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Everything posted by Fatalmasterpiece
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My mods don't work after the newest DLC
Fatalmasterpiece replied to AwesomeGamerBossKenny's topic in Fallout 4's Discussion
Try this and let me know if it helps. http://forums.nexusmods.com/index.php?/topic/4025695-how-to-activate-mods-in-the-fallout-4-survival-beta/ -
Wasteland Workshop an Somerville Place
Fatalmasterpiece replied to AlabamaRebel's topic in Fallout 4's Discussion
Settler renaming most likely. -
Sorry my bad, I copied that text from a skyrim page. It's the same exact thing just, fallout 4 instead of Skyrim >_<
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These instructions are intended to work with the survival beta which is now integrated with the Steam beta of Fallout 4 v1.5 (Please note that this method does not support "Mod Manager 2" and is incompatible) Fallout 4 reads a file called "plugins.txt" for it's list of plug in mods to load. A Mod Manager like Nexus Mod Manager edits plugins.txt for you rather than you having to manually do this. In the latest versions of the game, Bethesda has changed the formatting for plugins.txt and NMM has not yet updated to properly handle this. ___________________ *update* 4/21/2016 - Launching Fallout4.exe or Fallout4launcher.exe no longer clears your plugins.txt of non-Bethesda plugins so setting plugins.txt to "read only" is no longer necessary. Note that NMM will still change this parameter so it will be necessary to change this after opening NMM. 4/23/2016 - NMM V 0.61.17 has been updated for the new changes to plugins.txt and FO5 V 1.5 so using this workaround is no longer required. ___________________ Typically, Mod Managers like NMM automate this process by editing your plugins.txt for you and setting it to read only when launching from the manager. They also manage downloaded files etc. Until NMM is updated, it will be necessary to complete this extra step to get mods working. Install your mods as normal with Nexus Mod ManagerClose your Nexus Mod Manager.Find "C:\Users\[username]\AppData\Local\Fallout4\plugins.txt", right click > properties > uncheck "read only" (C:\ may be replaced by a different drive number on your computer) (See update ^)4) Open "plugins.txt"Add an asterisk before all non-Bethesda plugins. Your plugins.txt list should look something like: (you may place any other plugins here with an * before it) Save "plugins.txt" Launch FO4 WITH THE VANILLA GAME LAUNCHER NOT NMM. (Fallout4.exe, Fallout4launcher.exe, Steam) You must then repeat this process every time you make any changes to your mod list or open Nexus Mod Manager. Yes, every time. It's annoying but until they updated NMM this is how you must do it. This method is intended to be used for plugin (.esp/.esm) mods and is not intended to work with scripted interface mods like Fallout UI. File replacer mods like texture replacers should work as normal with no work around needed. Thanks to Tuskin38 for pointing out the change to plugins.txt :smile:
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Are you using the newest version of the game or the Survival Beta? I haven't been home yet today but I'm told the newest version changed the way you activate mods. 1) Install your mods with Nexus Mod Manager 2) Close your mod manager. 3) Find "C:\Users\[username]\AppData\Local\Skyrim\plugins.txt", right click > properties > uncheck "read only" 4) Open "plugins.txt" 5) Add an asterisk before all .esp mods. Your plugins.txt list should look something like Fallout4.esm DLCrobots.esm *Console-enable.esp *Coolmod.esp (you may place any other .esp here with an * before it, .esm should NOT have an *) 6) Save "plugins.txt" 7) Find "plugins.txt", right click > properties > check "read only" :cool: Load FO4 WITH THE VANILLA GAME LAUNCHER NOT NMM. You must then repeat this process every time you make any changes to your mod list or open Nexus Mod Manager. Yes, every time. It's annoying but until they updated NMM this is how you must do it.
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Who do you wish you could romance?
