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Riversideblues posted:Been away for a while, has anyone modded the console and quicksaving back into hardcore mode? I don't have a save without hardcore and my most recent save is about 1000km from any base to drop poo poo off. Here's one to enable the console and (optionally) fast travel. Sleep or Save is a decent solution to saving problems, as it includes a chem you can make to quicksave with.
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# ? Sep 14, 2016 05:23 |
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# ? Jun 4, 2024 05:38 |
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Good Lord Fisher! posted:a chem you can make to quicksave with. That's Philip K Dick as gently caress.
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# ? Sep 14, 2016 06:26 |
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The Lone Badger posted:That's Philip K Dick as gently caress. If I'm not mistaken it also gives you a hotkeyable aid item that you can use to save. Or at least that's what I use to save. It might not be that mod. I forget sometimes.
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# ? Sep 14, 2016 06:28 |
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http://www.nexusmods.com/fallout4/mods/12593/ Survival Quick Save. Seems to use the item idea as well. "You're not my Mom. Don't tell me when to go to bed!"
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# ? Sep 14, 2016 16:17 |
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gromdul posted:http://www.nexusmods.com/fallout4/mods/12593/ Yes, that's probably the one. I use it, too. Works flawlessly. Gopher's pretty much always fantastic.
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# ? Sep 14, 2016 19:58 |
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I'm trying to run F4SE through Mod Organizer 2, but every time I try to load it, a window pops up saying a component of the script extender isn't working, and then I get a black screen fuckup.
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# ? Sep 14, 2016 23:07 |
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Every time I approach the Nuka World DLC location, my game crashes to desktop. I've tried disabling mods, and I'm pretty much left with some clothing mods and the armor keywords. Not sure what gives.
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# ? Sep 15, 2016 02:13 |
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I think armor keywords was loving up nuka world. There should be a patch now.
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# ? Sep 15, 2016 02:21 |
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F4SE got updated for Nuka, right? That's about the only new thing I'm using, for the achievements. I think it might have been CBBE. waffles beyond waffles fucked around with this message at 03:02 on Sep 15, 2016 |
# ? Sep 15, 2016 02:38 |
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gromdul posted:Every time I approach the Nuka World DLC location, my game crashes to desktop. I've tried disabling mods, and I'm pretty much left with some clothing mods and the armor keywords. Not sure what gives. I *think* that's Keynuker, which was also rolled into DevUI.
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# ? Sep 15, 2016 03:18 |
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gromdul posted:Every time I approach the Nuka World DLC location, my game crashes to desktop. I've tried disabling mods, and I'm pretty much left with some clothing mods and the armor keywords. Not sure what gives. If you run Immersive HUD, that was doing it for me, so uninstall that (it hasn't been updated for NW). Alternatively, make sure you are using the Nuka World patch for DEV_UI. If none of that works, it's gotta be something that is crashing when it tries to load the new UI icons.
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# ? Sep 15, 2016 03:36 |
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Does Weapon Balance Overhaul work and play well with the later DLCs? It looks like Iron Rose has stopped updating it, which is why I ask. I've tried using other weapon rebalance mods, and none of them seem as good as I remember WBO being.
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# ? Sep 15, 2016 04:48 |
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Kenlon posted:Does Weapon Balance Overhaul work and play well with the later DLCs? It looks like Iron Rose has stopped updating it, which is why I ask. I've tried using other weapon rebalance mods, and none of them seem as good as I remember WBO being. yeah it works fine, just doesn't touch dlc weapons. can't speak to the compatibility patches tho
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# ? Sep 15, 2016 05:11 |
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Gonkish posted:If you run Immersive HUD, that was doing it for me, so uninstall that (it hasn't been updated for NW). Alternatively, make sure you are using the Nuka World patch for DEV_UI. If none of that works, it's gotta be something that is crashing when it tries to load the new UI icons. This nailed it, thanks so much! The problem with having dozens of mods is trouble shooting them one by one takes way too much effort... So I was doing it more broadly by type. I had it narrowed down to 6 before I gave up and went to bed last night.
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# ? Sep 15, 2016 14:14 |
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gromdul posted:This nailed it, thanks so much! There must be something mentally wrong with me because I love troubleshooting my mods.
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# ? Sep 16, 2016 00:36 |
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gromdul posted:This nailed it, thanks so much! Glad it helped! Meanwhile, this mod is a rifle-sized flamethrower with three different ammo types (fire, cryo, and poison).
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# ? Sep 16, 2016 02:48 |
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Gridlocked posted:So my brother is getting my the Season Pass for my birthday next week because I've been saying I wanted to try the hardcore survival mode and mod it up like with the Requiem-Frostfall-Hunterborn style thing that I had going in Skyrim for a while; but I didn't want to play with out or pay for DLC. Re-quoting my questions from earlier like a douche bag.
