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Stupid question: on my current playthrough I'm finding a shitload of legendary items, but for slots I already have filled with other ones. Is there a mod out there that can change something from 'right leg' to 'left arm' or even 'left leg?' I have no idea what that would even be called so searching for it is a bit futile.
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# ? May 31, 2017 03:45 |
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# ? Jun 3, 2024 21:41 |
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Mad Doctor Cthulhu posted:Stupid question: on my current playthrough I'm finding a shitload of legendary items, but for slots I already have filled with other ones. Is there a mod out there that can change something from 'right leg' to 'left arm' or even 'left leg?' I have no idea what that would even be called so searching for it is a bit futile. I can't find it now, but there is a mod that lets your dismantle a legendary item to gain a special mod that you can then apply to another item and give it the same properties.
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# ? May 31, 2017 05:11 |
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Phrosphor posted:I can't find it now, but there is a mod that lets your dismantle a legendary item to gain a special mod that you can then apply to another item and give it the same properties. http://www.nexusmods.com/fallout4/mods/4042/ is what you're thinking of, I think.
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# ? May 31, 2017 07:14 |
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Yes that is the one!
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# ? May 31, 2017 07:49 |
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I trimmed that from my load order because I'm trying to cut down on the number of plugins I have, and it really highlights how forgettable the vanilla legendary drop system is.
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# ? May 31, 2017 11:18 |
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Phrosphor posted:I can't find it now, but there is a mod that lets your dismantle a legendary item to gain a special mod that you can then apply to another item and give it the same properties. kartikeya posted:http://www.nexusmods.com/fallout4/mods/4042/ is what you're thinking of, I think. Phrosphor posted:Yes that is the one! Sweet, thanks! I'm already using Armorsmith but I'll give this a whirl to see if it solves my problem. If anything it'll just allow me to grab some high quality armor and put the mods on that without any issue, so it may have fixed more than one issue. Davoren posted:I trimmed that from my load order because I'm trying to cut down on the number of plugins I have, and it really highlights how forgettable the vanilla legendary drop system is. My current run has the SPECIALs set to 10 (basically doing it so I can experiment with various perks without too much hassle while being able to have a fairly challenging game) and I couldn't agree more. While the aspect of having lovely legendaries is interesting you shouldn't have to have a high Luck to have a decent encounter rate so you get something good instead of just constant uselessness. I hope they adjust that going forward with whatever Fallout game comes next. I like the idea of being able to craft Legendary weapons that are locked with weird combinations of perks because it makes perk planning even more important, but that's just me.
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# ? May 31, 2017 15:15 |
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Does the horizon weapon pack add the weapons to the leveled lists so that enemies will use them? E: no it doesn't
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# ? May 31, 2017 18:17 |
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OwlFancier posted:Does the horizon weapon pack add the weapons to the leveled lists so that enemies will use them? Unfortunately no I think, they're just craftable at the weapons bench and scaled appropriately for the mod.
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# ? May 31, 2017 18:18 |
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Yeah that's dumb as poo poo I'm just sticking to adding them in one at a time. What's the point in a million guns if nobody uses them.
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# ? May 31, 2017 18:51 |
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Mad Doctor Cthulhu posted:My current run has the SPECIALs set to 10 (basically doing it so I can experiment with various perks without too much hassle while being able to have a fairly challenging game) and I couldn't agree more. FWIW there is a mod that just removes all the SPECIAL requirements for perks.
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# ? May 31, 2017 20:13 |
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how difficult would it be to make the named legendary enemies mod play nice with Horizon? i thought i'd give fallout 4 another try after seeing Horizon, but having actual names for guys seems too good to pass up
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# ? May 31, 2017 22:28 |
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I don't think there should be any real incompatibilities, you might just need to fiddle with your load order a bit.
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# ? Jun 1, 2017 00:47 |
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Phrosphor posted:I don't think there should be any real incompatibilities, you might just need to fiddle with your load order a bit. i don't really know how the system works, but would the edits Horizon is supposed to make to enemy health values override the name changes? or is Fallout 4 smart enough not to completely replace the entry from one with the other? would this be something i could check with F04Edit? i haven't gotten around to downloading that yet
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# ? Jun 1, 2017 00:59 |
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AriadneThread posted:i don't really know how the system works, but would the edits Horizon is supposed to make to enemy health values override the name changes? or is Fallout 4 smart enough not to completely replace the entry from one with the other? I'd always recommend people to get FO4Edit, although it makes incremental backups every time you save, its a good idea to keep a vanilla backup of whatever you fiddle with. pro's and cons of fredit are : so many things can be unfucked, if you find some spunky new outfit that suits your hello kitty playthrough, you can make it appear in levelled lists, have ballistic weave, up to two legendaries, and many more things. cons I guess: unless you know someone generous enough to make simple scripts like "add these keywords/attatch points to items" editing a lot of objects can be tedious.
