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Oh hey, a Fallout 4 mod thread, I missed that we had this. I made a dumb, quick mod to make everything in Covenant unowned because I got sick of doing it manually. I also made a mod to fix and tweak a bunch of companion poo poo that I hadn't seen fixed without the face bug. While I was doing the latter one, I might have had a bit of a meltdown in one of the other threads trying to figure out how the loving hell stats for companions are calculated. Then I get this message. quote:I'm curious if I'm reading something right in FO4Edit and if you understand it the same way that I do. On each companion record I noticed the following values (these from Piper): What is even going on with this code???
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# ¿ Jan 10, 2016 07:25 |
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# ¿ May 16, 2024 03:14 |
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Talkie Toaster posted:It's not really a code thing. Those bits *were* used for holding data on NPC levels in Skyrim, and FO4Edit treats them the same. That doesn't mean they actually *are* exactly the same in FO4, and the inconsistencies suggest they're not. Ah, so they just left the forms they weren't sure about labeled how they were? That makes a good bit more sense.
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# ¿ Jan 10, 2016 20:40 |
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staberind posted:A couple of Q's : is this easily editable to give Curie a Syringer? Will Preston turn into an albino again, I'm using this at the mo : http://www.nexusmods.com/fallout4/mods/7881/ while it makes him a little too beeeeeefffcaaake, at least he's not Preston Ghostly. I mean, you can just hand Curie a syringer. But I'm not actually sure how well companion/ammo stuff works with syringers? I've never tried it. It should be easy to edit, but I don't know how the ammo usage would work at all. I didn't change her default companion weapon, I just made her use it. The face bug will not happen with this. (It's what makes Preston white) Some nice person said in the comments to some other mod how to fix it, and I used their fix. Works like a charm. Also face mods generally conflict with any other mods that edit companions, so chances are that whatever's making Preston white for you isn't working while you use that mod. EDIT: Why the hell are several settlers Turret class??? Alright, I was looking up how companion weapons work, and it looks like you'd have to make a special nonplayable companion syringer with special nonplayable companion syringe ammo. You don't have to give the companion the ammo, so... I'm not sure how the gun calls up the ammo? Well, now I'm curious, so I'll try it out. I doubt it'll work in a game in progress, because nothing seems to work right on a game in progress, but it's worth playing with. EDIT2: Huh. Seems like Cait has a double-barreled shotgun and a baseball bat. I only ever see her using the bat... I don't see the shotgun in her inventory. I feel like I USED to see her use a shotgun though. EDIT3: Genuinely not sure about how the type of syringer ammo is differentiated. There is a single type of syringer ammo in here- wait, there's the ammo and then the effect is applied by an INGESTIBLE? Why does the syringer projectile have the "Broadsider" muzzle flash? I think you may have picked the most difficult weapon to get an NPC to use. You may as well make a gun that looks like the syringer, shoots projectiles that look like syringes, and then add the Wounding effect to it so it'll be like bleed syringes. Midnight Voyager fucked around with this message at 01:41 on Jan 12, 2016 |
# ¿ Jan 12, 2016 00:07 |
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Talkie Toaster posted:Every gun has an 'NPC clip' field. If an NPC spawns with that gun, they get the ammo for it. It's probably in that. There's an LNAM - Ammunition leveled list field I'm seeing, but the syringer doesn't have one. I think it might be an exception.
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# ¿ Jan 12, 2016 02:46 |
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staberind posted:Ahahhaah, wow, sorry to have given you such a thorny problem, I just thought curie/syringer was a natural. Now my hopes of playing as the ghost of Kenneth Williams and muttering "Oh MAAAtrooon" are dashed. It's just the way that syringer ammo works, I'm afraid. I don't think they set up the syringer so a NPC can use it at all. Maybe something can be figured out once the GECK's out.
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# ¿ Jan 12, 2016 03:00 |
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gromdul posted:If I disable Homemaker or SSEX, will the placed items disappear? The menu bloat struggle is real. And while having the options is nice and all, in reality it just makes it harder to find the obligatory Diamond City Radio that every settlement gets. http://www.nexusmods.com/fallout4/mods/4386/ Here's just bunk beds! Okay, there's a few more nice beds, but still.
