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when will we get an animation framework for Fallout 1.11.191 and other gripes and whines...


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Posted

The other day I was thinking how boring FO4 1.11.191 was, so I decided to spice it up and reinstall just business and Commonwealth captives to populate my settlements. 

Oh yeah, I remember now!  AAF fails because LL_FourPlay_1_10_984 hasn't been updated. 

Is there something that works? You have 3 options for Skyrim, none for FO4. 

No, I'm not going to downgrade. I need the latest to run Creation Kit. Besides, that's why I have GOG. 

 

Why hasn't Vortex been upgraded so that you can have multiple instances of FO4, one that points to steam's 1.11.191 and a second one that points to GOG's 1.10.163, with the option to have separate folders in the Documents\mygames directory for Steam FO4 and GOG FO4? Nexus has all these mod and mod-athons for Fallout 4, but you can't run two separate versions of it in Vortex. You need to keep the mods separate. There's like 6 mods that are version specific; and not just the F4SE stuff... 

 

Why are Nexus collections such a disaster? They need to put warnings on collections that it includes mods that you can't uninstall. Why? Let me explain:

When you install a mod one by one, and try it, and it goofs up your pip boy because it's a poorly thought out mod

Spoiler

made by some sadistic person who makes trojan mods

, you can first use a mod manager to remove it and then, when it hasn't been completely removed, look at the mod and go in and fix what it broke. 

But if it's in a collection of 500 mods, you have no idea what mod FUBARed your Pip boy. You uninstall FO4 and reinstall? Still there! remove your MyGames\Fallout 4 directory, it's STILL  THERE.  It's a very toxic mod and it's buried  in this stupid collection. Next stop is to nuke all your mods in Vortex and start over. One of them is bad. 

 

Posted (edited)
1 hour ago, MrGrey said:

Why hasn't Vortex been upgraded so that you can have multiple instances of FO4, one that points to steam's 1.11.191 and a second one that points to GOG's 1.10.163, with the option to have separate folders in the Documents\mygames directory for Steam FO4 and GOG FO4?

Because that's what MO2 is for, lol.

 

Any number of game copies.
Any number of isolated instances connected to each copi of the game.
Any number of settings profiles in each instance.
Switching in a couple of button presses...

Edited by Holylokki
Posted
1 hour ago, MrGrey said:

No, I'm not going to downgrade. I need the latest to run Creation Kit.

 

You can downgrade CK too.  Just FYI. 

 

Overall, I would expect to see these types of incompatabilities persist until Bethesda settles down and stops releasing rapid-fire updates.  

Posted
51 minutes ago, Holylokki said:

Because that's what MO2 is for, lol.

 

Any number of game copies.
Any number of isolated instances connected to each copi of the game.
Any number of settings profiles in each instance.
Switching in a couple of button presses...

MO2 uses that microsoft link thing for files. Ugh... makes using Creation Kit ugly. So my CK is the latest steam and managed by Vortex with Hard links. 

Yeah, start CK in Mo2... that works, but no mods. The work around, according to ChatGPT, is to install the mods your mod will depend upon  by hand, then remove them when you're done. 

15 minutes ago, spicydoritos said:

 

You can downgrade CK too.  Just FYI. 

 

Overall, I would expect to see these types of incompatabilities persist until Bethesda settles down and stops releasing rapid-fire updates.  

I figured downgrading CK was possible, but I tried downgrading the game before and it was a debacle. There are downgraders for the game now, but I've not seen one for CK, so there it is. 

Even so, I still need the latest version of the game for the Creation Club content. While a lot of Creation Club is less than worthless, some of it is fun. 

Yeah, lets hope Bethesda either fixes stuff when they upgrade and not push free garbage I don't want to sell their Amazon videos.  

 

 

Posted (edited)
30 minutes ago, MrGrey said:

Yeah, start CK in Mo2... that works, but no mods.

What?

Spoiler

image.png.304ddb1b5bd8190c507a0c3c61a8c280.png

 

  

2 hours ago, MrGrey said:

Oh yeah, I remember now!  AAF fails because LL_FourPlay_1_10_984 hasn't been updated. 

