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Everything posted by Uzibeatle
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I am thinking the information on 'max' affinity value listed in the wiki is incorrect. I know my Piper had affinity above 1000 when I checked , all earned honestly, and I had yet to get the dialog options to advance the relationship bit. That happened in my game at some point post 1100 I think. Though I never did check again the affinity value so can't say for sure when that happened.
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Mods Not working on Steam Beta Update
Uzibeatle replied to BSDJoker's topic in Fallout 4's Discussion
Yes, this is by design and one can understand why they do so. They don't want to test mods compatabilty or function with the beta game patch. They want to test if their beta patch does what it should with base game and if it introduces new bugs. Plugging in mods (plugin esp files to be specific) are not part of the picture. Pointless confusion for them. That said, it is easy to workaround the 'problem' Here is what I do. I launch NMM (nexus mod manager) prior to launching the game. I can either launch the game launcher via NMM, or via normal Steam launch. I wait for the game launcher to pop up. One can then watch the PLUGINS panel on NMM as the game unchecks any ESP's and that panel reflects that. I then simply go to NMM PLUGINS panel and click that green arrow on left, I have to click it twice, to enable all plugins that are listed. If I have to deselect any that is time to do that. I then play the beta game patch with no issues. Least with the load out I use, so FAR anyway. I assume all risk . By the way, none of this applies to the texture swaps you install, just plugin esps. Textures are not blocked by beta patch. If you do run plugins with the Beta, do not be one of 'those idiots' who post about beta bugs and issues without running the game minus any plugins you are using or did use. Sadly, most that read this will probably ignore this and post about issues anyway. Fact is, save files can be corrupted by these early .esp mods created minus benefit of ToolKit. Just depends on the mod, how clueless or careless the mod author was, and random bits of cosmic rays. ANyway, no need to riot about beta not working with mods because it 'disables' them. Move on to the next fire please. -
Will Bethesda get a new Game Engine?
Uzibeatle replied to Hexxagone's topic in Fallout 4's Discussion
I hope they do have a new engine for future efforts. Much as I enjoy(ed) FO3, Skyrim, FONV, I am very tired of seeing the same sorts of issues popup with the same damn glitches and save file corruption. Unmodded this game can have the same sort of save corruption prior titles could be subject to. The Brahman cows get stuck all over the place just like in FO3 and it is worse here wih far more settler caravans possible. NPC's ending up on roofs of buildings for no apparent reason. The cows stuck inside buildings for no apparent reason. If you see a trend here, I have a 'thing' about the GD mutated two headed cows. Grrr. What not stuff like that, to just mention a bare few. But, whatever they end up doing, it better be as open to community mod work as this engine is. Or there will be blood on the internet. I'd rather put up with stupid repeat glitches and outright bugs than see them forgo mod support for any future engine. Maybe since they learned so much in past decade, they can craft their own engine and do it right from the start. (I presume they bought this engine via 3rd party. Someone correct me if I am wrong) -
Hah. I missed that and 60 hours in the game. I've yet to don one of those. I hate the things. Yah, as much as they blew on voice acting the protagonist , that was a big fail miss. Another task for Mod Squad. Maybe one of those assembly genius's can do something before GECK is released.
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Are remodels currently possible without GECK?
Uzibeatle replied to LordOfDragons01's topic in Fallout 4's Discussion
I've not seen a single mesh tweak mod yet and, no doubt that would be viable by anyone with normal advanced human skills until toolkit is out. The current crop of interesting mods (plugin types) I've seen done are ahead of the curve and most of those are being done by folk who have a good grasp of assembly language and hex editing used in conjunction with tools I'm not qualified to mention. None of those are mesh work though. They are high risk mods to use but the ones I've tried seem to work without issues....YET. I expect by this weeks expected beta patch, my game saves may well be broken. A risk I chose to make. That said, I do recall some people pushing mesh edits out early in case of FONV and FO3 so there might be a way here prior to proper toolset. -
Anyone notice this clause in the EULA pertaining to mods?
