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Pontificating Ass
Aug 2, 2002

What Doth Life?

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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Pontificating Ass
Aug 2, 2002

What Doth Life?
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.

Pontificating Ass
Aug 2, 2002

What Doth Life?

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?
Yeah I was interested in this one myself, I opened it in FO4Edit and there's no missing cells and in the comments the author says he started using FO4Edit. He basically just changes this for any ranged combat style:


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.

Pontificating Ass
Aug 2, 2002

What Doth Life?

Dark_Swordmaster posted:

GONE!

What was it?
um

http://webcache.googleusercontent.c...n&ct=clnk&gl=us

Pontificating Ass
Aug 2, 2002

What Doth Life?
:69snypa:

Pontificating Ass
Aug 2, 2002

What Doth Life?
Gee maybe they should just fix the bugs with the engine

Pontificating Ass
Aug 2, 2002

What Doth Life?

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.
ENB fixes a lot of things, and adds a lot of graphics enhancements Bethesda couldn't figure out with a billion dollars worth of development. 'ENBoost' is just one fix that comes with ENB and maybe if you had any idea what you are talking about or ever took the time to develop a 3rd party fix for a popular game you might look like you know what you are talking about instead of farting angry words out of your spergy mouth while doing the same poo poo you are complaining about did you ever think of that?

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

Pontificating Ass
Aug 2, 2002

What Doth Life?
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.

You can now browse and search for the latest and greatest Mods, choose your favorites, post feedback, and install them – all within the game. Simply select Mods from the main menu, and start browsing.

If you want to try making Mods (and we think everybody should), the Creation Kit – the same tool that we used to create Fallout 4 – is a free download via the Bethesda.net launcher. You can check out the Creation Kit Wiki, our online documentation and help file, for more details and tips on how to make them.

We plan to update and evolve Mods and the Creation Kit based on your experiences so be sure to leave feedback in our forums.

How to access the 1.5 Update in Steam Beta:

Log into Steam
Right Click on Fallout 4 in your Library
Select Properties
Select Betas
A drop down menu will appear. Select beta
Wait a few minutes and Fallout 4 should update
When done, Fallout 4 should appear as Fallout 4 [Beta] in your Library
For console players, Mods will be coming to Xbox One in May and PlayStation 4 in June. We have a lot to do yet, but we hope it changes console gaming the way it has changed PC.

Finally, we’d like to thank all the Modders who volunteered to beta test the Creation Kit and Mods during our closed beta. Your feedback has been invaluable and we couldn’t have done it without you. For them and for all our players, we can’t wait to see what you create.

Pontificating Ass
Aug 2, 2002

What Doth Life?
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??

Pontificating Ass
Aug 2, 2002

What Doth Life?
Character mods:
If you are making a new character the "lots more" series of hairstyles is good:
http://www.nexusmods.com/fallout4/mods/10543/
http://www.nexusmods.com/fallout4/mods/10695/
http://www.nexusmods.com/fallout4/mods/10746/

Ponytail Hairstyles http://www.nexusmods.com/fallout4/mods/8126/
Appealing Moles http://www.nexusmods.com/fallout4/mods/3802/
Eyes of Beauty http://www.nexusmods.com/fallout4/mods/133/
True Eyes (works with Eyes of Beauty) http://www.nexusmods.com/fallout4/mods/7320/

Environment:
Vivid Fallout http://www.nexusmods.com/fallout4/mods/1769/
Grasslands (unhealthy) version adds some nice subtle grass color to the wasteland http://www.nexusmods.com/fallout4/mods/11267/
Darker Nights (dont forget true storms patch) http://www.nexusmods.com/fallout4/mods/191/
True Storms http://www.nexusmods.com/fallout4/mods/4472/
Enhanced Color Correction http://www.nexusmods.com/fallout4/mods/5060/
WET http://www.nexusmods.com/fallout4/mods/244/
Light Tweaks http://www.nexusmods.com/fallout4/mods/2139/
Far Area Reform (FAR) http://www.nexusmods.com/fallout4/mods/1355/
Reverb and Ambience Overhaul (turn down ambient volume and reverb sliders in audio menu for a less intense effect) http://www.nexusmods.com/fallout4/mods/10189/

Settlements:
Better Settlers http://www.nexusmods.com/fallout4/mods/4772/
Don't Call Me Settler http://www.nexusmods.com/fallout4/mods/11306/
Immersive Vendors http://www.nexusmods.com/fallout4/mods/10039/
Quiter Settlements http://www.nexusmods.com/fallout4/mods/2819/
Longer Power Lines http://www.nexusmods.com/fallout4/mods/2241/
Stairs Ladders Ramps http://www.nexusmods.com/fallout4/mods/10495/
Underfoot Rugs http://www.nexusmods.com/fallout4/mods/9874/
Dialogue Settler Fix http://www.nexusmods.com/fallout4/mods/11994/

