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RS13

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Everything posted by RS13

  1. As Crysthala said, the file type shouldn't be changed. If you do need to open it you can just right click and use" open with.". If you really want to change the file association-what opens the file when you double click on it--here's a guide: http://www.thewindowsclub.com/change-file-associations-windows
  2. If a mod's using F4SE, then when F4SE changes, the mod may need to change also. How can I downgrade? You'll need to get copies of the old: F4SE, fallout exe, Interface.ba2, startup.ba2 and libScePad.dll. Install all those and your fallout will be back to 1.9.4 goodness. The latter 4 files cannot be shared on the nexus.
  3. Yeah, lots of stuff needs to update. ShadowBoost for instance has not updated. So back to the old exes for me.
  4. Just rename your fallout folder. I actually have two copies of fallout on my drive. Fallout 4 and Fallout 4-z. The latter never updates.
  5. I think this has to be a glitch on Bethesda's part. There's no way they want to give us all the assets for these mods. It's just begging for them to be pirated. And as some have said, if we got all the assets for every CC mod, the realities of hard drive space would force many of us to uninstall Fallout 4 pretty soon, which means we obviously won't be buying from the CC. Bethesda's stupid enough to have a buggy af launch. They're not stupid enough to do this intentionally. its possible, this type of practice has definitely been done before, where gaming companies would have their dlc already on your computer, but it would just be locked until you buy it, borderlands is 1 such game. this was most definitely a mistake, but it could be possible in how they are going to do it. (by this i mean the content is already on your computer, only it will be locked) But that was actually a waaay different situation. While Borderlands has a fair bit of DLC, there's an upper limit on how much there could be; Gearbox wasn't going to make a couple dozen pieces of DLC. (When they did make a couple dozen pieces for BL2, they changed practices.) But there's no upper limit on the CC; If it has even a tenth as many mods as the Nexus, it'll have over 2000 ... creations? (What are we calling them?) If they are roughly 60MB each that's a 120 GBs. That's the size of some SSDs. That's like saying the only way they could provide Far Harbor to PS4 users is by installing its Ba2s on every PS4 harddrive. Sony's issue wasn't that users caused new content to appear on their console when they pressed a button--in that case they'd have issues with every digital download and DLC ever. No, Sony wouldn't allow mods because they didn't want to users to be able to *post* content that wasn't curated in some way. And Bethesda didn't want to curate it without making a profit off it. Bethesda *is* curating this and is pitching it as "mini-DLC." So there's no reason the CC would require that every mod be downloaded onto every PS4. But even if it were, they could just institute a system check (as someone said above). And if they couldn't, then f*ck PS4. Just chalk it up to Sony being Sony. Honestly, with the size of console hard drives, I think most PS4 owners would rather not have the CC at all than have it take up their entire hard drive.
  6. LOOT should sort it automatically. Also, learn the basics of SSEdit (or whatever it's called) and you can see see which mods conflict and exactly how they conflict.
  7. You can only earn achievements if you play *without* any other mods. There's no way that's worth it. It'd be better to just have a vanilla playthrough to get all the achievements and then play with free mods. Much better than trying to get a whole LO's worth of paid mods. Also, there will likely be an achievement enabler for other games as well.
  8. Its working fine for me without the esm. Same here.
  9. I think this has to be a glitch on Bethesda's part. There's no way they want to give us all the assets for these mods. It's just begging for them to be pirated. And as some have said, if we got all the assets for every CC mod, the realities of hard drive space would force many of us to uninstall Fallout 4 pretty soon, which means we obviously won't be buying from the CC. Bethesda's stupid enough to have a buggy af launch. They're not stupid enough to do this intentionally.
  10. No, that's the Hi-Res update. Or maybe Hi-Res plus CC. The CC FIles only take 2GB. But Imagine how many GBs it could be as it grows? They Bethesda'd this up big time.
