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shaggy08251993

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Everything posted by shaggy08251993

  1. I spent a number of years making an ultimate overhaul for Fallout 4. I think my modding/splicing days are over, so I want to show everyone what could have been, since it never actually will be. Too many authors with sticks where the sun don't shine. You won't find download links, because I'm not about to break copyright rules, but here's a concept that could have potentially been one of the biggest overhauls for Fallout 4. Fallout 4 Ultimate Overhaul – One mod to rule them all (wordpress.com)
  2. Nah, I'm praising it! I'd love to use it, but I lack the skills. It's an open resource for anyone to work on (proof in the permissions section), and I just don't get why so many people have skipped over it.
  3. That's a good way to get yourself a warning, or banned What, posting a link to one of Nexus's own pages/mods?
  4. Not the first post I've made about this, but it's been about a week I think since the last time. I'm really trying to raise awareness for this locomotive replacer that was uploaded by ryanfss https://www.nexusmods.com/fallout4/mods/45681 The default locomotive looks horrid! We finally have an awesome model to replace it with, but nobody has paid enough attention to it. I've tried multiple times over the last month, for several hours each time, to figure out how to get models up and running in Fallout 4, but it's beyond me. I can mess with Creation Kit, FO4Edit, and retextures, but that's the limit for me apparently. If anyone out there has the skills, please make use of this!
  5. I've just searched through the vanilla ba2 files for an hour, and can't find them. Getting frustrated. Hoping someone can tell me where to find them. 1. The texture for the white sliding doors in the player's house during the intro. 2. The texture for the white closet doors in the player's house during the intro. 3. The texture for the bed in the player's house during the intro.
  6. This model needs more attention, and somehow slipped by too many people. https://www.nexusmods.com/fallout4/mods/45681?tab=posts&BH=1 I'd do it myself, but I don't know how to get a model from the software into the actual game. I tried for hours. Surely someone else with the right skills has also been wanting a new train engine? To avoid retyping everything I said, I'm copy/pasting my comment from the mod here. @mcspinny Unfortunately it isn't going to happen for me. I tried and tried in Blender and 3DS Max, but I'm just too unfamiliar with modeling software. I spent hours trying to look a tutorials, but they were all either too basic and unrelated, or too advanced and time consuming. Someone else is gonna have to get this working in Fallout 4 with a texture. I only got as far as finding the UV maps for the textures, but could never get past that. Once someone else does this, I'd be glad to do a retexture. I'm honestly surprised and kind of P'd off that this mod didn't get more attention from the community. Everybody knows the default FO4 train engine model is a hot pile of trash. People have been waiting YEARS for a model like this to come out, and now that we have one, nobody has done anything with it. " "
  7. So I have about 20gb in total worth of loose texture files. Some are for the base game assets, and others are for modded items that have been added. I've been extremely careful and organized when trying to pack my textures into a .ba2 file. It cuts the size from 20gb down to 13.3gb, which is pretty sweet. I have an esp to match the name of the .ba2 file as well. Yet when I start the game, textures for modded items load just fine (such as food textures for Food Drive Favorites, and even weapons textures for the 10mm SMG and classic Assault Rifle)). Yet textures for base game assets don't seem to be loaded. For example, I have a texture that should make the inside of the house mostly made of brown wood during the intro...but even though modded textures work, the house walls are still generic white. My .esp file is named exactly "Fallout 4 Ultimate Overhaul Texture Pack.esp" and my texture file for it is exactly "Fallout 4 Ultimate Overhaul Texture Pack - Textures.ba2" The structure of the .rar I've packed them into starts with Data, and then leads to these 2 files inside of the Data folder. Anyone have any ideas? This is pretty much the last stage I have in my project, and it would be absolutely dope if I could get this working!
