The newest version of this mod (version 4) is now available. It fixed the countdown fight bug (in the atrium) that prevented the dungeon from continuing after the player won the fight. It also optimises the GNR dungeon, improving performance on all systems and decreasing lag. There's a new texture for the magazine that unlocks the GNR Power Armour paint to make the object stand out more amongst the clutter in the reward room of the dungeon. Parts of the dungeon's audio has been re-recorded to remove out-of-character profanity. Finally, some radio audio has been re-recorded to improve the experience.
Just wanna say I love this radio mod. I'm always flipping back and forth between this one and the Atom Cats Radio mods. It really just depends. I'll play for like 2 hours jamming to GNR then hop over to Atom Cats Radio for another 2 hours before I'm back again to GNR. You've done a fantastic job with GNR dude. Tied for best Radio mod on the Nexus :)
I'm not able to reach the island due to an invisible wall. I have V2 installed. Is there any particular place in the Load Order it should be? I use MO2.
I'm sorry to hear that you have difficulties reaching the island. There is a bug report in the Bugs section on this issue. As Yamatoblaze puts it: "Luckily, I learned that there is a way to turn off the game's borders: in Fallout4.ini, change "bBorderRegionsEnabled=1" to "bBorderRegionsEnabled=0". After doing so I was able to get to the island just fine!"
Hopefully, that fixes it for you. If not, be sure to try the other potential solutions the bug report. If none of that works, do let me know and we will try something else.
It is supposed to be called Fallout4.ini Not the base or baked files. It should be in the same folder. When you edit the file, use the search function (Control-F on windows) to find the entry "bBorderRegionsEnabled" and then change the value to 0. If the entry is not yet in there (which is likely, if you haven't modified it before), you can also manually add the complete entry to the [General] section: bBorderRegionsEnabled=0
To do this, simply add a new line somewhere below the [General] line and add the entry there. It may look something like this:
Alternatively, you can create a new .ini file (with notepad) called "Fallout4Custom.ini" and add the [General] header and bBorderRegionsEnabled=0 entry there. That should then look like this:
[General] bBorderRegionsEnabled=0
The second solution is a little bit more elegant, since it won't remove the setting after the game updates. You can create the Fallout4Custom.ini file in the same folder as you found the other files.
I do not believe anyone tested compatibility with More Where That Came From. At least, no one reported their findings here. From reading the mod's description, I see no reason they would be incompatible. So, I think it should be fine. However, it is always a good idea to make a save before testing so that you can easily uninstall new mods without risking your save files (though uninstalling mods mid playthrough usually does not break the game either).
Do be aware, though, that More Where That Came From only adds music to Diamond City Radio and not to other radio stations (like GNR). That means that you won't hear any of the music added by that mod on GNR, though you will be able to hear that new music on Diamond City Radio when you switch your Pip-Boy back.
I hope this helps and please let us know whether you encountered any issues with More Where That Came From as that may help others in the future :)
Just letting you know, More Where That Came From does add its songs to GNR as there are more than just the standard FO4 songs + Lonesome Wanderer songs, unless GNR also comes with songs like Mister Sandman, and Where is Your Wandering Mother?
file path on music was missing https://ibb.co/4t7z3y1 dunno thats intentional but fixed esp https://drive.google.com/file/d/1sVQGOJlPaMd3aktv19TTm3rMLhHdt3xT/view?usp=sharing
Ah, I see you've found some empty references in the mod. Those were intentionally left there. The first version of the mod, which I used privately only, included some music from the older games. Unfortunately, due to copyright laws, I was unable to add those to this version of the mod.
As long as you have a legal copy of the music, you should be able to add the files to the mod through the creation kit. You will have to edit the radio logic to include the other songs and their intros (which are still in the file, I believe). It is a bit of a hassle, but doable.
I'm sorry to hear that you've got some issues with the map border. I replied to your message in the bug report with some directions. Hope that helps :)
I guess there are copyright Issues. That´s why Fallout 3 Music is not available for Fallout 4, except you own a legal copy of Fallout 3 and copy the soundtrack to Fallout 4....
Absolutely love this mod, haven't done the dungeon yet but the radio is great. my only "complaint" is that it seems like the song introductions almost never have that song play right after. not a huge deal because I'm not always paying that much attention to the radio, but it catches me every so often when just walking around.
