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> Fallout 4 Mods
TheCheshireKhajiit
post Mar 12 2017, 08:49 PM
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QUOTE(SubRosa @ Mar 12 2017, 02:11 PM) *

QUOTE(TheCheshireKhajiit @ Mar 12 2017, 12:46 AM) *

I thought there already was an SKS mod for F4. But I guess I was wrong. I was probably thinking of FO3. It looks a little off to me. There are also several AK mods - AK-74 Russian assault rifle and AK-74M both look outstanding. I am using the latter, mostly because it allows you to change the camo patterns on the gun. It is seriously overpowered though. I had to mod the damage of the gun down to make it reasonable. Modular AN94 Abakan is another outstanding looking Eastern-bloc style weapon, and there is a Dragunov Sniper Rifle.

On SKS for Fallout4, all Khajiit found was a good looking modders' resource that apparently nobody ever did anything with. The AK 2074 mod this one linked isn't an exact SKS copy, but it's really close. Khajiit didn't want another straight up AK copy as he already has access to the Handmade Rifle from Nuka World and he downloaded this Chinese Assault Rifle mod.


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SubRosa
post Mar 13 2017, 03:47 AM
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I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...


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TheCheshireKhajiit
post Mar 13 2017, 06:05 AM
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QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).


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Kane
post Mar 13 2017, 12:48 PM
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Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?


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TheCheshireKhajiit
post Mar 13 2017, 05:32 PM
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QUOTE(Cain @ Mar 13 2017, 06:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

Khajiit hasn't. That's a good idea though. Probably could study "Home Plate" and see how that's done since it's a Beth provided dedicated player home without all the settlement stuff.


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SubRosa
post Mar 13 2017, 10:33 PM
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QUOTE(TheCheshireKhajiit @ Mar 13 2017, 01:05 AM) *

QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).

The M4A1 is a good one. Unfortunately the designer was lazy, and did not put any text in to describe what all the omods do (better recoil, worse hip-fire accuracy, etc...). I wound up doing that myself when I tweaked the gun's stats.

I tried the RU556, but I didn't like the sound of it firing. It was too high pitched.

M2216 is another well done mesh and texture. It did have a problem in the OMODs that I had to fix though. The random rifle was picking from a list of vanilla assault rifle meshes, rather than those from the mod. That resulted in wackiness. wacko.gif

I think there is a SCAR mod out there too, though I could be wrong.

QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.

This post has been edited by SubRosa: Mar 13 2017, 10:53 PM


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TheCheshireKhajiit
post Mar 14 2017, 03:49 AM
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QUOTE(SubRosa @ Mar 13 2017, 04:33 PM) *

QUOTE(TheCheshireKhajiit @ Mar 13 2017, 01:05 AM) *

QUOTE(SubRosa @ Mar 12 2017, 09:47 PM) *

I have Wasteland Melody's Chinese Rifle as well. I downloaded it months before I even bought the game! laugh.gif But I have still never used it. There are just so many other AK mods out there...
Lol, Khajiit is happy with the normal Handmade Rifle AK, the CAR, and the SKS-ish one (where AK type guns are concerned). This one is thinking that he may get an AR-15 platform gun (the Marksman Carbine was Khajiit's favorite from New Vegas!).

The M4A1 is a good one. Unfortunately the designer was lazy, and did not put any text in to describe what all the omods do (better recoil, worse hip-fire accuracy, etc...). I wound up doing that myself when I tweaked the gun's stats.

I tried the RU556, but I didn't like the sound of it firing. It was too high pitched.

M2216 is another well done mesh and texture. It did have a problem in the OMODs that I had to fix though. The random rifle was picking from a list of vanilla assault rifle meshes, rather than those from the mod. That resulted in wackiness. wacko.gif

I think there is a SCAR mod out there too, though I could be wrong.
Thanks for the recommendations! This one may try the M2216 mod you linked. Or the M4. Have to look at it.

Has any one tried the Motorcycle mod?

This post has been edited by TheCheshireKhajiit: Mar 14 2017, 03:49 AM


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Kane
post Mar 14 2017, 12:33 PM
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QUOTE(SubRosa @ Mar 13 2017, 05:33 PM) *


QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.

Ok, that gives me an idea on what to work through, then. I'll have to play with it some more.... I wonder if there is an option in the CK to set it as owned by player?


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SubRosa
post Mar 14 2017, 06:11 PM
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QUOTE(Cain @ Mar 14 2017, 07:33 AM) *

QUOTE(SubRosa @ Mar 13 2017, 05:33 PM) *


QUOTE(Cain @ Mar 13 2017, 07:48 AM) *

Anyone messed with settlements or player homes in the CK? I started tinkering with an existing interior cell that I would like to have as a player home, but wasn't totally sure how to do it. Is it as simple as ading a workshop to the space?

I tried it a couple of nights ago when I was experimenting. I tried taking the Shipwreck starting point from Start Me Up and turning it into a player home by adding a Workshop. But whenever I tried to use it I got a message saying I had to clear the enemies from the location first. But there were no enemies anywhere in the area. Apparently this can happen with the Sanctuary Hills Workshop too.

One person suggested opening the console, clicking the Workshop, and using this command:
SetPapyrusVar OwnedByPlayer 1

The Workshop worked after that. However, that caused more problems. I had already used the CK to mod in workbenches all over the site and linked them all back to the Workshop (see the CK topic for how to do that). Suddenly all the junk items I had stored in them vanished. I was also unable to select those workbenches from the Workshop to move or delete them.

I also found that in many areas it was impossible to place chairs, containers, or anything else. I am wondering if that is a navmesh issue? Those areas had static debris filling them up, and I removed them with the Workshop. So I am wondering if those areas were not navmeshed, and because of that, the Workshop won't place anything there? I really do not know however.

