raider Iconoclast armor from The Pitt DLC from Fallout 3.
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# ? Aug 26, 2016 19:43 |
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khy posted:That seems a bit odd to me. If someone else has a mod that you want assets from, it's super easy to just send them a message saying "Hey, I saw XXXXX in your mod and it was really great, do you mind if I use it in this mod I'm developing? I'll be sure to credit you as the original creator" and 9 times out of 10 they're fine with it. Fish Fry Andy posted:Resurrection is still being maintained by its developer on a Russian website. The latest version is 1.5, which may be the last he releases since he was working on that version before it was deleted from Nexus. The guy who made Resurrection was using a new account because he had already been banned previously for stealing mod assets on two separate occasions lol he's a huge butt, please don't support him
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# ? Aug 26, 2016 19:51 |
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Babe Magnet posted:The guy who made Resurrection was using a new account because he had already been banned previously for stealing mod assets on two separate occasions lol The problem is the lack of choice for a thing like this. Near as I can tell, if you want a wasteland to feel like a wild expanse where nature is reclaiming everything, you've got two options. ReGrowth, which adds trees and foliage and makes the wasteland come alive BUT doesn't alter buildings, which makes all the structures look strangely out of place. Resurrection, which adds trees/foliage/etc. and edits the buildings to look overgrown and being slowly reclaimed by nature BUT is made by a huge butt. Damned if you do, damned if you don't.
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# ? Aug 27, 2016 00:28 |
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Since modders don't really get paid for it it's hard to say whether downloading and using his mod is really "supporting" him. Just take it for free and comment calling him an rear end in a top hat, win win.
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# ? Aug 27, 2016 02:08 |
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The worst part of this game is playing many many hours just fine, then suddenly every quick load CTDs. The manual saves still seem to be ok, but this happens all the time and its apparently random.
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# ? Aug 27, 2016 11:48 |
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khy posted:The problem is the lack of choice for a thing like this. Near as I can tell, if you want a wasteland to feel like a wild expanse where nature is reclaiming everything, you've got two options. The Russian site says the Resurrection version on there (3.5 or whatever) no longer has moss on the buildings in preparation for the 'new version', not sure if that means hanging moss or the green mossy texture but yea
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# ? Aug 27, 2016 16:25 |
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I'm gonna be starting a new playthrough after the Nuka DLC drops with the mods in this list: plugins.txt esp list: http://pastebin.com/d27TsgZV paste of names and versions from NMM: http://pastebin.com/mgbjuR1f Has anyone had a bad experience with any of those mods, or does someone see an ugly conflict? Really looking forward to trying Tales from the Commonwealth, NPCs Travel, Raider Overhaul, Manufacturing Extended, Full Dialogue Interface, True Storms, and VIS/DEF_UI. The rest are just gravy. Thanks!
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# ? Aug 27, 2016 21:41 |
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pmchem posted:I'm gonna be starting a new playthrough after the Nuka DLC drops with the mods in this list: Ummmm, As Nuka is a raider based thing, I'd imagine some of those mods will clash. try making a minimum load order, after getting Nuka, play it through, then decide what you need. plus, some mods might update after Nuka appears.
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# ? Aug 28, 2016 15:02 |
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staberind posted:Ummmm, As Nuka is a raider based thing, I'd imagine some of those mods will clash. try making a minimum load order, after getting Nuka, play it through, then decide what you need. plus, some mods might update after Nuka appears. oh yeah, of course. I was talking about clashes between the mods themselves, not between the mods and Nuka. In other news, this is the most recent addition to the list -- a brand new mod called "Tidy Settlers": http://www.nexusmods.com/fallout4/mods/17751/ you have to use bUseCombinedObjects=0 with it, so I'm unsure if I want to use this mod because that will result in a big FPS hit in certain areas. I think it's the only mod in my list that requires it. But it looks cool -- settlers removing trash and clutter from your settlements without a mod like 'scrap everything'.
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# ? Aug 28, 2016 16:24 |
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# ? Jun 4, 2024 17:06 |
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2house2fly posted:Since modders don't really get paid for it it's hard to say whether downloading and using his mod is really "supporting" him. Just take it for free and comment calling him an rear end in a top hat, win win. Wellllll I put a donation button on my nexus pages and I've made like 800 bucks from it this year, so I dunno about that!
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# ? Aug 28, 2016 18:27 |