Spergin':
Realistic Ragdoll Force http://www.nexusmods.com/fallout4/mods/5149/
Ragdoll Collision http://www.nexusmods.com/fallout4/mods/6740/
Immersive Dismemberment http://www.nexusmods.com/fallout4/mods/2421/
Shell Rain http://www.nexusmods.com/fallout4/mods/870/
Disable Character Glow http://www.nexusmods.com/fallout4/mods/3771/
Pipboy Shadows (there's also one to make it brighter) http://www.nexusmods.com/fallout4/mods/281/
Ammo Retexture http://www.nexusmods.com/fallout4/mods/5418/
Shorter NPC Greeting Distance http://www.nexusmods.com/fallout4/mods/11845/
Stuff in Wood Boxes http://www.nexusmods.com/fallout4/mods/12687/
Faster Terminals http://www.nexusmods.com/fallout4/mods/937/
Either Button Lowered Weapons or Auto Lowered Weapons
Chem Redux http://www.nexusmods.com/fallout4/mods/2099/
Simple Locational Damage http://www.nexusmods.com/fallout4/mods/13263/
Prewar Safes http://www.nexusmods.com/fallout4/mods/3306/

Encounters
Raider Overhaul http://www.nexusmods.com/fallout4/mods/9103/
Super Mutant Redux http://www.nexusmods.com/fallout4/mods/11853/
Legendary Helmets http://www.nexusmods.com/fallout4/mods/12761/
Arbitration (Combat AI only) http://www.nexusmods.com/fallout4/mods/2037/

The CROSS series of mods is worth checking out especially if you like crafting

Armorsmith Extended http://www.nexusmods.com/fallout4/mods/2228/

Weapons (some dont have craftable mods) [and I tweaked some of these to do less damage or to be in levelled lists]
These are real good:
M14 http://www.nexusmods.com/fallout4/mods/9667/
R91 http://www.nexusmods.com/fallout4/mods/7715/
USP 45 http://www.nexusmods.com/fallout4/mods/8773/
Glock 20 http://www.nexusmods.com/fallout4/mods/9341/
IF-88 http://www.nexusmods.com/fallout4/mods/9258/
IF-54 http://www.nexusmods.com/fallout4/mods/11174/
m2216 http://www.nexusmods.com/fallout4/mods/8807/
Haven't used these much:
Modern Weapons http://www.nexusmods.com/fallout4/mods/11226/
m1911 http://www.nexusmods.com/fallout4/mods/10406/
m2019 "that gun" http://www.nexusmods.com/fallout4/mods/10669/
m9 http://www.nexusmods.com/fallout4/mods/8421/
mk14 http://www.nexusmods.com/fallout4/mods/10099/
SCAR http://www.nexusmods.com/fallout4/mods/10804/
WH77 http://www.nexusmods.com/fallout4/mods/9942/
WH22 http://www.nexusmods.com/fallout4/mods/11634/

I also have some AK's, the Desert Eagle, LK-05, MAC11, and some other that are invisible in my game since the survival update came out. Anyone know why this is?

Pontificating Ass fucked around with this message at 02:31 on May 15, 2016

Pontificating Ass
Aug 2, 2002

What Doth Life?
I fixed the invisible weapons problem: I made a patch for a bunch of the weapons and somehow the fields that dictate which models to use got overwritten with gun modifications from other gun mods. Maybe I updated the files without remembering to update the patch, but it seems like one of these programs went a little rogue and hosed up the .esp.

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.

Pontificating Ass
Aug 2, 2002

What Doth Life?
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.

Pontificating Ass
Aug 2, 2002

What Doth Life?
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/

Pontificating Ass
Aug 2, 2002

What Doth Life?

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/
Seems the best way to help navmesh is putting stuff on the floor, like this mod adds rugs which help pathing, as a byproduct:
http://www.nexusmods.com/fallout4/mods/9874/

Pontificating Ass
Aug 2, 2002

What Doth Life?

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
iron rose has her own 'create your own difficulty' mode here that works by letting you replace the default damage modifies with whatever you choose. actually, while i'm at it, maybe someone can clear something up for me about this mod???
Pretty sure this mod was made before the new survival mode too, so the numbers given there refer to the old survival mode.

Pontificating Ass
Aug 2, 2002

What Doth Life?
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.'

Pontificating Ass
Aug 2, 2002

What Doth Life?

Backhand posted:

Is there a mod that makes the sanctuary settlers killable?

I know it probably sounds incredibly sociopathic, but it's so painfully immersion-breaking for me in an open world game to run into those idiots first thing on a 'gently caress the world' run and find out that not only can you not kill them, but you can't even refuse to help them.

Literally your only option if you want nothing to do with them is to just keep walking, but it bugs me since they're right in my path.

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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Pontificating Ass
Aug 2, 2002

What Doth Life?
I have sniped the new thread:

http://forums.somethingawful.com/showthread.php?threadid=3779393&pagenumber=1#lastpost

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