Fallout 4

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  1. DMagnus
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    BY THE FORCE, IT'S 3.7!


    **IMPORTANT - IMPORTANT - IMPORTANT**


    BECAUSE OF THE CHANGES INTRODUCED IN THE 1.10.162 UPDATE, IF YOUR GAME IS RUNNING A VERSION OLDER THAN 1.10.162 YOU MUST INSTALL THE PROVIDED PRE-1.10.162 OPTIONAL FILE AFTER INSTALLING THE MAIN FILE, OTHERWISE THE MOD WILL EITHER NOT WORK OR YOUR GAME WILL CRASH. THIS EXTENDS TO VR AS WELL, SO IF YOU INSTALLED THE MAIN FILE AND THE MOD DOESN'T WORK, TRY THE PRE-1.10.162 VERSION OR THE VR VERSION (EITHER SHOULD WORK FINE).

    DO NOT UNDER ANY CIRCUMSTANCES USE THE CUSTOM LIGHTSABER ANIMATIONS MOD FROM WER123456!! IT IS BUILT ON VERSION 3.1 OF THIS MOD AND IS NOT COMPATIBLE WITH ANY VERSION ABOVE 3.1! IF YOU WANT WHAT IT DELIVERS, USE MY ANIMATIONS PATCH INSTEAD!



    • Added 9 new hilts: Ancient Crossguard (Rebels), Institute (Custom), Caliburn (Randomsabers), Jacen Solo, Yun, Imperial Knight, Mirkanin, Ki Adi Mundi, Luke ROTJ V2
    • Added a condition to the lightsaber deflection ability to prevent lag from potentially occurring when blocking.
    • Created a separate lightsaber for Synths to use. This had to be done in order to well and truly put the Synth crash to bed. The Synth lightsaber can be converted straight into a standard lightsaber so you can mod it in full, since the Synth saber is restricted to two hilts and a small selection of blade types. Note that this is just for the robotic synths, Synth Coursers still use the normal saber. In light of this, make sure to re-seed the level lists after updating!
    • Synth Coursers wielding lightsabers now have a chance to sport a black-core blade.
    • Added an aid item, craftable at a Chem Station, that can be used to re-seed the level lists, so you don't need to use the command console (especially important for you XBOX users).
    • Tweaked the visuals on the Compressed blades, so that the glow more visibly tapers out towards the tip.
    • Tweaked the Orange blade color so it's more on the yellow side (was originally a bit too red, causing it to look like another red option)
    • Added 8 new blade colors: Viridian, Teal, Azure, Gold, Plum, Turquoise, Cerulean, Crimson
    • Reduced the Science requirement for crafting the lightsaber from Science 3 to Science 1. Crafting the lightsaber is now done in one go rather than requiring an inert hilt to be made first.
    • Adjusted the perk requirements on the power module recipes. Low-power modules still have no perk requirement, but above that the progression is now 2, 3, 4 instead of 1, 2, 4.
    • Fixed the 2H Bursary and Anakin AOTC hilts using their 1h hilt meshes instead of their 2h meshes.
    • Fixed a typo on the 2h Sariss Style B hilt.
    • Added a second holster option for the Darksaber that has it equipped on your hip like other hilts.
    • Removed Science 1 requirement from the Dark Forces 2 hilts.
    • Revised the nomenclature for hilts to hopefully help organization in the workbench. They're now all prefaced with [Hilt] for 1h hilts and [2H Hilt] for two-handed hilts.
  2. DMagnus
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    F.A.Q

    IF YOU HAVE QUESTIONS, PLEASE READ THROUGH THIS FIRST BEFORE POSTING.



    Q: "The blades are just white sticks/have no color!"

