Printable Version of Topic

Click here to view this topic in its original format

Chorrol.com _ Fallout Series Mods _ Fallout 4 Mods

Posted by: SubRosa Nov 25 2016, 05:20 AM

I thought I would make a separate mod topic for Fallout 4, since having mods for FO3, NV, and 4 would be a little crowded for one thread.

I started FO4 a few days ago, and quickly came across some must have mods to simply play the game at all.

http://f4se.silverlock.org/ = Just like the other Beth games, this is a necessary utility.

https://github.com/TanninOne/modorganizer/releases = The successor to FOMM, for your mod installing and load order sorting needs. Not as good as FOMM, but it is better than nothing.

http://www.nexusmods.com/fallout4/mods/12631 = This gives you a list of body parts to choose from when creating a character, rather than playing hunt-the-pixel by mousing over every speck of your characters face to see what you can change and what you cannot.

http://www.nexusmods.com/fallout4/mods/3841 = A much more natural-looking texture. Not as plastic and shiny looking as the vanilla textures are.

http://www.nexusmods.com/fallout4/mods/8126 = From our old friend Azar. Because you never want the vanilla hair in a Bethesda game.

http://www.nexusmods.com/fallout4/mods/18287 = Because every hair color in the vanilla game is brown.

http://www.nexusmods.com/fallout4/mods/7320 = Improved eye textures.

http://www.nexusmods.com/fallout4/mods/3878/ = For copying faces between characters.

http://www.nexusmods.com/fallout4/mods/1235/ = So you actually know what we are saying.

http://www.nexusmods.com/fallout4/mods/4340 = Gives you a small, unobtrusive dot instead of those big ugly crosshairs. As an added bonus you can actually see exactly what you are aiming at.

http://www.nexusmods.com/fallout4/mods/3614/ = Allows you to make the moon larger. A little bit goes a long way. I went with 1.5x, the smallest increase.

http://www.nexusmods.com/fallout4/mods/10070 = Looks much better than the vanilla moon.

http://www.nexusmods.com/fallout4/mods/19127 = Comes with the stars too. Much better than the vanilla night sky.

http://www.nexusmods.com/fallout4/mods/13308/ = Because its gross. Not to mention there would not be any cigarettes or cigars lefter after 200 years.

Posted by: Lopov Nov 25 2016, 07:41 AM

No smoking? ohmy.gif laugh.gif But be able to smoke in Fallout is one of the best features. biggrin.gif So this means that smoking is actually possible in the vanilla game?

Posted by: Winter Wolf Nov 25 2016, 08:56 AM

Some I recommend-

http://www.nexusmods.com/fallout4/mods/14532/?

http://www.nexusmods.com/fallout4/mods/4270/?

http://www.nexusmods.com/fallout4/mods/12377/?

http://www.nexusmods.com/fallout4/mods/11734/?

http://www.nexusmods.com/fallout4/mods/13283/?

http://www.nexusmods.com/fallout4/mods/16387/?

http://www.nexusmods.com/fallout4/mods/8342/?

http://www.nexusmods.com/fallout4/mods/18639/?

http://www.nexusmods.com/fallout4/mods/10189/?

http://www.nexusmods.com/fallout4/mods/16406/?

Posted by: Acadian Nov 25 2016, 04:45 PM

Good idea to create this thread, SubRosa. I have retitled the older catchall Fallout mods thread to reflect a repurposing to mods for FO3/NV. smile.gif

Posted by: mALX Nov 25 2016, 10:32 PM



My son just bought FO4, so I'm sure I'll be sneaking into his room and playing on it while he is at work, lol.

Love those textures in that mod you listed, SubRosa!






Posted by: SubRosa Nov 27 2016, 10:06 PM

I have added more mods lately, so here a bunch of links:

http://www.nexusmods.com/fallout4/mods/19352 = a sleek suit of futuristic armor.

http://www.nexusmods.com/fallout4/mods/7451/ = another sleek suit of futuristic armor.

http://www.nexusmods.com/fallout4/mods/5824 = A new version of combat armor.

http://www.nexusmods.com/fallout4/mods/14945 = It is anime-inspired, but still looks good.

http://www.nexusmods.com/fallout4/mods/15391 = Basically a black vault suit.

http://www.nexusmods.com/fallout4/mods/13572 = Another sleek futuristic body suit. Comes in both powered and non-powered versions. Hecate is wearing this.

http://www.nexusmods.com/fallout4/mods/19948 = The above armor with a jacket added.

http://www.nexusmods.com/fallout4/mods/193 = Replaces the first preset with a good female face.

http://www.mediafire.com/file/93e98r4wefa77wf/Vault+Girl+Mod+F4+-+Alpha+1.7.7z = A work in progress to replace the vault boy with a vault girl. http://imgur.com/a/n0qUN

http://www.nexusmods.com/fallout4/mods/14252/ = works with the Vault Girl mod above.

http://www.nexusmods.com/fallout4/mods/17858 = Brings back the trait system, with a bunch of new traits, as well as the originals. The Four Eyes trait does not work with the vanilla Black Rimmed Glasses. But that is easy enough to fix with the Creation Kit.

http://www.nexusmods.com/fallout4/mods/1913/ = A black retexture of the vanilla item.

http://www.nexusmods.com/fallout4/mods/5437 = A black retexture of the vanilla 10mm pistol.

http://www.nexusmods.com/fallout4/mods/10317/ = F4 does not show your holstered weapon at your hip or back. This brings that back in a way, but creating holstered weapons as wearable clothing. They can be linked to your real weapon, so the holstered version dissapears when you draw your gun, then reappears when you put it away. It does not work with all weapons though.

http://www.nexusmods.com/fallout4/mods/10099 = An excellent sniper rifle. Hecate uses this.

http://www.nexusmods.com/fallout4/mods/306 = Makes hacking easier by reducing the number of passwords you have to guess from. Also has modules for easier lockpicking and pickpocketing.

http://www.nexusmods.com/fallout4/mods/12516/ = A good Russian sniper rifle.

http://www.nexusmods.com/fallout4/mods/9433 = The classic Barrett sniper rifle.

http://www.nexusmods.com/fallout4/mods/15909/ = The vanilla sniper rifle from Fallout 3.


Posted by: SubRosa Dec 4 2016, 04:47 AM

I have some more graphics mods to add:

http://www.nexusmods.com/fallout4/mods/1824 = A black retexture for the pipboy, with a few options for red or white secondary colors and glowing lights.

http://www.nexusmods.com/fallout4/mods/1728 = Puts a glow map around the skill magazines so you can see them. I found that the vanilla ones can be impossible to see because they blend in so seamlessly with the static junk in the world.

http://www.nexusmods.com/fallout4/mods/6906 = This fixes a bug where some of the magazines would not work with the glow mags mod above.

http://www.nexusmods.com/fallout4/mods/4006 = The title says it all.

http://www.nexusmods.com/fallout4/mods/9333 = Gives the overdue books an orange texture that makes them easy to see.

http://www.nexusmods.com/fallout4/mods/13027 = Gives more interesting textures to the pre-war books.

Posted by: Winter Wolf Dec 4 2016, 06:03 AM

A mod that is more in line with how sleep, drink and sleep should be.

And best of all you can use it on any difficulty setting.

http://www.nexusmods.com/fallout4/mods/10399/


Quote from the mod creator-

In Beth's survival mode you can't save when you want, you can't fast travel, you have carry weight penalty.

Also needs rates is so that you have to eat one whole brahmin and cistern of water every day, and at the same time it's okay to sleep just one hour of 24. Plus survival disease acquiring mechanism is so unlear that looks more like a bizarre random, and survival antibiotic is a some kind of magical panacea that cures everything from diarrhea to cancer. laugh.gif


Posted by: SubRosa Dec 6 2016, 03:23 AM

I just learned that in F4 Critical Hits only work in VATS. $#%*$!!!!!!! Thankfully I found http://www.nexusmods.com/fallout4/mods/12653/. I doubled the Critical chance, which still seems rather low to me.

Posted by: TheCheshireKhajiit Dec 6 2016, 04:12 AM

QUOTE(SubRosa @ Dec 5 2016, 08:23 PM) *

I just learned that in F4 Critical Hits only work in VATS. $#%*$!!!!!!! Thankfully I found http://www.nexusmods.com/fallout4/mods/12653/. I doubled the Critical chance, which still seems rather low to me.

Yeah that's another thing this one is not keen on in Fallout4. Only good thing about it is that the hit is guaranteed no matter what percentage of chance to hit is being displayed on the pip boy.

Posted by: Cain Dec 6 2016, 07:29 PM

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec

Posted by: SubRosa Dec 10 2016, 07:19 PM

http://www.nexusmods.com/fallout4/mods/875 = Allows you to zoom out the camera much farther while in Third Person view.

http://www.nexusmods.com/fallout4/mods/6962 = Adds a red and black paint job for Power Armor.

http://www.nexusmods.com/fallout4/mods/3530/ = A texture replacer that makes the Military paint for power armor black instead of olive.

http://www.nexusmods.com/fallout4/mods/2832 = This allows you to increase the amount of money that vendors have to trade with.

Posted by: mALX Dec 11 2016, 06:49 AM

QUOTE(SubRosa @ Nov 27 2016, 04:06 PM) *

http://www.nexusmods.com/fallout4/mods/193 = Replaces the first preset with a good female face.


There you go! If I can't have any other mods, I most def want this one!






QUOTE(SubRosa @ Dec 5 2016, 09:23 PM) *

I just learned that in F4 Critical Hits only work in VATS. $#%*$!!!!!!! Thankfully I found http://www.nexusmods.com/fallout4/mods/12653/. I doubled the Critical chance, which still seems rather low to me.



Maybe this one too!





QUOTE(Cain @ Dec 6 2016, 01:29 PM) *

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec



Your link didn't come through on the "Best Mod Ever," but if it is supposed to be Bond's Exploding gun and Missile gun = That thing is AWESOME !!!!



Posted by: SubRosa Dec 18 2016, 02:13 AM

http://www.nexusmods.com/fallout4/mods/3946 = This mod improves the minigun! (Duh!) laugh.gif Seriously though, it reduces the spread, improves the damage a little, and makes it take longer to overheat. It makes much needed improvements without being overpowered.

http://www.nexusmods.com/fallout4/mods/6621 = A simple texture replacer that makes the minigun look better by removing the rust.

Posted by: SubRosa Dec 30 2016, 12:07 AM

http://www.nexusmods.com/fallout4/mods/13488 = Improved textures for Crows and many other animals, such as Cats, Radroaches, Yao-Guai, Seagulls, etc...

http://www.nexusmods.com/fallout4/mods/2865 = A texture replacer for Deathclaws.

http://www.nexusmods.com/fallout4/mods/20555 = A texture replacer for Ferals.

http://www.nexusmods.com/fallout4/mods/2099 = A texture replacer for the chems in the game, making them easier to see with glowmaps.

http://www.nexusmods.com/fallout4/mods/7399 = Adds several beds that you can construct in the workshop that settlers won't sleep in. Good for keeping them from messing up your teddy bear collection.

http://www.nexusmods.com/fallout4/mods/12915/ = Despite its poor name, this is in fact a bunch of perk improvements that work on any difficulty level. Even better, they are provided in separate .esps per perk or perk group (some are related to one another). So you are not stuck with a whole bunch of modded perks just to get the one you want. I mainly got it for the Animal Friend perk, which is modded to act like it did in FO3.

Posted by: Winter Wolf Dec 30 2016, 12:40 AM

Texture mods for Fallout 4 are desperately needed. Why did Beth make everything so smooth? Yuck! I use the feral ghoul one and it is much better. Now I just need one that adds the Fallout 3 ghoul audio files.

http://www.nexusmods.com/fallout4/mods/17818/

http://www.nexusmods.com/fallout4/mods/10072/

http://www.nexusmods.com/fallout4/mods/13307/

http://www.nexusmods.com/fallout4/mods/10111/

Some mods I really like are not at Nexus. Deadly bosses of the Commonwealth adds great battles to the game and the best radio mod I have used is Dark Star Radio. Every song is perfect for the Fallout universe. Much better than the rubbish that Beth gave us this time.

**

Edit- Another fun mod. http://www.nexusmods.com/fallout4/mods/17626/

Posted by: SubRosa Jan 15 2017, 07:09 PM

I found how you can center your 3rd person camera by editing Fallout4.ini. Just add the following to the bottom of your .ini file:

[Camera]
;gun equipped
fOverShoulderCombatAddY=-15
fOverShoulderCombatPosX=-1
fOverShoulderCombatPosZ=-35
f3rdPersonAimDist=34

;melee weapon equipped
fOverShoulderMeleeCombatAddY=-15
fOverShoulderMeleeCombatPosX=-1
fOverShoulderMeleeCombatPosZ=-35

;no weapon equipped
fOverShoulderPosZ=-7

;Power Armor Camera Adjustment
f3rdPersonPowerArmorCameraAdjust=0.0000

;Must be set to 0 or none of the other camera centering tweaks will work.
;Must be commented out for Barber or Surgeons Chairs to work.
bApplyCameraNodeAnimations=0

;Supposed to reduce the player clipping with the surroundings
fActorFadeOutBoundMax=0
fActorFadeOutLimit=0
fMinTimeInvisible=0
fOverShoulderOffsetCollisionScalar=0

;Optional. This controls how close in and far away the 3rd person camera can go. Tweak them to your preference.
fVanityModeMaxDist=300
fVanityModeMinDist=100

Posted by: Cain Jan 17 2017, 06:53 PM

QUOTE(mALX @ Dec 11 2016, 12:49 AM) *

QUOTE(Cain @ Dec 6 2016, 01:29 PM) *

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec



Your link didn't come through on the "Best Mod Ever," but if it is supposed to be Bond's Exploding gun and Missile gun = That thing is AWESOME !!!!


Whoops, just saw this. Here: https://www.youtube.com/watch?v=ZsCpNC5da5s

Posted by: SubRosa Jan 17 2017, 07:29 PM

Here is another ini tweak. To skip the opening cinematics and have the game start directly to the main menu, add this to the [General] section of Fallout4.ini:


uMainMenuDelayBeforeAllowSkip=0
uMainMenuMusicAttnmB=0
uMainMenuMusicFadeTimeMS=0
fChancesToPlayAlternateIntro=0
sIntroMovie=
sIntroSequence=
sStreamInstallVideoPlayList=

Posted by: mALX Jan 18 2017, 12:05 AM

QUOTE(Cain @ Jan 17 2017, 12:53 PM) *

QUOTE(mALX @ Dec 11 2016, 12:49 AM) *

QUOTE(Cain @ Dec 6 2016, 01:29 PM) *

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec



Your link didn't come through on the "Best Mod Ever," but if it is supposed to be Bond's Exploding gun and Missile gun = That thing is AWESOME !!!!


Whoops, just saw this. Here: https://www.youtube.com/watch?v=ZsCpNC5da5s


I can't watch that for a while, I'm waiting for my son to let me play his FO4; so for the time being I'm not taking any spoilers.

But thanks for the link, I will look at it in about a month, lol.



QUOTE(SubRosa @ Jan 15 2017, 01:09 PM) *

I found how you can center your 3rd person camera by editing Fallout4.ini. Just add the following to the bottom of your .ini file:

[Camera]
;gun equipped
fOverShoulderCombatAddY=-15
fOverShoulderCombatPosX=-1
fOverShoulderCombatPosZ=-35
f3rdPersonAimDist=34

;melee weapon equipped
fOverShoulderMeleeCombatAddY=-15
fOverShoulderMeleeCombatPosX=-1
fOverShoulderMeleeCombatPosZ=-35

;no weapon equipped
fOverShoulderPosZ=-7

;Power Armor Camera Adjustment
f3rdPersonPowerArmorCameraAdjust=0.0000

;Must be set to 0 or none of the other camera centering tweaks will work.
;Must be commented out for Barber or Surgeons Chairs to work.
bApplyCameraNodeAnimations=0

;Supposed to reduce the player clipping with the surroundings
fActorFadeOutBoundMax=0
fActorFadeOutLimit=0
fMinTimeInvisible=0
fOverShoulderOffsetCollisionScalar=0

;Optional. This controls how close in and far away the 3rd person camera can go. Tweak them to your preference.
fVanityModeMaxDist=300
fVanityModeMinDist=100


This is really an exciting fix for me, because I play in 3rd person almost exclusively; and for some odd reason they have (in the last few games) suddenly started riding the camera over to the right of the character as if you are walking beside them. I don't know if they are doing that for RP purposes or what, but it really screws up gameplay when you can't look where you are going, lol.

I still haven't gotten to play it, waiting for my son to hand it over. verysad.gif



Posted by: Cain Jan 18 2017, 01:48 PM

QUOTE(mALX @ Jan 17 2017, 06:05 PM) *
QUOTE(Cain @ Jan 17 2017, 12:53 PM) *

QUOTE(mALX @ Dec 11 2016, 12:49 AM) *

QUOTE(Cain @ Dec 6 2016, 01:29 PM) *

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec



Your link didn't come through on the "Best Mod Ever," but if it is supposed to be Bond's Exploding gun and Missile gun = That thing is AWESOME !!!!


Whoops, just saw this. Here: https://www.youtube.com/watch?v=ZsCpNC5da5s


I can't watch that for a while, I'm waiting for my son to let me play his FO4; so for the time being I'm not taking any spoilers.

But thanks for the link, I will look at it in about a month, lol.


No spoilers involved! It's just a mod that alters the sound effects of laser weapons. The only thing you see in the video is a battle between the Institute and the BoS.

Posted by: mALX Jan 18 2017, 05:46 PM

QUOTE(Cain @ Jan 18 2017, 07:48 AM) *

QUOTE(mALX @ Jan 17 2017, 06:05 PM) *
QUOTE(Cain @ Jan 17 2017, 12:53 PM) *

QUOTE(mALX @ Dec 11 2016, 12:49 AM) *

QUOTE(Cain @ Dec 6 2016, 01:29 PM) *

Best Mod EVER.

https://www.youtube.com/watch?v=uE_RTTn6sec



Your link didn't come through on the "Best Mod Ever," but if it is supposed to be Bond's Exploding gun and Missile gun = That thing is AWESOME !!!!


Whoops, just saw this. Here: https://www.youtube.com/watch?v=ZsCpNC5da5s


I can't watch that for a while, I'm waiting for my son to let me play his FO4; so for the time being I'm not taking any spoilers.

But thanks for the link, I will look at it in about a month, lol.


No spoilers involved! It's just a mod that alters the sound effects of laser weapons. The only thing you see in the video is a battle between the Institute and the BoS.



Oh, okay. Thanks!



Posted by: SubRosa Jan 21 2017, 03:08 AM

http://www.nexusmods.com/fallout4/mods/5718 - is a mod that prevents ash and goo piles from being created by energy weapons. Apparently the game does remove them now when cells reset. But not in all cells. It appears those in settlements never get removed.

I also found some interesting Silver Shroud mods:

http://www.nexusmods.com/fallout4/mods/16702 - is a simple texture upgrade of the Silver Shroud outfit, without changing how it looks.

http://www.nexusmods.com/fallout4/mods/7060/ - Makes the Silver Submachinegun a Legendary item. The default effect is Nocturnal (does more damage as the night goes on), but there are half a dozen other effects you can choose from instead. I opted for the Assassin version, which does extra damage against humans.


