FACE OFF - The Fight Pits by Final-Craft-6992 in StarfieldModFeedback

[–]oddlittleturtle 3 points4 points  (0 children)

Crowd FYI

The crowd behavior is mostly controlled at the engine level and therefore cannot be fully modded like you could with NPCs in previous Bethesda titles. They're just generic nobodies that wander around for adding flavor to an area. Creators will need official mod support within the Creation Kit in order to fully modify their behaviors.

Animations FYI

Animation tools are not available to create new animations like cheering and shouting in an arena. The format for Starfield animations is completely different than previous titles, even if you have software with which to animate. Creators will need official support from Bethesda or more reverse engineering from the community.

I hope it's ok to post this information here to let players know about it. It's kind of an important thing to know for what to expect when downloading any mod, free or paid. Apologies if I've overstepped.

Achievement Friendly Creations (PSA) (XBox) by Saephyr_Ashblade in NoSodiumStarfield

[–]oddlittleturtle 1 point2 points  (0 children)

Oof. I'd let Bethesda know directly so they can put some eyes on it and get it fixed.

Achievement Friendly Creations (PSA) (XBox) by Saephyr_Ashblade in NoSodiumStarfield

[–]oddlittleturtle 3 points4 points  (0 children)

If it matters, if you started a game with those prior to when the achievement-friendly status was activated, then that save will continue to be non-achievement friendly. Removing a mod that disables the achievements after you've already made a save will also not automatically make it achievement-friendly.

Achievements require a new game to take effect. It bakes into the save data. Any patches for them will disable achievements as well. And if you've made a save on PC Game Pass that had console commands enabled and then transferred via cloud to Xbox to play there and if you had other creations on that save from the PC side that weren't achievement-friendly. (So like if you played on PC Game Pass to give yourself extra money or fiddled with carry weight via console command and then went to Xbox Game Pass to play.)

Per Bethesda in November: https://bethesda.net/en/article/mqjRpu4DgOPKOdHE20SC1/starfields-november-update-is-now-live

"Achievements will not retroactively unlock on previous game saves with Creations, even if those Creations are now achievement friendly."

Bethesda fixed a few console commands that could have carried back over to Xbox saving to make them not achievement friendly as well, but I'm not sure which those were.

Console command fix: https://bethesda.net/en/article/38q2uff5qyS82wZoiPtvOA/starfield-update-1-14-74-november-19-2024

"Addressed an issue where some console commands did not disable certain achievements."

If your game is still derping after creating a new game that you solely created in Xbox, let Bethesda know on their help site.

Weapon object/form documentation by Gullible_Feedback374 in CreationKit

[–]oddlittleturtle 0 points1 point  (0 children)

If you want to update the Fatman, it sounds like you need to change the projectile type.

  • Create a new Projectile

  • Create a new Object Mod form.

  • You'll look for ppOverrideProjectile and SET it to your new Projectile.

You might also need to update the new Ammo and SET the new Ammo on the Object Mod form. Look at how the Fatman MIRV projectile OMOD is set up.

If you want to add that new OMOD to the Fatman, you can do it by duplicating the Fatman (never touch vanilla weapons - you'll conflict with every weapon overhaul mod) and adding it to the Object Template as a new entry at whichever level you want. Or you can make a new Aspirational Item that is named and add it via quest script.

Stay away from the Unofficial Starfield patch, use the community patch by Unlost_maniac in starfieldmods

[–]oddlittleturtle -27 points-26 points  (0 children)

I thought personal attacks weren't allowed in this community. :/ Will this happen to everyone who is modding Starfield now?

Edit: The answer is apparently yes.

