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I kind of wish I could write bash patches for people easily without having to download their modlist -- I've actually gotten quite good at it by this point since I've had to learn to do it by hand. FO4Edit is as robust as ever for squashing compatibility bugs, but I sure do wish modders would be more mindful about their leveled lists. Kimsemus fucked around with this message at 23:17 on Jun 10, 2016 |
# ¿ Jun 10, 2016 23:08 |
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# ¿ Apr 19, 2024 23:04 |
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Plotac 75 posted:Am I right in assuming that FO4Edit and Mod Organizer 2 are mutually exclusive in use, or do I just not know how to use them properly together? I use FO4Edit with NMM, NMM really isn't that bad this go around. Finds my homebrew patches without much issue.
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# ¿ Jun 11, 2016 07:48 |
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In the long run, Bethesda is doing the smart thing by being as aloof and indifferent as possible regarding mods being stolen.
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# ¿ Jun 12, 2016 17:20 |
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Azhais posted:Hey, at least that's useful for healing Hancock. > Kill a Legendary Super Mutant Behemoth >Rewarded with pipe shotgun that does 20% more damage to robots whilst standing still cooooooooooool
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# ¿ Jun 15, 2016 21:53 |
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Rasmussen posted:Even with 10 or less settlers every time I went back to a place they'd all be jammed into the same little area all bumping off each other. Then I stopped caring about settlements because you don't even need them for anything. I just use home plate now and settlers can gently caress off and die. I use War of the Commonwealth, and with higher spawn rates having developed settlements as little forts of sanity in the storm is a lot of fun. I build fortified and armed structures that I run to, and the organic battles that are caused around and by them are pretty great.
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# ¿ Jun 17, 2016 04:39 |
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I really wish someone would make a mod where factions could take over locations/things/places. This is something I wish would have come out of the various civil war modifications for Skyrim as well, but I heard the new nuka cola DLC is doing something like this. One reason I play with War of the Commonwealth is, now that I've beaten and explored the game, I enjoy the map being a bloody and insane warzone of carnage, where my settlements are giant forts with defenders holding the walls whilst the bodies stack on the outside.
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# ¿ Jun 21, 2016 16:30 |
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Apoplexy posted:Welp, I bit the bullet and got FO4 with everything up to Contraception Workshop [img-Childkiller]. I hate playing Bethesda games vanilla, but I feel like putting a few hours into the vanilla experience is necessary to understand what all needs fixing via modding. That said, I really don't want to waste my drat time playing an unrefined mess. What is absolutely necessary to have for FO4 to not suck? http://www.nexusmods.com/fallout4/mods/1235/ - Full Dialogue interface is the only "mandatory" mod in my mind. There might be some other super good ones out there, but that is the one mod where I feel like I simply couldn't play the game if I didn't have. Seriously, the default dialogue system in FO4 is absolutely an abomination. Anything else is worthy of using on your second playthrough, I'm running around 200 mods now (took me forever to write the patch for) and I've turned the commonwealth into a horrifying warzone that's impossibly difficult to survive in...but. Personal preference.
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# ¿ Jun 21, 2016 16:42 |
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Svanja posted:Anyone using the We Are the Minutemen mod? It looks fantastic and I'm really big into developing the settlements and it would be great to have such a payoff. I do, and it's pretty amazing to be engaging a group of super mutants or something and getting rolled up on by a squad of upgraded Minutemen for much needed backup.
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# ¿ Jun 22, 2016 01:01 |
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SeanBeansShako posted:So here is another Hunting Revolver mod, only this one has a much better looking model rather than the slightly converted .44 from the game. Bethesda has turned the BoS from the xenophobic teutonic order of Interplay's Fallout games into this weird techno lawful good thing I don't recognize or like. I wish there was a mod that made the BoS really mean again. Also I wish there was a mod that made The Enclave a fleshed out faction FO4 because I'm a dumb fanboy.
