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Omolong

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Everything posted by Omolong

  1. No, PS4 users are getting mods. Bethesda recently announced that PS4 is getting mods, but they won't be able to use any external assets.
  2. That sort of error is the template breaking. The reason it's broken is because you've put }} after Wenderer on the third line, which closes the template without getting the fifth bit of information it requires, so it just shows the default information in the template (which is the {{5}}). To fix it, you need to move the }} to the end of the very last line, so that everything is properly included in the template.
  3. I feel that the markings/engravings are too dark in this one, and that they stand out too harshly against the wall, which is especially clear on the first set of snow pictures. There's also the issue that the letters are harder to read on both this and the current STEP mod due to them blending into the wall, but I'm not sure what could be done about that. Everything else about this mod does look closer to vanilla than the current mod, though.
  4. A news post just came out that pretty much just says that they know this is an issue and that they're working on fixing it.
  5. SKSE will definitely still be needed. There's a lot of mods that rely on it, and I don't see Bethesda adding in everything those mods need. Of course, it'll take a while for a version of SKSE to come out for it, but I think that it largely depends on how much of a difference there is between the Special Edition and Skyrim/Fallout 4. It's a bit hard to say what will happen with texture mods and such until the Special Edition actually comes out and people can look at the files, but I wouldn't be surprised if custom textures and meshes still end up being better than Bethesda's. This thread goes over a lot of the information, including what might happen with STEP. The short answer, though, is that we're just going to have to wait and see how the Special Edition works with mods before anyone knows for sure.
  6. No, you can install Steam games in their own locations, they don't have to be in the Steam folders. They do have to be installed on a different drive from the one Steam is on, though. It's a bit hard to say with this, because you could install Steam on the E drive and your games on the C drive, but I'd definitely err on the side of caution and say it's probably pirated. The folder name definitely looks like something that was more pirated than a custom name someone set.
  7. Just to let you know, I've updated the mods, so you can go ahead and use them when you're ready. Hopefully there's no serious bugs that anyone finds in them.
  8. Not sure if these things are what you're interested in, but I'd like to recommend my own mods, primarily Cut Weapon Mods Restored. That mod obviously adds in a lot of mods that Bethesda cut for whatever reason, so they're all pretty lore friendly, and the other mods are generally either fixes or improvements to things. If you do decide that you want any of them, then I'd wait until I release the next updates (which should be pretty soon), as I rebuilt the mods in the Creation Kit and added Far Harbor support.
  9. I'm personally sticking with NMM at the moment. While Mod Organizer is most definitely a better mod manager, it updates a lot more slowly than NMM, and my experience with it and Fallout 4 has been pretty unreliable. NMM is a pretty capable mod manager (despite what I've seen some people say), and while it has had bugs, the ones I've experienced have mostly just been minor or somewhat annoying, like when it would clear plugins.txt after installing a mod (if I remember correctly) - annoying, but pretty easily solved. The bugs are normally ironed out within a few days (at most), and the more frequent updates does mean that it wasn't too far behind Bethesda changing how plugins.txt works, so if Bethesda does any changes like that out of nowhere again, I'd assume that it would support the change a lot sooner than Mod Organizer. There's also the fact that you don't have to worry about potential problems using other programs, seeing as you can launch them like normal (which could be important with how WIP some of them still are). Once Mod Organizer and other programs are in a more "finished" state (as finished as programs for Bethesda games ever are) I'd definitely recommend switching over, but until then, I'd stick to NMM for now.
  10. Rather than creating a new thread for this, I thought it'd be best to ask this here, especially considering SparrowPrince's question. I'm remaking one of my Fallout 4 mods now that the Creation Kit is out, and I found out that I need to add one of the records to a formlist. Can someone explain how to do this with a script (preferably with a script example)? I haven't been able to found anything on Google that explains it clearly.
  11. I think that the Soundtrack depot is literally just the soundtrack that you might eventually be able to download as like a DLC. Both New Vegas and Fallout 3 got soundtrack depots a little while ago, but nothing significant has really happened with them since people found them on SteamDB.
  12. Just to let everyone know, there was a post earlier that explained what they've found out about the whole event.
  13. I don't see why Bethesda would be opposed to modding, seeing as they've confirmed that modding tools are coming out, and that, at the very least, the Xbox version of Fallout 4 will be getting the ability to use mods created on PC. Bethesda have likely disabled plugin based mods in beta patches to limit the amount of bug reports that come from mods. Bug reports can be pretty undetailed and incredibly unhelpful, and disabling mods would hopefully reduce the amount of bug reports that are caused by mods. Especially seeing as some mods have been made in FO4Snip (or whatever it's called), and that the other unofficial mod tools still don't fully support Fallout 4. Obviously, disabling mods so forcefully can cause problems, but I don't think that mods are far enough along for there to be any big problems caused by that yet, short of items/objects disappearing. I don't know what patches other than the beta patches you're talking about, though. I can still access the file selection in my launcher, and it doesn't seem like there's a patch waiting to be downloaded on my side. Even if they did remove the file selection, though, that wouldn't stop people installing mods through NMM/similar tools, or by manually editing the plugins.txt file. They likely just hid the option because they plan on enabling it in future, anyway. It's also seemingly set up to use a Fallout 4 Steam Workshop, though obviously the actual Steam Workshop isn't up yet, so it just redirects you to the main Steam Workshop hub page. I expect that the proper file selection option in the launcher will probably become next year, either before or when they release the official modding tools.
