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Midnight Voyager
Jul 2, 2008

Lipstick Apathy

GaistHeidegger posted:

Thanks very much for this, I think you're onto it with the keyword mapping, I just need to puzzle out which actually handles 'reload' sounds in particular.

The head-scratcher with the crafting previews is that some of the included weapons in the compilations were ones I had used without issue prior to it separately--I'm just not sure how the game engine actually handles tossing those models up there in the preview e.g. does it for some reason have a separate editor line entry for a crafting preview vs. a mod-attachment one? vs. the Inventory model? As far as I know, the inventory models are actually fully textured weapon models, as if you use a mod to remove the filter from the pipboy display it will show them with colors and textures there.

http://www.nexusmods.com/fallout4/mods/10669/

Is this the .223 in the mod? Because Known Issues might have you covered.

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GaistHeidegger
May 20, 2001

"Can you see?"

Midnight Voyager posted:

http://www.nexusmods.com/fallout4/mods/10669/

Is this the .223 in the mod? Because Known Issues might have you covered.

That's the one, but it doesn't cover restoring the normal revolver sound, just replacing it unfortunately. The bigger issue I'm having in retrospect is the Weaponsmith Extended balance is totally whack; they purport to have unilaterally balanced weapons based off of their default caliber, but they jacked up the numbers enormously--such that even on Very Hard, some of the regular rifles are knocking out most enemies in 1 - 3 shots with minimal modifications to the weapons. Frustrating and annoying, because otherwise there's a lot of good there (visible reload on them all, VIS sorting, uniform expansive mods, etc.) Grrr.

FutonForensic
Nov 11, 2012

Game in Game

https://www.youtube.com/watch?v=mIxUW91HmEQ

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
That mod is so bloated and out of control I have no desire to ever use it again when I return to the game. I hope by then somebody would bring in a more balanced alternative.

GaistHeidegger
May 20, 2001

"Can you see?"

SeanBeansShako posted:

That mod is so bloated and out of control I have no desire to ever use it again when I return to the game. I hope by then somebody would bring in a more balanced alternative.

Yeeeeaaaaaah I'm arriving at that same conclusion, unfortunately. I think about 10 or so of the weapons it entails are nice fits for the game, and it's cool to have them pushed at uniformity for functionality, mods, etc.--but out of control is a good way to put it. Regrettably, I'm mulling the headaches it would entail to try to excise it from an existing play-through fully after it's been baked in for a fair number of hours.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Really if they gave a poo poo, they'd have a slimmed down, canon friendly and a version that doesn't require that piece of poo poo a million different ammo/receive mod because gently caress YOU I DON'T WANT THEM.

GaistHeidegger
May 20, 2001

"Can you see?"

SeanBeansShako posted:

Really if they gave a poo poo, they'd have a slimmed down, canon friendly and a version that doesn't require that piece of poo poo a million different ammo/receive mod because gently caress YOU I DON'T WANT THEM.

What, you don't like nine pages of ammo types in your inventory and trying to figure out which of the 14 7.62mm ammunition types works for which of the 6 AK-47s you've found?

Midnight Voyager
Jul 2, 2008

Lipstick Apathy
http://www.nexusmods.com/fallout4/mods/21081/

I threw my remesh out the door and ran. Man, meshes are a pain.

GaistHeidegger posted:

That's the one, but it doesn't cover restoring the normal revolver sound, just replacing it unfortunately. The bigger issue I'm having in retrospect is the Weaponsmith Extended balance is totally whack; they purport to have unilaterally balanced weapons based off of their default caliber, but they jacked up the numbers enormously--such that even on Very Hard, some of the regular rifles are knocking out most enemies in 1 - 3 shots with minimal modifications to the weapons. Frustrating and annoying, because otherwise there's a lot of good there (visible reload on them all, VIS sorting, uniform expansive mods, etc.) Grrr.

Maybe he literally just replaced the sound? Like maybe it's not in the ESP, maybe the sound files are named to overwrite.

