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Slostenn

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  1. I'm not watching it myself, but I've heard supposedly Todd just mentioned in a live interview that Fallout 76 will offer a "private world with mods" type of deal at some point post-launch, so at least they were smart enough to not entirely abandon mod support. I'm sure some will argue that it's still a step in that direction, albeit a smaller one, and I wouldn't necessarily disagree. It is more than I was already expecting, however (which was no mod support at all), which helps restore some of my interest.
  2. It can be played single player in the same sense that GTA Online can be. s#*!, all I could think watching the trailer is how similar they are, down to the ICBM strikes in Fallout 76 that seem eerily similar to the orbital strikes in GTA Online. If you're still holding out hope for modding, you're in denial. He said everything is server side and the game is always online. This is basically an MMO.
  3. Hopefully, if nothing else, the file formats are compatible so we can start porting stuff right away without remaking anything other than the .esps.You read my mind. If it's as easy to port mods from 4 to 76 as it was to port from 3 to NV, I'm probably going to spend the first few days after release just porting over all of my favorite weapons, outfits, etc. I'd crap a serious pile of bricks if Antistar managed to give us a simultaneous 4 and 76 release, although I am by no means expecting or anticipating it. The amount of work you've accomplished on this project so far is just staggering, and hopefully even the most self-entitled beggars wouldn't ask for more.
  4. The thing I keep coming back to with the Creation Club and free mods in the context of a multiplayer game is that if you think about it, they both actually share some of the same hurdles to overcome. For example, what happens if a player that doesn't own Creation Club mod X plays with a player that does own X? On PC, the first player wouldn't have the files for that mod. Consoles, yeah, they have to download everything, but after the crapstorm that ensued when the CC was downloading everything to everyone's games, they changed it so that you only get the files if you buy the content. So is player 2 going to be firing a silent, invisible gun on player 1's screen? Are they going to be wearing invisible clothing and interacting with their completely invisible settlement? What's the solution here? Go back to forcing PC players to download everything and risk repeating said crapstorm? Not to mention that if you're going to give players everything they need except the key to unlock it, they'll find a way to pick the lock (example: Payday 2's infamous DLC unlocker). Make it so that you can only play with people that have identical Creation Club purchase histories? What's the difference from free mods at that point besides the money in Bethesda's pocket (which I'm aware is a big difference, but I'm speaking purely in the context of logistics right now)? I'm really interested in seeing Bethesda's plan here, because it seems like a logistic nightmare to me.
  5. Have you used a mod to give companions infinite ammo at any point? I had a similar issue after using an outdated infinite companion ammo mod where companions were just completely broken and ignored any commands or attempts to recruit them. I scanned over your load order and didn't see it, but when it happened to me, the issue persisted even after uninstalling the mod. I had to roll back to a save from before I had even activated the plugin in order to get companions to function properly again. This is the particular mod that caused my issues; if you've installed it at any point, you're probably going to have to roll your save back.
  6. That's a clear case of polygonal stretching, which is a type of GPU artifact. If your GPU is overclocked, your OC might be too high, or if you're at stock speeds it could be a driver issue. If you've recently updated your drivers, try rolling back to previous ones, or if you haven't updated in a while, check for updates. Worst case scenario, it could be a hardware level issue, but that is extremely unlikely if you've been using this GPU for a very long time and this has never happened before. If this is a recently purchased GPU, you should stress test it and see if you can consistently reproduce these artifacts, and if you can indeed do so, you should RMA it. Again though, if this is a GPU that you've been using for a long period of time, your issue is most likely your OC (if applicable) or your drivers.
  7. It's part of the Death Squad Elite armor from Beyond Boulder Dome, ported to Fallout 4 by kiionohi: https://www.nexusmods.com/fallout4/mods/27113/
  8. Do you have an ENB preset installed? Trying to open the Creation Kit with my ENB enabled has always caused an instant CTD. Usually I just rename the two .dll files that ENB uses to inject itself whenever I need to use the CK. It sounds like this is caused by the recent move rather than an ENB, but I thought I'd share that just in case.
