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MO is out for this game, and I have been using it since it was initially released. It's pretty much functional, everything seems to work as intended.
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# ¿ Dec 6, 2015 00:37 |
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# ¿ May 15, 2024 18:04 |
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Arcsquad12 posted:Is it just the same one I can get from the Skyrim Nexus? Nope, he had to adapt it for the 64-bit FO4 executable or somesuch. Grab it here: https://github.com/TanninOne/modorganizer/releases/tag/2.0alpha1
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# ¿ Dec 6, 2015 03:40 |
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http://www.nexusmods.com/fallout4/mods/4826/ The mod we never knew we needed or wanted.
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# ¿ Dec 6, 2015 21:50 |
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http://www.nexusmods.com/fallout4/mods/5343/ This mod tries to unfuck the Level 4 vendors which appear to be completely loving broken otherwise. Even still, he's telling you to use console commands as well. While it's certainly not a game-ending issue that you can't assign these fuckers or even get them to show the gently caress up at a settlement, it's still kind of crazy how broken they are. Even if you get them to show up, they just leave the settlement after a day, never to be seen again (which is what this mod supposedly fixes). It's weird. EDIT: Meanwhile, Armorsmith Extended updated. quote:Version 2.0 So now you can do poo poo like add recon sensors to eyewear (glasses, sunglasses, etc.), and such. Gonkish fucked around with this message at 20:37 on Dec 10, 2015 |
# ¿ Dec 10, 2015 20:18 |
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isndl posted:Yeah, but is it going to cause everyone to aggro the way recon sensors on power armor does? I'm assuming he copied the stuff from the highlighting sensor thingy (recon is the one that marks the target with an icon, rather than outlining them, iirc) from power armor and thus it probably will still cause aggro, yeah.
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# ¿ Dec 10, 2015 22:11 |
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Do you like hats? Do you like Dogmeat? Do you wish that there were more hats for Dogmeat? Then boy do I have the mod for you. tl;dr: mod of the year, all the years.
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# ¿ Dec 17, 2015 04:00 |
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CommissarMega posted:Would either of these corrupt my saves? They shouldn't. Scripts are what gently caress up saves, specifically scripts from mods that you uninstalled but previously had running in a save. That poo poo will gently caress up a save. It's a moot point, because no one can do scripting without the mod tools.
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# ¿ Dec 17, 2015 07:12 |
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Ak Gara posted:I'm building a laser tower of death, thanks to that elevator mod, does anyone know the range of heavy lasers? Turrets, in general, have an obscenely long range. For reference, I have a missile turret on the very top of the saucer thing on top of Starlight Drive-In that can and will engage targets under the bridge along the road, which is about as far away as the AI can spawn.
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# ¿ Dec 18, 2015 19:06 |
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I think my favorite bit of art direction in this game is that, while the rest of the game riffs on 50s sci-fi for obvious reasons, the Institute very specifically riffs off of 70s sci-fi. The aesthetics, the architecture, all of it. It's a surprisingly effective way to bring home the fact that the Institute is much more technologically advanced than anything you see in the game up to that point. Even though most of what they're doing is imperceptible and takes place off screen, when you first relay in and take the elevator down... you just instantly understand that they're on a completely different level technologically. Then you find out they're all assholes and murder the poo poo out of the place.
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# ¿ Dec 20, 2015 07:51 |
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Nexus. Nexus never changes.
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# ¿ Dec 29, 2015 10:52 |
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Crossposting from the main thread. CBBE may be stupid and dumb and bad, but there's still stuff like this to balance it out: https://www.youtube.com/watch?v=LP8WHVWDH_s
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# ¿ Dec 29, 2015 19:20 |
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The point is that Nexus is Nexus and will never, ever stop wanting ridiculously gigantic tits on their cyber waifus.
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# ¿ Dec 29, 2015 22:05 |
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simosimo posted:Is GECK basically some sort of SDK but for modding? I guess that explains why mods are so piecemeal still. Although I'm happy with what there is so far, craft able ammo is a god send. Yeah, the GECK is just the mod tools. Once those are released modders can really go all out with poo poo. New weapons, new locations, radical changes to gameplay, etc.
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# ¿ Jan 2, 2016 11:58 |
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Gyshall posted:, I've basically put off finishing FO4 until MO2, lol. There's already a release of MO that works with FO4, been using it since november.
