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Edmond Noir

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EdmondNoir

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127 comments

  1. BenRierimanu
    BenRierimanu
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    Compat note re: PRP as noted in the filed bug.

    Mod adds objects but also inherits vanilla cell headers which clobbers precombine updated headers from mods like PRP. Load this mod before PRP and associated mods for optimal play else you can and will get previs conflicts like missing interior and exterior chunks. This is a known issue.
    1. EdmondNoir
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      You have a very accurate and technical way of talking haha! This is true. So basically what he is saying is that I added 4 new objects into the world of fallout 4. This is fine and everyone does this and when you add a object into fallout 4 the cell its in will be referenced in the mod using the vanilla cell data and no one typically edits cell data thats like more of a technical thing. Now that being said mods that make precombined meshes for a cell will affect a cell and will break any and all mods that add or move items in the fallout 4 worldspace they are also victim to any time bethesda moves or edits anything in the worldspace in a update too so these mods can brake pretty quick sometimes.

      Now concerning my mod if you use a mod like PRP which creates precombines for fallout 4 you need to load my mod before PRP or any mod that creates precombined meshes which there are not many. If you dont do this you will see chunks of the landscape missing. This is just a load order issue.
  2. KydornGalve
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    i just now found this mod and i havent tested it just yet but i am now adding my own personal music and two of my tracks are definitely gonna be Dan Bulls fallout special rap and Jt Musics welcome to my apocalypse.
    and i just happened to stumble across this becuase of the original fallout radio stations got blend the only song i like is the wanderer from that diamond city radio staion.
    1. EdmondNoir
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      <3
    2. KydornGalve
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      works great been using it for the last few hours
      awesome mod gonna recommend to friends, im gonna look at your other mods aswell since this one was great
  3. ClintOHara
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    My god. I downloaded 3 custom radio mods previous to this, none of those worked. But this one? Just as intended. Why on Gods green earth isn't this more popular???
    1. EdmondNoir
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      thanks man - Yea i put a lot of work into it but yea none of my stuff on fallout 4 is very popular. no idea why. 
  4. 19ghostryder57
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    I'm sorry, I have tried everything  to get my added songs to work, nothing just dead air..

    I followed your instructions multiple times as I uninstalled 3 times still nothing. I unzipped the file and put my songs in then rezipped it still nothing.

    I have it loaded as high as I can get it ( using Vortex ) still nothing. Yes I did watch your video.

    I'm not saying anything is wrong with your mod it is probably me.. I do have other radio stations but they work fine, Your Rad station works fine I even hear your female dj speaking, but when I music to that one ranging from 11 - 33 no music.. I do have workshop framework installed.

    Thank You
    1. EdmondNoir
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      I made a video on how to do this. You should not have re-zipped. 
  5. ThisIsMe84
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    I like this mod and its clean implementation (to avoid the "silent radio station" bug in particular).

    1/ How difficult would it be to extend the first radio station beyond the 28 tracks that it currently has with using only xEDIT, no CK ?
    2/ Is there some kind of upper limit of tracks ?
    3/ I'm very grateful for the FACEGEN data. Not enough mod authors do that yet. However I can see that you used 2K face textures. Users of your mod with 1K face textures risk running into the rusty faces bug.

    Maybe have something like this instead :

    - main mod
    - option 1 - facegen for layers using 1K faces
    - option 2 - facegen for players using 2K faces

    Thank you for sharing your mod with us.

    EDIT: just had a quick look at the source that comes with the mod (thank you for that by the way) and it seems the CK will be needed if I want to expand it to 300. Not to difficult to do, if the CK shows cooperative. I still wonder if there is an upper (soft or hard) limit.
    1. EdmondNoir
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      im not aware of a limit but to impliment it so that it plays at random its a power of 2 iirc. So if you want to do 300 tracks that will be 300 squared is how many tracks you have to set
    2. ThisIsMe84
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      I see, it's a soft cap then. Maybe some kind of xEDIT script could help to generate something more reasonable. Food for thought.

      In any case, thank you for your helpful reply.
  6. loszuka
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    Was having a complete nightmare of a time setting up my own station with Creation Kit (I have spent many hours today attempting at it), and thankfully I found this mod- so simple and quick, with pretty reasonable track numbers for each station; thank you soooo much seriously
    1. EdmondNoir
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      Glad it was helpful to you!
  7. OneShotPaddy4
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    When I installed this mod mid-playthrough, I came back to Sanctuary HIlls to get the holotape. When I arrived, the house next to the workbench was there (even though I scrapped it earlier in the save) and I can not select the house with the console. I also can't scrap it.

