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Posts posted by KillSwitch072
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4 hours ago, KasualTheGamer said:
You can toggle *most* of the columns, sure, but that doesn't change the fact that the UI should not be resizing the columns just because of scrolling.
I get that not everyone gets their first pick. If it was just a preference on my part, I'd deal. The UI shifts are flat out bad design. Columns are there to allow for easily skimming information, quickly identifying outliers, and relaying information concisely. When the columns dynamically shift, you're no longer using a column, you're stuck reading random sentences with bad grammar. When you set up a column based report, that's the expectation you're setting.
Toss on top of that, there are a significant minority of folks who have visually stimulated nausea. It comes up a lot as a kind of motion sickness that can be soothed by closing your eyes, and it's also a frequent non-pain component to migraines. I happen to be in the migraine camp for that, and it tends to be a harbinger of the physical pain. Scrolling fixed-width columns, no problem. Having the columns resize outside of my control? That has caused me nausea and tripped me over to the painful side of a migraine before.
I understand what you're saying, but at least three colums aren't really needed. Mod, Mod Catagory, and Mod Index. UI doesn't shift with this setting.
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4 hours ago, NeinGaming said:
Since X-Cell version 2.0-b621: "No more headless, if there is no facegen, it is generated" so it can be shorted to "use X-Cell "now
But that scrunched face is caused by mismatching FMIN values I'm pretty sure.
Yes the malformed face is from mismatched FMIN values. The mod I posted a link to fixes this issue. I can change named NPC's in game to look how ever I want and upon loading a save, they don't get disfigured. Been using it ever since it was published. However I do not know if it will work on next gen. It should though as it's only an .esp with the altered NPC FMIN records.
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You'll want to try this. Don't know if it works on next gen or not. https://www.nexusmods.com/fallout4/mods/43770
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10 minutes ago, OldManVac said:
it is all 'assumptions', cause Fallout4.esm, does reference it even though it is not in files we can see,
but it is possible for a lazy coder to have done a copy past without verifying,
instead or a re-write
from what I have found, it is the base detail map for the face,
face with no extras, a blank overlay, so we can make extras at higher resolution,
but without knowing for certain where or what,
making a higher resolution blankmap may be a waste of time
A lot of things were ported over from Skyrim that go unsed in Fallout 4 since they both run on the same game engine. Take for instance the vanilla clouds. Only about half are used in Vanilla FO4, the rest go unused, but are still referenced in the ESM.
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1 minute ago, OldManVac said:
no issues yet.. I am making a mod to make all toons unique with one mod rather than installing the 10+ mods and variations of.. completely avoiding overrides, and using all possible options.. so without the file to reference there is no way to not use it
Sorry I couldn't be of help. According to my research it should not be of an issue as Fallout 4 doesn't use this texture. It's a blank height texture (Bump map). Fallout doesn't use bump maps, only normal maps.
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Apparently that's an unsed texture as it's not in any ba2 archive in Fallout. The only thing I could find out about it is all Skyrim related. It was used to hide the seam between the neck and body and also caused issues with discoloration of the head when using other texture mods. Are you having issues with your textures?
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10 minutes ago, OldManVac said:
nape not a mod, it is referenced by every human type head texture set in official ESM but is not in the BA2s
Only thing I can find about it is Skyrim related. Nothing in Fallout 4, not even the ESM refers to this in my version.
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1 hour ago, Woltox said:
Ehm.. No
Were even not connected to the same wifiOK they will have to download the same mods on their machine. There's no way to share profiles that I know of. Uploading a collection would be the easiest way, then they could download it to their machine. Or you could make a list of mods and they could download them that way. No other workarounds that I know of.
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Are you playing on the same machine? If so just clone the profile and rename the clone.
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7 hours ago, Deshebist39 said:
In my new playthrough, I decided to abandon any scrap mods. I decided to use only the Place Everywhere mod and The Rebuild Collection – AIO mod by Aurelianis.
Many hours ago (in real time), I cleared the upper part of the highway in Greygarden of burned-out cars. Without using Place Everywhere! And only now, returning to Greygarden, did I see that the previews were broken: only on one side, if you look from the brewery.
Aurelianis promised that everything would be fine. I made a big strategic bet on him. But even a horse with four legs stumbles sometimes.
I am very upset and cannot decide what to do next.
Should I give up on the damaged location and move on? (Finding the right save is also a problem.)