Uzibeatle replied to rwillia157's topic in Fallout 4's Discussion
I don't see any issue with Bethesda taking that stance. It is only sensible. Anyone that has been around PC modding for long knows why. Other games I play recently, that have same boilerplate, more or less, games that are designed to be mod friendly are: European Truck Simulator 2. Ark Survival Evolved. NEither company supports modding in that sense. If you report bugs in the game, you better report them sans mods and as the base game (counting DLC ) is released by the developer. Needless to say, countless idiots out there don't get it. They breed like roaches. -
If I read the OP's post correctly. He installed a bunch of mods before even starting the game for first time. Once you get it fixed, if ya do .. just DONT" do that in the future. Start the game vanilla and play it out of the intro area to wasteland. Then and only then if you are hell bent to mod this game, or ANY game... make a known good save. Install ONE mod and rinse and repeat the save process with hard saves, not quicksaves. Especially in the case of using any mod that has a plugin .esp file. THis can also apply to mods that are nothing more than texture plugins. I have found in the past, for this game and other TES engine based games, texture mods uploaded to NExus that can and will crash the game on load. Due to incorrect packing of the textures. You wont get save corruption in that case (usually) but it can be a massive PITAS to track the one mod that was doing that if you just go to Nexus, download and install a bunch of cool looking mods, and expect all to be hunky dory. Just say NOPE and don't do that. One at a time, smoke test and move on. Edit. I should add so far NMM shows I have 58 mods activated. I've done so without issue but I've been adding them one at a time for the past week. I did have to remove a few for issues they caused. One was a flag texture mod that crashed the game as soon as it loaded. The author of that mod pulled it when made aware.
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What program do you use to make Fallout 4 Mods?
Uzibeatle replied to zoltan603's topic in Fallout 4's Discussion
Just a word of caution when using these early plugin .esps that are being created by the more advanced modders by means without the official toolkit...... Be cautious when using these and cross fingers. So far, I've been okay with the few I have used, I think anyway. No signs of save file or game corruption as of yet for me. But that sort of thing tends to accumulate and snowball and not become apparent until much later in the save chain. Plus any patching Bethesda does later can cause these mods to perhaps shatter your save games that they were implemented in. I know from early experience in playing FO3 and FONv before the toolkits were out for those games, we did manage to find ESP plugins that seemed to work fine but caused great grief later on resulting in one having to start all over with a save from before they were implemented by user. That said, even after toolkit is released same issues can happen but at least a talented cautious and diligent mod author has far greater control to implement his/her mod properly. So far, I'm using 4 plugin esps without issue. I'm avoiding anything to do with settlement mods that rely on esp plugin and crafting mods and any companion plugins for now. Just cause I'm trying to be extra cautious this time around. I don't want to have save files relying on something premature and blowing up if I later decide to remove a early attempt mod to do something great that is later done far better via a mod created in the proper Toolset. But, thats me. YMMV. YOLO. -
Hah. If I did this I'd miss out on my rampaging cussing rants in fits of anger. Sometimes outrage and pain are a good thing. Helps the immune system. May not be good for blood pressure though.
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When I made conversion to NMM for this game from my manually installed and maintained textures, and a few esps I found it easier to just make notes of what I had installed already, and wipe the manually installed stuff AFTER I made sure a NMM download version of the mods in question were up. ( Only a rare few are not NMM downloadable by now) Is it necessary? No, but it is just ease of life for later down the road. Might as well bite bullet early as it just gets more messy as time goes on and the mods pile up. Trying to maintain old manual install vs whatever NMM does.. more work than is needed. One tip. I learned NMM is very wonky in the way it overwrites existing textures it finds. I think it is a bug ridden mess and very confusing on what it actually does when pickinng a choice. I find it far more consistent to just uninstall a existing mod that I am upgrading, leave it in the archive and install the updated version. Later on if the old one is no longer needed or wanted, I have NMM delete the archive it keeps. Same goes for when you overwrite a alternate version of a texture by another author. Best to just uninstall via NMM and then install the new version of texture xyz by author xyz. If that makes sense. I still have the various versions of texture xyz and can swap them in and out painlessly as compared to manual messing. For mods that might have a invoked ban due to trademark violations, such as music mods, I tend to also manual install to separate directory for archive reasons, for 'just in case'. I find I like the fact I an create my own categories and move downloaded mods to my defined categories and NMM keeps track of that when I update a mod. Makes life much simpler for when I will have hundreds of texture mods installed later on. I just wish I had a method to attach personal notes to each entry if I need to. Not seen a way to do that. Probably more info than you wanted. TLDR. yeah, wipe and go NMM
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When I fooled with SLM on Piper and a random settler, the looks menu thing was very wonky and unpredictable in behavior as compared to say when you use the tools in character creation at start of the game. I gave up trying to get it to do much other than having some luck with the body triangle bit. Far as twiddling with facial features, hair and the like.. was a..as I said, unpredictable and unreliable. I seem to recall such was the case in prior titles using same base engine. Just will have to wait for toolkit I reckon.
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Want to make a new radio station.