Ok, that gives me an idea on what to work through, then. I'll have to play with it some more.... I wonder if there is an option in the CK to set it as owned by player?

Yes, you can set the Workshop as being owned by the Player. I tried that too, but to no avail...


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Kane
post Mar 14 2017, 06:36 PM
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Well, I made a post on the Nexus forums about it, and got a little more direction. What I really want to do is, turn the Concord Speakeasy (and if I get it to work, I'll possibly do more locations later) into a player home. There is a mod that already does that, but it's pre-configured and set up the way the author wanted it.

My dream is to drop a workshop in the basement, and treat it like a normal settlement with scrapping/cleanup needed before you can add stuff in to your own liking.

QUOTE
Your going to still have to give it a location (I think) and you'll run into issue with the existing floors because they don't have the "Workshop Stackable" keyword attached. So you'll have to disable many of them and replace them with once that work in Workshop mode.


I'm hoping it won't be too much more than that.




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TheCheshireKhajiit
post Mar 14 2017, 08:00 PM
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QUOTE(Cain @ Mar 14 2017, 12:36 PM) *

Well, I made a post on the Nexus forums about it, and got a little more direction. What I really want to do is, turn the Concord Speakeasy (and if I get it to work, I'll possibly do more locations later) into a player home. There is a mod that already does that, but it's pre-configured and set up the way the author wanted it.

My dream is to drop a workshop in the basement, and treat it like a normal settlement with scrapping/cleanup needed before you can add stuff in to your own liking.

QUOTE
Your going to still have to give it a location (I think) and you'll run into issue with the existing floors because they don't have the "Workshop Stackable" keyword attached. So you'll have to disable many of them and replace them with once that work in Workshop mode.


I'm hoping it won't be too much more than that.

That sounds like an excellent idea. Plenty of rooms, cool bar, what's not to like?


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Kane
post Mar 14 2017, 08:02 PM
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QUOTE(TheCheshireKhajiit @ Mar 14 2017, 03:00 PM) *
QUOTE(Cain @ Mar 14 2017, 12:36 PM) *

Well, I made a post on the Nexus forums about it, and got a little more direction. What I really want to do is, turn the Concord Speakeasy (and if I get it to work, I'll possibly do more locations later) into a player home. There is a mod that already does that, but it's pre-configured and set up the way the author wanted it.

My dream is to drop a workshop in the basement, and treat it like a normal settlement with scrapping/cleanup needed before you can add stuff in to your own liking.

QUOTE
Your going to still have to give it a location (I think) and you'll run into issue with the existing floors because they don't have the "Workshop Stackable" keyword attached. So you'll have to disable many of them and replace them with once that work in Workshop mode.

I'm hoping it won't be too much more than that.

That sounds like an excellent idea. Plenty of rooms, cool bar, what's not to like?

Exactly. I fell in love with it when I really paid attention to it's layout over the weekend. Nice sitting room at ground level, large basement for crafting and the workshop. Upstairs has plenty of bedrooms, a bathroom, and a storage room. It's a dream come true for a little players home!

This post has been edited by Cain: Mar 14 2017, 08:03 PM


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SubRosa
post Mar 14 2017, 08:19 PM
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I am thinking we should create a separate topic just for tips and tricks on using the Workshop. Even for the simplest things like finding out where you select the doghouse. I always have to Google that every time I try to build one.


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TheCheshireKhajiit
post Mar 15 2017, 08:45 PM
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Oh boy! There is a feature with one of the mods Khajiit is using (this one thinks it's Armorsmith Extended) that allows you to take legendary effects off of useless armor and add it to what ever you want! Works for guns too! No more legendary gear that I don't want to use because it's stuck to a [censored] item!


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Kane
post Mar 15 2017, 10:06 PM
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Oh yeah, that ability is a must. I took the kneecapper perk off of a rolling pin and applied it to my M1911. Makes dealing with crowds a cinch!


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SubRosa
post Mar 15 2017, 10:44 PM
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I saw that somewhere recently, but I cannot remember which mod it was. I have Armorsmith Extended, so I will see if I can do it the next time I am back at Home Plate.

btw. I tried out Homemaker, and it worked like a charm. Plenty of refrigerators to choose from, and all are working storage containers (unlike many of the fridges in the game, which will open their door when you click on them, but not store items like a normal container).


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TheCheshireKhajiit
post Mar 15 2017, 11:15 PM
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QUOTE(SubRosa @ Mar 15 2017, 04:44 PM) *

btw. I tried out Homemaker, and it worked like a charm. Plenty of refrigerators to choose from, and all are working storage containers (unlike many of the fridges in the game, which will open their door when you click on them, but not store items like a normal container).

Good! Glad you found it useful!


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SubRosa
post Mar 17 2017, 01:14 AM
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QUOTE(TheCheshireKhajiit @ Mar 13 2017, 10:49 PM) *

Has any one tried the Motorcycle mod?

I tried it. But I never even found the motorcycle. The mod broke my center camera .ini tweaks. So I had to delete it.


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Kane
post Mar 17 2017, 01:23 AM
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I feel like that would make the game world feel tiny.


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TheCheshireKhajiit
post Mar 17 2017, 01:33 AM
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QUOTE(SubRosa @ Mar 16 2017, 07:14 PM) *

QUOTE(TheCheshireKhajiit @ Mar 13 2017, 10:49 PM) *

Has any one tried the Motorcycle mod?

I tried it. But I never even found the motorcycle. The mod broke my center camera .ini tweaks. So I had to delete it.



QUOTE(Cain @ Mar 16 2017, 07:23 PM) *

I feel like that would make the game world feel tiny.

Khajiit tried it the other day. It didn't move very fast and just generally didn't work very well, imo.


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