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Posted

As I try to get another modded play through of FO4 to let me more than a few hours in , before getting unplayable I find myself wondering 

 

Which game was buggier Skyrim or FO4?

 

And when did Bethesda Just decide that the Modding community was better at fixing things than their own QA dept (I am assuming that they Have a QA Dept at this point, FO76 seems to be evidence against)?

  • 2 weeks later...
Posted

Finally having been able to get into this game

 

* One thing that's over looked a lot, this game can be a physically unpleasant game to play next to say Skyrim. That head bobbing and weird mouse lag give me personally motion sickness and considering I installed mods to fix it, means I am not alone.  This isn't a Flight Sim so Bethseda should cut that out.

 

* It has a different logic and play flow than Skyrim. Play it like Skyrim, Fallout 4 is a boring game. Of course the problem is the game Fallout 4 is playing isn't immediately obvious and takes a while to learn. That's kind of a problem with a AAA game looking for a mass audience. 

 

* I think the base building was really over done in this game. The settlements should have been more fleshed out - their own infrastructure  with detailed NPCs. Not just 30+ blank slates.  A bunch of cloned settlers magically appearing out of the ether really undercuts the rebuilding the Commonwealth theme.   The role play should have been managing the conflicting interests of the settlements.

 

And I suspect the whole Institute is a subtle snark at Bethseba/ Zenimax by the Devs  - the whole literal basement dwellers who play god led by some soulless corporate drone of a control freak who is scared of the general public and tries to destroy the very community he supposed to be servicing. Ya', I'd say someone saw Fallout 76 coming.

 

 

 

  • 4 weeks later...
  • 2 weeks later...
Posted

Hi everyone,

 

So I've mostly been playing Skyrim because of it's amazing moddability (including NSFW mods).

I haven't really been looking into Fallout 4 modding, but would like to.

But... how is the moddability at this point? I keep reading Beth keeps breaking mods by doing sneak updates, is this still true?

Also if I'd want to mod FO4, where do I start?

Is it similar to Skyrim? Are there things like Mod Organizer, SKSE (the Fo4 version I presume), things like LOOT, Bodyslide, Bethini, SKYUi, animated HDT privates etc., DD mods, Slab anims, better body, better textures... well you see where this is going ?

 

Basically... I need to know if A. is it worth getting into modding Fo4 and B. are most things i'm used to by now from Skyrims modding scene present?

 

Anyways, any pointers would be GREATLY appreciated, my Skyrim load order has been molded slowly from the very beginning and jumping into Fo4 cold... after so many years after launch....wew... feels overwhelming.

 

 

 

Posted

Most mods you listed can be found for fallout4, but imo animated privates feel primitive compared to the selection granted in skyrim. Instead of Slab, Fo4 has fourplay (which is pretty primitive & outdated), and AAF(Advanced Animation Framework), which I feel is more fleshed out than Slab, and there are many animation packs to use with it. I suggest using nexus for most of the mods, and you can probably find everything you need just by sorting by endorsements and scrolling through a few pages, while using loverslab for AAF animations and other more adult mods. 

Hope this helps, someone else can probably help you out more than I could though!

Posted
1 minute ago, lagbar said:

Most mods you listed can be found for fallout4, but imo animated privates feel primitive compared to the selection granted in skyrim. Instead of Slab, Fo4 has fourplay (which is pretty primitive & outdated), and AAF(Advanced Animation Framework), which I feel is more fleshed out than Slab, and there are many animation packs to use with it. I suggest using nexus for most of the mods, and you can probably find everything you need just by sorting by endorsements and scrolling through a few pages, while using loverslab for AAF animations and other more adult mods. 

Hope this helps, someone else can probably help you out more than I could though!

It's a start at least ? ty

Posted
1 hour ago, jujoco said:

I keep reading Beth keeps breaking mods by doing sneak updates, is this still true?

Whenever they release new Creation Club stuff for SE or FO4, they change the corresponding game executable, which breaks its script extender and the mods that rely on it  Setting your games to not update automatically will save you from having to update half your mods (after waiting for each one to be updated for the newest script extender version) whenever Bethesda rolls out new CC content.