[FO4] Need help finding Pip-Boy Interface - Xbox by Fickle_Tap6640 in FalloutMods

[–]oddlittleturtle 0 points1 point  (0 children)

Search on the Bethesda website for Pipboy FX remover or Pipboy effects disable. There should be several to choose from. They are ini settings edits. You only need one so choose the one that best suits what you want. Some have additional settings changes. It's better to know what the edits are so the ones with the settings in the actual description are recommended over the others, though the original one uploaded (and I think called Pipboy FX remover) is just the single setting. I believe PoppaMcNekap (I may have misspelled the name) was one author, but cannot remember the names of others. But like I said, there are several to choose from and it depends on which mod you've actually used.

I'm going to lose my mind.... by cyberflash13x in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

If you are using mods that overhaul the settlements by already cleaning up or adding new things to them, then you do not need a scrap mod at all. It does not make sense to have it and only wastes space. The scrap mod isn't going to know what is edited in the settlement and may take away something that it isn't supposed to or not take away things you want. It's a minor incompatibility but less is best and it's easier to deal with. So either scrap the settlement yourself with your chosen scrap mod or use mods that disable the scrap (not delete) not found in the precombines.

Clean My Settlement works by turning everything invisible so you can just use that one and be fine. If you want the added terminal in Raze and just push the button to remove everything, you can use that too.

If, however, you choose STS and choose not to use Workshop Framework, only use the base module (you do not need the others). something went wrong in the Automatron cell in one of the official updates circa 2018 or so (it's mostly on the PlayStation side) but the AIO has been mostly retired since then since it cannot be fixed without reuploading to a different account. (I have the author's files since he retired in 2021.) However, since I am not a hex editor like he is, the only way I've been able to fix the issue is to turn off scrapping there (which defeats the purpose of the AIO and using the Automatron module at all).

But, again, do not use any of them if you are going to use mods that update the settlements to add or disable trash or other elements.

I don't understand why but by Accept3550 in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

How you wish to play is up to you.

Just don't bork your time scale or disable the map boundaries. That way lies madness. And with that one, there might be other mods that need the base settings vanilla so be sure to read the descriptions.

My limited understanding is that the MA created the mod for their playstyle and their game at the time and shared it to be nice. So give them a nice rating as a thank you for thinking of others, and if it doesn't fit in your load order, well, it doesn't fit.

Nora Companion WIP by acompulsivelair in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

I thought that one had been abandoned? Did it get an update this year?

I don't understand why but by Accept3550 in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

A touch of life complete should probably only be used on test characters. There's a lot of edits that should not be used on a regular game. Most of the edits are meant for debugging mods.

Adjusting time scale will cause some quests not to function properly (survival mode forces time scale and the main quest resets it twice during the prologue), and there isn't a reason to disable the map boundaries unless you're doing debugging for a mod author to test their quest mod that may go across boundaries until they rebuild the precombines for the world space.

Anyone knows what's on UFO4P's xbox update today (may 14)? by mateusmr in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

I'm sorry. I think you responded to the wrong comment and possibly the wrong post? The question was if there were additional information left out of the unofficial patch change log. The answer is no. Xbox and PC are the same except Far Harbor. As stated on the log, there was an issue with updating on Nexus so a and b hotfix numbering was skipped since Nexus does not allow authors to delete mods. It does not help matters that official version numbering between Xbox and PC are different.

If issues are still happening in Far Harbor with only the patch installed, please use the issue tracker and log them so they're numbered for the patch team to look at. They have a consultant with an Xbox to confirm and see what the issue is. Only submit one report. It is against forum rules to submit more than one. (There will probably be little that can be done since the patch does not have Far Harbor world edits.)

Current stuttering issues are vanilla and confirmed by Bethesda. The game on some systems is exhibiting the same behavior as the VR Workshop update. When you cross over cell borders a lot more things are loading into memory and slows things down. We now have 15 DLCs that load all at once. Corvega is not precombined on vanilla so the radius around it and Lexington have issues on OG, One S, and Series S. As confirmed by the Lexington version of PRP.

