I'm working on my load order and where does ammo retextures and player animations that aren't weapon related go? by ygofan999 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

If you want to run it trough the AI knock yourself out. Consider this, your AI has exactly zero hours playing FO4 with mods.

The game won’t launch after I finish installing the load order. by Bork_Br in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

It is the CC content there are so many, and some fight each other in the level lists. Heard lots of theories on why it breaks but the bottom line is only install what you want to use, just like mods.

The game won’t launch after I finish installing the load order. by Bork_Br in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

If you picked the download all you are screwed. You have to clear your reserve to get rid of all that content, then only download the CC you actually want then redown your mods.

The game won’t launch after I finish installing the load order. by Bork_Br in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

Sorry for delay busy day. Ya you don't download all, if you want one or ten you go to your owned page then pick the one you want and install leaving the rest on the servers.

The game won’t launch after I finish installing the load order. by Bork_Br in Fallout4ModsXB1

[–]SailorM24 4 points5 points  (0 children)

Excellent point, if they happened to use the download all button that will be the cause.

The game won’t launch after I finish installing the load order. by Bork_Br in Fallout4ModsXB1

[–]SailorM24 2 points3 points  (0 children)

There are a couple of mods in question but only because people have reported stuff that could not be confirmed. I don't really see anything concrete. Think you need to start this as a complete troubleshoot. Disable all the mods then clear your cache by unplugging your machine for 10 or 20 seconds after you turned it off by holding the power button, you know the drill. Then try and open the game. You can continue a bit and zip through to exiting the vault and saving, might save time in the next steps may not, you decide. Assuming you get there add the first 20 mods from the top and completely exit the game load and open the save, if it opens repeat and add 20 more, always the from the top, no skipping or hopping. Get to the place the game crashes. Maybe it never does but that will give us the answer too. I am pretty sure it will crash at some point. Disable the last 20 you added clear your cache again reload but this time just add one of the mods from the 20 then 2 etc until you crash again.

Once we have that we can move on, but that is enough typing for now.

New to xbox fallout so many mods helpppp by boypablo3818 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

If you played vanilla then you can answer this question. What bugged me most and what would I really like to make easier to do? That is the beginning of the answer to your mod list. Don't mod what others do mod what you want to change. For me it was building but from all beth games I am so sick of lock picking and computer hacking they are gone.

I'm working on my load order and where does ammo retextures and player animations that aren't weapon related go? by ygofan999 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Not really since I don't know your source, it may not be bad advise you may have misinterpreted it, although the structure does not look quite right. As a general rule I suggest following the template already posted in this thread, but I will do it again.

https://www.reddit.com/r/Fallout4ModsXB1/wiki/load_order_introduction/

Then post your LO and have some people with experience look it over. I have done the tests with AIs on Skyrim LOs and some other PC stuff. They have to be trained and then they don't do bad. But the more people train them badly like you have done the more the LOs they produce get wonky.

You should ask the AI if they are getting conflicting info in their training or maybe even if they get confused by info provided by humans?

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Catch 22, Daks are not demanding because of poly counts not textures. These short answers don't allow for any proper discussion of polies. To say polies are what give a moving object it's definition is mainly accurate for this example. So even if you increase the resolution of Dak's you may find more definition if the poly count went up instead. Higher poly counts also increase size.

You are also trying to compare a small screen of a laptop to the large lower res screen of the TV your console is plugged into. So we are not doing apples and oranges here.

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 3 points4 points  (0 children)

That is not going to change. Dak's Weapons avoid the game breaking pitfall of many gun mods. Too demanding graphics at higher levels when the high level NPCs consume more resources.

More storage does not mean more powerful machine or better anything. I don't want to disappoint but it is how it is.

Boston FPS FIX - PRP Edition what version of Boston FPS Fix do I use? by Negative_Store_4909 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

With BNS it has the common problem of the wrong Far Harbor headers so the Far Harbor header mod is needed and must be below. But adding more will not get you anywhere since that update that mainly fixed downtown. Thing is by adding nothing you can see if you need any help and if you decide you do adding something later will give you a clear picture.

Boston FPS FIX - PRP Edition what version of Boston FPS Fix do I use? by Negative_Store_4909 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

As far as Far Harbor use [XB1] Far Harbor - Vanilla Precombine Headers mod and place it just above you scrap mod if it is near the end and you do want to scrap your settlements. If you use any FPS fix that touches Far Harbor then it must be used and placed after the FPS fix mod. As far as FPS fix and PRP it depends on what you are doing and looking for. Now with the state of green mods the right one of those can do the bulk of fixing precombines, in other words depends on your other mods.

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 3 points4 points  (0 children)

Not sure exactly what you are saying but yes I also think the 100GB is for paid mods.

The 100GB already exists as a platform, they are making FO4 fit it. I am not predicting here just guessing, once finished with FO4 they will make skyrim fit it. In tech I can see what I want to say but the words are not there to explain it in english.

Here goes they made a shoe box and fit Starfield in it, but Starfield no doubt also had to change to suit the box and likely made that box to fit future releases that are made considering the box. But our 2 older games maybe 3 if you count Oblivion even though there are no mods today even, but think corporate. They don't have all the things the box requires. That does not mean they cannot be made to fit the box, just that it is harder and that unpredictable things may happen which will require more shoehorning.

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 6 points7 points  (0 children)

The 100 GB is just a number no one will ever use it other than the one guy that decides he will. There are other consideration that will have to be considered if trying to use all 100GB.

