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The main problem with the season pass is that it costs €50 and consists mainly of boring garbage. It's currently €16.50 on the Steam sale, though. I'd easily pay €14 for Far Harbor and another €2.50 for Automatron, so might as well strike now and get some free boring garbage (Nuka-World seems allright too if if you're into that sort of thing, but I haven't played it properly yet so I can't say)
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# ? Dec 21, 2018 08:51 |
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# ? Jun 3, 2024 20:59 |
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Yeah I grabbed the Season Pass in a sale eventhough Far Harbour is the only DLC I really cared about in itself. I just wanted to cover all possible mod requirements.
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# ? Dec 21, 2018 10:03 |
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Seriously, it can't be overstated how much better Far Harbor is than anything else in the game. Cool setting, good atmosphere, engaging characters, choices that matter, fun sidequests, thoughtful story that actually engages with the philosophical questions posed by the existence of artificial humans that the main story somehow failed to despite ostensibly being based entirely around them. It almost feels like it was developed by an entirely different studio. Specifically, Obsidian Entertainment.
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# ? Dec 21, 2018 10:19 |
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Nordick posted:Yeah I grabbed the Season Pass in a sale eventhough Far Harbour is the only DLC I really cared about in itself. I just wanted to cover all possible mod requirements. None of the settlement items DLC is all that interesting, but Far Harbor seems like it would be fun. Terrorforge posted:Seriously, it can't be overstated how much better Far Harbor is than anything else in the game. Cool setting, good atmosphere, engaging characters, choices that matter, fun sidequests, thoughtful story that actually engages with the philosophical questions posed by the existence of artificial humans that the main story somehow failed to despite ostensibly being based entirely around them. Wasn't the issue with Far Harbor, though, that portions of the plot and certain areas copied from someone's New Vegas mod? Max Wilco fucked around with this message at 15:02 on Dec 21, 2018 |
# ? Dec 21, 2018 14:59 |
That whole quest which is essentially Autumn Leaves for FNV you mean?
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# ? Dec 21, 2018 15:04 |
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How copied is it exactly? I heard someone say that, but given the modding community's at best loose understanding of plagiarism I didn't pay much attention.
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# ? Dec 21, 2018 16:02 |
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It really isn't the worlds most original plot but few things really are. Far Harbor is absolutely worth it, and yes, is much better than anything else in the base game. Automatron is pretty good and building a robot buddy is a good time. I HIGHLY recommend the Poptepipic automatron head mod. Nukaworld isn't bad but the collection quests are crap and it is mostly dungeon crawls in a variety of settings. It is very combat focused and if you're not into that maybe give it a miss. Still, it gives you a chance to piss Preston off so you can't beat that.
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# ? Dec 21, 2018 16:21 |
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Far Harbor is what F4 as a whole should have been.
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# ? Dec 22, 2018 00:32 |
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SeanBeansShako posted:That whole quest which is essentially Autumn Leaves for FNV you mean? Terrorforge posted:How copied is it exactly? I heard someone say that, but given the modding community's at best loose understanding of plagiarism I didn't pay much attention. Here's a Eurogamer article on the issue, which shows some comparisons. The mod author (quoted in the article) actually wasn't upset. In fact, I think he says something along the lines as seeing it as an opportunity to promote his mod. Wrr posted:It really isn't the worlds most original plot but few things really are. Far Harbor is absolutely worth it, and yes, is much better than anything else in the base game. Automatron is pretty good and building a robot buddy is a good time. I HIGHLY recommend the Poptepipic automatron head mod. I think I'm going to grab the season pass, since Far Harbor sounds like it's worth checking out, and making robots in Automatron sounds fun (especially if you can plop Popuko's head on one with mods). I've heard NukaWorld described as being geared towards raider-type characters. My intent has been to do a Brotherhood of Steel-aligned character, but I could maybe make another character specifically for NukaWorld. I also recall TrainWiz did a theme-park style mod that's supposed to be pretty good. Looking at the mod list I had before, I had a selection of weapon mods (ones taken from previous Fallout games), some mods to make settlement building
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# ? Dec 22, 2018 05:21 |
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+1 to Far Harbor being worth every penny. Even the silly side stuff (Robot Murder Mystery comes to mind) is super interesting and far more engaging than anything in the main game. But Nuka-World is worth the price of admission alone just for the sake of hearing President Gravey get super pissed off about you siding with raiders.
