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TheCheshireKhajiit
QUOTE(Cain @ Feb 21 2017, 06:59 AM) *

I've never once used that gun, just for that reason. It's so damn big and ugly.

Yep. If Khajiit had the skill and was going to mod that gun (as in game mods, not the weapons mods), he'd turn it into an R91 (the Assault Eifle from Fallout3), give it a loading animation to match, and change all its weapon mods to fit the change. One of this one's favorite guns from Fallout3 is Perforator which is a modified Infiltrator, which is itself a modified R91. Would've loved to recreate that gun in Fallout4.
Kane
That's why I was so mad about all of Sony's mod restrictions, and finally pulled the trigger on building my PC. No external assets is so dumb. So many weapons mods are out there, including the R91.
TheCheshireKhajiit
QUOTE(Cain @ Feb 21 2017, 01:40 PM) *

That's why I was so mad about all of Sony's mod restrictions, and finally pulled the trigger on building my PC. No external assets is so dumb. So many weapons mods are out there, including the R91.

Yeah, I'm hoping to catch Fallout4 on sale for PC at some point. Really don't want to pay $60 and then another $50 or whatever it is for the season pass. So for now, PS4 will just have to do. sad.gif
Kane
Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.
TheCheshireKhajiit
QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.
Kane
That's what I was originally waiting for, but I got impatient.
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 21 2017, 12:26 PM) *

QUOTE(Cain @ Feb 21 2017, 06:59 AM) *

I've never once used that gun, just for that reason. It's so damn big and ugly.

Yep. If Khajiit had the skill and was going to mod that gun (as in game mods, not the weapons mods), he'd turn it into an R91 (the Assault Eifle from Fallout3), give it a loading animation to match, and change all its weapon mods to fit the change. One of this one's favorite guns from Fallout3 is Perforator which is a modified Infiltrator, which is itself a modified R91. Would've loved to recreate that gun in Fallout4.

There is an R91 mod. It is not too much work to use it to replace a vanilla gun. Most of the work has already been done for you. All you really need to do is take the existing mod, go to the record of the gun you want to replace and tweak it stats to match the R91. Then go to the Object Templates and remove the original OMODs from the lists, and replace them with the OMODs from the R91. You can literally just copy the same entries from the R91. It takes me about a half hour to do a gun, assuming there are no extra 'features' in the mod I use.



QUOTE(TheCheshireKhajiit @ Feb 21 2017, 03:56 PM) *

QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.

I bought the game and season pass back around Fangsgiving for just under $50. Steam and Gog both always have big sales around holidays, and around the seasons (I am sure in late March / early April there will be a Big Spring Sale) .If you just watch extra close around those times, you are sure to find anything you want on sale.

There are a thousand different magazines, sites, and just ordinary people who have GOTY awards. So every game ever made - no matter how bad - wins at least one. It's not like it means anything. So there will be one for F4. Though Beth might not choose to call it that. They called Skyrim's the Legendary Edition instead. I think Fallout should get a Radioactive Edition.

I was waiting for something like a GOTY before buying it, but the $50 price tag for everything won out back in November. It is not like there is going to be any new material released with a GOTY anyhow. It made more sense to wait for the GOTY back in the old days when we still bought games on disc. That way you got everything on one or two discs in one box, instead of half a dozen of them.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 21 2017, 04:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 21 2017, 03:56 PM) *

QUOTE(Cain @ Feb 21 2017, 02:47 PM) *

Yeah, the season pass is still steep. I managed to get the base game for $25, but had to wait around 2 months to get the DLC's.

This one wonders if they will be releasing a "Definitive Edition" at some point? Khajiit says "Definitive Edition" because with all the hate stacked against the game, he isn't sure it got many GotY awards.

I bought the game and season pass back around Fangsgiving for just under $50. Steam and Gog both always have big sales around holidays, and around the seasons (I am sure in late March / early April there will be a Big Spring Sale) .If you just watch extra close around those times, you are sure to find anything you want on sale.

There are a thousand different magazines, sites, and just ordinary people who have GOTY awards. So every game ever made - no matter how bad - wins at least one. It's not like it means anything. So there will be one for F4. Though Beth might not choose to call it that. They called Skyrim's the Legendary Edition instead. I think Fallout should get a Radioactive Edition.

