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Greaseman posted:What mods might you guys recommend for a first playthrough?
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# ¿ Jun 11, 2016 08:40 |
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# ¿ May 16, 2024 13:45 |
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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? I sometimes can't help but think that Bethesda doesn't really understand how modding their own games works.
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# ¿ Jun 12, 2016 00:56 |
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gasman posted:This is the great mystery. Why does steam misbehave on some systems? 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.
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# ¿ Aug 10, 2016 18:34 |
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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?
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# ¿ Aug 13, 2016 20:51 |
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CFox posted:That isn't true unless it's something in one of the very newest versions of the patch. 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.
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# ¿ Aug 17, 2016 11:16 |
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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?
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# ¿ Aug 25, 2016 14:23 |
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Inzombiac posted:...right but some ofthem require extra steps. Sometimes in game. 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 |
# ¿ Sep 2, 2016 23:34 |
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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.
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# ¿ Sep 21, 2016 22:07 |
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pyro_archvile posted:Okay what the gently caress have I hosed up here like a loving retard? 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. 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.
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# ¿ Sep 26, 2016 19:48 |
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SeanBeansShako posted:Ah gently caress, and I was just getting into the groove of finishing this save game off.
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# ¿ Sep 29, 2016 20:53 |
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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? 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.
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# ¿ Oct 1, 2016 19:45 |
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Dongattack posted:Aw, too bad. Metacritic debacle? 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. 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? 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. 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 |
# ¿ Oct 3, 2016 15:44 |
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The Lone Badger posted:Unfortunately most worn items get suopressed when in power armour, even if you're not wearing the helmet.
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# ¿ Oct 3, 2016 23:12 |
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counterfeitsaint posted:So I guess Fallout 4 updated without any warning. Again. 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. 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. 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
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# ¿ Oct 4, 2016 10:50 |
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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? 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.
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# ¿ Oct 7, 2016 19:32 |
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The Lone Badger posted:Where would I find the blast radius for Explosive legendary weapons? Wanna tone it down.
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# ¿ Oct 10, 2016 08:41 |
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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? 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.
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# ¿ Oct 21, 2016 21:48 |
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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 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.
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# ¿ Dec 10, 2016 01:02 |
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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.
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# ¿ Feb 11, 2017 16:35 |
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Mr. Crow posted:Just uninstall the mod?
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# ¿ Feb 11, 2017 19:12 |
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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. Editing the list in FO4Edit, saving it in a new plugin and adding that to your save should work.
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# ¿ Feb 12, 2017 12:34 |
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turn off the TV posted:e: The HD DLC Holotape normal is 5 mb? Why the gently caress? 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?
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# ¿ Mar 21, 2017 20:42 |
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Alexander DeLarge posted:You need to watch this to understand Bethesda. Why do you think Kirkbride went away after Morrowind? And I doubt that had anything to do with artistic integrity or whatever.
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# ¿ May 1, 2017 07:53 |
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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. 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.
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# ¿ Jun 14, 2017 08:36 |
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Rinkles posted:Didn't realize till now that Nexus would put full frontal content on the front page.
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# ¿ Jun 22, 2017 15:21 |
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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. 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 |
# ¿ Jun 22, 2017 17:17 |
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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? Most likely scenario is that the game will crash when it tries to access the removed weapon.
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# ¿ Jul 13, 2017 07:57 |
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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.
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# ¿ Jul 13, 2017 10:14 |
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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?
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# ¿ Jul 13, 2017 20:53 |
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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: I think they just replaced the 255 plugin limit with a 4350 one.
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# ¿ Aug 17, 2017 07:16 |
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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. Mind you, that's mostly speculation on my part. Raygereio fucked around with this message at 18:25 on Aug 17, 2017 |
# ¿ Aug 17, 2017 18:20 |
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potaties posted:That makes a lot of sense, thank you for explaining! Pretty cool stuff all around.
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# ¿ Aug 17, 2017 18:46 |
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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.
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# ¿ Aug 18, 2017 15:16 |
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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
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# ¿ Aug 26, 2017 22:07 |
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Gonkish posted:Three pip-boy skins! Sold separately! Creation Club FAQ posted:If I’m accepted to be a Creator, what can I create and what is the dev process? OwlFancier posted:Actually several of them say it just puts them in your inventory 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.
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# ¿ Aug 28, 2017 21:36 |
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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. It doesn't do this with the mods on Bethesda.net, so maybe this is somehow necessary for it to work on the PS4?
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# ¿ Aug 29, 2017 06:01 |
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Tombot posted:So wait, before we buy a single mod we already have all the assets? 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.
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# ¿ Aug 29, 2017 19:29 |
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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 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 |
# ¿ Aug 30, 2017 16:33 |
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Capn Beeb posted:How does this work? I wanna get back to building my drat bunker home already 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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# ¿ Aug 30, 2017 22:39 |
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# ¿ May 16, 2024 13:45 |
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Rinkles posted:What's the deal w/ the CC hellfire armor? Old mods weren't supposed to be in creation club.
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# ¿ Sep 3, 2017 10:38 |