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Posts posted by grands4everyone
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Thank you so much for the explanation. I think I better understand how this mechanism is able function without causing conflicts. I don't make mods, but I use FO4Edit to patch conflicts and was worried that perhaps I needed to do something additional since everyone switched to this injection method in order to ensure that my merged conflict patch didn't conflict with mods that add items via quest or script.
I've never noticed an issue in my many hours of game-play, but with over 500 mods running I sometimes forget which items I have installed and think I may not necessarily notice if a particular item was spawning or not.
Thanks again for the info and have a great day!
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I've tried using the search function on the forum and google, but couldn't find any topics on this on my question so my apologies if this comes up frequently.
So lets say I have Mod A, Mod B, and Mod C.
Lets say Mod B and C both add weapons to the raiders leveled lists for weapons and they have a conflict. I create a patch for that conflict.
Now, Mod A, injects a weapon into the same leveled list via quest or script (is there a difference? is one better than the other?).
Does Mod A inject the weapon(s) into the merged list I made or is it injecting it into the vanilla list? If it goes to vanilla list, how does it not cause a conflict?
I guess my question is, can a mod that adds item to leveled lists via quest or script cause conflicts with other mods that add items to the same leveled lists manually? I know the whole notion of adding items this way is to prevent conflicts, but i'm curious as to how it works.
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Thanks payl0ad - I appreciate the confirmation :)
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Hi all,
I've read several tutorials that state the game can't load archives over 2gb. However, the game comes with archives over 2gb. I previously created an archive over 2gb (close to 6) and it seemed to work.
Does anyone know what the truth is? Is this 2gb limit maybe limited to using the archive2 tool?
Edit - My texture archive is 6.39 gb. I used the creation kit to make the archive and esp. So far, it seems to have loaded everything so I until I notice something missing, I'm going to say that the game can load archives over 2gb.
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Thanks -=2RTR=- !!!!
I was wondering why it wouldn't work for me :)
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Great stuff from this author for sure! Nice interview
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Love the way some of my favorite mod authors work together to bring us some real quality dope mods for FALLOUT 4! You guys rock :)
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Thanks so much Zilav! It worked! you are the bomb.com :)
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Tight!!! Gonna try this later when I get home. So just load in CK, save plugin, then load in FO4Edit and I should be able to change values?
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So I've been using the mod "Destructible Ammo" - http://www.nexusmods.com/fallout4/mods/4833/?
It makes certain ammo types explode when shot outside of VATS. I love this mod for taking down Supermutant Suiciders and Raiders in Raider Power Armor from afar (shoot the Nuke/Fusion Core and they explode!)
Anyhow, when this mod is installed, it takes out the weight values from these ammo types. I've tried to edit the Weight field using FO4Edit. When I do this, I'm able to enter a value, but once I hit enter, the value I entered disappears.
Any help would be greatly appreciated.
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Confirmed. Same issue with that mod installed. Heading over to the MA page to advise. thanks again smdursoil
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Ooo. I also installed that mod but must have missed that they went missing after installing. Will see if that is what is causing that for me too. Thanks for the tip buddy
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Hi all,
I recently noticed that the glow on glowing fungus was missing from my game. In its place, is a purplish darkness which means its missing, if i'm not mistaken. I uninstalled the last 3 mods I installed when this happened and that didn't fix it.
Does anyone know how I might be able to fix this?
I've also tried verifying game files through steam and that didn't resolve the issue.
As a workaround, i've been using http://www.nexusmods.com/fallout4/mods/15774.
It gets rid of the purple, but i'd love to get the glow back. Any suggestions?
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If you search the google you can find a reddit post that has a link to download the previous exe. I've been playing on that one until F4SE gets updated (hopefully).
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Thank you for the news of the new features. I don't know how many times that would have saved me in the past.
I've been using NMM for many years and overall, its been a great tool to have. I appreciate all the time and effort that is being put into its development. Cheers and congratulations!.
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In response to post #39472780. #39473085, #39473940, #39475870 are all replies on the same post.read the ENTIRE articleaxonis wrote: The article needs a bit of cleanup because it currently looks like a straw man argument:
"mods on console are bad due to how it’s affecting the PC modding community" (direct quote from the article) because Bethesda.net doesn't respect author's rights diligently enough ?
These are different things. While the latter is probably correct, I just don't understand how it relates to the former.Kukassin wrote: Different things, but they definitely collide.
Some people are taking down their work even from the Nexus so it won't be the target of theft, and as such, this is hurting even the Nexus community.
Some are even implementing DRM of sorts so console versions of the game will get mauled and won't work.
As long as mod authors see the console community support blatant theft and tell the original authors to f*#@ off and that they are elitist cunts in the Beth.net comments section (that is a very very common thing), they will puff the f*#@ up and deny access to their work. That is the fault of the console community and that is why not respecting the authors (on Bethesda's AND the community's part) and console modding both affect the PC community in a bad way.Dark0ne wrote: You're quoting my rhetorical quote from an aside (within the "time out" section) as if it was the main point of the article. So basically, you're misquoting me there.axonis wrote: OK then, but why are consoles mentioned in this article ? It seems to be only related to Bethesda.net
Run out of oxygen faster when underwater
in Mod Ideas
Posted
Does anyone know what I would need to modify in order to make it so that the player runs out of oxygen faster when underwater? The player seems to survive underwater for a very long time without breathing and i'd like to shorten that to make it more, immersive :)