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Everything posted by MarkusTay
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(RESOLVED)"Place Everywhere" mod may be broken
MarkusTay replied to NextTurnIsRight's topic in Fallout 4's Discussion
I can't get mine to work, and I have tried everything. I did a fresh new install, used the NG version of the game and then downgraded. All my other mods are working perfectly. I have been using F4SE and place everywhere for years, so the folders are set up properly. Its just acting like its not installed, at all. The only thing I am am unsure of is that I am using the latest version of F4SE - am I supposed to be using a different version because I downgraded?- 12 replies
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- modding
- place everywhere
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Adding Mod slots to clothing
MarkusTay replied to BattleshipsSpaceships57's topic in Fallout 4's Discussion
Seriously, if all you want to do is add an existing 'add-on' to an article of clothing, like ballistic weave, its FAR SIMPLER (easier & faster) to simply open FO4edit (which was already recommended to open anyway to find the names for the clothing item, so why not just USE IT at that point?). It takes less than five minutes. 1) In the 'Armor' section, find an existing underarmor in the base game; I usually use the vaultsuit, but the pre-war military uniform is another good option. 2) Copy the ballistic weave entry for the ballistic KEYWORD (KWDA) {it comes BEFORE the one below - make sure you copy the RIGHT ONE!} then paste that into the keywords entry on the outfit you'd like to change. It will say "ma_Railroad_ClothingArmor [KYWD: 0020DE40]" 3) Next, copy the other ballistic keyword from the attach points keywords (APPR), which will be below the one you just did. Make sure its prefaced by 'AP'. Always double check that you have NOT applied the same Keyword to both slots (an early mistake I use to make). This one will say "AP_Railroad_ClothingArmor "No Weave" [KYWD: 0020DE3E]. Thats it. You just need those two C&P'ed to get B-weave. 4) If you want to make it underarmor (wear armor over the outfit), that's also easy - No C&P but you will have to change some entries under 'Armor'. Find the outfit, and any body-part that are prefaced with an [A] need to be changed to a 'U' (using the brackets - the BB code on the site won't let me just type it that way). You will then need to do the same under the 'Armor Add-on' section, but only if if says anything other than 'body' (looking right now it looks like vanilla outfits this part doesn't have to be touched, but with mods MA's may have set body parts in this section as well, which will cause issues if you are trying to wear armor over it - just make sure it only says 'body'). Do not blame me for clipping issues - that's on you to resolve - armor on some outfits may look janky. *If you are doing this to base-game outfits/armors, you will need to create a plugin (mod), but if you are just adding entries to a mod, you can either create a plugin as a patch, or just save right into the mod itself. I do it that way (to save mod-slots), but I HIGHLY recommend you save a pristine copy of the mod first, in case you screw something up. I know you can just download it again, but mods don't stay up forever, or they get updated. ** Weapons are more complex - you can't simply add the keywords form one weapon/mod to another. It may 'work', but things will look terrible in-game (usually). You may also get 'extra stuff' if the MA didn't create multiple keywords for new attachment (like damage modifiers - I've done that myself). I'd actually suggest you just don't play with the keywords on weapons AT ALL, unless you really, REALLY know what you are doing (and if you had to read all of this, I truly doubt you do LOL). Lastly, I RARELY use the CK for anything - its far too cumbersome and crash-prone. I would only use that if i need to move/manipulate in-game items, which causes tons of problems in-and-of itself. Once again, don't mess with stuff if you don't know what you are doing - you can break navmesh, precombines, and a slew of other things. This game breaks easily! And at the end of the day, JUST HAVE FUN. Learning how everything works (and breaking stuff along the way) is what modding is about. You start learning it, and you'll find the real 'game' is getting stuff to work the way you want. Cheers -
First off, just posting this request was quasi-difficult, because its about a specific game forum, but you do not have a separate 'site' sub-forum under the games themselves (of course, I am only using Thew Nexus for two, so my knowledge of other game-specific forums is limited). I feel like dumping this here - in a sub-forum designed to handle ALL the games - will just allow it to disappear through the cracks. But whatever... In the Fallout 4 mods page, there is just ONE group list for Settlements themselves: Player Settlement. Sim Settlements has TWO just for itself. So when I go searching for a new settlement I want to try out, I have to wade through tons and tons of mods that are NOT settlements, or should ONLY be in the Sim Settlements categories. Two categories not enough for them? To make things worse, all the 'settlement blueprint' mods get dumped in there as well, even though those have their OWN category. Some of us prefer to play the game, rather than have it play itself. Also, there are quite a few mods that simply have the word 'settlement' in their name, and they end up there, even though they have next to nothing to do with settlements. That mod-list has become almost useless because of all the extraneous crap that gets dumped in there. Can we please, PLEASE have just a list that contains NEW settlements, and JUST new settlements? If its a new settlement AND is 'SS-compatible' (I understand it doesn't take much to make it so), then it could still go in there, so long as its also able to be a vanilla settlement as well (because otherwise, once again, it SHOULD go into one of the two Sim Settlement categories). Adapted vanilla locales as well as user-created ones both count as just 'settlements'. Player-homes should NOT go there, because they also have their own category. Every time I try to wade-through that mess, I give up after a dozen pages or so... its just too time-consuming, and the lack of 'policing' (control?) of what gets shoved in there makes it so counter-intuitive. Maybe give the new category a more specific name, like "New Settlements ONLY", so people stop applying that tag to just about every mod on the Nexus that isn't a weapon or armor? I spend enough time away from playing the game just to mod, that I don't need to waste even more time trying to find mods that are actually relevant to the mod-category title. Cheers
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Coming back 2 years out. Why the hate on AWKCR?