Posted by: SubRosa Jan 29 2017, 05:24 AM

http://www.nexusmods.com/fallout4/mods/21477 - is a texture replacer that delivers improved graphics for the posters you see stuck on walls. I am using the Lore-Friendly, standard version, and it is a big improvement over the original game.

Posted by: SubRosa Feb 5 2017, 10:04 PM

http://www.nexusmods.com/fallout4/mods/19334 - is a LooksMenu face preset of Ciri from Witcher 3. I am thinking this could be a good start to creating Persephone in Fallout 4.

http://www.nexusmods.com/fallout4/mods/14021 - another LooksMenu preset of Ciri.

Posted by: SubRosa Feb 17 2017, 03:47 AM

Bethesda came out with another game patch recently 1.9.4.0. It was forced down on me today, without giving me any chance to say no. Naturally it broke F4SE, and every mod that requires it, like LooksMenu.

But there is an update to F4SE http://f4se.silverlock.org/. It is the one at the top of the page: 0.3.0 7z archive. There is also an update to LooksMenu http://www.nexusmods.com/fallout4/mods/12631.

Posted by: TheCheshireKhajiit Feb 17 2017, 05:31 AM

Anyone play this with mods on PS4? Just wondering what some good ones are.

Posted by: Cain Feb 17 2017, 01:55 PM

Played for a few months with mods, before I got my PC. Lemme see what I can list for ya....

[PS4]SimpleGreen - SimpleSeasons 'Spring' (Adds some nice greenery to the drab wasteland)
[PS4]Wacky Weapons Workshop (Season Pass) [Let's you cross-mod weapons]
[PS4]Unlock Ballistic Weave
[PS4]Goodneighbor Fixed/Cleaned/Custom
[PS4]STS - Scrap that Settlement! - Base Game (Can scrap almost everything other than the landscape)
[PS4]The Beantown Interiors Project (Far Harbor Required) [Opens up some of the boarded up buildings)
[PS4]Finch Farm and Graygarden Overpass Lifts
[PS4]Custom Paint for Power Armor
[PS4]New Hairstyle: Waste Anchorage
[PS4]Diamond City Entrance Clean Up
[PS4]Colzie's Taffington Boathouse (Repairs it and removes junk)
[PS4]Daswolfen's Sanctury Hills Bridge Body Removal
[PS4]DLC Ammo Leveled lists
[PS4]Craft Vault 88 Cure
[PS4]Colzie's Croup Manor (Repairs it and removes junk)
[PS4]Power Armor Frame Crafting & More: Season Pass Version
[PS4]Limited Minutemen Quests (Only one quest from Preston at a time)
[PS4]Armor and Weapon Keywords Community Resource (AWKCR) (All DLC) *REQUIRED*

All of ANDREWXC's UCO and USO mods.They let you mod the crap out of clothing and armor, and add a lot of new building options.

Posted by: TheCheshireKhajiit Feb 17 2017, 06:19 PM

QUOTE(Cain @ Feb 17 2017, 06:55 AM) *
*snip*
Cool, thanks Cain!
Question: what does "Unlock Ballistic Weave" do, just make it available without having to mess with The Railroad stuff?

Posted by: Cain Feb 17 2017, 06:24 PM

QUOTE(TheCheshireKhajiit @ Feb 17 2017, 12:19 PM) *
QUOTE(Cain @ Feb 17 2017, 06:55 AM) *
*snip*
Cool, thanks Cain!
Question: what does "Unlock Ballistic Weave" do, just make it available without having to mess with The Railroad stuff?

smile.gif

Yeah, it's automatically available from the get-go.

Posted by: TheCheshireKhajiit Feb 17 2017, 08:26 PM

QUOTE(Cain @ Feb 17 2017, 11:24 AM) *

QUOTE(TheCheshireKhajiit @ Feb 17 2017, 12:19 PM) *
QUOTE(Cain @ Feb 17 2017, 06:55 AM) *
*snip*
Cool, thanks Cain!
Question: what does "Unlock Ballistic Weave" do, just make it available without having to mess with The Railroad stuff?

smile.gif

Yeah, it's automatically available from the get-go.

Ok got it. Does this have any negative effects in The Railroad quests should Khajiit's character desire to side with them?

Posted by: Cain Feb 17 2017, 08:28 PM

None that I noticed. I think I even did a full Railroad playthrough with that running.

Posted by: TheCheshireKhajiit Feb 17 2017, 09:27 PM

QUOTE(Cain @ Feb 17 2017, 01:28 PM) *

None that I noticed. I think I even did a full Railroad playthrough with that running.


IPB Image

Posted by: Cain Feb 18 2017, 12:20 AM

QUOTE(TheCheshireKhajiit @ Feb 17 2017, 03:27 PM) *

QUOTE(Cain @ Feb 17 2017, 01:28 PM) *

None that I noticed. I think I even did a full Railroad playthrough with that running.


IPB Image

The tricky part is finding enough ballistic fiber. The duplication glitch works well for that, though.

Posted by: TheCheshireKhajiit Feb 18 2017, 02:11 AM

QUOTE(Cain @ Feb 17 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Feb 17 2017, 03:27 PM) *

QUOTE(Cain @ Feb 17 2017, 01:28 PM) *

None that I noticed. I think I even did a full Railroad playthrough with that running.


IPB Image

The tricky part is finding enough ballistic fiber. The duplication glitch works well for that, though.

Yeah, Khajiit tries not use exploits (feels like cheating). He did pretty well prioritizing it in his last survival game (which he just deleted for losing his focus).

Posted by: SubRosa Feb 19 2017, 08:58 PM

Now that I figured out how to replace the meshes of weapons, I am creating mods to replace most of the vanilla weapon meshes with modded ones. So far I have replaced the vanilla assault rifle with the http://www.nexusmods.com/fallout4/mods/15495, and the combat rifle with the http://www.nexusmods.com/fallout4/mods/8807.

I am thinking about what to replace the Hunting Rifle with next. I was originally going to use the http://www.nexusmods.com/fallout4/mods/15909 mod. But the trouble is the vanilla hunting rifle is a pretty ordinary bolt-action rifle at low levels. It only turns into a sleek sniper rifle at higher levels. So it would be better to have a more ordinary-looking rifle that could bridge both types. Like the http://www.nexusmods.com/fallout4/mods/20687 or http://www.nexusmods.com/fallout4/mods/9667.

Or I could try to just replace the higher level OMODs for the hunting rifle with the DKS ones. So it looks like the vanilla rifle at low level, but the DKS at high level. But that might be tough to pull off and have it all work.

I am still not sure about the Pipe guns. I know I want to replace them. I am just not sure what with. I see three specific Pipe Guns in the CK - The Pipe Bolt Action, Pipe Gun, and Pipe Revolver. I am thinking of replacing them with some pistol mods, like the http://www.nexusmods.com/fallout4/mods/8421, the http://www.nexusmods.com/fallout4/mods/10406/, and the http://www.nexusmods.com/fallout4/mods/18796. But I would like to see some Eastern Bloc/Kalishnikov style weapons in the game too, so I might use the http://www.nexusmods.com/fallout4/mods/21466 for one of them,

Not sure about the Combat Shotgun either. I am thinking either the http://www.nexusmods.com/fallout4/mods/19290 or the http://www.nexusmods.com/fallout4/mods/15414

I'd like to replace the Flamer with something that looks more like an actual flame thrower. But I have not come across any flamer mods.

Posted by: TheCheshireKhajiit Feb 20 2017, 02:50 AM

QUOTE(SubRosa @ Feb 19 2017, 01:58 PM) *

Now that I figured out how to replace the meshes of weapons, I am creating mods to replace most of the vanilla weapon meshes with modded ones. So far I have replaced the vanilla assault rifle with the http://www.nexusmods.com/fallout4/mods/15495, and the combat rifle with the http://www.nexusmods.com/fallout4/mods/8807.

I am thinking about what to replace the Hunting Rifle with next. I was originally going to use the http://www.nexusmods.com/fallout4/mods/15909 mod. But the trouble is the vanilla hunting rifle is a pretty ordinary bolt-action rifle at low levels. It only turns into a sleek sniper rifle at higher levels. So it would be better to have a more ordinary-looking rifle that could bridge both types. Like the http://www.nexusmods.com/fallout4/mods/20687 or http://www.nexusmods.com/fallout4/mods/9667.

Or I could try to just replace the higher level OMODs for the hunting rifle with the DKS ones. So it looks like the vanilla rifle at low level, but the DKS at high level. But that might be tough to pull off and have it all work.

I am still not sure about the Pipe guns. I know I want to replace them. I am just not sure what with. I see three specific Pipe Guns in the CK - The Pipe Bolt Action, Pipe Gun, and Pipe Revolver. I am thinking of replacing them with some pistol mods, like the http://www.nexusmods.com/fallout4/mods/8421, the http://www.nexusmods.com/fallout4/mods/10406/, and the http://www.nexusmods.com/fallout4/mods/18796. But I would like to see some Eastern Bloc/Kalishnakov style weapons in the game too, so I might use the http://www.nexusmods.com/fallout4/mods/21466 for one of them,

Not sure about the Combat Shotgun either. I am thinking either the http://www.nexusmods.com/fallout4/mods/19290 or the http://www.nexusmods.com/fallout4/mods/15414

I'd like to replace the Flamer with something that looks more like an actual flame thrower. But I have not come across any flamer mods.

Re: Hunting Rifle
Khajiit would suggest replacing it with another bolt action rifle, unless you want to change the animations and rate of fire.

Oh, and this one HATES the look of the vanilla "Assault Rifle". Looks more like one of those watercooled static machine guns from WWI. Not sure why they didn't just stick to the R91. That would've been fun to mod!

Posted by: SubRosa Feb 20 2017, 02:52 AM

The thing I hate about the hunting rifle is the bolt action. Otherwise I would not replace it at all. So I went ahead and replaced it with the M14. Ten minutes later I was being attacked by Gunners with M14s. laugh.gif

So far I have done the Combat Rifle, Assault Rifle, and Hunting Rifle. Maybe tomorrow I will start on the Pipe guns. Those are the ones I dislike the most. Not simply because of their appearance, they are just completely useless. So naturally they are everywhere. I would like to have some decent guns locked away in every safe and crate, instead of those things.

Most of the guns in F4 look really underwhelming to me. I like real world weapons better than fantasy ones. The fantasy ones just tend to look wrong to me. I would rather see M110 Sniper Semi Auto Systems, M16s, M4s, HK 416/17s, AKs, SCARs, etc... It makes the game feel more immersive to me.

Funny thing is, I was looking at http://starwars.wikia.com/wiki/A280_blaster_rifle the other day. I think that is a really cool looking gun. I wish they had done more like that Fallout 4. While it is a 'fantasy' gun, you can clearly see the real world weapon designs integrated into it, like the AR-15 receiver.

Posted by: TheCheshireKhajiit Feb 20 2017, 03:18 AM

QUOTE(SubRosa @ Feb 19 2017, 07:52 PM) *

The thing I hate about the hunting rifle is the bolt action. Otherwise I would not replace it at all. So I went ahead and replaced it with the M14. Ten minutes later I was being attacked by Gunners with M14s. laugh.gif

So far I have done the Combat Rifle, Assault Rifle, and Hunting Rifle. Maybe tomorrow I will start on the Pipe guns. Those are the ones I dislike the most. Not simply because of their appearance, they are just completely useless. So naturally they are everywhere. I would like to have some decent guns locked away in every safe and crate, instead of those things.

Most of the guns in F4 look really underwhelming to me. I like real world weapons better than fantasy ones. The fantasy ones just tend to look wrong to me. I would rather see M110 Sniper Semi Auto Systems, M16s, M4s, HK 416/17s, AKs, SCARs, etc... It makes the game feel more immersive to me.

Funny thing is, I was looking at http://starwars.wikia.com/wiki/A280_blaster_rifle the other day. I think that is a really cool looking gun. I wish they had done more like that Fallout 4. While it is a 'fantasy' gun, you can clearly see the real world weapon designs integrated into it, like the AR-15 receiver.

This is one reason Khajiit likes the SMG, Combat Rifle, and Handmade Rifle. They look like real world weapons (Tommygun, BAR, and AK, respectively.)

Posted by: SubRosa Feb 20 2017, 03:24 AM

I think the Tommygun is great. Who doesn't like a Chicago Piano? laugh.gif The .44 looks great too. But that is because it looks like a .44!


Posted by: TheCheshireKhajiit Feb 20 2017, 03:33 AM

QUOTE(SubRosa @ Feb 19 2017, 08:24 PM) *

I think the Tommygun is great. Who doesn't like a Chicago Piano? laugh.gif The .44 looks great too. But that is because it looks like a .44!

Exactly! One thing though: why is the SMG/Thompson so much more under powered when compared to the 10mm with full auto receiver mod? Is the 10mm round more powerful than a .45?

Posted by: SubRosa Feb 20 2017, 04:06 AM

I dunno. I never looked at the stats, but I did notice that the Tommy Gun had low damage. A 10mm round IRL is about a .40 caliber. Since both are pistol rounds, and would reasonably have a similar powder load, I would expect the .45 of the Tommygun to do more damage. Then again, a coworker of mine has fired both 10mm and .45 handguns, and he said the 10mm had a lot more kick to it. Though that does not necessarily mean more kinetic energy on impact.

But all the game mechanics of guns doing less damage because they are automatic, or being harder to hit with when not using iron sights mode, turn me off. Those are things I will probably get around to modding as well. But it has to be done each OMOD record at a time, which is a lot of work.

Posted by: TheCheshireKhajiit Feb 20 2017, 04:18 AM

QUOTE(SubRosa @ Feb 19 2017, 09:06 PM) *

I dunno. I never looked at the stats, but I did notice that the Tommy Gun had low damage. A 10mm round IRL is about a .40 caliber. Since both are pistol rounds, and would reasonably have a similar powder load, I would expect the .45 of the Tommygun to do more damage. Then again, a coworker of mine has fired both 10mm and .45 handguns, and he said the 10mm had a lot more kick to it. Though that does not necessarily mean more kinetic energy on impact.

But all the game mechanics of guns doing less damage because they are automatic, or being harder to hit with when not using iron sights mode, turn me off. Those are things I will probably get around to modding as well. But it has to be done each OMOD record at a time, which is a lot of work.

Well, Khajiit doesn't really have a problem with the full autos being less powerful as you should be able to do more dps, but it does seem like the accuracy penalty should've been enough of a balance.

Posted by: Cain Feb 20 2017, 02:38 PM

Are those guns lore friendly, Sub? I don't mean to sound snooty if I do, I just prefer to add lore friendly stuff to my games. smile.gif

Posted by: TheCheshireKhajiit Feb 20 2017, 07:20 PM

QUOTE(Cain @ Feb 20 2017, 07:38 AM) *

Are those guns lore friendly, Sub? I don't mean to sound snooty if I do, I just prefer to add lore friendly stuff to my games. smile.gif

Well, Fallout3 had the R91 which was basically a HK-G3 and the Chinese Assault Rifle which was basically an AK. Fallout: New Vegas had a few AR-15 platform rifles and Khajiit believes that Fallout2 (though he never played it) had guns straight up named just like their real world counterparts. With so many real world guns being portrayed throughout the series, this one believes it's safe to presume that any real world gun could potentially fit in with Fallout lore.

Posted by: Cain Feb 20 2017, 07:59 PM

Cool, I never thought to check the prior games for weapons. Thanks my Khajiit friend!

Posted by: TheCheshireKhajiit Feb 20 2017, 08:38 PM

QUOTE(Cain @ Feb 20 2017, 12:59 PM) *

Cool, I never thought to check the prior games for weapons. Thanks my Khajiit friend!

No prob, Bob!

Posted by: SubRosa Feb 20 2017, 10:24 PM

My first Fallout game was Fallout Tactics, and it had straight up real world guns, like the M2 Browning, Beretta M92, Colt .45, P220 Sig, and so on. The energy weapons were naturally all fictional though.

Fallout 1 predated that, and had a mix, with a generic assault rifle that looked similar to the H&K G3 that we saw in FO3, a Hunting Rifle that looked a lot like an M1 Carbine, and so on. Then there were real guns like a .44 Desert Eagle, a 9mm Mauser, etc... Fallout 2 was also a mix of real and fictional weapons, but with more real ones than fictional.

Even a lot of New Vegas' guns were real, even if they did not use the names. The Anti-Material Rifle is a straight up Hecate II. The 9mm pistol looks a lot like a Browning Hi-Power to me. The .44 Magnum is of course exactly what the name says. Likewise the Western Revolver, Ranger Sequia, Police Pistol, .45 Auto Pistol, and Battle Rifle, Assault Carbine, Service Rifle, Marksman's Carbine, etc... are all copies of real weapons.

So real weapons have been a part of the Fallout series in the past. Bethesda seems more keen to do the fictional ones. I just wish they would do a better job in their art design. As it is, I think the real ones just plain look better and are more believable than their made-up ones. I mean, I cannot imagine anyone carting around that gigantic beast of an assault rifle in F4.

Posted by: TheCheshireKhajiit Feb 21 2017, 01:34 AM

QUOTE(SubRosa @ Feb 20 2017, 03:24 PM) *
assault rifle in F4.

Khajiit would seriously like to know what the person who designed that gun was thinking when he was doing so. It's fugly

Posted by: Cain Feb 21 2017, 01:59 PM

I've never once used that gun, just for that reason. It's so damn big and ugly.

Posted by: TheCheshireKhajiit Feb 21 2017, 06:26 PM

QUOTE(Cain @ Feb 21 2017, 06:59 AM) *

I've never once used that gun, just for that reason. It's so damn big and ugly.

Yep. If Khajiit had the skill and was going to mod that gun (as in game mods, not the weapons mods), he'd turn it into an R91 (the Assault Eifle from Fallout3), give it a loading animation to match, and change all its weapon mods to fit the change. One of this one's favorite guns from Fallout3 is Perforator which is a modified Infiltrator, which is itself a modified R91. Would've loved to recreate that gun in Fallout4.

Posted by: Cain Feb 21 2017, 08:40 PM

That's why I was so mad about all of Sony's mod restrictions, and finally pulled the trigger on building my PC. No external assets is so dumb. So many weapons mods are out there, including the R91.

Posted by: TheCheshireKhajiit Feb 21 2017, 09:43 PM

QUOTE(Cain @ Feb 21 2017, 01:40 PM) *

That's why I was so mad about all of Sony's mod restrictions, and finally pulled the trigger on building my PC. No external assets is so dumb. So many weapons mods are out there, including the R91.

Yeah, I'm hoping to catch Fallout4 on sale for PC at some point. Really don't want to pay $60 and then another $50 or whatever it is for the season pass. So for now, PS4 will just have to do. sad.gif

Posted by: Cain Feb 21 2017, 09:47 PM

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

Posted by: TheCheshireKhajiit Feb 21 2017, 09:56 PM

QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.

Posted by: Cain Feb 21 2017, 09:59 PM

That's what I was originally waiting for, but I got impatient.