Fatalmasterpiece replied to spinspider's topic in Fallout 4's Discussion
Other than Danse, you make them all sound like real people. So what's the problem? They are like real people I wouldn't want to be around x_x I mean Curie is adorable but it's morally questionable and creepy to romance her considering she doesn't really have the mental capacity or experience to make decisions like that. It's like grooming... So people are only allowed to have romantic interaction if they meet a certain mental requirement? They get no right to persue their own interest? Correct. That's why we have statutory laws regarding age of consent. A 15 year old can't "pursue their own interest" in a 30 year old because we know that a person that young doesn't have enough experience to not be preyed upon by more experienced people of older age. While this is a video game and Curie is a robot, so laws like this don't literally apply to her I believe the same morality is involved. That many people want essentially a non-consensual, inexperienced, groomed mate who they teach to bend to their will is rather twisted imo. Actually they can. They can even marry, they just can not have sex outside of wedlock. So you think that someone with a mental disability that is 35 can not persue a relationship with another person who is 35? That sounds bigoted to me. So you think it's ok for a 15 year old to marry and have sex with a 45 year old? No, I'm sorry that is not right. A 15 year old is still a child and should not rush into a life decision like that. Where do you draw the line, 14, 13, 12? Sorry that's just sick. Does the person with mental disability have power of attorney? Are they able to make legal decisions for themselves? Did you know that over 30 states in the USA prohibit or restrict marriage between people with "developmental disabilities? Are they all bigots? No, these laws exist so that if any problems come up there can be a hearing to oversee the marriage to make sure no one is being taken advantage of, especially in the case of a mentally disabled person who may be giving away certain rights in marriage such as to assets. These laws are not to hold them back or harm them. It's to protect them from being taken advantage of and assist them with the decision. -
Modder clothing has too high stats in general
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
As a person who has been part of this community longer than you, supported it financially and offers technical support to those who need it I'm going to ignore your insults and suggest you take your disdain elsewhere. The OP is my opinion. Take your misdirected projections of disappointment elsewhere. That's a good point. Personally my solution is to turn most custom clothing into replacers for vanilla clothing. -
Interesting unmarked apartment in the north end
Fatalmasterpiece replied to labreck02's topic in Fallout 4's Discussion
This is near the water right? If I remember correctly there was a holotape in there from a woman that lived in the apartment talking about the neighborhood or something. Cool little place, would make for neat little player home or mod. -
Modder clothing has too high stats in general
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
1. Are they? I'm glad that you can speak for most mod authors as their designated representative. How long have you been in office of Modder Rep that you can officially speak to the intention of most clothing mods? 2.Well f*#@ here I thought this was an open forum where offering an opinion on how to make something better would be welcome and not replied to with snide remarks telling someone to do it themselves. If some mods weren't working and I posted a way to make them work better, should I also expect some rude response telling me to fix it myself or pay them? Thanks, I do alter the stats myself. That's not the problem. I was simply presenting the idea that most clothing mod stats don't parallel their vanilla counterparts. -
Who do you wish you could romance?
Fatalmasterpiece replied to spinspider's topic in Fallout 4's Discussion
Other than Danse, you make them all sound like real people. So what's the problem? They are like real people I wouldn't want to be around x_x I mean Curie is adorable but it's morally questionable and creepy to romance her considering she doesn't really have the mental capacity or experience to make decisions like that. It's like grooming... So people are only allowed to have romantic interaction if they meet a certain mental requirement? They get no right to persue their own interest? Correct. That's why we have statutory laws regarding age of consent. A 15 year old can't "pursue their own interest" in a 30 year old because we know that a person that young doesn't have enough experience to not be preyed upon by more experienced people of older age. While this is a video game and Curie is a robot, so laws like this don't literally apply to her I believe the same morality is involved. That many people want essentially a non-consensual, inexperienced, groomed mate who they teach to bend to their will is rather twisted imo. -
Top 5 Missed opportunities of the Commonwealth
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
Supposedly there was a lot of cut content from the game such as the fact that The Combat zone was supposed to be a location the player could visit and participate in fights. This leads me to believe Bethesda originally intended to do a bit more with the raider faction and possibly the Gunner faction but due to time constraints they were cut down to simple bullet sponges. -
Who do you wish you could romance?
Fatalmasterpiece replied to spinspider's topic in Fallout 4's Discussion
Other than Danse, you make them all sound like real people. So what's the problem? They are like real people I wouldn't want to be around x_x I mean Curie is adorable but it's morally questionable and creepy to romance her considering she doesn't really have the mental capacity or experience to make decisions like that. It's like grooming... -
OMG help! plugins keep turning off!
Fatalmasterpiece replied to sophiextime's topic in Fallout 4's Discussion
1) Install your mods with Nexus Mod Manager 2) Close your mod manager. 3) Find "plugins.txt", right click > properties > uncheck "read only" 4) Open "plugins.txt" 5) Add an asterisk before all .esp mods. Your plugins.txt list should look something like Fallout4.esm DLCrobots.esm *Console-enable.esp *Coolmod.esp (you may place any other .esp here with an * before it) 6) Save "plugins.txt" 7) Find "plugins.txt", right click > properties > check "read only" :cool: Load FO4 WITH THE VANILLA GAME LAUNCHER. You must then repeat this process every time you make any changes to your mod list or open Nexus Mod Manager. Yes, every time. It's annoying but until they updated NMM this is how you must do it. -
Modder clothing has too high stats in general
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
1. Is it? It seems counter intuitive to *not* wear armor pieces you find simply because they raise your stats higher than the game intended. The vanilla clothing handled this in a smart way by only allowing you to wear armor pieces over relatively weak under armor while stronger armor which was meant to be worn without additional pieces covered the entire body. 2.That's true but while I can add ketchup to any hamburger I buy, it doesn't seem unreasonable to hope that most would already come with ketchup on it since that is pretty standard. Of course I could just make my own hamburger at home but often I enjoy the luxury of someone else making a hamburger for me. -
Has anyone noticed a tendency for new clothing from mod makers to have excess stat buffs and damage protection? Generally it seems like most mods will have a shirt that gives 10 armor to all types, +2 to a couple stats and be upgradable with ballistic weave. Then they often have some pants that do the same thing along with fitting under vanilla armor pieces, making the whole ensemble much more powerful than the typical outfits in the game. Compare this to vanilla underarmor like the Vault Suit, Harness or Road Leathers which all offer only a few armor points and generally only +1 to a stat or two. Personally it feels like most modder's armor provides too powerful of bonuses to be fairly used early game. Then by end game you find unique clothing which better fits who your character has become. In general it means I never like using mod clothing and that's a shame because a lot of it looks great.