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# ¿ Jun 22, 2016 03:00 |
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Is the new DLC worth getting? people seem to be dunking on it pretty hard and I hardly have a use for assembly lines. Any ETA when FO4Edit is going to have full support as well?
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# ¿ Jun 22, 2016 21:02 |
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So if I'm using the mod that gives me the portable junk recycler, I don't really need the new DLC right?
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# ¿ Jun 24, 2016 14:52 |
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Son of a Vondruke! posted:If you've ever wanted to put Marcy Long in her place, it's a necessity. Ugh, you sold me.
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# ¿ Jun 24, 2016 21:29 |
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Apoplexy posted:Dude, thank you. I thought it was just me, so I fired up the mod in ye olde xEdit, turns out the fucker mod author wasn't content with just adding tons and tons of spawn points, THAT ARE CONFIGURABLE, but he had to change every encounter zone level to an absurd range. There's NOWHERE you can go at level 1. Everything you encounter will be able to kill you in one hit, even with survival options changed so that incoming and outgoing damage are 100%. It's sucky. I actually survived my first raider spawn right outside the vault with War of the Commonwealth with just the 10mm and gear you find in the vault, scavenged everything and equipped myself, and now it's fine. Literally just survive the first encounter and so long as it's not worthless ghouls you're good to go.
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# ¿ Jun 27, 2016 21:54 |
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Jon Do posted:So, I see a lot of settlement mods making me want to pick FO4 back up, but -- I made a post a while back -- really would rather wait until someone made happiness/water/food mechanics and settler behavior and AI a lot better. Mainly because settlements were the main thing driving me to play the game, and I pushed that as far as it would go for me. A lot of it had to do with most settlement options and customizations being blocked waiting for the GECK/SDK to release. The most you could do up until recently, other than some texture stuff, was more or less limited by what you could write in a .bat file. Now we have some pretty good settlement mods coming out (Don't Call me Settler, Snap-N-Build, etc) but there hasn't been enough time for some of the more ambitious projects to really take form. Settlements are a HUGE timesink that I put far too much work into, but there already mods like Minutemen Overhaul that directly benefit your work -- the more settlements you have with higher pops, the more and better equipped Minutemen patrols appear in the game world.
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# ¿ Jun 27, 2016 22:08 |
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Otacon posted:With regards to settler behavior/AI, the answer is going to be probably not. From what I've researched, AI is going to be a bitch to change even with the geck, but there's definitely mods that allow you to have settlers perform actions with ploppable action-mats (stand here with a clipboard, do pushups here, meditate here, etc) but it's a far cry from "settlers now know how to use stairs" and "settlers no longer spawn into the same location every time you fast travel there" To the last point, the navmeshing is apparently a bitch to work with in FO4, which is why it's so difficult to make settlers properly "go to x and do y".
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# ¿ Jun 28, 2016 02:39 |
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Back Hack posted:Simply Modular Housing That's pretty cool how they use the techniques used in the real world to build stuff. The level of customization is amazing. So is the work, but for people who want to build more detailed structures this is pretty awesome.
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# ¿ Jun 28, 2016 16:15 |
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Kurr de la Cruz posted:Really cool looking mod, but I can't seem to find any answers to the #1 most important question: Is it navmeshed? There's no point in using it if the NPCs can't navigate through it. This question, and lack of navmesh support, is why I use virtually no building mods except for some of the snap-n-build bases.
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# ¿ Jun 28, 2016 19:22 |
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The first person that implements the building system from The Sims into FO4, I will be so happy.