Posted by: SubRosa Feb 21 2017, 11:19 PM

QUOTE(TheCheshireKhajiit @ Feb 21 2017, 12:26 PM) *

QUOTE(Cain @ Feb 21 2017, 06:59 AM) *

I've never once used that gun, just for that reason. It's so damn big and ugly.

Yep. If Khajiit had the skill and was going to mod that gun (as in game mods, not the weapons mods), he'd turn it into an R91 (the Assault Eifle from Fallout3), give it a loading animation to match, and change all its weapon mods to fit the change. One of this one's favorite guns from Fallout3 is Perforator which is a modified Infiltrator, which is itself a modified R91. Would've loved to recreate that gun in Fallout4.

There is http://www.nexusmods.com/fallout4/mods/7715. It is not too much work to use it to replace a vanilla gun. Most of the work has already been done for you. All you really need to do is take the existing mod, go to the record of the gun you want to replace and tweak it stats to match the R91. Then go to the Object Templates and remove the original OMODs from the lists, and replace them with the OMODs from the R91. You can literally just copy the same entries from the R91. It takes me about a half hour to do a gun, assuming there are no extra 'features' in the mod I use.



QUOTE(TheCheshireKhajiit @ Feb 21 2017, 03:56 PM) *

QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.

I bought the game and season pass back around Fangsgiving for just under $50. Steam and Gog both always have big sales around holidays, and around the seasons (I am sure in late March / early April there will be a Big Spring Sale) .If you just watch extra close around those times, you are sure to find anything you want on sale.

There are a thousand different magazines, sites, and just ordinary people who have GOTY awards. So every game ever made - no matter how bad - wins at least one. It's not like it means anything. So there will be one for F4. Though Beth might not choose to call it that. They called Skyrim's the Legendary Edition instead. I think Fallout should get a Radioactive Edition.

I was waiting for something like a GOTY before buying it, but the $50 price tag for everything won out back in November. It is not like there is going to be any new material released with a GOTY anyhow. It made more sense to wait for the GOTY back in the old days when we still bought games on disc. That way you got everything on one or two discs in one box, instead of half a dozen of them.

Posted by: TheCheshireKhajiit Feb 21 2017, 11:37 PM

QUOTE(SubRosa @ Feb 21 2017, 04:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 21 2017, 03:56 PM) *

QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.

I bought the game and season pass back around Fangsgiving for just under $50. Steam and Gog both always have big sales around holidays, and around the seasons (I am sure in late March / early April there will be a Big Spring Sale) .If you just watch extra close around those times, you are sure to find anything you want on sale.

There are a thousand different magazines, sites, and just ordinary people who have GOTY awards. So every game ever made - no matter how bad - wins at least one. It's not like it means anything. So there will be one for F4. Though Beth might not choose to call it that. They called Skyrim's the Legendary Edition instead. I think Fallout should get a Radioactive Edition.

I was waiting for something like a GOTY before buying it, but the $50 price tag for everything won out back in November. It is not like there is going to be any new material released with a GOTY anyhow. It made more sense to wait for the GOTY back in the old days when we still bought games on disc. That way you got everything on one or two discs in one box, instead of half a dozen of them.
Oh yeah, if Khajiit can find the game and all DLC for a similar price to what you paid, he will certainly snatch it up!

Posted by: SubRosa Feb 21 2017, 11:52 PM

http://i.imgur.com/P3mkQiA.jpg

http://i.imgur.com/oRHzgpM.jpg

http://i.imgur.com/A5nY9Jf.jpg

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

Posted by: hazmick Feb 22 2017, 12:01 AM

They look awesome! I hate the vanilla pipe guns.



I use a couple of weapon mods - one changes the Hunting Rifle into a Mauser, with Gewehr and Kar variants available for crafting. The only issue with that mod is that the bolt (for the bolt-action) doesn't move kvleft.gif

Combined with another mod that changes the army fatigues into a selection of real world camouflages, it gives regular enemies like raiders and Gunners much more variation.


Posted by: SubRosa Feb 22 2017, 12:49 AM

That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.

Posted by: hazmick Feb 22 2017, 12:58 AM

QUOTE(SubRosa @ Feb 22 2017, 12:49 AM) *

That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.

http://www.nexusmods.com/fallout4/mods/5694/?

^^There you go. I have the Xbox version, of course, but the nexus version looks exactly the same as far as I can tell.

Posted by: TheCheshireKhajiit Feb 22 2017, 01:26 AM

QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

http://i.imgur.com/P3mkQiA.jpg

http://i.imgur.com/oRHzgpM.jpg

http://i.imgur.com/A5nY9Jf.jpg

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?

Posted by: SubRosa Feb 22 2017, 01:48 AM

QUOTE(hazmick @ Feb 21 2017, 06:58 PM) *

QUOTE(SubRosa @ Feb 22 2017, 12:49 AM) *

That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.

http://www.nexusmods.com/fallout4/mods/5694/?

^^There you go. I have the Xbox version, of course, but the nexus version looks exactly the same as far as I can tell.

Cool! I just downloaded it. More variety to the Gunners alone was worth it.


QUOTE(TheCheshireKhajiit @ Feb 21 2017, 07:26 PM) *

QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

http://i.imgur.com/P3mkQiA.jpg

http://i.imgur.com/oRHzgpM.jpg

http://i.imgur.com/A5nY9Jf.jpg

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?

Like a Long Barrel, Short Barrel, Ported Barrel, etc...? Of course. Just about all the modded guns do. It is very easy to incorporate them into a weapon replacer. Because the original modder has already done all the hard work of creating the OMOD and MiscMod files to make them work, and the keyword to tie them all to the gun. All you have to do is replace the keyword of the weapon you are replacing with that of the modded gun. Then add the OMODs in under the Object Templates. I explained it in more detail in the CK topic.

Posted by: TheCheshireKhajiit Feb 22 2017, 01:53 AM

QUOTE(SubRosa @ Feb 21 2017, 06:48 PM) *

QUOTE(TheCheshireKhajiit @ Feb 21 2017, 07:26 PM) *

QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

http://i.imgur.com/P3mkQiA.jpg

http://i.imgur.com/oRHzgpM.jpg

http://i.imgur.com/A5nY9Jf.jpg

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?

Like a Long Barrel, Short Barrel, Ported Barrel, etc...? Of course. Just about all the modded guns do. It is very easy to incorporate them into a weapon replacer. Because the original modder has already done all the hard work of creating the OMOD and MiscMod files to make them work, and the keyword to tie them all to the gun. All you have to do is replace the keyword of the weapon you are replacing with that of the modded gun. Then add the OMODs in under the Object Templates. I explained it in more detail in the CK topic.
Ok, cool!

Posted by: SubRosa Feb 23 2017, 02:37 AM

http://www.nexusmods.com/fallout4/mods/17632 - does what it says. I recall Grits saying the vanilla head bob made her sick.

Posted by: TheCheshireKhajiit Feb 23 2017, 07:19 AM

QUOTE(SubRosa @ Feb 22 2017, 07:37 PM) *

http://www.nexusmods.com/fallout4/mods/17632 - does what it says. I recall Grits saying the vanilla head bob made her sick.

Can you control that from the INI?

Posted by: SubRosa Feb 23 2017, 10:29 PM

QUOTE(TheCheshireKhajiit @ Feb 23 2017, 01:19 AM) *

QUOTE(SubRosa @ Feb 22 2017, 07:37 PM) *

http://www.nexusmods.com/fallout4/mods/17632 - does what it says. I recall Grits saying the vanilla head bob made her sick.

Can you control that from the INI?

I do not know. It does not bother me, so I have never needed to find out. I just post that link because I know the head sway in games makes a lot of many people sick. That was the case all the way back to the original Doom. It stuns me that it cannot be turned off in the game's options menu.

Posted by: TheCheshireKhajiit Feb 25 2017, 04:06 AM

Ok so question:
You guys know how Raiders mostly just use pipe guns at lower levels? Well Khajiit was wondering if there were any recommended gun addition mods on PC that add a little diversity to low level Raider loadouts? Maybe a 9mm pistol and round to go with it or perhaps a intermediate level semi-automatic rifle that shoots 5.56 or 7.62 rounds? Nothing over powered, just wanting a few more options to play with at earlier levels.

Posted by: SubRosa Feb 25 2017, 04:33 AM

http://www.nexusmods.com/fallout4/mods/8421 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But http://www.nexusmods.com/fallout4/mods/11441/. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

http://www.nexusmods.com/fallout4/mods/18796 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

http://www.nexusmods.com/fallout4/mods/10406 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

http://www.nexusmods.com/fallout4/mods/20687 - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Posted by: TheCheshireKhajiit Feb 25 2017, 05:12 AM

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

http://www.nexusmods.com/fallout4/mods/8421 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But http://www.nexusmods.com/fallout4/mods/11441/. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

http://www.nexusmods.com/fallout4/mods/18796 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

http://www.nexusmods.com/fallout4/mods/10406 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

http://www.nexusmods.com/fallout4/mods/20687 - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

Posted by: SubRosa Feb 25 2017, 05:19 AM

QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

http://www.nexusmods.com/fallout4/mods/8421 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But http://www.nexusmods.com/fallout4/mods/11441/. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

http://www.nexusmods.com/fallout4/mods/18796 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

http://www.nexusmods.com/fallout4/mods/10406 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

http://www.nexusmods.com/fallout4/mods/20687 - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.

Posted by: TheCheshireKhajiit Feb 25 2017, 06:11 AM

QUOTE(SubRosa @ Feb 24 2017, 10:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

http://www.nexusmods.com/fallout4/mods/8421 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But http://www.nexusmods.com/fallout4/mods/11441/. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

http://www.nexusmods.com/fallout4/mods/18796 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

http://www.nexusmods.com/fallout4/mods/10406 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

http://www.nexusmods.com/fallout4/mods/20687 - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.

Yeah, this one thinks you're right. He feels an SKS or Mini 14 would be more what he is looking for in an alternative to a semiauto pipe rifle. Of course, this one would then have to make 7.62 and 5.56 rounds spawn at lower levels.

As an aside, why the hell does the combat rifle fire pistol rounds? Khajiit has never understood this.

Posted by: SubRosa Feb 25 2017, 05:38 PM

QUOTE(TheCheshireKhajiit @ Feb 25 2017, 12:11 AM) *

QUOTE(SubRosa @ Feb 24 2017, 10:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

http://www.nexusmods.com/fallout4/mods/8421 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But http://www.nexusmods.com/fallout4/mods/11441/. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

http://www.nexusmods.com/fallout4/mods/18796 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

http://www.nexusmods.com/fallout4/mods/10406 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

http://www.nexusmods.com/fallout4/mods/20687 - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.

Yeah, this one thinks you're right. He feels an SKS or Mini 14 would be more what he is looking for in an alternative to a semiauto pipe rifle. Of course, this one would then have to make 7.62 and 5.56 rounds spawn at lower levels.

As an aside, why the hell does the combat rifle fire pistol rounds? Khajiit has never understood this.

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).

Posted by: TheCheshireKhajiit Feb 25 2017, 06:30 PM

QUOTE(SubRosa @ Feb 25 2017, 10:38 AM) *

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).

Lol, so it would seem! This one thinks it would be better to change the ammo type of the Combat Rifle to 5.56, and give this to any enemies that may spawn.


Ok so why is NMM telling me that I have no Fallout 4 INI file?

Posted by: SubRosa Feb 25 2017, 07:29 PM

QUOTE(TheCheshireKhajiit @ Feb 25 2017, 12:30 PM) *

QUOTE(SubRosa @ Feb 25 2017, 10:38 AM) *

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).

Lol, so it would seem! This one thinks it would be better to change the ammo type of the Combat Rifle to 5.56, and give this to any enemies that may spawn.


Ok so why is NMM telling me that I have no Fallout 4 INI file?

I don't use NMM so I don't know. I don't trust it. There have been too many stories about it ruining people's games.

Posted by: TheCheshireKhajiit Feb 25 2017, 07:36 PM

QUOTE(SubRosa @ Feb 25 2017, 12:29 PM) *

I don't use NMM so I don't know. I don't trust it. There have been too many stories about it ruining people's games.

So do you just install things manually or do you use another mod organizer?

Posted by: SubRosa Feb 25 2017, 07:55 PM

I install everything manually. I use https://github.com/TanninOne/modorganizer/releases to manage the load order.

Posted by: TheCheshireKhajiit Feb 25 2017, 08:08 PM

QUOTE(SubRosa @ Feb 25 2017, 12:55 PM) *

I install everything manually. I use https://github.com/TanninOne/modorganizer/releases to manage the load order.

Khajiit has always been a bit shakey when it comes to installing mods manually (he started with Morrowind years ago, but now with all the OMods and whatsits, he gets confused).

Posted by: SubRosa Feb 25 2017, 08:13 PM

The loose files are not much different than before. It is just now there is also a materials folder, and a lot more mods these days have scripts. But all you really have to do is copy it all to the data folder.

Posted by: TheCheshireKhajiit Feb 25 2017, 08:36 PM

QUOTE(SubRosa @ Feb 25 2017, 01:13 PM) *

The loose files are not much different than before. It is just now there is also a materials folder, and a lot more mods these days have scripts. But all you really have to do is copy it all to the data folder.

Ok Khajiit is not sure what's going on with NMM, and he has tried the suggestions people gave others with the same problem, so he is going to take your advice and try it your way.

Posted by: SubRosa Feb 26 2017, 01:24 AM

http://www.nexusmods.com/fallout4/mods/21365 - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

http://www.nexusmods.com/fallout4/mods/2228 - does an awful lot. I mainly downloaded it because I discovered that many of the vanilla clothing outfits won't allow you to wear vanilla armor pieces with them. Apparently just because Bethesda was being a dick that day. This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it), and makes more forms of headgear like glasses and bandannas work together.

Posted by: SubRosa Feb 26 2017, 01:46 AM

http://www.nexusmods.com/fallout4/mods/10029 - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Posted by: TheCheshireKhajiit Feb 26 2017, 02:04 AM

QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

http://www.nexusmods.com/fallout4/mods/10029 - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.

Posted by: SubRosa Feb 26 2017, 02:16 AM

QUOTE(TheCheshireKhajiit @ Feb 25 2017, 08:04 PM) *

QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

http://www.nexusmods.com/fallout4/mods/10029 - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.

You can if you exit out of the settlement selection screen when the game asks you where you want them to go when you dismiss them. If you ever selected a settlement for them to go to however, that becomes their new permanent home. They will never return to their original home afterward.

Posted by: TheCheshireKhajiit Feb 26 2017, 02:19 AM

QUOTE(SubRosa @ Feb 25 2017, 07:16 PM) *

QUOTE(TheCheshireKhajiit @ Feb 25 2017, 08:04 PM) *

QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

http://www.nexusmods.com/fallout4/mods/10029 - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.

You can if you exit out of the settlement selection screen when the game asks you where you want them to go when you dismiss them. If you ever selected a settlement for them to go to however, that becomes their new permanent home. They will never return to their original home afterward.

Ooooh ok, gotcha

Posted by: TheCheshireKhajiit Feb 26 2017, 06:29 PM

Used Mod Organizer to download a few mods last night. Got the Pip-Pad! No more clunky arm bound pip boy! The animations in Vault111 were a lot wonky, but it works great outside of the vault. Also got Looksmenu (think that's what it's called, Armor and Weapons keywords, Armorsmith, F4SE and... think that's it. Wanted to get the Unofficial Fallout4 Patch, but alas, it requires all DLC.

Posted by: SubRosa Feb 26 2017, 07:20 PM

Cool! It sounds like you got all the foundation mods you might need for other stuff to work. You might start getting an error message saying "Fallout 4 Has Stopped Working" when you use Mod Organizer to start the game. I will see a little red triangle in the window at the bottom of the interface saying "not found". So it is looking for something and not finding it, and aborting the start up.

Just ignore it and keep trying until it starts. I think the more mods you have, the more prone it is to get confused on start up. Because it never did it to me at first, but now I often have to try 3 or 4 times before it will start the game. It has never hurt anything, because the game never had the chance to start in the first place.

I have seen the Pip Pad too and have been thinking of trying it. I didn't like the FO3/NV version because it was held at an angle, and it made my head hurt looking at it that way. This one looks straight, so I ought to be fine with it. There is a warning in the mod not to active it until you are out of Vault 111 though! Probably because of that strangeness you encountered. I am guessing it had trouble doing the animation of plugging into the door control to open it?

Posted by: TheCheshireKhajiit Feb 26 2017, 08:11 PM

QUOTE(SubRosa @ Feb 26 2017, 12:20 PM) *

Cool! It sounds like you got all the foundation mods you might need for other stuff to work. You might start getting an error message saying "Fallout 4 Has Stopped Working" when you use Mod Organizer to start the game. I will see a little red triangle in the window at the bottom of the interface saying "not found". So it is looking for something and not finding it, and aborting the start up.

Just ignore it and keep trying until it starts. I think the more mods you have, the more prone it is to get confused on start up. Because it never did it to me at first, but now I often have to try 3 or 4 times before it will start the game. It has never hurt anything, because the game never had the chance to start in the first place.

I have seen the Pip Pad too and have been thinking of trying it. I didn't like the FO3/NV version because it was held at an angle, and it made my head hurt looking at it that way. This one looks straight, so I ought to be fine with it. There is a warning in the mod not to active it until you are out of Vault 111 though! Probably because of that strangeness you encountered. I am guessing it had trouble doing the animation of plugging into the door control to open it?
Thanks for the tip about the MO startup bug! Now Khajiit won't freak out if it acts up.

As for the Pip Pad, Khajiit read that warning wrong, lol. He thought it read "do not install after exiting Vault111.". Stupid ADD acting up again! Wasn't paying attention. That said, it was very brief weirdness with the animations, the hand clipped through the middle of the thing and Kim-Ly was trying to wear the thing on her arm still, but when she got out of the vault it disappeared from her wrist and only showed up again when she got it out to look at it.

Posted by: SubRosa Feb 28 2017, 02:35 AM

I tried out the Pip-Pad, but sadly could not get it working. Not sure why not. Oh well...

http://www.nexusmods.com/fallout4/mods/21907 - If you suddenly noticed your characters have black or brown faces, it is probably because of a bug from the Hi Res DLC. This mod is supposed to fix it. I have not tried the mod myself. Once I heard about the bug, I decided not to bother with Hi Res Texture pack

Posted by: Cain Feb 28 2017, 03:43 PM

QUOTE(SubRosa @ Feb 25 2017, 07:24 PM) *
http://www.nexusmods.com/fallout4/mods/21365 - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

...This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it)...

Ooh, liking that hair color mod. smile.gif

I'm not against doing the RR quests for Ballistic Weave, but http://www.nexusmods.com/fallout4/mods/12975/ option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.

Posted by: TheCheshireKhajiit Feb 28 2017, 06:15 PM

QUOTE(Cain @ Feb 28 2017, 08:43 AM) *

I'm not against doing the RR quests for Ballistic Weave, but http://www.nexusmods.com/fallout4/mods/12975/? option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.

Yes, it's ridiculous that the other factions don't have access to this in vanilla. This one assumes the idea is that the Brotherhood make extensive use of Power Armor, and the Institute don't care because they can just make more synths.