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# ? Dec 22, 2018 06:18 |
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Nuka World definitely has a "but thou must be a murderous dickhead" problem. There is technically an alternative, but it's pretty well hidden and literally just involves opening fire on an entire theme park full of raiders and not stopping until every single one of them is dead. It's so underdeveloped the main questgiver doesn't even have any dialogue for it.
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# ? Dec 22, 2018 09:22 |
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Max Wilco posted:
Can confirm, Maxwell's World is cool and good.
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# ? Dec 22, 2018 14:42 |
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After having some issues with the download, I booted up Fallout 4 and played a bit of the vanilla game, since I've been trying to think of things I want to download for it. Here's what I took note of in the hour or so I was playing:
That's all I can think of for the moment. I might just have to play the game a bit more, or watch through the hundreds of mod videos online to find more. If there's anything you think is really good or worth checking out, please let me know.
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# ? Dec 22, 2018 22:43 |
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So kind of a weird (and might be not an easy answer) question, but what's the best way to do a fresh setup for modding F4? I downloaded last year and got like 200 mods installed, but kept crashing and from what I could tell it wasn't the mods. From what I remember, MO2 had some kind of memory leak or error that was the main culprit (though I should probably do some clipping on my mod list anyways) and seems to be fixed now. I kind of just want to scrap what I had set up and do a clean install (preferably without having to re-install F4). I guess I should just delete the folder for F4SE, WyreBash, MO2, etc. and go from there, but I want to make sure it's as clean as I can go. Thanks for any help.
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# ? Dec 23, 2018 08:32 |
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xanthan posted:Can confirm, Maxwell's World is cool and good. I did not like it. Too many invisible walls and balky script triggers.
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# ? Dec 23, 2018 09:27 |
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Quasipox posted:So kind of a weird (and might be not an easy answer) question, but what's the best way to do a fresh setup for modding F4? I downloaded last year and got like 200 mods installed, but kept crashing and from what I could tell it wasn't the mods. From what I remember, MO2 had some kind of memory leak or error that was the main culprit (though I should probably do some clipping on my mod list anyways) and seems to be fixed now. I kind of just want to scrap what I had set up and do a clean install (preferably without having to re-install F4). I'd like to inquire about that, too. I spent most of the evening downloading mods, but it didn't seem like all of the mods were working, and it crashed when messing around in character creation. I ended up uninstalling everything but Fallout 4. I have F4 installed to C:\steamalt\steamapps\common\Fallout 4. Mod Organizer 2, however, I don't know where to install to, or where to direct all the mods and other miscellanea. By default, Mod Organizer install path is C:\Modding\MO2. I know it's important to keep everything in the C:/ drive for read/write permission to work, but because most of the paths default to the AppData folder, I don't know how much needs to be actually located under the C:/ drive, or if it needs to go directly into the Fallout 4 folder. Is it possible I need to edit a .ini file? Max Wilco fucked around with this message at 10:33 on Dec 23, 2018 |
# ? Dec 23, 2018 10:27 |
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A clean setup with MO2 should be as simple as creating a new profile. The entire point of using MO is that it lets you apply mods without touching the vanilla game folders, so a new profile with no mods loaded should be exactly the same as the vanilla game. Similarly, you can just start unticking mods from your MO list and there should be no complications from that (assuming you're using clean saves for testing).
