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I haven't played FO4 since a little while after launch and so have used zero mods. Has anyone created a mod yet to get rid of all the randomly generated legendary items? I don't mind the named ones in stores/quests but the diablo style random ones with modifiers makes me sad.
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# ¿ Jun 14, 2016 04:43 |
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# ¿ Apr 26, 2024 07:17 |
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gasman posted:How many of the people behind New Vegas are even still with Obsidian? I think pretty much anyone would agree that the most influential designer of FO:NV was ropekid and he still works there. Which important person do you think left? Chris Avellone for the DLC stuff? There's no reason he wouldn't end up working on a new Obsidian game if it was a good fit.
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# ¿ Jun 15, 2016 02:20 |
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Are people using build limit increaser mods? Is it still better to just drop weapons on the ground and send them to workshop to reset your build limit?
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# ¿ Jun 15, 2016 04:29 |
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Yay!
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# ¿ Jun 15, 2016 04:46 |
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Roobanguy posted:i kinda wish legendaries didnt exist tbh. much rather just have unique guns. Agreed. I would love a mod that got rid of all random and scripted legendary enemy spawns and gear. The modification stuff on weapons and armor is already enough, if anything I'd rather just have more re-skins of existing weapons with same ammo and slightly changed stats.
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# ¿ Jun 15, 2016 22:28 |
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Saint Sputnik posted:I gave the beta of Mod Organizer 2 another try but I'm still having the same issue as the first time -- the mods all load, because it doesn't give me any missing mod errors, but none of the mods actually load -- all invisible meshes etc. I'd like something less cumbersome than "run .bat file to add asterisks to the load list" because it doesn't actually work half the time and I have to restart. Can you explain a bit more about how this repros for you? I have experienced some weirdness about how the plugins.txt file is getting populated (or not, rather) but not what you are describing I don't think. E: also how does the older stable MO work for FO4? Haven't tried it
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# ¿ Jun 16, 2016 01:39 |
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Hahaha the clothing variants added by the Raider Overhaul mod are amazing. Just got to Concord and I'm already dressed as a smiley face skellington man, and toting exciting sounding chems like "Shine" and "Bad Batch Jet"
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# ¿ Jun 16, 2016 05:05 |
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I think he means more effort than it's worth for Bethesda and modders, and my guess is that will end up being the case.
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# ¿ Jun 16, 2016 22:27 |
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Has anyone tried raising the settler population limit and making really populous settlements? Does this totally break the game (not balance-wise)?
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# ¿ Jun 17, 2016 01:45 |
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Kimsemus posted: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. What are the perf implications of this and does it break normal overworld wandering? It sounds dreamy the way you're describing it
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# ¿ Jun 17, 2016 06:14 |
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SeanBeansShako posted:Amusing highlighted mod of the moment, here is a mod which tracks hair growth for your character through the passage of time! I only just realized this is the first main line Fallout game where there is no 10mm SMG.
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# ¿ Jun 18, 2016 03:43 |
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Is there any mod that will stop all the settlers in Sanctuary Hills from obsessively milling around the area where the workbench is? They have beds and jobs and stuff but when they aren't farming they just wanna bash their heads against the city wall near where the workbench is all night.
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# ¿ Jun 18, 2016 05:14 |
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Haerc posted:The "Scrap Everything" mod shows invisible errr trigger points on that building called something like settler hammer something that you can scrap. I went through already and deleted all the "hammer" and "sit on ground" points I could find but there's still something irresistible to them on the other side of the wall... My plan now is to populate the place with robots.
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# ¿ Jun 18, 2016 06:35 |
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Inzombiac posted:gently caress me in the rear end. I didn't know this was a thing. I just tried it and... I need to be alone for a while. What's it do? Scrap every possible thing within the cell, a certain radius, the entire game? It sounds great for vanilla scrapable items, but with the expanded scrap mods I'm afraid it would remove too much stuff (eg. in Sanctuary you'd end up with no roads, foundations, retaining wall around the river).
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# ¿ Jun 18, 2016 22:34 |
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Is there a mod than makes the Institute Pistol/Rifle not incredibly gigantic takes up half my screen?
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# ¿ Jun 18, 2016 23:40 |
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Babe Magnet posted:get a bigger screen, btich That would just make them even bigger.
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# ¿ Jun 19, 2016 01:23 |
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Unique Uniques has quests?
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# ¿ Jun 20, 2016 07:47 |
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Otacon posted:Found a bug with Scrap Everything with Automatron installed, and reported it through Nexus. I had this same bug and just worked around it by facing the floor or another direction when poo poo got screwed up. It makes the area really tedious to finish. I do have Scrap Everything installed, but didn't realize it was related to that mod. There is a note on the Fallout Wikia page for Robco Sales and Service that says this same bug happens-- presumably on an un-modded game in their case, so it might not be mod related?
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# ¿ Jun 20, 2016 17:56 |
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Did they actually rev fallout.exe when they released contraptions? Doesn't seem like there is any reason to.
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# ¿ Jun 21, 2016 21:20 |
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Otacon posted:So the new weapon racks are.... strange. Interestingly the Cryolator is one of the few (only?) weapons in the game that has its own custom display case object.
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# ¿ Jun 22, 2016 03:44 |
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Otacon posted:You mean the one in Vault 111, not something I'm missing in my display case menu in settlement build mode? I haven't checked if you can build it with Contraptions, I just mean there is a special case for it in the base game in Valut 111, yeah.
