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[Fallout 4] Modding "Fallout 4". Mods and discussion within

brau

Member
Came to post the seasons mod.

I am glad people are spreading the good news already. I gotta check it out. It looks awesome.
 
Seasons mod added
http://kotaku.com/fallout-4-mod-gives-you-actual-seasons-1752712255
http://www.nexusmods.com/fallout4/mods/5810/?

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That looks so good. Wish I had my GPU back. I don't even dare start the game with the 560ti I have to use for now.
 

Hastati

Member
Are there any functional ways of transferring your quest progression and character stats/appearance over to a fresh installation? Mine is bugged out the wazoo.
 
it seems like the 1.3 update totally broke most mod support. I just bought the game this weekend and when i make the changes to the .ini files to enable mods, the game crashes at launch, and without the changes to the .ini the M2216 rifle i added shows up in your inventory but is invisible in the player's hands.

Hopefully the official mod support starts soon.
 

Soodanim

Gold Member
I did some searching and I still can't find an auto loot mod like NV and Skyrim have. I know it's less necessary in F4 because of how much better looting it, but it'd still be nice to have. Anyone know of one?

Edit: Official mod support still isn't here? Damn, it feels like I left the game alone ages ago.
 

Paganmoon

Member
New Beta update for PC.

Not sure if it's just poor wording, but apparently it's got addon-support now.

Then again, could mean DLC now that I think about it.

New Features
Support for add-ons
Additional art customization added to Workshop:
Super Mutant clutter including meat totems, meat bags and meat cart
Raider clutter including raider poles, cages and tents
Abstract and portrait paintings
Variety of new signs
More metal and wood doors variants
Fixes
General stability and performance improvements
During "Getting a Clue" quest, Kellogg's desk will remain a working container
During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest
Fixed an issue with "Kremvh's Tooth" quest item not spawning properly
Settlements under attack will now display an updated message with the results of the attack if player does not respond
Fixed an issue with screen effects not clearing away properly after using a scope
Fixed an issue with trying to sprint while in third person with a minigun equipped
Rank 4 of Demolition Expert perk now properly increases the area effect of explosives
The Scrounger perk now includes additional common ammo types
Fixed an issue where Calvin Whitaker would disappear in Vault 81
Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus
Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly
Fixed an issue with key cards not spawning correctly in Vault 75
Fixed an issue where enemies would stop spawning during "Airship Down"
Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck
Fixed an issue with the autosave counter getting incorrectly reset
Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming
Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item
Fixed issue where exiting workbenches would cause third person to stop working properly
The Scribe can now be assigned consecutive settlements properly
Fixed issue with duplicating scraps shipments
Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row
Fixed issue with the quicksave and autosave message persisting through loading screens
Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One)
Fixed an issue with loading save with a placed object in water, not properly floating
 

_machine

Member
New Beta update for PC.

Not sure if it's just poor wording, but apparently it's got addon-support now.

Then again, could mean DLC now that I think about it.
Probably means both, as they are essentially using the same system. It's also one of the main reasons why patches "broke" the mods made with unofficial editors; it's wiser to make sure the mod/addon standards are finalized (as in the public editor is close to being shipped) before officially supporting any kind of mods as you are likely to end up with somewhat better modding implementation in the end.
 

Pjsprojects

Member
Been trying some of the add on mods and have already found some problems. I'm currently running with the extra radio station,clean houses,bridge fixed & the snap extra build add on installed.

Problems include,can't run in Sanctuary, hard crashes & a none responsive settler at Green top nursery.
If these are among the first batch for consoles then expect problems. All these are the ones added in game with a controller.
 

MattyG

Banned
This probably isn't the place to ask, but I don't see a Creation Kit specific thread: are there any good tutorials for modding world spaces? I want to make an add on mod, and I know WHAT I want to do, but the minute I have to figure out anything like how to change the scale of my world or rotate the camera freely, I have no clue what to do. And don't even get me started on tweaking variables in menus. I just can't figure out what anything means! And every video I find is describing a very specific type of mod, but not world space mods.
 
Is there a mod where you can skip everything of the game start until you have left vault 111.

Dunno if there's specifically a mod for that, but you can just save your game manually as you exit, then you can keep going back to that, take advantage of the chance it gives you to change your character, then have a new save from that point.
 
what mods are you currently using?

I am trying out a few mods but there are not that many interesting mods compared to F3 or NV and quite a few of the mods that I try just CTD. The darker nights mod was interesting but made trees look horrible in fog and night conditions.
 

Jedi2016

Member
I'm hardly running any at all. A few lighting mods (PipBoy shadows, cigarette glow fix, etc), texture mods for a couple weapons, and a lockpick cheat because fuck console lockpicking on kb/m. And the dialog interface fixes, of course.. those should be mandatory for everyone.
 

