• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=Sgt Doom;50204881]Adding * is (or was) the way to get mods to load on the Survival beta branch.[/QUOTE] Alright, makes sense.. I guess Seems like a weird work-around though.
[QUOTE=Bat-shit;50204894]Alright, makes sense.. I guess Seems like a weird work-around though.[/QUOTE] There was another method, but if I recall it was really long winded and involved a lot more of a headache to get it going as opposed to the former one mentioned above. No idea if the second method works still.
[QUOTE=Jamie1992GSC;50204883]You should probably ease up on "Like, no fucking shit they don't load?" Before then admitting "I realize I may be ignorant, cuz I have yet to try the Survival beta patch" like you just said. But it was the method to force mods to be loaded in the Survival beta. Or at-least it was till it seems about half hour ago when they've stopped the game letting you do that.[/QUOTE] I will never ease up! But yeah I know, I can't really comment on the issue or offer tips to get mods working on the survival beta. And for that, I am sorry. This is also kinda the reason why I didn't opt for the Survival beta patch in the first place, I don't wanna stress myself over potential game breaking or fixing up mods...again... Same goes for certain mods that can't be fully developed until mod tools, and stuff. So I don't get them at all, not [I]yet[/I].
[QUOTE=Bat-shit;50204937]I will never ease up! But yeah I know, I can't really comment on the issue or offer tips to get mods working on the survival beta. And for that, I am sorry. This is also kinda the reason why I didn't opt for the Survival beta patch in the first place, I don't wanna stress myself over potential game breaking or fixing up mods...again... Same goes for certain mods that can't be fully developed until mod tools, and stuff. So I don't get them at all, not [I]yet[/I].[/QUOTE] Ah my bad. I saw your response and it rubbed me the wrong way and I just sorta knee jerked. My bad. Yeah it is a shame that I can no longer carry on my survival run cause I can't use mods after 40 hours. :/ I know they wanted for people to test it as clean survival, but THEIR survival, at-least for damage rates anyway suck. Its why I modded it so that I find it playable. Ahwell. Guess I'll just wait for it to go into public release rather than beta per-se and play it again.
[QUOTE=Omolong;50200031]There's really two sets of those sorts of unique weapons. Weapons that are truly unique and don't have a regular version, and weapons where the uniques are just weapon mods or similar (even if the mods can't actually be removed). The first set has these weapons: * Alien Blaster * Broadsider * Cryolator * Deliverer * Grognak's Axe * Junk Jet * Salvaged Assaultron Head * Tesla Rifle The second set has these: * 2076 World Series Baseball Bat * Kremvh's Tooth * Lorenzo's Artifact Gun * Shem Drowne Sword * Silver Submachine Gun * Zeta Gun I think that's all of them. Obviously that's still not a lot, but it's better than them all being legendary uniques.[/QUOTE] Compare that to fallout 3 unique weapons. * Alien Blaster * Mesmetron * Lincoln's Repeater * Repellent Stick While new vegas has so many unique weapons I'm not even gonna bother try getting a list of them all, strange how I never realized that before.
[QUOTE=Bat-shit;50204894]Alright, makes sense.. I guess Seems like a weird work-around though.[/QUOTE] Bethesda made the change to use asterisks for their new Bethesda.net mod stuff (and the ingame mod menu). It allows the game (and mod tools) to see which plugins are enabled and which aren't, along with the order they're in. If I remember correctly, the games previously just used one file to list any enabled plugins, and completely ignored any disable ones. I think I know how Bethesda have changed it this time, though. Jamie1992GSC, can you try moving your plugins.txt into Steam\steamapps\common\Fallout 4 (the folder with the Data folder and the executables for the game and such)? It looks like Bethesda might have moved plugins.txt to there.
I can't even get the in-game mod menu to work, it just logs in forever :/ Yes my account is flagged for the CK beta and whatnot
[QUOTE=Jamie1992GSC;50204991]Ah my bad. I saw your response and it rubbed me the wrong way and I just sorta knee jerked. My bad. Yeah it is a shame that I can no longer carry on my survival run cause I can't use mods after 40 hours. :/ I know they wanted for people to test it as clean survival, but THEIR survival, at-least for damage rates anyway suck. Its why I modded it so that I find it playable. Ahwell. Guess I'll just wait for it to go into public release rather than beta per-se and play it again.[/QUOTE] Well if you enjoyed the beta with your modded installation, then not so quickly. You should try to see if anyone has come up with a solution. Like the above suggestion. [editline]26th April 2016[/editline] [QUOTE=Omolong;50205157]Jamie1992GSC, can you try moving your plugins.txt into Steam\steamapps\common\Fallout 4 (the folder with the Data folder and the executables for the game and such)? It looks like Bethesda might have moved plugins.txt to there.[/QUOTE] Absolutely informative. Try that shit out Jamie92.