I was waiting for something like a GOTY before buying it, but the $50 price tag for everything won out back in November. It is not like there is going to be any new material released with a GOTY anyhow. It made more sense to wait for the GOTY back in the old days when we still bought games on disc. That way you got everything on one or two discs in one box, instead of half a dozen of them.
Oh yeah, if Khajiit can find the game and all DLC for a similar price to what you paid, he will certainly snatch it up!
SubRosa
Here is an example of my new Pipe Guns

My Pipe Revolvers

and Pipe Bolt Actions

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.
hazmick
They look awesome! I hate the vanilla pipe guns.



I use a couple of weapon mods - one changes the Hunting Rifle into a Mauser, with Gewehr and Kar variants available for crafting. The only issue with that mod is that the bolt (for the bolt-action) doesn't move kvleft.gif

Combined with another mod that changes the army fatigues into a selection of real world camouflages, it gives regular enemies like raiders and Gunners much more variation.

SubRosa
That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.
hazmick
QUOTE(SubRosa @ Feb 22 2017, 12:49 AM) *

That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.

http://www.nexusmods.com/fallout4/mods/5694/?

^^There you go. I have the Xbox version, of course, but the nexus version looks exactly the same as far as I can tell.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

Here is an example of my new Pipe Guns

My Pipe Revolvers

and Pipe Bolt Actions

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?
SubRosa
QUOTE(hazmick @ Feb 21 2017, 06:58 PM) *

QUOTE(SubRosa @ Feb 22 2017, 12:49 AM) *

That fatigue mod sounds really cool. What is the name? I did a search, but found a bunch of fatigue mods.

http://www.nexusmods.com/fallout4/mods/5694/?

^^There you go. I have the Xbox version, of course, but the nexus version looks exactly the same as far as I can tell.

Cool! I just downloaded it. More variety to the Gunners alone was worth it.


QUOTE(TheCheshireKhajiit @ Feb 21 2017, 07:26 PM) *

QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

Here is an example of my new Pipe Guns

My Pipe Revolvers

and Pipe Bolt Actions

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?

Like a Long Barrel, Short Barrel, Ported Barrel, etc...? Of course. Just about all the modded guns do. It is very easy to incorporate them into a weapon replacer. Because the original modder has already done all the hard work of creating the OMOD and MiscMod files to make them work, and the keyword to tie them all to the gun. All you have to do is replace the keyword of the weapon you are replacing with that of the modded gun. Then add the OMODs in under the Object Templates. I explained it in more detail in the CK topic.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 21 2017, 06:48 PM) *

QUOTE(TheCheshireKhajiit @ Feb 21 2017, 07:26 PM) *

QUOTE(SubRosa @ Feb 21 2017, 04:52 PM) *

Here is an example of my new Pipe Guns

My Pipe Revolvers

and Pipe Bolt Actions

I did not include pics, but I also replaced the Combat, Assault, and Hunting Rifles.

This one is curious, do you have mods (like in game weapons mods) for those guns?

Like a Long Barrel, Short Barrel, Ported Barrel, etc...? Of course. Just about all the modded guns do. It is very easy to incorporate them into a weapon replacer. Because the original modder has already done all the hard work of creating the OMOD and MiscMod files to make them work, and the keyword to tie them all to the gun. All you have to do is replace the keyword of the weapon you are replacing with that of the modded gun. Then add the OMODs in under the Object Templates. I explained it in more detail in the CK topic.
Ok, cool!
SubRosa
Disable Headbob - does what it says. I recall Grits saying the vanilla head bob made her sick.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 22 2017, 07:37 PM) *

Disable Headbob - does what it says. I recall Grits saying the vanilla head bob made her sick.

Can you control that from the INI?
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 23 2017, 01:19 AM) *

QUOTE(SubRosa @ Feb 22 2017, 07:37 PM) *

Disable Headbob - does what it says. I recall Grits saying the vanilla head bob made her sick.

Can you control that from the INI?

