Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
My LOD/loading problem has been getting worse for some reason, I've tried the enb memory fix and the mipmapping fix but they're not helping at all
Sometime stuff just stop working and I get weirder and weirder bugs
[t]http://i.imgur.com/Al3655H.jpg[/t]
[QUOTE=LolzMan1325;49397655]I meant being in range to hit will always allow your enemy to melee you and cancel your attack
my point still stands, stagger is melee's downfall in this game, it makes melee practically, if not completely useless unless you're bashing with a gun[/QUOTE]
I don't understand, this has happened to me literally once.. A normal raggedy raider counter-attacked me (in Power Armor) like 5 times in a row, until I killed it in 1-hit.
Other than that, no problems/annoying stuff. I don't find myself getting interrupted in Melee-combat often at all, if ever.
Do you even Pain Train..? (It can be used as a pseudo stagger/damage at melee range, like as if "butting" enemies with your shoulder plate/helmet.)
[QUOTE=Bat-shit;49397475]I could. (If by "modding Fallout 4" you mean being a common user, not a developer.)
1) go to this location: Documents/My Games/Fallout 4
2) Find "Fallout4Prefs.ini" and add this line directly under the [Launcher] part:
bEnableFileSelection=1
3) Find "Fallout4.ini" (changed from Fallout4Custom.ini in previous patch) in the same location, and these two lines under [Archive] part:
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
And that's it. Remember, that "sResourceDataDirsFinal" part is already there, but just remove everything after that =-mark.
Now, when you install a mod, you also have to add the name of the "plugin.esp" to your plugins.txt file (found in "C:/Users/[Username]/AppData/Local"), and you should keep it as "Read Only" because launching FO4 through the launcher will wipe this file and cause your installed mods not to load.
Explained [URL="http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation"]here[/URL] (See [I]"How to Enable Fallout 4 Mods"[/I] and [I]"Enabling Plugins"[/I] and optional instructions like Nexus Mod Manager or Manual Extraction of mods)
Also explained [URL="https://www.youtube.com/watch?v=fgUbpIzdpGY"]here[/URL] (A Youtube video, when it says "Fallout4Custom.ini" he means "Fallout4.ini" because the name of that file got changed in a recent patch.)
Hope this helps, try not to lose hairs over it. Hope you can enjoy good mods! Ask more if unclear, or.. you know.[/QUOTE]
Thanks for taking the time to explain this, but I meant as in developing my own mods. I want to get somewhat familiar with how the engine works before the GECK comes out.
[QUOTE=Shirky;49397986]Thanks for taking the time to explain this, but I meant as in developing my own mods. I want to get somewhat familiar with how the engine works before the GECK comes out.[/QUOTE]
if you want to get familiar with how the engine works, go get skyrim and the creation kit and use the Creation Kit Wiki to learn how to script and use the CK.
I'm sure those skills will translate over to FO4 modding very well.
And if you want to actually mod FO4 right now you could get FO4Edit and get an empty .esp file for FO4 and try modding that way.
does anyone know how to solve the models stuck at far LOD problem?
personally, i love melee in this game, but there's a little something that pisses me off
you can do a power attack with a super sledge while in top notch power armor, meanwhile the raider scum wanker fighting with his FISTS can BLOCK your attack and COMPLETELY NEGATE ALL OF THE DAMAGE
is that arms crossed block move just that good or are the enemies in this game built with titanium forearms
Plot twist: Raiders are secretly synths.
[QUOTE=Sir Whoopsalot;49398271]Plot twist: Raiders are secretly synths.[/QUOTE]
Wouldn't surprise me. The first time I did the Corevega plant, the surprisingly large number of raiders in what was supposed to be an early game/low level mission had me convinced that I was going to see an assembly line that was building raiders somehow.
corvega was easy in the beginning because codsworth just zipped around the catwalks tanking hits and buzzsawing everyone before I could even find them
[QUOTE=Sir Whoopsalot;49398271]Plot twist: Raiders are secretly synths.[/QUOTE]
well a number of your settlers could be synths too. a higher energy resistance is usually a dead giveaway.
Fallout 4 was released almost two months ago, and it still doesn't properly support azerty keyboards.
:scream:
EDIT: "mods will fix it" doesn't count for me. Videogames aren't IKEA furniture; it should be up to Bethesda to fix their product's problems.
[QUOTE=Ager O'Eggers;49398604]Fallout 4 was released almost two months ago, and it still doesn't properly support azerty keyboards.
:scream:
EDIT: "mods will fix it" doesn't count for me. Videogames aren't IKEA furniture; it should be up to Bethesda to fix their product's problems.[/QUOTE]
You have yourself to blame for not using QWERTY
[QUOTE=Shirky;49397986]Thanks for taking the time to explain this, but I meant as in developing my own mods. I want to get somewhat familiar with how the engine works before the GECK comes out.[/QUOTE]
Sheeeeit.
But yeah ClarkWasHere gave a good response to that.
I can't really give much help for developing mods, but I might try to get into it myself.