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# ? Sep 16, 2016 03:59 |
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What's everyone's take on the Unofficial Patch? Is it fairly essential like previous efforts or not really worth it? I've been doing a modded playrun the past two weeks testing out stuff before I pare everything down to the barest essentials back to my original 200+ hours save I've had going since the game launched, so I'm just wondering if that's one I really need or if it has a habit of breaking things in unexpected ways. Out of the 40+ hours testing stuff I don't think I've really noticed anything, though Tier 4 vendors seem to work now but for all I know Bethesda fixed that at some point.
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# ? Sep 16, 2016 06:23 |
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I've never really used unofficial patches a lot in the past because I don't trust modders that much, but I started using the skyrim one a couple of months ago and it seems well made with some decent fixes. Either way, I'm going to wait until Bethesda is done with patches for fallout. If an official patch adds a fix for something the unofficial patch already has I figure they'd remove it, and it's probably best to keep the back and forth minimal when modding.
Davoren fucked around with this message at 09:19 on Sep 16, 2016 |
# ? Sep 16, 2016 09:08 |
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Anita Dickinme posted:There must be something mentally wrong with me because I love troubleshooting my mods. No, you're just playing a different game. Bethesda Modding: "Oh I want that one too!"
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# ? Sep 16, 2016 10:01 |
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I don't think you can go wrong using the unofficial patch, there are likely lots of small quality-of-life improvements and a few spergy balance changes. In one way, it's an additional level of quality-assurance that will patch up tiny holes in the map, clipping errors, etc
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# ? Sep 16, 2016 10:45 |
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Berke Negri posted:What's everyone's take on the Unofficial Patch? Is it fairly essential like previous efforts or not really worth it? I've never used them and it's never been a problem.
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# ? Sep 16, 2016 21:25 |
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Cheap Shot posted:I've never used them and it's never been a problem. I've always used them, and I never had a problem. I have run into bugs before they came out that they fixed as well.
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# ? Sep 16, 2016 23:34 |
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Trying to make a bigass merged patch of 25 mods that affect leveled lists but my game doesn't like something in it and crashes on startup. hrm. Maybe I have to play with the load order included in the patch. e: I wonder if it has something to do with the way I make it, I load a bunch of mods I think might need combined and it ends up only putting in the ones that do so, so it results in... gaps in the ordering? Saint Sputnik fucked around with this message at 02:02 on Sep 17, 2016 |
# ? Sep 17, 2016 01:51 |
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So the guy that made the Crude Blowback mod (apparently based on concept art) and the Concrete Sledgehammer (which is exactly what it sounds like) just released another really good weapon: the Handmade Revolver. It's REALLY similar to the pipe pistol revolver that's already in the game in terms of its mods (in that it can be both a rifle and a pistol), but its design is infinitely cooler and it has the capability to get a .308 receiver. Also it looks awesome.
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# ? Sep 17, 2016 03:24 |
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Gonkish posted:So the guy that made the Crude Blowback mod (apparently based on concept art) and the Concrete Sledgehammer (which is exactly what it sounds like) just released another really good weapon: the Handmade Revolver. It's REALLY similar to the pipe pistol revolver that's already in the game in terms of its mods (in that it can be both a rifle and a pistol), but its design is infinitely cooler and it has the capability to get a .308 receiver. Also it looks awesome. I appreciate the work gone into that, despite liking the opposite : Modern Weapons, MW is more a compilation of stuff I thought, however, you can craft underbarrel stuff, and switches between main and sub weapon, essentially what I have been waiting for in fallout since 3: almost stalker like gun and grenade play. Hm, if only they could be convinced to put the ot-14 in from stalker, I'd have my fave boomstick.
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# ? Sep 17, 2016 20:12 |
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Saint Sputnik posted:Trying to make a bigass merged patch of 25 mods that affect leveled lists but my game doesn't like something in it and crashes on startup. hrm. Maybe I have to play with the load order included in the patch. Ok it works now. My issue now is trying to find some good balance tweaks, I played for a bit and immediately found some flies who wouldn't die with multiple close shotgun blasts and some loving crab monsters who survived grenades and an exploding car. I seem to remember the limb damage mod not being so poo poo.
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# ? Sep 17, 2016 20:21 |
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Saint Sputnik posted:Ok it works now. My issue now is trying to find some good balance tweaks, I played for a bit and immediately found some flies who wouldn't die with multiple close shotgun blasts and some loving crab monsters who survived grenades and an exploding car. I seem to remember the limb damage mod not being so poo poo. Honestly, and forgive me for self advertising. but Create Your Own Difficulty Rebalance is a good way to start dealing with that. E: also I just realized that the link to Customize Legendary Enemy Spawning in the OP is incorrect. This is the correct link: http://www.nexusmods.com/fallout4/mods/218 The Iron Rose fucked around with this message at 07:53 on Sep 18, 2016 |
# ? Sep 18, 2016 07:47 |
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Are there any UI mods that make the inventory management a bit more like SkyUI? Also I was looking for a mod to rebalance amour so that full combat armour with a kitted out vaultsuit is no longer top dog; and maybe some of the other full slots suits like the MM General or bits of better-leveled raider armour are comparable.