Posted
22 minutes ago, Holzfrau said:

Whenever they release new Creation Club stuff for SE or FO4, they change the corresponding game executable, which breaks its script extender and the mods that rely on it  Setting your games to not update automatically will save you from having to update half your mods (after waiting for each one to be updated for the newest script extender version) whenever Bethesda rolls out new CC content.

Oh, that's very good to know. Really hate Beth for adding that stupid creation club bs... Oh well.

  • 1 month later...
Posted
On 12/31/2018 at 6:01 PM, guk said:

Right, Skyrim only forces you to become both a Thief and a Wizard just to advance the main story.

 

No. You can convince Brynjolf to give away the location of Esbern. You actually can go straight ahead to the tunnels while ignoring the TG altogether. - there are no locks there, and Delphine tells you Esbern is probably somewhere in the Ratway  And you don't need to be a wizard to access the College library - Faralda will grant you access to the College if you tell her you are a Dragonborn and demonstrate a Shout. 

 

You don't have to join any faction in Skyrim to complete the MQ. Factions are totally optional and are completely separated from the MQ. And you can join any faction w/o playing the MQ and go through its storyline. Yes, they all have their own storylines, something that FO4 users have probably forgotten about.  Not just radiant quests, but actual development of the faction and your place inside it, completely independent of the main quest.  Can you play a BoS soldier who is not a Shawn's parent (i.e. no Kellogg's fight) and do anything besides running endless radiant quests for the Recon team?

Posted

My current biggest problem with FO4 is its messy design. Let me explain. 

 

I was thinking recently whenever it's possible to make something like Requiem for FO4 - an overhaul that changes the game to 1) make sense 2) force the player to choose a class and use the tools provided by your build. I.E. you choose your stats (and you can't change that later), you choose your tagged skills and then you have to invest in appropriate perks and skills to be effective. For example, you have to actually invest skill points into Power Armor skill, otherwise it's not of much use to you - you move terribly slow, the core drain is brutal and once the code is depleted - you can't move at all.  All stats are useful, for example, I was thinking about Charisma being the base stat for the Psychic skill - a well-trained high-level Psychic can totally devastate a Super Mutants' camp, similar to what Illusion magic in Requiem does. But every skill requires a big investment to develop and developing the one having a dependence on your low (i.e. < 5) stat would be practically impossible. So the idea would be to have 1 primary stat and a couple of secondary ones. 

 

Next comes dividing enemies into tiers. Tier 1 is the easiest. Raiders, dogs etc. Tier 2 are supermutants and those mutated bears. They have tons of health, thick skin and hit like trucks. Don't think about bringing one down with your pitiful 0.38 gun and low level. Tier 3 - deathclaws and robots. Deathclaws are "dragons" of Fallout - bringing one down requires a work of a well-trained team and some serious high-caliber firepower (they were created by military as a weapon, after all). Robots are tough - almost invincible, unless you have some AP-ammo or EMP ammo. And sentries are the worst - if you've ever dealt with a Centurion in Requiem, you know what I'm talking about. Winning the first fight in the Automatron DLC would be a huge win - not only in difficulty, but also the prise. Ada would be golden - able to handle most enemies you encounter with ease. Yes, "Conjure Storm Atronach", hehehe.  Imagine how happy your Psychic/Hacker character would be after getting his/her hand on a real killing machine. 

 

Now the big problem - Fallout 4 world is a total mess. While it's possible to stop the deathclaw in the Museum battle from spawning (it would make the quest impossible otherwise, it would be like fighting a dragon alone on your first way from Riverwood to Whiterun). But what you gonna do with all those supermutants on your way to Diamond City? Or those spawning all across the map? What about all those robot patrols starting to spawn all across the map once you start Automatron? The whole map is a huge "everyone vs everyone" mess. You can see Gunners, Mutants and Robots fighting each other everywhere. Aside from giving the game a serious, throughout redesign I don't know what could be done. 

 

 

  • 4 weeks later...
Posted
On 3/27/2019 at 3:16 PM, phillout said:

My current biggest problem with FO4 is its messy design. Let me explain. 

