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Raygereio
Nov 12, 2012

Greaseman posted:

What mods might you guys recommend for a first playthrough?
If it's your very first time playing FO4, then none. Go play the game for at least few hours, until you have good idea of what sort of stuff you'd want to add/change/remove.

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Raygereio
Nov 12, 2012

Dunno-Lars posted:

I find it really weird that Bethesda haven't figured out a solution to stuff overwriting before they added console modding. Or is it possible that it is actually working properly there, but they are not telling?
They didn't bother figuring out such a solution when they introduced Steam Workshop to Skyrim and tried their best to present modding as a one-click-and-you're-done sort of thing.
I sometimes can't help but think that Bethesda doesn't really understand how modding their own games works.

Raygereio
Nov 12, 2012

gasman posted:

This is the great mystery. Why does steam misbehave on some systems?
For some weird reason, those options are reset each time the Steam client is updated.
In Steam's settings under downloads there is a "limit auto-updating schedule". I've never tested how well it works, but it looks like you can set it to only try updating at night when you have your computer turned off, or for only 1 minute at a limited bandwidth.

Raygereio
Nov 12, 2012

pmchem posted:

Another question. Why is there a need for Wrye Bash with FO4, if you already have LOOT for load order and FO4Edit for resolving conflicts and creating merged/override patches?
Wrye Bash is primarily a load order/mod manager tool. Just like MO or NMM. As for why it continues to exist when MO does the whole "make uninstalling mods and conflict resolution easier"-thing infinitely better, well some people just don't like change and like to cling to the old familiar stuff they have been using since Morrowind.

Raygereio
Nov 12, 2012

CFox posted:

That isn't true unless it's something in one of the very newest versions of the patch.
It did in one version, but those were changes dropped when someone provided "proof" that the ad-libs were intentionally left in by Bethesda..
The UF4P team keeps a pretty solid changelog though. So just go over it and see if you spot any changes you don't like and remove them. Or if you can't, decide if you can live with it or not.

Raygereio
Nov 12, 2012

sw0cb posted:

I can't get FO4edit to recognize any of my plug-ins installed with MO. FO4edit is able to find the dlcs just fine, but not my mods. Do I have to manually add each plugin to plugins.txt?
Run FO4Edit through MO.

Raygereio
Nov 12, 2012

Inzombiac posted:

...right but some ofthem require extra steps. Sometimes in game.
I was wondering if there was a FUCKALLTHISSHIT method.
Delete your mods.
Delete the contents of FO4's install folder if you installed stuff in there (don't delete the vanilla game's plugins & bsa files, especially if you're on limited Internet) and have Steam verify the game cache.
Delete your saves and the .ini files if you messed with those, in Documents/My Games/Fallout 4

Raygereio fucked around with this message at 23:36 on Sep 2, 2016

Raygereio
Nov 12, 2012

Halser posted:

the unofficial patch removes the ability to loot weapons for the ammo in the magazine(or at least did 3 months ago) so I'm not using it.
Patch 1.6 fixed the weapon bloat issue, so the workaround you're referring to was removed from the unofficial patch.

Raygereio
Nov 12, 2012

pyro_archvile posted:

Okay what the gently caress have I hosed up here like a loving retard?
Not saying what your problem is. Is it a CTD? If so, when and where. Are there magic rainbows coming out of your character's ears? It's kind of hard to give advice if you don't know what you're giving advice for.

Sylink posted:

I gave up on this game for a bit, the small gameplay adjustments are nice and more guns are cool. But there are no good quest expansions or new areas at all compared to say Skyrim.
The modding for fo4 is pretty disappointing, the questing is probably due to the voiced protagonists.
It's funny how some things never change. There were people in the early days of Skyrim modding with the exact same complaint.
Quest mods require a lot of time and effort. Far more then creating a new weapon model, and certainly more then simply tweaking some tweaking some stats on a weapon. And the community is still finding its feet and updating/creating tools.
If I recall right, quest mods for Skyrim didn't happen until 2 years after the CK dropped. And then they were generally still rough beta versions. So have some patience or go make a quest mod yourself if you really think it's easy and something you can fart out in one afternoon.