TheTrain

Member
Ehi guys, is there any way to change the resolution without quitting the game?
Also I've noticed that there is shadow dithering on some object, especially on the penumbra. It's subtle but also annoying and I don't think the culprit are the mod that i've installed as there are only textures pack. I've already tried to disable everything, now i'm running out of ideas. It's an engine limitation?
 

GavinUK86

Member
Ehi guys, is there any way to change the resolution without quitting the game?
Also I've noticed that there is shadow dithering on some object, especially on the penumbra. It's subtle but also annoying and I don't think the culprit are the mod that i've installed as there are only textures pack. I've already tried to disable everything, now i'm running out of ideas. It's an engine limitation?

You can only change the resolution in the launcher.

The dithering is an engine problem. Godrays on anything but Ultra makes it worse.
 

TheTrain

Member
You can only change the resolution in the launcher.

The dithering is an engine problem. Godrays on anything but Ultra makes it worse.

For the dithering it was a problem related to the HBAO+ on my end, there was, inside the ini, the blur disabled:

bBlurEnable=0

I've just activated this and all the dithering disappeared.
Thank for your help btw, do you know if there is a fix for the audio out of sync? I'm on a 144Hz monitor w/ GSync
 
If I use a sweet fx mod, can I still use the in game AA? I think it's TSAA.

Do you have a link to the one in question?

Usually for Skyrim ENB presets etc you don't use the game's AA and its AA is used instead.

Might be the same for sweetfx and Fallout 4 but I'm not sure. Usually with Skyrim you'd also turn off anisotropic filtering too and let ENB do it instead.
 
"When publishing a PS4 mod, your privacy level will be set to "Private".
Sony dictates a 24-hour waiting period before you will be allowed to activate this PS4 mod for the public.
Please return in 24-hours to activate your mod for public viewing."

This was new to me, lol what a bunch of crap. I guess Sony doesn't want mods.... Or at least making it even more difficult to do ... :/
 

Alo81

Low Poly Gynecologist
"When publishing a PS4 mod, your privacy level will be set to "Private".
Sony dictates a 24-hour waiting period before you will be allowed to activate this PS4 mod for the public.
Please return in 24-hours to activate your mod for public viewing."

This was new to me, lol what a bunch of crap. I guess Sony doesn't want mods.... Or at least making it even more difficult to do ... :/

I can't even understand what the justification for this is. Why not just set public after 24hours, or allow the user to opt in to "automatically set public when ready"?

I feel like this is intended as a safeguard against potential system exploits, but it makes creating mods much less convenient for the average mod publisher.
 
Vivid weathers affects nights as well; I use it in conjunction with Darker Nights. I set the latter to one of the lighter options though.

The 'Vivid' mods are a must have imho, combined with Darker Nights and True Storms, the game looks much better.

Also, I'm not sure if it's due to recent patches from Bethesda or the mods, but right now the game's performance is so much better. On High preset settings, it's hovering around 50-60fps outside and 35-50 fps in Diamond City on my PC. Last year, it was 40-ish fps outside and it could barely sustain 30fps in Diamond City. I have like 20 mods installed right now, and I also installed the Grassland mod, which somehow doesn't affect performance.
 
If you are using weather/night mods I highly recommend you also using Pip-boy Flashlight

As the mod description says:

Pip-Boy Flashlight transforms your Pip-Boy 3000 into a fully functional directional light source with a large emphasis on customization.

The default Pip-Boy light that has been in use since FO3 is an archaic tool. It emits a glow in all directions, including straight through your character. Similar games like S.T.A.L.K.E.R. and Metro 2033 use an actual flashlight beam. It really helps elevate the atmosphere, not only because it's more realistic, but also because your vision cone is limited, creating more suspenseful gameplay.

It's a must-have.
 
Damn, I can't get the mod to work, despite doing everything ( I believe) correctly.

This is the mod

http://www.nexusmods.com/fallout4/mods/176/?

Instructions are:

I N S T A L L A T I O N

(Evil Institute is recommended. ReShade Bloom is bright in Institute without this mod)

1) Go to ReShade.me and download ReShade Framework 2.0
2) Open the .zip file and place all files (except "ReShade32.dll" ) inside of the Fallout 4 directory
3) Rename ReShade64.dll to "dxgi.dll"
4) Download ENB v0.291
5) Place 'd3d11.dll' & 'd3dcompiler_46e.dll'from the ENB folder inside of the Fallout 4 directory
6) Choose a verison of Clean Light and place all of the files in your Fallout 4 game directory. "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4" and overwrite all files
7)Run game through a launcher

I get no effects found while the game loads up. :(

 

StreetsofBeige

Gold Member
For you Xbox One gamers still playing Fallout 4. There is a mod that makes the game play at 720p/60fps.

It's not perfect as it's not constant 60 fps and there's screen tearing. But it makes a decent difference. The menu screens and UI also run at double the smoothness.
 

IbizaPocholo

NeoGAFs Kent Brockman
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