 

I was thinking recently whenever it's possible to make something like Requiem for FO4 - an overhaul that changes the game to 1) make sense 2) force the player to choose a class and use the tools provided by your build. I.E. you choose your stats (and you can't change that later), you choose your tagged skills and then you have to invest in appropriate perks and skills to be effective. For example, you have to actually invest skill points into Power Armor skill, otherwise it's not of much use to you - you move terribly slow, the core drain is brutal and once the code is depleted - you can't move at all.  All stats are useful, for example, I was thinking about Charisma being the base stat for the Psychic skill - a well-trained high-level Psychic can totally devastate a Super Mutants' camp, similar to what Illusion magic in Requiem does. But every skill requires a big investment to develop and developing the one having a dependence on your low (i.e. < 5) stat would be practically impossible. So the idea would be to have 1 primary stat and a couple of secondary ones. 

 

Next comes dividing enemies into tiers. Tier 1 is the easiest. Raiders, dogs etc. Tier 2 are supermutants and those mutated bears. They have tons of health, thick skin and hit like trucks. Don't think about bringing one down with your pitiful 0.38 gun and low level. Tier 3 - deathclaws and robots. Deathclaws are "dragons" of Fallout - bringing one down requires a work of a well-trained team and some serious high-caliber firepower (they were created by military as a weapon, after all). Robots are tough - almost invincible, unless you have some AP-ammo or EMP ammo. And sentries are the worst - if you've ever dealt with a Centurion in Requiem, you know what I'm talking about. Winning the first fight in the Automatron DLC would be a huge win - not only in difficulty, but also the prise. Ada would be golden - able to handle most enemies you encounter with ease. Yes, "Conjure Storm Atronach", hehehe.  Imagine how happy your Psychic/Hacker character would be after getting his/her hand on a real killing machine. 

 

Now the big problem - Fallout 4 world is a total mess. While it's possible to stop the deathclaw in the Museum battle from spawning (it would make the quest impossible otherwise, it would be like fighting a dragon alone on your first way from Riverwood to Whiterun). But what you gonna do with all those supermutants on your way to Diamond City? Or those spawning all across the map? What about all those robot patrols starting to spawn all across the map once you start Automatron? The whole map is a huge "everyone vs everyone" mess. You can see Gunners, Mutants and Robots fighting each other everywhere. Aside from giving the game a serious, throughout redesign I don't know what could be done. 

 

 

My biggest problem is with the stupid quests to aid the settlers. 'Help! We are being attacked by <enemy x> who are at <location y> !  Please help!'  Never mind that <location y> is so far away that there is usually 4 or more camps of the same thing far closer. Just got this one from Nordhagen Beach to kill Super Mutants who have been raiding them - from Hub 360? There are 4 major camps of them closer or just off the path to get to Hub 360 from there and several smaller ones directly in the path to get there with the closest being the fort at the end of the road. Never mind all of the other places filled with hostiles (raiders and ghouls) that are even closer. Whoever made their radiant quest system was an idiot.

 

Inked20190425103128_1_LI.jpg

Posted

Valedarieus you are forgetting there are times they even reference farharbor or nuka world. please help me from these group of raiders oh wait they are located in farharbor, what?? how the hell do the raiders in farharbor are a threat to you here in the commomwealth ?

 

or one of your settlement are being attacked ok i run to the settlement oh wait look my turrets took them all out they where just couple of enemies. i reload the game get the confirmation my settllement is being attacked ok i just ignore it after a while i get notification you failed to the defend the settlement, what ?? they where just couple of enemies nothing major. how the hell did my 300 defense failed to defend the settlement when they where all heavy missle turret no enemies get even remotely close they will be dead before they get to my front gate.

  • 2 months later...
Posted

Heyo ! :O
I have a few questions about some mods.

For the first and (for me) the most important mod is something like SOS (Schlongs Of Skyrim).
Thing is, in animations the schlong can't be adjusted and it just doesn't look quite right.
Are there some informations about a port from Skyrim or a new mod, regarding SOS ?

Second mod would be also something similar to HDT like in Skyrim ? I know there is a new skeleton and the Fusion Girl body and i installed it too, but i'm personally not happy with the results. I tried different body sets/morphs and all but especially the butt was a disaster, looked like pure silicone or a topedo. The breasts, i don't remember but i think there were okay (stayed with CBBE + Physics).
So, is there something in work like HDT ?
I think the reason with the body is, i really like more bigger breasts/butt characters, who are also bigger and everything (like in these more milfy/Mom japanese comics)

Ah right, i almost forgot :D

In Skyrim there was a mod called Enhanced Character Edit, which i think most of you know. But there was one particular slider that was very important for me. It was for the butt. If you set it left, the butt was "longer" or had more gravity (which i used on every character). You could also set the booty higher. Similar mod would be Looks Menu i think, but i think there is no slider like that.

