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SoapyTarantula posted:Spent a week trying to figure out why my mods weren't working after the game updated. Tried reinstalling everything, including the game. Even waited for F4SE to update and that still didn't work. Then I hear about plugins.txt arbitrarily needing an asterisk in front of every mod now, try that and everything works. Now if I could just get Mod Organizer to stop going "holy poo poo nothing is enabled" and clearing the plugins file despite it being read-only every time I launch it that would be great. I have no idea how how Mod Organizer works, but could this really simple plugin manager be a temporary solution? http://www.nexusmods.com/fallout4/mods/13671/
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# ? Jun 8, 2016 23:24 |
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# ? Apr 27, 2024 00:45 |
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I was using the latest stable version of MO, updating to the beta version off github rather than the nexus seems to have fixed it. Thanks.
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# ? Jun 8, 2016 23:34 |
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I don't know if this makes me bad or something, but NMM has been great for me so far. No plugins nonsense or anything like that.
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# ? Jun 9, 2016 00:03 |
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Man, I sure do like WOTC but it makes me crash at completely random times. I've tested it a bunch and I could indoors, outdoors, in a settlement or in a field and about once a session it'll just blip back to desktop.
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# ? Jun 9, 2016 00:05 |
Annoyingly this new threads name thing really is bugging me. Doesn't Hancock have some sort of profound quote in the game about free people being natural gently caress up's or something. if so, I'd just use that.
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# ? Jun 9, 2016 00:09 |
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SeanBeansShako posted:Annoyingly this new threads name thing really is bugging me. Doesn't Hancock have some sort of profound quote in the game about free people being natural gently caress up's or something. if so, I'd just use that. Fallout 4 Modding: By the people, for the people. You feel me?
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# ? Jun 9, 2016 00:15 |
Rasmussen posted:Fallout 4 Modding: By the people, for the people. You feel me? You know, this one actually kind of works. If this can't be topped I'll just use that.
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# ? Jun 9, 2016 00:21 |
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With that a great wrong has been righted.
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# ? Jun 9, 2016 00:23 |
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SeanBeansShako posted:You know, this one actually kind of works. If this can't be topped I'll just use that. Inzombiac posted:Yeah but is there a Dogmeat butthole armor mod? Saint Sputnik posted:that rear end in a top hat took it down out of spite too. Colon Semicolon posted:yeah uh this mod is now hidden and i'm very angry right now. graynull posted:"This mod requires 'Rockin' Knockers 1.5.2', 'Butthole Blast 3.1' and 'Immersive Giant Clits 0.3+'" Richard Bong posted:try and explain why stealing mods is bad but piracy isn't. graynull posted:Now imagine how much fun this would be if all this stupid horseshit was monetized.
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# ? Jun 9, 2016 00:40 |
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I have sniped the new thread: http://forums.somethingawful.com/showthread.php?threadid=3779393&pagenumber=1#lastpost
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# ? Jun 9, 2016 00:40 |
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SoapyTarantula posted:Spent a week trying to figure out why my mods weren't working after the game updated. Tried reinstalling everything, including the game. Even waited for F4SE to update and that still didn't work. Then I hear about plugins.txt arbitrarily needing an asterisk in front of every mod now, try that and everything works. Now if I could just get Mod Organizer to stop going "holy poo poo nothing is enabled" and clearing the plugins file despite it being read-only every time I launch it that would be great. Make sure you're running MO as admin always.