Midnight Voyager fucked around with this message at 08:02 on Jan 7, 2017

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

GaistHeidegger posted:

What, you don't like nine pages of ammo types in your inventory and trying to figure out which of the 14 7.62mm ammunition types works for which of the 6 AK-47s you've found?

It's fine, I'll just keep killing raiders and collect a handful of bullets or shells from each one whilst ignoring the one dude who's weapon doesn't spawn on the hilariously bloated out of control spawn list punching me to death.

GaistHeidegger
May 20, 2001

"Can you see?"

SeanBeansShako posted:

It's fine, I'll just keep killing raiders and collect a handful of bullets or shells from each one whilst ignoring the one dude who's weapon doesn't spawn on the hilariously bloated out of control spawn list punching me to death.

This actually brings to mind a secondary quandary I have--it seems like the hip thing with a lot of weapon and equipment mods for Fallout 4 in general is to self-inject into leveled lists via script rather than via actual leveled list entries. On paper I could see this being an ok way to go about it if folks were unilateral about it--but in practice, I feel like it ends up being a bit of a clusterfuck, and is probably why some otherwise neat weapon or equipment mods seem to end up with posts from people on nexus saying 'After installing this, literally everyone in the game ends up carrying this item' etc. It also makes it a hell of a lot harder to just make a bashed patch for a leveled list.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

GaistHeidegger posted:

This actually brings to mind a secondary quandary I have--it seems like the hip thing with a lot of weapon and equipment mods for Fallout 4 in general is to self-inject into leveled lists via script rather than via actual leveled list entries. On paper I could see this being an ok way to go about it if folks were unilateral about it--but in practice, I feel like it ends up being a bit of a clusterfuck, and is probably why some otherwise neat weapon or equipment mods seem to end up with posts from people on nexus saying 'After installing this, literally everyone in the game ends up carrying this item' etc. It also makes it a hell of a lot harder to just make a bashed patch for a leveled list.

yeaaah, on the one hand, I like the idea. On the other hand, it isn't easily tweakable.

Back Hack
Jan 17, 2010


Liked that BAR 1918 mod, but hated that it didn't have a custom animation? Someone toke care of that over the holidays.

https://www.youtube.com/watch?v=JMCSxr0PcsM

DJ Dizzy
Feb 11, 2009

Real men don't use bolters.
My Rigtheous Authority seems to be bugged. It's constantly saying it's missing the required ammo, and the ammo count is 000/000, even though I have plenty of energy cells. Clicking the mouse button still drains my cells, but no shot comes out. Anyone had this problem?

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
Weaponsmith Extended is honestly terrible. It's way better to just download the weapon mods you want and make a merged patch to deal with non-script injected levelled list edits.


And this way you don't need to deal with the awful... everything, about that mod.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
The worst thing about the mod is whomever seems to be in charge of that clusterfuck is that determined to KEEP GOING IT IS FINE THAT IS THE WAY TOUGH LA LA LA LA determined attitude that I am sure just covers for laziness.

But of course they keep adding things, then throw a stroppy when they have to update because GASP it breaks something in the incredibly over bloated list now. Shocker.

Okay, got that out of my system but we are all thinking it. I did like the see through scopes thing and ammo crafting, the rest can gently caress off.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal

The Iron Rose posted:

Weaponsmith Extended is honestly terrible. It's way better to just download the weapon mods you want and make a merged patch to deal with non-script injected levelled list edits.


And this way you don't need to deal with the awful... everything, about that mod.

That's basically what the mod SHOULD be.

Honestly FO4Edit was a pain at first but now that I know how to use it, I can be much more selective about what I want in a game. Weaponsmith is gone out of my modlist and I just use the individual weapon mods at this point, and write the patch for them.

I wish I knew how to write levelled lists for items that didn't have them, though.