I do not know. It does not bother me, so I have never needed to find out. I just post that link because I know the head sway in games makes a lot of many people sick. That was the case all the way back to the original Doom. It stuns me that it cannot be turned off in the game's options menu.
TheCheshireKhajiit
Ok so question:
You guys know how Raiders mostly just use pipe guns at lower levels? Well Khajiit was wondering if there were any recommended gun addition mods on PC that add a little diversity to low level Raider loadouts? Maybe a 9mm pistol and round to go with it or perhaps a intermediate level semi-automatic rifle that shoots 5.56 or 7.62 rounds? Nothing over powered, just wanting a few more options to play with at earlier levels.
SubRosa
The M9 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But this mod fixes that. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

The Sig Sauer P220 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

The M1911 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

The M1 Garand - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

The M9 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But this mod fixes that. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

The Sig Sauer P220 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

The M1911 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

The M1 Garand - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

The M9 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But this mod fixes that. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

The Sig Sauer P220 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

The M1911 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

The M1 Garand - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 24 2017, 10:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

The M9 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But this mod fixes that. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

The Sig Sauer P220 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

The M1911 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

The M1 Garand - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.

Yeah, this one thinks you're right. He feels an SKS or Mini 14 would be more what he is looking for in an alternative to a semiauto pipe rifle. Of course, this one would then have to make 7.62 and 5.56 rounds spawn at lower levels.

As an aside, why the hell does the combat rifle fire pistol rounds? Khajiit has never understood this.
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 25 2017, 12:11 AM) *

QUOTE(SubRosa @ Feb 24 2017, 10:19 PM) *

QUOTE(TheCheshireKhajiit @ Feb 24 2017, 11:12 PM) *

QUOTE(SubRosa @ Feb 24 2017, 09:33 PM) *

The M9 is not too powerful, so it should work fine at low levels. It does not have any integration into the leveled lists. But this mod fixes that. I also found a bug in the Long Barrel mod for it. Using it changes the mesh of the gun to that the Deliverer. But I was able to fix that easily enough by editing the OMOD for the Long Barrel and changing the mesh it uses to the same as the Short Barrel.

The Sig Sauer P220 is a bit stronger than the M9, but not overpowered either. It does have a script that injects it into the leveled lists, so Raiders will use it.

The M1911 - is a another pistol. I do not remember how much damage it does. But it also has a script that injects it into the leveled lists for NPCs to use.

The M1 Garand - adds a classic rifle. It has a script to inject it into leveled lists. I think the base version was not too powerful. But once you trick it out it can be powerful.

Interesting! Khajiit saw that the M9 uses .38 instead of 9mm, which is understandable as it would be a lot more work to make a special round for it. What round does the M1 shoot? .308 like in New Vegas?

The Garand does use .308. It's base damage is 45, so its about twice a Pipe weapon. That might be more than what you want though.

Yeah, this one thinks you're right. He feels an SKS or Mini 14 would be more what he is looking for in an alternative to a semiauto pipe rifle. Of course, this one would then have to make 7.62 and 5.56 rounds spawn at lower levels.

As an aside, why the hell does the combat rifle fire pistol rounds? Khajiit has never understood this.

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 10:38 AM) *

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).

Lol, so it would seem! This one thinks it would be better to change the ammo type of the Combat Rifle to 5.56, and give this to any enemies that may spawn.


Ok so why is NMM telling me that I have no Fallout 4 INI file?
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 25 2017, 12:30 PM) *

QUOTE(SubRosa @ Feb 25 2017, 10:38 AM) *

What you could do is use the SKS and a mod that makes ammo craftable. I created a simple one that works at the Chemistry Bench. One unit of steel creates 10 bullets of any kind. I could email it to you if you like.

I doubt that the people at Bethesda know there is a difference between pistol and rifle ammunition. To them I am sure ammo is ammo. They probably went with the .45 because that is what a Tommy Gun uses (and I am sure they don't know the differences between a battle rifle, assault rifle, and submachine gun/machine pistol).

Lol, so it would seem! This one thinks it would be better to change the ammo type of the Combat Rifle to 5.56, and give this to any enemies that may spawn.


Ok so why is NMM telling me that I have no Fallout 4 INI file?

I don't use NMM so I don't know. I don't trust it. There have been too many stories about it ruining people's games.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 12:29 PM) *

I don't use NMM so I don't know. I don't trust it. There have been too many stories about it ruining people's games.

So do you just install things manually or do you use another mod organizer?
SubRosa
I install everything manually. I use Mod Organizer to manage the load order.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 12:55 PM) *

I install everything manually. I use Mod Organizer to manage the load order.

