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Remora posted:Maybe clean up the OP? Sure I can go over the OP for any outdated stuff
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# ? Apr 11, 2020 16:32 |
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# ? Jun 3, 2024 21:51 |
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Nordick posted:The only problem I have with Vortex is the weird way it does load order adjustment, I have no idea what's up with that. Loot is integrated into Vortex and, basically, set to auto sort on. It will sort your load order wether you want it or not and, at least it was like this last I checked, there is no way to disable this behaviour.
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# ? Apr 11, 2020 17:52 |
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It prompts you to choose the order where it finds conflicts.
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# ? Apr 11, 2020 17:59 |
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sean10mm posted:It prompts you to choose the order where it finds conflicts. Well, I have around 600 mods installed and 238 active with a couple of patches and merges, that would be an infuriating amount of clicking for me.
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# ? Apr 11, 2020 18:04 |
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Sensenmann posted:Well, I have around 600 mods installed and 238 active with a couple of patches and merges, that would be an infuriating amount of clicking for me. How often do you have mods that conflict with 200 different mods all at once
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# ? Apr 11, 2020 18:08 |
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Magmarashi posted:How often do you have mods that conflict with 200 different mods all at once I had a couple of merged mods that threw Loot into a weird loop that lead to it complaining about mod A needing to load before mod B and B before A but, besides it being easily fixable with the rule editor, that's not really the point, is it? The point is that auto sorting can be something that's counter productive and not desired by the user at all. That's a thing that should be optional, not enforced, and I honestly fail to see why it's enforced.
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# ? Apr 11, 2020 18:31 |
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I think that was the design philosophy behind Vortex: MO2 functionality but with the focus on simplicity of use rather than customizability.
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# ? Apr 14, 2020 23:20 |
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After a reinstall and quick mod shopping trip, I spent a couple hours trying to diagnose some reproduceable crashes, checking logs, using fo4edit, waiting in-game time, etc. Spawning into the qa cells, running around the start, lots of things. Validating my files, stripping things down to just the base game. Nothing could solve it. Turns out FO4 has guaranteed PhysX crashes in a few locations if you have an Nvidia 2000-series video card and I was literally running into one
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# ? Apr 15, 2020 00:41 |
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Chronojam posted:Turns out FO4 has guaranteed PhysX crashes in a few locations if you have an Nvidia 2000-series video card and I was literally running into one Please tell me more as I am experiencing something similar.
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# ? Apr 15, 2020 15:07 |
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Fallout 4 largely refuses to stay open for longer than a few seconds before crashing to desktop due to the video card bugs that they haven't yet fixed. I'm not sure if this is a good or bad thing. Repeatedly starting a new run with different mods in the desperate hope of it making the game good, an ouroborus of expectation and defeat.
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# ? Apr 15, 2020 15:15 |
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I'm not 100% sure on this but supposedly it's something to do with how it calls the physics for weapons firing and also the leftovers from weapons effects, including pre-placed things so when those do the patented Bethesda item jiggle or whatever it'll immediately crash just because you got close enough to have it activate. Some people say they had luck by turning down visual effects, but I disabled Fallout 4's use of PhysX for the card in the control panel. Problem solved! (Horizon + Sim Settlements + Conqueror + Start Me Up + NPCs Travel + additional encounters and worldspace elements, I'm wandering around an FO4 that can surprise me) Chronojam fucked around with this message at 20:12 on Apr 15, 2020 |
# ? Apr 15, 2020 20:08 |
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Chronojam posted:I'm not 100% sure on this but supposedly it's something to do with how it calls the physics for weapons firing and also the leftovers from weapons effects, including pre-placed things so when those do the patented Bethesda item jiggle or whatever it'll immediately crash just because you got close enough to have it activate. You can also avoid it by just unchecking the 'weapon debris' option in the start menu I was having a consistent crash at the first place this happens, the bridge in Sanctuary that leads to the vault during the tutorial. Turned that option off and it hasn't been an issue since.
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# ? Apr 15, 2020 20:20 |
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Ironically I wasn't ever playing through the normal intro sequence that far, and was hitting a different problem spot on the wasteland map
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# ? Apr 15, 2020 20:29 |
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Fallout 4 New Vegas team continuing to do the lord's work: https://twitter.com/Project_F4NV/status/1258122399406587904?s=20 https://www.youtube.com/watch?v=Nt5_0C6HWPU
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# ? May 7, 2020 00:26 |
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That's absolutely loving nuts. Instant download the moment it's released.