Posted by: Cain Feb 28 2017, 06:18 PM

Not sure how that question mark got in there. laugh.gif

Bad logic on Bethy's part, then. The BoS ought to consider that a YUGE boon, especially those who don't want to wear power armor.

Institute, probably not interested, unless it's to provide more protection for their synths. But like you said, they can always just crunch out more gen 2's.

Posted by: TheCheshireKhajiit Feb 28 2017, 06:39 PM

QUOTE(Cain @ Feb 28 2017, 11:18 AM) *

Not sure how that question mark got in there. laugh.gif

Bad logic on Bethy's part, then. The BoS ought to consider that a YUGE boon, especially those who don't want to wear power armor.

Institute, probably not interested, unless it's to provide more protection for their synths. But like you said, they can always just crunch out more gen 2's.

Khajiit would've thought though that an organization that evolved from the US Army would've had access to the ballistic weave technology any way. Should've come as standard knowledge to a BoS recruit, in this one's opinion.

Posted by: Cain Feb 28 2017, 06:42 PM

Yep. Instead, it took 210 years for PAM to figure out it might be of use.

Posted by: TheCheshireKhajiit Feb 28 2017, 07:42 PM

QUOTE(Cain @ Feb 28 2017, 11:42 AM) *

Yep. Instead, it took 210 years for PAM to figure out it might be of use.

It's funny that a machine had to be used to to determine an items potential for saving human lives, lol

Posted by: SubRosa Feb 28 2017, 10:51 PM

QUOTE(Cain @ Feb 28 2017, 09:43 AM) *

QUOTE(SubRosa @ Feb 25 2017, 07:24 PM) *
http://www.nexusmods.com/fallout4/mods/21365 - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

...This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it)...

Ooh, liking that hair color mod. smile.gif

I'm not against doing the RR quests for Ballistic Weave, but http://www.nexusmods.com/fallout4/mods/12975/ option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.

Or you can open the console and type in this:

Set RailroadClothingArmorModAvailable to 1
Set RailroadClothingArmor_ChanceNone to 0

Posted by: Cain Mar 1 2017, 12:38 AM

Also true, but I'm not a fan of consoling in stuff on RP's. smile.gif

Posted by: TheCheshireKhajiit Mar 1 2017, 06:34 PM

So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?

Posted by: Cain Mar 1 2017, 06:37 PM

Hmm, no. I know what you mean, though. I wonder....can you change your body at the surgery center in DC?

Posted by: TheCheshireKhajiit Mar 1 2017, 07:17 PM

QUOTE(Cain @ Mar 1 2017, 11:37 AM) *

Hmm, no. I know what you mean, though. I wonder....can you change your body at the surgery center in DC?

You can but it wouldn't be ideal because you are sitting in that damn chair.

Posted by: SubRosa Mar 1 2017, 10:55 PM

QUOTE(TheCheshireKhajiit @ Mar 1 2017, 12:34 PM) *

So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?

I have not tried it in a while, but as I recall if you just use the SLM Player command at the command line it will take you to the face menu, in exactly the pose and position you were when you opened the console. So if you were looking at the back of your character's head when did it, that is all you would see. And you cannot move the camera around.

So you could back up to where you can get a good view of your character's entire body, then use the console command. That should work fine.

Posted by: TheCheshireKhajiit Mar 2 2017, 12:33 AM

QUOTE(SubRosa @ Mar 1 2017, 03:55 PM) *

QUOTE(TheCheshireKhajiit @ Mar 1 2017, 12:34 PM) *

So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?

I have not tried it in a while, but as I recall if you just use the SLM Player command at the command line it will take you to the face menu, in exactly the pose and position you were when you opened the console. So if you were looking at the back of your character's head when did it, that is all you would see. And you cannot move the camera around.

So you could back up to where you can get a good view of your character's entire body, then use the console command. That should work fine.

Aw man, Khajiit's console isn't working sad.gif

Posted by: TheCheshireKhajiit Mar 2 2017, 10:05 PM

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

Posted by: SubRosa Mar 3 2017, 12:20 AM

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Posted by: TheCheshireKhajiit Mar 3 2017, 12:31 AM

QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.

Posted by: SubRosa Mar 3 2017, 01:58 AM

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 06:31 PM) *

QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.

http://i.imgur.com/T8tZgOl.jpg

Posted by: TheCheshireKhajiit Mar 3 2017, 07:46 AM

QUOTE(SubRosa @ Mar 2 2017, 06:58 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 06:31 PM) *

QUOTE(SubRosa @ Mar 2 2017, 05:20 PM) *

QUOTE(TheCheshireKhajiit @ Mar 2 2017, 04:05 PM) *

*edit* Nevermind. Found it

New question:
If Khajiit was going to change the Combat Rifle's ammo type to 5.56 and make the ammo spawn on NPCs when they begin wielding the Combat Rifles, he is guessing he would first edit the weapon itself to use 5.56 instead of .45 and then he would have to find the Leveled Lists for the enemy variants that will spawn with the Combat Rifles and add 5.56 to their inventory list for ammo?

If you look at the Combat Rifle, it have a spot on it where you select what kind of ammo the NPCs who use it will drop. The kind of ammo the gun uses is in the lower left if I recall, and the ammo NPCs drop is in the lower right. So that is easy.

Good to know, thanks! Khajiit didn't notice the NPC part but he will look next time he loads the CK up.

http://i.imgur.com/T8tZgOl.jpg

Awesome! Thanks to your info Khajiit found exactly what he was looking for! Gracias!

Posted by: TheCheshireKhajiit Mar 3 2017, 09:46 PM

Khajiit is obsessed with http://www.nexusmods.com/fallout4/mods/12454/ mod that lets you lock doors and stuff.

Posted by: Cain Mar 3 2017, 09:48 PM

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *
Khajiit is obsessed with http://www.nexusmods.com/fallout4/mods/12454/ mod that lets you lock doors and stuff.

Ho boy. That's getting installed tonight! No more rando's wondering through my old Sanctuary house!! Many thanks for sharing, Khajiit!!

Posted by: TheCheshireKhajiit Mar 3 2017, 10:10 PM

QUOTE(Cain @ Mar 3 2017, 02:48 PM) *

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *
Khajiit is obsessed with http://www.nexusmods.com/fallout4/mods/12454/ mod that lets you lock doors and stuff.

Ho boy. That's getting installed tonight! No more rando's wondering through my old Sanctuary house!! Many thanks for sharing, Khajiit!!

Ja, no problem! It works great. Locks and unlocks with the click of a button. Tested it on dogmeat (he can open doors you know) by locking myself into the Red Rocket Station. He couldn't get in! You can lock containers too! This will be very useful. Khajiit once had a raider pick up a minigun from a container in the garage part of Red Rocket Truckstop. That wasn't fun!

Posted by: SubRosa Mar 3 2017, 11:22 PM

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *

Khajiit is obsessed with http://www.nexusmods.com/fallout4/mods/12454/ mod that lets you lock doors and stuff.

I thought Khajiit were obsessed with unlocking things... laugh.gif

Posted by: TheCheshireKhajiit Mar 3 2017, 11:47 PM

QUOTE(SubRosa @ Mar 3 2017, 04:22 PM) *

QUOTE(TheCheshireKhajiit @ Mar 3 2017, 03:46 PM) *

Khajiit is obsessed with http://www.nexusmods.com/fallout4/mods/12454/ mod that lets you lock doors and stuff.

I thought Khajiit were obsessed with unlocking things... laugh.gif

Bahahaha!

Posted by: SubRosa Mar 7 2017, 12:09 AM

http://www.nexusmods.com/fallout4/mods/22431/ = has some neat looking outfits. I thought the Bad Wolf tee was especially cute. smile.gif A lot of it is just reworking vanilla assets, which normally does not impress me. But I also see a lot of gray clothing. So there just might be something in there for Persephone.

http://www.nexusmods.com/fallout4/mods/6434 = gives you the option of making individual armor pieces invisible. I just ignored this at first. But then I realized that armor clips through a lot of outfits, which looks like crap. I noticed this with the Fatigues (as worn by Desdemona, not the military uniform). This would let you make the armor invisible and thusly fix that.

Posted by: TheCheshireKhajiit Mar 7 2017, 12:31 AM

QUOTE(SubRosa @ Mar 6 2017, 05:09 PM) *

http://www.nexusmods.com/fallout4/mods/22431/ = has some neat looking outfits. I thought the Bad Wolf tee was especially cute. smile.gif A lot of it is just reworking vanilla assets, which normally does not impress me. But I also see a lot of gray clothing. So there just might be something in there for Persephone.

http://www.nexusmods.com/fallout4/mods/6434 = gives you the option of making individual armor pieces invisible. I just ignored this at first. But then I realized that armor clips through a lot of outfits, which looks like crap. I noticed this with the Fatigues (as worn by Desdemona, not the military uniform). This would let you make the armor invisible and thusly fix that.

Khajiit eyed Eli's last night. May dl that soon.

Posted by: TheCheshireKhajiit Mar 8 2017, 11:10 AM

Khajiit is happy to report that he did not find an R91 until the battle of Concord. Gristle was carrying one. So that means either this one's alteration of the R91 mod's leveled list was successful, or it was just luck none of the lesser Raiders spawned with one (which Khajiit thinks is unlikely given the frequency it was spawning before).

Posted by: Cain Mar 8 2017, 02:00 PM

I need to do that, too. They are way too common. I have one on display, and gave one to everyone in Sanctuary already. Way too common.

Also, I'm giving this a try next: http://www.nexusmods.com/fallout4/mods/2393/. An NPC shouldn't survive a sneak attack headshot with a sniper rifle, especially on Survival mode.

Posted by: TheCheshireKhajiit Mar 8 2017, 06:17 PM

QUOTE(Cain @ Mar 8 2017, 07:00 AM) *

I need to do that, too. They are way too common. I have one on display, and gave one to everyone in Sanctuary already. Way too common.

Also, I'm giving this a try next: http://www.nexusmods.com/fallout4/mods/2393/. An NPC shouldn't survive a sneak attack headshot with a sniper rifle, especially on Survival mode.

Yeah that's really annoying! Khajiit also downloaded the Survival Options mod. It's pretty good. This one likes that you can adjust the necessities rates. The only one we tweaked was hunger as we thought it was way too fast. Just bumped it down 1. Didn't change any of the save options because you can get the "save item" and save whenever you want. May do the save over time option and set it to maximum time between saves just as a back up. Only thing this one doesn't like is the ever present "Survival Options Holotape" in our inventory. Really wish we could stuff it in a drawer.

Posted by: Cain Mar 8 2017, 06:27 PM

The holotape bothers me a bit, too. Haven't adjusted the food rate, but I may do that as well. The main thing I tweaked was carry weight.

Posted by: TheCheshireKhajiit Mar 8 2017, 06:36 PM

QUOTE(Cain @ Mar 8 2017, 11:27 AM) *

The holotape bothers me a bit, too. Haven't adjusted the food rate, but I may do that as well. The main thing I tweaked was carry weight.

Khajiit is really surprised the author didn't make it to where you could stash the holotape. We are running the "Take Cover" mod (which this one is probably going to remove because it's janky) and it's holotape can be thrown away or stashed.

Posted by: TheCheshireKhajiit Mar 8 2017, 08:55 PM

Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.

Posted by: SubRosa Mar 8 2017, 10:55 PM

QUOTE(TheCheshireKhajiit @ Mar 8 2017, 02:55 PM) *

Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.

Posted by: TheCheshireKhajiit Mar 8 2017, 11:31 PM

QUOTE(SubRosa @ Mar 8 2017, 03:55 PM) *

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.

Yeah Khajiit is very curious about that.

Messed with the "Raider" start too. It puts you at the power line tower thing north of Abernathy Farm. The Raiders there are "friendly" (they won't talk to you though), but others will attack. That was kind of neat.

Posted by: SubRosa Mar 9 2017, 01:18 AM

I found an article about Start Me Up http://www.gamefaceshow.com/2016/12/start-me-up-how-one-mod-fixes-fallout-4/. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.


http://www.nexusmods.com/fallout4/mods/18946 = The alternate start mod we were talking about above.

http://www.nexusmods.com/fallout4/mods/8251 = Because once you have played a zombie, there's no going back!

http://www.nexusmods.com/fallout4/mods/13627 = Adds a mirror you can build from the workshop. You can use it to change your face. I have tried it, and it works just fine with centering your camera via the .ini file. So you don't have to comment out the bApplyCameraNodeAnimations=0 line like you do before using a surgery chair. So if you are using a center camera mod, this is probably you best option for changing your face.

Posted by: TheCheshireKhajiit Mar 9 2017, 01:48 AM

QUOTE(SubRosa @ Mar 8 2017, 06:18 PM) *

I found an article about Start Me Up http://www.gamefaceshow.com/2016/12/start-me-up-how-one-mod-fixes-fallout-4/. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

http://www.nexusmods.com/fallout4/mods/18946 = The alternate start mod we were talking about above.

http://www.nexusmods.com/fallout4/mods/8251 = Because once you have played a zombie, there's no going back!

http://www.nexusmods.com/fallout4/mods/13627 = Adds a mirror you can build from the workshop. You can use it to change your face. I have not tried it yet, so I don't know how it plays with center camera mods. But it is an alternative to creating a mod to add the surgery chair to your character's lair.

Oooh! Good to know!

Posted by: Cain Mar 9 2017, 02:00 PM

Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

http://www.nexusmods.com/fallout4/mods/22528/ - adds a workshop, and links the crafting benches.
http://www.nexusmods.com/fallout4/mods/22516/ - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.

Posted by: TheCheshireKhajiit Mar 9 2017, 06:44 PM

QUOTE(Cain @ Mar 9 2017, 07:00 AM) *

Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

http://www.nexusmods.com/fallout4/mods/22528/ - adds a workshop, and links the crafting benches.
http://www.nexusmods.com/fallout4/mods/22516/ - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.

Yep that's a pretty good lookin shotty!

Posted by: TheCheshireKhajiit Mar 11 2017, 12:04 AM

QUOTE(SubRosa @ Mar 10 2017, 04:31 PM) *

TheCheshireKhajiit: Cool crossbow! Maybe someone will post a link to that in the mods topic... whistling.gif


http://www.nexusmods.com/fallout4/mods/10484/

Playing with http://www.nexusmods.com/fallout4/mods/3718/, trying to get it to work with CBBE so Khajiit can give the NPCs back the vanilla body.

Posted by: SubRosa Mar 11 2017, 03:11 AM

http://www.nexusmods.com/fallout4/mods/22536/ = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.

Posted by: TheCheshireKhajiit Mar 11 2017, 03:53 AM

QUOTE(SubRosa @ Mar 10 2017, 08:11 PM) *

http://www.nexusmods.com/fallout4/mods/22536/ = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.

That is a sweet looking gun! Did Khajiit mention that taking the R91 out of regular raiders leveled list solved the issue with every other low lvl Raider being equipped with one? Now only boss lvl Raiders will have a chance if carrying one. It may also spawn on certain Super Mutants and Gunners too.

Posted by: Winter Wolf Mar 11 2017, 04:45 AM

QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *

http://www.nexusmods.com/fallout4/mods/10484/


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif

Posted by: TheCheshireKhajiit Mar 11 2017, 05:17 AM

QUOTE(Winter Wolf @ Mar 10 2017, 09:45 PM) *

QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *

http://www.nexusmods.com/fallout4/mods/10484/


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif

No prob Wolfie! Sorry you can't use it right away, as the bow seems pretty solid as long as you aren't trying to fight a large scale battle with it (the crank to load takes a long time when you are on the roof of the Museum trying to take out Gristle's raider horde). Love your handle and avatar by the way!

Posted by: TheCheshireKhajiit Mar 11 2017, 06:19 AM

Khajiit was just thinking:
We can take bandannas and use them as gangsta face masks, but what about using them as head wraps? Has any one made a clothing mod that adds head wrap bandannas?

Posted by: SubRosa Mar 11 2017, 05:29 PM

I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.

Posted by: TheCheshireKhajiit Mar 11 2017, 07:15 PM

QUOTE(SubRosa @ Mar 11 2017, 10:29 AM) *

I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.

Exactly! Khajiit will dig through the clothing files and see if he can find some!

Posted by: SubRosa Mar 12 2017, 02:16 AM

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.

Posted by: TheCheshireKhajiit Mar 12 2017, 02:40 AM

QUOTE(SubRosa @ Mar 11 2017, 07:16 PM) *

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.

Posted by: TheCheshireKhajiit Mar 12 2017, 04:13 AM

This looks interesting for those (like Khajiit) who likes playing around with settlements:
http://www.nexusmods.com/fallout4/mods/21872/

Posted by: TheCheshireKhajiit Mar 12 2017, 05:46 AM

Oh ma gawd! http://www.nexusmods.com/fallout4/mods/8181/

Posted by: SubRosa Mar 12 2017, 08:11 PM

QUOTE(TheCheshireKhajiit @ Mar 11 2017, 09:40 PM) *

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.

I am reading through the comments on the mod, and someone else had the exact same issue of the 10mm and baton vanishing in the Vault 111 start. So it is not just you. Apparently Start Me Up alters the scripts associated with the weapons, and if you have another mod doing the same it causes a conflict that disables them. Putting Start Me Up last in your load order might fix it.

I am seeing what you mean about the Traits it adds as well. I created Persephone as a test last night, and I was underwhelmed by all the trait choices. I am tempted to just delete them all from the mod. But it might be easier just to ignore them, and continue using http://www.nexusmods.com/fallout4/mods/17858/.

Edit to add: I just created a new character with Start Me Up, and ignored the traits that came with it. http://www.nexusmods.com/fallout4/mods/17858/ still worked fine. Except that the two scripted places where you pick your traits for it never happen (when you talk to the Vault Tec salesman in Pre War, and at the Vault Exit). But you can open the console and do a search on mutagen. Add it to yourself, and use it. That brings up the menu to pick your traits. You can do this at any time or place.




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

Oh ma gawd! http://www.nexusmods.com/fallout4/mods/8181/

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 - http://www.nexusmods.com/fallout4/mods/19497 and http://www.nexusmods.com/fallout4/mods/21466 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. http://www.nexusmods.com/fallout4/mods/18821 is another outstanding looking Eastern-bloc style weapon, and there is a http://www.nexusmods.com/fallout4/mods/14687.

Posted by: TheCheshireKhajiit Mar 12 2017, 08:49 PM

QUOTE(SubRosa @ Mar 12 2017, 02:11 PM) *

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

Oh ma gawd! http://www.nexusmods.com/fallout4/mods/8181/

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 - http://www.nexusmods.com/fallout4/mods/19497 and http://www.nexusmods.com/fallout4/mods/21466 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. http://www.nexusmods.com/fallout4/mods/18821 is another outstanding looking Eastern-bloc style weapon, and there is a http://www.nexusmods.com/fallout4/mods/14687.

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 http://www.nexusmods.com/fallout4/mods/13283/.

Posted by: SubRosa Mar 13 2017, 03:47 AM

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...

Posted by: TheCheshireKhajiit Mar 13 2017, 06:05 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!).

Posted by: Cain Mar 13 2017, 12:48 PM

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?