And I think .esp files, or at least the simpler plugins as of currently in FO4, work so that they simply "dominate" over some specific default game settings, without actually replacing anything..? If you replace some textures and stuff, and then delete the modded textures and go play, or basically any of these "loose files" as they are called, I'm not even sure what happens
[QUOTE=Soriddo;49398623]You have yourself to blame for not using QWERTY[/QUOTE]
You'd be eating them words if it was the other way around.
[QUOTE=jonu67;49396481]That's the whole point of Institute laser weapons though, lore wise a laser weapon is capable of basically lancing through flesh like a hot knife through butter, the only thing standing in a Laser Weapons way would be a good set of top tier armour or the skin of a Super mutant or a military robot.
So a cheaper alternative that sacrifices power output for a faster rate of fire, while also using cheaper materials to be mass produced effectively would be great for the type of throw away army the Institute is also mass producing ala the Gen 1/2 Synths, since given the numbers they field and the amount of firepower they can put out together they would outpace the damage a more expensive and stronger but far harder to mass produce laser weapon would provide, it's quantity over quality basically.
It's just that Coursers also use the weaponry for some reason, despite the fact they aren't expendable like Gen 1/2 Synths are and so should totally have better equipment, they should be using those Bioweapons damn it. :cry:[/QUOTE]
But if you wanted that, the logical route would be to use regular guns.
That's literally the entire point of the guns/energy weapons divide in the first place.
Guns are more plentiful, have more plentiful ammo, are easier to maintain, are easier to make new ammo for, but aren't as powerful. While energy weapons are more impractical in every way, but are more powerful instead.
If your energy weapons aren't either more powerful, or have some kind of useful gimmick that puts them above your regular, bullet shooting guns, there is literally no reason to use them in the first place.
[QUOTE=TheRealRudy;49398750]I wonder how long it will take, once the Creation Kit is out, until someone will create a mod that returns the skills/traits/perks systems from New Vegas. Personally I'm guessing still a while then, because a mod like that probably would require Fallout 4 Script Extender.
Personally can't wait for that day.
[T]https://i.ytimg.com/vi/wl88Osc4CLU/maxresdefault.jpg[/t] [T]https://i.ytimg.com/vi/F0T2mjy0dC4/maxresdefault.jpg[/T] [T]http://4.bp.blogspot.com/-nH8H6SK1xl4/UqFWnP5zi0I/AAAAAAAAlyM/uYkEub1Jx4c/s1600/Fallout_3_(PC)_19.jpg[/T][/QUOTE]
Yeah, that'd take some serious effort to do.
Just making the menu will be a lot of work
My character Charlotte before and after.
[img]http://i.cubeupload.com/xQvfGD.jpg[/img]
[t]http://i.imgur.com/5tIhF1o.jpg[/t]
[t]http://i.imgur.com/ilscZT1.jpg[/t]
[t]http://i.imgur.com/he8cnul.jpg[/t]
You can jump through the hatch of the elevator in Hub 360 while it is going down, and open any of the unused elevator doors to get out of bounds really easily.
[QUOTE=TheRealRudy;49398750]I wonder how long it will take, once the Creation Kit is out, until someone will create a mod that returns the skills/traits/perks systems from New Vegas. Personally I'm guessing still a while then, because a mod like that probably would require Fallout 4 Script Extender.
Personally can't wait for that day.
[T]https://i.ytimg.com/vi/wl88Osc4CLU/maxresdefault.jpg[/t] [T]https://i.ytimg.com/vi/F0T2mjy0dC4/maxresdefault.jpg[/T] [T]http://4.bp.blogspot.com/-nH8H6SK1xl4/UqFWnP5zi0I/AAAAAAAAlyM/uYkEub1Jx4c/s1600/Fallout_3_(PC)_19.jpg[/T][/QUOTE]
I personally like the design of the perk system in FO4, but it's also very confusing because the game doesn't tell you much. Also not being able to scroll with the mousewheel up and down 10/10.
Maybe if there was an option for either of them, since the illustrations are cool. :v:
[QUOTE=TheRealRudy;49398899]Well, you could probably animate the skills, traits, and perks images who are not present in Fallout 4 separately if you want to keep the charm of those illustrations, similair to Fallout 4's S.P.E.C.I.A.L. screen.
[T]https://s3-us-west-1.amazonaws.com/shacknews/assets/editorial/2015/11/fallout-4-special-points.jpg[/T][/QUOTE]
True, yea. That would be a good compromise. I like the fallout designs and characters. Having them inside of that sort of screen would work well.
[QUOTE=TheRealRudy;49398750]I wonder how long it will take, once the Creation Kit is out, until someone will create a mod that returns the skills/traits/perks systems from New Vegas. Personally I'm guessing still a while then, because a mod like that probably would require Fallout 4 Script Extender.
Personally can't wait for that day.