Raygereio
Nov 12, 2012

SeanBeansShako posted:

Ah gently caress, and I was just getting into the groove of finishing this save game off.
Here's the 1.6.3 executable.

Raygereio
Nov 12, 2012

Saint Sputnik posted:

So I'm a little confused, what version of the .exe are we currently at after these updates and rollbacks and poo poo? is there a way for me to see without launching the game?
We're now back at 1.7.15.
If you don't want to launch the game, you can go to FO4's install folder, right-click on Fallout4.exe, go to properties and check the version number under the Details tab.

Raygereio
Nov 12, 2012

Dongattack posted:

Aw, too bad. Metacritic debacle?
There was thing in Obsdian's contract that they would get a bonus if New Vegas got a score of 85 or higher on Metacritic. New Vegas ended up scoring a 84.
That is offcourse completely bullshit: Metacritic is really lovely as an aggregator and no sane person should pay any attention to it. But sadly, the gaming industry - and publishers in particular - does watch it. A lot.
I doubt anyone at Obsidian really holds a grudge over that though. Bethesda was not being uniquely lovely there: Bonuses being tied to a metacritic score aren't uncommon. Obsidian's case was just the one time people took notice.
Chris Avellone said on twitter that he thinks Bethesda will never hand the Fallout IP over to another dev studio again. I don't think he ever explained why he thinks that though. Could be that Obsidian & Bethesda were in talks and nothing came of it. Who knows. :shrug:

To get back to your original question: The only word about another Obsidian Fallout is that it's not happening.
If you're craving another sweet Obsidian RPG that isn't isometric, there are rumors of an Obsidian developed Vampire the Masquerade game. It's not post-apoc, but still. That is, as far I know those rumors haven't been proven false yet.

Dongattack posted:

Did NV sell well?
New Vegas sold more then 5 million copies is just a few weeks.
Whether that met Betehsda's expectations is another matter, but at least they were happy enough about it to put out a press release about it back in 2010.

Edit:

FutonForensic posted:

One of the most common review complaints about New Vegas at launch was the bugs. Bethesda handled QA.
If you're really going for the old "Bethesda sabotaged New Vegas"-thing. That was just reviewers being poo poo. FO3 at launch was worse then New Vegas, you'd be lucky if Megaton even had NPCs in it (generally they would all fall through the floor into the void). And yet for some reason FO3's reviews barely mentioned bugs. Some companies just get a pass for buggy releases and others are raked over the coals.
Remember the time that Bethesda released a Skyrim patch that caused dragons to fly backwards? Everyone treated it as a funny joke. And it was certainly funny, but maybe there really ought to have been some question as to how incompetent a QA department has to be to let something like that slip past them.

Raygereio fucked around with this message at 15:48 on Oct 3, 2016

Raygereio
Nov 12, 2012

The Lone Badger posted:

Unfortunately most worn items get suopressed when in power armour, even if you're not wearing the helmet.
I don't know what biped flag(s) the head-flashlight or shoulder-light from those mods use, but if you set them to something like Headband, the power armour shouldn't unequip it (as long you don't wear the helmet).

Raygereio
Nov 12, 2012

counterfeitsaint posted:

So I guess Fallout 4 updated without any warning. Again.
Is there anything I can do to play it with the script extender or am I just SOL until it gets updated?
Here's the 1.7.15 executable.
Make a back up of the current 1.7.22 .exe. Rename the one you've downloaded to Fallout4.exe and you're good. You can play with the 0.2.5 build of F4SE. Restore the 1.7.22 version once F4SE updates, which will happen soon.

counterfeitsaint posted:

I cannot believe how loving tonedeaf Bethesda is to keep pulling this poo poo over and over again.
Yeah, how dare that dastardly Besthesda release patches to fix their game. Don't they know they have to ask you permission first?
This is just something you have to accept can happen when you mod a game that's still being supported with patches. poo poo can and probably will break. We're lucky that with how Bethesda's engine works that it's generally only the script extender that needs updating after a patch and not every single individual mod.