Hi and thanks for your question and interest in my mod.
While the 2.0 version always includes everything, there is an old version of the mod, which has most of the radio in it (though some segments have been rerecorded and updated in the 2.0 version). Still, I do recommend trying out the dungeon, since it is a lot of fun (albeit somewhat hard for the unprepared and low level players) and completely optional. For the 1.0 version: https://www.nexusmods.com/fallout4/mods/17606
117 comments
It fixed the countdown fight bug (in the atrium) that prevented the dungeon from continuing after the player won the fight.
It also optimises the GNR dungeon, improving performance on all systems and decreasing lag.
There's a new texture for the magazine that unlocks the GNR Power Armour paint to make the object stand out more amongst the clutter in the reward room of the dungeon.
Parts of the dungeon's audio has been re-recorded to remove out-of-character profanity.
Finally, some radio audio has been re-recorded to improve the experience.
Enjoy :)
You've done a fantastic job with GNR dude. Tied for best Radio mod on the Nexus :)
Thank you!
I'm sorry to hear that you have difficulties reaching the island. There is a bug report in the Bugs section on this issue. As Yamatoblaze puts it:
"Luckily, I learned that there is a way to turn off the game's borders: in Fallout4.ini, change "bBorderRegionsEnabled=1" to "bBorderRegionsEnabled=0". After doing so I was able to get to the island just fine!"
Hopefully, that fixes it for you. If not, be sure to try the other potential solutions the bug report. If none of that works, do let me know and we will try something else.
I've found my ini file at C:Users\accountname\Documents\My Games\Fallout4, but do I modify "Fallout4.ini.baked" or Fallout4.ini.base?"
I've not modified my Fallout4.ini file before, so I'm not sure which one is correct. Is it the "base" file?
Thanks very much!
It is supposed to be called Fallout4.ini
Not the base or baked files. It should be in the same folder.
When you edit the file, use the search function (Control-F on windows) to find the entry "bBorderRegionsEnabled" and then change the value to 0.
If the entry is not yet in there (which is likely, if you haven't modified it before), you can also manually add the complete entry to the [General] section:
bBorderRegionsEnabled=0
To do this, simply add a new line somewhere below the [General] line and add the entry there. It may look something like this:
[General]
sLanguage=en
uGridsToLoad=5
uExterior Cell Buffer=36
bDisableAllGore=0
bBorderRegionsEnabled=0
Alternatively, you can create a new .ini file (with notepad) called "Fallout4Custom.ini" and add the [General] header and bBorderRegionsEnabled=0 entry there. That should then look like this:
[General]
bBorderRegionsEnabled=0
The second solution is a little bit more elegant, since it won't remove the setting after the game updates. You can create the Fallout4Custom.ini file in the same folder as you found the other files.
If you still have issues, please let me know :D
I do not believe anyone tested compatibility with More Where That Came From. At least, no one reported their findings here. From reading the mod's description, I see no reason they would be incompatible. So, I think it should be fine. However, it is always a good idea to make a save before testing so that you can easily uninstall new mods without risking your save files (though uninstalling mods mid playthrough usually does not break the game either).
Do be aware, though, that More Where That Came From only adds music to Diamond City Radio and not to other radio stations (like GNR). That means that you won't hear any of the music added by that mod on GNR, though you will be able to hear that new music on Diamond City Radio when you switch your Pip-Boy back.
I hope this helps and please let us know whether you encountered any issues with More Where That Came From as that may help others in the future :)
https://ibb.co/4t7z3y1
dunno thats intentional but fixed esp
https://drive.google.com/file/d/1sVQGOJlPaMd3aktv19TTm3rMLhHdt3xT/view?usp=sharing
As long as you have a legal copy of the music, you should be able to add the files to the mod through the creation kit. You will have to edit the radio logic to include the other songs and their intros (which are still in the file, I believe). It is a bit of a hassle, but doable.
I'd love to have the radio itself only.
While the 2.0 version always includes everything, there is an old version of the mod, which has most of the radio in it (though some segments have been rerecorded and updated in the 2.0 version).
Still, I do recommend trying out the dungeon, since it is a lot of fun (albeit somewhat hard for the unprepared and low level players) and completely optional.
For the 1.0 version:
https://www.nexusmods.com/fallout4/mods/17606