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Omolong

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Omolong last won the day on June 17 2015

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  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.
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