If you want to complain at something, bitch at Valve. Steam could really use a "install patch when I want"-feature.


The Lone Badger posted:

Currently they seem to be glasses or mouth slot. Guess I need to brave F4edit.
Power armor helmets use these bipeds: 30 - Hair Top, 31 - Hair Long, 32 - FaceGen Head, 46 - Headband, 47 - Eyes, 48 - Beard, 49 - Mouth, 50 - Neck, 52 - Scalp
So if the flashlight uses anyone one of those, it should work.
If that Construction Power Armour you want to wear unequipes the flashlight, make sure the power armor uses the following:
Chest: 41 - [A] Torso
Left arm: 42 - [A] L Arm
Right arm: 43 - [A] R Arm
Left leg: 44 - [A] L Leg
Right leg: 45 - [A] R Leg

Raygereio
Nov 12, 2012

Restrained Crown Posse posted:

Quick question: I'm planning on playing this via a Steam controller - if I were to load the game up solely through F4SE from Steam, would the game boot up with the mods I'd previously set up in Mod Organiser?
MO keeps your mods outside of the data folder. In order for the game (or tools like F4Edit) to see your mods, it needs to be launch from MO.
You can create a shortcut that has MO auto-launch the game with SKSE (at least you could in MO, I assume this is still the case with MO2). If you have to launch the game through Steam, you could try creating that shortcut and adding it to your Steam library.

Raygereio
Nov 12, 2012

The Lone Badger posted:

Where would I find the blast radius for Explosive legendary weapons? Wanna tone it down.
mod_Legendary_ExplosiveProjectileExplosion 001E73BB

Raygereio
Nov 12, 2012

Sun Wu Kampf posted:

Is there a mod that fixes it so I actually get XP for all those enemies my turbocharged death robot runs off and murders before I can get to them?
You can do with the console.
setgs fXPDeathRewardHealthThreshold <value>
The default value is 0.25, which means that you need to lower the enemies' health by at least 25% in order to get the XP reward. Lower it to whatever you're comfortable with.

Raygereio
Nov 12, 2012

Your Computer posted:

Speaking of mod issues, is DEF_UI supposed to display the tags/meta-data like |LegR| in text? It feels pretty redundant to have icons if they're just gonna spell out what it is anyway. For example: [Icon of right leg] |LegR| Raider Light Armor. I feel like I might have installed something wrong, because it would look a lot cleaner if those tags etc. were filtered out and I just had the icons. Maybe I'm asking for too much and it's working as intended, but I could've sworn it automatically filtered that stuff out before :v:

e: I have a "|LegR| Raider Light Armor VATS Enhanced (Buttressed) {Deep Pocketed} ★" in my inventory now and it just feels really messy. I must've done something wrong right?
Go to \Data\Interface\DEF_CONF

Open up DEF_INV_TAGS.xml with the texteditor of your choice. In this file you can customize which tags are hidden or displayed. So if you want to hide that "LegR" tag you find the following: <tag keyword='LegR' hidetag='false'/>
And change it to <tag keyword='LegR' hidetag='true'/>
You can add that keyword if it's not there in your version of DEF_INV_TAGS.

Raygereio
Nov 12, 2012

Saint Sputnik posted:

A lot of weapon mods use scripts now to add them to the leveled list, anyone know how easy they are to delevel? Used to just be able to tweak that in FO4Edit.
You'll have to create a script that uses RemoveAddedForm to remove those weapon from the list. There's also the Revert function that removes all script added entries from a list.

Raygereio
Nov 12, 2012

Mr. Crow posted:

Just uninstall the mod?
The entries added the mod's scripts to the leveled lists are stored in your save file and will remain there if you uninstall said mod. If at any point afterwards the game tries to access one of the mod's weapons because the leveled list said it needed once, the game will crash.