Uzibeatle replied to DustyDuckDustin's topic in Fallout 4's Discussion
That would be a great solution and if it is ever possible, it won't most likely happen without assist of the toolkit. Otherwise, people can do like I tend to do in games... I use my Ipad that powers separate speakers that are decent, and play whatever I want that way via whatever tools one can use on IOS, OR in background on my gaming rig via a application like VLC (Video Lan Client) to play a massive metric s#*! ton of mp3 collections I have, legit or otherwise. In practice it is a more satisfactory method for me as I can both monitor say, some beacon station in game, and play musac via means stated above, or talk radio if I want to listen to Rush Limbaugh or whatever on 'wasteland memories' tapes (RP it) -
What happened to the Realistic Bullet Cracks Mod?
Uzibeatle replied to Zachriel's topic in Fallout 4's Discussion
I hope in time someone steps up and provides the same quality sound work on guns as was done in FO3 and NV gun sound mods. So far of the ones I've checked out (based on youtube vids or provided demo in descriptions) I've not been impressed enough to try any for FO4. Default sounds are pretty meh for a good number of the weapons. 44 revolver is one. That bugger should be LOUD and ear smacking. Edit. I missed the mod mentioned to stay on topic. I may have liked it. Oh well. -
I won't d/l Visual mods without before/after screens.
Uzibeatle replied to Deighvyd's topic in Fallout 4's Discussion
I tend to ignore texture mods without before and after pics as well. Especially in cases where I am not already well familiar with the in game default version. Mod authors who assume everyone knows what default texture looks like might consider that people just don't know already or they don't recall. It is just good advertising to compare ones awesome work to what the developers did. Another gripe I have with a number of modders that publish pics are the ones that post pics of their work in the DARK or poorly lit environment. WTF is that. If you want to go all moody and artsy, go ahead but at least a few pics of what that work looks like in a well lit environment. Again, if I can't make it out in the demo pics, I don't bother downloading usually. P.S. I'm pissing in the wind but I do that all the time anyway. -
How to stop Steam updating Fallout 4 and why you need to
Uzibeatle replied to UhuruNUru's topic in Fallout 4's Discussion
Yah, pretty much this. I'm sure (I hope anyway) there will be a series of patches out to fix whatever for this game in coming months. Which is a decent enough reason to be wary of any complex mod attempts until then. I agree with the OP though, Steam system is a good way to break a working modded game one is happy with. We cant' get around it with this system with this game, UNLESS the developer puts up a past branch system one can use. European Truck Simulator developers do this, one can go to the 'beta' branch on Steam for that game and force Steam to keep you on whatever older version of the game you desire (within limitations going back in time ) So it is something a developer could do... Sadly I doubt Bethesda would have the vision to do this. I'm a cynic. Most devs don't bother. TOo much like work? For now, I will live with console games for simple what not when I decide and be keeping a eye out for simple texture swaps. Pretty much the same as happened with prior Fallout games. Waiting for decent companion mods .... ah, I need a time machine. -
-Mod Wishlist- (what would "you" like to see in f4 ?)
Uzibeatle replied to Nero1n's topic in Fallout 4's Mod Ideas
Wow. People are piling big lists in. SO I won't bother listing all I want. Just a top two or three (major areas) to keep it brief and focused on what I see as most important. 1st Proper settlement / crafting managment. The game prrovides NO means for player to know which settler has been assigned to a specific task. Further no means to see if a settler is currently assigned to anything at all. 2nd Crafting management. The entire means one has to employ to salvage vast quantities of JUNK one hauls in from the world is a total sick sad joke. Sureliy this could be made more liveable. On PC, while using KB/Mouse , placing crafted items is a huge PITAS, getting them to snap as needed is a total cluster frack. Getting the item rotated smoothly with the mouse buttons (as can be done fairly well using controller) is a exercise in frustration. I know this can be done better, I've seen better in other recent games with such a snap in place system. Why can't I dump all that stuff in a dumpster near the salvage station and have the assigned settler(s) set to the salvage station do that for me (for a role play version mod) OR why not a means I could do same but have a giant red button on the dumpster that does the same for me manually. Push thiis to melt button, or just do it direct from Junk inventory on character. More and cleaner looking choices to be had on contructing the settlement. More walls that don't look like total raider garbage! Last on my short list Darker night skies and horizon night glow. I dont' want pitch black nights but the games deep night hours, say after 10pm to around 3am should be far darker. I know the first two probably can't happen for many months due to lack of the toolset. The last I could see happening as I slowly type this up. -
I'm with the OP . I read the modders description several times. I have no clue what this mod does or what issues it addresses in the game. Too many blanks to fill in. Bane of mod users, is poorly described and or documented mods. If I grok what boombro is trying to say, in what I presume is English ( I assume he is a non native English person ) The mod allows you to teleport Dogmeat to you, no matter where Dogmeat is on the map. And the mod author has warned one to not have a current follower in tow, to dismiss that follower first. Then teleoport the dog to you with the mod. I would add this warning. THis game seems to feature the same features as all prior Bethesda games with same engine. The ability to lose followers. I would never dismiss a follower unless they are in the location they call 'home' and cross fingers. Dismissing ouit in the feild and letting them walk home is considerd a high risk activity. I'm glad to see Bethesda has brought features forward from their prior efforts to FO4. SO glad for their efforts in this. I hope the above guess as to what the modders intent is is corrrect. I was just filling in blanks in my head based on what is posted here in this thread. I could be wrong though.