    A: Bloom has been disabled and must be re-enabled for the blades to show color. All the blades rely on bloom to generate the colored aura (something that's mentioned in the description, but can be easy to miss) and if the bloom effect is disabled, the blades will just render as white sticks. To fix this, check your mods for any that disable bloom, check your game settings to make sure bloom hasn't been disabled there, and if you have ENB installed check the enbseries.ini or the in-game settings menu to see if bloom has been disabled there. If you want your saber to glow like how it do in my screenshots, you will need to have ENB installed and you'll then want to install Natural Bloom, or find a preset that includes multipass bloom. One I can recommend is Quantum Horizons, which has Natural Bloom built in and many settings to tweak it to your liking.

    Q: "The ignition sound plays in 3rd person! Can you fix?"

    A: At this point, no. It's due to a bug in the game itself, either with the 3rd person animations or the sound engine, and in either case (especially the latter) it's beyond my ability to fix. I've made attempts to call the sounds in a different way in order to get around the issue, but the game's thwarted those efforts at every turn.

    Q: "The mod's not working!"

    A: If you installed with Vortex, make sure you've deployed the mod before launching the game. If everything's kosher with Vortex or whatever other mod manager you use, it's likely a game compatibility issue. With versions 3.2 and up, you must use the provided pre-1.10.162 ESP if you've never updated your game to 1.10.162 or later. Because of changes Bethesda made to the game and the Creation Kit in 1.10.162, the main file won't work on a game older than that version.

    If you're playing on Fallout 4 VR,the VR edition never got the 1.10.162 update (to my knowledge), so in order to use the mod at all you must install the VR ESP or the pre-1.101.62 ESP after installing the main file.

    Also, if you're using the Custom Lightsaber Animations mod by wer123456, you can only use it with version 3.1 of my mod. Using it with 3.2 and above is not recommended and runs the risk of causing serious problems, including CTDs, especially if you're running the animations mod concurrently with mine (which I heavily advise against, as his mod is meant to overwrite mine, not run simultaneously with it). I strongly recommended not to use the Custom Lightsaber Animations mod at all if you want any of the new content going forward. Instead, remove that mod if you have it and use my animations patch, which is compatible with version 3.4 and above.

    Q: "I'm using the double Maul hilt but there's no second blade!"

    A: When you attach any hilt with a secondary or tertiary emitter, such as the Kylo Ren hilt or the Cantra hilt, as well as the Maul and Rive double-bladed hilts, new slots will open up where you can attach blades into the secondary or tertiary emitters. These slots will always be empty by default, so you have to go into them and find a blade you like. These slots are labeled as Secondary Emitter for the lightstaffs, Left Quillon and Right Quillon for Kylo Ren's hilt, and Quillon for Cantra's. Sometimes these slots might not show up in the workbench due to the game quirking out, but backing out of the workbench and going back in should get them to appear.

    Q: "I made/found a lightsaber, but it's invisible! D:"

    A: An invisible lightsaber is an indication the game's not reading the mod's BA2 archives for whatever reason. There's several possible causes for this:

    1. Archive Invalidation hasn't been set up or has been reverted. Make sure that the following lines are placed in a Fallout4Custom.ini (which should be located in your root Fallout 4 directory):

    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=


    If possible, avoid putting the line in Fallout4.ini or Fallout4Prefs.ini, since these can be reverted and the lines removed if the game updates or if you load up the game's default launcher.

    2. The BA2 archives weren't installed correctly. The archives must be placed in the Data folder alongside the ESP; if they're placed anywhere else, the game won't be able to read them. Vortex seems to have a tendency to do this, installing the ESP to the Data folder but not the archives, so if you used Vortex to install the mod, double check its staging folders to see if the archives were stored there and relocate them to the Data folder if you find them.

    3. The BA2 archives were renamed. Perhaps the least likely possibility, but still a potential one. The file names of the BA2 archives must not be changed, as when the game loads an ESP it looks for any BA2 archives that share the ESP's filename. Changing the name of the archives means breaking this connection, leading the game to not load the assets contained in the archives.

    Q: I'm using Visible Weapons and can't equip a holster!

    A: When using Visible Weapons, you can't simply equip a holster like any other piece of apparel (Well, you can, but it won't interact with the Visible Weapons system). You have to link the lightsaber to a holster so your saber will start to use it, and you have to unlink the saber if you want to use a new holster.