And you can still update LLFP manually without waiting for the AAF update (which is already available on Patreon).

Edited by Holylokki
Posted
23 minutes ago, MrGrey said:

Yeah, start CK in Mo2... that works, but no mods. The work around, according to ChatGPT, is to install the mods your mod will depend upon  by hand, then remove them when you're done. 

 

This is completely incorrect.  When CK is set up and run through MO2, it will find whichever mods are active in the selected profile. 

 

It's a godsend for mod development, because you don't have to constantly re-deploy when switching between dev environment(s) and your actual game setup.  It's trivial to maintain a clean/minimalist profile for testing. 

Posted

You can run 163, 984 and 191 in the same vortex. Just move all the Fallout 4 files into a mod named after the current engine version and then create other mods containing all files from the other 2 versions you want to play. In the directory specified to vortex as your Fallout 4 game, leave only one of the fallout4.exe, whichever you want.

Posted

You have to run CK from MO2 true enough. But it won't have any mods because of the funny microsoft file linking. ChatGPT said this was a known problem and that one of the work arounds is to install the mods that the mods you're creating will depend upon into your game by hand. Then they show up and you can include them.  The next problem I had was finding where it was saving my newly created mod. 

If there is a better way, let me know. 

I don't need a separate development environment. 

Posted
1 hour ago, MrGrey said:

You have to run CK from MO2 true enough. But it won't have any mods because of the funny microsoft file linking. ChatGPT said this was a known problem and that one of the work arounds is to install the mods that the mods you're creating will depend upon into your game by hand. Then they show up and you can include them.  The next problem I had was finding where it was saving my newly created mod. 

If there is a better way, let me know. 

I don't need a separate development environment. 

You do something wrong. If you add CK to MO2 it show you all enabled mods.

Posted
1 hour ago, MrGrey said:

But it won't have any mods because of the funny microsoft file linking. ChatGPT said this was a known problem and that one of the work arounds is to install the mods that the mods you're creating will depend upon into your game by hand. Then they show up and you can include them. 

 

I'm not sure of a less ambiguous way to say "this is completely incorrect" but I'll try.  ChatGPT is wrong.  It is either hallucinating this answer or regurgitating a brute-force workaround that could have been solved by setting up the software correctly instead.  Trust me, you can create new mods/dependencies via MO2 without directly installing mods to the FO4 data folder.  I do this regularly.  🙂

 

1 hour ago, MrGrey said:

The next problem I had was finding where it was saving my newly created mod

 

Newly created plugins are in the Overwrite folder.

 

1 hour ago, MrGrey said:

If there is a better way, let me know. 

 

There are various MO2 setup tutorials on Youtube if you're looking to switch.  That being said, Vortex has it's own strengths.  Nothing wrong with doing your gaming/modding/CK via Vortex if that software works best for you.

Posted

Why can't you just tell me how to do it? Maybe there is a way, wouldn't surprise me since much of MO2 isn't documented.  But I moved management back to Vortex, where the hard links make it easy for CK. 

And ChatGPT said it would be in the overwrite folder, and it wasn't. Looked all over for it. 

So, point me to YouTube and tell me to figure out what you're talking about myself. That's fair, I guess. Even if I knew that there was a MO2 solution at the time, I still would have gone back to vortex, less time than digging through you tube videos. Most are very verbose as they get paid by the hour. 

 

 

Posted
1 hour ago, Samhsay said:

You do something wrong. If you add CK to MO2 it show you all enabled mods.

Thanks. It's a me problem. But I do it the easy way, with Vortex+CK for my 1.11.193 and MO2 with my GOG 1.10.163. I'm not a fan of either. In fact, MO2 just refused to install AAF properly and I'm a little upset with it and went ahead and installed it manually. As Mod managers go, MO2 is kinda a fail in my experience, but Vortex can't manage two installs of any game very well. 