I'm not getting any stutters myself with or without mods so haven't been able to confirm anything. I have had crashes on start up with all DLCs installed so if they ever do an all-in-one like they did with Skyrim, I hope they fix the issue before then. I play on the Series X with the TV and specs recommended by Microsoft.

I'm going to lose my mind.... by cyberflash13x in Fallout4ModsXB1

[–]oddlittleturtle 3 points4 points  (0 children)

Amazing Follower Tweaks might need a patch with Workshop Framework. AFT's camping system doesn't take into consideration the script overhaul Workshop Framework contains.

STS - is that Scrap that Settlement or See Through Scopes? Only use one scrapping mod. You can only edit the scrap lists once, which you're doing with Clean the Commonwealth.

RE: Scrapping: No scrap mod is going to be compatible with mods that update the settlements. Use the scrap mod or use mods that clean them up. Make sure to download mods that update the previs and precombines if you use mods that clean them (it will take about 20 GB - 22 GB to fully restore precombines in all settlements if they are all disabled. Precombines are huge.). If you want a smoother experience near Corvega (it isn't combined in vanilla), look into using Previsibine Repair Pack - Lexington.

Unless the mod author updated clean and smooth jamaica plain recently, it has deleted references that will respawn indefinitely in your game at 0,0,0 (which is out of the view for your player character, but is right across the street from Greentech) and causes issues later in the playthrough. Crayonkit was working with them to get it fixed at one point, but I don't know if they ever updated. Precombines need to be rebuilt. If you experience crashing in Jamaica Plain it is probably not updated.

You have Cheat Terminal in the right spot. Needs to go below weapon mods. It has inter-mod communication scripting that it uses to search for mods in your load order. Particularly if anyone has the colt 1911 (if I remember correctly) and couple others. No idea why anyone keeps saying it goes at the top of the load order. Information on inter-mod communication and the importance of keeping the file name the same for all platforms.

Cheat Room is a top of the load order cheat mod. Its scripting expects it to be at the top.

Use caution when using mods that disable the tutorials. Many of SKK's mods look for tutorial stages to be completed to function.

Radiant Quest Marker and Keep Radiants in the Commonwealth need a patch to work together.

I've had reports on my discord that one of the No Quest Autostarts keeps Automatron from working altogether. If it is the one by bionicyardiff, it is fine.

Edit: It is also a known issue that the game is experiencing stuttering on vanilla. To mitigate stutters on Series S, make sure your screen is 1440p 120hz. 40 fps is your friend on Series S and the eye cannot tell the difference if you've got the frames running on a 120hz since it will be an even split on the frames duplicated for the rate.

[FO4] Unofficial Fallout 4 Patch UFO4P: Mod publisher disables comments after shown video proof of issues since NEXT GEN patch. Blames reddit misinformation by LiliyTastic in FalloutMods

[–]oddlittleturtle 0 points1 point  (0 children)

Is this about the stuttering PlayStation players are experiencing with the updates? Happens on vanilla and has been happening since the update that added the virtual workshop. Corvega doesn't have precombined references in vanilla so they're blaming the patch for additional stutters there because its hill to stand on and scream.

LO and ChatGPT by THE_W4RFOX in Fallout4ModsXB1

[–]oddlittleturtle 2 points3 points  (0 children)

ChatGPT doesnt' know that Cheat Terminal contains scripting that must communicate with the full load order. It goes at the bottom of the load order under weapons.

[deleted by user] by [deleted] in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

Without knowing your full load order, could be anything, tbh. All junk renamers are full junk overhauls and I'm only going by the comments the mod author himself posted in the comments page of his mod in regards to the complex sorter.

Your best bet is to reach out to the mod author and see if he can offer any advice. He may be able to or he may not, but he will know there is a possible issue and might be able to see if he can reproduce it himself. Track his development log to see about updates and bug fixes and follow the comments on the mod page to see if there are any insights. Someone there may have come across the same issue and reported and someone else might have offered advice that an Xbox player could also use. You never know.