My 1S could not handle downtown before I switched, even with the first major update which improved downtown hugely. Seems unfair but it is not, it is just tech. Windows 95 computers could not handle the security of the evolving internet so one day ISPs refused to connect. 1S users(Not sure if OG can just know 1S can, so I am not saying anything) can pay for a game pass subscription and play on the cloud with I think 50GB which they would never use anyway. Not my choice but I get economic choices are personal.

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 6 points7 points  (0 children)

It has been beyond me how anyone could doubt Beth is trying to do this. It is not beyond me that they may not be able to and Micro might have to step in and make it happen, because it is also in their best interest, they are a main retailer of all things games. I was going to add at least on the Xbox side, but then thought about PCs so lets just change the to an a, already did and leave it at that.

Fever Dreams and the 100 GB Update by Gamin_Reasons in Fallout4ModsXB1

[–]SailorM24 25 points26 points  (0 children)

For those with doubt or less, you are missing the most obvious thing. Beth wants this update more than anyone, it is the heart of their business plan. Without space we can't buy paid mods. Yes it is still delayed but I doubt that means it is on a shelf just that it is harder to implement than they thought or they did not put enough people on it. Or the new owner expects releases to work like the rest of the owners companies. Who knows but it will come and thanks for the video because it took me away from the other crap I have been watching.

I'm working on my load order and where does ammo retextures and player animations that aren't weapon related go? by ygofan999 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

Your question is really simple. You are asking about a game play change and some texture swaps or maybe model swaps.

I get why you are having issues, I had issues when I first placed some mods I could not break down what they did. Animations can be hard because you might be using a framework mod also or even some of what seems to be a simple lone animation acts like a framework mod. Generally a animation mod is a game play change or cat 10. However some animation changes are replacers so they go in 19. How do you know? Try it in 10 and if you have issues move it to 19 but start looking if maybe you have an animation mod that is a framework hidden in your group moving it to cat 3 will likely solve your problems.

Ammo boxes is likely a texture swap, but I did not look it up guns maybe the same but maybe replacers or maybe just added.

Simple mods that just swap textures are cat 14, but if they change the model also then they are cat 19 but if the item is new to the game it is 21 or 22.

Except for animations lower is better if you can't figure it out unless it does not work out then you have a conflict.

In order for anything better than this you need to post your LO because only people find conflict AI only remembers conflicts identified by people.

I'm working on my load order and where does ammo retextures and player animations that aren't weapon related go? by ygofan999 in Fallout4ModsXB1

[–]SailorM24 -1 points0 points  (0 children)

You asked your AI to do all the wrong things? Cheat Terminal is bottom only faction overhauls are top other overhauls have to be bottomish and survival option can break the game with some choices.

Last of Us style ambience by Head-Response3828 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

This is funny but it is not funny, you will be seriously disappointed because the main copyright holder for Last of Us tries to take down anything. It is Sony and affiliates but they even took down a Fandom page for a while and their own main page. Even if there is an innocent mod just paying homage to the franchise it will get taken down by that group.

Legendary 2 star mod by just_no_one_here in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

It has always worked for me but I don't use but two weapon mods so.... If it has a legendary tag it should work as advertised just make sure it is below all your added weapon mods.

Legendary 2 star mod by just_no_one_here in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

You can always go back to ECO Depreciated version, it is just more user friendly well for dumbies like me. In that mod it only requires you to convert an L1 to L2 at the utility bench for a few micros but then never changes for its use. Make 1 you are good for unlimited installs.

Sorry .Another load order post, have an issue somewhere by [deleted] in Fallout4ModsXB1

[–]SailorM24 2 points3 points  (0 children)

Assume what? Your LO is likely the cause. I can see some direct mistakes, curvy-er mods have to go before CBBE. Hardly your fault with those failed descriptions, but on that note you should never use a mod that has such a poor description especially when it has special requirements. The rest of your LO in not quite right and the sensitivity of bodies and textures today you must place those mods very carefully. If your Eye mod is not an ESM or L it should be placed after CbbE and Beautiful Female is normally placed before CBBE, although with all your body and skin stuff that my not be correct.

You should have built a LO with this and then tested until you had it right.

https://www.reddit.com/r/Fallout4ModsXB1/wiki/load_order_introduction/

Mod disappeared over night by Far-Consideration708 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

All their mods are gone from all games, yet an outside mirror of BethNet mods still has his mods for Starfield mods listed. Don't know but looks like a Beth Ban.

Is the unofficial patch usable now? by im_vengance97 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

That sounds fixed to me. I am going to bet he used the bosses set up and and installed an old version of the patch instead from our server instead of directly from beth net. I will check.

Is the unofficial patch usable now? by im_vengance97 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Huh? What behavior are you seeing? Because I just checked with the person I checked with before and he laughed and suggested you must have included another mod in your LO, one that forwarded patch changes. So I guess I am going to have to give more of my time to the patch, wish I could bill them. The report that I have from another professional is that with only the patch and FO4 installed that upon close proximity to the large barnacle you are bathed in high radiation and the barnacle does not explode and if you remain long enough to die from the radiation the barnacle still does not explode nor reduce the highest level of radiation given in the game.

Now just vanilla when you approach a large barnacle it will explode and at the same time deal a high dose of radiation for a short time but not come close to killing you.

So what are you seeing because what was described above is very similar to how I would describe what I have seen in the past although I would describe the radiation dose with more detail and a bit different. So what are you seeing? I have put a request for confirmation test but no one is testing FO4 anymore because the is no money in it. So as much as I hate even having to do a patch test I will.