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Fallout IV for Beginners - V3.2.9 (Outdated)


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Posted

@Aylis or @Aylis_Temp

I finally got around to looking at your Icon Patches in an effort to try to create some of my own for mods not included in your list.  I started by looking at one of your patches for a weapon that I have so I could see how you did it.  Specifically, I looked at the Weapon Icon Patch - Glock 19X.esp file.

 

I noticed that you include changes for the following files:

Modern Weapon Replacer - Glock 19x FX0x01 - 10mm Pistols.esp

Modern Weapon Replacer - Glock 19x FX0x01 - Gamma Guns.esp

 

...but not for the following files:

Glock19x.esp  <-- the actual weapon mod

Glock19x_TacticalReloadPatch.esp  <-- not sure if you're including the TR patches or not

 

This leads to the weapons produced by the bottom 2 mods not having icons.  In addition, they have different item values (110 for the replacer mods vs. 500 for the original/TR mods) and different base damages (18 for the replacer mods vs. 25 for the original/TR mods).

 

I'm not highlighting this to complain, but rather to point out something you may have missed.  Me and my OCD tendencies now have to create a patch to make them all the same.  LOL

Posted

Hi all. Recently ran into a problem.
During the game, the FG body randomly stops working. (That is, the body completely disappears, only the legs, arms and head remain, but if you fly in workshop mode for a while, the body appears again ... And I can’t understand why. Maybe someone has encountered such a problem. (The papyrus log is attached )

Papyrus.0.log

Posted

Is it safe to go around flagging as ESL all the mods that are tagged with Can be flagged as ESL (see 'Final')?
Or should I be careful with that and test them each time?

Posted
1 hour ago, Fulanoo said:

Is it safe to go around flagging as ESL all the mods that are tagged with Can be flagged as ESL (see 'Final')?
Or should I be careful with that and test them each time?

 

If you are starting a new game, mass flagging them should be fine, if using an existing save, you would be best testing them one by one.

 

That is what I would do, there again I am pretty much always in the stage of starting a new game, as I constantly see new mods that require me to rebuild my conflict res patch and then go through and manually edit the stupidity that it does before I can restart, just to get another ooh shiny new mod I want that and restart the whole process again.

Posted
1 minute ago, Varithina said:

 

If you are starting a new game, mass flagging them should be fine, if using an existing save, you would be best testing them one by one.

 

That is what I would do, there again I am pretty much always in the stage of starting a new game, as I constantly see new mods that require me to rebuild my conflict res patch and then go through and manually edit the stupidity that it does before I can restart, just to get another ooh shiny new mod I want that and restart the whole process again.

Yeah, I'm about to start a new game (haven't played fallout in a couple of years)
I installed a lot of the mods from the guide (including AAF stuff) and went way past the 256 limit lol
And since I still kinda want to add some more outfit/armor mods, I need space for more plugins ?

Posted
11 hours ago, Fulanoo said:

Yeah, I'm about to start a new game (haven't played fallout in a couple of years)
I installed a lot of the mods from the guide (including AAF stuff) and went way past the 256 limit lol
And since I still kinda want to add some more outfit/armor mods, I need space for more plugins ?

 

If those armor/outfit mods only have a few different things in them, merging them is always an option.

Posted (edited)
9 hours ago, Varithina said:

 

If those armor/outfit mods only have a few different things in them, merging them is always an option.

Yeah, I'll definitely have to look into that lol
Still on the flagging as ESL topic, is there a way to backup all the plugins ESL?
So If I fuck up flagging some plugins as ESL I can restore the backup?

Edit: Nvm, think I got it, selected all the plugins on wrye bash, right click, file, backup

Edited by Fulanoo
Posted

@Aylis Apologies if this has been mentioned before, but under Additional Weapons, HK USP is listed below Colt 1911 but the former is a requirement for the latter. Wrye will yell at you if you try to run it as the list has it currently, so I just placed 1911 above USP.

 

First time I've tried playing with all of the weapon replacers, so I'm excited!

Posted (edited)

Test

_________________________________________________

 

OK, error message is gone and i can write again (at least a little plus).

 

Main account is locked atm. I tried to reach the admins but got no answer so far and as long as it is locked i can't make an update...Hopefully this will get resolved soon. I got a few things ready for all of you.

Edited by Aylis_Temp
Posted (edited)
On 8/23/2022 at 3:37 PM, Varithina said:

 

If those armor/outfit mods only have a few different things in them, merging them is always an option.

Merging plugins is a thing I'm going to have to look at soon, ESP space is that cramped in both my FO4 and SkyrimSE modlists, and its not like I'm going to be making either of them shorter anytime soon).

