Jump to content

[Mod Requests] FO4 Non-Adult Mod Searches and Requests Thread


Recommended Posts

Posted

 

5 hours ago, The_Inner_Critic said:

Does anyone have the (Mass effect) Miranda Outfit mod for Fallout 4? I lost my old Fallout 4 modded game in an unfortunate pc crash and now the mod's completely gone

I have the CBBE version somewhere...

Posted

I'm tweaking my Brotherhood of Nod profile and wanted to spice up my landscape and environment some. I found some glowing critters, glowing harvestable plants and green acid storms but don't see anything for the trees other than making them healthier. Anyone spot any glowing/radioactive tree mods or know how to easily mod them to glow? I'm not sure what file setting that is. And you know, if anyone had any big glowy crystal assets just lying around I wouldn't be upset with that either :) .

Posted

Anybody know of a mod, or a guide on how to do it myself, that removes the red rocket settlement just south of sanctuary.  In my view it is far too close to sanctuary for there to be another settlement.

 

I did try to simply delete the work shop, which in game did nothing at all the work shop was still there and usable, which makes me think I either got the wrong one, or something odd was going on with the workshops.

Posted
9 hours ago, Varithina said:

Anybody know of a mod, or a guide on how to do it myself, that removes the red rocket settlement just south of sanctuary.  In my view it is far too close to sanctuary for there to be another settlement.

 

I did try to simply delete the work shop, which in game did nothing at all the work shop was still there and usable, which makes me think I either got the wrong one, or something odd was going on with the workshops.

To be honest I don't see that as a problem. I have ignored it many of my play through and just use it as a stopping point from time to time when I need something fast. It is the only place I believe where you aren't actually require to interact or at least not as much as the other settlements that have people on it that "require" your support.

 

I believe the actual "removal" of that might make some other instabilities due to how Bethesda does their shit. I see it as a central to their "plan" for your "enjoyment" just another thing that is done that wasn't necessary. Like why do they even need to have "settlements" established? Why can't you just make your own? Choose your own location (other than Sanctuary and / or those few that fall into the main quest line.

 

However, I'd check the core Fallout 4 esm for the workshop scripts and locations and such not the add on esms and such. I believe Workshop.esm is a DLC. that seems to be something that would be in the core system. Good luck

 

Posted
56 minutes ago, RitualClarity said:

I did try to simply delete the work shop, which in game did nothing at all the work shop was still there and usable, which makes me think I either got the wrong one, or something odd was going on with the workshops.

First never "delete" anything! In the render window, right click on it and set it to initially disabled.
 

Anyway, if you just want to disable MM quest, you can set the flags on the workbench to forbid MM recruitment & all attacks.

If you want to also prevent Player Ownership, you need to remove the links (WorkshopItemKeyword) from all the workbenches. ie chem bench, armor bench etc. This will allow use of the benches without triggering settlement ownership.
Then move the workshop workbench underground so the player has no access. You "might" have to rebuild the precombines for RedRocketExt02 & pack them in a ba2. IF it still shows up. The game can be rather pissy about moving the workshop workbench. Or.. you can write a script to move it below ground on cell load.

Then put your mod at the very end of your load order.

 

Personally, I just ignore it & Dogmeat. Actually, Dogmeat is chillin at the water tower. LOL

Posted
39 minutes ago, izzyknows said:

First never "delete" anything! In the render window, right click on it and set it to initially disabled.
 

Anyway, if you just want to disable MM quest, you can set the flags on the workbench to forbid MM recruitment & all attacks.

If you want to also prevent Player Ownership, you need to remove the links (WorkshopItemKeyword) from all the workbenches. ie chem bench, armor bench etc. This will allow use of the benches without triggering settlement ownership.
Then move the workshop workbench underground so the player has no access. You "might" have to rebuild the precombines for RedRocketExt02 & pack them in a ba2. IF it still shows up. The game can be rather pissy about moving the workshop workbench. Or.. you can write a script to move it below ground on cell load.

Then put your mod at the very end of your load order.

 

Personally, I just ignore it & Dogmeat. Actually, Dogmeat is chillin at the water tower. LOL

Not too bothered about it being visible, as long as the place is not a settlement that can be claimed or accessed as a workshop/settlement, from what I remember there are a couple of other places that have visible workshop machines that are not settlements, when you interact with them it does nothing.

 

Would moving it stop the hold down the v key to activate workshop mode?  If not is there any way of doing so, or does changing the keywords on items do that?

Posted
4 hours ago, Varithina said:

Would moving it stop the hold down the v key to activate workshop mode?  If not is there any way of doing so, or does changing the keywords on items do that?

If you move it & unlink the current workbenches ie; armor, chem, cooking, weapon, power armor, then the settlement can't be owned... thus holding v wont activate the build menu.

Posted
4 hours ago, izzyknows said:

If you move it & unlink the current workbenches ie; armor, chem, cooking, weapon, power armor, then the settlement can't be owned... thus holding v wont activate the build menu.

That should do it then, thanks, I had been digging around trying to get this sorted a couple of years ago, when I was still playing, back into the game now so started looking for it again.

Posted
13 hours ago, izzyknows said:

First never "delete" anything! In the render window, right click on it and set it to initially disabled.
 

Anyway, if you just want to disable MM quest, you can set the flags on the workbench to forbid MM recruitment & all attacks.

If you want to also prevent Player Ownership, you need to remove the links (WorkshopItemKeyword) from all the workbenches. ie chem bench, armor bench etc. This will allow use of the benches without triggering settlement ownership.
Then move the workshop workbench underground so the player has no access. You "might" have to rebuild the precombines for RedRocketExt02 & pack them in a ba2. IF it still shows up. The game can be rather pissy about moving the workshop workbench. Or.. you can write a script to move it below ground on cell load.