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# ¿ Jan 6, 2016 22:27 |
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http://www.nexusmods.com/fallout4/mods/8379/ I'm pretty sure this one is tongue-in-cheek, but it's still pretty amazing.
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# ¿ Jan 14, 2016 08:51 |
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Saint Sputnik posted:Last mod went over like a wet loving fart compared to immersive 4k anime pubes #234123123, let's see if this one's any better. You just summed up the fate of every non-nude mod on the Nexus.
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# ¿ Jan 15, 2016 21:41 |
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Dark_Swordmaster posted:Technically a bush mod isn't a nude mod since it's a mod FOR a nude mod! Skyrim was 99% bandits, though, so IT ONLY MAKES SENSE for there to be a mod that lets you get raped by bandits (or wolves, or bears, or trolls...). As for FO4... well obviously it will just need a 24/7 rapefest mod. Fire the game up and the rape train comes to town and never, ever relents. It's only LOGICAL guys, it's NOT about wanking it to my personal anime waifu with her boulder tits, bright pink hair, and giant throbbing doublecock getting railed by anything and everything she comes across. Nope, not at all. Loverslab is weird.
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# ¿ Jan 16, 2016 10:26 |
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Anime Schoolgirl posted:how do they gently caress this up for 10 years and running Well the engine is ancient bullshit that needs to die the final death, so that certainly doesn't help.
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# ¿ Jan 18, 2016 01:24 |
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Some might be, but I've been playing with the beta for a while now and many of them have been updated already (Armorsmith Extended, etc.) The only issue I've had thus far is that the registers from Convenient Stores don't allow the settlers to display the new assignment icons in the construction UI. I'm assuming that will get fixed eventually.
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# ¿ Feb 1, 2016 21:17 |
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A few goodies: http://www.nexusmods.com/fallout4/mods/11274/ Pipe shotgun. Seems like an obvious omission, but here it is. Haven't tried it out yet, but it looks good. http://www.nexusmods.com/fallout4/mods/11278/ 3 Craftable hats for Automatrons. Because why the gently caress WOULDN'T you want this poo poo? Bowler hat, Ironsides' hat, and chef's hat. http://www.nexusmods.com/fallout4/mods/11233/ http://www.nexusmods.com/fallout4/mods/11243 Moddable Greygarden bots and DRINKIN BUDDY. Because it's a loving travesty that that poo poo wasn't default. Also, apparently you can make as many copies of Buddy as you like.
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# ¿ Mar 25, 2016 07:28 |
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http://www.nexusmods.com/fallout4/mods/11500/ A fix for Professor Goodfeels (so he stops loving disappearing), and ALSO you can modify him with the Automatron workbench. Basically, this is the perfect mod.
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# ¿ Mar 31, 2016 01:08 |
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http://www.nexusmods.com/fallout4/mods/11253/ So this mod (See Through Scopes) is actually shockingly well implemented. It's so nice being able to configure the crosshair on the scopes.
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# ¿ Apr 4, 2016 05:24 |
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http://www.nexusmods.com/fallout4/mods/10965/ ED-E. In FO4. Works just like the automatron bots. He even has the license plate and the companion perk.
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# ¿ Apr 5, 2016 01:42 |
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http://www.nexusmods.com/fallout4/mods/11798/ Ok this mod is really awesome, and I can't decide if I like it more or WAY more because it lets you put it on both Jane AND John Fallout, for extra ridiculousness. Also, Nuka-cola molotovs.
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# ¿ Apr 9, 2016 21:42 |
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https://community.bethesda.net/thread/7221 So heads up, apparently the CK is going into a wider beta test, meaning it's most likely coming soon? I guess? Maybe?
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# ¿ Apr 10, 2016 00:53 |
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QuantaStarFire posted:Is there a mod that lets you transfer furniture and poo poo between settlements? Tried looking for one on Nexus but I guess I'm not using the right keywords or something? Anyways, don't want to have to rebuild poo poo at the Castle and would much rather move Sanctuary's poo poo to other places. If they're connected via supply lines you can store already placed objects in the workshop bench by highlighting them in workshop mode and hitting the appropriate keybind. (On PC it's tab, unsure about consoles.) Then all you'd need to do is head over to the castle and plunk the poo poo down. The stored objects won't cost you resources to place again. If they're not connected via supply lines you're poo poo outta luck, though.