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Sounds like he just needs to know how to open the stingray model with nifscope. He will need to unpack the mesh bsa or whatever they are called now and locate the file.
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Who do you wish you could romance?
Fatalmasterpiece replied to spinspider's topic in Fallout 4's Discussion
No one. Bethesda really killed any visual sex apeal with any characters in the game by leaving them all far on the wrong side of the uncanny valley. From a personality stand point... no one. Danse is one dimensional like Buz Lightyear, Piper loves to hear the sound of her own voice too much, Curie literally has the mentality of a 15 year old, Deacon tries way too hard to be funny/cool and Cait is a *censored*. -
Need help with The First Step
Fatalmasterpiece replied to GamerChas's topic in Fallout 4's Discussion
Oddly he still hasn't given it to me. Oberland station asked me to clear out Back Street apparel of some raiders, a much easier task than Corvega. After that Garvey never gave me any quests, so I walked to Tenpines where they asked me to clear out a medical center. So I have no idea what is going on with Corvega now bit at least it's not the essential for progressing in the game. -
PC voice in new quest mods
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Creation Kit and Modders
I don't know how to do it with the CK, but I've almost finished the FO4 version of VFRT, and I'll probably release it within a week or so. In addition to what you see in the screenshots for the Skyrim version, you'll also be able to listen to the audio by double-clicking on the lines. Wow what a useful tool. I'm glad to hear you are working on this as it is sure to be a huge help. :) -
Top 5 Missed opportunities of the Commonwealth
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
Yeah it's crazy but like, what if there were more people in the Commonwealth who didn't want to shoot at you and weren't part of your personal army (BoS, MM, I)... Right now it's rare when you find someone neutral in the CW and I just look at them like, who the f are you? :huh: So I'm writing up a story line for an expansion on Jared's chem-sight raiders which may turn into a quest mod. The problem I keep running into is that the PC just outright kills everyone involved in the plot without so much as talking to them. So it's going to require adding in raiders who don't attack you on sight and hoping the PC doesn't just try to kill them (I hate essential npcs, it's so lazy) or adding more terminal entries. -
I'm curious to hear modder's solution to the voiced player character in Fallout 4 when creating new quest mods. As I see it there are three possibilities: 1. re-use and cut up existing voice files from the game into (hopefully) useful new portions. 2. Find a similar voice actor to perform new dialogue. 3. Have only captioned dialogue. Since I have a lot of experience with cutting and editing audio, I'm thinking 1 is my best option though I can see many going with option 3. When cutting the audio it would only be necessary to remove direct references to specific events and since there is a lot of voiced content, it should be hard to spot re-used portions. To those with the CK is there an easy way to parse the player dialogue lines to find segments which may be useful for a given situation?
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Need help with The First Step
Fatalmasterpiece replied to GamerChas's topic in Fallout 4's Discussion
So this is an old thread but I recently experienced the same problem. Preston sent me to Oberland Station rather than to help at Tenpines Bluff. It doesn't seem random because the location difference is the exact same as the OP. I do have a mod installed which makes settlers mortal but why would that effect where the quest is sent to? For any matter I've been waiting for Garvey to eventually send my character to Tenpines which I assume he must eventually do since there are only a limited number of settlements that need aid (or are there? haha). Does it really matter if you ever get the Corvega quest or not? It's not like it directly is involved in the Minutemen quests. -
Top 5 Missed opportunities of the Commonwealth
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
Yeah that is a good point. I miss the previous fallout games where there were different kinds of "raiders" like the Khans, the Fiends etc. Even Skyrim wasn't as bad. It would have made more sense for another group to fill the shoes of the "creature" meatbag, bullet sponge faceless enemy to shoot. Gunners just make. no. sense. Gunners need an overhaul where they only attack if you're within 5 meters or something. -
Top 5 Missed opportunities of the Commonwealth
Fatalmasterpiece replied to Fatalmasterpiece's topic in Fallout 4's Discussion
One of the biggest missed opportunities would have been a 5th faction of Raiders, who create war camps at settlements instead, with a goal to dominate the commonwealth. Maybe it's lead by Jarrod at Corvega who places you as the leader after seeing a vision of the future with you beheading the Institute. Instead of recruiting "Settlers" you recruit raiders for your faction and can call upon them like the MM. -
They would make more sense if you were able to join a Raider faction rather than the MM and dominate the commonwealth with an army of raiders.