Khajiit has always been a bit shakey when it comes to installing mods manually (he started with Morrowind years ago, but now with all the OMods and whatsits, he gets confused).
SubRosa
The loose files are not much different than before. It is just now there is also a materials folder, and a lot more mods these days have scripts. But all you really have to do is copy it all to the data folder.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 01:13 PM) *

The loose files are not much different than before. It is just now there is also a materials folder, and a lot more mods these days have scripts. But all you really have to do is copy it all to the data folder.

Ok Khajiit is not sure what's going on with NMM, and he has tried the suggestions people gave others with the same problem, so he is going to take your advice and try it your way.
SubRosa
512 Standalone Hair Colors - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

Armorsmith Extended - does an awful lot. I mainly downloaded it because I discovered that many of the vanilla clothing outfits won't allow you to wear vanilla armor pieces with them. Apparently just because Bethesda was being a dick that day. This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it), and makes more forms of headgear like glasses and bandannas work together.
SubRosa
Companions Go Home - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

Companions Go Home - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.
SubRosa
QUOTE(TheCheshireKhajiit @ Feb 25 2017, 08:04 PM) *

QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

Companions Go Home - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.

You can if you exit out of the settlement selection screen when the game asks you where you want them to go when you dismiss them. If you ever selected a settlement for them to go to however, that becomes their new permanent home. They will never return to their original home afterward.
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 25 2017, 07:16 PM) *

QUOTE(TheCheshireKhajiit @ Feb 25 2017, 08:04 PM) *

QUOTE(SubRosa @ Feb 25 2017, 06:46 PM) *

Companions Go Home - Looks really handy. I have not used it yet, but it says it will send companions back to their original home, rather than one of your settlements. So you can send Piper back to her newspaper, Nick back to his Detective Agency, Strong to his icky tower, etc...

Wasn't this a thing in Vanilla? Could've sworn Khajiit sent Piper and Nick back to their original homes before, sans mods.

You can if you exit out of the settlement selection screen when the game asks you where you want them to go when you dismiss them. If you ever selected a settlement for them to go to however, that becomes their new permanent home. They will never return to their original home afterward.

Ooooh ok, gotcha
TheCheshireKhajiit
Used Mod Organizer to download a few mods last night. Got the Pip-Pad! No more clunky arm bound pip boy! The animations in Vault111 were a lot wonky, but it works great outside of the vault. Also got Looksmenu (think that's what it's called, Armor and Weapons keywords, Armorsmith, F4SE and... think that's it. Wanted to get the Unofficial Fallout4 Patch, but alas, it requires all DLC.
SubRosa
Cool! It sounds like you got all the foundation mods you might need for other stuff to work. You might start getting an error message saying "Fallout 4 Has Stopped Working" when you use Mod Organizer to start the game. I will see a little red triangle in the window at the bottom of the interface saying "not found". So it is looking for something and not finding it, and aborting the start up.

Just ignore it and keep trying until it starts. I think the more mods you have, the more prone it is to get confused on start up. Because it never did it to me at first, but now I often have to try 3 or 4 times before it will start the game. It has never hurt anything, because the game never had the chance to start in the first place.

I have seen the Pip Pad too and have been thinking of trying it. I didn't like the FO3/NV version because it was held at an angle, and it made my head hurt looking at it that way. This one looks straight, so I ought to be fine with it. There is a warning in the mod not to active it until you are out of Vault 111 though! Probably because of that strangeness you encountered. I am guessing it had trouble doing the animation of plugging into the door control to open it?
TheCheshireKhajiit
QUOTE(SubRosa @ Feb 26 2017, 12:20 PM) *

Cool! It sounds like you got all the foundation mods you might need for other stuff to work. You might start getting an error message saying "Fallout 4 Has Stopped Working" when you use Mod Organizer to start the game. I will see a little red triangle in the window at the bottom of the interface saying "not found". So it is looking for something and not finding it, and aborting the start up.

Just ignore it and keep trying until it starts. I think the more mods you have, the more prone it is to get confused on start up. Because it never did it to me at first, but now I often have to try 3 or 4 times before it will start the game. It has never hurt anything, because the game never had the chance to start in the first place.