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# ¿ Jan 12, 2016 04:59 |
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LumberingTroll posted:Eonwe, use Mod Organizer 2. https://github.com/TanninOne/modorganizer/releases Is there any way to get Mod Organizer 2 to work with Reshades? I hate lack of antialias, but I hate Vaseline face even more. The latest update for Mod Organizer did actually get it to work for me in vanilla, so that was nice, anyway!
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# ¿ Feb 17, 2016 01:11 |
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LumberingTroll posted:No, the only thing Mod Organizer handles is things in the Data folder. just install them like normal (put them in the root directory) and it works fine. This is the same thing you do with F4SE as well. Sorry, I think I am misunderstanding. Fallout 4 run through Mod Organizer 2 crashes without fail when I hit New game or Load Game with Reshade installed like normal. I'm not running F4SE at all. When I remove Reshade, it works. There's a few issues I remember from the issue tracker that recommended to remove Reshade to get it working, so I figured it was a known thing. So was that a no, there's no way to get it to work? Midnight Voyager fucked around with this message at 06:47 on Feb 17, 2016 |
# ¿ Feb 17, 2016 06:41 |
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SeanBeansShako posted:Am I the only one who wants a classic Brotherhood faction mod? I replace every shred of orange on that faction with red. Why ORANGE, BOS?!
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# ¿ Feb 23, 2016 19:33 |
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Make sure they have good microphones. If the sound quality matches the ingame voice sound quality, that's like half your battle there.
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# ¿ Mar 3, 2016 06:45 |
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Nien posted:No it's the terrible writing not microphones. That's the other half. If the sound quality doesn't match the game, it screams "HELLO I AM A MOD." If the writing sucks, then it doesn't matter how good it sounds. Get them both together and you're good! (The magical Third Half is making sure your VA's voice isn't loving stupid, but I kinda figured that bit is obvious)
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# ¿ Mar 3, 2016 19:31 |
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http://www.nexusmods.com/fallout4/mods/10792/ Eyyyy, bout time!
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# ¿ Mar 10, 2016 09:07 |
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Doctor Borris posted:I have no idea how in the wild frontier of modding they could have open source yet charged mods. 90% of mods are no where near that professional level. They really loving weren't. See the below: http://imgur.com/gallery/qFlFa http://imgur.com/gallery/bqcla/ Magmarashi posted:A good number of people pulled down all their 'free' mods and uploaded them to Steam Workshop with a price tag attached, it absolutely DID happen But they weren't FORCED to, they just did because they were assholes.
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# ¿ Mar 11, 2016 07:54 |
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Jack Ketch posted:Couldn't you just not wear the new ugly items? They aren't added to leveled lists, to my knowledge. They're just available to be crafted if you so desire.
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# ¿ Mar 12, 2016 21:20 |
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Captain McStabbin posted:Are you using the weapon balance overhaul from the op? Cause I was getting absurdly huge and deadly self-destructing robots in automatron until I disabled it. I think it's cause their self-destructs use the same stats as the fatman, which were heavily buffed by the mod. Even the vanilla ones are pretty big just because they use the fatman stats. I killed one without knowing that in a subway, and BOY that went poorly.
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# ¿ Apr 1, 2016 00:55 |
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LumberingTroll posted:I love that you can give the Securtron your dead spouses face Should add in faces for any companions you can kill or get killed for maximum House.
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# ¿ Apr 13, 2016 00:22 |
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Apparently there's an idle animation bug in the new DLC. http://www.nexusmods.com/fallout4/mods/11944/ Some guy already fixed it. The part that baffles me? They hosed up 1992 files to manage this. HOW?
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# ¿ Apr 14, 2016 02:17 |
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LumberingTroll posted:It works, but not nearly as well as Mod Organizer 2. If you can run MO2 without CTDs, yeah. I use ReShade and it crashes for me, so I've resigned myself to using NMM.
