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After seeing the AK in videos and stuff I decided to try out automatics for the first time with this character, just got to 60 and it's a lot of fun, not the gimped weapon class i was expecting. I just wish that upgrading it didn't make the rate of fire increase alongside the damage, just means I waste bullets, especially when it's a furious legendary. Also this thing sounds suprisingly weak for a 7.62. Anyone know of any good sound overhauls coming down the pipe? I'd been using Towbies but I think it's safe to consider that dead now.
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# ? Sep 19, 2016 15:00 |
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# ? Jun 1, 2024 05:52 |
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Does anyone have a decent synth player character mod? I'm looking for something a little like this (stolen from the Awesome/Awful Game Mods thread): Or like this classic NV mod: http://www.nexusmods.com/newvegas/mods/43732/
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# ? Sep 19, 2016 16:38 |
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staberind posted: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? Hubologists are wonderful. Gonkish fucked around with this message at 19:23 on Sep 19, 2016 |
# ? Sep 19, 2016 17:52 |
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staberind posted: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. This sounds like a fun combo. Whats the balance like for armour choices? Still slap on all the combat pieces you can get or is there some variety there?
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# ? Sep 20, 2016 01:48 |
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https://www.youtube.com/watch?v=5SXARPxL5_A I don't know how they're doing it, but people are making animations and putting them in the game. This isn't a replacer, apparently.
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# ? Sep 20, 2016 07:47 |
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Gonkish posted:https://www.youtube.com/watch?v=5SXARPxL5_A https://www.youtube.com/watch?v=b6gOwcinzR0
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# ? Sep 20, 2016 09:18 |
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Are there any mods that add the food/drink/disease stuff from survival without having to play survival? From what I can see most mods go for removing restrictions from survival, but even then you can't save/quicksave without using items, and some console commands don't work.
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# ? Sep 20, 2016 19:01 |
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Gonkish posted:Hubologists are wonderful. I am not a MO user so I cannot comment, I'd imagine for awkcr, loads and so on, you can make an override that sits at the bottom of your load order, like in your merged levelled list patch you get from the merge function in xedit. copy the weapon info you need to edit into that patch, then add keywords you think it might need from awkcr, looking at similar weapons. I think my biggest bit of advice is: as stuff is updated on the reg, do all your editing on overrides, if an update breaks your overrides, you can easily copy the changes into the override. Occasionally xedit just spazzes out and adds nothing to your levelled list plugin, if that happens, just try again. Gridlocked posted:This sounds like a fun combo. I usually roll around in power armour, however, modern weapons now has some tactilol armor that also drops, also have a look on the nexus for some armor and add it to the levelled lists. staberind fucked around with this message at 19:36 on Sep 20, 2016 |
# ? Sep 20, 2016 19:19 |
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staberind posted:I am not a MO user so I cannot comment, I'm not entirely sure what I'm doing in xedit yet, I'll have to mess around more. Right now, I'm grabbing AWKCR and VIS patches if they're available, and I'm getting some weird inconsistency in how they apply to the whole sorting system. For example, the Crude Blowback weapon doesn't have explicit VIS support, but it does have an AWKCR patch. Using that, it sorts just fine, with the appropriate calibers (I'm only using vanilla ammo), etc. No issue. But another mod, the pipe shotgun mod, has an AWKCR patch... but doesn't sort at all. No icons, no [Shotgun] tag, nothing. I'm not sure why this is, but I assume it's some sort of discrepancy between the tags the patches are applying to their respective weapons, versus what VIS is actually looking for. I need to figure out what I'm looking at in xedit first before I can figure out what those discrepancies are and thus, hopefully, fix them. In other words, this is currently me:
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# ? Sep 20, 2016 21:16 |
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Falken posted:Yeah, and somebody else has been making animations as well. gently caress your gun reloading someone already made the only animation that matters https://www.youtube.com/watch?v=q_zkKN2tPqc staberind posted:I am not a MO user so I cannot comment, Why does your XEdit look like that?
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# ? Sep 21, 2016 00:12 |
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http://www.nexusmods.com/fallout4/mods/18639/ This is a cool idea. This guy has apparently connected most of the subway stations in the Commonwealth together, underground. Filled them with raiders, synths, ghouls, super mutants, etc., and once cleared you can eventually cross the entire commonwealth underground.
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# ? Sep 21, 2016 08:01 |
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Because the one thing this game was missing from Fallout 3 was subways. Pretty neat mod though.
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# ? Sep 21, 2016 08:39 |
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Also, someone else is working on the Hellfire variant of the Enclave armor.