Posted by: TheCheshireKhajiit Mar 13 2017, 05:32 PM

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.

Posted by: SubRosa Mar 13 2017, 10:33 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 http://www.nexusmods.com/fallout4/mods/15495 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 http://www.nexusmods.com/fallout4/mods/22536/, but I didn't like the sound of it firing. It was too high pitched.

http://www.nexusmods.com/fallout4/mods/8807 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.

Posted by: TheCheshireKhajiit Mar 14 2017, 03:49 AM

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 http://www.nexusmods.com/fallout4/mods/15495 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 http://www.nexusmods.com/fallout4/mods/22536/, but I didn't like the sound of it firing. It was too high pitched.

http://www.nexusmods.com/fallout4/mods/8807 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 http://www.nexusmods.com/fallout4/mods/21899/ mod?

Posted by: Cain Mar 14 2017, 12:33 PM

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?

Posted by: SubRosa Mar 14 2017, 06:11 PM

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...

Posted by: Cain Mar 14 2017, 06:36 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.



Posted by: TheCheshireKhajiit Mar 14 2017, 08:00 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?

Posted by: Cain Mar 14 2017, 08:02 PM

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!

Posted by: SubRosa Mar 14 2017, 08:19 PM

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.

Posted by: TheCheshireKhajiit Mar 15 2017, 08:45 PM

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!

Posted by: Cain Mar 15 2017, 10:06 PM

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!

Posted by: SubRosa Mar 15 2017, 10:44 PM

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).

Posted by: TheCheshireKhajiit Mar 15 2017, 11:15 PM

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!

Posted by: SubRosa Mar 17 2017, 01:14 AM

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

Has any one tried the http://www.nexusmods.com/fallout4/mods/21899/ 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.

Posted by: Cain Mar 17 2017, 01:23 AM

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

Posted by: TheCheshireKhajiit Mar 17 2017, 01:33 AM

QUOTE(SubRosa @ Mar 16 2017, 07:14 PM) *

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

Has any one tried the http://www.nexusmods.com/fallout4/mods/21899/ 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.

Posted by: SubRosa Mar 17 2017, 02:58 AM

http://www.nexusmods.com/fallout4/mods/22633/ = This is a handy save game editor that allows you to many things. I recently used it to view orphaned scripts and delete them. Much more easy to use than the other command line mod that did the same thing.

Posted by: TheCheshireKhajiit Mar 17 2017, 03:15 AM

QUOTE(SubRosa @ Mar 16 2017, 08:58 PM) *

http://www.nexusmods.com/fallout4/mods/22633/ = This is a handy save game editor that allows you to many things. I recently used it to view orphaned scripts and delete them. Much more easy to use than the other command line mod that did the same thing.

What are orphaned scripts?

Posted by: SubRosa Mar 17 2017, 04:34 AM

QUOTE(TheCheshireKhajiit @ Mar 16 2017, 10:15 PM) *

QUOTE(SubRosa @ Mar 16 2017, 08:58 PM) *

http://www.nexusmods.com/fallout4/mods/22633/ = This is a handy save game editor that allows you to many things. I recently used it to view orphaned scripts and delete them. Much more easy to use than the other command line mod that did the same thing.

What are orphaned scripts?

That is when you install a mod that has a script. Even after you delete the mod, the script continues running in memory. Usually it does not work of course, but it still runs. That leads to save game bloat and unexplained crashes.

That is why I don't like mods with scripts, and often don't use them.

Posted by: TheCheshireKhajiit Mar 17 2017, 04:44 AM

QUOTE(SubRosa @ Mar 16 2017, 10:34 PM) *

QUOTE(TheCheshireKhajiit @ Mar 16 2017, 10:15 PM) *

QUOTE(SubRosa @ Mar 16 2017, 08:58 PM) *

http://www.nexusmods.com/fallout4/mods/22633/ = This is a handy save game editor that allows you to many things. I recently used it to view orphaned scripts and delete them. Much more easy to use than the other command line mod that did the same thing.

What are orphaned scripts?

That is when you install a mod that has a script. Even after you delete the mod, the script continues running in memory. Usually it does not work of course, but it still runs. That leads to save game bloat and unexplained crashes.

That is why I don't like mods with scripts, and often don't use them.

Gotcha!

Posted by: TheCheshireKhajiit Mar 17 2017, 05:48 AM

So, Khajiit was looking at the R91 in third person and noticed a weird square shaped "void" in the receiver. Also, some Gunners spawned with pink non-textured versions of the gun using something called "used wood stock" or something like that. Funny thing is, when it's applied to the gun it's called that, but when it is a mod in an inventory it's called "polymer stock". Something got crossways with it. Khajiit doesn't feel it needs yet another wood texture, so this one is going to see if he can delete it in the CK.

*Update
Reinstalling the textures manually seemed to fix the pink rifle issue. Still has the "void" though.

Posted by: TheCheshireKhajiit Mar 17 2017, 11:53 PM

So umm, Khajiit's Antivirus decided that LOOT contains a malicious file, so it's blocked. How can Khajiit sort his load orders if LOOT is blocked?!

Posted by: SubRosa Mar 18 2017, 12:46 AM

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 06:53 PM) *

So umm, Khajiit's Antivirus decided that LOOT contains a malicious file, so it's blocked. How can Khajiit sort his load orders if LOOT is blocked?!

You should be able to make an exception for it in you anti virus software. But failing that, just sort it yourself. I have never used LOOT. Since over half the mods I use are my own - and thusly it does not know what to do with them - it is useless to me.

Posted by: TheCheshireKhajiit Mar 18 2017, 01:46 AM

QUOTE(SubRosa @ Mar 17 2017, 06:46 PM) *

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 06:53 PM) *

So umm, Khajiit's Antivirus decided that LOOT contains a malicious file, so it's blocked. How can Khajiit sort his load orders if LOOT is blocked?!

You should be able to make an exception for it in you anti virus software. But failing that, just sort it yourself. I have never used LOOT. Since over half the mods I use are my own - and thusly it does not know what to do with them - it is useless to me.

How do you sort them yourself if you don't know what conflicts with what?

Posted by: SubRosa Mar 18 2017, 03:10 AM

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 08:46 PM) *

QUOTE(SubRosa @ Mar 17 2017, 06:46 PM) *

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 06:53 PM) *

So umm, Khajiit's Antivirus decided that LOOT contains a malicious file, so it's blocked. How can Khajiit sort his load orders if LOOT is blocked?!

You should be able to make an exception for it in you anti virus software. But failing that, just sort it yourself. I have never used LOOT. Since over half the mods I use are my own - and thusly it does not know what to do with them - it is useless to me.

How do you sort them yourself if you don't know what conflicts with what?

Elementary my dear Watson. If you note that Mod A does not work when it is high in your load order, but it does when it is at the bottom of your load order, then obviously something in between is conflicting. Think of what Mod A does. Now think which of those between do the same? To get more specific information, just start the CK, go to each mod you are suspicious of and select it, and click the Details button. That will show you every single record that mod alters. Note that you don't have to actually load the mod in the CK to do this.

Posted by: TheCheshireKhajiit Mar 18 2017, 05:19 PM

QUOTE(SubRosa @ Mar 17 2017, 09:10 PM) *

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 08:46 PM) *

QUOTE(SubRosa @ Mar 17 2017, 06:46 PM) *

QUOTE(TheCheshireKhajiit @ Mar 17 2017, 06:53 PM) *

So umm, Khajiit's Antivirus decided that LOOT contains a malicious file, so it's blocked. How can Khajiit sort his load orders if LOOT is blocked?!

You should be able to make an exception for it in you anti virus software. But failing that, just sort it yourself. I have never used LOOT. Since over half the mods I use are my own - and thusly it does not know what to do with them - it is useless to me.

How do you sort them yourself if you don't know what conflicts with what?

Elementary my dear Watson. If you note that Mod A does not work when it is high in your load order, but it does when it is at the bottom of your load order, then obviously something in between is conflicting. Think of what Mod A does. Now think which of those between do the same? To get more specific information, just start the CK, go to each mod you are suspicious of and select it, and click the Details button. That will show you every single record that mod alters. Note that you don't have to actually load the mod in the CK to do this.
Oh ok. Khajiit will give that a try if he runs into problems. Thanks!

Posted by: TheCheshireKhajiit Mar 21 2017, 04:44 PM

A couple of stand alone http://www.nexusmods.com/fallout4/mods/22830/ rifles popped up recently on Nexus. One of them is a FAMAS! Khajiit generally likes the looks of this, but he is not so sure about the bipods you can get for the weapons.

Posted by: Cain Mar 22 2017, 05:23 PM

Here's a good one, if you think the Legendary system is dumb:
http://www.nexusmods.com/fallout4/mods/22940/

Posted by: TheCheshireKhajiit Mar 22 2017, 06:19 PM

QUOTE(Cain @ Mar 22 2017, 11:23 AM) *

Here's a good one, if you think the Legendary system is dumb:
http://www.nexusmods.com/fallout4/mods/22940/

How do you get legendary weapons and armor if the enemies don't spawn? Some of those legendary items are very useful!

Posted by: Cain Mar 22 2017, 06:25 PM

Well, there are a few hand placed ones that it doesn't affect, but there's a number of players out there who don't like the Legendary system. I know of a few that just ignore them, because they don't really fit the game world. It's almost like having enchanted guns.

Posted by: TheCheshireKhajiit Mar 22 2017, 06:55 PM

Khajiit gets that with the ones that deal elemental damage (although Khajiit doesn't remember many complaints about the Chinese Pistol that set folks on fire in F3), but the ones like double shot, rapid fire, [insert monster here] slayer could be thought of as quirks that come up rarely in the world.

Posted by: Cain Mar 22 2017, 08:35 PM

True dat! I'm okay with the legendary system. Most of my characters inevitably end up buying Overseer's Guardian, just to get the tow shot prefix.

Remy's sniper rifle in my survival build is an upgraded M14 w/ that effect. Together with her current perks, it deals 230 damage.

I think she has 3/5 Rifleman and one rank of Sandman.

Posted by: TheCheshireKhajiit Mar 22 2017, 10:59 PM

QUOTE(Cain @ Mar 22 2017, 02:35 PM) *

True dat! I'm okay with the legendary system. Most of my characters inevitably end up buying Overseer's Guardian, just to get the tow shot prefix.

Remy's sniper rifle in my survival build is an upgraded M14 w/ that effect. Together with her current perks, it deals 230 damage.

I think she has 3/5 Rifleman and one rank of Sandman.

No Ninja perk? That's like the first one Kim-Ly got, lol

Posted by: Cain Mar 23 2017, 12:37 PM

QUOTE(TheCheshireKhajiit @ Mar 22 2017, 05:59 PM) *
QUOTE(Cain @ Mar 22 2017, 02:35 PM) *

True dat! I'm okay with the legendary system. Most of my characters inevitably end up buying Overseer's Guardian, just to get the tow shot prefix.

Remy's sniper rifle in my survival build is an upgraded M14 w/ that effect. Together with her current perks, it deals 230 damage.

I think she has 3/5 Rifleman and one rank of Sandman.

No Ninja perk? That's like the first one Kim-Ly got, lol

Not yet! My agility is only at 4, I think. I went for a broader build, rather than a specialized build. Right now, she is at -

S: 3
P: 4
E: 5
C: 6
I: 6
A: 4
L: 3


Posted by: TheCheshireKhajiit Mar 23 2017, 05:17 PM

QUOTE(Cain @ Mar 23 2017, 06:37 AM) *

Not yet! My agility is only at 4, I think. I went for a broader build, rather than a specialized build. Right now, she is at -

S: 3
P: 4
E: 5
C: 6
I: 6
A: 4
L: 3

Oh ok gotcha. Khajiit has a bad habit of metagaming the stats. He knows he can get the SPECIAL book and the perception bobblhead early so he skimps on Perception. Kim-Ly's starting stats were:
S: 3
P: 3
E: 3
C: 4
I: 5
A: 7
L: 3

Since then she's added +1 to Charisma via SPECIAL book, +1 to perception via bobblehead, and +1 to Intelligence by training perk.

Posted by: Cain Mar 23 2017, 05:54 PM

I tend to metagame the SPECIAL book, too, but for endurance. I like getting the Aquaboy/girl perk early.

Posted by: TheCheshireKhajiit Mar 23 2017, 06:14 PM

Has anyone here ever had a gun lock up in VATS? So, Kim-Ly is traveling around, hunting for Raiders with her trusty (or so we thought) AK 2047. Love this gun. Tweaked it a little in the CK to make it fire a little faster and dropped its damage down to be on par with a vanilla Assault Rifle. Well, when queing up multiple shots in VATS, the first shot fires and then, nothing. The slow motion interface continued to play but the follow up shots never fired. It's not the game either because we tested it with the R91 at Abernathy and it performed flawlessly so it must be something with the AK 2047. Perhaps when Khajiit tweaked the gun it caused a problem?

Posted by: Cain Mar 23 2017, 06:17 PM

Definitely something with the AK. I used a minigun in VATS recently, and it worked perfectly.

Posted by: TheCheshireKhajiit Mar 23 2017, 06:20 PM

QUOTE(Cain @ Mar 23 2017, 12:17 PM) *

Definitely something with the AK. I used a minigun in VATS recently, and it worked perfectly.

Love yer big boo!

Khajiit is going to read up on altering guns in CK to see if changing things will effect VATS performance.

*Update*
It definitely comes from altering the gun. Khajiit reinstalled the mod and the AK 2047 worked fine in VATS. Then when he went into the CK and reduced the damage and increased the rate of fire and went back to the game, it did the hang up thing again. This one is at a loss of why this would take place.

Posted by: Cain Mar 23 2017, 08:21 PM

QUOTE(TheCheshireKhajiit @ Mar 23 2017, 01:20 PM) *
QUOTE(Cain @ Mar 23 2017, 12:17 PM) *

Definitely something with the AK. I used a minigun in VATS recently, and it worked perfectly.

Love yer big boo!

Khajiit is going to read up on altering guns in CK to see if changing things will effect VATS performance.

*Update*
It definitely comes from altering the gun. Khajiit reinstalled the mod and the AK 2047 worked fine in VATS. Then when he went into the CK and reduced the damage and increased the rate of fire and went back to the game, it did the hang up thing again. This one is at a loss of why this would take place.

Thanks!

Weird......wonder why it affects VATS.

Posted by: TheCheshireKhajiit Mar 23 2017, 08:32 PM

QUOTE(Cain @ Mar 23 2017, 02:21 PM) *

QUOTE(TheCheshireKhajiit @ Mar 23 2017, 01:20 PM) *
QUOTE(Cain @ Mar 23 2017, 12:17 PM) *

Definitely something with the AK. I used a minigun in VATS recently, and it worked perfectly.

Love yer big boo!

Khajiit is going to read up on altering guns in CK to see if changing things will effect VATS performance.

*Update*
It definitely comes from altering the gun. Khajiit reinstalled the mod and the AK 2047 worked fine in VATS. Then when he went into the CK and reduced the damage and increased the rate of fire and went back to the game, it did the hang up thing again. This one is at a loss of why this would take place.

Thanks!

Weird......wonder why it affects VATS.

No clue. Unless Subrosa or someone comes here with some insight, Khajiit is going to test it on the Combat Rifle (has the same stats) when he gets home tonight to see if it's something this one isn't doing right or the mod.

Posted by: SubRosa Mar 23 2017, 10:26 PM

That is weird. Changing the damage would not effect VATS. How did you change the rate of fire? Was it by changing the Speed entry in the Game Data tab? Or did you go into the OMOD files for the Receivers, and change the fspeed Property Modifier? I think the latter is probably the ideal way to do it.

I am looking at the vanilla assault rifle, and the Standard Receiver (Semi-Auto) does not have the fspeed modifier at all in its OMOD.

The Fast Trigger Receiver does not have it either, but it does have fAttackDelaySec of -0.3333.

Then the Automatic Receivers have fspeed of 1.25.

I would try to set your Receiver OMODs to one of the three for Semi-Auto, faster Semi-Auto, and Full Auto.

One thing I have found to be handy is to look at the top of the OMOD list, and you will see a ton of entries named AAA_mod_Template_**** Those are handy to compare with and even directly copy for the OMODs in modded guns. You just have to make a copy, rename it, and change the Editor ID keyword for you new gun. I wish more modders had done this with their guns.

Posted by: TheCheshireKhajiit Mar 24 2017, 12:21 AM

QUOTE(SubRosa @ Mar 23 2017, 04:26 PM) *

That is weird. Changing the damage would not effect VATS. How did you change the rate of fire? Was it by changing the Speed entry in the Game Data tab? Or did you go into the OMOD files for the Receivers, and change the fspeed Property Modifier? I think the latter is probably the ideal way to do it.

I am looking at the vanilla assault rifle, and the Standard Receiver (Semi-Auto) does not have the fspeed modifier at all in its OMOD.

The Fast Trigger Receiver does not have it either, but it does have fAttackDelaySec of -0.3333.

Then the Automatic Receivers have fspeed of 1.25.

I would try to set your Receiver OMODs to one of the three for Semi-Auto, faster Semi-Auto, and Full Auto.

One thing I have found to be handy is to look at the top of the OMOD list, and you will see a ton of entries named AAA_mod_Template_**** Those are handy to compare with and even directly copy for the OMODs in modded guns. You just have to make a copy, rename it, and change the Editor ID keyword for you new gun. I wish more modders has done this with their guns.

Well, this one changed it on the gun itself's stats. Attack delay is the stat. This gun (like Combat Rifles), was set to .3 and Khajiit changed it to .25. Did what it was supposed to outside of VATS; it was definitely faster on the trigger.

Posted by: SubRosa Mar 24 2017, 01:02 AM

QUOTE(TheCheshireKhajiit @ Mar 23 2017, 07:21 PM) *

QUOTE(SubRosa @ Mar 23 2017, 04:26 PM) *

That is weird. Changing the damage would not effect VATS. How did you change the rate of fire? Was it by changing the Speed entry in the Game Data tab? Or did you go into the OMOD files for the Receivers, and change the fspeed Property Modifier? I think the latter is probably the ideal way to do it.

I am looking at the vanilla assault rifle, and the Standard Receiver (Semi-Auto) does not have the fspeed modifier at all in its OMOD.

The Fast Trigger Receiver does not have it either, but it does have fAttackDelaySec of -0.3333.

Then the Automatic Receivers have fspeed of 1.25.

I would try to set your Receiver OMODs to one of the three for Semi-Auto, faster Semi-Auto, and Full Auto.

One thing I have found to be handy is to look at the top of the OMOD list, and you will see a ton of entries named AAA_mod_Template_**** Those are handy to compare with and even directly copy for the OMODs in modded guns. You just have to make a copy, rename it, and change the Editor ID keyword for you new gun. I wish more modders has done this with their guns.

Well, this one changed it on the gun itself's stats. Attack delay is the stat. This gun (like Combat Rifles), was set to .3 and Khajiit changed it to .25. Did what it was supposed to outside of VATS; it was definitely faster on the trigger.

Given what happened in VATS, I suggest putting the Attack Delay back to the original value, and change the OMODs instead.