[QUOTE=Omolong;50205157]Bethesda made the change to use asterisks for their new Bethesda.net mod stuff (and the ingame mod menu). It allows the game (and mod tools) to see which plugins are enabled and which aren't, along with the order they're in. If I remember correctly, the games previously just used one file to list any enabled plugins, and completely ignored any disable ones. I think I know how Bethesda have changed it this time, though. Jamie1992GSC, can you try moving your plugins.txt into Steam\steamapps\common\Fallout 4 (the folder with the Data folder and the executables for the game and such)? It looks like Bethesda might have moved plugins.txt to there.[/QUOTE] [QUOTE=Bat-shit;50205220]Well if you enjoyed the beta with your modded installation, then not so quickly. You should try to see if anyone has come up with a solution. Like the above suggestion. [editline]26th April 2016[/editline] Absolutely informative. Try that shit out Jamie92.[/QUOTE] [editline]26th April 2016[/editline] I stand corrected. It works second time around. Love you Omolong!
A little bird told me that today might be exciting...
[QUOTE=Pokepunch;50205763]A little bird told me that today might be exciting...[/QUOTE] Well that was vague and cryptic... place your bets everyone! Mine, Open Beta CK
[QUOTE=Cor Angars;50205065]Compare that to fallout 3 unique weapons. * Alien Blaster * Mesmetron * Lincoln's Repeater * Repellent Stick While new vegas has so many unique weapons I'm not even gonna bother try getting a list of them all, strange how I never realized that before.[/QUOTE] But Fallout 3 didn't have "Legendary" weapons. Like, there's no difference between a Lucky Laser Rifle and Rightous Authority, ect. ect. Which makes the named weapons less unique than the named weapons in previous games. So it's a step down in that regard.
Reinstalling FNV and wanted to try out the Fallout 4 Quickloot mod but it's set to hidden. Anyone have it/know why it's hidden?
[QUOTE=DiscoInferno;50205856]But Fallout 3 didn't have "Legendary" weapons. Like, there's no difference between a Lucky Laser Rifle and Rightous Authority, ect. ect. Which makes the named weapons less unique than the named weapons in previous games. So it's a step down in that regard.[/QUOTE] They took the borderland approach. Now Unique's are not named weapons but rather different modeled ones. In full honesty i pay more attention to mod weapons then vanilla as they are rather bland 90+ hours in
are there any mods to disable the main menu's music? I'd like to not have it.
[QUOTE=Kill Me No;50205912]They took the borderland approach. Now Unique's are not named weapons but rather different modeled ones. In full honesty i pay more attention to mod weapons then vanilla as they are rather bland 90+ hours in[/QUOTE] And the Borderlands shoot-and-loot approach sucks whoever's wang Anthony Burch's wife is sleeping with that night.
[QUOTE=Zotobom;50205885]Reinstalling FNV and wanted to try out the Fallout 4 Quickloot mod but it's set to hidden. Anyone have it/know why it's hidden?[/QUOTE] Because the authors didn't got endorsed enough. Yep. [t]http://i.4cdn.org/vg/1461684828842.png[/t] Here's the link for the mods anyway! [url]https://mega.nz/#!CpoxBRQC!IHhmEa4ZR-7OBHE0H8dPPpWLnsxu-JAiokbgrb6g3hc[/url]
[QUOTE=ApertureXS200;50206079]Because the authors didn't got endorsed enough. Yep. [t]http://i.4cdn.org/vg/1461684828842.png[/t] Here's the link for the mods anyway! [url]https://mega.nz/#!CpoxBRQC!IHhmEa4ZR-7OBHE0H8dPPpWLnsxu-JAiokbgrb6g3hc[/url][/QUOTE] Mod picker drama? Can anyone elaborate?
