Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=TheJoker;52068295][t]https://staticdelivery.nexusmods.com/mods/1151/images/3380-5-1448733549.png[/t]
Someone made all the energy weapons chrome. Including the institutes
[sp]http://i.imgur.com/JNYgWjk.gif[/sp][/QUOTE]
[video=youtube;_p6tvs-qjpA]https://www.youtube.com/watch?v=_p6tvs-qjpA[/video]
If someone already posted this, I'll take my clocks. It's a Jerma video about his 2nd "playthrough"
[media]https://www.youtube.com/watch?v=qRbNk8LvszQ[/media]
I love the Criken-esqe intro to this.
[QUOTE=butre;52064962]he made em for fallout 3 too. slof's boners I think it was called. I always thought that was funny as far as adult mods go. dicks are just way funnier than muscular women with ZZ cups[/QUOTE]
Author is female. I found out when I somehow stumbled across their website (hue) one time and it was full of sexy gay Daedra rape, gay Super Mutant relationships, and Alien sex fanfiction.
Early oblivion modding community days were a wild time.
[QUOTE=TheJoker;52068295][t]https://staticdelivery.nexusmods.com/mods/1151/images/3380-5-1448733549.png[/t]
Someone made all the energy weapons chrome. Including the institutes
[sp]http://i.imgur.com/JNYgWjk.gif[/sp][/QUOTE]
[t] https://i.ytimg.com/vi/x2CeDY9Ywhs/maxresdefault.jpg[/t]
Chrome!?
(why is this not a thing yet)
[QUOTE=Stroheim;52068954]If someone already posted this, I'll take my clocks. It's a Jerma video about his 2nd "playthrough"
[media]https://www.youtube.com/watch?v=qRbNk8LvszQ[/media]
I love the Criken-esqe intro to this.[/QUOTE]
For I second I thought sexchange turned Piper into a dog, and I lost it.
So starting a new game with all the mods I installed during my last play through was a really bad idea. At least I got a big 10mm round to save me. I just need a gun that'll shoot it.
[url]http://imgur.com/a/piVzo[/url]
[QUOTE=TheJoker;52070962]So starting a new game with all the mods I installed during my last play through was a really bad idea. At least I got a big 10mm round to save me. I just need a gun that'll shoot it.
[img]http://i.imgur.com/TtjyrQU.png[/img][/QUOTE]
[media]https://www.youtube.com/watch?v=g8WXWL_eZH0[/media]
we need one of these as a power armor only weapon
So apparently one of my mods fucks up the script for the Vault 118 control panel to be able to talk to maxwell.
[url]http://imgur.com/a/1WCnA[/url]
Except I can't see which one it would be.
[QUOTE=yellowoboe;52067869]Smart and Vodkavia are two words that don't belong together.[/QUOTE]
Please stop reporting this, Vodkavia said something stupid and got called out, big woop.
Going back to the topic, those mosin animations are god fucking awful, I understand streamlining them for gameplay but they're too quick and with zero effort, mosins, specially russian made ones have bolts that stick like a motherfucker, the only mosins I know of that had smooth and fluid bolts were ones made by the fins and even then, it took effort to open the bolt on those things, his animations would fit more to an enfield than a mosin with how slick hes made them, and even then it'd bug me how smooth the stripper clip is, those things take some work.
Wish animators would actually look up how people load these weapons for jumping right in.
My Enfield's clips loaded very smoothly, probably as smooth as stripper clips can be, and even then it was never that easy. I wish it fuckin' was.
My Mosin's clips go in pretty nicely too, but occasionally they'll rim lock. And the C96's clips take some serious practice. The really flat, compact-when-empty clips are great but they flex pretty easily and you can pop the cartridges out of the rail while pushing down if they bind up at any point, and then you'll spew bullets everywhere.
I've never seen any kind of caution or care in stripper clip animations, though, so that doesn't come as a shock. Stripper clips are understandably alien having been left behind in history, even most Mosin shooters today load rounds one by one instead of using the clips. My biggest issue is just how this dweeb thinks you can manhandle a 9 pound rifle like it's made of fucking styrofoam.
