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Methylethylaldehyde
Oct 23, 2004

BAKA BAKA

OwlFancier posted:

https://i.imgur.com/h4Qe3E1.mp4

E: this is not the awesome/awful mods thread. But I beg you to crosspost it because that is loving terrifiying.

Botox addict trying to show human emotion..

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Tankbuster
Oct 1, 2021
it really is the same engine as oblivion huh.

Fair Bear Maiden
Jun 17, 2013
While I won't pretend the gif isn't very funny and also terrifying, I think that's just meant to be a quick example to show that you can make new facial animation with that framework.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
It is ridiculously hard to add or change that kind of function to a game, you have no idea

Relyssa
Jul 29, 2012



Flesh Forge posted:

It is ridiculously hard to add or change that kind of function to a game, you have no idea

Fallout 4 especially so, at least from what I've heard. A lot of the animations are hardcoded so you can't easily do replacements like you could in other Bethesda games.

Tankbuster
Oct 1, 2021
Fallout 4 has it's own internal DAR like structure that the mod community never hosed with for some reason. Also making animations is hard.

Ibram Gaunt
Jul 22, 2009

I got the itch to reinstall after I was disappointed in Starfield. Is there a particular suggested wabbajack modlist pack thing that people vouch for? Kinda like how everyone seems to swear by Septimus for Skyrim.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Ibram Gaunt posted:

I got the itch to reinstall after I was disappointed in Starfield. Is there a particular suggested wabbajack modlist pack thing that people vouch for? Kinda like how everyone seems to swear by Septimus for Skyrim.

What are your goals? Been a while since I looked at wj, but:

Generically I'd recommend life in the ruins. Solid overhaul of everything.

If you want more vanilla+, then welcome to paradise.

If you want to be Mr Burns in mod form, Magnum opus
https://i.imgur.com/in1R3NM.gifv

Ibram Gaunt
Jul 22, 2009

I was looking for something mostly vanilla+ so I'll look at welcome to paradise.

Thank you!

Arivia
Mar 17, 2011
I recently finished a complete game play through with Welcome to Paradise and can confirm it’s quite good/stable.

Tankbuster
Oct 1, 2021
What does Welcome to Paradise add in terms of gameplay enhancements?

Flowing Thot
Apr 1, 2023

:murder:
Decided to start from scratch with my Fallout 4 install because I had been rolling over the same install with minor updates for like 3 computers and a number of years and the entire thing was a mess. It's fun seeing the fallout (sorry) from the Nexus drama still happening where I get told oh yeah this map mod is good, it's not on Nexus anymore though so google it, and the first link is to the slab. Everything being in one location was such a nice status quo to have.

Arivia
Mar 17, 2011

Tankbuster posted:

What does Welcome to Paradise add in terms of gameplay enhancements?

Some common place quality of life stuff is about it. https://thephoenixflavour.com/fo4/wtp/introduction/

Tankbuster
Oct 1, 2021

Flowing Thot posted:

Decided to start from scratch with my Fallout 4 install because I had been rolling over the same install with minor updates for like 3 computers and a number of years and the entire thing was a mess. It's fun seeing the fallout (sorry) from the Nexus drama still happening where I get told oh yeah this map mod is good, it's not on Nexus anymore though so google it, and the first link is to the slab. Everything being in one location was such a nice status quo to have.

the slab is significantly better than most other offsites.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I've ran into quite a few (non sex related) modding issues, or had questions about how to patch something myself, and google usually brings me to the slab for the answer. It's unironically a good resource and has solutions to some specific problems if you stay out of the porn sections.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So I like what Sim Settlements 2 does with its "construction-grade scrap" economy, where buildings and upgrades require large amounts of different scrap types, usually produced by industrial plots in those same large quantities.

Each settlement can hold an amount of scrap proportional to the number of industrial plots it has and how advanced they are. You can build settlement objects to provide extra storage but they come with a defense penalty because apparently decaying concrete slabs are to raiders as pie is to hobos.

You can feed crafting scrap into the construction economy, either explicitly by donating it to a settlement or on demand when you force construction of something there aren't enough supplies for; it'll try and grab what it needs out of settlement storage and then your own inventory, just like if you were building something.

But you can't take it directly out again. Some plots will produce crafting scrap as a side effect or make it available to your commercial plots, but you can build a fusion core reclamation facility to provide rare materials to upgrade your recreational plots without necessarily becoming a nuclear thousandaire (though if you are a nuclear thousandaire you can fast-track your upgrades if you want).