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# ? Dec 23, 2018 10:41 |
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isndl posted:A clean setup with MO2 should be as simple as creating a new profile. The entire point of using MO is that it lets you apply mods without touching the vanilla game folders, so a new profile with no mods loaded should be exactly the same as the vanilla game. Similarly, you can just start unticking mods from your MO list and there should be no complications from that (assuming you're using clean saves for testing). I ended up creating specific folders in the Fallout 4 folder, so hopefully I won't run into issues. I really don't want to have to re-download and reinstall everything a third time. I figured out in the process that at least one of the mods that didn't seem to be working was because I needed to add a line to the 'fallout4custom.ini' file. code:
Also, I downloaded the Companion Infinite Ammo and Unbreakable Armor mod, but I found a recommendation for a mod called AFT - Amazing Follower Tweaks (https://www.nexusmods.com/fallout4/mods/26976/) that gives you a lot more options. Does it work really well, or should I stick to something else? I wanted to have some more flexibility with equipping/customizing companions. EDIT: Is there also reason why I should/shouldn't use Extended Dialog Interface over Full Dialog Interface? Extended Dialog Interface seems neat because it give you icons based on what dialog options do, and whether or not you can pass a Charisma check. Max Wilco fucked around with this message at 02:50 on Dec 24, 2018 |
# ? Dec 24, 2018 01:56 |
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XDI is generally preferable because it pulls dialogue in real-time instead of making a bunch of clunky edits. Downside is that it requires F4SE and needs to be updated when the FO4 executable is updated. Also you still have to use the dumb conversation wheel when strikig up conversation with companions for some reason.
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# ? Dec 24, 2018 09:57 |
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Terrorforge posted:
If you set the game in steam to only update on launch and then never launch it through steam then it won't update with the latest creation club sludge.
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# ? Dec 24, 2018 11:04 |
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The Lone Badger posted:If you set the game in steam to only update on launch and then never launch it through steam then it won't update with the latest creation club sludge. This is true and a good idea, but sometimes you'll make a mistake or something will break and you'll update by accident, or a mod you like will get an update that requires the latest version of FO4 and you will have to deal with it.
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# ? Dec 24, 2018 12:29 |
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How is Fallout 4 in VR? Do most mods still work? I've already got the base game and I'm wondering if its worth dropping 30 bux to play it in VR.
LLSix fucked around with this message at 04:23 on Dec 25, 2018 |
# ? Dec 24, 2018 17:17 |
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Terrorforge posted:XDI is generally preferable because it pulls dialogue in real-time instead of making a bunch of clunky edits. Terrorforge posted:This is true and a good idea, but sometimes you'll make a mistake or something will break and you'll update by accident, or a mod you like will get an update that requires the latest version of FO4 and you will have to deal with it. I was going to ask why that was an issue (since most mods need F4SE), but I realized that with the workshop updates and whatever, the game gets updated a lot, and that really messes with mods. One of the mods I was trying to test was crashing, and the mod page said it needs an update because of the game version.
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# ? Dec 25, 2018 03:34 |
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Using mods from the workshop is absolutely asking for trouble. Mods update randomly and sometimes break as a result, modders sometimes throw a fit and delist their mods, and there's zero tools for conflict resolution so sometimes your mods simply can't work due to overwrites. The ideal process for modding FO4 is: install FO4, launch the game once to instantiate all the config files and exit, install the F4SE, install MO2, point MO2 at the F4SE executable and use MO2 exclusively from now on. Get mods from Nexus and don't touch the workshop.
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# ? Dec 25, 2018 09:21 |
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Max Wilco posted:I was going to ask why that was an issue (since most mods need F4SE), but I realized that with the workshop updates and whatever, the game gets updated a lot, and that really messes with mods. One of the mods I was trying to test was crashing, and the mod page said it needs an update because of the game version. The important point is that you don't just need to update F4SE, you also need to update the mods themselves. That's not true of every F4SE mod, but it is true for a lot of them, including XDI. So whenever the executable is updated, you need to first wait for F4SE to update, wait for all the relevant mods to update and then manually download all the updates before you can play. Obviously, every part of that process gets worse the more of these mods you have. That'd be a chore even if you could just do it right away, but of course there's no telling how long it'll take for all those individual mod authors to get around to updating. And the cherry on top is that these updates tend to be completely unannounced, so it's super common to end up in a situation where you get home from a long day at work, boot up your computer to play some Fallout 4 and discover that your game has randomly stopped working. Oh and maybe other mod managers are better about this, but when MO2 throws a game version mismatch error, you get individual popups for each mod. In other words, you don't even get a list of which mods need updating - you have to note it down yourself.