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# ¿ Apr 17, 2016 20:37 |
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LumberingTroll posted:Never had any problems with MO2, are you using Alpha 4? I'm not using the Survival beta, and I did try it with Alpha 4. In fact, I've been trying every version of MO since the first alpha, and it does the same thing every time. It seems to be a known issue that it doesn't play nice with Reshade, seeing as how "remove ReShade" seems to be one of the first bugfinding steps. I mean, if it was Skyrim, I'd agree that MO was better because it actually worked for me in Skyrim. But
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# ¿ Apr 17, 2016 21:17 |
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LumberingTroll posted:Dunno man, I dont use ReShades, most look like poo poo any way and just hurt performance in a game that already doesn't run the best. Continue using NMM, MO2 is still better. Also the stuff about survival was not directed to you, it was an aside for the thread. I only use a bit of sharpening. It's the best way to work around shimmering grass without making the screen look like it's smeared with vaseline. Grass shimmering drives me nuts. I would agree entirely that MO2 is still better, but drat if I'm going to go back to shimmering grass or blurry eyes for it.
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# ¿ Apr 17, 2016 21:31 |
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Dootman posted:Mod Organizer 2 works fine for me with ReShade. Are you trying to launch something other than the FO4 executable with MO? Nope. I have to remove the Reshade files to stop it crashing, otherwise it crashes the second I try to load a game. It's done it for every version of MO. I'd really love to be able to use it again, but I've run out my alpha testing patience. Do you do anything special to get it to run with Reshade?
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# ¿ Apr 17, 2016 23:26 |
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Nasgate posted:I'm at work so I don't have a link handy, but there's a file on the nexus that will automatically do this for all installed mods and excludes the main game and DLC files. http://www.nexusmods.com/fallout4/mods/12047/ Here ya go.
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# ¿ Apr 18, 2016 01:43 |
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pmchem posted:hmm, I'll say what I will: Arthmoor seems to have no interest in getting bugs fixed upstream by Bethesda, and that is a detriment to the community and FO4 in general. Check out his thread here, which I posted in: https://community.bethesda.net/thread/3078 http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-58#entry160229 ^here's where he suspects something is a bug and expresses intent to report it on a private bug forum, probably for the beta. Tinfoil hats off.
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# ¿ Apr 20, 2016 22:30 |
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LumberingTroll posted:I jsut did some testing with MO2 and the New patch, we dont need to use the astriks, there is something int he new INI that allows the game to load mods now, so what I did was copy over the new (now official standard) ini to MO2, then put these lines in There has been an update for DEF_UI for 1.5.
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# ¿ Apr 20, 2016 23:18 |
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Gonkish posted:Unless I'm completely nuts, it's probably new icons/UI elements that have been added that the UI mods haven't yet been able to accommodate in an update. The same thing happened with Automatron's icon for the Mechanist's hideout after you finish the final mission. If you stepped in-range of the icon appearing on the radar while using a UI mod, it would crash the game. I know there's other UI elements added in Automatron and Survival that don't work properly with UI mods, but they don't crash it. The icons definitely crash it.
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# ¿ Apr 20, 2016 23:26 |
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Bholder posted:So a new patch came out and I'm not sure what it actually did. It fixed the workshop parent quest. I don't know what else.
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# ¿ Apr 21, 2016 04:11 |
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boneration posted:The what quest? It's technical. Not like an actual quest, the quest that handles workshop behavior. http://www.nexusmods.com/fallout4/mods/12217/ PS: gently caress YOU BETHESDA I SPENT LIKE HOURS TRYING TO FIGURE OUT WHAT WENT WRONG AND IT'S SOMETHING YOU DID http://www.nexusmods.com/fallout4/mods/11944/ <-seems to have fixed this bug though Midnight Voyager fucked around with this message at 21:09 on Apr 21, 2016 |
# ¿ Apr 21, 2016 19:36 |
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Midnight Voyager posted:It's technical. Not like an actual quest, the quest that handles workshop behavior. And the latest hotfix fixed THAT bug too.
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# ¿ Apr 22, 2016 05:47 |
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strong bird posted:A twine or leather wrap would work better than three aluminium straps Or proper duct tape
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# ¿ Apr 23, 2016 18:44 |
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Wrr posted:It's supposed to be duct tape orz Width is the main problem, and the pieces are unnaturally evenly placed. Here's an ingame example: http://www.imfdb.org/images/thumb/3/3c/Fallout4-Remington-1.jpg/600px-Fallout4-Remington-1.jpg Also, for some reason, it looks like the tape is... inset into the handles? Something about the normals makes it look like it's dented in.