I have seen the Pip Pad too and have been thinking of trying it. I didn't like the FO3/NV version because it was held at an angle, and it made my head hurt looking at it that way. This one looks straight, so I ought to be fine with it. There is a warning in the mod not to active it until you are out of Vault 111 though! Probably because of that strangeness you encountered. I am guessing it had trouble doing the animation of plugging into the door control to open it?
Thanks for the tip about the MO startup bug! Now Khajiit won't freak out if it acts up.

As for the Pip Pad, Khajiit read that warning wrong, lol. He thought it read "do not install after exiting Vault111.". Stupid ADD acting up again! Wasn't paying attention. That said, it was very brief weirdness with the animations, the hand clipped through the middle of the thing and Kim-Ly was trying to wear the thing on her arm still, but when she got out of the vault it disappeared from her wrist and only showed up again when she got it out to look at it.
SubRosa
I tried out the Pip-Pad, but sadly could not get it working. Not sure why not. Oh well...

High Res DLC Black Face Fix - If you suddenly noticed your characters have black or brown faces, it is probably because of a bug from the Hi Res DLC. This mod is supposed to fix it. I have not tried the mod myself. Once I heard about the bug, I decided not to bother with Hi Res Texture pack
Kane
QUOTE(SubRosa @ Feb 25 2017, 07:24 PM) *
512 Standalone Hair Colors - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

...This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it)...

Ooh, liking that hair color mod. smile.gif

I'm not against doing the RR quests for Ballistic Weave, but this option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.
TheCheshireKhajiit
QUOTE(Cain @ Feb 28 2017, 08:43 AM) *

I'm not against doing the RR quests for Ballistic Weave, but this? option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.

Yes, it's ridiculous that the other factions don't have access to this in vanilla. This one assumes the idea is that the Brotherhood make extensive use of Power Armor, and the Institute don't care because they can just make more synths.
Kane
Not sure how that question mark got in there. laugh.gif

Bad logic on Bethy's part, then. The BoS ought to consider that a YUGE boon, especially those who don't want to wear power armor.

Institute, probably not interested, unless it's to provide more protection for their synths. But like you said, they can always just crunch out more gen 2's.
TheCheshireKhajiit
QUOTE(Cain @ Feb 28 2017, 11:18 AM) *

Not sure how that question mark got in there. laugh.gif

Bad logic on Bethy's part, then. The BoS ought to consider that a YUGE boon, especially those who don't want to wear power armor.

Institute, probably not interested, unless it's to provide more protection for their synths. But like you said, they can always just crunch out more gen 2's.

Khajiit would've thought though that an organization that evolved from the US Army would've had access to the ballistic weave technology any way. Should've come as standard knowledge to a BoS recruit, in this one's opinion.
Kane
Yep. Instead, it took 210 years for PAM to figure out it might be of use.
TheCheshireKhajiit
QUOTE(Cain @ Feb 28 2017, 11:42 AM) *

Yep. Instead, it took 210 years for PAM to figure out it might be of use.

It's funny that a machine had to be used to to determine an items potential for saving human lives, lol
SubRosa
QUOTE(Cain @ Feb 28 2017, 09:43 AM) *

QUOTE(SubRosa @ Feb 25 2017, 07:24 PM) *
512 Standalone Hair Colors - is the best hair color mod I have found so far. Besides the huge amount of colors, it does its work without editing the HumanRace record. So it is compatible with other mods that do. It does require F4SE and LooksMenu, but you should have both anyway.

...This fixes that. It also makes ballistic weave work with everything (but you still have to do the Railroad questline to get it)...

Ooh, liking that hair color mod. smile.gif

I'm not against doing the RR quests for Ballistic Weave, but this option is nice to have. It has two options for BW, find it in the Abandoned Shack in the Glowing Sea, or in Cambridge Polymer Labs.

Or you can open the console and type in this:

Set RailroadClothingArmorModAvailable to 1
Set RailroadClothingArmor_ChanceNone to 0
Kane
Also true, but I'm not a fan of consoling in stuff on RP's. smile.gif
TheCheshireKhajiit
So...
Does anyone know how to turn your characters around in Looksmenu if you are trying to tweak your character's body?
Kane
Hmm, no. I know what you mean, though. I wonder....can you change your body at the surgery center in DC?
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