Fucking bollocks
[t]http://i.imgur.com/Y3lgYta.jpg[/t]
Turns out it's a known issue with Scrap Everything w/ regards to Vault 88 and Mechanist's Lair. Either disabling combined objects (and get a big-ass drop in FPS), or using the recently-added DLC-neutered version solves it apparently. Can't imagine there's a shitload of stuff i'd want to scrap in 88 as opposed to e.g. Sanctuary, so will just use that.
[QUOTE=Lexinator;52071411]So apparently one of my mods fucks up the script for the Vault 118 control panel to be able to talk to maxwell.
[url]http://imgur.com/a/1WCnA[/url]
Except I can't see which one it would be.[/QUOTE]
I wonder if Mod Organizer 2 is in a good enough state to be usable, as it would probably help you locate your issue here.
Seems bUsePreCulledObjects=0 is enough to sort the issue, I don't need to remove support for Vault 88.
As someone who hasn't built any big settlements. Does the multi-level sandboxing thing actually work?
[QUOTE=Holt!;52072407]As someone who hasn't built any big settlements. Does the multi-level sandboxing thing actually work?[/QUOTE]
I used to think it does, but recently it doesn't seem to be working for me anymore. Most of my settlers can't figure out anything above the ground floor. :/
Had forgotten to install a settlement surplus uncapper mod, was wondering why my settlements had barely anything except what I put in there. Now perhaps I won't have to harvest all my crops manually to get a good amount of adhesive.
[QUOTE=venom;52072487]I used to think it does, but recently it doesn't seem to be working for me anymore. Most of my settlers can't figure out anything above the ground floor. :/[/QUOTE]
Yeah, i've not noticed it working all that well. I just keep the dumb fucks hugging the dirt while I hog the gloriously incandescent sun. Might have changed lately, at least since the last time long ago when I went around making multi-stories, will see if they're still retarded on my end. Might just be that they struggle with navigating buildings that don't have a lot of free space.
[QUOTE=Sgt Doom;52072552]Had forgotten to install a settlement surplus uncapper mod, was wondering why my settlements had barely anything except what I put in there. Now perhaps I won't have to harvest all my crops manually to get a good amount of adhesive.
Yeah, i've not noticed it working all that well. I just keep the dumb fucks hugging the dirt while I hog the gloriously incandescent sun. Might have changed lately, at least since the last time long ago when I went around making multi-stories, will see if they're still retarded on my end. Might just be that they struggle with navigating buildings that don't have a lot of free space.[/QUOTE]
I wish there was a way to manually build a navmesh tbh
I made a sweet but kinda cramped hotel in one of my settlements and they're incapable of navigating the corridors to reach their rooms, so they all somehow just end up in the room closest to the stairs
[QUOTE=venom;52072561]I wish there was a way to manually build a navmesh tbh
I made a sweet but kinda cramped hotel in one of my settlements and they're incapable of navigating the corridors to reach their rooms, so they all somehow just end up in the room closest to the stairs[/QUOTE]There is some mod that adds buildable navmeshes, but it's just a small shack floor-sized square bit iirc; no stairs or anything.
[QUOTE=Holt!;52072407]As someone who hasn't built any big settlements. Does the multi-level sandboxing thing actually work?[/QUOTE]
Works for me so far. I see settlers reaching every part of my multi leveled settlements as well as my incredibly convoluted Vault 88. They only thing they don't ever do is use elevators.
They do get stuck in them though.
So my modded fallout 4 has been tumbling downhill for a while
No mod changes what-so-ever. First it ran fine, then it started crashing when you open a save, and now it doesn't start at all (the F4SE_loader window just stays open forever and the regular exes dont even open, validating game files says all files are in place which leads me to believing that the issue is purely mod organizer based over the game itself)
Only 6 conflicting files, between Horizon, DEF_UI, and HUDFramework
DEF_UI overwrites HUDFrameworks .../interface/HUDMenu.swf
Horizon overwrites DEF_UI's .../interface/lyrConf.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV_TAGS.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV_TABS.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_HUD.xml
MO gives no flags for bad mods at all.
