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I'm pretty sure all mods break achievements, but if you are going survival i would highly recommend the less grenade spam and/or molotov change parts of arbitration unless you super like dying completely beyond your control constantly in the early game. Better combat AI is also pretty solid but there might be a better version of the same concept by now somewhere. Using some sort of weapon rebalance mod is also worthwhile because the weapon balance in vanilla is piss imo, but those are all super easy and safe to take in and out deep into a playthrough so maybe just see if it bugs you that the combat rifle is the best and there is no reason to use anything else first.
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# ? Mar 16, 2018 23:56 |
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# ? Jun 3, 2024 21:24 |
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Lawman 0 posted:I've already sussed out that the game is pretty easy so I'm gonna bump it up to survival. This is a mod that will re-enable achievements: https://www.nexusmods.com/fallout4/mods/12465/ It does require the script extender, so I it really depends on whether or not you want to set that up as well.
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# ? Mar 17, 2018 03:53 |
Is there a mod that gives me the drugged/drunk greetings all the time? I know the obvious solution is to just get drunk all the time but beyond that.
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# ? Mar 17, 2018 03:54 |
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There is an incredibly frustrating bug in the latest sim settlements where maintenance costs remain even when all power sources and defense turrets are removed. I have several completely empty settlements that are still draining 16 caps a day. Does anyone know of a way to reset these values?
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# ? Mar 17, 2018 07:07 |
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Double Agent posted:This is a mod that will re-enable achievements: https://www.nexusmods.com/fallout4/mods/12465/ Here's one that doesn't require F4SE: https://www.nexusmods.com/fallout4/mods/15639/
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# ? Mar 17, 2018 15:54 |
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horse mans posted:There is an incredibly frustrating bug in the latest sim settlements where maintenance costs remain even when all power sources and defense turrets are removed. I have several completely empty settlements that are still draining 16 caps a day. Does anyone know of a way to reset these values? Player.additem f 16 once per day In all seriousness that sucks and I'd report the bug. but I'd question whether or not it's worth bothering troubleshooting when it's pretty simple to negate the problem through other means. Although now I'm curious to see if anyone has automated console commands beyond batch files which really don't count.
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# ? Mar 17, 2018 16:55 |
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The Iron Rose posted:Player.additem f 16 once per day Isn't an automated console command basically what a script is? Is there an easy way to just add those to your game?
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# ? Mar 17, 2018 18:42 |
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It's finally here, what we've all been waiting for: https://www.nexusmods.com/fallout4/mods/23109
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# ? Mar 17, 2018 18:48 |
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# ? Mar 17, 2018 19:08 |
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Terrorforge posted:Isn't an automated console command basically what a script is? Is there an easy way to just add those to your game? Yeah, it'd be super trivial to script in papyrus I was just more going for laziest option possible, which packaging a script into a esp is not
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# ? Mar 17, 2018 19:40 |
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Almost thought that was The Mask.
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# ? Mar 17, 2018 22:09 |
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Terrorforge posted:Here's one that doesn't require F4SE:
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# ? Mar 18, 2018 04:48 |
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Is there a way to force the player camera to run animations? Kinda like how an idle animation plays that makes the camera circle your character or dialogue camera positioning or vats camera animations. I assume this is either in CAMS, CPTH, or something else, but whenever I try to manually trigger an existing one from a script nothing happens. I figured this in console would do something but nope: code:
My goal is to force the camera into a birds eye view of the area using console or papyrus
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# ? Mar 18, 2018 21:26 |
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Schubalts posted:Almost thought that was The Mask. Me, a Ninja Turtle.
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# ? Mar 18, 2018 21:32 |
So I decided to add Start Me Up to my modlist because I don't feel like continuing the saved game I started eons ago but also don't want to play through the pre-war crap again. I go to the terminal in the vault to set my stats, and it won't let me exit without entering a name. Problem is, I can't figure out how to enter my character name, either with keyboard or controller.
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# ? Mar 18, 2018 22:44 |
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Can I find a guide anywhere to making a weapon megapack, i.e. not just one that merges existing mods, but totally repackages them, with the ability for me to tweak the leveled lists and stats? Ditto for clothing. I'd like to start a Horizon playthrough, but I also like an absurd amount of variety in my game.