  11. That's a serious overreaction. These are just add-ons. These aren't in-game items. They're not forcing us to pay for (or grind for hours for) items that we'd otherwise be able to get and free mods still offer way better stuff than is on display there. This is probably the most consumer friendly form of microtransactions ever devised. Now, if you want to say that you're *worried* that they'll become EA, well I'm right there with you. But they haven't come near that yet.
  12. If you're expecting Big DLC-sized mods, I wouldn't hold my breath. The thing with DLC-sized mods is that they involve a lot of people. Even in cases like Flaskaar where one person does most of the lifting there's still a few dozen other people involved in minor roles. Once money gets involved, all of them are going to want a cut (and reasonably so). So, for Bethesda, paying for these sorts of mods is more expensive than paying for weapons or paint jobs and when you consider that not a single quest mod is in the top 100 most endorsed (non-adult )files--and it's not even close. The closest quest mod (fusion city rising) has more than 5000 fewer endorsements than the number most endorsed mod (ponytail variations). So for Bethesda, there's not a ton of incentive to approve those. But even if Bethesda does approve one--and they might if only for good publicity or to give the CC more variety and thus broader appeal--the real problem comes on the modders end. There are no full-time modders. And while Bethesda is now paying modders, few if any are quitting their day jobs based on the unsubstantiated hope that the CC can provide a full-time income. And even if the lead designers on DLC-sized mods could do that, the minor contributors can't. So the same scheduling conflicts, real-life issues and all the other stuff that delays big mods will still be an issue. (And the long development cycle is of course another reason Bethesda might be hesitant to fund these sorts of mods.) And there's all the new interpersonal issues that come with injecting money into the process. Frankly, it wouldn't surprise me if a lot of modders just steered clear of it entirely--I believe Fallout: Cascadia is doing just that. I'm not saying it can't happen or even won't happen. But if it happens, I expect it will be a while. I think people were hoping that the influx of money would result in new DLC being produced at record rate. I just don't see that happening. The development of really big mods will still be slow because it will still be done by part-time modders.
  13. Oh, two others I forgot. I highly recommend The Dan Bull Intro Replacer (http://www.nexusmods.com/fallout4/mods/2415/?) and The Wanderer Level Up Sound Replacer (http://www.nexusmods.com/fallout4/mods/2338/?). Personally, I think FO4's music tries to be way too f*cking serious for a game that were you dress up as a comic-book character. These much better fit the overall mood of FO4.
  14. Here's my favorites by category. Overall favorite: FO4Hotkeys. In my opinion, this is, bar none, the best mod for FO4. Here's a list of things I use it for: (I) to get more hotkeys (duh) (II) to have a quick outfit switcher (super helpful if you don't want to leave conversation to switch to your persuasive outfit) (III) to seperate the bash and grenade key (Seriously, FTS). (IV) To quickly activate Registrator's bullet time mod (V) To save without entering a menu (VI) To Wait without sitting down (Seriously, Bethesda, what the hell?) (VII) To toggle the radio on/off without entering a menu (VIII) to lower weapons with a button press (IX) to drop the portable workbench quickly. (X) To toggle the nightvision modes in West Tek Tactical Options (XI) to open my inventory via console command so I can easily change weapons while stealthed (Seriously, how is the pip-boy still not fixed!) (XII) To teleport companions to me (XIII) To remotely open companions inventory (XIV) To use VANS without stopping time (Seriously, FTS) (XV) to bash annoying characters in the face mid-convo. That's FIFTEEN things that FO4 hotkeys lets me do! It can be a pain to set up, since you have to adjust things via a text file, but still it does more than any other mod I've seen. Another absolute essential is Atomic Radio and Tales From the Commonwealth. It adds a whole bunch of interesting NPCs and about a dozen really high-quality quests. I'd say the two most moving quests I've played in FO4 came from that mod. Seriously, one quest nearly made me cry, while another diverted me from my evil ways because I just couldn't bring myself to be that evil. They fit into the game so well, that there have been times when I was on a Tales quest and only realised it was a mod quest when I realized Beth quests don't usually give you the kind of choices that show