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FruitOfTheLum

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Everything posted by FruitOfTheLum

  1. I'm planning to do an Institute playthrough, but before I do so I'm trying to get the CROSS Institute Expeditionary Suit and Elianora's Institute Director's Quarters mods to play nicely together. I've previously found that having them both active at once causes some weird effects to take place in the Institute 'hub' area - namely, most of the map geometry disappears, leaving a misty void in its place. It doesn't seem to matter which way around they go in the load order, either. I would like them both to be active, though. My extremely limited knowledge of FO4Edit (I've previously used it to change a weapon's ammo type to get around the .308 accuracy bug, and to change a weapon's 'class' to make it work with Classic Holstered Weapons, and that's it) leads me to suspect that I could, theoretically, just remove the changes that the CROSS Institute Suit makes to that cell, and they'd be compatible again. Obviously I can't really remove the changes the Institute Director's Quarters mod makes, because that's kind of the whole point of the thing, but as far as I can tell (anybody else with the same mod and more knowledge of FO4Edit would be better placed to confirm it though) the only changes the suit makes to that cell is to place the armour pieces in various parts of the Institute. As it can also be crafted and obtained from Fort Hagen (and somewhere else called 'Institute Cave' according to FO4Edit, whatever that is), I don't think I'd be losing out by removing those changes. ...right? Next up is how to go about doing it. I think I can remove the changes the CROSS suit makes to the cell by finding the CROSS mod in the left-panel list, expanding it, then going into 'Cell > Block 1 > Sub-block 4 > 0002A199 (Institute Concourse)'. From there, I can just right-click on the header labelled CROSS Institute Expeditionary Suit and choose 'remove'. I think. Would doing that simply cut out all of the changes the mod makes to the Institute map and nothing more, thus theoretically making the two mods compatible with each other? Or would I be horrifically breaking something by doing that while not actually accomplishing anything? Advice appreciated!
  2. Thanks everybody! I'll try that Steam 'move install folder' thingy over the weekend. I shall tentatively grab a simple mod from Bethesda.net and see what I can do. So long as it doesn't break my game just by doing it at all, I'm willing to experiment... You install the mods from Beth net, then you zip them up like a proper nexusmod mod, that's its. This is interesting. I'm an idiot so please indulge me a couple of questions: Is it literally just as simple as "grab the files that the mod installed, put them in a .zip archive, then install them via the mod program as normal"?Are mods from Bethesda.net just .esp/.esl/.ba2 files in the Data folder, like the regular ones from here? Like, is it easy to tell which files are from which mod?If I were to attempt this, should I remove the mod via the Bethesda installer first, or just straight-up delete the files manually?Thanks!
  3. I downloaded Better Workshop Lights just a few days ago, and it's largely satisfied me so far as the terrible non-bulb-on-a-string workshop lights go. My only quibble with it is that it doesn't affect candles, oil lanterns, or fire barrels (the mod author explains that these use some kind of different system and they couldn't find an easy way to change them, though) - it's a quibble inasmuch as I was specifically hoping to improve those lights for my power-free build, and I didn't read properly. So far as the powered lights go, they've made a good difference - they light up further, and with less abrupt drop-offs. I've finally stopped having to clip regular lightbulbs inside the 'tech' lights! There are a couple of other mods of this type you could try, but that one's worked for me, and it includes the DLC lights too. I'm not sure if something like Enhanced Lights & FX would do anything to workshop lights or not - from what I understand of the description it only seems to make changes to existing light sources. I haven't been brave enough to try it yet, though.
  4. Hi guys, it's a Wednesday, which means it's time for stupid questions weekly! That's a thing, right? Anyway, this week I have two: 1. Bethesda.net mods - do they play nicely with normal Nexus mods? There are a handful of mods I used to use when I played on Xbox that I've had to do without since I switched to PC - Modular Kitchens, Do It Yourself, and such. I really don't want to have to go back to using Bethesda's mod solution, but I'm finding it increasingly difficult to live without them. I know they're on Bethesda.net, but I've got my game running really well with a lot of mods that I've downloaded from here and installed with NMM, and I don't want to risk upsetting that if possible. So like... how does it work? Do Beth.net mods appear in my mod manager, or do they take priority over others in the load order? Do I have any ability to manage mods from both sources, or do they fight each other? 2. Moving Fallout 4 and its mods from one hard drive to another within the same machine My new laptop came with a 500 GB SSD, which is great (I've never had an SSD on anything before), but after only a few months I'm down to my last 90 GB. Fallout 4 and the mods I've piled into it are by far the single largest offenders! Amazon just had that 'Prime Day' event thingy, and I was able to pick up a really good 1TB SSD at half price to install in my laptop's vacant 2.5" SATA bay. My plan is to do what I used to do in my old (we're talking Windows XP here) PC days - have the smaller drive remain as my 'main' drive, with Windows and other key stuff on there, then have the bigger drive be where I dump games and such. It used to be possible to move programs between drives, but when I used to do that, those were programs without prolific mods installed on them in a precariously-balanced house of cards that threatens to tumble down at any moment. Is it possible to move Fallout 4 - mods and all - from one drive to the other without risking breaking it all? If it is, how would I go about doing that? Much thanks!