I get that there are a lot of MO2 fans that are rather ardent about promoting MO2. (I don't know why) I Was looking for mods to spice up my game in the latest fallout 4 release. I didn't want to get into a MO2 vs Vortex debate with the Mo2 fans. 

Posted (edited)
21 minutes ago, MrGrey said:

Thanks. It's a me problem. But I do it the easy way, with Vortex+CK for my 1.11.193 and MO2 with my GOG 1.10.163. I'm not a fan of either. In fact, MO2 just refused to install AAF properly and I'm a little upset with it and went ahead and installed it manually. As Mod managers go, MO2 is kinda a fail in my experience, but Vortex can't manage two installs of any game very well. 

I get that there are a lot of MO2 fans that are rather ardent about promoting MO2. (I don't know why) I Was looking for mods to spice up my game in the latest fallout 4 release. I didn't want to get into a MO2 vs Vortex debate with the Mo2 fans. 

Mo2 can change AE to oldgen in one click. Ok. Two clicks.

And it can`t break anything in your game. No one the most toxic mod cant escape from MO2 isolation) 

 

Someone said new AAF are in patreon of his author. But I didnt check. I use 163 and dont want to change anything. 

Edited by Samhsay
Posted (edited)
37 minutes ago, MrGrey said:

In fact, MO2 just refused to install AAF properly and I'm a little upset with it and went ahead and installed it manually.

The fact that you don't know how to use a tool isn't the tool's problem. There are no psychics here, and no one knows what exactly you're doing wrong.

Minimum requirements for an AAF that just works:

Spoiler

image.png.c0badb78b296a051cf17323bf0ef1cdf.png

MO2 is very simple and easy to use, especially when developing mods. It allows you to store multiple copies of mods or even individual files within them. It also provides a clear visual representation of the mod's rewriting sequence.

3 hours ago, MrGrey said:

You have to run CK from MO2 true enough. But it won't have any mods because of the funny microsoft file linking.

\facepalm. I guess I just imagined the mods in the screenshot in the previous message.
I only use CK as a requirement for my script compiler. But I tried compiling scripts in CK, and it worked without a problem, despite the fact that it requires the F4SE, AAF, and LooksMenu sources, which are located in different folders in the MO2 instance, not in the game's root folder.

Edited by Holylokki
Posted
3 hours ago, MrGrey said:

I get that there are a lot of MO2 fans that are rather ardent about promoting MO2. (I don't know why) I Was looking for mods to spice up my game in the latest fallout 4 release. I didn't want to get into a MO2 vs Vortex debate with the Mo2 fans. 

No point marketing a free tool that people are free to use or not use, if it was on Nexus that you were discussing it I could see people not wanting to speak up much either since Vortex is a Nexus product. I like MO2 but I haven't tried to use Nexus in years, no idea which is better, I just know what I am used to and since it works for me I dont see the point in changing. 

Also it looks like Vortex can do profiles now but I don't know if thats for all the games it handles or just SSE.

Posted
6 hours ago, MrGrey said:

Why can't you just tell me how to do it?

 

Do you mean setting up MO2?  It has been a while since I last did this from scratch, so I'm not the best resource.  You'd be much better off looking at an existing guide somewhere.

 

Or did you mean making a new dependent plugin with CK through MO2?  For that you start with an MO2 profile with the other mod enabled, then run CK through MO2.  Load the desired plugin as non-active in CK.  Make your edits, then when you save, CK will prompt you to choose a name and location for the plugin.

 

Ultimately I don't have any stake in your choice of mod manager.  I mostly chimed in to correct a major misunderstanding about how MO2 is supposed to work.  If it's not worth your time/effort to chase down the problem, that's cool too. I'll cross my fingers that the modding scene stabilizes in the near future. 

  • 2 weeks later...
Posted
On 1/30/2026 at 11:10 PM, spicydoritos said:

 

I'm not sure of a less ambiguous way to say "this is completely incorrect" but I'll try.  ChatGPT is wrong.

Off topic, but here goes anyway. Saying "ChatGPT is wrong" is on par with saying "Jumping into the ocean will get you all wet."

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