GaistHeidegger
May 20, 2001

"Can you see?"
Yeah, I gave WSE the boot too--my only bumming is just that I can't puzzle out how to patch visual reload compatibility into weapons myself. It's a dumb little thing, but I really dig it.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

GaistHeidegger posted:

Yeah, I gave WSE the boot too--my only bumming is just that I can't puzzle out how to patch visual reload compatibility into weapons myself. It's a dumb little thing, but I really dig it.

http://www.nexusmods.com/fallout4/mods/17286/

This has some compatibility patches for it.

potaties
Apr 8, 2005

meow meow
My understanding of changing the reload sound for the MK2019 pistol would involve duplicating the 44 revolver reload animation, opening it up in 3DS Max, changing the annotation to the alternate reload sound path, saving it and renaming it as a separate animation, and editing the animation subgraphs on the pistol to point to the new reload. It's probably more work than it's worth, and that's just my (very very) loose understanding of it, but it's something I've wanted for awhile too so maybe I'll take a stab at it.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Kimsemus posted:

That's basically what the mod SHOULD be.

Honestly FO4Edit was a pain at first but now that I know how to use it, I can be much more selective about what I want in a game. Weaponsmith is gone out of my modlist and I just use the individual weapon mods at this point, and write the patch for them.

This is exactly what I do.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy
From the dude who did the 9mm Browning Hi-Power, it's the .45 auto pistol, complete with A Light Shining In Darkness variant!

http://www.nexusmods.com/fallout4/mods/21142/

potaties
Apr 8, 2005

meow meow

GaistHeidegger posted:

One of the included weapons in the mix is the .223 handgun--which also has its own reload sound. Due to a goof-up, they inadvertently made all revolvers use that reload sound with the little charge-up sound at the end--but I can't figure out what I should be looking for in FO4Edit's records to potentially excise or isolate that particular little goof.

This was a bit of a doozy. It was basically how I had it outlined earlier. I've never used 3DS Max, though, so that was a fun ride :v:

This should have the reload sound isolated from the other revolvers, as well as the draw animation (so you still twirl the .44's barrel, but not this one). Enjoy! https://dl.dropboxusercontent.com/u/3662925/The%20M2019%20PKD%20Detective%20Special%20-%20That%20Gun%20%28Custom%29.zip

Caveat: doesn't work in 3rd person, might dive back in at some point but we'll see.

GaistHeidegger
May 20, 2001

"Can you see?"

potaties posted:

This was a bit of a doozy. It was basically how I had it outlined earlier. I've never used 3DS Max, though, so that was a fun ride :v:

This should have the reload sound isolated from the other revolvers, as well as the draw animation (so you still twirl the .44's barrel, but not this one). Enjoy! https://dl.dropboxusercontent.com/u/3662925/The%20M2019%20PKD%20Detective%20Special%20-%20That%20Gun%20%28Custom%29.zip

Caveat: doesn't work in 3rd person, might dive back in at some point but we'll see.

Good gracious, this was quite swell of you! Thank you, this rocks!

Gonkish
May 19, 2004

So that VSS/VAL mod on the front page of the Nexus is really nice, but also HILARIOUSLY overpowered for whatever reason. Like, 2300 dps on my character, and that's without the mods that are just flat percentage damage increases (all the way up to double damage). It's... more than a little overtuned.

The model is really pretty and the animations are great, however.

Back Hack
Jan 17, 2010


Gonkish posted:

So that VSS/VAL mod on the front page of the Nexus is really nice, but also HILARIOUSLY overpowered for whatever reason. Like, 2300 dps on my character, and that's without the mods that are just flat percentage damage increases (all the way up to double damage). It's... more than a little overtuned.

The model is really pretty and the animations are great, however.

I don't know, it looks way too clean to be a Fallout weapon, almost to the point it could be factory fresh gun straight off the assemble line.

potaties
Apr 8, 2005

meow meow

Back Hack posted:

I don't know, it looks way too clean to be a Fallout weapon, almost to the point it could be factory fresh gun straight off the assemble line.

Good news, someone's already made a more worn-down retexture of it. http://www.nexusmods.com/fallout4/mods/21112/

GaistHeidegger
May 20, 2001

"Can you see?"
Well this is extraordinarily aggravating--I've found myself in a situation shortly after arriving at the Institute for the first time where I noticed I could no longer actually initiate dialogue with NPCs. I got pulled into some of the scripted conversations, but only get NPCs to turn towards me when attempting to talk to them. The bugger of it is that I haven't added any new mods recently and it was working fine on this play-through before--and if I roll back a couple hours worth of saves, I can still speak with NPCs there.