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# ? Jun 1, 2017 02:28 |
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staberind posted:I'd always recommend people to get FO4Edit, although it makes incremental backups every time you save, its a good idea to keep a vanilla backup of whatever you fiddle with. http://www.nexusmods.com/skyrim/mods/49373/ IIRC, these still work fine.
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# ? Jun 1, 2017 02:35 |
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Midnight Voyager posted:http://www.nexusmods.com/skyrim/mods/49373/ holy poo poo. all hail MV, cheers mate! But referencing what I said Above, : only mad people who usually run around 240 mods and have merged a bunch of them into 1 esp, will benefit more from these, often you can just open something up in foddit adjust whatever, save, and carry on. staberind fucked around with this message at 05:43 on Jun 1, 2017 |
# ? Jun 1, 2017 05:38 |
Comedy mod of the day! POCKET SAND!
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# ? Jun 1, 2017 14:49 |
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For some reason the varmint rifle mod I installed has a consistent issue where, when I switch to the gun or mouse over it in the menu, the game hitches as it (presumably) loads the model. None of my other mod weapons have this issue and I didn't have this issue when I used the rifle as part of the horizon pack, is there a known reason for this issue with mod weapons that I might be able to fix?
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# ? Jun 1, 2017 22:46 |
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SeanBeansShako posted:Comedy mod of the day! POCKET SAND! needs a sound effect of Dale saying "Hacha!" when you use it
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# ? Jun 1, 2017 22:57 |
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http://www.nexusmods.com/fallout4/mods/24578/ Pew pew, another energy handgun. vvvv I like it with the musket as like a Minutemen sidearm. It's a similar kind of dumb! Midnight Voyager fucked around with this message at 06:20 on Jun 2, 2017 |
# ? Jun 2, 2017 01:34 |
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Midnight Voyager posted:http://www.nexusmods.com/fallout4/mods/24578/ This is the dumbest thing I've ever seen and I want 20 of them.
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# ? Jun 2, 2017 05:16 |
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Well, this is why I always used to stay away from these things. The latest version of the unofficial patch potentially has a bunch of bugs relating to trap disarming, food production and an introductory quest in far harbor, but arthmoor is being an arrogant jerk and refusing to admit there are any problems. I've only encountered the trap bug but still, now most traps are being triggered instead when disarmed and I ctd on some laser tripwire disarms.
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# ? Jun 2, 2017 16:34 |
Oh drat, is it too late for my save to scrub it?
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# ? Jun 2, 2017 18:03 |
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Davoren posted:Well, this is why I always used to stay away from these things. The latest version of the unofficial patch potentially has a bunch of bugs relating to trap disarming, food production and an introductory quest in far harbor, but arthmoor is being an arrogant jerk and refusing to admit there are any problems. I've only encountered the trap bug but still, now most traps are being triggered instead when disarmed and I ctd on some laser tripwire disarms. Yeah, had the same thing happen. Rolled back to 2.0 and the crashes are gone.
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# ? Jun 2, 2017 18:05 |
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Sensenmann posted:Yeah, had the same thing happen. Rolled back to 2.0 and the crashes are gone. Can you upload a copy of 2.0.0 somewhere? I just updated to 2.0.1 from 1.0.6a for a re-roll :-( I'm thinking about one of the environment overhauls: either ReGrowth or Dustbowl. Any thoughts about one over the other? Catalyst-proof fucked around with this message at 20:06 on Jun 2, 2017 |
# ? Jun 2, 2017 19:22 |
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Is it safe to just straight up replace the latest one with the previous patch?
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# ? Jun 2, 2017 20:26 |
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horse mans posted:Can you upload a copy of 2.0.0 somewhere? I just updated to 2.0.1 from 1.0.6a for a re-roll :-( Here you go. http://s000.tinyupload.com/index.php?file_id=09157431783162775384
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# ? Jun 2, 2017 20:32 |
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Thanks!