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# ¿ Apr 24, 2016 04:33 |
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I mean, you can just put screws through it and wrap duct tape around it to give it a better grip. (Does look MUCH more duct tapey though. I think I like the way the bottom one looks better than the top)
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# ¿ Apr 25, 2016 23:02 |
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Saint Sputnik posted:At which point it tells you it needs to reload your data files, and then closes the game or crashes to desktop, that part wasn't clear. I just used that bat to update the Mod Organizer plugin list to add the asterisks and it works fine for me. (Make sure you remove the line in it that directs the program to the game's plugin txt) But you might have to do it every time you play until they update Mod Organizer, I'm not entirely sure. I just keep a copy of it with the asterisks as backup. My load order seems to be preserved this way. And make sure you aren't using a UI mod that hasn't been updated for 1.5 yet. DEF_UI got an update very recently. That sort of thing crashes it hard.
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# ¿ Apr 29, 2016 22:34 |
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Endymion FRS MK1 posted:So I am having a CTD when loading my save. Even when disabling everything but Fallout4.esm and the two DLCs Your save might be the problem. Try an older save.
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# ¿ Apr 30, 2016 00:12 |
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Alright, I'm gonna ask you goons for help because I have no idea what's going on here. I've got an armor retex mod. Exactly one person using is is having this bug: http://imgur.com/a/j3DAh Why the living gently caress is half of it darker than the other half? They're wearing pieces from different sets and it seems to happen to all of them. I really don't know what could even potentially be causing this.
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# ¿ May 3, 2016 18:03 |
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Svanja posted:I wish I knew what it was. But I do want to tell you your work is very good! Thanks! Ugh, I know exactly the guy you mean. I had like a billion comments on mods way back in Oblivion, but until him I've never had anyone tell me to tell SOMEONE ELSE what to do with their mod.
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# ¿ May 3, 2016 22:11 |
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AmishSpecialForces posted:Has anyone found that texture replacements are causing crashes? I'm using NMM and have tried all the fixes that involve * on the .inis, along with enabling stuff through the new in-game mod manager. I've only got the following installed: The compass mod sounds like a UI mod. The patch changed UI stuff, so that could definitely be your crash there. (For reference, the same thing happened when Automatron updated, and it related to the compass in particular. The map markers or something changed? Apparently UI changes are crazy finicky with patch/mod interaction) Midnight Voyager fucked around with this message at 08:16 on May 6, 2016 |
# ¿ May 6, 2016 08:11 |
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AmishSpecialForces posted:When I disable No Magic Compass and Full Dialogue Options mods Fallout CTDs without even getting to the menu screen. This is all while using NMM, if that makes any difference. Is there someway I can force Fallout/the mods themselves to generate a crash dump? I'd like to see what specifically is making GBS threads the bed and how. Well, FDO has been updated for the patch, so it should be fine. Try just disabling the compass one? Alternatively, there is a CHANCE that your texture mods are just overloading your computer's capability to run the game and that's what was freaking it out, I guess. I had that happen once or twice before my computer poo poo the bed. The behavior just doesn't sound like when that happened to me, though.
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# ¿ May 7, 2016 01:49 |
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LumberingTroll posted:Mo2 has been updated! Holy poo poo, this version works for me. I don't know what they did, but it works. Thank loving Christ!
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# ¿ May 10, 2016 05:51 |
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The Iron Rose posted:You should try my weapon balance overhaul which does exactly that! Is there some reason you don't update the companion weapons to their vanilla counterparts's settings?
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# ¿ May 15, 2016 00:15 |
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# ¿ May 16, 2024 03:14 |
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The Iron Rose posted:"well this way empowers the player while still allowing companions to participate without overshadowing the PC" Ah. I just happened to notice my companions collecting any dropped gun and wielding it out of nowhere and scaring the hell out of me. Really wish they wouldn't do that in general. Sure, I use you guys as pack mules, but I expect it to be with stuff I gave you, not random weapons lying around!
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# ¿ May 15, 2016 00:57 |