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# ? Dec 25, 2018 15:22 |
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isndl posted:Using mods from the workshop is absolutely asking for trouble. Mods update randomly and sometimes break as a result, modders sometimes throw a fit and delist their mods, and there's zero tools for conflict resolution so sometimes your mods simply can't work due to overwrites. Or do things like sneak in a retexture of clothing to take a swing at someone who made a negative comment. This happened on the Skyrim workshop when it was first implemented, and since the workshop auto-update every mod you are "subscribed" (you could only install workshop mods by subscribing to them, but could immediately unsubscribe after it installed) to and makes previous versions unavailable, everyone who had it got to experience a manchild's temper tantrum.
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# ? Dec 25, 2018 16:10 |
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Fallout4.exe auto-backup is a mod that supposedly makes dynamic backups of the game executable, so if Fallout 4 sneaks in a surprise update you can just replace the updated exe with an old one to make your mods work again
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# ? Dec 25, 2018 17:06 |
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I don't know what's causing it, but occasionally when saving, the display driver as well as the whole game crashes (New Vegas). But just now it crashed really hard, like I couldn't bring up Task Manager, the display showed dead channel noise. All that's left was reset the whole machine. Where should I start looking for errors? Maybe the "Better Lights mod" to improve the light? Hmm. e: deleting all my saves seems to have fixed it. mike12345 fucked around with this message at 11:14 on Dec 27, 2018 |
# ? Dec 27, 2018 10:31 |
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https://www.youtube.com/watch?v=MNB565kQyJM So Sim Settlements is apparently instituting a full raider option where all the settlements get pre-built by the engine to start the game and you go shoot them up. Not my scene precisely but I like some of the adjacent stuff, like more support for tint and geometry variations on existing plots.
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# ? Dec 30, 2018 10:30 |
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Sim Settlements continues to impress! What a great bunch of modders
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# ? Dec 30, 2018 12:11 |
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Not really into raiding settlements, but that doesn't diminish just how ludicrously impressive kinggath and team are when it comes to modding this game. Goddamn.
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# ? Dec 30, 2018 12:25 |
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Sim Settlements is really neat but I ended up uninstalling it because it was too much additional complexity on top of all the changes Horizon made to settlements. I'm already struggling to get stable food supply, trying to figure out how the two systems are interacting isn't something I can afford to take the time for. To be honest, the food system in Horizon is probably the least fun part about it. The number of animals you have to kill to make one meal is absurd and there doesn't seem to be a way to turn gristly meat into less appetizing cooked food. There's also a distinct lack of 'simple' recipes where I can just take my lone tato and have a baked tato snack, I either get a full set of ingredients for a fancier meal or I'm eating things raw.
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# ? Dec 30, 2018 12:48 |
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That's odd, even a single level of the Hunter perk will probably keep you fed decently, and the early areas have an abundance of mole rats and radstags to get meat from. Hell, you even get a free perk point from Sanctuary (the hidden prepper cellar, IIRC) that you can use for Hunter, which means that you can get a decent stockpile of meat from Red Rocket's mole rats. And both "normal" and exotic meats have simple recipes, you just need to grind up whatever you get from hunting first. And for crops, all you need to do is make a Resource Station and Sim Settlement's agricultural plots will automatically generate a selection of plant life for you every day.
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# ? Dec 30, 2018 13:01 |
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I don't have the Hunter perk because the points have been getting invested into other things first and the leveling is slow. I'm getting meat from kills, but having to kill something like eight to ten animals for a single Wasteland Burger which will feed you for a single day is kinda ridiculous even from a "you're not very good at hunting" perspective. If the design assumption is that everyone has the Hunter perk, then that perk should be free. As far as farming with Horizon + SS combined goes, the whole thing is just sorta opaque. Horizon already has pretty dense systems that I don't fully understand (like I get the concepts, but don't have the implicit understanding to know exactly what I want to be doing at all times so I have to read through descriptions carefully every time I want to figure out where to invest resources), SS has its own thing going on, I have to use a compatibility patch for both mods and I'm not even sure if the one that was bundled with Horizon works properly because there's a new standalone one on Nexus. I think the timescales involved also contributed to my growing apathy - Sim Settlements is about letting the settlement grow in the background so you fast travel around and come back periodically and things have changed, while Horizon is slower paced and much more about living in the moment. I had assigned a settlement leader and a settlement blueprint and there was just too little progress relative to the amount of real time I'd been spending out doing things; I just want a drat meal while I refit before heading back out.