  9. Making the aim wobble around when you don't meet a weapon's particular strength requirement seems very reminiscent of how the Guns skill worked in New Vegas, where the lower it was, the more your aim would wobble (which lead to some hilariously extreme results with mods like Dust and Obscurum that started you at literally 0). That seems like the best option to me since increased recoil is, so far, not an option. It's certainly grounded in reality as well; I find myself fatigued fairly quickly when shoulder firing my CETME. Granted, that thing is abnormally heavy (and I'm not exactly in peak physical condition), but I can imagine an AR15 with everything but the kitchen sink quickly getting cumbersome. That's actually something I'm not sure of: can you increase the strength requirement with omod entries? I feel like the more the weapon weighs, the higher the strength it should require, but I'm not sure if that's possible. Even if it is possible, how small can the increments be? It wouldn't make much sense for, say, a small red dot sight to increase the strength requirement by an entire point, but it would if several attachments increased it by small enough increments that it added up to one or two points. Even if it can only be done in increments of 1 entire point at minimum (which is what I would bet on), it would still make sense for some of the larger attachments like under barrel grenade launchers.
  10. That's something I didn't know about and I am very glad to learn. I've always wondered how people managed to get before & after shots with the camera in the exact same position; I never would have thought of making a save with the free camera enabled. Thanks for sharing that.
  11. Some extra stuff to add: -You can use "tfc 1" to freeze the game, which is extremely helpful for action shots. -You can use "sgtm <value>" to control the speed of the game. Default value is 1, and you can go lower for slow motion (ie "sgtm 0.4"). It's more difficult than freezing time entirely, but also more rewarding. -You can move the camera vertically using LMB and RMB. @Welcome2Stonia: as TheHexi mentioned, the "tm" command doesn't pause your game, but it can be confusing because it hides the developer console as well as the HUD. After entering it, the console is still pulled up, it just isn't visible. Hit the tilde key again and you'll be able to move around.
  12. Quick question: do you have any plans of rebalancing the player level requirements in the leveled lists, or will they stay roughly the same? I recently completely overhauled them in my own game after starting a new playthrough because some of them are just ridiculously high. A lot of common, low tier weapons won't start spawning until after level 20, and high tier assault rifles and such won't spawn until 30+. I feel like Fallout 3 and New Vegas had much better level scaling in this regard; I could get a Chinese Assault Rifle in 3 or a Service Rifle in NV near the beginning of the game, but in Fallout 4 they're basically end game weapons.
  13. NPCs interact with vendors, but they don't actually buy items in the sense that an item is removed from the vendor's inventory, as far as I know. This is most likely for gameplay reasons; your average player would be pretty pissed if they saw a weapon they really wanted in a vendor's inventory, left to scavenge for enough caps and items to barter with to afford it, and then came back only to find it missing because an NPC purchased it (and behind the scenes, it would probably just get deleted to prevent you from killing that NPC and getting it for free). It's a shame, though. I think it would make for an interesting Survival feature if you no longer had that guarantee that the item you were pining for would sit there waiting forever until you could afford it.
  14. Are you changing the body slot in both the Armor and Armor Addon form IDs? I frequently forgot to make the outfit slots match in both forms when I first started out, and I still forget sometimes even now.
  15. Like pra mentioned, this was probably directed at my post, and it does indeed put my mind at ease. I apologize for jumping to conclusions so quickly; I can't help it, I get paranoid whenever Bethesda does anything new with mods. I already don't trust most AAA developers, but I especially don't trust them when they're making significant changes to systems that I've been involved in for years now. Anyway, no more doomsaying from me, unless they actually do try to implement some form of encryption later on down the line. Now that I've had time to think about it, though, I honestly think it's pretty unlikely. I mean, look at the DLCs - they're so lacking in encryption that they're basically Bethesda-developed mods. I don't think FOEdit even blocks you from modifying them directly like the base game master file, although I've never tried for obvious reasons. If they don't bother to encrypt those, I doubt they're worried about doing it for the thousands of files that will be available through the CC.
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