    To unlink a holster from a weapon (not just the lightsaber, these instructions apply to any mod that supports Visible Weapons), you must do the following:

    Equip the weapon you want to assign a holster to. Go to the Aid category in your PipBoy, and scroll down until you find Visible Weapons Config. If you don't have it, you can use the command cqf holster giveitems, which should give you the config item.

    Select the Visible Weapons Config item. It'll bring up a menu, on which you'll see four options:

    Current Weapon: Linked
    Unlink Current Weapon
    Holster Mode
    Exit

    Select Unlink Current Weapon. This will release the current holster from the lightsaber. You can also go into Current Weapon: Linked and unlink it from there. After doing so, open the configuration menu again. The top option will read Link Current Weapon. Select that, and it will ask you to navigate to the holster item you want to assign to the weapon. Click ok, then go to Apparel and select the holster you want the saber to use. A popup will appear saying Weapon Linked (or something to that effect). Now your lightsaber is linked to the new holster and it will use that holster until you link it to another one. Holster Mode has several options: Default, Always, Strict and Persistent. Default means the saber will appear on your hip if you sheath it before switching to a different weapon; hotswitching will result in the saber not appearing on your hip since the idea is you "threw" the saber in order to pull out the other weapon. Always means the holstered saber will always be visible on your hip except when you draw the weapon itself. This is my preferred option. Strict means the holstered weapon will only appear when the weapon it's linked to is equipped. Persistent is best used for the blank D-ring and Covertec clips (which you can assign separately via the Current Weapon: Linked option as the holster model). Doing so means that the empty clip will be present on your hip when you draw the lightsaber, rather than it disappearing wholesale.

    Bear in mind, Visible Weapons does not dynamically assign holsters, and you can't have multiple lightsabers using different hilts assigned to different holsters, as Visible Weapons looks at the base weapon. You can at the most have 2 lightsabers that use different holsters, since there are effectively 2 lightsabers in the mod: The one you obtain off Synths, and the one you can craft yourself.

    Q: I can't find the Darksaber hilt in the hilt options!

    A:
    This is because there is no Darksaber hilt option. The Darksaber is a completely separate weapon from the standard lightsaber, and so can't be
    obtained via any modifications that can be made to the standard lightsabers. The Darksaber is placed somewhere within the Commonwealth, so you'll have to do some exploring to find it.

    Spoiler:  
    Show
    Or just read this spoiler which'll tell ya to go to the Sentinel Site in the Glowing Sea.
    1. DMagnus
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      F.A.Q PART 2

      IF YOU HAVE QUESTIONS, PLEASE READ THROUGH THIS IN FULL BEFORE POSTING!


      Q: I'm using the Cyberout77 patch and the lightsaber sounds like a katana in 1st person, but it's fine in 3rd person??

      A: This is because the custom animations in the Cyberout77 mod calls to custom swing sounds, instead of the vanilla weapon swing event. This only applies to Cyberout's 1st person animations, hence the disparity between 3rd and 1st person. It's fortunately fairly easy to fix, and I had done so myself, but the permission restrictions on Cyberout77 keep me from uploading the modified files here. As such, you'll have to modify the animations yourself in order to fix this. Fortunately, that's perfectly doable without needing 3ds MAX or any animation knowledge.

      You'll need a few tools first, though:

      Bethesda Archive Extractor, for extracting the animation files from CyberOut's BA2 file.
      HKXPack, which you'll need to convert the .hkx files into .xml files so they can be edited.
      A text editor program to edit the .xml files. Notepad will do, but I highly recommend Notepad++

      Once you've got all that, proceed thusly:

      Using B.A.E, open the Cyberout77 - Main.ba2. Click on the > arrow by Meshes, which will reveal three subfolders: Actors, AnimTextData and Weapons. Click on the arrow by Actors, then Character, then _1stPerson, then Animations. You'll see 2 folders: KatanaAnims and KatanaAnimsOneHand. Open KatanaAnims and look for the following .hxk files: AttackA, AttackB, AttackPowerStanding, AttackSprinting, and Equip. Tick the boxes by each one and then click the Extract button at the bottom. You'll get a window asking where you want to extract the files to, you want to navigate to Fallout 4's Data folder and extract the files into there. Once that's done, go and do the same thing with the KatanaAnimsOneHand folder.

