Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
Alright, got a fresh install and the only mods I have that I must have are the higher voice mod, a custom face, the full dialogue display, and More Where That Came From radio mod. Think I'll wait until the GECK goes out of beta.
[QUOTE=Omolong;50219038]The first part sounds like you have outdated strings. If you're using the Full Dialogue Interface mod, you need to use the latest update of it.[/QUOTE]
Works like a charm, thank you!
This looks really cool.
[B]Raider Overhaul[/B]
[url]https://www.nexusmods.com/fallout4/mods/9103/?[/url]
OK how do you reactivate mods with this latest update?
What the fuck Bethesda?
[QUOTE=purvisdavid1;50219177]OK how do you reactivate mods with this latest update?
What the fuck Bethesda?[/QUOTE]
on the title screen there's a tab called Mods
[url]https://www.nexusmods.com/fallout4/mods/12511/[/url]
Camping mod made by the person behind frostfall.
It also lets you turn said camps into fully fledged settlements.
fallout 4 crashes whenever i try loading into a save no matter what
:DDD
[QUOTE=Jamie1992GSC;50219139]This looks really cool.
[B]Raider Overhaul[/B]
[url]https://www.nexusmods.com/fallout4/mods/9103/?[/url][/QUOTE]
A raider overhaul that takes into account the different 'factions' the raiders have lore wise would be much cooler. It'd be great if you could recognise raider groups based on their outfits like you can the Gunners, or even if they could be made into proper separate factions so you could see them skirmish against each other.
[QUOTE=Itauske Roken;50219208]on the title screen there's a tab called Mods[/QUOTE]
Yeah I actually felt dumber than normal when I saw it.
Edit:
Ok what the fuck now. I re-enable my mods through the damn mod list and it keeps crashing to desktop and forgetting my mod's load order.
[QUOTE=DeEz;50218660]This is long overdue, but I got off my lazy ass and finally wrapped up the holotape mod.
[url=https://www.nexusmods.com/fallout4/mods/12504/?]Survival Saving - Holotapes[/url][/QUOTE]
Loving the mod so far integrated seamlessly. However. You can literally be swamped I imagine, level 28 here, in 30 mins of exploring at two locations. I've already found 10 of them. :/ Not sure if they are really common because of my level or just generally but I feel if it is the latter the chance to find them should be much lower.
[t]http://images.akamai.steamusercontent.com/ugc/268338674591723636/F1209E9F1F5773B2A1AA0F6C1405DB8D9ACA8A89/[/t]
[editline]28th April 2016[/editline]
[QUOTE=Janus Vesta;50219330]A raider overhaul that takes into account the different 'factions' the raiders have lore wise would be much cooler. It'd be great if you could recognise raider groups based on their outfits like you can the Gunners, or even if they could be made into proper separate factions so you could see them skirmish against each other.[/QUOTE]
Agreed. Different factions of Raiders able to be told apart by appearence at different ends of the boston area and such would be fantastic. But this at-least adds a nice set of variation to the raiders themselves. :v:
[QUOTE=Itauske Roken;50219208]on the title screen there's a tab called Mods[/QUOTE]
As far as my own experience goes, that tab is only used for Beth-mods, as I don't even have an account nor do I use a mod manager and I can load mods just fine (granted I only run two, that may impact your own mileage with this method). AFAIK beth changed the way the game parses plugins.txt, it's still the same process as before (adding your filenames and making it read-only) but you also need to add an asterisk to the front of all non-official entries.
So this:
[code]Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ShellRain.esp
Synth Armor Fix.esp[/code]
turns into this:
[code]Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ShellRain.esp
*Synth Armor Fix.esp[/code]
If you've got like 50+ mods or actually use a manager I can't help you with that, this is just how I got my two mods working.
[QUOTE=Janus Vesta;50219330]A raider overhaul that takes into account the different 'factions' the raiders have lore wise would be much cooler. It'd be great if you could recognise raider groups based on their outfits like you can the Gunners, or even if they could be made into proper separate factions so you could see them skirmish against each other.[/QUOTE]
Ive always loved stuff like this, the fiends of new vegas having those funky little helmets to signify rank, or ashurs pitt raiders having notably better equipment than capital wasteland raiders and those freaky skin mutations.
The rust devils have their robot armor, and the forged all wear those long-coats with welded metal armor and they tend to have facial burn scars, so maybe we can hope to see a few more interesting raider gangs with gimmicks and uniforms of their own future dlcs?
[QUOTE=purvisdavid1;50219364]Yeah I actually felt dumber than normal when I saw it.
Edit:
Ok what the fuck now. I re-enable my mods through the damn mod list and it keeps crashing to desktop and forgetting my mod's load order.[/QUOTE]
If you're using Mod Organizer, you need to stop using Mod Organizer. Alpha 4 invariably causes CTDs.
I'm just manually managing at the moment, because I don't have any particularly complex mods. At least the old INI fix for lockpicking on 4:3 screens works still.
[QUOTE=ubersoldier;50219558]As far as my own experience goes, that tab is only used for Beth-mods, as I don't even have an account nor do I use a mod manager and I can load mods just fine (granted I only run two, that may impact your own mileage with this method). AFAIK beth changed the way the game parses plugins.txt, it's still the same process as before (adding your filenames and making it read-only) but you also need to add an asterisk to the front of all non-official entries.