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# ¿ Jun 22, 2016 03:56 |
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7seven7 posted:What mod are those posters from? They look really good. I think Homemaker adds those old-timey Colt/Remington posters. At least I have Homemaker installed and I have those posters somewhere in my build menu.
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# ¿ Jun 22, 2016 04:23 |
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I haven't noticed anyone ITT mention Full Weapon Rebablance yet. It's a bit of a shame that the author hasn't updated it since January because I've been playing it with Impervious Power Armor and the AI improvements in Arbitration and the resulting combat feels much better than Vanilla to me. The biggest thing that FWR addresses for me is the different weapons or receivers changing the damage a given bullet does. One RPG thing I can just never wrap my head around is when guns that fire the same cartridge do drastically different amounts of damage, and in FO4 it kind of wrecks the full auto weapons. FWR makes it actually worthwhile to burn through ammo in full auto, and the destruction stuff like the minigun does actually feels powerful. Basically how it works is the guy estimated the muzzle energy of the projectile weapons and then scaled the damage on everything else linearly against the .38's muzzle energy (whose damage was unchanged).
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# ¿ Jun 23, 2016 03:34 |
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Roadie posted:WSE2 does similar stuff with scaling weapon damage based on approximate muzzle energy, if you can stand having 4+ ammo calibers per weapon type in addition to receivers. Oh god this mod's Nexus page is indecipherable. Does it add like 100 new extremely lore-unfriendly weapons?
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# ¿ Jun 23, 2016 06:15 |
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Falcon2001 posted:Isn't that just in the options menu? Thought there was a pipboy color and power armor color setting. There is a pip boy and a HUD setting, not sure if either affect power armor HUD.
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# ¿ Jun 23, 2016 19:17 |
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Deified Data posted:What's the story here? The guy who made/maintains ENB series has posted homophobic rants on his website more than once.
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# ¿ Jun 23, 2016 23:14 |
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Is there any way to completely get rid of the power armor fuel, enter, exit, and workbench use animations? I've officially seen them enough times and am ready to move on to the phase in my life where I never see them again.
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# ¿ Jun 24, 2016 02:57 |
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I feel dumb asking this question but all the inventory/pipboy mods that have weightless and vanilla versions; are they making the physical inventory items you pick up weightless, or is it weight in some other less literal sense, like font weight?
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# ¿ Jun 24, 2016 20:16 |
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Azhais posted:The actual items Okay that's what I figured initially but I don't understand why anyone would want their UI mod to make all items weightless.
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# ¿ Jun 24, 2016 20:34 |
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I'm a ways deep into a playthrough with mods to improve settlements. I think mods plus the DLC have greatly enhanced my options with building but ultimately it's just so time consuming to set up the smallest thing and then any time you want to change things it gets more and more painful. I really want to like it but every time it ends in me being dissatisfied and giving up.
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# ¿ Jun 27, 2016 22:34 |
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gasman posted:No plumbing though. 0/10 If this allowed you to run power cables inside those walls it would greatly soothe my 'spergers.
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# ¿ Jun 28, 2016 17:27 |
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Despite the new building mod seeming more complex than vanilla building pieces I think something like that is probably ends up being less of a hassle because the sizes and snap points are more standardized so you don't end up spending hours rebuilding your settlement every time you discover a new piece can't snap exactly the right way because of a decision you unknowingly made days prior. It basically let's you think about your building like a building and not an extremely long trial and error puzzle.
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# ¿ Jun 28, 2016 20:28 |
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Roadie posted:It's still ten billion unnecessary pieces, because what's inside of the wall doesn't matter. What's inside the walls could matter if you could plumb wires and pipes through there, maybe even sensors and vents and stuff.
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# ¿ Jun 28, 2016 21:29 |
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Roadie posted:Literally Building A House Simulator 2016 I would love to play that game. Already watching the video I was getting pissed off there wasn't any framing for the roof or ceiling and he didn't put up any plywood on the exterior wall framing and there was no floor on top of the foundation, he just laid flooring straight down, etc.
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# ¿ Jun 28, 2016 22:13 |
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There is no excuse for that attitude. They created a derivative work that's explicitly licensed as property of Bethesda. If they don't like that then they can't mod Bethesda games legally.
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# ¿ Jun 29, 2016 00:23 |
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SeanBeansShako posted:Oh boy! a Railroad faction overhaul mod I'll ju- Did they also "fix" all of the characters faces by making them look completely different for no reason at all?
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# ¿ Jun 29, 2016 01:48 |
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I haven't been able to get FO4edit working when launched from MO. I can create a patch fine but then it errors out every time I try to save it.
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# ¿ Jun 30, 2016 21:19 |
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Roadie posted:Are you using the latest MO beta? It was the last time I tried, not sure if it's the latest today.
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# ¿ Jun 30, 2016 21:42 |
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Cirosan posted:Traits and More Perks has been updated to Beta4. Could it also be added to the list in the OP, please? That looks really cool. How do you figure it works out balance-wise? On the face of it getting extra perks in addition to the ones on level up makes the game strictly easier even if you have to spend junk to make them.
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# ¿ Jul 1, 2016 01:30 |
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# ¿ Apr 26, 2024 07:17 |
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SeanBeansShako posted:Considering this madness came from a terrible sub reddit named after a really bad escapist nazi propaganda joke, I'd totally agree with this theory now. Is that guy actually a companion? From the description it sounds like he just does his own thing.
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# ¿ Jul 2, 2016 05:03 |