      Now that you've got the animation files all extracted, it's time to use HKXPack. Wherever you plopped the download for it, you'll want to extract the hkxpack-cli.jar into the KatanaAnims and KatanaAnimsOneHand folders (reminder: those are under Meshes\Actors\Character\_1stPerson\Animations). Once you have the hkxpack-cli.jar in both folders, pick a folder to start with, then hold SHIFT and right click in any empty space within the folder view. You should get a popup menu with View, Sort By, Group By, and some other stuff. What you're looking for is the line "Open PowerShell window here" (assuming that you're on Windows 10, the methodology may be different on Windows 11). Clicking that should net you a PowerShell window set to the file path of the folder you're in. Once the window is open, enter the following command: java -jar hkxpack-cli.jar unpack AttackA.hkx and hit Enter.

      If all goes well, you should now have an AttackA.xml file there with the .hkx file. Repeat the process with the AttackB, AttackPowerStanding, AttackSprinting and Equip .hkx files. Once you have all the .xml files generated, you can move on to the text editing phase, but DON'T close the PowerShell window yet, you'll need it later.

      What you're looking for in the .xml files is a line that says SoundPlay.WPNKatanaSwing. A quick and easy way to find and replace this line is to do the following: If you're using Notepad, you can use the key combo CTRL+H to bring up the Replace dialogue, and enter SoundPlay.WPNKatanaSwing into the Find What box. In the Replace With box, you'll want to put weaponSwing. On Notepad++, you can just hit CTRL+F, move over to the Replace tab, and do the same thing there. This will replace any instances of SoundPlay.WPNKatanaSwing within the .xml file with weaponSwing. Make sure to SAVE the .xml file after making these edits (CTRL+S is your friend). Repeat the process for the other .xml files.

      Once you've edited them all, return to the PowerShell window and type in java -jar hkxpack-cli.jar pack AttackA.xml, this will pack it back into an .hkx file (Pro tip: you can use the Up arrow key to bring up a previous command you entered, so you can bring up the last unpack command you did, change unpack to pack and .hkx to .xml, then run the command. After that you can just pop the Up arrow key again and change the filename to the next .xml file, rinse and repeat). Repeat the packaging process with the other xml files. Once the animation files have all been repackaged, you're good to go! You will of course have to repeat the process for the other set of animations you extracted, but it should be smoother sailing. You also don't need to worry about packaging the modified animation files back into the BA2, as loose files take precedence over files loaded from BA2s. The .xml files also won't hurt anything if they're left there.
  3. DMagnus
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    Planned Hilts

    These are hilts I've got planned so far. Anything bolded in red with a tilde (~) by it means it's being worked on. Those that are green and struck through have been completed. This list doesn't cover designs of my own making; I keep those as surprises. ;)


    ::Original Trilogy::

    Obi-Wan (ANH)

    Luke (ANH)

    Luke (ROTJ)

    Darth Vader (ANH)

    Darth Vader (ROTJ)

    ::Sequels::

    Kylo Ren (TFA)

    Leia (ROS)

    Rey (ROS)

    ::Prequels::

    Anakin (AOTC)

    Anakin (ROTS)

    Yoda

    Dooku

    Darth Sidious (ROTS)

    Qui-Gon (TPM)

    Mace Windu (AOTC/ROTS)

    Obi-Wan (TPM/AOTC)

    Obi-Wan (ROTS)

    Darth Vader (ROTS)

    Darth Maul (Single/Double)

    Ki-Adi-Mundi

    Shaak Ti

    Kit Fisto

    Plo Koon

    ::TV Series::