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# ? Jun 2, 2017 20:34 |
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Davoren posted:Is it safe to just straight up replace the latest one with the previous patch? Not sure, it's perfectly safe to update so I figured why the hell not, rolled back, tested it and had no crashes or weird poo poo happening during those 2 hours. I've also rebuild my Mator patch and fixed the remaining errors with xEdit so if you're using xEdit, Wrye or Mator to fix errors, have fun doing that again. There's no guarantee that it will work but I'm guessing it all depends on how far you're along with the game and how many of the new/changed 2.01 scripts have already fired and are now baked into your save.
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# ? Jun 2, 2017 20:41 |
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Oh yeah, about Regrowth or Dustbowl. Tried both, not a fan of either. Regrowth is just too much and Dustbowl, well, let's just say that if you want to play Fallout in a desert like environment, play New Vegas. They are both good for a short gimmick run but get boring, or tedious in the case of Regrowth because you can't see poo poo, really fast.
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# ? Jun 2, 2017 20:57 |
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Sensenmann posted:Oh yeah, about Regrowth or Dustbowl. Tried both, not a fan of either. You could potentially just run Regrowth without its ESP and still get the model changes. Same goes for Commonwealth Conifers. You could also try Rustbelt Flora, which comes with a LOD.
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# ? Jun 2, 2017 21:00 |
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turn off the TV posted:You could potentially just run Regrowth without its ESP and still get the model changes. Same goes for Commonwealth Conifers. You could also try Rustbelt Flora, which comes with a LOD. I've tried that and Rustbelt but, honestly, just plop the Pilgrim ENB in your game and you are set.
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# ? Jun 2, 2017 21:25 |
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I can't tell if you are serious or not? That ENB takes a really colourful game and sucks all the colour out of it? I mean, yikes.
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# ? Jun 3, 2017 01:08 |
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Erd posted:I can't tell if you are serious or not? That ENB takes a really colourful game and sucks all the colour out of it? I mean, yikes. Generally speaking, that's ENBs.
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# ? Jun 3, 2017 01:12 |
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Erd posted:I can't tell if you are serious or not? That ENB takes a really colourful game and sucks all the colour out of it? I mean, yikes. Yeah I really don't get this. I tried downloading Pilgrim to see what all the fuss was about and it was really just drab and boring. I guess if your idea of horror is improved with a desaturation filter more power to you. The dynamic music system sounds real neat, though.
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# ? Jun 3, 2017 01:16 |
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Somewhere on the Nexus is a dart gun, it shoots tiny plungers at everyone, but I can't find it now. Anyone know which one I mean?
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# ? Jun 3, 2017 01:54 |
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Saint Sputnik posted:Somewhere on the Nexus is a dart gun, it shoots tiny plungers at everyone, but I can't find it now. Anyone know which one I mean? No, but I'm guessing there might only be one. http://www.nexusmods.com/fallout4/mods/16280/
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# ? Jun 3, 2017 01:55 |
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I might use Pilgrim for my next Far Harbour run. It seems like it'd work best for Spooky Gothic Maine.
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# ? Jun 3, 2017 02:34 |
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http://www.nexusmods.com/fallout4/mods/24349/ Do you ever wonder why you're cranking anything if the musket still needs ammo? Well, now you don't need to, because it runs on cranks.
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# ? Jun 3, 2017 03:36 |
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# ? Jun 3, 2024 21:41 |
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Davoren posted:Well, this is why I always used to stay away from these things. The latest version of the unofficial patch potentially has a bunch of bugs relating to trap disarming, food production and an introductory quest in far harbor, but arthmoor is being an arrogant jerk and refusing to admit there are any problems. I've only encountered the trap bug but still, now most traps are being triggered instead when disarmed and I ctd on some laser tripwire disarms. Just started Far Harbor for the first time this week, and ran into repeated crashes when following Longfellow out of Far Harbor, luckily Google revealed UFO4P as the culprit pretty quickly. As a workaround I was able to just disable UFO4P, finish that quest, then turn it back on. For what it's worth, this specific bug/crash is reported on the project's bug tracker: https://bugtracker.iguanadons.net/index.php?do=details&task_id=22455
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# ? Jun 3, 2017 03:47 |