  5. C:\Users\myusername\AppData\Local\Fallout4 the only files are plugins.txt loadorder.txt and DLCList.txt, ok I have uninstalled the game and deleted every file in C:\Users\myusername\AppData\Local\Fallout4 and C:\Users\myusername\AppData\Local\Fallout4 and in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data and in C:\Users\myscreenname\Documents\My Games\Fallout4 and then reinstalled the game and still same issue I am wondering if there is something wrong with the default files that is effecting the main menu screen? if not then I am out of ideas and I can never play fallout 4 again until I or someone else can find the cause and a true fix. :( If you've removed all your mods, uninstalled the game, and literally deleted every single trace of the game from your system and redownloaded it from scratch, and it's still doing it, then it has to be something to do with your system itself I suppose - it's settings, conflicting software, something like that. That's a bit above my knowledge level though! When you did all of that, did you also uninstall and delete every trace of your mod manager (I think you said you used Vortex) and other 'third-party' installed software too? Have you installed anything else (non-Fallout 4-related) on your machine in the time between the game working properly and the game not working?
  6. I don't know if this will help you or not, but for reasons I can't determine, when starting a new game on my Fallout 4, it does the black loading screen with a spinny thingy in the corner for a while, then crashes to desktop. I discovered quite by accident, however, that if I start tapping 'enter', it will force it into the opening cinematic movie and start as normal. Since I discovered that, I can start a new game reliably. Give it a try! It might work or it might not - hopefully it does!
  7. I've never seen one, and I couldn't find one when I tried searching a bit just now. I'm not a modder or even particularly good at anything in general, but from what I understand the settlements have some kind of keyword or value attached to them which dictates which kind of settlers spawn in response to a radio beacon. Most settlements in the Commonwealth are set to spawn generic settlers, while settlements in Far Harbour are set to spawn unique 'Far Harbour edition settlers', for example. If I understand it right, you can't mix-and-match, and you'd have to tag a specific settlement to generate a specific kind of NPC. But I suppose that means there must be a way of altering a particular settlement to spawn Brotherhood of Steel NPCs instead of generic settlers. Is that something that could be done in FO4Edit? Literally the most complicated thing I've done in FO4Edit was to change the MK17's ammo type from .308 to 5.56mm, but... it seems like the sort of thing that would be modifiable in there. Right? Either way, I know there's a mod out there somewhere that causes The Castle's radio beacon to only spawn Minutemen instead of settlers, so there's got to be some way of doing it! You should probably ask someone who knows what they're on about, though! Personally, whenever I do a BoS playthrough and decide that the Brotherhood should have a presence in settlements, what I do is simply collect/buy up as many uniforms and laser rifles as possible (or make them myself with Armorsmith), and then give them to a select few settlers and 'pretend' that they're Brotherhood soldiers... EDIT: Here's the Minutemen one I mentioned, which sounds like it does something along the lines of what I said above: https://www.nexusmods.com/fallout4/mods/43714 Maybe ask the mod author how they did it? I've had a look in FO4Edit, but I don't even know what I'm looking for...
  8. I've been back on the game for a few months now after a year or two away too, since I finally got a PC that can play it (farewell, Xbox version!) and this is a trend I've noticed as well. It has made one or two changes that I'm not a fan of, such as what it's done with the decals on combat armour (these seem to be new, as I don't remember them being the same way in the Xbox version - or it could just have been that the Xbox version didn't support them), but I think the good outweighs the bad overall, and it's an indispensable mod for me. Plus, a few other 'essential' mods I use (large and small) depend on it too, so I'm not sure I'd be willing to give it up even if I hated it at this point! As for claims of it creating stability problems, I haven't had a single issue. I'm not saying that such problems don't exist, necessarily, but as I haven't experienced them myself I can't really get angry a AWKCR for them. I've been very careful about load order and avoiding compatibility issues, though. I haven't noticed any save game problems either - my main character since starting on the PC version is up to around level 120/130 or so now, so that save has some legs on it (I also have fast travel disabled, so it's been an especially long haul)! Modding a Bethesda game means that your mileage will almost certainly vary, of course...