up there. I'm a couple hours in to Maxwell's World and really enjoying it. Llama's Heather is the best companion hands to the f*cking ground, but Ellen is really good too. I strongly recommend both of those, plus EFF so you can keep them both with you at all times. Unless you hate music, you need Old World Radio in your life. For crafting, I'm a big fan of Legendary modification (Normal Difficulty is my preferred option) along with free downgrades. Better Mod descriptions is great too. The Mobile mechanic is also super-helpful. For settlements, I highly recommend Tiny Tina's Cookiepocalypse. It adds Tiny Tina and pretty lore unfriendly, but it's hilarious and adds a ton of cool stuff for your settlement. If you don't want the quest, the author has an All-in-One version that doesn't include the quest. If you don't use craftable cats to make your settlers happy, you're a bad person. Power Armor: I recommend Skyrim Themed Power Armor and Bioshock Themed Power Armor. The former seems to have a lot of bugs, but it's so cool that I'd recommend trying it out and seeing if it works. Both of them fit into the game really nicely, btw. I also recommend Power armor delivery system, power armor storage system, and War Tags (really cool paints). I don't really like to recommend aesthetics mods because everyone's taste is different, but ultra interior lighting is great. The performance hit is minimal and the extra shadows add a lot to immersion. Fixes/Quality of Life Mods: Unofficial FO4 patch. Nuff said. No health level scaling: it keeps both you and enemies from becoming damage sponges late game. There are several mods that remove the Bethesda difficulty from the game. Use one of those if you don't play on normal. More Durable Power Armor: nuff said. Quick Trade: enter the trade screen without engaging the vendors in dialog. Thank God. Mini Nukes Ignore LOS: Because a wooden door shouldn't save anyone from a Nuke. Immortal cats. Because obviously letting kitties die was a bug. And finally for the lore-massacring mod that somehow feels like a part of the original game: the mysterious B.I.G. Turn the mysterious stranger into Biggie Smalls. I'd recommend getting an old version because the new one has the mod author (or just some guy?) reading Biggie lyrics in the Perk menu. That drove me nuts so I reverted to an older version. (version 2, I think?)
  15. I hate power lines. I want to replace make them invisible by replacing their mesh with a blank one.... but I can't find the mesh. Anyone know where it is/what it's named?
  16. I'm in the institute and because of my ENB, it looks awesome at Night, Sunset and Sunrise and way too bright during the day. How can I change it so that it says on the Sunrise/sunset weather instead of going to the day weather? Thanks.
  17. I want Nick Valentine to look like he does in Nick Valentine Reborn. But that mod is just textures/meshes and doesn't work if you have ANY mod that touches Nick Valentine at all. In any way. Whatsoever. Now, I thought I'd take a crack at fixing this via esp. So I went in, found the texture set for Nick's Eyes and directed to the new eye textures. I looked at Nick in the CK and voila! He has new blue eyes. Before doing the same thing with all the other texture sets, I saved the esp and headed in-game. And... nothing. Disabled all other plugins.... nothing. Disabled my plugin as well... blue eyes. So, now I'm super confused. I can see them in the CK, why are they not showing up in game, until I remove the plugin in which I can see them? Can someone explain this to me? And how I might fix it?
  18. I know how to do this for things like holotapes and grenades--just add [holotape] or [grenade] in front of the name--but it looks like Valdacil's doesn't sort weapons and armors that way. Anyone know how to do this?
  19. In my experience, Val's is safe. Just make sure you have up to date versions of Val's, Def, and AWKCR and everything should be A-OK.
  20. Nevermind. No bug, just Bethesda poorly explaining things. It's amazing how the only time they don't hold your hand is during the most complex mini-game ever made.
  21. I just started doing the build your own vault quest and when I got to the part where I need to assign a settler to the power-bike, I noticed that I don't get a command pop-up when I hover over him. I've looked around and seen similar problems occur when people have too many settler, but I only have three settlers. What's going on? Edit: I've noticed that, in the upper right-hand corner, it says he's assigned to and then has a picture of a man waving. I'm not sure what that means, I've almost never used the settlement system, but I'm wondering if the game thinks he's assigned to some other task already.
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