Raygereio
Nov 12, 2012

Saint Sputnik posted:

Sorry, I mean delevel as in "appear at any level." Lists set up in the usual way can be edited to appear at level 1.
Ah, sorry. Misread that.
Editing the list in FO4Edit, saving it in a new plugin and adding that to your save should work.

Raygereio
Nov 12, 2012

turn off the TV posted:

e: The HD DLC Holotape normal is 5 mb? Why the gently caress?

e: The texture for the INSIDE of the pipboy, which you cannot even see, is FIVE times larger than the Pipboy itself??? That texture's normal is TEN times bigger than the Pipboy??????????

??????????
:allears:
It's like Bethesda looked back at those grass meshes from Oblivion that had way too many polygons and thought to themselves: "We can do better. We can be the worst at optimizing our poo poo".

Forget about the file size, why would the inside of the pipboy even have a texture at all that's loaded into memory?

Raygereio
Nov 12, 2012

Alexander DeLarge posted:

You need to watch this to understand Bethesda. Why do you think Kirkbride went away after Morrowind?
Kirkbride left Bethesda during Morrowind's development.
And I doubt that had anything to do with artistic integrity or whatever.

Raygereio
Nov 12, 2012

marshmallow creep posted:

I just want to say that I am sorry for your troubles but the current nmm has not once hosed up for me. Everyone is always mad about it but it does what I ask.
Sure, it's working fine now. But in the past updates to NMM have introduced bugs that deleted your installed mods, unsubscribe you from mods, eat the game's install folder and my personal favorite: Caused NMM to start DDOSing the nexus website. A fun bug they somehow manage to do twice.
Also NMM's attempt at copying MO's virtual file directory resulted in a system that's just inferior to MO. It will still mess with your Data folder and it can't even dream of being as flexible as handling mod overwrites as MO is.

If it works for you that's great. But NMM has a deserved bad reputation. Now that they've hired the MO guy they have an actually competent programmer working for them, so the next version will hopefully be better.

Raygereio
Nov 12, 2012

Rinkles posted:

Didn't realize till now that Nexus would put full frontal content on the front page.
Only if you're logged in and have adult/nude content enabled in your preferences.

Raygereio
Nov 12, 2012

turn off the TV posted:

Well like he said, it only shows up if you register for an account and then adjust your filters specifically to show porn. It's kind of on you at that point.
To be fair again, I'm pretty sure the filter is disabled by default so you have to go out of your way to enable it.
And mods that that contains no nudity or adult content whatsoever are flagged as adult because for example they require a mod that does contain nudity. And mods easily fall through the cracks. Probably my favorite example of that is this backpack mod. It's just a backpack. Nothing naughty about it. There's just this one screenshot(slight nsfw) uploaded by the mod's author that tells you where he placed the backpack.

Basically if you want, you don't need to see full frontal nudity on the front page. And you can block pretty much all of it when you search for mods. But it's far from being a good system.

Raygereio fucked around with this message at 17:19 on Jun 22, 2017

Raygereio
Nov 12, 2012

Erd posted:

Speaking of which what happens if I remove a weapon mod that does exactly that? How much harm will it do to my saves?
The edited lists are stored in your save.
Most likely scenario is that the game will crash when it tries to access the removed weapon.

Raygereio
Nov 12, 2012

The Cheshire Cat posted:

Actually I think the engine handles missing references without crashing - generally if an object is referenced for a mod that is no longer installed the game just ignores it.

I haven't had much experience with the FO4 version of the engine yet.
But in the previous games you would probably end up with CTDs. For example if you remove a weapon mod, the mod lower in your loadorder will move up one position. A form in that mod can then have the same ID the weapon had. The game will freak out when it tries to grab a weapon and finds a NPC record.

Raygereio
Nov 12, 2012

OwlFancier posted:

I've been adding and removing script injected weapons for a while and not notice any issues, I wasn't aware I should expect any?
You should in Skyrim and previous games. :shrug: Maybe Bethesda actually went and added some proper error handling that allows the game to deal with the removal of assets with some semblance of grace?