  8. As someone who has had to do WAY more troublshooting for mods than anyone should ever have to in a single life time, change up your enable/deselecting method. First, make sure vanilla Fallout 4 runs fine before installing any mods. Then, for the sake of time, don't enable/disable mods one at a time, unless you want to waste 5 years of your life lol. Break them into halves, then quarters, and so on. Example: install the first half of all your mods, start a NEW game. It HAS to be a new game. If it's something related to a script, the only way for changes to take effect are via new games. To save time from going through the entire intro, use the "coc" console command to warp to somewhere that has a terminal. "coc sanctuaryhillsext" is a good one. Then "player.setav speedmult 300" so that you move faster (since your character will be stuck at the default walk speed of the intro section). Anyway, if everything works, then you know the first half of your mods are good. Disable them, and enable the second half. Rinse and repeat. If it crashes, then you know it's something in the second half. So then break the second half into two more halves, and test each of those. Repeat until you narrow it down. Once you know which one it is, you can try opening it in F4Edit to see if a conflict is causing it. If so, fix it. If not, just delete the mod.
  9. So I have an issue I'm hoping someone can help with. I run with a crap ton of mods, and have, for the most part, gotten them all to play nicely with eachother. However, whenever I'm at a food woodbench in the Drinks category, there's a nice big piece of 'FLOOR' that needs Diry Water, a Silt Bean, and a Coffee Cup. I can't for the life of me find what mod is adding this a recipe, but I do know that the specific piece of flooring is from DLCWorkshop02.esm, and the Editor ID is Dlc05WrhsFloorWoodHalf01. Unfortunately, I'm not sure how to find a recipe based on this information. Anyone able to help? Edit: Nevermind, found it. It was from Wasteland Imports. There were two entries for Black Coffee, so I 'Deleted' flagged one of them. Turns out it still shows up anyway, but as a piece of flooring. Restoring it in-game fixed it. Weird...
  10. @Zorkaz and @robotized Holy Hell, thank you both so much! It was indeed the Container for her that was getting conflicts. I hadn't even thought to check the container, but turns out it wasn't actually CHEF that was the issue. It was BIS_FOOD, as well as my own merged patch I made. BIS_FOOD was overwriting the default, but in my merged page, I did a lot of tinkering at removing excess BIS_FOOD items, and it looks like at some point in time, I accidentally just deleted the vendor inventory for Polly entirely. Issue is resolved, thanks again!!!
  11. I run Fallout with like 230 mods, and have a master merge patch to get everything to play nicely. It's been almost 2 years, and I've fixed just about every issue I've come across, except for one. Polly, the meat vendor in Diamond City, will only sell Brahmin milk and cheese from the mod CHEF. I've looked at CHEF in FO4Edit but see no conflicts, and definitely no leveled list that seems related specifically to Polly. I figured if it isn't showing up directly in the leveled lists, then maybe something else is affecting her inventory, but I don't know how to find which leveled lists she uses. Anyone else know?
  12. Seems to me like it adds more realism. Plenty of girls in my high school walk around like that.
  13. Hey all, I'm hoping this is a quick fix that someone may be able to tell me what I'm doing wrong. I've got a lot of Fallout 4 modding experience, but this is confusing me. For simplicity, let's say I wanted to move one of the water purifiers from Resources>Water to Resources>Food. What I'd do is simply change the keyword attached to the water purifier to match that of the constructable objects in the food category. After loading the game up (new game), the purifier is indeed in the food category, but STILL also shows in the water category. What causes this? As a bonus, anyone know how to hide a recipe altogether so that it doesn't show in-game? I've tried marking recipes as both 'deleted' and 'ignored', but they still show up in the game like nothing happened. Thanks!
  14. Step 1: Don't run Fallout 4 on an HDD. Step 2: https://www.nexusmods.com/fallout4/mods/10283/?tab=description Step 3: Profit
  15. I'm late to this thread, but it's too good not to say this: Looks like all that psycho finally got to her.
  16. Usually only mods with scripts will be affected by game versions. Anything that is only .esps or retextures should work on any version. If you're looking for some great mods, check out my own 3 masterpieces that are bug-free. Sanctuary Leftovers Main Menu Red Rocket Garage Fallout 3 National Guard Armory (for Fallout 4)
  17. Creating a new faction is probably gonna be difficult. Build menu organization is actually pretty easy, but it can be tedious. It can all be done from within xEdit. You need to find the section that lists the building recopies and what category they fall under. Then just change the categories for each building object until you have something you like.