Another option, especailly good for armour/clothing/weapon mods that only add a few new things nut the modder decided to use FormIDs above 0xFF), is using FO4edit to 'Compact FormIDs for ESL', so making them ESL flaggable.

Also, if you are going to do alot of ESL-flagging all at once Ruddy88's ESLify that will batch ESL-flag almost everything in you modlist (ignore the fact its on the Skyrim SE nexus, it asks you to choose betwen FO4 and SSE when run)

 

Edited by misterpipes
Posted
14 hours ago, Aylis_Temp said:

Test

_________________________________________________

 

OK, error message is gone and i can write again (at least a little plus).

 

Main account is locked atm. I tried to reach the admins but got no answer so far and as long as it is locked i can't make an update...Hopefully this will get resolved soon. I got a few things ready for all of you.

Had a feeling something like this happened. Hope you get your account back. It always sucks when you have an issue like this and the site admins/maintainers don't make it easy for you to fix.

Posted

allo I hope everything  find for you.

I will like to know about few mods installations on M02 went we make a verification on manuel side and  the content of data does not look valid. Usually is about fomod stock inside with multi chooses, not all of them but few...many..but some are good too.

ex: fusion girl TBOS-BT3 , Caliente's..CBBE or Fall Ui .

Is it ok to install them I think so . But can you explain why is like that? 

Thank

If you have time. 

Posted
4 hours ago, chabp said:

allo I hope everything  find for you.

I will like to know about few mods installations on M02 went we make a verification on manuel side and  the content of data does not look valid. Usually is about fomod stock inside with multi chooses, not all of them but few...many..but some are good too.

ex: fusion girl TBOS-BT3 , Caliente's..CBBE or Fall Ui .

Is it ok to install them I think so . But can you explain why is like that? 

Thank

If you have time. 

If you are talking about when you click manual when a fomod opens up and it says data is not valid that is because FOMOD downloads are structured differently because they have multiple options but after you select options and click install it will install them in the correct folder structure. If you are talking about why do some downloads have issues when installing them because the folder isn't structured correctly that can happen for a couple reasons in my limited knowledge. Usually it is because the mod author for one reason or another didn't structure it correctly so you have to do some manual intervention. Other times they were originally packaged for an older mod manager or a manual installation and wasn't updated for current mod managers. It could happen for many reasons to be fair but those are most likely the case. Someone can definitely explain it better than me since I am no expert on it.

Posted
On 8/31/2022 at 11:34 PM, LogTM said:

If you are talking about when you click manual when a fomod opens up and it says data is not valid that is because FOMOD downloads are structured differently because they have multiple options but after you select options and click install it will install them in the correct folder structure. If you are talking about why do some downloads have issues when installing them because the folder isn't structured correctly that can happen for a couple reasons in my limited knowledge. Usually it is because the mod author for one reason or another didn't structure it correctly so you have to do some manual intervention. Other times they were originally packaged for an older mod manager or a manual installation and wasn't updated for current mod managers. It could happen for many reasons to be fair but those are most likely the case. Someone can definitely explain it better than me since I am no expert on it.

Another reason is that the mod is not packaged in a format (IE Zip) that MO2 is looking for.  There are a few mods on this list that needed to be unpackaged separated and rezipped, which once done install just fine.

Posted (edited)

So, any suggestions on how to make the AER15 less OP?
It has really high damage, insane fire rate, fire damage, and keeps ragdolling my character.
Is there an easy way to disable the knockback and/or reduce the fire rate?
On FO4Edit the base damage is 0
 

Edited by Fulanoo
Posted (edited)

Last update

 

Updating Status to '3.2.0'

I sadly couldn't update page #1. So i added lines (?) where the mods should be placed.

 

Update for the upcoming 'Icons and Naming redone' (still have to patch the weapons for JSRS) and adding changes to prevent possible bugs.

 

 

Mods to RERUN

Bashed Patch. 

 

 

Removed mods:

Spoiler

Textures

A Better Bullet                                                                                      Redundant

Ammo Retexture                                                                                          ''

 

Armor

Biohazard Suit - Replacer                                                                     Now integrated in the main mod

 

ADDED mods:

Spoiler

Foundation

LoD for All - Performout Edition OR LoD for All - Average Edition OR LoD for All - Ultimate

?You have to test which version works best for you.

?Just above Luxors texture packs to use Luxors textures for the LOD.