So this:
[code]Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ShellRain.esp
Synth Armor Fix.esp[/code]
turns into this:
[code]Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ShellRain.esp
*Synth Armor Fix.esp[/code]
If you've got like 50+ mods or actually use a manager I can't help you with that, this is just how I got my two mods working.[/QUOTE]
Well, my mods load, it's just now my saved game crashes no matter what, and I can't start a new game.
What the fuck is going on.
[QUOTE=erkor;50219244]fallout 4 crashes whenever i try loading into a save no matter what
:DDD[/QUOTE]
I thought this would only happen to any pre-1.5 survival saves but no it happens to any save before this update :suicide:
Fallout Facebook/Twitter posted this:
[t]http://puu.sh/oz7eU/eb01fef8c7.jpg[/t]
Dunno if I'm late in knowing about this but that's pretty awesome.
Meanwhile, on Bethesda.net:
[img]http://jesusfuck.me/di/YXHE/firefox-2016-04-28-11-46-21.png[/img]
Wow, Beth's in-game mod browser needs some work, no way to search for mods, a seemingly endless qeue of mods to slide through, scrolling forever to get to the category you want, either I'm missing something or they seriously need to overhaul this visual spike-fuck
Now my game crashes on a new game with no mods activated?
so is there any particular reason why after this new update, loading an old save works fine, But i cant move? like all of my keys except for my mouse shooting don't work anymore, and i made sure my controller wasn't on.
[QUOTE=lavacano;50219843]Meanwhile, on Bethesda.net:
[img]http://jesusfuck.me/di/YXHE/firefox-2016-04-28-11-46-21.png[/img][/QUOTE]
lol, funny to see the perverted modders angry. sorry but i dont think bethesda wants the console modding community turning into a ~hottest playboy chicks illustrated~ magazine
also that link name :v:
[QUOTE=ubersoldier;50219558]As far as my own experience goes, that tab is only used for Beth-mods, as I don't even have an account nor do I use a mod manager and I can load mods just fine (granted I only run two, that may impact your own mileage with this method). AFAIK beth changed the way the game parses plugins.txt, it's still the same process as before (adding your filenames and making it read-only) but you also need to add an asterisk to the front of all non-official entries.
If you've got like 50+ mods or actually use a manager I can't help you with that, this is just how I got my two mods working.[/QUOTE]
The mods option on the main menu is for both. It allows you to access the mods on Bethesda.net, but it also gives you the option to enable regular mods and adjust your load order. It's incredibly awkward to do with a lot of mods, though. And I'm pretty sure that you don't need to make your plugins.txt read only any more, I think that was only something you had to do when the launcher would clear the file.
Also, Wrye Flash and NMM have been updated to support the new asterisks method. I'd definitely recommend getting one of those if you have a decent amount of mods in your load order. Even if you're installing mods manually, it makes it a lot easier to handle the actual order of the plugins, especially compared to Bethesda's method of doing it. Definitely stay away from Mod Organizer at the moment, though. There's no indication of when that'll be updated to support the new Fallout 4 plugin loading.
And for the people crashing, have you just disabled the plugins, or mods entirely? The crashing could easily be related to outdated files from a loose files mod, such as DEF_UI or the Full Dialogue Interface mod. I'm fairly sure that those have caused me crashes with previous updates too (or at the very least, it can stop things from showing up properly, which could be a problem in Survival).
[QUOTE=purvisdavid1;50219884]Now my game crashes on a new game with no mods activated?[/QUOTE]
Check the load order
[QUOTE=lavacano;50219843]Meanwhile, on Bethesda.net:
[img]http://jesusfuck.me/di/YXHE/firefox-2016-04-28-11-46-21.png[/img][/QUOTE]
I can't wait to see this become a rallying point in the console wars shitfest.
"haha our system has unfiltered mods! If i want to see piper's boobies, I can! Glorious PC master race wins again!"
"Lol Pc gamer's are all nerds who look at virtual boobs in games! not like us, the righteous and pure console gamers!"
Anyone else find that, after a while, the game gets stuck loading when transitioning between cells? Playing it totally vanilla (carrying over my save from the beta) other than texture and sound mods.
[editline]28th April 2016[/editline]
Might try periodically purging the cell buffer, see if that helps things.
[QUOTE=CasualJoe;50219962]Check the load order[/QUOTE]
[QUOTE=purvisdavid1;50219884]Now my game crashes on a new game [B]with no mods activated[/B]?[/QUOTE]
Load order of nothing?
I love how all my mods just don't exist anymore
The mods tab is even completely empty
[QUOTE=RenegadeCop;50220087]The official 1.5 update update is out?
Did they change anything from the beta regarding complaints from players?[/QUOTE]
Well, they changed my game from working to not working. :v:
[QUOTE=ubersoldier;50219558]As far as my own experience goes, that tab is only used for Beth-mods, as I don't even have an account nor do I use a mod manager and I can load mods just fine (granted I only run two, that may impact your own mileage with this method). AFAIK beth changed the way the game parses plugins.txt, it's still the same process as before (adding your filenames and making it read-only) but you also need to add an asterisk to the front of all non-official entries.
So this:
-stuff-
turns into this:
-stuff-
If you've got like 50+ mods or actually use a manager I can't help you with that, this is just how I got my two mods working.[/QUOTE]
Where the fuck is plugins.txt? I can't find it anywhere
Huh. There was a file called "interface" in my data folder even though I've never downloaded a UI mod, and that was what was making me crash.
[editline]28th April 2016[/editline]
[QUOTE=Katatonic717;50220217]Where the fuck is plugins.txt? I can't find it anywhere[/QUOTE]
C:/Users/You/AppData/Local/Fallout4
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