Posted by: TheCheshireKhajiit Mar 24 2017, 03:02 AM

QUOTE(SubRosa @ Mar 23 2017, 07:02 PM) *

QUOTE(TheCheshireKhajiit @ Mar 23 2017, 07:21 PM) *

QUOTE(SubRosa @ Mar 23 2017, 04:26 PM) *

That is weird. Changing the damage would not effect VATS. How did you change the rate of fire? Was it by changing the Speed entry in the Game Data tab? Or did you go into the OMOD files for the Receivers, and change the fspeed Property Modifier? I think the latter is probably the ideal way to do it.

I am looking at the vanilla assault rifle, and the Standard Receiver (Semi-Auto) does not have the fspeed modifier at all in its OMOD.

The Fast Trigger Receiver does not have it either, but it does have fAttackDelaySec of -0.3333.

Then the Automatic Receivers have fspeed of 1.25.

I would try to set your Receiver OMODs to one of the three for Semi-Auto, faster Semi-Auto, and Full Auto.

One thing I have found to be handy is to look at the top of the OMOD list, and you will see a ton of entries named AAA_mod_Template_**** Those are handy to compare with and even directly copy for the OMODs in modded guns. You just have to make a copy, rename it, and change the Editor ID keyword for you new gun. I wish more modders has done this with their guns.

Well, this one changed it on the gun itself's stats. Attack delay is the stat. This gun (like Combat Rifles), was set to .3 and Khajiit changed it to .25. Did what it was supposed to outside of VATS; it was definitely faster on the trigger.

Given what happened in VATS, I suggest putting the Attack Delay back to the original value, and change the OMODs instead.

Yeah, Khajiit will definitely try that. This one just presumed that attack speed would be the same like how it takes into consideration how different receivers cause different damage (like standard vs. automatic) when you simply change the base damage.

Posted by: TheCheshireKhajiit Mar 24 2017, 06:44 AM

Ok, so looking at the AK2047, it says in game that the rate of fire= 0.

Looking at the object mods for the gun, Khajiit has no idea what any of this means.

*Update*
Ok this is frickin janky as hell! The mod works fine when you install it and play the game. However, if you go into the CK and save the mod (even without actually changing anything), it will change the fire rate on the in game stat list to 0 and will do the weird one shot VATS thing. Also, when first loading up the mod in the CK it displays https://i.imgur.com/6ioX2jT.jpg message.

Posted by: SubRosa Mar 24 2017, 09:33 PM

Don't worry about the error message. Every mod will display about 400 - 500 or so at start up. It does not mean anything is wrong. That is just the way the Creation Kit is built. It will do the same just loading up the Fallout4.esm file.

The other part I am not sure about. I think I might have to download it to see what is happening.

Posted by: TheCheshireKhajiit Mar 25 2017, 12:30 AM

QUOTE(SubRosa @ Mar 24 2017, 03:33 PM) *

The other part I am not sure about. I think I might have to download it to see what is happening.

It's very strange. Why would simply saving the mod in the CK affect the weapon?

Posted by: SubRosa Mar 25 2017, 03:48 PM

QUOTE(TheCheshireKhajiit @ Mar 24 2017, 07:30 PM) *

QUOTE(SubRosa @ Mar 24 2017, 03:33 PM) *

The other part I am not sure about. I think I might have to download it to see what is happening.

It's very strange. Why would simply saving the mod in the CK affect the weapon?

It should not. But that is one way that dirty edits happen. The Creation Kits are not the most stable toolsets.

Posted by: TheCheshireKhajiit Mar 25 2017, 05:13 PM

In other news, Kim-Ly found an M9 pistol! It was invisible though so it looks like Khajiit needs to reinstall the meshes and textures

Posted by: SubRosa Mar 25 2017, 05:46 PM

QUOTE(TheCheshireKhajiit @ Mar 25 2017, 12:13 PM) *

In other news, Kim-Ly found an M9 pistol! It was invisible though

I could see how that would be handy in real life... wink.gif

Posted by: SubRosa Mar 25 2017, 06:06 PM

I installed the AK 2047 mod, and tried changing the Attack Delay. It did the exact same thing in VATS: firing one shot, and then nothing. I have no idea why. I put it down to a 'feature' of the game.

But I found the default receiver - mod_AK2047_Rec_Def - and I added fAttackDelaySec of -0.3333 to the Property Modifiers. That worked fine in the game. The same as any Hair Trigger Receiver.

While I was at it I found a mistake in the mod. That default receiver is actually the most powerful damage receiver. In turn what is listed as the most powerful damage receiver is actually the weakest damage, and should be the default one. TBH, it looks like a poorly done mod, even in just the appearance. There are much better-looking AK mods out there.

Posted by: TheCheshireKhajiit Mar 25 2017, 06:51 PM

QUOTE(SubRosa @ Mar 25 2017, 12:06 PM) *

I installed the AK 2047 mod, and tried changing the Attack Delay. It did the exact same thing in VATS: firing one shot, and then nothing. I have no idea why. I put it down to a 'feature' of the game.

But I found the default receiver - mod_AK2047_Rec_Def - and I added fAttackDelaySec of -0.3333 to the Property Modifiers. That worked fine in the game. The same as any Hair Trigger Receiver.

While I was at it I found a mistake in the mod. That default receiver is actually the most powerful damage receiver. In turn what is listed as the most powerful damage receiver is actually the weakest damage, and should be the default one. TBH, it looks like a poorly done mod, even in just the appearance. There are much better-looking AK mods out there.

Yeah the mod structure itself seems janky, though Khajiit actually likes the look of the gun, so different strokes in that respect. The texture is weird looking but there are some pretty good retextures for it. Kim-Ly discovered a Chinese Assault Rifle for sale at Arturo's so really she's just using the AK 2047 as a wallhanger.

Posted by: TheCheshireKhajiit Mar 26 2017, 10:34 PM

Hey Subs, what "traits" mod do you use?

Posted by: SubRosa Mar 27 2017, 01:24 AM

I use http://www.nexusmods.com/fallout4/mods/17858/. It has two scripted points where it allows you to pick your traits. The first is when the Vault-Tec salesman comes to talk to you Pre War. But that causes all the dialogue to stop and just halts the game there. So I leave it turned off until after that. The next point it asks you to pick your traits is at the Vault Exit.

But you can still use it even if you are beyond that point. Just open the console and do a search on the word mutagen. Get the id for it, and then click on it in your inventory to use it. That will start the Trait selection process. You can do that any number of times in the game to add or remove traits.

Posted by: TheCheshireKhajiit Mar 27 2017, 01:54 AM

QUOTE(SubRosa @ Mar 26 2017, 07:24 PM) *

I use http://www.nexusmods.com/fallout4/mods/17858/. It has two scripted points where it allows you to pick your traits. The first is when the Vault-Tec salesman comes to talk to you Pre War. But that causes all the dialogue to stop and just halts the game there. So I leave it turned off until after that. The next point it asks you to pick your traits is at the Vault Exit.

But you can still use it even if you are beyond that point. Just open the console and do a search on the word mutagen. Get the id for it, and then click on it in your inventory to use it. That will start the Trait selection process. You can do that any number of times in the game to add or remove traits.

Does it play nice with Start Me Up? Also, if you take a trait that alters a SPECIAL stat, does it count towards your perk acquisition?

Posted by: SubRosa Mar 27 2017, 03:06 AM

It works just fine with StartMeUp. I used both with Hecate with no problems. I do suggest you not use the traits from StartMeUp though.

I am not sure what you mean about counting towards perk acquisition? The traits you pick work like perks, and are listed with them. But taking traits won't prevent you from getting your 1 perk per level.

Posted by: TheCheshireKhajiit Mar 27 2017, 03:39 AM

QUOTE(SubRosa @ Mar 26 2017, 09:06 PM) *

It works just fine with StartMeUp. I used both with Hecate with no problems. I do suggest you not use the traits from StartMeUp though.

I am not sure what you mean about counting towards perk acquisition? The traits you pick work like perks, and are listed with them. But taking traits won't prevent you from getting your 1 perk per level.

To the first, that is great news.

What Khajiit meant was, for instance, if you set your character's agility to 6 and then take Small Frame (which has a +1 to Agility, according to the mod description), will you be able to get Ninja right away or is it just an extra bonus such as with clothing (and therefore leaving agility level 7 perk Ninja locked)? This one is pretty sure that in New Vegas the trait bonuses counted towards unlocking perks.

Posted by: SubRosa Mar 27 2017, 03:43 AM

QUOTE(TheCheshireKhajiit @ Mar 26 2017, 10:39 PM) *

QUOTE(SubRosa @ Mar 26 2017, 09:06 PM) *

It works just fine with StartMeUp. I used both with Hecate with no problems. I do suggest you not use the traits from StartMeUp though.

What Khajiit meant was, for instance, if you set your character's agility to 6 and then take Small Frame (which has a +1 to Agility, according to the mod description), will you be able to get Ninja right away or is it just an extra bonus such as with clothing (and therefore leaving agility level 7 perk Ninja locked)? This one is pretty sure that in New Vegas the trait bonuses counted towards unlocking perks.

Oh. I do not know. Try it and tell us how it works!

Posted by: TheCheshireKhajiit Mar 27 2017, 03:45 AM

QUOTE(SubRosa @ Mar 26 2017, 09:43 PM) *

QUOTE(TheCheshireKhajiit @ Mar 26 2017, 10:39 PM) *

QUOTE(SubRosa @ Mar 26 2017, 09:06 PM) *

It works just fine with StartMeUp. I used both with Hecate with no problems. I do suggest you not use the traits from StartMeUp though.

What Khajiit meant was, for instance, if you set your character's agility to 6 and then take Small Frame (which has a +1 to Agility, according to the mod description), will you be able to get Ninja right away or is it just an extra bonus such as with clothing (and therefore leaving agility level 7 perk Ninja locked)? This one is pretty sure that in New Vegas the trait bonuses counted towards unlocking perks.

Oh. I do not know. Try it and tell us how it works!

Will do!

*update*
Encountered a glitch with it where if you are talking to the Vault-Tec rep at the beginning after you pick a trait or try to see what one does it exits the menu but not the dialogue interface but nobody is able to say anything. Start Me Up should be a great way around that because even if you want to follow Beth's story you can skip ahead to outside your cryo pod.

*update 2*
Well Traits for Fallout4 doesn't make the SPECIAL bonus count towards perks either. Don't need two different mods that do the same thing and Start Me Up does so much more, so this one is deleting Traits for Fallout4.

Posted by: TheCheshireKhajiit Mar 28 2017, 08:54 PM

Does anyone here use http://www.nexusmods.com/fallout4/mods/23064/ mod or any others by this author?

Posted by: SubRosa Mar 28 2017, 11:24 PM

QUOTE(TheCheshireKhajiit @ Mar 26 2017, 10:45 PM) *

QUOTE(SubRosa @ Mar 26 2017, 09:43 PM) *

QUOTE(TheCheshireKhajiit @ Mar 26 2017, 10:39 PM) *

QUOTE(SubRosa @ Mar 26 2017, 09:06 PM) *

It works just fine with StartMeUp. I used both with Hecate with no problems. I do suggest you not use the traits from StartMeUp though.

What Khajiit meant was, for instance, if you set your character's agility to 6 and then take Small Frame (which has a +1 to Agility, according to the mod description), will you be able to get Ninja right away or is it just an extra bonus such as with clothing (and therefore leaving agility level 7 perk Ninja locked)? This one is pretty sure that in New Vegas the trait bonuses counted towards unlocking perks.

Oh. I do not know. Try it and tell us how it works!

Will do!

*update*
Encountered a glitch with it where if you are talking to the Vault-Tec rep at the beginning after you pick a trait or try to see what one does it exits the menu but not the dialogue interface but nobody is able to say anything. Start Me Up should be a great way around that because even if you want to follow Beth's story you can skip ahead to outside your cryo pod.

*update 2*
Well Traits for Fallout4 doesn't make the SPECIAL bonus count towards perks either. Don't need two different mods that do the same thing and Start Me Up does so much more, so this one is deleting Traits for Fallout4.

be cautious with the traits from startmeup. I tried using the four eyes trait from it, and it did not work. it did not recognize her glasses as being glasses, even though they were a pair of vanilla glasses.

QUOTE(TheCheshireKhajiit @ Mar 28 2017, 03:54 PM) *

Does anyone here use http://www.nexusmods.com/fallout4/mods/23064/ mod or any others by this author?

I tried the If-88 from a standalone mod, and it did not do anything for me. I don't recall any issues with it though.

Posted by: TheCheshireKhajiit Mar 28 2017, 11:55 PM

QUOTE(SubRosa @ Mar 28 2017, 05:24 PM) *

be caurious with the trats from startmeup. i tried using the four eyes frait from it, and it did not work. it did not recognize her glasses as being glasses, even though they were a pair of vanilla glasses.
Yeah Khajiit decided to keep it after all!
QUOTE(SubRosa @ Mar 28 2017, 05:24 PM) *

i tried the if-88 from a standalone mod, and it did not do anything for me. i don't recall any issues with it though.
Good to know. Was just curious if it was worth downloading.

Posted by: TheCheshireKhajiit Mar 29 2017, 04:11 AM

In absence of a true SKS mod, Khajiit will be trying the http://www.nexusmods.com/fallout4/mods/22017/ mod.

Posted by: SubRosa Mar 29 2017, 05:36 PM

I have that one too, though I have not actually used it yet. The textures are outstanding. The same modder made the M1 Garand mod.

Posted by: TheCheshireKhajiit Mar 29 2017, 05:46 PM

QUOTE(SubRosa @ Mar 29 2017, 11:36 AM) *

I have that one too, though I have not actually used it yet. The textures are outstanding. The same modder made the M1 Garand mod.

Yeah Khajiit may pick up the Garand as well.

Posted by: SubRosa Apr 2 2017, 02:27 AM

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Posted by: TheCheshireKhajiit Apr 2 2017, 03:03 AM

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Posted by: TheCheshireKhajiit Apr 8 2017, 06:56 PM

Snap! Found a unique SVT-40 rifle during my travels near Diamond City! Love this gun! It's so well done! Can't say enough good about the sounds, look and feel of the gun! Very good!

Posted by: SubRosa Apr 9 2017, 01:47 AM

QUOTE(TheCheshireKhajiit @ Apr 1 2017, 10:03 PM) *

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Melee combat is clunky, especially compared to Skyrim or even Oblivion. I did find one thing that helps. By adding "Anims1hmShortWeapon" to your weapon's keywords field. Don't remove the other animation keywords, just add that one as well. That gives you a much faster attack. It may not sound like much, but makes melee combat dramatically better. Persephone used to struggle with Mirelurks. Fighting just one would literally take minutes. After adding that keyword to Malediction it is over in 5 -10 seconds.

Posted by: TheCheshireKhajiit Apr 9 2017, 02:49 AM

QUOTE(SubRosa @ Apr 8 2017, 07:47 PM) *

QUOTE(TheCheshireKhajiit @ Apr 1 2017, 10:03 PM) *

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Melee combat is clunky, especially compared to Skyrim or even Oblivion. I did find one thing that helps. By adding "Anims1hmShortWeapon" to your weapon's keywords field. Don't remove the other animation keywords, just add that one as well. That gives you a much faster attack. It may not sound like much, but makes melee combat dramatically better. Persephone used to struggle with Mirelurks. Fighting just one would literally take minutes. After adding that keyword to Malediction it is over in 5 -10 seconds.

So it basically gives all weapons (that you add the line to) the speed of, say, a combat knife?

Posted by: SubRosa Apr 9 2017, 04:59 AM

QUOTE(TheCheshireKhajiit @ Apr 8 2017, 09:49 PM) *

QUOTE(SubRosa @ Apr 8 2017, 07:47 PM) *

QUOTE(TheCheshireKhajiit @ Apr 1 2017, 10:03 PM) *

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Melee combat is clunky, especially compared to Skyrim or even Oblivion. I did find one thing that helps. By adding "Anims1hmShortWeapon" to your weapon's keywords field. Don't remove the other animation keywords, just add that one as well. That gives you a much faster attack. It may not sound like much, but makes melee combat dramatically better. Persephone used to struggle with Mirelurks. Fighting just one would literally take minutes. After adding that keyword to Malediction it is over in 5 -10 seconds.

So it basically gives all weapons (that you add the line to) the speed of, say, a combat knife?

Yes. I found the Anims1HMWeapon that most one-handed melee weapons use makes them too slow to really fight with. The time between you clicking the button to attack and your character actually swinging their sword is so long that half the time the enemy has moved out of range and you miss completely. Or they block it with ease. It makes melee combat really frustrating.

But the quicker animation fixes that. You can actually hit people before they move around you or back up. There is also a Stab animation keyword you can add as well, that gives you some nice thrusts too. By using the standard Anims1HMWeapon keyword, plus the ShortWeapon keyword, and the stab, you get a nice variety in moves.

Posted by: TheCheshireKhajiit Apr 9 2017, 05:20 AM

QUOTE(SubRosa @ Apr 8 2017, 10:59 PM) *

QUOTE(TheCheshireKhajiit @ Apr 8 2017, 09:49 PM) *

QUOTE(SubRosa @ Apr 8 2017, 07:47 PM) *

QUOTE(TheCheshireKhajiit @ Apr 1 2017, 10:03 PM) *

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Melee combat is clunky, especially compared to Skyrim or even Oblivion. I did find one thing that helps. By adding "Anims1hmShortWeapon" to your weapon's keywords field. Don't remove the other animation keywords, just add that one as well. That gives you a much faster attack. It may not sound like much, but makes melee combat dramatically better. Persephone used to struggle with Mirelurks. Fighting just one would literally take minutes. After adding that keyword to Malediction it is over in 5 -10 seconds.

So it basically gives all weapons (that you add the line to) the speed of, say, a combat knife?

Yes. I found the Anims1HMWeapon that most one-handed melee weapons use makes them too slow to really fight with. The time between you clicking the button to attack and your character actually swinging their sword is so long that half the time the enemy has moved out of range and you miss completely. Or they block it with ease. It makes melee combat really frustrating.

But the quicker animation fixes that. You can actually hit people before they move around you or back up. There is also Stab animation keyword you can add as well, that gives you some nice thrusts too. By using the standard Anims1HMWeapon keyword, plus the ShortWeapon keyword, and the stab, you get a nice variety in moves.
A stab? Is it just a variation of the normal attack? Khajiit thinks he's noticed it on the switchblade

Posted by: SubRosa Apr 9 2017, 05:38 PM

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 12:20 AM) *

QUOTE(SubRosa @ Apr 8 2017, 10:59 PM) *

QUOTE(TheCheshireKhajiit @ Apr 8 2017, 09:49 PM) *

QUOTE(SubRosa @ Apr 8 2017, 07:47 PM) *

QUOTE(TheCheshireKhajiit @ Apr 1 2017, 10:03 PM) *

QUOTE(SubRosa @ Apr 1 2017, 08:27 PM) *

http://www.nexusmods.com/fallout4/mods/9863 = Adds an outstanding longsword to the game.

Khajiit has never been too keen on the melee combat in Fallout4. The few times he tried it, it just felt clunky to him.