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# ? Dec 30, 2018 13:37 |
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Is there a balance overhaul like Horizon that doesn't include the settlement stuff that might play better with Sim Settlements maybe? Like something more combat/scavenging focused that mostly leaves settlements alone? I sort of have the same issue even though I really like what Horizon does in general - the two mods really have a lot of friction with each other even with the compatibility patch.
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# ? Dec 30, 2018 22:16 |
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Has anyone tried the Project Valkyrie mod? https://www.nexusmods.com/fallout4/mods/28085 I've been watching mod showcase videos to find some more mods to use, and when I saw it brought up (https://www.youtube.com/watch?v=soLq8Szkshk), it piqued my interest, since it adds quests that tie into the vanilla game's quests and alter the endings. Parts of it seem...risque...but I was wondering if it was worth checking out.
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# ? Dec 31, 2018 02:32 |
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Max Wilco posted:Has anyone tried the Project Valkyrie mod? https://www.nexusmods.com/fallout4/mods/28085 I played through it just to see what it'd be like, and had a bunch of thoughts on it as I went. Here, for you, are those thoughts. So the worst bit of Valkyrie, for me, is there's like 0 gating. So you meet the titular Valkyrie in the Pearson's insane asylum, she's a result of experiments on Lorenzo and is immune to age. Cool, fine, whatever works for me. Except you meet her before you get to Lorenzo's chamber and she asks you what happened to him and there's the options like I killed him etc but like... You haven't even met him yet!! You should expect that!! She's placed on the path before you get to him!! And then like a quest later you find a bot who gives you remote override codes to control liberty prime And your pc talks about liberty prime A) the brotherhood hasn't even arrived yet, maybe don't let this quest start until they do B) I fuckin beat the game the first time without ever knowing he was even in the game, the pc has no clue its just so loving lovely Quests and dialogue has 0 gating - With regards to things being risque, that's an understatement. All of their mods are how I'd make mods, which is to say a whole bunch of third party assets all smashed together like a horny 9 year old playing with legos. For example, here's a quest hub. Beyond that, the entire atmosphere is sort of hard to describe but it really feels like horny dudes that want to see naked women all the time but can't just embrace that? It's that "what gore is ok but nipples aren't?" smug faced attitude 100% of the time. When you first meet a character she's naked having a shower, and you must see that for the script to fire and her to come out to talk to you.
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# ? Dec 31, 2018 02:44 |
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The Cheshire Cat posted:Is there a balance overhaul like Horizon that doesn't include the settlement stuff that might play better with Sim Settlements maybe? Like something more combat/scavenging focused that mostly leaves settlements alone? I sort of have the same issue even though I really like what Horizon does in general - the two mods really have a lot of friction with each other even with the compatibility patch. Arbitration has been pretty good for me from a gameplay perspective. As for loot, I don't really look at that myself since Sim Settlements eats up a whole bunch of scrap and, if you need to patch a hole, food, but this loot mod sounds alright.
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# ? Dec 31, 2018 02:52 |
*randomendoftheworldpimp.jpeg*
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# ? Dec 31, 2018 03:12 |
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# ? Jun 3, 2024 20:59 |
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I updated a bunch of mods to their latest versions after not playing for a while, because way not, and whoo boy some mod authors love adding in extra features. D.E.C.A.Y. - Better Ghouls now makes every single ghoul in the game contain a bunch of loot consisting of random bones and like 20 pounds of "ghoul flesh" that can be used in food crafting. Raider Overhaul now has a chainsaw weapon that I found and assumed was a Nuka World thing, but it turns out to be ridiculously OP for melee builds, especially in non-VATS mode. The damage output doesn't look that high, but it 'fires' basically continuously so the DPS is ridiculous -- you can just hold the fire button and enemies will run straight into it and gib themselves. And in VATS I think it works like automatic rifles, where one VATS "shot" consists of several actual hits. Entropic fucked around with this message at 03:19 on Dec 31, 2018 |
# ? Dec 31, 2018 03:16 |