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# ¿ Jun 28, 2016 19:56 |
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Syndlig posted:I'm interested to see if someone will eventually make a mod that lets you give the game control over how settlements look. There's some I love building up (Hangman's Alley, Red Rocket, Starlight Drive-In) and some I have creator's block or just hate (Sanctuary, any and all generic "farm" settlements). If I could relinquish creative control and just dump scrap into it and it automatically build up on its own, I'd be in heaven. I agree. I do much better with the unique options with space constrictions than I do with any of the farms, or Sanctuary. Red Rocket I turned into "Checkpoint Charlie" as the neon sign up front indicates, that is more or less a FOB with walls, guard posts, road checkpoints, and is a veritable fortress built under the roof overhang, with triage inside for wounded soldiers and power armor service stations. It protects the way into Sanctuary, where I built the Citadel (my massive crafting/storage building), and since I use max spawn War for the Commonwealth, actually serves some purpose and sees a lot of action. But the generic farms? I basically just plop down an above ground bunker on each one armed to the teeth and they're all pretty much the same. Having beat the game several times, I do very much enjoy turning the Commonwealth into an insane warzone full of violence and using my settlements as secure ports in the storm...gives me a reason to play with them. I use Dont Call me Settler and a couple other mods that significantly beef up the armor and weapons of my settlers so they have a kind of mercenary army feel that I like. That's kind of my roleplay with it, anyway.
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# ¿ Jun 29, 2016 20:12 |
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Apoplexy posted:I simply CANNOT understand having so many mods in this game, unless you really love both crazy weapons and armor. I'm running about 200 atm. As long as you write the patch for them they usually work fine.
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# ¿ Jun 30, 2016 15:21 |
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The Iron Rose posted:Yeah honestly i was running 220 or so plugins, but if you're comfortable enough in FO4edit it's really easy to write a merged patch to address all incompatibilities. Yes, I attribute this to 64 bit functionally in FO4 over almost anything else though. Skyrim lacked that so hitting a memory wall with lots of mods running was pretty common. I expect when more mods with greater complexity and depth reveal themselves, it will get tougher to write patches -- but if needed, I'll write a handy guide for goons that wish to dive into it. FO4Edit looks intimidating, but it's quite easy once you understand the "rules," and I hope they have something like BOSS support soon.
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# ¿ Jun 30, 2016 20:45 |
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Midnight Voyager posted:In this case? Because Arthmoor is a known paranoid lunatic. He went on some crazy thing about how goons were mod terrorists one time that was pretty hilarious. Sent it to Bethesda, if I'm not mistaken. His forum sig is something like "RIP United States of America - July 1776 - November 2012." Arthmoor is the same guy that threw an absolute fit when people began asking him why he was putting Oblivion Gates in the middle of his open cities skyrim mod, and threatened to quit modding altogether if people didn't quit trolling, at which point the trolling increased tenfold. Dude is bonkers. Oh and he was also one of the biggest supporters of paid modding, so is also a traitor.
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# ¿ Jul 10, 2016 19:39 |
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I ended up breaking my mods using Fallout 4 tweak or whatever it is, and restoring them from a NMM backup is a huge pain in the rear end.
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# ¿ Jan 2, 2017 19:28 |
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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. 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.
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# ¿ Jan 8, 2017 17:42 |
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CascadeBeta posted:Is there a mod that lets me mod my 10mm pistol into a submachine gun? I think Weaponsmith (god help you) adds an automatic receiver but there is also an actual SMG in the game.
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# ¿ Jan 12, 2017 18:37 |
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I think if Horizon doesn't plan on changing the levelled lists further, a goon made patch with some goon selected weapon/armor/item mods might be worth the time. I can help with this if needed since I know FO4EDIT somewhat, but I'm nowhere near a master and have no idea how to write levelled lists when they don't already exist. Just know how to properly merge them.
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# ¿ Feb 23, 2017 16:38 |
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I'm thinking of restarting my playthrough with Horizon, since y'all are talking about it a bunch, are there some good mods that complement it?
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# ¿ Mar 2, 2017 04:28 |
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# ¿ Apr 19, 2024 23:04 |
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turn off the TV posted:Have you ever considered consulting the Bethesda website? I hear that they have a pretty good handle on Fallout 4's features. This is debatable.
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# ¿ Mar 6, 2017 23:45 |