Raygereio
Nov 12, 2012
An interesting update for the Creation Kit just dropped.

Patch Notes posted:

Support for Light plugin (.esl) file format.

CK Wiki posted:

Light plugin (.esl) file are a new optimized file format, introduced in the 1.10 Update. They behave like a normal plugin, except for the following:
.esl files are read-only. Active development should be done in an normal (.esp) plugin.
.esl files bypass the 8-bit plugin ID limit (255).
.esl files have a budget of no more than 4,000 forms.

.esl files are treated as unique files from the .esp it was converted from, so saved games will not be compatible between them.
To convert a normal plugin (.esp) to a light (.esl) plugin, load your .esp file, and under File, select Convert Active File to Light Master.
It is good practice to run Compact Active File Form IDs to optimize your formids within the 4,000 form budget.
NOTE: Compacting form ids does change formids in the plugin, so only do this before converting to .esl, and not on a .esp (plugin) you plan on releasing.

I think they just replaced the 255 plugin limit with a 4350 one.

Raygereio
Nov 12, 2012

potaties posted:

Is this correct? To me, it reads that they got rid of the 255 limit, but .esl files are limited in their contents (4000 form budget, not 4000 plugin budget). Think of forms like COBJ or WEAP or MISC entries in a plugin. So some of the larger/broader mods (things that add in quests and world spaces and new npcs / weapons / armor) probably wouldn't fit in an .esl, but something that's just like a standalone weapon that might only have ~100 forms or so would be perfect. At least that's how I'm reading it.
Note that the wiki says the new .esl files bypass the plugin ID limit. It hasn't been expanded to use more then 2 bits. If I were to hazard a guess, the game will merge the .esl plugins into one virtual plugin and slot that merged plugin into the loadorder while it's being loaded into memory. The .esl files being limited to 4000 forms says to me that they're limited to using three bits in their formids. That would leave the remaining 3 bits to serve as IDs for the merged .esl files, so that would mean a maximum of 16^3=4096 could be merged.
Mind you, that's mostly speculation on my part.

Raygereio fucked around with this message at 18:25 on Aug 17, 2017

Raygereio
Nov 12, 2012

potaties posted:

That makes a lot of sense, thank you for explaining! Pretty cool stuff all around.
I was speculating like I said, so don't take my word as gospel. Right now the whole thing isn't even working yet. We need to wait for the 1.10 patch until we can start testing how it exactly works.

Raygereio
Nov 12, 2012

Sensenmann posted:

Does anyone know if the author of Shadow Boost will ever update it to the newest version? Latest I can find is 1.9.4.0 but that's not working with the latest F4 version.
Patch 1.9.4.0 is the latest version of the game. Just tested it and FPS dynamic shadows - Shadow Boost works fine.

Raygereio
Nov 12, 2012

boner confessor posted:

so i'm trying to get some new vegas mods, changed my nexusmods.com password since i forgot it, and it wont' accept any new passwords i have. i'm just like ok gently caress it then, i'll make a new account and it wants me to pay to make an account? for real? for mods? please tell me i'm missing something here

Raygereio
Nov 12, 2012

Gonkish posted:

Three pip-boy skins! Sold separately! :allears:
A black power armor skin?! REALLY?
You'd think they would have learned from the Steam-paid-mods debacle and featured some quality content first so the whole doesn't immediately look like a joke. But nope, here are some lovely, low-effort reskin. Gimme your money! I mean Credits (that are in no way meant to distance you from real money and trick you into spending more then you'd want to).

Creation Club FAQ posted:

If I’m accepted to be a Creator, what can I create and what is the dev process?
Creators are required to submit documentation pitches which go through an approval process. All content must be new and original. Once a concept is approved, a development schedule with Alpha, Beta and Release milestones is created. Creations go through our full development pipeline, which Creators participate in. Bethesda Game Studios developers work with Creators to iterate and polish their work along with full QA cycles. The content is fully localized, as well. This ensures compatibility with the original game, official add-ons and achievements.
I'm legit curious what the development schedule of that black PA retexture would have looked like.