    Ahsoka (Clone Wars)

    Ahsoka II (Rebels)

    Kanan (Rebels)

    Darksaber (CW/Rebels)

    Darksaber (The Mandalorian)

    Asajj Ventress

    Inquisitor

    Ancient Crossguard

    Ezra (both 1st and 2nd)

    Baylan

    Shin

    ::Games::

    Katarn (DFII)

    Katarn (JO)

    Jerec (DFII)

    Yun (DFII)


    Sariss (DFII)

    Gorc (DFII)

    Revan (KOTOR)

    Arbiter (JA)

    Starkiller (TFU)

    Sith Stalker

    Satele Shan

    Darth Malgus

    Darth Malak

    Cal Kestis

    Mara Jade (MOTS)

    First Blade (SWTOR)

    Ardent Defender (SWTOR)

    Imperial Shadow Guard (TFU)

    Kazdan Paratus

    ::Other::

    McQuarrie

    Leia EU

    McQuarrie Stormtrooper

    LEGO

    Imperial Knight (Legacy Comic)

    Mara Jade

    Exar Kun

    Village Bride

    Ninth Jedi

    Ronin

    Dark Woman

    Sifo-Dyas

    Stellan Gios

    Ulic Qel-Droma
  4. CaptainMilkshakes
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    Man, I've been through a fucking journey getting this mod to work.

    Everything went perfectly. Mod installed, didn't cause me any crashes, everything worked swimmingly. I made a test save so I could use the console to level up enough to meet the requirements, add materials, etc.

    Can't craft the lightsaber. I can craft everything else (and presumably the Synth lightsaber conversion, but I haven't run into any wielding one yet). I can upgrade Virgil's lightsaber (barring higher skill requirements) to my heart's content. The Darksaber was exactly where the spoiler said it would be (more testing, wanted to make sure that was working as well, died a few times).
    Spoiler:  
    Show
    fighting the courser who had it, fun fight, no complaints
    Nothing. Zero change. Ranking up Science! to rank 2 didn't fix it, I also have Blacksmithing and Armorer to rank 2 as well. High enough intelligence (this is without using console commands to give myself levels, just playing the game naturally).

    I disabled all of my extra armor and weapon mods installed, but I didn't test any other mod, as they all came from the Midnight Ride Guide, except for the character overhaul mods (textures, bodies, etc.). There's only one mod that I could think of that could have messed with it, but disabling it didn't change anything. As a side note, I do have a decent amount of Creation Club mods installed.

    And then, as if entirely by magic, I can now craft the lightsaber. The only thing that has changed, is being almost level 26, completion of the Automaton DLC quest, and random changes to the original Blue Lightsaber I liberated from the Rocky Cave.

    I have no clue if something went wrong with the mod itself, it decided to pull a Todd Howard on me, or if there's some unintended hidden requirements that I hadn't met yet.

    Figured I'd leave my post here as some insight in case anyone else has similar issues, or if the mod author knows what happened.
    1. DMagnus
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      There aren't any hidden requirements, I can say that right out of the gate with confidence. No reliance on completing specific quests, nor a certain rank in Intelligence, all that's needed to craft a lightsaber from scratch is the first rank in Science (and the necessary materials), so I have no idea why it was such a gauntlet for ya. Possibly, using the console to level yourself up goofed something and it sorted itself out later once you got a few levels naturally, but that's just conjecture on my part. Or, you missed one of the material requirements for the lightsaber, so the recipe remained grayed out until you just happened to pick up what you needed. The list is somewhat long so if you didn't scroll it down far enough you could've missed a component...or failing that the game just straight up decided to troll you.
    2. CaptainMilkshakes
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      I mean, the console command just adds experience, regardless, I made a hard save before adding. I don't think that's actually a thing, otherwise the behavior would be evident in other perk required crafting recipes. Especially since there is a bug/side effect/"goof", but only if you use the console to add the perks without just leveling up and assigning the perks as you can. I was very careful to avoid doing that.