  18. So I don't know about merging .esp and .esl files. I don't think it'd work since they're two different types. What I do know, is that in xEdit, when you create a new file, you get to choose if you want it to be an .esl, .esp, .esm, or whatever. So all you'd have to do is add the records to a new file, and when prompted, select .esl. Save the changes to that .esl. Then right-click it, and select "add masters", and choose the mod that needs to be loaded before it. Save the changes again. Now the .esl will always load after the mod that was made to be its master. I can explain more if needed, but this is the simplified version.
  19. It's not just about having the most up-to-date versions of F4SE and FO4.exe. You first need to know what version your game is at, and then make sure that the version of F4SE you have was made for that version of the game. You can download different versions of F4SE as needed if you go to the mod page. This is the first thing that will cause crashes. The second thing, is to make sure that the mod you're using is updated. If the game updates, and the .dll or script from a mod isn't compatible after the update, that will also cause crashing. Your best bet is to add or remove one script mod at a time until you find the culprit. Edit: Take it from someone who uses an older version of both, and has a flawlessly running game with 240 mods. :}
  20. With that many mods, you need to do what I did. Copy all records of these mods as overrides into a new .esp, and name it "Overhaul Master ESP", or something like that. Add all existing mods as masters to this new esp, so this overhaul esp will always load at the bottom of the load order. Then use xEdit to make changes and conflict resolutions as needed. I run with 240 mods all working perfectly.
  21. Hey guys, I've been slowly building my magnum opus over the course of a year or two. I have 240 mods all condensed into a single.rar file, and it runs great. I almost never get crashes or freezes. This work because I copied the records of every single mod into a new 'master' esp file, which is what dictates the records that make it into the game. In terms of load order, everything else is a master to it (so it loads last), but in terms of in-game, it is the ring to rule them all. Recently I've been trying to condense all of my esp's into a single file. I've done this by once again copy all records from the existing mods (minus the master esp) into a new esp. Then I copied the records from the master esp to the new esp (with overwriting). Then I went through and tried to delete all references by shift+clicking and removing all entries from the mod esps, so that in xEdit, there's be no dependencies. (Of course I didn't save changes to those files, but it was temprorary). This worked to remove quite a few, but there are still about 80 mods left that are required as masters. I'm wondering if anyone knows how I could finish removing dependencies. Or, if I was to upload the new esp, if someone might take a look at it for me? Thanks
  22. Awesome, thanks! I tried finding the guideline myself, but I'm not on the Discussion section of the Nexus much, so I wasn't sure where to look for it. I thought it would be pinned or something. Thanks again!
  23. I just reuploaded some mods and cleaned them up so that I can promote them on my Youtube channel. I'm pretty sure I've read/heard that posting links to other websites is against the Nexus policy, but am hoping someone can confirm that for me. I was hoping to include a link to my channel in my mod description, and if not a direct link, maybe my channel name. Would this work or nah?
  24. Pretty basic. Just requesting the vending machines (or if I had to choose one, the Circus of Values machine) from Bioshock be implented as a mod to Fallout 4. Even if someone could just make the models and textures, I could get them functional in FO4Edit.
  25. I have 200 mods running very stable with weeks worth of tinkering and editing as well as some mod creation. So I know what I'm talking about when I say it sounds like you did what you're supposed to do. But let me give you the step by step just in case. Also, I never make the .ini edits as I'm pretty sure they're outdated. That was for very early Fallout 4 modding. There is ONE edit I have to make to make loading screen changes take effect, but that is all. 1. Install nexus as admin. After install, make sure program is set to run by admin as default. 2. Open Nexus and just accpt all the default setting prompts it asks you. 3. Once nexus is opened, click the folder drop-down menu on the top, and open the NMM Folder directory. Copy/paste your mods here. Alternatively, you can click the green plus icon and locate your mod to add it, but sometimes it may not work. 4. Close and reopen Nexus if you did the first option in step 3. 5. Double click any of your mods you want to install. Be prepared for prompts asking you about overwrites if there are any conflicts. It is important to know which mods you want to have a higher priority. These overwrites are seperate from the load order, so pay attention to them. 6. After they're done installing, you should be good to launch Fallout from the launch button on the Nexus window. NOTE: IF YOU ARE USING MODS WITH SCRIPTS, THE PROCESS IS QUITE DIFFERENT.
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