So, if someone can help, i would really appreciate it :)

  • 2 months later...
Posted

Fourth time the charm.

I usually play my games on normal or easy, but i decided to try survival mode(heavily modded) "for fun" after seeing some youtubers doing it.

Do you know how annoying it is to die from molotovs three times in a row? :-)

But it can be enjoyable as for a filthy casual gamer like me its decently well balanced?

 

Also Dogmeat best companion ever, can send him to kill enemies in stealth, and he can carry loot and Lone Wandered perk works with him, good stuff!

  • 2 months later...
Posted
4 hours ago, Buried_Slut said:

oh good, they just fucking updated it. or should i say they added a "patch" wich means that f4se will not work if you update the game now. YAY

But you know that Bethesda knows what's best for you and added some ugly floor tile they jacked from Nexus to the CC Store that will now cost you $12 for!

 

Kneel before Zo... I mean, Todd.

Posted
On 4/25/2019 at 6:33 PM, D_ManXX2 said:

Valedarieus you are forgetting there are times they even reference farharbor or nuka world. please help me from these group of raiders oh wait they are located in farharbor, what?? how the hell do the raiders in farharbor are a threat to you here in the commomwealth ?

 

Bethesda just used the wrong wording. The settlers should have said something like "those communist raiders threaten our freedom and democracy" and then it would be 100% immersive, even if raiders were somewhere in Africa. And totally lore-friendly too, I'd say.

 

Sorry, I have just caught up with this thread.

Posted
12 hours ago, Haverstead said:

But you know that Bethesda knows what's best for you and added some ugly floor tile they jacked from Nexus to the CC Store that will now cost you $12 for!

 

Kneel before Zo... I mean, Todd.

yep. Thats about right

Posted

A quick question - since in FO4 you need Pipboy for every basic function, like eating, drinking or changing your clothes, how do all those people survive without the gadgets?

Posted
On 4/25/2019 at 10:33 AM, D_ManXX2 said:

Valedarieus you are forgetting there are times they even reference farharbor or nuka world. please help me from these group of raiders oh wait they are located in farharbor, what?? how the hell do the raiders in farharbor are a threat to you here in the commomwealth ?

 

or one of your settlement are being attacked ok i run to the settlement oh wait look my turrets took them all out they where just couple of enemies. i reload the game get the confirmation my settllement is being attacked ok i just ignore it after a while i get notification you failed to the defend the settlement, what ?? they where just couple of enemies nothing major. how the hell did my 300 defense failed to defend the settlement when they where all heavy missle turret no enemies get even remotely close they will be dead before they get to my front gate.

Yea. Once I used a mod to have unlimited materials for my settlements. I built up Sancuary so fucking strong. 15 + high walls and more turrets than one could count at the entrance. The wall surrounded the entire place. Locked down solid.  Nothing was going to get in...

 

Well... the developers decided to have alternate spawn points in sanctuary. Guess they never thought you would surround the entire town in a giant wall.  Most of the building and such were removed centralized etc.. so they just popped up without a care in the middle of my town with bodies several deep at the entrance. 

 

 

 

Fuck Bethesda.

  • 1 month later...
Posted
On 12/15/2019 at 8:42 PM, RitualClarity said:

Yea. Once I used a mod to have unlimited materials for my settlements. I built up Sancuary so fucking strong. 15 + high walls and more turrets than one could count at the entrance. The wall surrounded the entire place. Locked down solid.  Nothing was going to get in...

 

Well... the developers decided to have alternate spawn points in sanctuary. Guess they never thought you would surround the entire town in a giant wall.  Most of the building and such were removed centralized etc.. so they just popped up without a care in the middle of my town with bodies several deep at the entrance. 

 

 

 

Fuck Bethesda.