OwlFancier posted:

Actually several of them say it just puts them in your inventory :v:
This could actually be a step up from the last attempt at paid-modding.
If I recall right, the best selling mod back then was some lovely armour mod which required you using the AddItem console command to actually get the item.

Raygereio
Nov 12, 2012

Gonkish posted:

But I haven't seen anything regarding people uploading any of that elsewhere. I'm sure Bethesda would try to nip that before it became an issue, but can they really stop it? Probably not.
So about that: I guess they thought that if they gave everyone the mods for free, there wouldn't be any piracy? Out of curiosity I signed up for the Creation Club beta, and to my surprise Steam began downloading a whole bunch of .ba2 files. I opened them and everything seems to be there. The only thing missing is the plugin, which you can easily make yourself. What the gently caress, Bethesda.:psyduck:

It doesn't do this with the mods on Bethesda.net, so maybe this is somehow necessary for it to work on the PS4?

Raygereio
Nov 12, 2012

Tombot posted:

So wait, before we buy a single mod we already have all the assets?
Yes, we do. The only thing missing is the plugin that actually puts the stuff in the game. But with a little bit of knowhow you can easily make that yourself. The meshes, textures, etc, are all there in the .ba2 archive.

I honestly thought this was some sort of bug with the steam beta. A glitch like the time Steam accidentally gave everyone the Dawnguard DLC for free. But here's the v1.10 update and all the files are there.
I'm entertaining the idea that this is some Bethesda dev that's trying to sabotage things. I know Bethesda is the company that patched in a bug that caused dragons to fly backwards in Skyrim, but even they're aren't this incompetent. Like I said before, they don't do this with the mods on Bethesda.net and I can't think of a reason why this would be genuinely necessary for the system to work.

Raygereio
Nov 12, 2012

turn off the TV posted:

So every time they add new releases of dumb horse armor and pip boy reskins they're gonna break f4se? Nice

Nah, F4SE broke because of the 1.10 patch that added functionality for the Creation Club (.esl support, new menus, etc)

quote:

Fallout 4 1.10 Update
New Features
Creation Club
Message of the Day
Support for ESL file format
Mods - patch version numbers and notes added to Mod Details page

Bug Fixes
General stability fixes related to enabling and disabling Mods
Minor fixes to Bethesda.net functionality
I don't know about you guys, but I'm hyped about that Message of the Day feature. It's super helpful and not obnoxious at all.
Anyway, there should be no reason for them change the executable every time they want to dump a new creation's assets in our data folder. That said, there also shouldn't be any reason for them to dump those assets in our data folder, so who knows.
In the meantime, here are the 1.9.4 files. necessary for F4SE 0.4.2 to work.

Raygereio fucked around with this message at 22:24 on Aug 30, 2017

Raygereio
Nov 12, 2012

Capn Beeb posted:

How does this work? I wanna get back to building my drat bunker home already :f5:
In Steam be sure you have FO4's update set to only update when you launch the game.
Go to FO4 install folder and make a back up of Fallout4.exe & \Data\Fallout4 - Interface.ba2.
Unpack the archive I linked. Place Fallout4.exe & libScePad.dll in the main folder and Fallout4 - Interface.ba2, in your Data folder, overwriting the original files. Launch the game with f4se_loader.exe.

When F4SE updates again, you can delete libScePad.dll and restore the backups you made.

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Raygereio
Nov 12, 2012

Rinkles posted:

What's the deal w/ the CC hellfire armor? Old mods weren't supposed to be in creation club.
Both the Hellfire X-03 PA mod and the Creation Hellfire look the same because both emulate FO3's Hellfire armor. But besides looking similar, they're clearly different. Also the Hellfire X-03 PA mod came out very recently.

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