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Ak Gara posted:Is the sky like, an 8 bit gradient? It has quite noticeable colour banding. Would be nice if there was a way of replacing it with a 24 bit skybox or whatever the sky's made from. That permanent white gradient towards the horizon always bothered me, Darker Nights has a few different .esp's to choose from, some that remove the "vanilla sky."
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# ¿ Nov 22, 2015 03:39 |
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# ¿ May 16, 2024 23:26 |
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It seems Bethesda left a lot of the ultra/high quality textures exactly the same as lower quality versions, so you lose performance without gaining quality for a lot of textures. That texture optimization mod that is being worked on lowers the resolution of a bunch of textures to gain some performance.
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# ¿ Nov 23, 2015 10:32 |
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Jack Ketch posted:Any idea if this mod http://www.nexusmods.com/fallout4/mods/2805/ is dirty, he makes mention of Fo4Edit in the main mod comments but I can't tell if his english is bad or what. If I open it in FO4Edit, will it show me if it's dirty somehow? So the enemies are set to be as aggressive as they can be I guess. There are also values that make them flank and fallback more often, but those are the only changes.
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# ¿ Nov 26, 2015 06:27 |
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Dark_Swordmaster posted:GONE! http://webcache.googleusercontent.c...n&ct=clnk&gl=us
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# ¿ Jan 15, 2016 02:49 |
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# ¿ Jan 15, 2016 02:57 |
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Gee maybe they should just fix the bugs with the engine
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# ¿ Jan 18, 2016 03:56 |
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LumberingTroll posted:by your dx9 jab I assume you are talking about enboost. which just allows access to more memory, which the end users configures, you can easily gently caress yourself by giving it too much, in an application they need to set standard targets for the majority of users, which is 4bg. edit: taking the time to mention that this derail was caused by a large, persistant bug where weapons take a long time to pull out for no good reason and bethesda can't figure out how to fix it but maybe the enb guy will Pontificating Ass fucked around with this message at 04:55 on Jan 18, 2016 |
# ¿ Jan 18, 2016 04:52 |
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This is the actual announcement page: https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114 quote:For Fallout 4, our goal was to make Mods easier and more accessible than ever before – for both the creators and the players. By building an all-new system with Bethesda.net we’ve made a huge leap forward in achieving that.
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# ¿ Apr 26, 2016 21:03 |
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It's worth noting that the latest build of Wrye Flash seems to work great. It's the real man's choice in mod organizers (who needs installers anyway?) also maybe a mod can rename this thread to reflect that the CK is out??
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# ¿ Apr 29, 2016 23:09 |
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Sintax posted:Weapons (some dont have craftable mods) [and I tweaked some of these to do less damage or to be in levelled lists] Anyway now I have all the above weapons plus the broken ones I mentioned, and an .esp that patches all the levelled lists and lowers the damage on some of the more offensively overpowered weapons. Maybe I will put the .esp on the nexus, but If anyone knows somewhere to host a 500MB file, I could drop you guys a no-hassle .zip file that puts a buttload of new weapons put into the game.
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# ¿ May 18, 2016 07:45 |
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I didn't merge any of the mods, I just use FO4Edit to make a patch esp. Generally the GECK is harder to use and tends to make wild edits. I'll put the esp on the nexus with a couple other things in the next few days.
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# ¿ May 18, 2016 10:49 |
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I uploaded the stealth changes I've been tweaking and using for a while, so check this out if you're like me and think the stealth is a little too fast and unrealistic: http://www.nexusmods.com/fallout4/mods/13798/
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# ¿ May 21, 2016 01:40 |
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Otacon posted:Pathing is pretty horrible to implement, HOWEVER stock floors (and stock stairs) have their own navmesh built in, so you could technically use those and either embed/place on top of the troublesome terrain, using Place Everywhere. I found this mod for Rebuilt Walls at The Castle - http://www.nexusmods.com/fallout4/mods/8680/ http://www.nexusmods.com/fallout4/mods/9874/
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# ¿ May 21, 2016 05:57 |
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AriadneThread posted:i'm told arbitration's damage scaling hasn't been updated to work with the new survival mode yet, but that the rest of the mod works fine
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# ¿ May 21, 2016 11:23 |
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I think the simple sleeping bag mod is a nice way of being able to save in survival. Honestly, FO4 on survival is the most adrenaline-inducing game I've played in a long time because you get into a firefight and you really, really don't want to die because losing upto an hour of progress sucks. It really does, in that moment, put you in 'survival mode.'
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# ¿ May 31, 2016 07:53 |
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Backhand posted:Is there a mod that makes the sanctuary settlers killable? Better Settlers comes with a holotape you can set settler options including their mortality. However, some of the Sanctuary settlers might be flagged as essential, so you can't kill them. I've been thinking of turning off essential NPCs myself because it is ridiculous when you massacre a town that some of them don't die. There's a mod which turns off the essential flag on every NPC but I dont think that's a great way of dealing with the problem since you are modifying so many records. I noticed the The Fallout4 Configuration Tool has an option where you can turn essential NPCs off, so that might be your best bet if that's what you are looking to do. The only problem with turning them off is that an enemy might kill them and then you fail quests, but usually you will get that failure notification anyway so you can revert if you need to.
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# ¿ Jun 1, 2016 20:18 |
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# ¿ May 16, 2024 23:26 |
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I have sniped the new thread: http://forums.somethingawful.com/showthread.php?threadid=3779393&pagenumber=1#lastpost
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# ¿ Jun 9, 2016 00:40 |