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# ? Mar 19, 2018 01:26 |
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taiyoko posted:So I decided to add Start Me Up to my modlist because I don't feel like continuing the saved game I started eons ago but also don't want to play through the pre-war crap again. I go to the terminal in the vault to set my stats, and it won't let me exit without entering a name. Problem is, I can't figure out how to enter my character name, either with keyboard or controller. I've run into this, I just used the mouse to click on the "E) Back" prompt on the terminal interface, and then it let me type in my name and allocate my SPECIAL in the popup menu.
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# ? Mar 19, 2018 03:12 |
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Gonna test these mods out that I grabbed. Let's see if I crash
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# ? Mar 20, 2018 02:13 |
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Does anybody know of a mod that does something with the pre-war food? Because I never use it for anything currently (not when I'm hip-deep in rad stag steaks) and I'd love to do something with it like combine cram, dog food, and wheat into pre-war hotdogs.
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# ? Mar 20, 2018 02:25 |
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Horizon let's you turn it into fertilizer and has a bunch of recipes that use old world food. Sim Settlements let's you use it to stock your settlements up on food. And the Slocum Joe's Creation Club thing uses some too, definitely Sugar Bombs to make donuts, but off the top of my head I can't remember if it uses anything else.
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# ? Mar 20, 2018 06:33 |
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MadPierrot posted:Can I find a guide anywhere to making a weapon megapack, i.e. not just one that merges existing mods, but totally repackages them, with the ability for me to tweak the leveled lists and stats? Ditto for clothing. I'd like to start a Horizon playthrough, but I also like an absurd amount of variety in my game. MergePlugins.exe, xedit.exe, finally Archive2.exe found in tools fallout 4 folder. other two, google. then clumsily flail around a bit. have fun. that's a good enough guide. (I just started with xedit, merge plugins is like luxury, on the other hand, its not perfectly perfect, so expect plenty of xedit fiddling with results, finally, and I am sure you kept a tally of what you merged, yeah? all of the stuff you mergeds files, like textures, meshes etc, (apart from bodyslide stuff). unpack into relevant folders somewhere, and finally make into "mlpglowingismagic - textures, and mlpblablabla - misc.ba2) staberind fucked around with this message at 06:43 on Mar 20, 2018 |
# ? Mar 20, 2018 06:35 |
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I've finally finished killing those lovely bag pants and boots on Preston's duster and the Minutemen General armor. My mission is complete. https://www.nexusmods.com/fallout4/mods/30601 https://www.nexusmods.com/fallout4/mods/21081 It snowballed A BIT, but I'm glad to be free of the drat things. I always hated them.
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# ? Mar 20, 2018 06:40 |
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SeanBeansShako posted:Pack Attack NPC Edition brings the AI from the mod that made NPC dogs of the game work together in packs and brings it to the raiders and soldiers of the Commonwealth. Now they work together better in attempting to stalk you down and kill you. Tried these two - Pack Attack first, seems interesting as long as the enemies get a chance to maneuver; clearing outside Corvega, the raiders were actually flanking and poo poo, and moving out to try and hunt me when I started sniping from the building with the truck wreck on the upper floor. Just threw SSK on tonight, ran the enemies up to 3-6 at a time, turned off all notifications ... and kind of forgot because I was doing fiddly settlement poo poo at Mirelurk. Finish up and go over to the Annihilator Sentry Bot spawn (nobody home), turn around and OH HI THERE Assaultron Dominator Legendary Assaultron Invader and a Legendary Colonel Gutsy A quick experiment in how well the shotshell version of the Handmade Revolver works against bots, and back to Mirelurk for a couple minutes. Leave there, start heading towards the church at Hyde Park, and who comes clanking up? Legendary Protectron Guardian Guess that one couldn't keep up with the rest. But, game time was 0400, pouring rain, so I headed to Jamaica Plain to nap 'til dawn. OHSHI Wake up to at least three Institute goons standing over me - one Courser for sure, one that might have been a Rogue Courser from the Fusion Gun mod (which would mean he has one and this is gonna hurt) and one that might just be a synth - and that's where the game crashed. (Not blaming that mod, it's my usual FO4 freeze.) tl;dr - SSK Combat Stalkers is wonderful, murder will await you everywhere
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# ? Mar 20, 2018 06:57 |
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So something I'm not clear about in Sim Settlements - RotC - one of the introduction videos mentioned that if you don't donate scrap to your settlements they will slowly collect it over time, but in my game they don't seem to be doing this - the % scrap collected only ever goes up when I personally dump scrap into the supply safe. Do I need to do something to make this happen?