I'm baffled as to where and how it broke, however--as essentially all I had done in that span was a bunch of settlement building, then a bunch of fast-traveling to talk to quest targets to finally move the main story along again. I've got no idea where to begin for troubleshooting, I can't fathom what might've busted it--and not only not knowing how to fix it, or how to avoid it reoccurring, I'm left pulling my hair out a bit.

Edit: Scratch that, rolling back to earlier saves doesn't fix it after all, so it must be a wily mod somehow mucking things up out of nowhere--or some INI thing.

Edit Deux: Well, after the very very very lengthy and annoyingly trial and error process of disabling and re-enabling mods and testing, the culprit seems to have been Gunner Overhaul, which is particularly strange because A) I ran with it for probably 6+ hours without any trouble, B) I hadn't made any updates or changes to the mod itself (let along any other mods recently) and C) It seemed to affect all saves, before or after it had been a party to it. As soon as I finally winnowed down to -just- Gunner Overhaul and disabled it, every save along the line worked fine again. Bizarre.

GaistHeidegger fucked around with this message at 08:38 on Jan 9, 2017

Midnight Voyager
Jul 2, 2008

Lipstick Apathy
I've also assassinated Preston's dumb blobby boots now.



Never realized how much I hated those until I started doing this.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.

GaistHeidegger posted:

Edit Deux: Well, after the very very very lengthy and annoyingly trial and error process of disabling and re-enabling mods and testing, the culprit seems to have been Gunner Overhaul, which is particularly strange because A) I ran with it for probably 6+ hours without any trouble, B) I hadn't made any updates or changes to the mod itself (let along any other mods recently) and C) It seemed to affect all saves, before or after it had been a party to it. As soon as I finally winnowed down to -just- Gunner Overhaul and disabled it, every save along the line worked fine again. Bizarre.

I've had issues with this one as well, mostly when it comes to settlement attacks.

The Gunners will just casually saunter around the outside of my base. Maaaybe they'll attack the settlers, maaaybe they won't! But they sure as hell don't attack me, even when I'm killing their squad mates right in front of them.

The mod is a neat idea because the Gunners should be something more than "Raiders but military-themed", but it seems a little wonky right now.

CascadeBeta
Feb 14, 2009

by Cyrano4747
I've run into a strange bug where if I use Caravan supply lines to fast travel to home plate, I get locked in a default version of home plate with no way out (unlocking/using the doors doesn't actually transition me to outside). Entering it manually works fine, it's just fast traveling there. Don't have my mod list on hand but has anyone had something like this happen to them?

GaistHeidegger
May 20, 2001

"Can you see?"

HoboTech posted:

I've had issues with this one as well, mostly when it comes to settlement attacks.

The Gunners will just casually saunter around the outside of my base. Maaaybe they'll attack the settlers, maaaybe they won't! But they sure as hell don't attack me, even when I'm killing their squad mates right in front of them.

The mod is a neat idea because the Gunners should be something more than "Raiders but military-themed", but it seems a little wonky right now.

Yeah, I had some similar weirdness with them and how they behaved around traders and such on around the map as well. I'd love to see a more fleshed out treatment for the same reason--the Gunners really ought to be a proper faction and whatnot, but that's starting to also toe into Fallout 4's lack of 'proper' faction setups in the first place.

Still, it's annoying to be playing the Russian Roulette of adding and very belatedly excising mods mid-playthrough as ever, even if Fallout 4 seems a little bit more resilient this time around. I'll still periodically get sudden CTDs on area transitions or trucking between cells despite painstaking lengths of tidying up esp record edits, etc.; them's the annoying breaks that I wish I could more accurately isolate and correct.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.

GaistHeidegger posted:

Yeah, I had some similar weirdness with them and how they behaved around traders and such on around the map as well. I'd love to see a more fleshed out treatment for the same reason--the Gunners really ought to be a proper faction and whatnot, but that's starting to also toe into Fallout 4's lack of 'proper' faction setups in the first place.