Sanctuary on a good day is a total cluster fuck. Back when CK was first released I did an extensive roll-over of Sanctuary Hills checking every single object, script, container, you name it. It is all over the place; as if it were the dev test room only out in the open.

 

I have a sneaking suspicion Bugthesda devs get to work on a new project, start fiddling around with stuff, insert this, insert that, tie this in, drop this out and in this hands-on manner, they actually DO come up with some kool shit.

 

Then management walks in to the dev den and says, "'nuff fuckin' around, we need a semi-working game by next Tuesday." 

Posted
On 12/15/2019 at 9:42 PM, RitualClarity said:

Yea. Once I used a mod to have unlimited materials for my settlements. I built up Sancuary so fucking strong. 15 + high walls and more turrets than one could count at the entrance. The wall surrounded the entire place. Locked down solid.  Nothing was going to get in...

 

Well... the developers decided to have alternate spawn points in sanctuary. Guess they never thought you would surround the entire town in a giant wall.  Most of the building and such were removed centralized etc.. so they just popped up without a care in the middle of my town with bodies several deep at the entrance. 

 

 

 

Fuck Bethesda.

Probably from their perspective, people will try for a high defense, but not really get something on the level of 200+ in defense, possibly even 100+. So they choose to have the player be involved with the settlement attacks, but then you have the mentioned problem of the enemy spawn points being inside the borders of the settlement, not outside of it. What I find annoying about this, is that it directly contrasts what you think should happen, and most likely the way the game could easily work. Mostly since they have Sanctuary with some obvious places to build up for defense, but then you have to find out the attackers spawn points are inside these borders(especially if you choose to fast travel to a settlement to deal with it), and then perhaps have turrets inside the defenses, just for that reason. 

 

What probably should have happened, would be that if you get your defense up or even close to 200, it almost makes that settlement never get attacked, and it would almost be a 1% chance(maybe higher, but still low enough that it is rare) of it happening, and with the defense that high or higher, it should possibly have a "Settlement Successfully Defended" message(or something like that, these being akin to the ones when you unlock a settlement), if you don't loose any settlers(maybe not including any Automatron built robots, you know, since you should be able to just fix them). If you do, possibly a message like "Settlement Defended: X Casualties".  At least if you don't choose to go there and help - which gets odd, when you consider Far Harbor and Nuka World, where without fast travel, you have a long way to go, only shortened if you have access to Vertibirds. If you are willing to fast travel? It's having to go through two load screens for each DLC area - fast travel to the Commonwealth, then to the settlement under attack.

 

Though my bigger problems with the settlement system goes for some smaller things. Say you build a player home in a settlement that you mean to be the obvious - used by you and perhaps your companions. But because there is no way to define something as player only(meaning in-game), aside from things that only the player can only use, settlers might just choose to say, select the bed that you mean to be yours. Sure, someone like Cait or the other companions, especially if you've done their quest, and/or you're interested in them? Fine. Anybody else? Nope. This mod somewhat fixes that problem, This is MY Bed, added a few copies of some vanilla beds that don't count towards the settlement otherwise. I think companions can still use them, though. 

 

The only problem then is other mod added beds - I'd love it if a mod added a toggle function to basically any bed, something like Better Cooking Stations does, where you can build cooking stations that can be set as private(an extra option when the station is in the crossshair), and settlers won't use them. 

  • 1 month later...
Posted
On 12/31/2018 at 3:01 PM, guk said:

Right, Skyrim only forces you to become both a Thief and a Wizard just to advance the main story.

 

Nah. You can just search the Ratway, since you know Esbern is down there. You don't need Bryn's permission or co-operation. And you can get access to Urag by claiming to be the Dragonborn and proving it by shouting.

 

In neither case are you forced to do anything. Hell, if you avoid talking to Mirrabelle, you don't even have to throw away the free robe, hood and boots she gives to new apprentices.

 

 

  • 1 month later...
Posted

How important is the DLC, mod requirement wise?

I'm not really interested in any of it's DLC, yet in Skyrim I regretted not getting the Legendary Edition despite not being interested in it's DLC either, because more and more mods both on Nexus and here started requiring it.

  • 3 months later...
Posted

I would just like to know how to get FO4 to stop CTD on startup when the audio button gets the pinwheel.

Even deactivating all mods seems to do nothing.

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