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# ? Sep 21, 2016 11:07 |
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The eyes better be like X-01
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# ? Sep 21, 2016 12:18 |
Roll up roll interesting mods on Nexus roundout from the google documents guy! First off, a new set of power armor! check out and stomp some mutants to death in the mean blue looking Gipsy Danger! Missed the Merc Troublemaker outfit from the older games? well, now you have it once more! Thinking of opening the best post apocalyptic comic book store of the Commonwealth and need some stuff for your shelves? Comic Collector has you covered you giant nerd! Want a cleaner version of the new Nuka World assault rifle now? SPERG mods ahead! Tired the Brotherhood suddenly have a warehouse full of this weird new SO MUCH better power armor? this mod more or less replaces them with the previous suits of power armor from the last every other game! Somebody reskinned the holotapes model to match the ones from the older Fallout games. Like heavy metal armor but don't like being reminded of the eighties/warhammer 40k? this mod shrinks the shoulder pauldrons down a little. Find the sound quality for the music on the Pipboy too clear and modern? want it to sound like like aged music from the 1950's played on a small radio instead of on a iPod? Immerisive Pipboy Radio has you covered friend.
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# ? Sep 21, 2016 14:23 |
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Gonkish posted:http://www.nexusmods.com/fallout4/mods/18639/
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# ? Sep 21, 2016 15:58 |
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Saint Sputnik posted:gently caress your gun reloading someone already made the only animation that matters I always use pale text on a darker background, settings apply systemwide & in programs as well, but I was lazy and have not changed all lists and so on, fully. Last year it was amber on black, for a real old-school feel.
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# ? Sep 21, 2016 17:43 |
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http://www.nexusmods.com/fallout4/mods/5021/ Anyone ever used this mod? Because the newest version's policeman sunglasses are broken. I'm saying this because I just went through a magical adventure to track down a crash and FINALLY tracked it down to the policeman sunglasses. The diffuse texture won't even load up in Photoshop. It's not like it's a super obscure mod or anything, so I don't know how I'm the first one to notice this, but... well, if you use this and have a mysterious crash, here you go. EDIT: The plugin-free version works fine, it seems to be the packed one that's broken. I didn't realize this, as I downloaded the mod before there was a plugin-free verison and unpacked it myself. Midnight Voyager fucked around with this message at 19:22 on Sep 21, 2016 |
# ? Sep 21, 2016 18:38 |
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Is there a good equivalent to the Legacy of the Dragonborn mod for Fallout 4? I really loved that mod, and functional displays doesn't really scratch that itch (and neither do the vanilla displays)
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# ? Sep 21, 2016 18:42 |
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Gonkish posted:http://www.nexusmods.com/fallout4/mods/18639/ I honestly don't understand why this wasn't in the game to begin with. Or at least wasn't patched in for Survival mode. Seriously guys? You've made a mode without fast travel, but there has to be some way to alleviate it a *little*. Why not just use the subway systems? Could even make it a quest and say 'hey we also added more content!'
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# ? Sep 21, 2016 19:22 |
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E-Tank posted:I honestly don't understand why this wasn't in the game to begin with. Or at least wasn't patched in for Survival mode. Seriously guys? You've made a mode without fast travel, but there has to be some way to alleviate it a *little*. Why not just use the subway systems? Could even make it a quest and say 'hey we also added more content!' Because people complained about subways in Fallout 3. Honestly, a lot of complaints like this can be answered that way!
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# ? Sep 21, 2016 19:23 |
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Midnight Voyager posted:Because people complained about subways in Fallout 3. I never had an issue with the subways. I mean, aside from them being generic and easy to get lost in. Which could have been fixed by having. . .I dunno, better designs? Making them feel more unique. Maybe the quest would involved taking down the multiple smaller gangs that own the subway. Complete with gang markings, traps, and even 'types' for each gang. Like the most memorable gang in the entirety of FO4 was the forged and that's because they focused so much on flame weapons. Everybody else is just kind of a mishmash of 'RAIDERS! YARGH!" One of them that focuses on shotguns/melee weapons. Another who prefers revolvers and imagines themselves to be the modern 'cowboys'. One who think they're all tacti-cool but have the dumbest setups on their guns, like a long rifle barrel but with a pistol grip because that totally won't ruin their loving aim. Another one is an offshoot of the minutemen who are basically what if the Tea Partiers went to their logical conclusion. (Bonus points if you could code it so that if your character had a darker skin color they were immediately hostile or you had a harder time persuading them'.)
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# ? Sep 21, 2016 19:35 |
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I'm hoping that Raider Overhaul goes in that direction eventually. Maybe he will, maybe not. Not sure right now. That said, this subway mod does at least seem to include clearing out raiders/synths/ferals/mutants in order to progress down the line. Hopefully the author fleshes it out more.