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# ? Sep 18, 2016 08:46 |
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The Iron Rose posted:Honestly, and forgive me for self advertising. but Create Your Own Difficulty Rebalance is a good way to start dealing with that. After trying out a few of the major packages I ended up going with Horizon, though it does weird things with Survival needs that I may need to correct, and it's hard going back to a perk tree with level requirements. But the others I tried were even more broken, and at least this way I can replace a bunch of other .esp's with just one.
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# ? Sep 18, 2016 14:31 |
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The Iron Rose posted:Honestly, and forgive me for self advertising. but Create Your Own Difficulty Rebalance is a good way to start dealing with that. CLES is awesomesocks, that plus WOTC, the raider and supermutant overhauls, plus modern weapons, plus all the new powerarmor, plus weaponsmith extended, I die, suddenly, often. practically anything with a gun can one shot me.
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# ? Sep 18, 2016 16:11 |
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I was gonna wait for whatever millenia releases, but weaponsmith extended looks good enough for me to bite the bullet. It says you need the crafting workbenches mod for the meshes, but i already have weapon, ammo, and armour benches from AWKCR, do I really still need crafting workbenches? Edit: Oh, looks like I'd have to download a million other required weapon mods anyway, maybe I'll just keep waiting.
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# ? Sep 18, 2016 17:16 |
I have mixed feelings about that mod, they really mess with the balance to force you to upgrade and constantly swap out different receivers for your weapons and along with the many different ammo types you get the feeling a gun sperg is sucking the fun out of both the game AND mods.
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# ? Sep 18, 2016 17:57 |
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Yeah, seems that way. Millennia is planning on releasing for fallout 4 right? They have a few work in progress images on the nexus but not a lot else.
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# ? Sep 18, 2016 18:24 |
Davoren posted:Yeah, seems that way. Millennia is planning in releasing for fallout 4 right? They have a few work in progress images on the nexus but not a lot else. Not sure but after I am done with my current character taking a long break for a few months before breaking out my BOS BURN THEM ALL rear end in a top hat before calling it for this game. Hopefully during that break somebody will make an alternative adding newer modded weapons into the games level lists!
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# ? Sep 18, 2016 18:27 |
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Is there a decent Xbox mod out there for dealing with key spam? I used KeyNuker but since it's incompatible with Nuka World my Misc tab is again overflowing with useless keys.
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# ? Sep 18, 2016 19:01 |
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Milenia did a couple of releases, I think for the shotgun and somesuch. Weaponsmith Extended is ok, and yeah, you need to dl a bunch of mods for their assets, but the going to page and downloading is cut by an amount, as they also have a bunch bundled into an assets pack, the rest have links on the page, so you dl them, and extract the assets from them all, 7zip them up and get whatever flavour of mod manager to install them you like, the only oddity I found was they use the janky, scratchmade version of "that gun", but thats easily resolved by using the nicer meshes and telling it to use those meshes in xedit. Hours later edit : HNNNNnnnnggh http://www.nexusmods.com/fallout4/mods/18534/ staberind fucked around with this message at 01:46 on Sep 19, 2016 |
# ? Sep 18, 2016 20:21 |
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Anyone know which mod it is that adds a fuel option to the mods for powered weapons (ripper, super sledge, etc)? Things like 'fuel injected', 'nitro' etc. I ask because when I go in to mod a weapon that slot disappears and becomes unmoddable. But weapons spawn with that mod slot used, and when hovering over a weapon in the weapon bench list I can see the slot and what's in it. Presumably this is a mod conflict, and it'd be easier to sort out if I new what was doing it.
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# ? Sep 19, 2016 06:07 |
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Here's an odd problem: I have def ui and VIS installed, and it works well, for the most part. I do have one issue, however, and it's duplicate weapon names for guns. It appears with both vanilla and mod weapons, and they'll be listed in the inventory as something like "10mm Pistol 10mm Pistol", or "Combat Shotgun Combat Shotgun". The weird thing is that only some weapons do this, others, like the Gauss Rifle, show up normally. I suspect that I hosed up one of the billion or so options when installing either DEF_UI or VIS, but I'm not sure of the cause. Any ideas?
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# ? Sep 19, 2016 08:26 |
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# ? Jun 4, 2024 05:38 |
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Gonkish posted:Here's an odd problem: I have def ui and VIS installed, and it works well, for the most part. I do have one issue, however, and it's duplicate weapon names for guns. It appears with both vanilla and mod weapons, and they'll be listed in the inventory as something like "10mm Pistol 10mm Pistol", or "Combat Shotgun Combat Shotgun". The weird thing is that only some weapons do this, others, like the Gauss Rifle, show up normally. off the top of my head, open your load order in xedit, find a weapon that this happens to in fo4.esm and see what's affecting the name? unless stuff is renamed with scripting I suppose, I have a similar problem : everything I pick up is tagged "unyielding" and has extra tags of biocom mesh etc, plus has the inventory tag of a helmet. I dont really care so much, but it bugs me too. Edit: oh Wow : Hubologists, yup, I like this DLC so far. staberind fucked around with this message at 14:30 on Sep 19, 2016 |
# ? Sep 19, 2016 12:45 |