Or should I go back to my early saves and lose a dozen and a half hours of progress?
Translated with DeepL.com (free version)
Did you use the included previs? If so did you follow her instructions on the load order? I've never had any issues using the rebuild collection when installed properly.
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On 8/5/2025 at 12:25 AM, KasualTheGamer said:
It is beyond annoying to have the UI shifting just because I'm scrolling! Also, an option to NOT have mod names wrap into fatter lines would be very nice.
You can change what's displayed in the colums so it doesn't do that.
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35 minutes ago, lindanimated said:
Just tried that, and it still doesn't work. I'm pretty sure I've got the right .ini edits made and everything to allow loose files, but I'm no expert so I can't be 100% sure. In any case, she's still singing the original versions. Thanks though!
I didn't look at your ba2 archive. Are the file paths correct?
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You may have to use loose files since they overwrite ba2.
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1 hour ago, subaverage said:
Of course. This mod is a "core mod" for me, too. But sometimes when I want to rotate objects not on z-axis I also use the Screen Archer Menu, which can move every moveable object anywhere. Move, rotate, scale, etc. Only it does not snap objects.
Edit: I know that Place Everwhere can do this, too in settlements. But in some situations I find SAM more precise.
Place Everywhere is fairly precise. You know you can change rotation speed and movement speed in Place Everywhere don't you?
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On 7/22/2025 at 1:16 PM, warchest said:
My settlement has a lot of loot-able objects; but, npc's and other factors continue to knock things down from shelves, tables, etc.
I tried using "Place Everywhere" to turn off the physics; but, nothing happens when I select an object in build mode and then select "END"...nothing happens.
Perhaps I'm doing something wrong...I'm not sure.
Is there another way to turn off an object's physics to make it static so that npc's (or whatever) can't knock things down?
Thanks
What game version are you running?
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2 hours ago, Itchytreasuresack said:
But what do you mean place everywhere? : o
Is that a mod or a normal game function? sorry i got confused i guess...
It's a mod. https://www.nexusmods.com/fallout4/mods/9424
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1 hour ago, Itchytreasuresack said:
Dude what X D
Did KillSwitch072 just revolutionise the way we play? i never heard of this before.
Ty!
You're welcome. But Aurelianis was where I first got that funtion of Place Everywhere from a couple of years ago. There's all kinds of neat functions in Place Everywhere.
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In Place Everywhere. In build mode don't select object like you're going to place it down, just hover over it to highlight it, press End key, should make it static. Also it may depend on what version you're on. In 163 this works. I can't vouch for Next Gen.
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As it says on the tin. Looking for someone to make the gask mask from Vtaw Wardrobe 9 work on male characters.
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12 hours ago, SkyFall69 said:
Thanks for the tip, I wasn't aware of restarting takes care of it.
However it shouldn't be needed to restart each and every single time you have installed or uninstalled mod(s).
They won't load out of order due to the correct numbering, they just display out of order in Vortex. Changing profiles or restarting Vortex just gets them to display corectly
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7 hours ago, ChemBoy1 said:
You know you can remove old mod version archives, right? There's literally a button right next to the version number in the dropdown. It's very simple.
I do it often for mods that are large in size to save disk space and keep only the latest version. You can also remove the archive for the latest version, if you wanted to. You just wouldn't be able to "Reinstall" the mod and would have to go download it from the page again.
Using a mod manager, but manually updating your mods, is the WILDEST thing I have heard. Why would you waste your precious life time like that?
Because they're not that many updates for the mods I run and since the next gen update, they're not any updates to the mods I run except for a few. They're all old gen or can run on both old and next gen
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38 minutes ago, qwertyuiop82 said:
Because it's faster, manually updating mods can take hours if you have a lot.
I've ran into a lot of problems in the past updating mods through Vortex with mods becoming redundant until I removed the older version. Plus like stated before, it only takes up drive space with the unused older versions of the mods. It may be faster for you, but I like less headaches. Plus Vortex can and does mistake optional or alternate files as an update to the mod when in fact it isn't.
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Just now, qwertyuiop82 said:
Then I'd have to remove and reinstall all the mods I want to update, which takes even longer.
I don't update through Vortex. Why would you do this? It only takes up drive space with unused mods.


Help with finding missing Mods from game save
in Discussion
Posted
compredo.esp is Companions Can Sneak https://www.nexusmods.com/fallout4/mods/5612