Then put your mod at the very end of your load order.

 

Personally, I just ignore it & Dogmeat. Actually, Dogmeat is chillin at the water tower. LOL

WTF... that quote was from the person that I was quoting.. how did that person's quote end up being placed as mine?

 

Also... nice info @izzyknows and I generally ignore that location as well from various play though that that area didn't fit the style.

Posted
2 hours ago, RitualClarity said:

WTF... that quote was from the person that I was quoting.. how did that person's quote end up being placed as mine?

 

Also... nice info @izzyknows and I generally ignore that location as well from various play though that that area didn't fit the style.

I dunno! I "may" have highlighted the quote in your post quoting their post in my post replying to their post. hehehehe

Red Rocket, engine wise, is a piss poor location for a settlement.

Posted
16 minutes ago, izzyknows said:

I dunno! I "may" have highlighted the quote in your post quoting their post in my post replying to their post. hehehehe

Red Rocket, engine wise, is a piss poor location for a settlement.

Thanks that pretty much worked, at first it did not want to vanish, and it could still be activated.

 

I noticed however that the workshop itself has as script attached to it so deleted that script from the workshop as well, which seems to have sorted it out quite nicely, next time I visited red rocket no workshop to even interact with.

Posted
3 hours ago, Varithina said:

Thanks that pretty much worked, at first it did not want to vanish, and it could still be activated.

 

I noticed however that the workshop itself has as script attached to it so deleted that script from the workshop as well, which seems to have sorted it out quite nicely, next time I visited red rocket no workshop to even interact with.

I'd imagine you could create a mod that does this for those that don't want to use the Red Rocket for a base ;) 

Posted
2 hours ago, RitualClarity said:

I'd imagine you could create a mod that does this for those that don't want to use the Red Rocket for a base ;) 

Reading this, I am not too sure if this is an not too subtle hint to post the esp somewhere as a mod or not.

Posted

Hello,

I was wondering if anyone by any chance still has the "ZCBP - OCBP Configs for ZeX Bodies" mod, that was taken off the nexus for no known reason. I tried the other one, MTM, but for some reason it doesn't work on my old saves.

 

I used to have it but then my disk broke, so I'm trying to backtrack all the mods to continue playing the old saves.

 

Thanks in advance

Posted
26 minutes ago, DevilDoom said:

Hello,

I was wondering if anyone by any chance still has the "ZCBP - OCBP Configs for ZeX Bodies" mod, that was taken off the nexus for no known reason. I tried the other one, MTM, but for some reason it doesn't work on my old saves.

 

I used to have it but then my disk broke, so I'm trying to backtrack all the mods to continue playing the old saves.

 

Thanks in advance

ZeX-ZCBP-39308-1-5-1581289030.rar

 

Here you go I think.  As it happens to be the one I use as well.

 

Just checked the nexus page, what the hell does uses mtm mean as a reason to hide/remove it?

Posted
16 hours ago, Varithina said:

Reading this, I am not too sure if this is an not too subtle hint to post the esp somewhere as a mod or not.

Here I thought I was using a slegehammer... :P

 

It was a hint. I am pretty sure others would like that modification as well. Of course it is up to you but it seems as only a few things were touched ... right? Not to complex.

 

 

Posted
5 hours ago, RitualClarity said:

Here I thought I was using a slegehammer... :P

 

It was a hint. I am pretty sure others would like that modification as well. Of course it is up to you but it seems as only a few things were touched ... right? Not to complex.

 

 

Hmm, ok it is on my blog here, that as published as it is going to get, if anybody wants to throw it somewhere else go for it.

Posted

I am looking for an indoor  sound marker for settlement building.

It is supposed to be an invisible object that whenever you are in an semi open building (like the sanctuary houses) the ambient sound(storm rain....) gets changed into something that has a roof sound.  

 

And if the indoor sound marker is an visible object, that would also be fine, then it is decorative clutter with a nice effect.

Posted

Um Howdy I was wondering if anybody knows about a wearable Deathclaw tail/ legs? 
I've been looking around for awhile now but I've not had any luck aside from a Rattlesnake tail on the Nexus. I've also tried the Human/ Anthro Deathclaw mods but I couldn't get either working or they just didn't work with the mods I use. 

  • 3 weeks later...
Posted

Hello.

 

I'm searching for shorter red dress mods. (it may be a replacer mod or stand-alone one, I don't care which type it is.)

The vanilla red dress is a bit long to me.

 

Lazman555's replacer has short one, but I don't want too much revealings. (I mean, underwear.)

 

The length of the dress that I want is like this:

Spoiler

Length.png.80198cce4372ddbb7ca3e0460596a20f.png

 

Does anyone know about it?

  • 2 weeks later...
Posted
On 7/14/2020 at 7:10 AM, Younhee said:

Hello.

 

I'm searching for shorter red dress mods. (it may be a replacer mod or stand-alone one, I don't care which type it is.)

The vanilla red dress is a bit long to me.

 

Lazman555's replacer has short one, but I don't want too much revealings. (I mean, underwear.)

 

The length of the dress that I want is like this:

  Reveal hidden contents

Length.png.80198cce4372ddbb7ca3e0460596a20f.png

 

Does anyone know about it?

 

Try this: Honest Abe's Clothing Series CBBE- Red Dress

Posted

Request: A simple mod that applies vanilla wet textures for a few seconds to your character after swimming.

 

Something similar to Skyrim's Wet And Cold mod that applies custom wet, ice, or snow textures on your pc and npcs the same way depending on the location.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...