MarkusTay replied to Salvinha's topic in Fallout 4's Discussion
I have it installed on every play-through, and although I've had tons of problems over the years with my game, I can't think of any I traced back to AWKCR or AE. My longest-running game (still completely stable) is Lev. 260+ with over 400 mods installed (many have no esp - just textures - while a bunch are either esl, or I made them 'Light'). Sure, my FPS is in the dumps half the time, but its still stable. EDIT: Oh, and I forgot to mention, Raiders Overhaul, Unique NPS, SM Redux, etc., and all the other 'optional mods' that Unique NPCs can tie into are staples in my game. I can't imagine playing without them. -
Curie Going Back to Vault 81
MarkusTay replied to Deleted18049544User's topic in Fallout 4's Discussion
Its a vanilla bug - I used to get it sometimes, even before I modded. When she first follows you in Vault 81, she can get 'hung up' on stuff, and she falls behind. If you get to the room with the doctor and the sick boy BEFORE she gets there, and the dialogue with those people activates, then you get the bug. In other words, if she isn't close enough to hear that conversation, she gets stuck going back to Vault 81 forever. -
player character gender mismatch
MarkusTay replied to technoxenoholic's topic in Fallout 4's Mod Ideas
The easiest way to mod (at least, for me) is to simply rename the files. You'll need a couple of empty folders for all of this, and you'll have to be careful as to not get mixed-up while you are doing it (each time you you change a single file name, you'd drop in the other 'completed' folder until all of them were done). If its anything like clothing - which I have done this with - there should be some identifier in the files (in clothing, its a simple 'F' or 'M'). Just swap the file names around (rename them), but I would back them all up first before doing so. Then just put them in the correct folder as 'loose files', and they should over-write the vanilla files. You should have Loose Files enabled anyway, if you are modding. This isn't nearly as 'neat' a way as creating an actual mod, because you'd have to reverse all this if you wanted to ever play a non-transgender (or perhaps a post-op trans) person, but I know it will work. Its also a LOT more work - you have to go through just about every voice file for every NPC (even ones like raiders constantly use gender pronouns while yelling at you). Another way I thought of is to just swap the body files (something else I've played with), but I think at that point the clothing would become a problem - you'd likely get the 'wrong' clothes on the body and have clipping issues. In the end, I hope you can find someone who is good with Papyrus to do this for you; it should be as simple as put a check in every time an NPC speaks, and do a "If {var} = 'A' then set {var} to 'B'; if {var} = 'B' then set {var} to 'A' " kind of thing. I programmed back in the dinosaur days, so I know how its supposed to work, but I am unfamiliar with Papyrus specifically. I can think of at least one very good modder who'd probably be willing to help you, but her discord (TMaH) doesn't have a 'modding ideas' section. On the other hand, if you join Thuggy's Discord (Project Valkyrie), I know there is several like-minded folks there who's modding skill put to shame my own meager abilities, and that Discord server DOES have a 'mod ideas' section, and they are VERY helpful. And a lot of the same people are on both those servers, so I stress the 'like minded' part. :wink: Cheers- 9 replies
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- player character
- gender
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Weird question, I guess, but I downloaded mine so long ago I have no way of remembering which it is. It doesn't list the way other mods do, so I can't just dig through my mod list. The problem is, my vid card got fried and I need to get rid of the ENB for now, until I install a new card, because the onboard graphics can't handle whatever its doing. But I love my ENB and want it back, eventually. So before I use the tool to delete it, I want to figure out what it was. Is there a way of somehow seeing a list of stuff I downloaded from The Nexus? EDIT: Nevermind; I'm an idiot. I just scrolled through all the ENBs here until I saw one that said I already downloaded it (actually, it said 'Update available', so that was good to know). Sorry for having bothered you good folk. Cheers
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Load Saved Game - Missions & Mods RESETTING
MarkusTay replied to 69sexykenny69's topic in Fallout 4's Discussion