Heres my loadorder
[IMG]https://i.imgur.com/cUsAwYh.png[/IMG]
Any changes I should make? I'm assuming my load order is script hell and thats whats causing this?
[B]EDIT:[/B]
Reinstalling mod organizer fixed the game not launching, I still crash when I load in however.
p sure horizon should go last in the mod order. or at least thats what it says :v: and horizon is supposed to override def_ui and such, I think
[QUOTE=Toro;52072767]So my modded fallout 4 has been tumbling downhill for a while
No mod changes what-so-ever. First it ran fine, then it started crashing when you open a save, and now it doesn't start at all (the F4SE_loader window just stays open forever and the regular exes dont even open, validating game files says all files are in place which leads me to believing that the issue is purely mod organizer based over the game itself)
Only 6 conflicting files, between Horizon, DEF_UI, and HUDFramework
DEF_UI overwrites HUDFrameworks .../interface/HUDMenu.swf
Horizon overwrites DEF_UI's .../interface/lyrConf.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV_TAGS.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV_TABS.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_INV.xml
Horizon overwrites DEF_UI's .../interface/DEF_CONF/DEF_HUD.xml
MO gives no flags for bad mods at all.
Heres my loadorder
Any changes I should make? I'm assuming my load order is script hell and thats whats causing this?
[B]EDIT:[/B]
Reinstalling mod organizer fixed the game not launching, I still crash when I load in however.[/QUOTE]Nothing really looks out of the ordinary there to me tbh. What is NAC-PRC though?
[QUOTE=Sgt Doom;52072834]Nothing really looks out of the ordinary there to me tbh. What is NAC-PRC though?[/QUOTE]
NAC is a weather/lighting mod specifically for PRC ENB, its a personal taste and a lot of people here don't like the ENB because of how much sharpening it has, so I won't go into it much
[QUOTE=Toro;52072767]Heres my loadorder
[IMG]https://i.imgur.com/cUsAwYh.png[/IMG]
Any changes I should make? I'm assuming my load order is script hell and thats whats causing this?[/QUOTE]
As you have all the DLCs, you don't need those AWKCR plugins. The installer for that has a single ESM if you have all the DLCs.
The page for NAC says not to use all of the weather plugins. The page also says that you don't need them at all if you're using the latest version of it.
Additionally, I'd make sure that plugins are ordered correctly to make sure that everything is overwritten properly. I don't use a lot of the mods in your list so I can't say where they should go in the order, but I can see that NAC-PRC.esp should go before the two DLC plugins, and that DarkerNights.esp should go before DarkerNights-Radiant.esp.
Finally finished the game, sided with [sp] the Railroad
I wanted to side with the Minutemen, but since I got the mission to free a load of synths from the Institute, I thought I would side with them for a bit until I got the Synths saved, then go with the Minutemen.
Turns out the quest to save the synths turns into nuke the Institute so it is the final story quest, so I guess I ended up siding with the Railroad.
At least I got a traingun.[/sp]
I was breaking into Hidden Valley and figured why not hack some terminals and the [i]very first[/i] one I touched had "BROTHERHOOD" as its password.
That's some pretty good security we got here.
That p90 mod feels so cheaty. Even with the damage reduction it's way too powerful.
I really don't get why Beth did damage resistance they way they did in Fallout 4.
Like it's really cool in concept but it's also just kinda stupid. I'm actually pretty impressed with their formula, and it's definitely better than Fallout 3 or Skyrim's system, but it just seems needlessly complicated to me. It's all very vague and just seems like it made things harder to balance.
The only thing that really annoys me is the survival damage and armor. I hate repeating myself but it's fucking turrible.
[QUOTE=Sgt Doom;52072581]There is some mod that adds buildable navmeshes, but it's just a small shack floor-sized square bit iirc; no stairs or anything.[/QUOTE]
Apparently he added stairs to it yesterday
[url]http://www.nexusmods.com/fallout4/mods/22322/?[/url]
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