Fallout 4

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SephDragoon

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SephDragoon

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  1. SephDragoon
    SephDragoon
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    Notice: To those of you running 100-200 mods and having some issues. I want to inform you that as of right now, Fallout 4 really cannot handle that many mods, especially mods like Armorsmith Extended, OCDecorator, Settlements Expanded, Homemaker, and mine. Why? These mods all have one thing in common, Keywords. Keywords drive the crafting menus, the settlement menus, and much much more. Fallout 4, like a doof, has only so many of these it can register at a time.

    This is why funky things happen like Crafting menus having the wrong names, and settlement menus not showing up, and god knows what else. If you are having bugs like this, and you have MANY big name mods, this is why. If you can live with it, that's fine, I have to. If not however, then you're going to need to start uninstalling mods.

    This is actually why I chose to re-use menus, like putting the Clones under the guard towers section, and re-using the grenades and the utilities sections for my crafting table, and why a crafting table was necessary in the first place (because with the menus going all messed up on people, having all of MY stuff in a different crafting table, minimizes how hard it is to find things).

    So, TL:DR - If you have a ton of mods, and you're getting some off the wall behaviors like invisible codsworth, or menus not showing up, or having the wrong names, this is on Fallout 4 itself, and how it handles the number of mods you have. This is something to write to Bethesda about. Please do go ahead and let me know what is happening with my mod, I might be able to mitigate it, but I will not be able to 100% solve it.
    1. SephDragoon
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      The latest version has been highly tweaked to help alleviate this bug. I am no longer using any new crafting categories or modifcation attachment slots. This should remove most of, if not all of, the issues people were having with the mod and the keywords limit. I now use vanilla keywords (intelligently) to add in what I need.

      As a small consequence, the HEALING crafting category was renamed MEDICAL in order to better fit the wider range of items crafting in it, and one of the UTILITY categories was renamed MISC to help differentiate them.
    2. deleted22548364
      deleted22548364
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      Are you still updating this mod? I heard it is causing some serious issues with new mods. EDIT: Although it is probably because of what you already mentioned that using too many big mods at once can cause issues, so yeah, forget about it.
    3. privateer3
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      What I found is mods that do implants or other "apparel" slot items most often don't comply with VSI and/or Armor Keywords mods. These have so much benefit to the rest of the game and mods installed that unfortunately one has to not enable mods that run afoul of them. Its simple enough, the docs are published for VSI / VSI-G and Keywords, and if you name the implants etc. per VSI sorting rules, it will work perfectly.
      I had the Kellogg's Implants mod installed for a long time and never used it. Tried to use it recently, and it made the implants, but they could not be equipped because they did not have appropriate apparel keywords.
    4. alpha0308
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      if you're confident about using fo4edit I'd highly recommend opening up your mods and see what all conflicts ,sometimes the conflicting key word can be replaced with a vanilla one or one from either AE or AWKCR?
  2. EdvinPirson
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    VATS is broken.I can only hit one target at a time.When a character aims at others, he just starts shaking and that's it - no shooting.
  3. dworkinsgonnadwork
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    Would it be possible to make the cybernetics compatible with any outfit? Right now if you equip one of the cybernetic limb actuators while wearing, for example, Cage Armor, the Cage Armor is automatically removed.
  4. automanic
    automanic
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    Am I some kind of moron? For the life of me I can't figure out how to put the power armor mods on my helmets! I just want the damn targeting HUD without having to wear power armor or some stupid sunglasses! I see the power armor mods for other armor pieces like stealth boy for the chestpiece but there are no helmet related mods. 
    EDIT: Nevermind, I found it. It's in the Pipboy mods for some reason. Now if only I could figure out how to toggle it, if there is a way.

    EDIT 2: So I downloaded your balanced targeting HUD mod aaaand it seems to nullify the heat sensor mod on the Pip Boy rather than customize it??? jfc I just want to use the HUD and not have it highlight every living thing in sight constantly. Shouldn't these two mods work together?
  5. dragnierdraconai
    dragnierdraconai
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    Would it be possible to get a Vis-G Item Sorting Patch?
  6. SnoopyTheGreat
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    were do I get all these things? They sound amazing but there is nothing about how to get them
  7. goriiman
    goriiman
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    i've noticed that none of this works when you have power armor on
  8. Siatru
    Siatru
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    I'm interested in using this mod but I'm scared of all the bugs. Is this mod still liable to break my game? I do have a lot of other mods installed.
  9. Nokergih
    Nokergih
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    Why don't you separate the things that this mod offers? I'm really interested in those implants, but dont need any other changes in gameplay (Im afraid to become too overpowered or to meet enemyes with some powerfull weapons/armor mods myself).
    1. Dradknight
      Dradknight
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      Same here. I realy hope for some nmm instalation choices
  10. Tremere777
    Tremere777
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    Been a fan from the Skyrim days, the only add I could say for this is I miss the Microfusion Rebreeder weapons of New Vegas but you did an ace job with this so far mate!
  11. Lancer2345
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    Do you know Mad Science? It's a Fallout NV mod in a very similar vein. You two should colaborate.
    1. DarkGenius
      DarkGenius
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      That mod was simply amazing.. I remember using it, creating my own lobotomites and drones, do you remember the attachable holograms and personal shields? so sci-fi, man.. New Vegas was an amazing fallout game, a bit lacklustre in the end, but overall, an enjoyable game, I wish we had mods for fallout 4 of the same magnitude, I hope puce moose returns one day to bring us his amazing quest adventure mods.. one can hope.

      Mad Science caught me by surprise, such amazing work! you really feel like you're discovering things, making new technologies by experiencing the strange, wonderous places you explore, Old World Blues in particular was awesome, you feel smart, well.. specially if you're a mentats addict, which helped you discover new technologies and inventions xD

      Making lobotomites, creating holograms and mini-robots, inventing new amazing technologies. Absurd creatios like the nuka rifle and Psychic Rifle, that mod was incredible
    2. shannley
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      That was my favorite Mod from NV also. I always search "Science" when here to see if there's anything like it. This looks similar but people seem to be saying it isn't very stable... I remember Mad Science was VERY compatible with other mods because I had dozens. Heavy modding in F4 doesn't seem to be quite as stable in general and if I see any people talking about instability I will avoid.
    3. MoonDew1
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      Lackluster, but very well done considering it takes a little over two years on average to make a game of that scale, and they only had 14 months to do it.