  14. Todd Howard did say in the E3 Showcase that Fallout 4 runs on a newer version of the Creation Engine that "features full physical based rendering, as well as dynamic volumetric lighting". At the moment, it's hard to say how much of the game will actually use PBR, but at the very least the engine does support it. Assuming you're talking about the pre-war version of the Mr. Handy (as the post-war version doesn't seem to have that level of reflections), it could simply be that Bethesda decided not to do all of the pre-war assets in PBR, seeing as you're not going to be in that section for too long. It's hard to say until the game is actually out, though.
  15. That's what it sounds like out of context. The "modding feature" is being able to transfer PC mods over to consoles. Todd Howard confirmed that the Creation Kit is coming to PC in early 2016, and then Xbox One will be able to transfer the mods over sometime after that. where he said it.
  16. I don't see what the issue is here. Todd Howard confirmed that mods created on the PC were going to be transferable from there to Xbox One for free. Later on, he then that the Creation Kit for PC would be coming in early 2016, and then the Xbox One mod transfer would be put in place a little while after that. And then there's the potential for the mods to be transferred over to PS4 too.
  17. Fallout 3 and New Vegas had third person and first person. There's no reason for Bethesda to remove it.
  18. No, I do mean the engine. If Bethesda changed the engine to a completely different one, then Gamebryo/Creation engine knowledge of pretty much everything that goes into ESMs/ESPs would be useless, unless Bethesda put in a lot of effort to make the new engine use all of that stuff. Plus it'd be possible that people would have to learn a new model format, which can massively vary between game engines. How to get textures ingame would be something people would need to relearn too. And it wouldn't make any sense for them to use DirectX 12, seeing as it would cut out a large chunk of people that haven't switched over to Windows 10 for whatever reason. Maybe it could happen with whatever comes after FO4, but nobody knows about that. It's highly unlikely that any games announced this year will support DirectX 12. Maybe next year could see some once the OS/API has had a chance to get bugs worked out, more developers have had the chance to get used to it, and there's a larger consumer base, but until then there will be very few games (if any) that support DirectX 12.
  19. I don't see why anyone would think it would be a different engine. It'd be pointless for Bethesda to put time and effort into the Creation Engine only to use it for one game. The engine will have improvements over Skyrim's version (hopefully improving on stuff that would be limited by the last gen), but it'll still be the same underlying engine. Completely changing the engine could turn away a chunk of the PC fanbase as well, seeing as people most likely wouldn't be able to use their existing knowledge of the engine for mods.
  20. From what I've heard, apparently the minimum you can set is 30 cents.
  21. Paarthurnax Bypass (by Gshinji) This seems like a pretty interesting alternative to The Paarthurnax Dilemma. According to the description/comments, it's got a few advantages over TPD. It's apparently less script intensive, it's got voice acting (though it comes from existing lines for Delphine), and apparently what you have to do to save Paarthurnax only requires you to speak to Delphine. The lines for the player are apparently more in character as well, though that's obviously a bit subjective. I don't have Skyrim installed currently (as I'm waiting for the next version of STEP before I do) so I can't really test this or compare it to TPD, but I thought I would bring it up as a possible alternative to TPD.
  22. Valve updated the names of the options. The "Do not automatically update this game" option never actually stopped the game updating, so Valve renamed it to "Only update this game when I launch it" to clear up confusion. If you want proof, here is a Reddit post from a Valve employee about it.
  23. I don't really see why this is being kept in the guide considering that the Nexus page has been removed, and that there's no indication of another location where it can be downloaded from (not that I'm advocating that without it being something the author has uploaded themself, or authorized by the author). Seeing as the mod has been missing since July with no indication of it being reuploaded or anything, isn't it about time it was removed?
  24. Did anything come of these fixes getting a release/added to the mod itself? I've been intending on adding STEP mods to my game again, and this would be a nice thing to have if I do it.
  25. Unless the De-LARP mod includes the changes from this mod (I don't currently have any STEP mods installed so I'm not sure on that), there should probably be a compatibility patch made if someone can get permission. From Cabal's description, it just looks like the changes are to what textures the meshes point to, so that's pretty easy to do in NifSkope.
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