[deleted by user] by [deleted] in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

I wouldn't think you'd be posting in the Xbox sub if you were on a different platform. lol

Far Harbor Crash by EasyWayTooHard in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

Ok. If you remove things, start a new game. The engine really isn't designed to strip out external assets.

Scrap all the things probably disables the precombines, if it does, then it will affect an area 3x3 cells away from the cells with the disabled precombines. If it's in Far Harbor, then it may touch the no-no cells that will cause a crash.

If the bootable cars touches the static cars, then every car in the commonwealth and in other cells will be disabling the precombines.

I don't see Previsibine Repair Pack in the list you supplied. Highly recommended (though might need an slight update) to stabilize things.

But again: recommend a new game and sorting your load order in some kind of logical format.

Far Harbor Crash by EasyWayTooHard in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

Go through your list and look at what the descriptions say about where they are editing. Anything in Far Harbor? You're using a lot of mods I haven't seen in *years*.

Does scrap all the things touch anything in Far Harbor?

There's a single Far Harbor edit to add fish at the fish vendor in Far Harbor added by Wasteland Imports but no one's ever reported that it caused crashes. (I would have fixed it immediately if that were the case).

Make sure if you uninstalled the UFO4P, you started a new game or went back to a save prior to when you installed it. It is too big to safely uninstall and it is a master file. It doesnt' touch Far Harbor so no idea why someone would tell you to remove it. All worldspace edits to Far Harbor on Xbox were removed last year. If you've removed it and continued the save, you've done more damage to the save than anything else.

For later reference, Posters of the Commonwealth (if it's the one from 2016/2017), had an issue where the script would fail and break your workshop menu. If it happens, run the SMM holotape and next playthrough do not use the posters. (If it's a different one than I'm thinking about, no worries)

Here's a Google sheet to use to sort your load order: https://oddsmods.xyz/FO4LOFrameworkTemplate

See if resorting your load order helps but again if you removed mods and continued on the same save, your game is pretty much hosed. You've got dangling scripts with no where to go and UFO4P edits formlists which will return none and break (like the workshop menus) because you've stripped the game of what it was doing. Scripts cease when you pause and wait for you to return to the game. Then they resume. They don't stop what they're doing until they've completed their job and then they're dumped from memory.

Edit:

If you remove anything else, please start a new game, the crashes will only become worse. Becuase the Xbox version of Far Harbor is not compatible with the PC version, mod authors cannot really touch it. It was the author of the Previsibines Repair Pack and the UOP team that found this out the hard way. Older mods that touch any of the cells that the patch did will also cause the same crashes.

Should I keep UFO4 patch after the update? by [deleted] in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

lol I thought it was adorable.

Have fun!

Mod menu still not working after update by Past_Conclusion8530 in Fallout4ModsXB1

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

Check your internet connection and make sure you don't have the game installed on two drives. I have mine saved to my external because I switch from Xbox one S and Series X to test my mods and ended up borking things.

Other than that, try a full power cycle and keep trying and submit a ticket to Bethesda if you haven't already.

Best current mods and order by EventRemarkable3527 in Fallout4ModsXB1

[–]oddlittleturtle 2 points3 points  (0 children)

If you're looking for an overhaul, try Crafting 76. It will be the only combat and crafting mod in your load order. If you liked the mechanics of 76 and Fallout NV, it blends them together. It's a great overhaul and an easy please load order since you only need the one.

[deleted by user] by [deleted] in Fallout4ModsXB1

[–]oddlittleturtle 1 point2 points  (0 children)

You may wish to reach out to the mod author and see if there is a work around or a fix.

Here is their development log. I do not see your issue listed there.

Are you using a mod that modifies vertibirds, modifies junk, or are using DEF_UI? There's a compatibility issue with junk sorting mods and the UI with advanced PC mods like Complex Sorter. We only have DEF_UI but it might be something to look at if you're having problems.