Still, it's annoying to be playing the Russian Roulette of adding and very belatedly excising mods mid-playthrough as ever, even if Fallout 4 seems a little bit more resilient this time around. I'll still periodically get sudden CTDs on area transitions or trucking between cells despite painstaking lengths of tidying up esp record edits, etc.; them's the annoying breaks that I wish I could more accurately isolate and correct.

Honestly I was expecting them to be part of the Minutemen main quest, where you go into Quincy and stomp some revenge out of them. Just another loose end.

Yeah the longer I play with mods the more I have to do similar. Had an issue with power armor that took me two hours to resolve, just switching mods on and off and looking for associated patches.

At least FO4 is, like you said, more resilient.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

Tumblr Person posted:

I want a mod that makes the “!” Sound from Metal Gear every time you interact with Deacon before he’s a companion.

well, now I do, too.

Kumaton
Mar 6, 2013

OWLBEARS, SON
So, question, is there a mod similar to this one that lets you spare the Institute? I've been trying to find a way to get the most out of each faction and get every companion before doing Horizon's new story to unite the Commonwealth, but every method for getting peace between all 3 factions ends with nuking the Institute because Bethesda Reasons or just ignoring the final Nuclear Options quests entirely.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

Kumaton posted:

So, question, is there a mod similar to this one that lets you spare the Institute? I've been trying to find a way to get the most out of each faction and get every companion before doing Horizon's new story to unite the Commonwealth, but every method for getting peace between all 3 factions ends with nuking the Institute because Bethesda Reasons or just ignoring the final Nuclear Options quests entirely.

I mean, say what you will about Bethesda, the Institute wants to destroy all the other factions except the Minutemen and all the other factions want to destroy the institute. Unless you take it over, I don't really see how you can make them all buddies. It's why the BOS are even there in the first place. It's why the Railroad even exists.

I'm not sure how Bethesda Reasons that is. And even if you did, then... well, what else can you do but ignore the Nuclear Options quest? The game would end with "And then we just did nothing and went on like we always did." I don't even know how you'd work that.

vvv THAT is fair. People can use that poo poo!

Midnight Voyager fucked around with this message at 00:25 on Jan 10, 2017

aniviron
Sep 11, 2014

Can't speak for that poster, but I hate destroying the institute, as in, the hole in the ground. Once we've killed all the people inside, why are we blowing it up?

Kumaton
Mar 6, 2013

OWLBEARS, SON
Yeah, that's why I was mostly saying Bethesda Reasons. I at least want to save what's in the Institute for my fake people to enjoy fake science, and it's pretty dumb to completely destroy a facility with 200+ years of constant research that's capable of teleportation and humanlike robots. I just figured that making peace or sparing them was probably the only way you could do it.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

Kumaton posted:

Yeah, that's why I was mostly saying Bethesda Reasons. I at least want to save what's in the Institute for my fake people to enjoy fake science, and it's pretty dumb to completely destroy a facility with 200+ years of constant research that's capable of teleportation and humanlike robots. I just figured that making peace or sparing them was probably the only way you could do it.

I think there's... something that leaves it accessible, if that's what you want. Let me see if I can find it.

Oh, well. I couldn't find what I was looking for. Maybe it BECAME this? I dunno, this might be what you want: http://www.nexusmods.com/fallout4/mods/20467/

Kumaton
Mar 6, 2013

OWLBEARS, SON

Midnight Voyager posted:

I think there's... something that leaves it accessible, if that's what you want. Let me see if I can find it.

Oh, well. I couldn't find what I was looking for. Maybe it BECAME this? I dunno, this might be what you want: http://www.nexusmods.com/fallout4/mods/20467/

Yeah, this is pretty much exactly what I wanted. I'll give it a go. Thanks!

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GaistHeidegger
May 20, 2001

"Can you see?"

Midnight Voyager posted:

http://www.nexusmods.com/fallout4/mods/17286/

This has some compatibility patches for it.

Ha, so this has skibadaa's weapons... in their original pack incarnation, but they've gone and completely redone all those weapons as individual mods since, which naturally leaves them with new formIDs, meshes, the works. Boo.

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