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# ? Sep 21, 2016 19:38 |
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Gonkish posted:That said, this subway mod does at least seem to include clearing out raiders/synths/ferals/mutants in order to progress down the line. Hopefully the author fleshes it out more. Best way to do it would be to make it so you can retake the stations and "renovate" them - bringing them under control of your preferred faction. Maybe, or maybe not, treating them as full settlements. Having patrols walking the tunnels, being able to fast travel between connected stations, etc would be very cool. EDIT: Does anyone know of an equivalent to Crafting Workbenches that is up to date? A bunch of the recipes don't work and play well with the newer DLC, and the author isn't updating. Kenlon fucked around with this message at 21:21 on Sep 21, 2016 |
# ? Sep 21, 2016 20:16 |
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Gonkish posted:I'm hoping that Raider Overhaul goes in that direction eventually. Maybe he will, maybe not. Not sure right now. Yeah, when I saw they added new unique armors for Forged that's what I'm hoping he ends up doing. The different Raider factions actually have quite a bit of backstory here or there that it would be possible to flesh them out further.
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# ? Sep 21, 2016 21:18 |
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Is there a mod that prevents dungeons from respawning enemies after a I've cleared the place out? I'm a perfectionist, and I don't like wandering down the same street only to see that places I've massacred suddenly have new tenants.
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# ? Sep 21, 2016 21:42 |
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Arcsquad12 posted:Is there a mod that prevents dungeons from respawning enemies after a I've cleared the place out? I'm a perfectionist, and I don't like wandering down the same street only to see that places I've massacred suddenly have new tenants. Survival mode makes respawn timers so long that you're unlikely to clear the same place twice unless you sleep for several months at once. anyway http://www.nexusmods.com/fallout4/mods/4649/ should cover you. You can also change this setting with a console command, but I don't remember it off the top of my head.
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# ? Sep 21, 2016 21:46 |
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Gonkish posted:http://www.nexusmods.com/fallout4/mods/18639/
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# ? Sep 21, 2016 21:52 |
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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? the unofficial patch removes the ability to loot weapons for the ammo in the magazine(or at least did 3 months ago) so I'm not using it.
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# ? Sep 21, 2016 21:54 |
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Halser posted:the unofficial patch removes the ability to loot weapons for the ammo in the magazine(or at least did 3 months ago) so I'm not using it.
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# ? Sep 21, 2016 22:07 |
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Is there a way to edit a companions default equipment?
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# ? Sep 21, 2016 22:48 |
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What's the consensus on the Perk Paths mod in the OP? Is it any good?
Arc Hammer fucked around with this message at 03:22 on Sep 22, 2016 |
# ? Sep 22, 2016 01:01 |
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Arcsquad12 posted:What's the consensus on the Perk Paths mod in the OP? Is it any good?
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# ? Sep 22, 2016 06:00 |
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Terbulus posted:Is there a way to edit a companions default equipment? Xedit can do that as well as F4CK, however editing companions can sometimes give them extra chromosomes. you can just give them stuff to use and hit "T", they will equip it.
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# ? Sep 22, 2016 12:43 |
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I'm preparing for my 2nd playthrough now that all the DLC is out and it looks like I will once again spend more time adding mods than playing the game.
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# ? Sep 22, 2016 13:49 |
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Arcsquad12 posted:Is there a mod that prevents dungeons from respawning enemies after a I've cleared the place out? I'm a perfectionist, and I don't like wandering down the same street only to see that places I've massacred suddenly have new tenants. I know it's dumb and way beyond the scope of the game's engine or code, but that's something I found myself wishing I could address on my very first playthrrough. Clear a location, then order the local minutemen artillery to shell the building into rubble so it couldn't be re-occupied by hostiles.
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# ? Sep 22, 2016 14:13 |
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Hammerstein posted:I'm preparing for my 2nd playthrough now that all the DLC is out and it looks like I will once again spend more time adding mods than playing the game. I just did this the other day. 9 hours altogether. Looking through as many pages of mods as i could handle, installing and setting up MO, fixing MO, fixing and tweaking the game itself. Still cant get bodyslide to work with MO though, even after trying the answers i got on the MO board. Came in to say how much i love Unlocking Violence Punching and ramming doors open is not only rad and appropriate for my psychobuff fueled raider character, it is also a big time saver. I also like it because it only unlocks doors, not chests.
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# ? Sep 22, 2016 17:09 |
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Midnight Voyager posted:Because people complained about subways in Fallout 3. My only issue with the DC Metro system in FO3 was that I kept getting lost because I kept thinking it was laid out like its real life counterpart. "Oh yeah, just follow the Red Line and I'll get there!" Nope.
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# ? Sep 22, 2016 17:30 |
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How difficult would it be to make a merchant in F4Edit for a guy with no modding skills?
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# ? Sep 22, 2016 18:35 |
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# ? Jun 1, 2024 05:52 |
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Raygereio posted:Patch 1.6 fixed the weapon bloat issue, so the workaround you're referring to was removed from the unofficial patch. oh, nice. Guess I can give it a shot again whenever I start another FO4 playthrough, which should happen before the heat death of the universe.
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# ? Sep 22, 2016 18:44 |