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# ¿ Apr 12, 2016 01:37 |
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boneration posted:No, he's just wrong. Assembled items don't transit across supply lines. Holy poo poo, you're right. gently caress. I could have sworn that it did. Welp. Meanwhile, WW is out and there's a basic conflict with Settlement Keywords right now such that you won't be able to see most of the new goodies in the menus until you disable it and any mods that need it.
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# ¿ Apr 12, 2016 07:25 |
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LumberingTroll posted:Anyone miss the securtrons from FNV? This looks pretty awesome! I can build myself a Yes Man? gently caress YES. EDIT: Also, if you need a reason to buy the DLC other than "you can build murderbots" and "it has pretty lights", well, here you go: https://gfycat.com/InfantileNauticalEyra Gonkish fucked around with this message at 20:56 on Apr 12, 2016 |
# ¿ Apr 12, 2016 20:53 |
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Reason posted:whats the reason t-60 is stupid? T-51 is repeatedly referred to as the "pinnacle" of pre-war power armor technology... yet the T-60 exists and is strictly better than T-51 in the game. That makes sense for the X-01, which was developed post-war (by the Enclave), but T-60 just appeared out of nowhere, and was ham-fisted into lore by suggesting that it was developed concurrently -- though separately -- alongside T-51. Supposedly it was developed too late to be used in Alaska, and instead was used for peacekeeping in the US (which was really loving unstable up to the bombs). The argument is basically that the T-60 should be a post-war thing, or not exist at all. Fallout 3 gave us the T-45, which makes sense as a precursor to T-51. It's less protective and clearly less advanced in its design. It's the first iteration, and is referred to as the first power armor suits deployed in action. The T-51 is developed as a replacement, and is still referred to as the "pinnacle of pre-war tech" in FO4. Yet the T-60 is there, is pre-war... and is better. It's mostly just nitpicking Bethesda's gloriously lovely writing, but from a lore standpoint it doesn't make a lot of sense, so I can sort of understand the reasoning.
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# ¿ Apr 16, 2016 22:18 |
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T-60 as a brotherhood-developed iteration on T-45 would make a lot of sense, considering they apparently had a shitload of T-45 sitting around in the Citadel. But nope, :bethesda:
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# ¿ Apr 17, 2016 06:08 |
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LumberingTroll posted:Also UI mods still seem to cause the game to crash, dont know what they changed in the UI system yet either. 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.
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# ¿ Apr 20, 2016 23:20 |
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LumberingTroll posted:WTF I dunno but if I can't have it now I will literally kick a puppy.
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# ¿ Apr 26, 2016 23:19 |
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Here I am hoping that this mod gets updated to work with the latest patch. It's just a UI fix for 21:9 since Bethesda can't be hosed to do it themselves... and yeah the UI is hosed without it. I would do it myself, but I have absolutely no idea how to even approach it.
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# ¿ May 2, 2016 08:19 |
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Man Whore posted:No honest man needs all that monitor That's not what your mom said last night
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# ¿ May 2, 2016 12:30 |
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I'm hoping beyond hope that they include a lever-action rifle in Far Harbor.
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# ¿ May 3, 2016 15:28 |
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http://www.nexusmods.com/fallout4/mods/12956/ Fist of the North Shaun. That is all. :micdrop:
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# ¿ May 4, 2016 19:32 |
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This latest update changed some of the fundamentals of Bethesda's mod support and people are still getting a hang of it. So expect crashes until things get ironed out.
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# ¿ May 6, 2016 05:51 |
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Segmentation Fault posted:What of the DLC available so far should I get? None of them are outright bad, if that's your worry. Automatron is a straightforward questline whose main selling point is being able to craft robot followers (which is actually sorta awesome). Wasteland Workshop is, as the name implies, some stuff for settlements, including some noteworthy convenience stuff like a fusion generator that produces 100 power and a powered water pump that doesn't require a body of water, among some fluff stuff. Far Harbor is a large new landmass with a new questline, weapons, armor, etc. (it's a proper expansion, in other words).
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# ¿ May 22, 2016 01:22 |
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RaspberryCommie posted:This rules. What mods are you using? The barns are Far Harbor, yes.
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# ¿ May 29, 2016 09:25 |
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# ¿ May 15, 2024 18:04 |
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Babe Magnet posted:This dude is working on a fuckin' rad power armor set. This is fantastic.
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# ¿ Jun 2, 2016 12:15 |