  9. I found it in the end, thanks to another mod linking to it! https://www.nexusmods.com/fallout4/mods/27787
  10. Thanks for your reply. I've literally just discovered the reason for Do It Yourself's absence since posting this thread! I've found DIYS and its author on Beth.net, but I'm not sure about installing mods from there alongside mods from here. In any case, the mod I'm talking about wasn't in that author's list on there. The mod I'm talking about predated Do It Yourself, and only featured static, non-modular items. So you'd be in your build menu, and you could pick between "shelves with Minutemen uniforms on them", or "shelves with assorted ammo on them", or "shelves with bottles of booze on them" - not like DIYS, where you could place the shelves and then put decor on each shelf. Unless they were both made by the same author, in which case I guess I'm going to have to go with empty shelves now...
  11. Hi/bonjour/guten tag/howdy etc. I used to use a settlement mod that added a series of pre-decorated furnishings to the game. Now that Do It Yourself seems to have vanished, I'm hoping to find it again. Unfortunately I can't remember what it was called, and all of my Nexus searches have been in vain. The mod in question added things like: Various versions of the different shelving units, pre-adorned with clutter - metal shelves full of drinks, metal shelves with Minutemen uniforms on them, open lockers with random bits of ammo on the shelves, and suchlike.It added a series of special desks, along with some 'placemats' to put on top of them. The 'placemats' (as I'm calling them) were things like a typewriter with pens, pencils, papers and folders strewn around.If anybody knows the mod of which I'm talking, I'd appreciate a link/hint for how to find it! Thanks!
  12. Unless you're a super mutant! Or one of the Children of Atom, or a ghoul .... I'm still convinced that the Children of Atom are ghouls, they just haven't had their faces melt yet!
  13. It does , but I would suggest that the MCM is an essential 'basic' mod that would be good to have regardless - a lot of other mods rely on it too. If it makes you feel any better, I've only recently switched to the PC version in the last couple of months after getting a decent computer for the first time in years, and I had no trouble at all either installing or using MCM. It's not caused me any issues at all. If you're dead set against it, or can't use it for some reason, the only other mod I know of on PC is Primary Needs https://www.nexusmods.com/fallout4/mods/7274, but it's been abandoned since Survival Mode was released and doesn't appear to work anymore, if the comments are to be believed. I was going to use it myself until I read the posts there, as I couldn't find the Xbox mod I had been using before I jumped ship. On Xbox I was using Simple Survival https://bethesda.net/en/mods/fallout4/mod-detail/3246411, which is a great mod considering the limitations of Xbox modding, but it isn't as well-executed as Advanced Needs 2, not as customisable (at all, actually), and also includes a 'sleep' need which you don't seem to want. It's available on PS4 too, but I can't seem to find a PC version of it on Nexus - but I might just be bad at searching, so maybe you'll have better luck! I really would recommend checking out Advanced Needs 2 though if you can. That was the original reason I installed MCM myself, and it was really worth it.
  14. May I ask why? I only ask because I wonder if you might be able to achieve whatever you're trying to achieve by using console commands instead. My next character is probably going to be a Minutemen character, so I'll try and remember this thread - but I'll probably do a bunch of other stuff on the way, is the only problem!
  15. Try Advanced Needs 2 - https://www.nexusmods.com/fallout4/mods/40440 It comes with a bunch of other settings, but it's highly customisable and you can turn off what you don't want and tweak what you do. It uses Survival Mode's AP debuff system (your 'stamina' bar will turn red as you starve etc), but it works in either Survival or Vanilla mode.
  16. I don't think there's any risk of Microsoft abandoning the PC. If anything, they've been moving more in that direction lately - their 'console' exclusives are largely available on PC as well. Their business model these days seems to be focussed around the Game Pass, which is also available on PC. I would suggest that the Xbox itself is more of a Game Pass vehicle than a console in their eyes these days. Is there any risk of Microsoft making it more difficult to mod Bethesda games than usual? I'm not sure. Microsoft has been supportive of mods in the past, certainly by allowing most kinds of mods to run on the Xbox One versions of Bethesda games, and of all the platform holders Microsoft was the least obtrusive to the concept. If we look over at Mojang and Minecraft, they've even gone so far as to allow two different versions of the game to exist concurrently: one on their own store and somewhat limited in functionality, and the other on Mojang's homepage and wide-open to tinkering. I suppose the main worry here isn't that they'll stop allowing modding altogether, but rather that they'll take an active interest in modding - in which case, as someone else hinted at, they might limit mod distribution to their own platform and begin curating mods. Or in other words, blocking any mods that aren't '(corporate) family friendly'. Would modding still have been supported by pre-Microsoft Zenimax, though? Fallout 76 has been a big red flag to me in this regard. Early promises of allowing mods on that game have completely evaporated with no hint of progress, and they've presumably been making so much money from the Atom Shop that they've not been inclined to change that. It could be the case that the Microsoft acquisition has averted a 'modpocalypse', rather than threatened one. After all, if they're focussed on the Game Pass, they're more inclined to keep people playing games for as long as possible - and so far as Bethesda games are concerned, mods are the way to do that, not microtransactions. I'd personally wait and see before drawing any conclusions, though.
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