[T]https://i.ytimg.com/vi/wl88Osc4CLU/maxresdefault.jpg[/t] [T]https://i.ytimg.com/vi/F0T2mjy0dC4/maxresdefault.jpg[/T] [T]http://4.bp.blogspot.com/-nH8H6SK1xl4/UqFWnP5zi0I/AAAAAAAAlyM/uYkEub1Jx4c/s1600/Fallout_3_(PC)_19.jpg[/T][/QUOTE]
From someone who dabbled in this a lot for Skyrim it really isn't possible in the way you want
The most you can do is hack it up with some 3rd party menu but even then it has almost zero role in the actual gameplay besides small stat boosts here or there. The game world as a whole and the gameplay systems at large can never interact with it in any meaningful way because the game was never designed to take advantage of it
Help my current guy looks like a character from Law & Order
[t]http://images.akamai.steamusercontent.com/ugc/352769929941178047/61269C0210D1CF9A1FFA6849C3C1997C0A944ABD/[/t]
[editline]27th December 2015[/editline]
[QUOTE=TheRealRudy;49398802]I don't think the most work would be the menu, that's something you can do fairly quickly. The rest of it though, yeah pretty much. However, I definitely don't think something like this is out of the league or won't be attempted, because I've seen a lot of other people who prefer the old system greatly over the new one, so there's a lot of demand for it actually, and [B]mods like these have been made in the past for similair games.[/B][/QUOTE]
While this is true it's also noteworthy that such mods are usually broken as fuck and incompatible with pretty much everything else as a result.
[QUOTE=TheRealRudy;49399092]The Oblivion XP mod is certainly [B]not[/B] broken, and compatible with a lot of mods as far as I know. I've never stumbled into any problems with it.[/QUOTE]
Meanwhile the Third Era Attributes mod for Skyrim tends to break a lot because it [I]adds[/I] a system while Oblivion's XP mod only alters the currently existing system, basically delaying all skill improvement until you level up with a new UI on top of it.
Also enjoy all the save bloating if you're going to mod that many values in.
I don't see a skills system being a viable mod, Traits and more perks should be fine though.
[QUOTE=IrishBandit;49399133]I don't see a skills system being a viable mod, Traits and more perks should be fine though.[/QUOTE]
Traits would be easy enough to implement, just put an additional menu at some point during character development or upon leaving the vault.
[QUOTE=TheRealRudy;49399151]I've never used that mod so I personally never experienced problems like that. Also, Fallout 4's Perk Chart system is still much closer to the traditional skill/XP system (because it's litterly a simplified mixed bag of it) compared to Skyrim's system to something like Morrowind and perhaps even Oblivion XP's system.
So basically, in theory, [B]you would need to split the skill "perks" and the actual perks from each other and then make the two separate systems, where the perks play (compared to the skills) an inferior roll against the skills.[/B] Normal perks can retain their ranks, but the skills need to be scaled over the 100 point system for their full effect. Traits would be the easiest to do, as all you gotta do is make a pop-up screen early in the game that allows you to pick two traits, which the game already sees (like in New Vegas) as two perks, but just labeled differently. A mod like Fallout 4 Script Extender would obviously be required, as it would make a mod like this much and much easier to put together. [/QUOTE]
This is beyond the capabilities of the Skyrim Script Extender, unless F4SE is much more advanced there will be no good way to do this.
[QUOTE=IrishBandit;49399133]I don't see a skills system being a viable mod, Traits and more perks should be fine though.[/QUOTE]
You'd most likely have to set up a second perk menu completely seperate from the one we have, because it really doesn't look like you can add more to it in any workable fashion.
[QUOTE=elowin;49399168]You'd most likely have to set up a second perk menu completely seperate from the one we have, because it really doesn't look like you can add more to it in any workable fashion.[/QUOTE]
Yea, a full perk overhaul would be more effective since you could remove some of the worthless perks and put new ones in their place. I can see a community api for perks being made, something that just lets you add more pages to the perk chart.
Only way you could do a skills system for Fallout 4 would be to remove all the current perks that do what skills used to do, make perks with 85 ranks (assuming that's even doable) and start each skill at 15 (aka rank 1). Every time you put a point in a skill you technically gain one rank of that perk.
It'd be a fucking mess and would bloat your save like crazy, along with getting fucked by any other mod changing the same perks.
Adding brand new values that bring minor changes to each weapon would also be downright horrible to mod in and would fuck shit up tremendously with massive save bloating and loads of incompatibilities. It's a lot of shit to deal with just to bring back big numbers instead of perks.
[QUOTE=Ganerumo;49399189]Only way you could do a skills system for Fallout 4 would be to remove all the current perks that do what skills used to do, make perks with 85 ranks (assuming that's even doable) and start each skill at 15 (aka rank 1). Every time you put a point in a skill you technically gain one rank of that perk.
It'd be a fucking mess and would bloat your save like crazy, along with getting fucked by any other mod changing the same perks.[/QUOTE]
Not at all. The current system for multi-rank perks, where each rank is a separate perk is a hugely inefficient method of doing multiple ranks, which can only be attributed to Bethesda not being terribly efficient coders.
Any sensible coder would make each rank a separate "perk", and have the new "perk" replace the old one every time you increase your rank. That way, your character will only have a single "perk" for every skill, if they decided to use perks to emulate them in the first place.
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