    Is there some way to fix this? As it currently breaks my settlement.

    Update: I disabled your mod, then installed "Super Clean Sanctuary". All the buildings were gone, but when I re enabled your mod, the buildings returned.
    1. EdmondNoir
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      your issue is with load order load my mod earlier and let everything overwrite it.
    2. OneShotPaddy4
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      Thanks for the reply! I thought I moved it up but apparently it just wasn't far enough. I have no idea what was conflicting, but when I loaded in after moving it as far up as I could, the houses are gone. For now, unless they reappear again, I'm going to consider the issue closed.

      Thanks so much for the response, sorry to waste your time!
  8. 32435y456y6uky
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    Hey, this mod looks awesome and I'd love to use it in conjunction with the new Fallout London mod. However, Sanctuary does not exist in Fallout London due to the location change. Is there a console command to add the holotape to my inventory manually or some other way to use this mod without being able to actually find the holotape in-game?
    1. 32435y456y6uky
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      Nevermind, did some digging and found out how to do it. If anyone else is wondering the same thing, the console command is "StartQuest iRevolutionRadioQuest". Found the signal right away and works like a charm so far. Thanks for making this great mod, now I can jam out to some custom tunes!
    2. EdmondNoir
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      I would add the holotape to your invetory over doing it that way - it will let you have more control.
    3. 32435y456y6uky
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      Sounds good, do you happen to know the console command to do that?
  9. snufftaz
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    Love your mod!! Your video was spot on in adding music! Thanks so much for creating it and sharing it
    1. EdmondNoir
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      thanks man im glad you are enjoying it :)
  10. Zofimp
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    Hi hi

    Super stoked about this mod but for the life of me can't get the radio station to appear in the pip boy, I found the holotape and tuned to the stations but theyre not showing up :(
    Troubleshooted by running the mod with no other mods but the issue still persists, using Mod Manager 2, any idea what might be happening?
    1. EdmondNoir
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      if you found the holotape then the mod is installed - but as for whats happening in your game im unsure thats odd and never heard of it. Hmmm I guess given how simple the mod is you could try to go back to the save before install and try it again right away from scratch? Or try to uninstall it, save, and then re-install it and test again. Otherwise you can try a council command to start and stop the quests? Im not sure which specific council command that would be unfortunately in Papyrus its just iRevolutionRadioQuest.Start()   - you might be able to type that same command as a council command though just without the () and that might work. The other radio is RadRadioQuest.Start   so you could try that. if they do start see if the holo tape works after that otherwise .stop is the stop command.
    2. Zofimp
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      Trying from scratch yielded nothing sadly, same with uninstalling, save then reinstalling. I think I can manually start the quest, but do you know the formID for the scene that starts the quest? With the luck we've been having with mods we're apprehensive to install fo4edit to poke around the files.
  11. mycroftmacarthur
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    Still an amazing concept after all these years.
    Me: "How on earth am i going to fill this up with 60 tracks? And another station with 28? That's like 88 different tracks. What would i even put in it?"
    (ten minutes later)
    Me: "How on earth am i going to keep it to JUST 88 tracks? This is insane. I need a version with like, 120 or 240 tracks. Who in their right mind is managing to fit everything into only 60 and 28? I COULD get rid of the starting ten but those ten are for the radio DJ so i bet whatever i put in there will get played alo-WAIT! The mod could be expanded, we could have an all new BETTER Radio DJ because even after doing the quest, travis is a JOKE compared to three dog and mister new vegas. Who here has a mic? We should make new DJ tracks that are quest aware"
    1. EdmondNoir
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      well thanks man :) Yea I have open permissions for patches and stuff as long as they require my mod to work so you are welcome to build out more functionality out of this mod!

      You can listen to the 60 tracks for now until you get board of them and then swap them out for another different 60 later too btw. I had planned to do more audio for the DJ but the male voice actor didnt want to do it anymore after initially being interested.
    2. mycroftmacarthur
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      mostly joking on that end. As cool as it would be, i don't have the technical know-how. In fact it's probably going to take me a few hours to figure out just how to turn the .esp file into an .esm so i can load it before PRP
      Nevermind, i misread something, PRP is already an ESP so i didn't need to do anything, derp.