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# ? May 7, 2020 00:46 |
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Startin to look like Fallout season again, boys. Gosh darn it to heck I love Fallout
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# ? May 7, 2020 15:13 |
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Interesting development, someone has detected that save files can lose all their script data and made a mod to detect it. As far as the maker can tell this is a issue from around the time ESL support was added. https://www.nexusmods.com/fallout4/mods/44949 quote:Each time your game is loaded, any mod with Canary support will be tested to make sure it's data wasn't lost in your save file. If any lost data is detected, Canary will warn you so you can roll back to a previous save.
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# ? May 11, 2020 11:55 |
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It's been a while since I've played, back then you needed an SSD or load times were insane, having too many mods would increase load times AND load times would increase over the course of a playthrough. Is this still a thing? Anyways I'm looking for a more realism based style of mods. The OP is in such condition it's more than enough of a good starting point but I'd just like to ask around for suggestions and possibly mods I may not think of I suppose. I'm trying to do a run as an ex-prewar-soldier that was a power armor specialist. So emphasis on weapons, power armor, melee combat and AI mods.
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# ? May 15, 2020 04:31 |
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How much of the modding for FO4 ended up requiring any of the DLC? I know there's stuff here and there but was there anything fundamental or did everyone just end up doing requirement branches?
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# ? May 16, 2020 11:56 |
Dusting the game off to play with some of the mods I found, can somebody explain to me how you set up each settlement with Sim Settlements to just develop by themselves?
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# ? Jun 13, 2020 20:45 |
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In the building menu there is the Sim Settlement section, go into that, and then the furniture sub-menu. Build the desk that you find there anywhere in your settlement. (Using a city plan will move this somewhere else.) From there use the desk to assign a leader. That will then give you a prompt to use a settlement plan. Sit through the birds-eye cinematic as the settlement configures. (You might need to end it by going in and out of the pipboy, though this might just be my PC.) From there go explore, bring back junk, food, water and guns and feed them into the storage section of the desk to upgrade the settlement as you see fit. Building things yourself can result in some awkward clipping as the settlement builds through your stuff. Mama Murphy is currently fused into a table as I placed her chair next to a window that became the dining area. You can let the settlement build up a bit first and work out from there the unused areas you want to build are.
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# ? Jun 14, 2020 12:34 |
Thanks for the heads up, waiting for a few more mods and will post another Nexus highlights list soon.
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# ? Jun 14, 2020 13:36 |
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I've never used Sim Settlements either, how do the add-ons like Industrial Revolutions interact and are they worth it?
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# ? Jun 14, 2020 16:19 |
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I went with the All in one pack that includes Industrial revolution and Rise of the Commonwealth. I think they will build alongside the standard lots, but I have put my own plots down that may have satisfied the conditions in the settlement. So I cannot say for certain. But Industries does some interesting tech upgrading as the lots grow. So a starting plot can be a mine that pulls ore out of the ground, but when you upgrade it becomes a steel mill that makes the steel resource. (Meaning you don't have to scrap the ore chunks.) When I upgraded my steel mill it let me choose between an ammo factory or a tool and die shop. (I went with the ammo factory.) You can choose what builds on a plot or leave it random. So if you get one of the goofier plots you can change it/pick the resource you want to collect. You can set the upgrading to be automatic or have it wait for you to interact with it first, there is a tool you can make in a chemistry bench that cycles through different visions showing upgradeable plots or jobless settlers. It's all pretty well thought out and the wiki has most of the answers you need for the basics. I'm enjoying it quite a bit.
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# ? Jun 14, 2020 17:54 |
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Orv posted:How much of the modding for FO4 ended up requiring any of the DLC? I know there's stuff here and there but was there anything fundamental or did everyone just end up doing requirement branches? A fair bit of very very good mods require some or all of the DLC. Even the unofficial patch does, from what I remember. I certainly remember finding good up-to-date mods being a pain in the rear end before I got all the DLC, and that was a few years ago.
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# ? Jun 15, 2020 01:55 |
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Reinstalling this game, I think the last time I played was June of 2018. Using MO2 and having everything just downloaded directly from nexus made it really easy to set up a base of mods I want. A more vanilla setup but with minor QOL and sim settlements. I think I've got everything sorted except for two things. I cannot find a gun rebalance mod that has been updated after the DLC were released. All that I remember from my play through of vanilla was that the combat rifle was the be all end all of guns and it kinda sucked there wasn't much of options at higher levels. Am I just misremembering and a gun rebalance isn't really needed? EDIT: For now I'm using Equilibrium but I'm still open for suggestions. Now I'm on to a problem where any kind of overlay send the FPS sky rocketing and because FO4 bases stuff off the FPS poo poo goes bananas fast, such as lockpicking and menu animations. Broose fucked around with this message at 00:33 on Jun 16, 2020 |
# ? Jun 15, 2020 03:59 |
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I appreciate you aggregating all those sweet mods! I look forward to modding and playing this game. Broose posted:I just followed the steps to enable modding here and then everything started to work. Thread: is the above the best link for a newbie guide to modding?