This is usually caused by adding/subtracting mods mid-playthrough, or updating mods, FO4 itself, or F4SE mid play-through (because sometimes updating that stuff will screw-up a LOT of IDs - I KNOW, because I used to have this problem A LOT). In my experience, once this happens, ALL your saves are corrupted, because your game has reshuffled IDs and is confused. There really is no saving it. I lost my last lev.75 game this way. Reinstall everything (I even went as fart as reinstalling Steam), and start from scratch, and no matter how tempting it is, DO NOT mess with your mod list in the middle of a playthrough. -
Possible mod issue with Nuak World
MarkusTay replied to TRADERSMYTHERS's topic in Fallout 4's Discussion
In the case of Nuka-World, that sounds very confusing. The Gunners should be there ONLY the first time you go. I have never seen them respawn (and if they weren't there the first time, then something went wrong with your game - maybe you weren't high-enough level?) If you somehow managed to talk to Harvey BEFORE the gunners were there, that may have borked your game. I think you needed to clear the area before the quest to go to Nuka-World kicks-in. As for the backstreet Apparel thing, you are going to have to advance the quest using Console Commands. I've had that happen to me numerous times, where you complete the objective but the quest doesn't complete (just yesterday, in fact, when I cleared Hubris Comics for the BoS, and after killing the highlighted, glowing ghoul, the quest didn't complete, and the quest-marker simply disappeared). You'll have to find out the quest ID, and the use the 'setstage' command to advance it so it completes. At Bethesda, they're not bugs, they're 'features'. :tongue: -
I only use some of those mods - I never touch the Sim Settlement mods, so I'm not sure if they add anything. The only thing I can really think of - that will affect as many different game mechanics as you are talking about - is that the version of F4SE does not match the version of the game (and if you use the CC, or even just use the Beth launcher, then the game itself HAS TO BE up-to-date). On the other hand... I don't even see you listing F4SE. You DO have it, right? Because that could be your problem right there. It NEEDS to be updated regularly, because Bethesda likes to 'update' (*cough* milk its customers *cough*) on a regular basis, and breaks F4SE every time.
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EXCESSIVE darkness at night -or- have I become blind?
MarkusTay replied to TaradelSol's topic in Fallout 4's Discussion
I use an ENB, so I've never had that problem. However, I do agree with your assessment of 'night blindness'. I see nearly as well at night as during the day, so the game world looks like the RW to me, at any rate. -
Noir 1940s costume concept Request for Fallout 4
MarkusTay replied to Deleted44140507User's topic in Fallout 4's Mod Ideas
I saved the pic, because if I ever get around to trying my hand at making custom outfits, that's definitely worth doing. In the mod, 50 ways to die at Dr. Nicks, there is a costume called 'Thatman", which is like a noir Batman. The costume itself is probably available separately. The mask part reminds me of that Flash one. EDIT: With a little research, I found that its the mod Batman & Batwoman Armor, but in the '50 Ways' mod, it doesn't have the Bat logo. With a good retexture, that could be a nice starting point.- 5 replies
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- concept art
- clothing and armor
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I appreciate your responses - sorry it took me a couple of days to respond back. I don't feel comfortable doing this mid play-through (never a good idea to alter/delete a mod like that), so I am saving this info for my next play-through. Thank You
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Okay, I think I understand all that, and TY for your quick response. So just to be clear: Even though I see TWO columns of data - one for the main game (1st column) and one for the mod (2nd column) - when I hit 'delete' (both the locale and the NPC in the mod) I will ONLY be deleting the data from the mod, NOT the game itself (so long as I don't see the sub-menus under the .esm, or as you put it, have it 'expanded')? And while I have your attention, what if I only delete the location data? I'm not even sure what it's doing, other than maybe placing that NPC. What would happen? Would the NPC simply not get placed? EDIT: Oh, and how does that 'backing up' thing work, in case I royally screw this up? How would I restore the file afterward? (and yeah, I always anticipate the worse case scenario, because that is the one life tends to deal me LOL)
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Do i need to install mods for very first gameplay?
