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Gonkish
May 19, 2004

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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Gonkish
May 19, 2004

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

Gonkish
May 19, 2004

http://www.nexusmods.com/fallout4/mods/4826/

The mod we never knew we needed or wanted.

Gonkish
May 19, 2004

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

I completely redid the entire clothing modding system from scratch. There are now 5 different types of mods: Lining mods, outfit add-on mods, headgear add-on mods, Glove mods, and eyewear mods. The categories of what mods are available for a specific item correspond which of these 5 categories are present on that item.

All clothing items are moddable now and are also rename-able.

I made this mod compatible with Legendary Modification by teaLz.

I fixed the issue with the mining light headlamp's light emitter moving to your knee if you added mods to the mining helmet.

I re-added the leather linings to the combat armor and synth helmets. However, unlined versions of both can now be crafted to be worn with gas masks.

I added more new outfits, headgear, gloves, and custom Dogmeat armors to be crafted.

For the master armorsmith/scientists out there I've implemented a new craftable set of armor called Therm Optics Combat Armor. Using stealth technology it is now possible to create cloaked combat armor pieces. Also the chestpiece can be modded with a therm optics booster that will extend the cloaking field around the user when standing still and sneeaking. There is a known bug with this: These new Therm Optic armor pieces will not automatically unequip previously worn armor, you have to do that manually. This was was the only way to do invisible armor with properly functioning mods.

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

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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. :colbert:

Gonkish
May 19, 2004

Nexus. Nexus never changes.

Gonkish
May 19, 2004

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

Gonkish
May 19, 2004

The point is that Nexus is Nexus and will never, ever stop wanting ridiculously gigantic tits on their cyber waifus.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

Gyshall posted:

:agreed:, 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.

Gonkish
May 19, 2004

http://www.nexusmods.com/fallout4/mods/8379/

I'm pretty sure this one is tongue-in-cheek, but it's still pretty amazing.

Gonkish
May 19, 2004

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. :nexus:

Gonkish
May 19, 2004

Dark_Swordmaster posted:

Technically a bush mod isn't a nude mod since it's a mod FOR a nude mod! :pseudo:


I want to know about Lover's Lab. With such a limited ability to mod I'm sure they've already got something fuuuuuuuuuucked up and I'm :stonk: excited to see what they come up with this time around. Skyrim had horrible poo poo and it was set in a civilized society. Now we're in the post apocalypse where ANYTHING goes! (and there's even a song about it) :unsmigghh:

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...). :hurr: 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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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?

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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. :smith:

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.

Gonkish
May 19, 2004

LumberingTroll posted:

Anyone miss the securtrons from FNV? This looks pretty awesome!
http://www.nexusmods.com/fallout4/mods/11910/

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

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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:

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

LumberingTroll posted:

WTF



Does this have a cockpit to ride in?

I dunno but if I can't have it now I will literally kick a puppy.

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

Man Whore posted:

No honest man needs all that monitor

That's not what your mom said last night :iceburn:

Gonkish
May 19, 2004

I'm hoping beyond hope that they include a lever-action rifle in Far Harbor.

Gonkish
May 19, 2004

http://www.nexusmods.com/fallout4/mods/12956/

Fist of the North Shaun. That is all. :micdrop:

Gonkish
May 19, 2004

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.

Gonkish
May 19, 2004

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).

Gonkish
May 19, 2004

RaspberryCommie posted:

This rules. What mods are you using?

Also is any of that Far Harbor because I don't have that yet.

The barns are Far Harbor, yes.

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Gonkish
May 19, 2004

Babe Magnet posted:

This dude is working on a fuckin' rad power armor set.




This is fantastic.

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