Melee combat is clunky, especially compared to Skyrim or even Oblivion. I did find one thing that helps. By adding "Anims1hmShortWeapon" to your weapon's keywords field. Don't remove the other animation keywords, just add that one as well. That gives you a much faster attack. It may not sound like much, but makes melee combat dramatically better. Persephone used to struggle with Mirelurks. Fighting just one would literally take minutes. After adding that keyword to Malediction it is over in 5 -10 seconds.

So it basically gives all weapons (that you add the line to) the speed of, say, a combat knife?

Yes. I found the Anims1HMWeapon that most one-handed melee weapons use makes them too slow to really fight with. The time between you clicking the button to attack and your character actually swinging their sword is so long that half the time the enemy has moved out of range and you miss completely. Or they block it with ease. It makes melee combat really frustrating.

But the quicker animation fixes that. You can actually hit people before they move around you or back up. There is also Stab animation keyword you can add as well, that gives you some nice thrusts too. By using the standard Anims1HMWeapon keyword, plus the ShortWeapon keyword, and the stab, you get a nice variety in moves.
A stab? Is it just a variation of the normal attack? Khajiit thinks he's noticed it on the switchblade

As far as I can tell it is just a different animation for a normal attack. So instead of sweeping the sword from one side or another you thrust it. But as far as I know it does the same damage.

Posted by: TheCheshireKhajiit Apr 9 2017, 06:46 PM

QUOTE(SubRosa @ Apr 9 2017, 11:38 AM) *

As far as I can tell it is just a different animation for a normal attack. So instead of sweeping the sword from one side or another you thrust it. But as far as I know it does the same damage.

Oh ok, yeah, that sounds familiar. Still, any variation (even if it is just for looks) is welcome.

New question. SubRosa, you use Eli's Armor Compendium right?

Posted by: SubRosa Apr 9 2017, 07:52 PM

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Posted by: TheCheshireKhajiit Apr 9 2017, 08:23 PM

QUOTE(SubRosa @ Apr 9 2017, 01:52 PM) *

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Ok, so Khajiit can not get the outfits to conform to Kim-Ly's shape, even when using Bodyslide. We use the CBBE vanilla setting which is supposed to be closer to Vanilla (which the mod description says the mod was made for vanilla primarily). Kim-Ly's settings have the dot all the way to the left and about halfway up the left side of the triangle, with a decrease in shoulder width using the advanced setting in Looks Menu. It's like from the shoulders down to her hips are all one width when she puts on an Eli outfit, but the vanilla clothing actually conforms to her shape. Do you have this problem?

Posted by: SubRosa Apr 9 2017, 09:11 PM

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 03:23 PM) *

QUOTE(SubRosa @ Apr 9 2017, 01:52 PM) *

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Ok, so Khajiit can not get the outfits to conform to Kim-Ly's shape, even when using Bodyslide. We use the CBBE vanilla setting which is supposed to be closer to Vanilla (which the mod description says the mod was made for vanilla primarily). Kim-Ly's settings have the dot all the way to the left and about halfway up the left side of the triangle, with a decrease in shoulder width using the advanced setting in Looks Menu. It's like from the shoulders down to her hips are all one width when she puts on an Eli outfit, but the vanilla clothing actually conforms to her shape. Do you have this problem?

I never really noticed. I never used Bodyslide, or any body mods. That sounds like a question for the mod's comments page.

Posted by: TheCheshireKhajiit Apr 9 2017, 09:45 PM

QUOTE(SubRosa @ Apr 9 2017, 03:11 PM) *

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 03:23 PM) *

QUOTE(SubRosa @ Apr 9 2017, 01:52 PM) *

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Ok, so Khajiit can not get the outfits to conform to Kim-Ly's shape, even when using Bodyslide. We use the CBBE vanilla setting which is supposed to be closer to Vanilla (which the mod description says the mod was made for vanilla primarily). Kim-Ly's settings have the dot all the way to the left and about halfway up the left side of the triangle, with a decrease in shoulder width using the advanced setting in Looks Menu. It's like from the shoulders down to her hips are all one width when she puts on an Eli outfit, but the vanilla clothing actually conforms to her shape. Do you have this problem?

I never really noticed. I never used Bodyslide, or any body mods. That sounds like a question for the mod's comments page.

Oh! Khajiit thought you did use a body mod. Seemed like Elecktra's shape was way different than Vanilla.

Posted by: SubRosa Apr 9 2017, 11:34 PM

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 04:45 PM) *

QUOTE(SubRosa @ Apr 9 2017, 03:11 PM) *

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 03:23 PM) *

QUOTE(SubRosa @ Apr 9 2017, 01:52 PM) *

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Ok, so Khajiit can not get the outfits to conform to Kim-Ly's shape, even when using Bodyslide. We use the CBBE vanilla setting which is supposed to be closer to Vanilla (which the mod description says the mod was made for vanilla primarily). Kim-Ly's settings have the dot all the way to the left and about halfway up the left side of the triangle, with a decrease in shoulder width using the advanced setting in Looks Menu. It's like from the shoulders down to her hips are all one width when she puts on an Eli outfit, but the vanilla clothing actually conforms to her shape. Do you have this problem?

I never really noticed. I never used Bodyslide, or any body mods. That sounds like a question for the mod's comments page.

Oh! Khajiit thought you did use a body mod. Seemed like Elecktra's shape was way different than Vanilla.

That might just be the Nano Suit. Maybe it was made for one of the body mods. I am really not sure.

Posted by: TheCheshireKhajiit Apr 9 2017, 11:37 PM

QUOTE(SubRosa @ Apr 9 2017, 05:34 PM) *

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 04:45 PM) *

QUOTE(SubRosa @ Apr 9 2017, 03:11 PM) *

QUOTE(TheCheshireKhajiit @ Apr 9 2017, 03:23 PM) *

QUOTE(SubRosa @ Apr 9 2017, 01:52 PM) *

I do use Eli's Armor. I think it is where Persephone's camo jumpsuit comes from.

Ok, so Khajiit can not get the outfits to conform to Kim-Ly's shape, even when using Bodyslide. We use the CBBE vanilla setting which is supposed to be closer to Vanilla (which the mod description says the mod was made for vanilla primarily). Kim-Ly's settings have the dot all the way to the left and about halfway up the left side of the triangle, with a decrease in shoulder width using the advanced setting in Looks Menu. It's like from the shoulders down to her hips are all one width when she puts on an Eli outfit, but the vanilla clothing actually conforms to her shape. Do you have this problem?

I never really noticed. I never used Bodyslide, or any body mods. That sounds like a question for the mod's comments page.

Oh! Khajiit thought you did use a body mod. Seemed like Elecktra's shape was way different than Vanilla.

That might just be the Nano Suit. Maybe it was made for one of the body mods. I am really not sure.

Ooooh ok

Posted by: SubRosa Apr 24 2017, 12:53 AM

http://www.nexusmods.com/fallout4/mods/18891 - is a mod that adds standalone jetpacks. They come in a couple of different styles, and each style has numerous colors.

http://www.nexusmods.com/fallout4/mods/19962 - is by the same author. It adds a good looking suit of combat armor that comes in light, medium, and heavy flavors, and again many color schemes. It even has the option to add decals for factions and a few other things.

http://www.nexusmods.com/fallout4/mods/23600/ - by Elianora adds shelves to display bobbleheads, nuka cola, and robot models. I use it for the option of something different than a bobblehead stand.

http://www.nexusmods.com/fallout4/mods/23588/ - also by Elianora. It adds a really cool little underground bunker home to live out behind the Sanctuary player home. It looks too nice and clean and perfectly-preserved for me. But it is well done, so other folks might want it.

Posted by: TheCheshireKhajiit Apr 24 2017, 01:29 AM

QUOTE(SubRosa @ Apr 23 2017, 06:53 PM) *

http://www.nexusmods.com/fallout4/mods/18891 - is a mod that adds standalone jetpacks. They come in a couple of different styles, and each style has numerous colors.

http://www.nexusmods.com/fallout4/mods/19962 - is by the same author. It adds a good looking suit of combat armor that comes in light, medium, and heavy flavors, and again many color schemes. It even has the option to add decals for factions and a few other things.

http://www.nexusmods.com/fallout4/mods/23600/ - by Elianora adds shelves to display bobbleheads, nuka cola, and robot models. I use it for the option of something different than a bobblehead stand.

http://www.nexusmods.com/fallout4/mods/23588/ - also by Elianora. It adds a really cool little underground bunker home to live out behind the Sanctuary player home. It looks too nice and clean and perfectly-preserved for me. But it is well done, so other folks might want it.

STANDALONE JETPACKS?!! Without having to be in power armor?! Khajiit can make like Boba Fett?!! That'd be so cool!!!

This one would like the bobblehead shelf but really isn't too interested in a super clean bunker home unless it was in the Institute or some other reasonable place. Sanctuary wouldn't be on Khajiit's list of reasonable places for a pristine bunker.

Posted by: Cain Apr 28 2017, 01:51 PM

This one looks pretty fun: http://www.nexusmods.com/fallout4/mods/23828/.

Posted by: TheCheshireKhajiit Apr 28 2017, 04:08 PM

QUOTE(Cain @ Apr 28 2017, 07:51 AM) *

This one looks pretty fun: http://www.nexusmods.com/fallout4/mods/23828/.

Khajiit likes the sound of the other mod mentioned in this one too.

Posted by: SubRosa Jul 16 2017, 01:01 AM

http://www.nexusmods.com/fallout4/mods/25254/ = allows you to start the game as a same sex couple. Right now it is only girl on girl, but a M2M version is in the works. I have not tried starting a new game with it yet, but it sounds great.

http://www.nexusmods.com/fallout4/mods/17822 = adds a workbench to the Fizz Shop Grille in Nuka World, so it is a fully-functional settlement.

Posted by: TheCheshireKhajiit Jul 16 2017, 03:59 AM

QUOTE(SubRosa @ Jul 15 2017, 07:01 PM) *

http://www.nexusmods.com/fallout4/mods/25254/ = allows you to start the game as a same sex couple. Right now it is only girl on girl, but a M2M version is in the works. I have not tried starting a new game with it yet, but it sounds great.

http://www.nexusmods.com/fallout4/mods/17822 = adds a workbench to the Fizz Shop Grille in Nuka World, so it is a fully-functional settlement.

It is good someone added these options. Khajiit is still not sure what BGS was thinking by forcing such a restrictive story on the player.

Posted by: SubRosa Jul 20 2017, 10:01 PM

http://www.nexusmods.com/fallout4/mods/25568 = is a F4SE plugin that makes the game display the name of objects you click on while in the console.

Posted by: TheCheshireKhajiit Jul 25 2017, 02:07 AM

Does anyone here know if somebody made a Fallout3 raider armor mod for Fallout 4?

Posted by: SubRosa Jul 25 2017, 02:28 AM

I have not seen the FO3 style Raider armor, but there is http://www.nexusmods.com/fallout4/mods/9103. It adds more raider armors, but also makes raiders in general more dangerous.

Posted by: TheCheshireKhajiit Jul 25 2017, 02:48 AM

QUOTE(SubRosa @ Jul 24 2017, 08:28 PM) *

I have not seen the FO3 style Raider armor, but there is http://www.nexusmods.com/fallout4/mods/9103. It adds more raider armors, but also makes raiders in general more dangerous.

Thanks! Might have to check it out!

Ooh! Found a mod that adds different variations of the Harness!

Posted by: TheCheshireKhajiit Aug 6 2017, 05:46 AM

Has anyone here ever tried http://www.nexusmods.com/fallout4/mods/24419/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodbugs%2F%3Fid%3D24419&pUp=1? Khajiit has an awesome idea for a supernatural type character and wonders if others have used this mod.

Posted by: TheCheshireKhajiit Aug 6 2017, 07:29 AM

Also, this one wants to make a new article of clothing (specifically, a top hat) with the Creation Kit using an existing Fallout4 Bethesda mesh (Oswald's Tuxedo Hat) and some textures found on Nexus. What is involved with that? Was looking at it and it seemed involved. Got confused on where to put the new item in at, how this relates to the tabs "Armor Add-ons" and "Outfits".

Posted by: SubRosa Aug 6 2017, 05:20 PM

I saw mutant powers, but it did more than I wanted to. If it had just been something that allowed you to pick a mutant power I might have tried it. But I didn't want other people having powers, having to kill them to get their powers, and generally turning the Fallout world into the X-Men.

Creating a new item from an existing mesh and textures is one of the easier things to do. The simplest way is to keep the same names and folder structure the meshes and textures had before. Because the mesh file has a list inside it with the path\name of every texture it uses. So if you change the name or folder the textures are in, the mesh cannot find them.

So copy your meshes and textures to your Data folder. Open the Creation Kit, and find another hat. Change the ID and Name to what you want for your new tophat. It is good to start all IDs with a 0, because that way it is always at the top of every list and easy to find. Delete whatever is in the ArmorAddon field. Keep the Keywords as they are. Make sure Playable is checked. Save and close that.

Now go to the ArmorAddons. Again pick one for a hat and change its ID to what you want for your new hat. You will see a Biped Model field for male and female. On each click on the Select button. A Model Data window pops up. On the top you will see the path and name of the mesh file. Click on Edit and go through the folders to find your new tophat mesh and select it. When it comes back to the Model Data window you will see a preview of the mesh. It might be all red and lacking the texture. Don't worry, that happens a lot when you first select a new mesh. It does not mean it will look that way in the game. Click OK to close, and do the same with the ArmorAddon record.

Now go back and open the Armor record for your hat. Go to the ArmorAddon field, left-click, click on New, and select your new ArmorAddon. You might want to look in the Biped field. You will see things like Headband, Eyes, Beard, Mouth, etc... are selected. Those are the slots on the wearer's body that the hat will fill. That means nothing else using the same slots can be equipped. So if you have Eyes selected, you cannot wear glasses and the hat at the same time. It is a good idea to remove all but Hair Top and Headband. But keep at least one thing selected.

Save and close and you are done.

Posted by: TheCheshireKhajiit Aug 6 2017, 08:07 PM

QUOTE(SubRosa @ Aug 6 2017, 11:20 AM) *

I saw mutant powers, but it did more than I wanted to. If it had just been something that allowed you to pick a mutant power I might have tried it. But I didn't want other people having powers, having to kill them to get their powers, and generally turning the Fallout world into the X-Men.

Creating a new item from an existing mesh and textures is one of the easier things to do. The simplest way is to keep the same names and folder structure the meshes and textures had before. Because the mesh file has a list inside it with the path\name of every texture it uses. So if you change the name or folder the textures are in, the mesh cannot find them.

So copy your meshes and textures to your Data folder. Open the Creation Kit, and find another hat. Change the ID and Name to what you want for your new tophat. It is good to start all IDs with a 0, because that way it is always at the top of every list and easy to find. Delete whatever is in the ArmorAddon field. Keep the Keywords as they are. Make sure Playable is checked. Save and close that.

Now go to the ArmorAddons. Again pick one for a hat and change its ID to what you want for your new hat. You will see a Biped Model field for male and female. On each click on the Select button. A Model Data window pops up. On the top you will see the path and name of the mesh file. Click on Edit and go through the folders to find your new tophat mesh and select it. When it comes back to the Model Data window you will see a preview of the mesh. It might be all red and lacking the texture. Don't worry, that happens a lot when you first select a new mesh. It does not mean it will look that way in the game. Click OK to close, and do the same with the ArmorAddon record.

Now go back and open the Armor record for your hat. Go to the ArmorAddon field, left-click, click on New, and select your new ArmorAddon. You might want to look in the Biped field. You will see things like Headband, Eyes, Beard, Mouth, etc... are selected. Those are the slots on the wearer's body that the hat will fill. That means nothing else using the same slots can be equipped. So if you have Eyes selected, you cannot wear glasses and the hat at the same time. It is a good idea to remove all but Hair Top and Headband. But keep at least one thing selected.

Save and close and you are done.

Thanks SubRosa. This will be very handy when Khajiit goes to make his hat!

Re: Mutant Powers
Yeah, this one does not like that others will have powers too. The character Khajiit has in mind should be the only one around with powers. Otherwise, he would be nothing special.

Posted by: TheCheshireKhajiit Aug 6 2017, 10:02 PM

Quick question, how do New items determine what texture to use?

Posted by: SubRosa Aug 6 2017, 11:29 PM

QUOTE(TheCheshireKhajiit @ Aug 6 2017, 05:02 PM) *

Quick question, how do New items determine what texture to use?

The textures used are specified within the mesh file itself. You have to use something like Nifskope to open them and see the names. That is why I said it is easier not to change the names or file paths of the textures.

Posted by: TheCheshireKhajiit Aug 7 2017, 12:38 AM

QUOTE(SubRosa @ Aug 6 2017, 05:29 PM) *

QUOTE(TheCheshireKhajiit @ Aug 6 2017, 05:02 PM) *

Quick question, how do New items determine what texture to use?

The textures used are specified within the mesh file itself. You have to use something like Nifskope to open them and see the names. That is why I said it is easier not to change the names or file paths of the textures.

Oh ok, gotcha.

Posted by: TheCheshireKhajiit Aug 7 2017, 03:48 AM

One more question. SubRosa, do you alter textures (simple color changes and what not) in Fallout4 and if so what program do you use to do that?

Posted by: Cain Aug 7 2017, 01:11 PM

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

Posted by: TheCheshireKhajiit Aug 7 2017, 03:25 PM

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Posted by: Cain Aug 7 2017, 03:43 PM

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Posted by: TheCheshireKhajiit Aug 7 2017, 04:11 PM

QUOTE(Cain @ Aug 7 2017, 09:43 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Khajiit agrees. Beth made a few choices that seem bizarre to this one. Like for instance, why does the combat rifle shoot .45 rounds? It's obviously modeled after a BAR which shoots .30-06 rounds. Yes you can get a receiver that shoots .308 but the standard round should have been a 5.56. You know, a rifle round, lol.

Posted by: Cain Aug 7 2017, 04:39 PM

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:11 AM) *

QUOTE(Cain @ Aug 7 2017, 09:43 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Khajiit agrees. Beth made a few choices that seem bizarre to this one. Like for instance, why does the combat rifle shoot .45 rounds? It's obviously modeled after a BAR which shoots .30-06 rounds. Yes you can get a receiver that shoots .308 but the standard round should have been a 5.56. You know, a rifle round, lol.

Yep, that one makes you wonder, too. They even had the 5.56 caliber in-game already, so why not do that and make some kind of .45 handgun instead?

Posted by: TheCheshireKhajiit Aug 7 2017, 04:47 PM

QUOTE(Cain @ Aug 7 2017, 10:39 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:11 AM) *

QUOTE(Cain @ Aug 7 2017, 09:43 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Khajiit agrees. Beth made a few choices that seem bizarre to this one. Like for instance, why does the combat rifle shoot .45 rounds? It's obviously modeled after a BAR which shoots .30-06 rounds. Yes you can get a receiver that shoots .308 but the standard round should have been a 5.56. You know, a rifle round, lol.

Yep, that one makes you wonder, too. They even had the 5.56 caliber in-game already, so why not do that and make some kind of .45 handgun instead?

Definitely. And what's up with the Tommy gun being so weak? Compare it to the 10mm full auto and it's inferior to the 10mm in almost every way. Khajiit made a mod specifically for weapon tweaks.