      I dunno. Maybe Todd just picked me to feel his wrath.

      At least its working now.

    3. Jofire101
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      I am experiencing this as well, what exactly are the components required for the Lightsaber? I can see down to Glass.. Im going to guess FallUI has component requirements in alphabetical order..

      Edit: AH. I guess the requirements list cannot extend far enough with FallUI to show that you need a (Kyber) Crystal..
    4. DMagnus
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      You should be able to scroll down the list even with FallUI, but I'd have to double check since I don't clearly recall, just remember seeing scroll arrows when the component list is long enough.
  5. zombieenumb
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    Thanks for your mod, can this mod deflect bullets from lightsabers? And my English is not very good, I hope you can understand
    1. DMagnus
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      It can indeed, you do so by blocking with the lightsaber when someone's shooting at you.
  6. DmVa
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    will you make this mod for Starfield?
    1. DMagnus
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      Yes, once Starfield's Creation Kit is released.
    2. DmVa
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      Good!
    3. TripleIA
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      so excited for this and its apparently coming soon, hope you are still interested in working on it. this mod in so amazing!
  7. SMS1871
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    Putting the weapon away in 3rd person causes CTD,but that doesn't happen in 1st person.Although there is a solution,I hope the problem can be solved.
    1. DMagnus
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      I haven't experienced this issue. What hilt, blade and ignition sound are you using, and are you using any custom animations for melee weapons, or the Custom Lightsaber Animations patch by wer123456?
    2. SMS1871
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      I tested it a few more times today and it turned out that the vanilla weapon also had this problem. However, during the previous mission at Saugus Ironworks, I used a melee weapon and it worked fine. So I load the save at that time and found that everything worked fine with both your mod and the vanilla weapon, but the rest of the save crashed. I guess something was wrong with Bethesda's save mechanic. Sorry to bother you.
    3. DMagnus
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      Not a problem. I'd guess maybe something had corrupted your saves after the Ironworks, hard to say for sure. If you're relying on autosaves a lot I'd suggest making more frequent "hard" saves (that is, saving in a new slot) since the game's autosaves have a higher risk of corrupting.
  8. IsaiasJuan
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    i did what the instalation part in the description said, but it doesn't work, is there a more explanatory tutorial?
    1. DMagnus
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      How are you installing the mod? Manually or with a mod manager (Vortex, MO2)?
  9. fizzy24
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    you even have the expanded universe lightsabers! im so grateful
  10. notagameaddict
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    I want to install the mod for Fallout 4 vr. Which esp do I need to copy to the game folder? There is one esp in the VR ESP folder, one in the Pre 1.10.162 ESP folder. And there is one ESP file in the main folder of the mod.

    Thanks
    1. DMagnus
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      Answered this on the Discord server, so if anyone else has the same question, just use the ESP in the VR folder, but make sure to install the BA2 assets first from the main folder.
  11. Sonicxskylar13
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    Would you be willing to make an edit where they would still spawn on coursers, but never on regular synths or BOS? And legendaries are fine too, I just don't feel like something as awesome as a lightsaber should show up except in extreme circumstances. I'd download your edit, but I also don't want to be the *only* one with a saber. I'm working on doing this whole thing right now, but I'm not that experienced.
  12. woootwoootwooot
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    the unstable blade looks the same as the standard blade in my gameplay. i got the 3.7 installed. is there any fix to this? thanks!
    1. DMagnus
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      Which unstable blade are you using? Standard length, long, short, thick, black? What bloom effect is being used? If you're using the base game's bloom effect, or any sort of single-pass bloom, any unstable blade will look similar to the standard blades, but will have an animated fuzzy aura around the blade. 
  13. KOAUmbreon
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    Any chance we might get Pikes added at any time, like Kazdan Paratus or the Imperial Shadow Guards? The 2 handed animations would probably look less wonky on them compared to the double sabers
    1. DMagnus
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      Ah yeah, forgot lightsaber pikes were a thing. I'll add both of those to the to-do list & look to see if there's any others I might want to add.