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Slostenn

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Everything posted by Slostenn

  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.
  16. I'm not happy about the read-only aspect of .esl files, honestly. I make personal tweaks to most of the mods I download. Sure, many mod authors will continue releasing .esp files for their mods, but I can imagine a bunch of people being very interested in the idea of their mod being completely locked down and impossible to modify, despite the inherent irony. That's counter intuitive, in my opinion; reverse engineering and editing mods made by others is how many of us learned to make mods ourselves. I personally have learned far more from reverse engineering and editing mods made by others than I have learned from any tutorial. There's also the fact that modding, at its core, is about tailoring the game to your personal preferences. That becomes significantly harder if you can't tailor the mods themselves to your preferences. I've been more or less okay with the Creation Club so far, but I hadn't considered it potentially opening the door to mod authors locking down their mods and throwing away the key. Granted, it's their choice and if that's what they decide to do I will respect their decision, but it is a decision that I would vehemently disagree with.
  17. If I remember correctly, you were trying to think of stats for pumps earlier. I was thinking maybe fire rate would be an option worth considering. Lower level 590s that spawn on Raiders could have pumps with rusty actions causing a lower fire rate and lower durability, moving up to properly lubricated and even factory new pumps with higher fire rates spawning on Gunners. Unfortunately I don't have any ideas for the heatshield that haven't already been brought up. Anyway, the 590 is looking great. In the ever waging war of the 870 vs the 590, I'm personally on the 590 side, so I'm pretty excited at the prospect of having one in Fallout 4.
  18. Rather than deleting them, you might want to try just disabling them by renaming their folders. For example, I packed the files for my Scavenged Mercenary Gear mod into .ba2 archives, but I keep the loose files in my directory to make it easier if I want to make changes, add new stuff or fix bugs. Whenever I'm not using them, I just rename the folders and add "_disabled" at the end, which stops the game from loading them. Even just adding a space or a dash is enough, all that matters is that the name is different. Of course, if disk space is a concern, you could also back them up on a storage drive. I just wouldn't recommend deleting them entirely; you never know if you might eventually have issues with your archives.
  19. There's an option in the Tools menu called "invert mask." Alternatively, instead of deleting the vertices, you can separate the masked vertices into a new shape. Personally I prefer separating over deleting in case I accidentally separate a vertice that I want to keep.
  20. I'd say that likely means your issue lies elsewhere. If disabling precombined meshes was the culprit, you would have seen a significant increase in framerates. It makes sense, honestly - a brand new, significantly more powerful CPU should be able to handle this game a lot better than my 6 year old 2500K. It sucks that we have to go back to the drawing board, but at least you don't have to give up the trees. I'll look through your mod list again and see if there's anything else that sticks out to me as a potential culprit.
  21. As far as I know, the only real alternative is creating new precombined meshes, and I don't think that's even possible with the tools we have available; I think it's something only Bethesda themselves are capable of. Spiffy found an alternative with Rustbelt Flora that only disables certain precombined meshes rather than all of them, but - at least for me, I can't speak for others - that still has just as much of a performance impact for me. I honestly hope it isn't the cause of your issues, because I know first-hand how hard it is to give up those lush forests.
  22. I noticed that you have Commonwealth Conifers installed. If I remember correctly, that mod requires disabling precombined meshes (ie adding "bUseCombinedObjects=0" to your config), which will absolutely murder your performance in downtown Boston. The problem with disabling precombined meshes is that it forces the game to draw significantly more shadows than it otherwise would, and as others have mentioned, shadows are the top dog when it comes to performance killers in Fallout 4. I'm running an i5-2500K myself, and disabling precombined meshes will take me from 60fps to 15fps in the heaviest areas in Boston. Try removing that line from your config or changing the 0 to 1 to enable it and compare your performance. Unfortunately, enabling precombined meshes means you're going to see significantly less trees with mods like that, so if it is the culprit, you'll have to decide which trade-off you prefer: worse performance in Boston, or less trees.
  23. Alright, I have good news and bad news. Good news: it turns out both "moveto player" and "player.moveto" work for items as well as NPCs, although you need to use the form ID for the value that places the object, not the form ID for the object itself. Bad news: the tape somehow actually does not exist for me. I used "player.moveto" first and it spawned me on top of the bench, where the quest marker was pointing and where the tape should have spawned. Next I walked away from the cell, used "moveto player," and it moved the quest marker but there was still no tape. I don't know how I managed it but I somehow broke this quest so hard that, again, the original tape does not exist. Keep in mind I'm still playing on my original save from when the game first released and I have modded the absolute hell out of it, so I'm honestly surprised it took me this long to run into such a major bug. Anyway, I finally managed to fix it by using setstage to skip ahead to the next stage, and that seems to have worked. I don't think there's any other way I could have fixed this outside of starting a new game. Still, I greatly appreciate the help. Edit: for future reference, if anyone ever encounters this same issue in the future and finds this thread through a Google search, the way I progressed to the next stage was by using "setstage 229fe 200."
  24. I can't remember which, but I have one of the key remapping mods installed and for some reason the "wait" function in my game is activated by the melee bash/grenade key (G by default). Give that a shot next time you're ingame.
  25. That's very odd. I've had issues with meshes stretching, but only after moving them; I've never had stretching caused by deflating or moving vertices on a different part of the mesh. I'll take a look and see if I can whip something up, and if I run into the same issue, maybe I can find a way to fix it. Edit: yep, I'm running into the same issue. It looks like it's related to the arm automatically scaling for the Pipboy, and I have no idea how to fix that.
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