Posted by: Cain Aug 7 2017, 04:51 PM

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:47 AM) *

QUOTE(Cain @ Aug 7 2017, 10:39 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:11 AM) *

QUOTE(Cain @ Aug 7 2017, 09:43 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Khajiit agrees. Beth made a few choices that seem bizarre to this one. Like for instance, why does the combat rifle shoot .45 rounds? It's obviously modeled after a BAR which shoots .30-06 rounds. Yes you can get a receiver that shoots .308 but the standard round should have been a 5.56. You know, a rifle round, lol.

Yep, that one makes you wonder, too. They even had the 5.56 caliber in-game already, so why not do that and make some kind of .45 handgun instead?

Definitely. And what's up with the Tommy gun being so weak? Compare it to the 10mm full auto and it's inferior to the 10mm in almost every way. Khajiit made a mod specifically for weapon tweaks.

Yeah, the Tommy Gun is a really big head scratcher. It has the same base damage as an auto pipe rifle. Why bother with it, when .38 ammo is much more abundant?

Posted by: TheCheshireKhajiit Aug 7 2017, 05:19 PM

QUOTE(Cain @ Aug 7 2017, 10:51 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:47 AM) *

QUOTE(Cain @ Aug 7 2017, 10:39 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 11:11 AM) *

QUOTE(Cain @ Aug 7 2017, 09:43 AM) *

QUOTE(TheCheshireKhajiit @ Aug 7 2017, 10:25 AM) *

QUOTE(Cain @ Aug 7 2017, 07:11 AM) *

Cainboo recently started using these two and loves them:

http://www.nexusmods.com/fallout4/mods/20983/ - Don't want to have six charisma and local leader 2 to build a stove? Buy the blueprints from a vendor instead!

http://www.nexusmods.com/fallout4/mods/25846/ - Changes the perk requirement for supply lines to Cap Collector 1.

So basically you've eliminated the need to take local leader, lol

Pretty much. What started this is Roxie - she has 7 intelligence, but only 3 charisma. It makes zero sense to me that while building her workshop in Sanctuary, she couldn't build a cooking stove. That should fall under intelligence, instead of charisma.

Khajiit agrees. Beth made a few choices that seem bizarre to this one. Like for instance, why does the combat rifle shoot .45 rounds? It's obviously modeled after a BAR which shoots .30-06 rounds. Yes you can get a receiver that shoots .308 but the standard round should have been a 5.56. You know, a rifle round, lol.

Yep, that one makes you wonder, too. They even had the 5.56 caliber in-game already, so why not do that and make some kind of .45 handgun instead?

Definitely. And what's up with the Tommy gun being so weak? Compare it to the 10mm full auto and it's inferior to the 10mm in almost every way. Khajiit made a mod specifically for weapon tweaks.

Yeah, the Tommy Gun is a really big head scratcher. It has the same base damage as an auto pipe rifle. Why bother with it, when .38 ammo is much more abundant?

Exactly. In this one's weapon tweak mod, Khajiit gave it slightly less base damage than a 10mm in its standard semi automatic configuration.

Posted by: SubRosa Aug 7 2017, 08:51 PM

QUOTE(TheCheshireKhajiit @ Aug 6 2017, 10:48 PM) *

One more question. SubRosa, do you alter textures (simple color changes and what not) in Fallout4 and if so what program do you use to do that?

I use Paint.Net for the game textures. They are in .dds format, so you need something that can edit them. Thankfully Paint.Net can, and it is free.

Posted by: TheCheshireKhajiit Aug 7 2017, 10:55 PM

QUOTE(SubRosa @ Aug 7 2017, 02:51 PM) *

QUOTE(TheCheshireKhajiit @ Aug 6 2017, 10:48 PM) *

One more question. SubRosa, do you alter textures (simple color changes and what not) in Fallout4 and if so what program do you use to do that?

I use Paint.Net for the game textures. They are in .dds format, so you need something that can edit them. Thankfully Paint.Net can, and it is free.

Free is definitely good!

Posted by: TheCheshireKhajiit Aug 20 2017, 01:23 AM

So, Khajiit got Paint.net and started playing around with some texture files. Honestly, this one feels like a child playing with finger paints, lol

Posted by: SubRosa Aug 25 2017, 07:03 PM

http://www.nexusmods.com/fallout4/mods/26353/ - this looks like a very useful mod. It removes the delay you get when turning off locks with a terminal. Apparently this bug is created when you use the terminals in the Federal Ration Stockpile.

Posted by: TheCheshireKhajiit Aug 25 2017, 07:56 PM

Hmmm, Khajiit never noticed this bug before.

Posted by: Cain Aug 25 2017, 08:10 PM

QUOTE(SubRosa @ Aug 25 2017, 02:03 PM) *

http://www.nexusmods.com/fallout4/mods/26353/ - this looks like a very useful mod. It removes the delay you get when turning off locks with a terminal. Apparently this bug is created when you use the terminals in the Federal Ration Stockpile.

Interesting. That would be why I get sometimes, but not others. Going to test that bug out tonight.

Posted by: TheCheshireKhajiit Aug 28 2017, 09:04 PM

https://bethesda.net/en/article/6eCrELrFoQSA266KCKIWYQ/fallout-4-creation-club-now-live

Posted by: ghastley Aug 28 2017, 09:45 PM

Horse Armor???!!!

Haven't they learned?

Posted by: TheCheshireKhajiit Aug 28 2017, 10:05 PM

QUOTE(ghastley @ Aug 28 2017, 03:45 PM) *

Horse Armor???!!!

Haven't they learned?

Bahahaha!

Posted by: SubRosa Aug 28 2017, 10:07 PM

I am looking at it right now. It says mods are free. But it also says they are giving out 100 free credits for content. So maybe that means all the stuff from Bethesda will be micro-dlc they charge for, but mods will still be free?

BTW. The horse armor is power armor with a couple of giddyup buttercups on the helmet.

The gauss rifle does look good. It is the old one from Fallout 3. Much better looking that the big ugly mess of the one in F4.

Posted by: ghastley Aug 28 2017, 10:27 PM

I notice that the Skyrim CC discussions have been moved to the Fallout section of the forum. I'm now officially confused. blink.gif

Posted by: TheCheshireKhajiit Aug 30 2017, 03:47 PM

[censored]! Fallout4 was apparently updated and now F4 Script Extender isn't working! So irritating! Probably because of "Creation Club" nonsense.

Posted by: Cain Aug 30 2017, 04:06 PM

Yikes. Glad I haven't played for a few days.

Posted by: TheCheshireKhajiit Aug 30 2017, 04:17 PM

QUOTE(Cain @ Aug 30 2017, 10:06 AM) *

Yikes. Glad I haven't played for a few days.

It worked fine yesterday.

Posted by: ghastley Aug 30 2017, 04:20 PM

And it gets worse. The update that patches the game executable to support CC also delivers all the resources (.ba2 files) that the CC mods DLCs supply, so you'll get your hard drive flooded with crap you don't want.

I don't have FO4, but I'm watching closely, as Skyrim will be next. I may stop using SE if they screw that up as wel.

Posted by: TheCheshireKhajiit Aug 30 2017, 04:31 PM

QUOTE(ghastley @ Aug 30 2017, 10:20 AM) *

And it gets worse. The update that patches the game executable to support CC also delivers all the resources (.ba2 files) that the CC mods DLCs supply, so you'll get your hard drive flooded with crap you don't want.

I don't have FO4, but I'm watching closely, as Skyrim will be next. I may stop using SE if they screw that up as wel.

Well crap. This is just horrible. Have y'all looked at any of the stuff on there? It's a joke!

Posted by: Cain Aug 30 2017, 05:48 PM

Urgh. That $15 copy of the LE might be calling my name louder, now.

Posted by: ghastley Aug 31 2017, 03:55 PM

Found on the FO4 forums at Bethesda.net

"So here is what I see as a future scenario. CC will continue to force the ba2 etc content on to people's systems with a series of updates. On systems where the OS cannot actually be accessed directly, this CC content will gradually fill up all available space where free mods were stored. At that point the user will be asked to delete free mods to make room for more potentially paid content or the program will not run. Once the free content is gone completely, the goal will have been achieved. Paid mods or no mods."

Posted by: TheCheshireKhajiit Aug 31 2017, 04:27 PM

QUOTE(ghastley @ Aug 31 2017, 09:55 AM) *

Found on the FO4 forums at Bethesda.net

"So here is what I see as a future scenario. CC will continue to force the ba2 etc content on to people's systems with a series of updates. On systems where the OS cannot actually be accessed directly, this CC content will gradually fill up all available space where free mods were stored. At that point the user will be asked to delete free mods to make room for more potentially paid content or the program will not run. Once the free content is gone completely, the goal will have been achieved. Paid mods or no mods."

So in other words, it will be fine on PC, but consoles will be S.O.L?

Also, the Fallout4 Script Extender team was fairly expedient about getting an update out. It was ready to go as soon as Khajiit was able to get home and download it.

Posted by: ghastley Aug 31 2017, 05:43 PM

What I actually suspect is that this is being done entirely to circumvent Sony restrictions on PS4. If there's a limit on the space allowed for "mod content" then making the .ba2's part of the "base" means that the much-smaller .esl's are all that counts against that. By my theory that CC exists to get mods onto PS4 at all (Sony requiring Bethesda curation) this starts to make sense.

But everyone else has to suffer in various degrees. It looks like Xbox1 users will get content they don't want and not be able to remove it. PC users will get it downloaded again every time there's a patch (but can at least delete it after it arrives), and everyone suffers the bandwidth wastage on the download. Several times if a PC user deletes it and gets it refreshed.

So now I'm starting to hate Sony for screwing up PC users' games.

Posted by: TheCheshireKhajiit Aug 31 2017, 06:13 PM

QUOTE(ghastley @ Aug 31 2017, 11:43 AM) *

What I actually suspect is that this is being done entirely to circumvent Sony restrictions on PS4. If there's a limit on the space allowed for "mod content" then making the .ba2's part of the "base" means that the much-smaller .esl's are all that counts against that. By my theory that CC exists to get mods onto PS4 at all (Sony requiring Bethesda curation) this starts to make sense.

But everyone else has to suffer in various degrees. It looks like Xbox1 users will get content they don't want and not be able to remove it. PC users will get it downloaded again every time there's a patch (but can at least delete it after it arrives), and everyone suffers the bandwidth wastage on the download. Several times if a PC user deletes it and gets it refreshed.

So now I'm starting to hate Sony for screwing up PC users' games.

Yeah Sony was very uncooperative with the whole thing. Perhaps they didn't fully trust Beth's intentions or just don't understand mods.

Posted by: Cain Aug 31 2017, 06:24 PM

Screwed for Fallout 4, but I just bought the Legendary Edition of Skyrim, and will begin transitioning back to that from SSE.

Posted by: SubRosa Aug 31 2017, 09:25 PM

Thanks for the warning everyone. I was able to set Steam to Offline mode last night and avoid the update by starting the game with Mod Organizer (It might have worked fine without MO, but I always start it that way anyhow).

Posted by: SubRosa Sep 2 2017, 07:32 PM

I found I could not open the Fallout 4 Creation Kit today. My guess this is a side effect of the Creation Club. I tried to reinstall it, but you can only do that through the Bethesda.Net Launcher. That would not start either. So I had to reinstall the Launcher first, then reinstall the CK from it.

After all that it works again.

Posted by: TheCheshireKhajiit Sep 2 2017, 09:41 PM

QUOTE(SubRosa @ Sep 2 2017, 01:32 PM) *

I found I could not open the Fallout 4 Creation Kit today. My guess this is a side effect of the Creation Club. I tried to reinstall it, but you can only do that through the Bethesda.Net Launcher. That would not start either. So I had to reinstall the Launcher first, then reinstall the CK from it.

After all that it works again.

Thanks for the heads up. Now Khajiit will know why and what to do when it acts stupid!

Posted by: SubRosa Sep 3 2017, 08:51 PM

http://www.nexusmods.com/fallout4/mods/8104 - Looks much better than the vanilla gauss rifle, or the FO3 version on the Creation Club. Loviatar might start using this.

Posted by: TheCheshireKhajiit Sep 3 2017, 09:30 PM

QUOTE(SubRosa @ Sep 3 2017, 02:51 PM) *

http://www.nexusmods.com/fallout4/mods/8104 - Looks much better than the vanilla gauss rifle, or the FO3 version on the Creation Club. Loviatar might start using this.

Ooh! Khajiit likes the looks of that Gauss Rifle!

Posted by: SubRosa Sep 9 2017, 03:04 AM

http://www.nexusmods.com/fallout4/mods/26582 - is a must have. It vastly improves the console, giving much more information than it does in vanilla.

Posted by: TheCheshireKhajiit Sep 9 2017, 05:41 AM

QUOTE(SubRosa @ Sep 8 2017, 09:04 PM) *

http://www.nexusmods.com/fallout4/mods/26582 - is a must have. It vastly improves the console, giving much more information than it does in vanilla.

Khajiit tries to use the console as little as possible, well, except for Sam Baron's game which largely relies on "console command voodoo", lol

Perhaps we should look at it for his game if nothing else.

Posted by: SubRosa Sep 9 2017, 07:41 PM

It is very good for figuring out which mods that items come from, or the IDs of Npcs. Not to mention for manually deleting things like ash piles.

http://www.nexusmods.com/fallout4/mods/21497 is now out for F4. Download it now!

Posted by: TheCheshireKhajiit Sep 11 2017, 04:45 AM

Anyone here try the http://www.nexusmods.com/fallout4/mods/15888/ mod?

Posted by: SubRosa Sep 11 2017, 08:22 PM

Not me. It breaks immersion too much for me.

Posted by: TheCheshireKhajiit Sep 11 2017, 08:36 PM

QUOTE(SubRosa @ Sep 11 2017, 02:22 PM) *

Not me. It breaks immersion too much for me.

Good point.

Posted by: TheCheshireKhajiit Sep 15 2017, 09:25 AM

A couple of mods Khajiit tried:

Dogmeat Wolf Retexture
https://i.imgur.com/VfsVcaf.jpg
https://i.imgur.com/8atfgXS.jpg

Tomahawk weapon
https://i.imgur.com/qMr7x61.jpg

Posted by: SubRosa Sep 19 2017, 02:25 AM

https://www.nexusmods.com/fallout4/mods/1221 - has five different color options for the Pip-Boy - black, red, orange, green, and blue. It also has some extra "stickers" you can manually copy and paste into the texture files if you want. I am using the blue option for Killer Frost.

https://www.nexusmods.com/fallout4/mods/814 - is a white Pip-Boy

Posted by: TheCheshireKhajiit Sep 19 2017, 03:44 AM

QUOTE(SubRosa @ Sep 18 2017, 08:25 PM) *

https://www.nexusmods.com/fallout4/mods/1221 - has five different color options for the Pip-Boy - black, red, orange, green, and blue. It also has some extra "stickers" you can manually copy and paste into the texture files if you want. I am using the blue option for Killer Frost.

https://www.nexusmods.com/fallout4/mods/814 - is a white Pip-Boy

Khajiit runs https://www.nexusmods.com/fallout4/mods/18489/ and its addons, one of which lets you change the color of your Pip-Boy. Victoria is currently using a black Pip-Boy. biggrin.gif

Posted by: TheCheshireKhajiit Sep 21 2017, 09:56 PM

Craaap!! Fallout4 updated again so the SE is out of date, again. This is truly annoying.

Posted by: SubRosa Sep 21 2017, 10:28 PM

https://www.gottabemobile.com/fallout-4-1-10-26-update-whats-new/. It looks like every time they add something to it, they update the game with all the new content they force you to download.

You need to keep Steam in Offline Mode. You can still play that way without being forced to update.

Posted by: TheCheshireKhajiit Sep 21 2017, 10:32 PM

QUOTE(SubRosa @ Sep 21 2017, 04:28 PM) *

https://www.gottabemobile.com/fallout-4-1-10-26-update-whats-new/. It looks like every time they add something to it, they update the game with all the new content they force you to download.

You need to keep Steam in Offline Mode. You can still play that way without being forced to update.

Thanks I'll definitely have to do this as it's really obnoxious

Posted by: SubRosa Sep 23 2017, 06:56 PM

https://www.nexusmods.com/fallout4/mods/26956 - This makes a backup of your Fallout4.exe file. That way if Steam updates your game, you can still go back to your backup file and still play the game with F4SE.

Posted by: TheCheshireKhajiit Sep 23 2017, 07:02 PM

QUOTE(SubRosa @ Sep 23 2017, 12:56 PM) *

https://www.nexusmods.com/fallout4/mods/26956 - This makes a backup of your Fallout4.exe file. That way if Steam updates your game, you can still go back to your backup file and still play the game with F4SE.

Thanks for that. Khajiit has also turned off automatic updates on Steam and set it to download on launch. Good thing about F4SE is that it won't download the update when launching the game through that so this should solve the problem.

Posted by: SubRosa Sep 24 2017, 08:01 PM

F4SE has been updated to work with Bethesda's latest update. So has Mod Configuration Menu, LooksMenu, and Better Console (all use F4SE).

Posted by: TheCheshireKhajiit Sep 24 2017, 08:12 PM

QUOTE(SubRosa @ Sep 24 2017, 02:01 PM) *

F4SE has been updated to work with Bethesda's latest update. So has Mod Configuration Menu, LooksMenu, and Better Console (all use F4SE).

Thanks for the heads up.

Posted by: SubRosa Nov 6 2017, 10:13 PM

https://www.nexusmods.com/fallout4/mods/27717 = brings back the good old Fallout 3 style combat armor, with a bunch of faction and color schemes.

Posted by: TheCheshireKhajiit Nov 9 2017, 05:37 AM

So maybe someone here can explain to this one what is happening to our mods now that Bethesda is updating the game every time they crap out new Creation Club updates. Khajiit has his game set to only update when he starts it through Steam, which he never does since he launches it through F4SE. If he didn't do this, the game would update and his version of F4SE would need to be updated too. So, this one is really asking if all of the other mods need to be updated every time the game updates or are they safe?

Posted by: SubRosa Nov 9 2017, 09:52 PM

I think every mod that uses F4SE has to be updated as well. The last time it happened I had to update Looksmenu and a few other mods, as well as F4SE.

Posted by: TheCheshireKhajiit Nov 9 2017, 10:58 PM

QUOTE(SubRosa @ Nov 9 2017, 02:52 PM) *

I think every mod that uses F4SE has to be updated as well. The last time it happened I had to update Looksmenu and a few other mods, as well as F4SE.

But it's fine if one doesn't update F4SE, right?

Posted by: SubRosa Nov 9 2017, 10:58 PM

QUOTE(TheCheshireKhajiit @ Nov 9 2017, 04:58 PM) *

QUOTE(SubRosa @ Nov 9 2017, 02:52 PM) *

I think every mod that uses F4SE has to be updated as well. The last time it happened I had to update Looksmenu and a few other mods, as well as F4SE.

But it's fine if one doesn't update F4SE, right?

Yes, so long as you keep Steam in offline mode you do not have to update anything.

Posted by: Cain Nov 9 2017, 11:05 PM

Apparently updates will no longer break the script extenders.

Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)