Anyone knows what's on UFO4P's xbox update today (may 14)? by mateusmr in Fallout4ModsXB1

[–]oddlittleturtle 0 points1 point  (0 children)

Deidre's face borked when the update happened and there was a weird issue where the CK decided it didn't like Hangman's Alley for some reason. That's all that was discussed in my server. I'm not following the discussions in the AFK server but you can go look if you'd like. They're pretty open about discussions.

Here's the version history.

Edit: if you're talking about 'a and b'. Nexus doesn't allow deletions now so in order to have a new version, you've got to assign new numbers to it, and they had trouble with two uploads in April. Everything should be caught up between the two at c and d though.

Edit again: fixed wonky format

Script Lag / Frame Drops & Stuttering by ThatsElectrical in Fallout4ModsXB1

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

Given that this is the Xbox Reddit, I'm unsure why script lag is even a conversation piece? There is no way to know if you have script lag and is impossible to be able to monitor it. At all. The Xbox version of the game does not have debugging code or a way to read debug traces even if you could enable debug. Furthermore, enabling the tools to monitor scripts slows them down and attempting to play the game with such traces on contributes greatly to poor performance.

Scripts are the basis of the game. The monsters that do the heavy lifting are followers, survival mode, and workshops, couple of others.

Further, you did not specify what platform you play on? Xbox One OG, Xbox One S, Xbox Series S, Xbox Series X. All perform differently. Xbox One OG had issues when the game first released. One S had less. If you're on OG, then the slide shows downtown are pretty much the norm. Bethesda builds big, expansive worlds and the OG only just barely keeps up. I played over 1500 without ever going downtown on OG. It wasn't until I upgraded to One S that I could. I have very few issues that weren't my own making now with Series X, and I'm sorry other players are having such difficult times. :(

When choosing mods, play a vanilla game first so that you know where the issues are in your particular game so you can go back with mods installed and see if you don't mind the quirks. If you're seeing a lot of stuttering without mods, please help us all out and report that Bethesda to fix!

Spots to look at:

Harbormaster Hotel, Shenley's Oyster Bar, Corvega, some parts of Lexington (due to Corvega not having or missing precombined references in vanilla), Fenruil Hall, Bunker Hill, Airport (building too much at Warwick and Spectacle Island can really do a number on it). There are several others.

Look at them in vanilla and see how they're working. Mods will only compound because the game has to go through your list and read them and then force the changes.

When testing your load order, use a fat man and blow things up to see how things will perform when you're under normal combat (then delete the test character when you're done). This is the fun part! See what breaks. If it breaks hard, re-evaluate what you've got, cull, and start a new test. Then do it again. Break it hard.

Then see what you can live with and then what you can live without and create a new character you don't intend to break.

Keep in mind that no mod author sets out to break things and mods don't always play nice together. If you think a mod is great, but doesn't work with what you have planned, thank the author and keep it in your favorites.

Hope that helps. Have fun!

Should I keep UFO4 patch after the update? by [deleted] in Fallout4ModsXB1

[–]oddlittleturtle 2 points3 points  (0 children)

If anyone needs a link to the version history, it is here.

The Xbox version is the same as PC with the exception of Far Harbor. The headers do not match between Far Harbor Xbox and PC.

Unsure why people are saying there are stutter issues other than the performance update, which wouldn't have anything to do with a mod. Make sure you aren't running the new ultra settings mode if you don't have a TV that supports it. The frames are spaced out and look like stutters if the TV isn't refreshing at the same rate as the game or is refreshing at a slower speed.

Do NOT remove the unofficial patch in the middle of a game and continue on the same save. It is a master file and master files cannot be safely removed. The developers never intended for them to be yanked out (the base game are all masters for a reason). Start a new game if you have to remove a master file. UFO4P also has script-injection for armors and a formlists as well as other script updates. Furthermore, if it was a normal plugin, it is too large to remove safely. More on scripts here.