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# ? Jun 9, 2016 00:41 |
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SeanBeansShako posted:Isn't that weapons rebalance in the OP already? if not, I'll put yours in above it. uh-huh! WBO is mine. I also have a number of other convenience mods though - you probably don't need to include the carryweight one since it's one modav away from being irrelevant, but stuff like controlling Legendary Enemy Spawning or Create Your Own Difficulty might be worth including. This is all shameless self promotion though, the lot of them are available here: http://www.nexusmods.com/fallout4/users/2177762/?tb=mods&pUp=1
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# ? Jun 9, 2016 00:44 |
Sintax posted:I have sniped the new thread: Oh. So uh, want this mod list I am making? SeanBeansShako fucked around with this message at 00:48 on Jun 9, 2016 |
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# ? Jun 9, 2016 00:45 |
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SoapyTarantula posted:Spent a week trying to figure out why my mods weren't working after the game updated. Tried reinstalling everything, including the game. Even waited for F4SE to update and that still didn't work. Then I hear about plugins.txt arbitrarily needing an asterisk in front of every mod now, try that and everything works. Now if I could just get Mod Organizer to stop going "holy poo poo nothing is enabled" and clearing the plugins file despite it being read-only every time I launch it that would be great. There should also be some mod somewhere that automates it with a .bat file, can't find it in my list of downloads or I'd link it. Didn't realize the latest version of ModOrg does it correctly, I gave up when it hosed up my mod order and nothing worked right anyway and I went back to an older version. My only issue now is that the mod enabling only seems to "take" every other time.
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# ? Jun 9, 2016 04:51 |
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The Iron Rose posted:uh-huh! WBO is mine. I also have a number of other convenience mods though - you probably don't need to include the carryweight one since it's one modav away from being irrelevant, but stuff like controlling Legendary Enemy Spawning or Create Your Own Difficulty might be worth including. Oh awesome, I love WBO, I was able to actually use pipe weapons past the first few levels. I usually pass them by before I can get enough perk points to mod them. I was tinkering, with the WBO as a guide of sorts, during my first shaky steps into modding and I was wondering why you added all the 518s on the 10mm mods on the property - form Id,int? I'm using FO4edit if that matters. I have no idea what half this stuff means so for future reference what does this change? Also do you guys just kind of find this stuff out by screwing with it or is there any good documentation somewhere? Fake edit: to be clear I'm not trying to just change your values and call it mine or something, I'm just trying to learn by seeing what the mods I use actually do.
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# ? Jun 9, 2016 05:39 |
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Richard Bong posted:. No worries! Per the 518s, that was merely me copying over vanilla values as reported by FO4Edit - to be entirely honest I have absolutely no idea what that does.
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# ? Jun 9, 2016 08:51 |
New thread is is up and picking up, mods feel free to close this one with the appropriate video.
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# ? Jun 9, 2016 14:31 |
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The Iron Rose posted:No worries! Per the 518s, that was merely me copying over vanilla values as reported by FO4Edit - to be entirely honest I have absolutely no idea what that does. OK awesome thanks for the reply.
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# ? Jun 9, 2016 15:28 |
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I will close this and give it a suitable fanfare when I return home.
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# ? Jun 9, 2016 15:30 |
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Mental Midget posted:I'd be interested to know how many times these XBone mods are actually even being downloaded and used. We're like 6 months after release, wouldn't it be safe to say that anyone who had even a remote interest in modding the game would have done so already on PC? Hahaha no. The mod kit was just released, we won't even start seeing really complex mods for another month or two.
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# ? Jun 9, 2016 15:50 |
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We gonna close this thread since the new one is up?
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# ? Jun 9, 2016 16:10 |
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Mods take a couple months to make well, and the crazy complex stuff will be coming out for years to come. It took the guy who made in game motorcycles for Fallout New Vegas like 4 years after release, and even then he worked on it for like 6 or 7 months, with even more in bug fixing. You will have a flyable vertibird in game, if it's not in already and it will be awesome af.
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# ? Jun 10, 2016 14:50 |
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I want a drivable APC, with Automatron level customization.
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# ? Jun 10, 2016 15:17 |
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# ? Apr 27, 2024 00:45 |
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http://forums.somethingawful.com/showthread.php?threadid=3779393 Please redirect all modding to here! https://www.youtube.com/watch?v=QsxhlRCFc8o
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# ? Jun 10, 2016 16:53 |