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I'm a pansy and am playing at Normal. Not having this issue. Though, I could see if above math in poster above is right, it would be a mess at higher difficulties. Looking forward to mods that allow for greater flexibilty of difficutly ranges in future. Will stick with normal until then.
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Unlimited Companions should be priority
Uzibeatle replied to MasterTouchstone's topic in Fallout 4's Discussion
WHile I enjoyed having mroe than one companion in New Vegas,,.... I"m thinking having more than one in FO4 would just make me insane. Bethesda seemed to forget all that was done right in New Vegas by Obsidian. No way to adjust follow distance. Dogmeat so far is my only follower and that GD dog gets under my feet all the time. He's also often too late to the party in many fights . Seems his 'ai' is programed to always manage to be in my way. Yes I exagerate some there. So, if someone goes to the major effort to do this, it has to have a well thought out means to manage the follow distances one desires, at the least. I've yet to find a human follower to recruit and I hope they bothered to include the ability to alter how the follower handles combat, as was done in New Vegas. I got a feeling they probably didn't. So many great concepts done fairly well in New Vegas and Bethesda ignored that work? Weird . -
I though that they just "collect" junk and that goes into the workbench storage. Love the game, disappointed with the management part of it. Maybe that is why mine end up doing nothing. I pretty much cleaned the camp out before having settlers occupying. Nothing lest to scarf unless random stuff pops from time to time.
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Yah, I'm having same issue. The devs provided zero means to tell who is tasked to what. I like the hat idea and will stop melting hats. Will have to do until someone can figure out a proper mod managment for all this. I"ve yet to figure out how the salvage bench works. I task one of them to it but have no clue how to get them to salvage garbage I collect... sorry offtopic. When I do assign one to that table, they just end up wandering around or beating on the wall of some building with a hammer. LoL. /boggle.
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Yeah, that and Godrays effect. Thank JJ Abrams for the sun glare / flare effects. That toxin has invaded far too many games. Thankfully you can disable it . Oh, and I do feel night time is a bit too bright. In the future I want to find a mod that will darken night time somewhat, hopefully via full user control. Though, I'm glad I don't need night vision just to see at all as my character lacks such gear just yet. Mixed bag I suppose.
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After having played the game now for 5 plus hours I can agree with being in a disorented state due to the FOV. IT is mostly a issue in 3rd person but 1st person isn't good for me either and I feel I probably would enjoy more FOV there as well. I noted after playing I don't feel I have a issue with the default game center in 3rd person , though at times it surecan make navigation wonky. That is when I flip to 1st person , that and for other certain activities . I'll amend also my prior comment on zoom out. I think it is not too badt, and going by 2 plus year old memory I think this game default zoom out max is greater than the one in Fallout 2 and perhaps NV. Still, would be nice to be able to zoom out 10 more feet or so ....
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What can I do until Fallout 4 comes out?
Uzibeatle replied to Vergessener's topic in Fallout 4's Discussion
I'm thinking to make it thru the day, 16 hours to go here yet, I will perhaps dedicate the time to catching up on the rest of the last season of Breaking Bad on Netflix. If I have any time left over, catch up on remaining 2 or so last seasons of Sons of Anarchy. I need to complete those before I start playing the game as if past Fallout games are any indicator, I'll be 'under water' for weeks to come, if not longer. The only chance I'll break to return to other life activities is to wait for proper mods to arrive then I'll become lost in Fallout again. -
I'm, all for options when it comes to 3rd person camera viewpoint. From streams I peeked at, 3rd person camera seemed about right for my personal tastes (as slightly off center) other than fact I never saw anyone zoomed out as far away as I would prefer when going across country or down some road in a crowded town/city. Need more zoom out range, based on what I saw. But, those were console streams. Meh, 23 or so more hours to go before I find out.