Fallout 4

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c0c0c0

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c0c0c0

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  1. c0c0c0
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    ****************************** RadioActive Radio VERSION 3.6.0 IS UP****************************** 
    This will be the "Invasion of the WRARs!" release.  The main new twist, and principle reason I went through the pain of restoring my modding environment, is an implementation of the Base Object Swapper that changes some of the radios found out in the Commonwealth to the WRAR alternative. I also added about 24 minutes of new music and one new DJ Interlude.

    Relearning how to mod (one can forget an awful lot in a year) also allowed me to fix a number of small bugs and make a few minor tweaks to a handful of sound files.

    Between some errors I found with the previous implementation of the ban list, and a little file re-ordering, users of the the ban functionality may want to reset their list (either via the XRC or the console command). Otherwise, this is a safe upgrade from v3.5.

    That's about it for this time. I hope everyone enjoys the new music!
  2. KimikoTheDragon
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    I mean it with the upmost sincerity that out of the 300 or so mods I use, this is one of my favorites and something I always keep installed. Thanks for the update for 2024.
    1. c0c0c0
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      That's the kind of comment that keeps modders making mods.
  3. Bridges85
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    Always a good day when WRAR updates.
    1. c0c0c0
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      Dude, you are fast! I just finished uploading!
    2. Bridges85
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      I waited slightly longer this time - always a good day when WRAR updates! :D
    3. c0c0c0
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      LMAO!
  4. c0c0c0
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    In case you were wondering, I'm not dead yet. I'm cooking up another update for you folks. Here's a small taste of a new DJ interlude I'm still mastering. More to come!
  5. iriemk
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    @c0c0c0 : Hey, I was pointed here by two friendly folks on the steam forum who replied to a "cry for help" I posted; I am looking for a way to skip tracks on the radio -for all stations- and hotkey that; i figured if there's a way to do it in the pip-boy (hold E) there must be some command(s) I can batch/hotkey too.
    But from the looks of it it's a bit more complicated, saw on the description page you accomplished this with some sort of quest specific to your mod, right? Question is, could I patch that in xedit to another station? I would really only need the skip 1 track functionality, is that something I can easily achieve on my own in xedit?
    1. c0c0c0
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      Yeah, this is not really an xEdit kinda thing. What I've done is created a global integer variable for the song to play. I then wrote a script that advances the radio "quest" stage to the song at that integer. I wrote another script that will add 1 to that integer (or set it to 1 if > song count). So the "skip" functionality is just a call to both scripts: Add 1 to "current song". Advance quest to "current song".

      Extending this functionality to other stations is probably not going to be possible, because they are not governed by the magic "current song" variable.

      You can get an idea about what I'm doing by looking at my custom console commands. And all my scripts are included in the source.

      Good luck!
    2. iriemk
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      Yeah, looking at those commands made me think it might be possible. Did a little more diggin since I posted my ask, I know it ain't that simple now. Thanks anyway.
  6. BlazeStryker
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    My joys abound, once again!
    1. c0c0c0
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      Always happy to see a returning customer!
  7. BloodlustSweden
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    Is the save data loss bug still a thing and can it happen to any mod?
    1. c0c0c0
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      AFAIK, it's still a thing. I have certainly not heard of a solution, or even a cause, being found. Kinggath, who is still quite active, still has Canary Save File Monitor up on Nexus, so he certainly thinks it's still a thing.

      From my understanding, this can affect any mod that has a plug-in and runs scripts. So, a more simple mod like a texture swap, or one that just loads a BA2, or a DLL that doesn't use papyrus scripts - all those should be fine. Here's a video that describes it better than I do.
    2. mdkd99
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      In the 5 years of playing Fallout 4 with mods, I never had issues with save data getting lost. Maybe it happens with lots of plugins and lots of plugin loadorder shifting?
    3. c0c0c0
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      Hard to say what causes it - that's why they wrote Canary. And, in full disclosure, I don't think I've encountered the issue, either. I just respect Kinggath and wanted to support his efforts to fix the issue.
  8. c0c0c0
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    ****************************** RadioActive Radio VERSION 3.5.0 IS UP****************************** 
    Let's call this the "In a Nutshell" release, as the primary feature added here is the addition of an all-in-one FOMOD file. The hope here is is to simplify the installation process for those who haven't been able to make sense of my file descriptions. The FOMOD is now the primary distribution file, and all others move to "Optional" or "Miscellaneous". This is also the last version to have all 3 components available separately.

    Also added are 6 new tunes to, hopefully, make this worth a re-download for returning customers. Had some real challenges normalizing the volume on the new ones for some reason, so I need you to really enjoy how they don't burst your eardrums. 
  9. c0c0c0
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    ****************************** RadioActive Radio VERSION 3.4.0 IS UP ******************************
    Let's call this "The De-Mastering".  I had actually planned on downgrading all tracks to mono and truncating the extreme frequencies. After I spent considerable time doing so, some of the tracks sounded like what I wanted, and some just turned into utter garbage. 80-year-old tracks ripped from decaying 78s can only take so much abuse, so I ended up putting them back the way they were and only "de-mastered" the DJ tracks. These came out far better and sound pretty close to how Bethesda did Travis' tracks. I was also able to dig up a few (14) new rare tracks from a super-secret source and found some real gems. I hope you folks enjoy the new tunes.
  10. c0c0c0
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    ****************************** RadioActive Radio VERSION 3.3.0 IS UP ******************************
    I'll call this the "Banned in Boston" release. Finally, a version with *less* music! This update does one thing only: it adds the ability to insert and remove tracks to a permanent "ban" list. Now, as you're trotting through the Commonwealth capping raiders, when that one track that you just can't stand comes on, pop up the XRC and select "Add Current Track to Ban List". You will never hear it again. If you make a mistake or change your mind, choose "Remove All Tracks From Ban List" to reset. Finer control is available using the console commands. That's all for this one.
  11. OscarN1N7
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    Just reporting an incompatibility with Sim Settlements 2. The workshopobjectscript.pex in the WRARQuest3 - Main.ba2 interferes with SS2's scripts, meaning manual assignments in SS2 don't work properly. Took me a while to narrow it down to this mod but it's definitely the culprit. Might be worth looking into and/or adding to your incompatibility list.

    The issue is only with the quest part of this mod, i.e. WRARQuest3. The radio station itself is fine.
    1. c0c0c0
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      Good catch! And an easy fix since that's not even part of my mod. I've repackaged the mod without that script and re-uploaded it as "OWS3.1.1".

      As a quick side-note, I use SS2 and can do manual assignments. Not saying having an old version of an SS2 script in the load isn't a problem, but you might want to keep an eye out for other (additional?) culprits.
    2. OscarN1N7
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      Huh, I wonder why you didn't have that issue. I disabled all my mods, started a new playthrough and re-enabled a few at a time until I couldn't manually assign settlers. It was this that caused the issue to start again. Disabled it, and manual assignments worked again. Went through and re-enabled all my other mods, and manual assignments are still fine. Maybe there's another workshopobjectscript.pex packaged into another mod in one or other of our load orders that affected whether WRAR interfered with manual assignments? Not sure.

      Either way, good to hear the mod's updated. Will try it later and report back.
    3. c0c0c0
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      Might have to do with load order. Previous versions of OWS were ESL and loaded very high, ensuring that it tended to lose any conflicts. My current playthrough with both OWS and SS2 is still that version. This new one is ESPfe, which means it loads wherever you or LOOT says it has to.

      In any case, solid investigative work on your part. Glad to get that fixed.