MarkusTay replied to OtongCoeg's topic in Fallout 4's Discussion
Play the game as God (Howard) intended - Vanilla. Not even the UF4P (I've had my own troubles with it... just sayin') THEN you will have a very good idea about what parts of the game you liked, and what parts you didn't. I have my own 'must have' list, but you need to make your own. The ONLY piece of advice I would hazard to give is that CBBE is a must for just about all of the clothing mods, but there are a few more that that have become so integral to modding that a lot other mods depend on them (like AWKCR, etc.) But do vanilla first, so you can appreciate what the mods are going to do for you. EDIT: And if you have NO plans to add any other mods this play-through, then what you did was fine. HOWEVER, do not start adding other mods without a mod-organizer. I used to use MO2, and was happy with it, but I now use Vortex. Even though its harder to learn/implement, I feel it was worth the effort, because my game is FAR more stable because of it. I hope you aren't planning on using the DLCs, because the UF4P doesn't work (currently) with Nuka-World. -
I have that gun, and it works fine (although I find it ugly and under-powered, compared to others). The thing about THAT mod is that you have to do a TON of work to get everything working correctly (extract files from many other mods for textures, etc.). Its more like 'someones personal hack' than a true mod. It took me a long time to get it all working right, and even now I am having troubles related to it (using the see-through scopes mod, you can't use any of the options for the weapons for that mod, since the optional files require the ORIGINAL mod, not that all-in-one). Thus, I have a 'missing master' message in Vortex, even though everything is working okay. The thing looks like part of someone's car exhaust system. LOL
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By "installed them last", do you mean you are trying to set your load-order by the order in which you install the mods? Because Vortex doesn't work that way - you have to set 'rules'. Also, if you put those mods into the 'load last' category, it should move both to the bottom of your load order (and then you would have to apply a rule to them of which loads first, if that is required). I still don't understand it all 100% myself, you'd probably do best watching a how-to video on Vortex itself.
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I have a random NPC added by a mod (that does a lot of other things), and I think its interfering with another mod working correctly, that alters the world-space that NPC was placed at. Now, that NPC doesn't have anything to do with anything else - he's just there to recruit as a settler if you want, so it should be safe to delete him. When I bring up the data on him, and the location (Atom Cats Garage), I can delete those entries... but I also see the entries for the main game file - the FO4.esm. If I delete the data I want to - under the mod header only - will it effect the stuff in the first column; the stuff from the game itself? I have tried twice before 'modding' (using the CK), and borked my game once, and had to reinstall the mod the other time, so both BAD experiences. I get that pop-up that says, "are you SURE you want to do this?", and every time, I back-out, because I really do not know what I am doing. Any advice here would be greatly appreciated.
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The fact that you have a workshop someplace (a place with an active encounter), but no mod putting it there tells me that you MUST HAVE had some mod put it there at some point, which means you have deleted mods mid-playthrough... And that's ALWAYS a bad thing. Especially mods that change the world space. If that's the case (and I don't see how else you could have gotten that WS there), then that's it, game over. You need to start a new playthrough. I used to have this happen a lot, because I came from Xbox originally, and with a console, you don't get these problems - "it just works". I was able to add and subtract mods willy-nilly. Took me awhile to learn you just can't do that with the PC version. That workshop is now 'baked in' to the game, and since you don't have the mod, your game is confused as hell.
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[REQUEST] All items of Atomic Shop on Fallout 4
MarkusTay replied to SrBu's topic in Fallout 4's Mod Ideas
"Lets ask the company that SELLS assets that CAME WITH Fallout 4 (for FREE) in Fallout 76 (same EXACT models & textures) if they would be willing to give away the few new assets they have created so modders can place them into the game that people prefer over the game said company wishes everyone wanted to play." Hamma gonna just sit back and eat my popcorn on this one. LMAO -
I suppose, after you destroy the Institute, relocating them BACK to The Switchboard would make a lot of sense. Its not like you (or the game) uses it ever again after the quest is finished. If you want to go 'north of the map', you may as well place it in Far Harbor. I mean, thats where Acadia is, after all, and the two should start working together (and DiMa can explain to them how erasing someone's personality is the same as killing them LOL). The Mayor's Bunker could work as well. This idea has merit. Cheers
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Minor characters who could be expanded:
MarkusTay replied to SirDanest's topic in Fallout 4's Discussion
EXCEPT... its NOT that simple when most of the NPCs you would like to 'spruce up' have actual SPOKEN dialogue - you'd have to have a voice-actor re-do ALL of that NPC's lines before you even started with the modded stuff. When I first played FO4, I LOVED the spoken (audible) dialogue, but now that I realize the problems that causes modders. Perhaps the old-school readable dialogue was best. At least, for games MEANT to be modded (so I guess FO76 wouldn't count, but no-one really thinks about FO76 anyway LOL). Someone NEEDS to develop some very good voice-emulation software and make it available to modders. Maybe the CIA or KGB has an old version we could borrow. :P -
I can wait until day 2 for the helmet. Most of the time, I spend the whole first day in Sanctuary building, then go to sleep and start fresh in the morning. Hangman Alley always winds-up my primary base, just because its so damn convenient. There is a mod that connects the workshops of Hangman's and Home Plate, which I use, but if you're playing survival you may find that too 'cheaty' for your tastes. I'll probably ditch that mod myself on my next play-through (not because its 'cheaty', but because it interferes with another HP mod I prefer). I also use Hangman's Alley Interior Apartments mod, which makes Hangman's far more functional, but once again, if you are playing Survival, that might not be your cup of tea. I also like to get to Greygarden as early as possible, just because Muttfruit is the most efficient crop to plant.