Luxor Fallout 4 - HD Overhaul Vehicles SSR                                                             Fantastic visual upgrade for vehicles

Luxor Fallout 4 - HD Metal Barrels

?Put both below the other files from Luxor

(Optional) Another Pine Tree Forest Performance Textures

?Just below APTF

 

Textures

Armament - Ammunition and Ballistics Overhaul
?Place it at the top of the group.

 

NPC

(Optional) Heather Companion Patch (Original Graphic)

?Place it as the last one of Heather's files.

(Optional) RL Recruit Framework

(Optional) Nomads (Wandering Settlers and Lost Robots)

(Optional) Nomads More health

?Place it just below 'NPC's Travel'

 

Armor

Biohazard Suit Redux                                                                                                Update

Biohazard Suit Redux - Fusion Girl Conversion                                                              ''

 

Sound

Enemy Footstep Sound                                                                                             Bugfix

?Placement isn't important (i forgot to move it at first)

 

Override

(Optional) Hit 'Em Where It Hurts (Locational Damage)

?Works on NPC and your PC.

?Just below 'Gun Smoke'.

Side Aim Framework

?Doesn't work with all weapons atm (more will come).

?Just above 'Visual Reload'. 

 

Patches

Auto open doors                                                                                                        Very useful for building your settlement

?Just sort it in.

(Optional) Furniture Repair Service                                                                            Why would you build something broken?

?Can be safely removed should you not like it.

?Place it just above 'GoG'.

 

Weather and Lighting

Less Exaggerated Blood Impacts                                                                               Moved

?Just move it below 'Burst Impact Blast FX'.

X-01 invisible flashlight remove

(Optional) Various Power Armor Mod and CC Light Fixes                     

?Check if you need one of the patches

?Add the mods above 'VTWOR'.

(Optional) Illuminated Billboards

(Optional) Illuminated Building Advertisements

(Optional) Radioactive Signs

(Optional) Red Rockets' Glare REDONE - Lighting

?I recommend the 'less bright' version.

?Put all four just above 'Wasteland Illumination DLC' to prevent issues.

 

Armor and Weapons Override

HK USP - Armament Patch

?Place it as the last one of the files for the USP.

SIG MCX Spear NGSW - Assault Rifle

?I recommend to merge the 'Update', the 'Lvl List Patch' and the 'PA 3RD FIX' (see 2nd sticky in the comment section) into the main mod.

SIG MCX Spear NGSW - Quick Loading

SIG MCX Spear NGSW - Real Time Cover Penetration Patch

SIG MCX Spear NGSW - Side Aim Patch

(Optional) BH SIG MCX Spear NGSW - Clamped

?Those are alternative animations.

(Optional) SIG MCX Spear NGSW - AMD Patch

?Use the patch only if you have visual problems.

?Place the mods for the SIG just above the 'Ultimate M4 Pack'

Armament Expansion for ECO

Armament - Burst Blast Impact FX Combo Patch 

?I strongly recommend the version with 'Removed Damage Edit'

?Put both at the bottom of the group.

 

Lovers Lab

(Optional) Problems of a Survivor                                                                              Questmod

(Optional) Problems of a Survivor - Non XDI Patch

?Last ones in this group.

 

Quests and world

Better Landscape Grass

?Place it at the top of the group.

 

Uploads

WIP

 

 

Notes

The mod 'Side Aim Framework' is extremely useful. Before it you had to switch weapons as a sniper rifle is more of a hindrance when enemies get closer. Now you only need one gun and can switch to a different sight when the distance changes (i still have to recommend a pistol/revolver/SMG for indoors).

Spoiler

SideAim.jpg.aa923fe4d2b3959004c1cb7d65c6fa43.jpg

 

'Hit 'Em Where It Hurts' can be a blessing and a curse at the same time. Aim right and an enemy drops much faster - but the same goes for you if you got an enemy that is proficiant with his weapon (we got a mod for that).

 

For those who are kept down by heavy fire: check the settings for 'Immersive Fallout Combat'. I intentionally made the game harder, so turn it around, get a better weapon, and keep your enemies down. ;)

 

 

And as always a little music to go along...

Spoiler

 

 

Edited by Aylis_Temp
Posted (edited)

Small excursion:

 

Those who like Cyberpunk should really check out the series 'Cyberpunk: Edgerunners' on Netflix. I watched it with a friend (he's the one with a Netflix account) and its an extremely good series. For fans of this genre it is imo a must-see-asap...

 

The great part is that you can identify almost everything from the (table top) game. Weapons, expressions, locations, etc. They did an excellent job converting the source material to the 'new' medium.

__________________________________________________

 

Btw. the instructions are fine as they are or should i change something?

Edited by Aylis_Temp
Typo

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