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# ? Mar 21, 2018 01:37 |
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The Cheshire Cat posted:So something I'm not clear about in Sim Settlements - RotC - one of the introduction videos mentioned that if you don't donate scrap to your settlements they will slowly collect it over time, but in my game they don't seem to be doing this - the % scrap collected only ever goes up when I personally dump scrap into the supply safe. Do I need to do something to make this happen? The % scrap is the % you've donated. A city plan can upgrade without any donations at all - as long as there's enough in the workbench, which settlers will feed into at random and pull out and use at random. Donated food and beverages work the same way - settlers will run that down in preference to pulling random stuff from the workbench to address their shortfalls. (Yes, there is a soft cap on scrap collection per settlement; however, most of the Industrial plots are structured to ignore that check. I believe it still will affect casual scrap gathering, so you're probably better off donating.)
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# ? Mar 21, 2018 03:48 |
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Combat Stalker update - welp, I suspect that crash happened when writing a save, which was corrupted; absolutely could not finish loading that encounter, and rolling back to the previous save did not reproduce that encounter. (Got a hit team of Deathclaws up by the South Boston checkpoint instead. Mod made up for it when I finally got near Diamond City - Gunners. Specifically: 1x Brigadier 1x Commander in full X-01 armor and using a Stealth Boy 2x Legandary Gunner w/Stealth Boy Can't wait until I get a nice hit squad after me, somewhere that will be entertaining to kite them through. Edit: having so much fun I just outed this parachute account, too.
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# ? Mar 21, 2018 17:12 |
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Welp, thought I'd gotten FO4 broken entirely - finally gotten around to visiting the Institute, got inside, defase Father with the Widow shotgun, ran back and forth between his rooms and the teleporter murdering the syths they named after me (Synth Eradicator ) and using the Problem Solver to bust caps through the glass elevator at everyone running around the atrium. (Weaponsmith Extended-modded for "penetrates everything" .50AE and electrical-shock rounds.) Aaaaand the Network Scanner holotape doesn't work. As in, it's not even registering being inserted. So, multiple reloads - changing the Signal Interceptor control panel to be closer to the platform, in case it was too far for the tape to be accurately transferred; letting Father shut down Shaunbot before killing him; listening to all Father's horseshit and refusing before killing him; agreeing to join the Institute and getting the door unlocked before killing him. ("I brought you into this world, and by god I can take you out.") Turns out to (possibly) not be mod-related after all! If you carry around every holotape like a two-legged jackdaw, the game might not "see" the quest item in question. Dump all the excess tapes and poo poo works. IT JUST WORKKKKKKKKKKKKKKKKKKKKKKKKKK(crash to desktop) Of course, Maxson immediately gives me lip for *doing his loving job for him* and wiping out the majority of the robosexuals, and I gave serious thought to whipping the Widow out again... Meanwhile, Combat Stalkers keeps delivering - I'm getting multiple-legendary Deathclaw hit squads chasing me, Forged are popping up way the gently caress out of Saugus, and I finally got another Synth spawn - Legendary Courser, generic Synth troopers and the fancy-outfit one was a Synth Commander. (One of whom dumped a relay grenade as they died, so add in a few more scrub-tier shitbots.) Pity that Far Cry 5 is about to unlock, might have to split my time between the two games. (Console-forcing the quests did not fix scanner issue, and without completing the scanner quest, the main-quest one woild not complete, and you were trapped in the Institute, even with Li's Courser Chip upgrade. Consoling out still left you unable to fast travel.) (Still having an issue with the Warwick Sewage Farm recruitment quest - supposed to clear the Gwinnett restaraunt and brewery of Super Mutants, but I'd already done that way earlier. Apparently, some of the targets for that mission are over at the construction site across from the fishpacking/drug-cooking plant, but killing everything in all locations still fails. And to top it off, while the quest is still in my list, it doesn't show when doing "sqt" or "sqo" in console. I suspect it's the named Super Mutant from the Gwinnett restraunt from my initial visit, but I disremember the name, and the corpse is long gone so I can't resurrect the easy way. (Had to do that with the Synth Commander at Mahkra for a Railroad mission, beforen it would complete, and a Raider at the Air Force monitoring station for some other quest.))