It makes settlements feel like they're being built according to scavving and supplies, but without trivializing the effort you'd have to go through to build the best laser gun.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
they produce all that poo poo in funny money only for use in SS2's upkeep calculations, although there are a few exceptions like the Production class that make stuff and make it available to be bought in stores. this is just to keep the focus on running the plots and making settlements work for themselves, rather than giving you any incentive to like, just make piles of expensive ammo or explosives or whatever. the main exception is caps, you have a pretty great payback in maintaining a lot of shop plots because they dump caps directly into the settlement's inventory and you can pick it up every few days. I think they also dump excess food items into the settlement storage, which is useful for things like making adhesive.

I tried for a long while to play it on the high complexity resource setting and gave up, it just wasn't fun to be constantly chasing cork or asbestos or whatever hard-to-source material and keep it in stock. I also grew a few settlements way too large, including my logistics hub, so I had to scrub all that and rebuild something simpler to keep the game from crashing too much. Really don't want to go over about 15 people per settlement. Had to give up on disease incapacitation too, it can happen that you have a settlement's entire population become incapacitated by disease and you can't fix it, the disease cure requires an able settler to be assigned to the clinic/hospital plot to cure anyone.

SS2 has given me so much more satisfaction out of this 8 year old game lol

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Yeah, I restarted for chapter 3 and am on defaults right now. Weirdly haven't had any special visitors so far, but I didn't follow up on THE RON (oh yeah!)'s initial leads - are they locked behind that?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
One big thing that is not super obvious is you have to run the holotape to get the setup wizard to run. Another really big non obvious item is you need to build a bar commercial plot to attract most of the story NPCs included, there are a few that wander around and you can encounter randomly but I'm pretty sure almost all of them will only ever show up at a bar plot.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Ah, that's the trick. I haven't had shops for nearly as long as I've been playing so far and had been prioritizing clinics because disease system.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
yeah the unlocks are delivered really oddly, if you play without that in mind it's really likely you end up with a bunch of plague ridden settlements that require a lot of micromanagement to fix.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
National Guard Armory lockup: basic suit of X-01, no legs, ambushed by sentry bot afterward.

Expert lock on security gate in a pile of boxcars just to the south of the armory: complete suit of X-01 model 2.

You do you, Fallout 4.

At least now I have a pretty much forever home for the Power Armor Storage System and Power Armor Airdrop combo I love so much. Strap the minigun, missile launcher, and Fat Man to it, and then shoot up a flare in the field to have Sturges cram the entire thing in a cannon and fire it over.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Some folks have figured out how to add a modern active dodge mechanic and a pretty great animation and it improves the game so much :supaburn:

https://www.nexusmods.com/fallout4/mods/70647
https://www.nexusmods.com/fallout4/mods/70757 (you want both of these)

with guns readied, you can do alt+direction and it will do a dodge roll in that direction; for melee, if you are using keyboard, turn on Jump Key Input and when you hit space bar it will do a sidestep; there is an optional file for the second mod that instead does a melee roll. If you are sprinting and drop to crouch it also does a slide that looks great but is a little bit jank sometimes because it relies on scripting, the dodge stuff all works great though.

really good poo poo :supaburn:

Flowing Thot
Apr 1, 2023

:murder:
I'm pretty sure I narrowed down the mod causing me huge script lag to unequip pipboy. Looking at the Nexus page and no one has mentioned anything like this so it's making my question myself. Anyone else have any experience with it?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Never had that problem nor heard of it:shrug:

Relyssa
Jul 29, 2012



Flesh Forge posted:

Never had that problem nor heard of it :shrug:

Tankbuster
Oct 1, 2021
unequip pipboy doesn't have any scripts?

Flowing Thot
Apr 1, 2023

:murder:
Yeah I don’t know maybe script lag is the wrong word. I just had problems with my game getting extremely laggy in weird ways at times a long while back. For instance I use the VR workshop creation club as my main base I can setup a VR pod at any workshop and go inside it and my entire base is there in the virtual world no matter what settlement I accessed it from. It’s very helpful when playing survival due to no fast travel to just be able to access my base more easily. I was having problems where sometimes the VR pod I would click to get inside it and it wouldn’t trigger or took an extremely long time to play the animation. There were other moments like this in other aspects of gameplay but it’s the most obvious and memorable to me.