[QUOTE=TheRealRudy;50205994]am i the only person who just straight up dislikes legendary weapons and their effects[/QUOTE] Well tbh as a gimmick it's pretty stupid, like in practice, hunting for a certain effect in a certain weapon. Nope. Some of the effects are cool though, especially when considering the lack of different bullet types. Craftable Legendary effects ftw.
[QUOTE=spekter;50206092]Mod picker drama? Can anyone elaborate?[/QUOTE] After a quick Google it seems that a new program or website or something named Modpicker is [del]taking mods off the Nexus and re uploading them on their website without getting authors permission,[/del] the only way to prevent them doing this is by hiding your mods. This is the first I've heard about it but it sure does sound like total bullshit. Edit: They aren't taking them and re-uping them, just circumventing the Nexus page to download mods and taking attention away from the nexus and mod authors. Edit edit: And web scraping the Nexus site. Even more edit: The big issue is that the people that run Mod Picker aren't asking for mod authors permission to list their mod on the website, ignoring them completely.
[QUOTE=ApertureXS200;50206079]Because the authors didn't got endorsed enough. Yep. [t]http://i.4cdn.org/vg/1461684828842.png[/t] Here's the link for the mods anyway! [url]https://mega.nz/#!CpoxBRQC!IHhmEa4ZR-7OBHE0H8dPPpWLnsxu-JAiokbgrb6g3hc[/url][/QUOTE] Shame we won't be seeing that SuperHot Mod for a while, I was going to do a play-though based on it
According to Bethesda's Twitter, the Creation Kit is in Open Beta?
[URL]https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114[/URL] [quote]For Fallout 4, our goal was to make Mods easier and more accessible than ever before – for both the creators and the players. By building an all-new system with Bethesda.net we’ve made a huge leap forward in achieving that.You can now browse and search for the latest and greatest Mods, choose your favorites, post feedback, and install them – [I]all within the game[/I]. Simply select Mods from the main menu, and start browsing. If you want to try making Mods (and we think everybody should), the Creation Kit – the same tool that we used to create Fallout 4 – is a free download via the Bethesda.net launcher. You can check out the[URL="http://www.creationkit.com/Main_Page"]Creation Kit Wiki[/URL], our online documentation and help file, for more details and tips on how to make them.[/quote] Annoyingly, it sounds like you might not be able to install mods WITHOUT using the launcher.
[QUOTE=TheRealRudy;50205994]am i the only person who just straight up dislikes legendary weapons and their effects[/QUOTE]I find I either get utter shite that's useful for nothing other than trader fodder, or stuff that makes Mjolnir look like a teaspoon made of bread. Tbh at this point i've just been sticking with the laser rifle that does double damage to uninjured targets, especially after I went through that first major mission with the BOS and got a fucktonne of fusion cells to feed it.
[QUOTE=KaptonJack;50206250]According to Bethesda's Twitter, the Creation Kit is in Open Beta?[/QUOTE] [media]https://www.youtube.com/watch?v=hdGr8MH4pPU[/media] They just put this video out and [url=https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114]this[/url], so yeah, it looks like it is in open beta.
ninja
[QUOTE=Pokepunch;50206126]After a quick Google it seems that a new program or website or something named Modpicker is [del]taking mods off the Nexus and re uploading them on their website without getting authors permission,[/del] the only way to prevent them doing this is by hiding your mods. This is the first I've heard about it but it sure does sound like total bullshit. Edit: They aren't taking them and re-uping them, just circumventing the Nexus page to download mods and taking attention away from the nexus and mod authors. Edit edit: And web scraping the Nexus site. Even more edit: The big issue is that the people that run Mod Picker aren't asking for mod authors permission to list their mod on the website, ignoring them completely.[/QUOTE] Surely Nexus can do something? I mean they must have some legal hooha in the TOS stating you have to ask permission before reuploading?
horse amour
Wondering what the catch with this Bethesda.net thingy is going to be; seems like it'd have been less effort on their part to just go with Steam Workshop support.
So how do we get the CK? [editline]7p[/editline] [QUOTE=Pokepunch;50205763]A little bird told me that today might be exciting...[/QUOTE] [QUOTE=Ruby_Axe;50205794]Well that was vague and cryptic... place your bets everyone! Mine, Open Beta CK[/QUOTE] So what do I win?
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