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# ? Mar 26, 2018 19:10 |
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I'd like to present my visual argument for a total conversion: "Fallout 4: Arrakis".
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# ? Apr 1, 2018 21:19 |
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So a friend linked me f4nv.com and when I try to apply it gives me a "no hash found" error for my discord name. I'm so sad.
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# ? Apr 2, 2018 04:45 |
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Namaer posted:It's finally here, what we've all been waiting for: I.... kind of love this. I can't get the idea of a fukkin pony with Nick's voice out of my head. Actually it might be even better if it was only Nick that looked like that and nobody ever references it at all.
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# ? Apr 2, 2018 06:47 |
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Beautiful! https://www.youtube.com/watch?v=D97Ja0jhVDQ
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# ? Apr 5, 2018 00:25 |
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Does the thread have a consensus opinion on Frost?
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# ? Apr 8, 2018 17:39 |
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Rinkles posted:Does the thread have a consensus opinion on Frost? Not sure it's possible to have a consensus on such a polarizing mod. It's good if you're into brutal survival stuff, bad if you're not. I'm not kidding about the brutality, either. We're not talking tough but fair, FROST runs on straight up instadeath bullshit. Some people are into that I guess, but it got to me even though I'm otherwise a glutton for punishment and otherwise way into what FROST is selling.
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# ? Apr 8, 2018 17:49 |
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e: quote is not edit
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# ? Apr 8, 2018 17:52 |
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Terrorforge posted:Not sure it's possible to have a consensus on such a polarizing mod. It's good if you're into brutal survival stuff, bad if you're not. I personally found it to be a bit boring. After you sort of get survival under control there's essentially nothing to do other than follow the vague Gilgamesh story. If you're any good at stabbing flying ferals in the face as they lunge past you, they become XP pinatas, fungal purges are easy to get ahold of if you clear out all the glowing fungus you come across so even radiation isn't that big a deal. I got to about level 20 and got bored after having a fairly large stockpile of everything and not having enough interest in following the clues. MxR has a big "horror" Frost mod pack list that might be a cool option to go with. Tons of environment mods on top of the recommended additional mods that Naugrim lists with Frost in the first place, along with some just general "makes it scary" type things
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# ? Apr 8, 2018 17:57 |
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Running Fallout 4 for the first time in months (on PS4), I find that my mods are all disabled. How the hell am I supposed to know what mods I was using on my save file? E: I hate the console mod interface with a passion. Rinkles fucked around with this message at 00:56 on Apr 9, 2018 |
# ? Apr 9, 2018 00:52 |
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Does anyone use the mod Pack Attack? The description sounds great but I'd prefer a second or third opinion before I add scripts with a mod I may not end up keeping.
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# ? Apr 10, 2018 07:19 |
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Erd posted:Does anyone use the mod Pack Attack? It has some issues, it's still in really active development. I've installed 4 versions in the last two weeks, and had to use fallrim once to scrub scripts, and console commands to make my Brahmin stop being more hostile than ferals. If I could remove it without corrupting my saves I would, just because it's not quite ready.
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# ? Apr 10, 2018 07:26 |
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Erd posted:Does anyone use the mod Pack Attack? I was using it for a little while (and then added the Combat Stalkers mod from earlier in the thread) and it seemed OK, enemies were differently stupid in any event. Corvega raiders were better about not just camping the roofline when getting sniped from the truck-wreck building across (below) the freeway, and they didn't just swarm out in the open when I was up top of the big-sphere tower. Didn't get too much playtime with it, since Far Cry 5 dropped and I was kinda burning out on FO4 by that point anyway. I expect I'll drop it into my next run, though.
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# ? Apr 10, 2018 17:06 |
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# ? Jun 3, 2024 21:24 |
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Thanks for the feedback, I'll give it a miss for now. So I stopped playing when the creation club came out and hosed up all my saves, but I recently decided to untangle my mods and get around to the dlc's I haven't finished. I reinstall the game, install the latest version of mod organizer (2.1.1) and added about 100 mods. The game crashes after about a second, before the titles come up. I try from the plain launcher, loads fine, I try f4seloader in the directory, loads fine. I try disabling every mod and loading in mod organizer, it crashes? Normally this kind of crash means missing masters, but without any mods loaded should that be the case? I'm stumped. Erd fucked around with this message at 07:37 on Apr 11, 2018 |
# ? Apr 11, 2018 07:30 |