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# ? Jun 20, 2020 01:30 |
Thanks. Fun fact, despite all the weaponry now nobody has yet to do a decent replacement for Pipeguns. When they do they neglect the mod and it of course breaks.
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# ? Jun 20, 2020 01:36 |
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SeanBeansShako is a treasure for all mankind. I am proud to share my naming convention with him. Since his reg date is later than mine, clearly he copied me so I am honored
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# ? Jun 20, 2020 01:37 |
Yeah pretty much, there is a dude also with the same naming convention based around Roman sandals too. The funny thing about the new melee animations mod is now everyone knows martial arts.
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# ? Jun 20, 2020 01:50 |
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SeanBeansShako posted:Thanks. That post-apoc weapons replacer you posted last time still works, and it's still real good. I mean, it hasn't been updated in two months, but it still works.
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# ? Jun 20, 2020 01:59 |
Oh that is the best one, just not a fan of the pipe weapons because this games weird tying weaponry to levels bullshit. Starting out and the first few hours of gun variety even with mods still is so drat bland.
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# ? Jun 20, 2020 02:11 |
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Namnesor posted:That post-apoc weapons replacer you posted last time still works, and it's still real good. I mean, it hasn't been updated in two months, but it still works. Thanks for linking this again BTW, I'm waiting on a Horizon update and lost track of this mod over the months. Found some other pipe weapon replacer but it wasn't as good as this.
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# ? Jun 20, 2020 02:58 |
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SeanBeansShako posted:Oh that is the best one, just not a fan of the pipe weapons because this games weird tying weaponry to levels bullshit. It's...probably possible to twiddle the leveled lists so gun variety is better at low levels.
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# ? Jun 20, 2020 03:37 |
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Of course, it would just be a lot of work; unmodded, FO4's weapon selection is dire at every level, but then most new weapon mods, if they include leveled list integration, don't have them show up until level 15 or higher and are almost always statted to be overpowered even at that level. So in addition to editing leveled lists, you'd have to do some pretty extensive editing to the power curve of basically every new weapon mod you'd want to include.
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# ? Jun 20, 2020 05:58 |
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SeanBeansShako posted:... Pipeguns ... they neglect the mod and it of course breaks. This seems thematically appropriate, though.
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# ? Jun 20, 2020 11:55 |
Namnesor posted:Of course, it would just be a lot of work; unmodded, FO4's weapon selection is dire at every level, but then most new weapon mods, if they include leveled list integration, don't have them show up until level 15 or higher and are almost always statted to be overpowered even at that level. So in addition to editing leveled lists, you'd have to do some pretty extensive editing to the power curve of basically every new weapon mod you'd want to include. Yeah I barely can mod and part of me really doesn't want to figure out the balance of the six guns and the mods that come with them, I would super appreciate and throw IRL money at a modder who does this and makes sure said mod ages well. Sim Settlements is awesome, but I might have a bug because none of the NPC's ever seem to be hanging out at their assigned shops?
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# ? Jun 20, 2020 13:31 |
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I find my settlers wander as well. They do have a bit of a routine going on. But I often find them standing in random groups just staring each other down. Apparently the clumping together is due to vanilla engine scripting. When you teleport in the AI is supposed to do a little check and go about their 'day' but this won't always happen. (Edit) Whether teleporting to a nearby location and walking in will help them load in I don't know, but I am going to experiment with.
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# ? Jun 20, 2020 15:41 |
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# ? Jun 3, 2024 21:51 |
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There's an airhorn or something, might even be part of the actual settlement-building DLC stuff, that will act as a "start/stop work" trigger. At least, it did so when I was last playing, which was... uhm, last summer?, maybe. Having the settlers loitering around is great, when you have a bunch of exercise equipment, and beta-wave towers so there's also tame deathclaws standing around watching. "Hey, Sam." "Hi, Ralph." "Morning, Enormous Doom Lizard." "GRRRRRONNK." Giving some serious thought to restarting FO4, between watching MxR's mod videos, and the ones showing some loving awesome results you can get by glitching things into walls using carpets and such.
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# ? Jun 21, 2020 17:46 |