I did a lot of work isolating mods until I narrowed it down to either unequip pipboy or the mod that lets you smoke which I had been using to be able to save in survival mode. From there I called it quits and left both disabled and my problems were solved. Recently I tried out the pipboy mod again and noticed the problem had started to happen again it starts off really subtle and then gets worse as you play with it more. What stumps me is I can’t find anyone else having the problem.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Flesh Forge posted:

Some folks have figured out how to add a modern active dodge mechanic and a pretty great animation and it improves the game so much :supaburn:

https://www.nexusmods.com/fallout4/mods/70647
https://www.nexusmods.com/fallout4/mods/70757 (you want both of these)

gently caress this mod is so good :kiss:

heard u like girls
Mar 25, 2013

https://www.nexusmods.com/fallout4/mods/74841?tab=description

Disk Cache Enabler got backported from Starfield a couple of days ago, which is nice. Might help smooth performance with big mod setups or something, gonna try it later.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Gamebryo's Papyrus scripting engine has a hard limit of 100 operations per script. A lot of script-heavy mods (particularly Sim Settlements/Sim Settlements 2) make the game crash very frequently when the number of scripts starts getting up there, e.g. when you have a settlement with tons of plots. There's a mod that expands this (by default to 500, up to 2000 is recommended but you can make it whatever number you want) and it has made my game dramatically more stable, if you have this kind of problem you might want to check it out:

https://www.nexusmods.com/fallout4/mods/73774

While it seems to be safe to add it mid game, removing it after a bunch of scripts are running that depend on it may not be.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Oh drat that’s a nice late addition to the backbone of the game

Lt. Lizard
Apr 28, 2013
Oh, is there a version for Skyrim? I suspect the script limit is the culprit behind, like, 90% of the crashes in heavy modded games, for both F4 and Skyrim.

ThaumPenguin
Oct 9, 2013

According to the description it's a port of a specific feature from this Skyrim mod

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Yeah it originally was done for Skyrim Special Edition and then back ported (along with a couple of other crash prevention features) to Fallout 4. I cannot over emphasize just how much more stable my game is now with this one mod, holy poo poo what a difference.

Lt. Lizard
Apr 28, 2013
Well then, I guess my next playthrough will be stable enough that finishing the game will become a real possibility! :v:

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So I've got to speak at least a little glowingly about Buffout 4. Getting up to taking the first HQ in the Sim Settlements 2 storyline, and even with the papyrus script booster I was still getting the occasional crash or hang on exit.

Installed Buffout 4 and that all went away.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
pardon my ignorance, as I'm still new at this

I tried to learn putting together some mods last night - my primary goal was to get the Horizon mod running, since the description made it seem like that was a thing I'd be interested in

I followed their instructions and managed to get everything loaded up and running properly (as far as I can tell). Specifically, I'm using Mod Organizer 2 to run the Unofficial Fallout 4 Patch, HUDFramework (since Horizon recommends this), and then Horizon itself

the next thing I wanted to fix was this issue where apparently FO4 doesn't let you use keyboard+mouse if you have a controller plugged in. I searched around and apparently this is an engine bug, but one that is fixed by Buffout 4.
Buffout 4 requires the use of the Fallout Script Extender
my perusal of the readme indicates that the Script Extender uses its own executable to run FO4... but I'm already using Mod Organizer 2 to run FO4

does anyone how I could get the two to play together well?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Not quite what you're asking but first things first: Script Extender does not have a prerequisite, but Buffout 4 requires F4SE *and* another prerequisite, make sure you have this as well:

https://www.nexusmods.com/fallout4/mods/33946

Second, I don't use MO2 (I use Vortex) but there should be a way to specify what exact executable will be called by MO2 when you go to start the game. This should be where you can fill in the location of F4SE, e.g. mine looks like this:


it may not be obvious but all MO2 or Vortex are doing is just starting fallout4.exe for you, what you want to do is have it start f4se_loader which then itself starts fallout4.exe

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
okay. I managed to figure it out.

1. MO2 has an option to specify which executable should be run. I set it to the f4se loader instead of the regular fallout 4 executable
2. Addres [sic] Library and Buffout can be installed through MO2
3. xSE PluginPreloader cannot be installed through MO2, but rather its DLLs should be dropped into the main fallout 4 folder
4. there is an option in MO2 for "Use Profile Specific INI Files" that needs to be turned off. Reference: Buffout 4 installation guide

once I did that last step I was able to get mouselook going simultaneously with the controller, with Horizon loaded

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