Fallout 4 Launch Day News

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So, how’s everyone fairing out there in post-apocalyptic Boston? We know it can be a lonely place out there, so to help we’ve opened 5 new Fallout 4 forums including “Mod Suggestions” and “Spoilers” sections, so be sure you’re posting to the appropriate section please.

Also, we’ve heard your requests for recoloring the Fallout 4 Nexus Site. Robin has the photoshop files in storage at the moment while he sorts some things out with his house. We’ll be making some changes to the color-scheme as soon as we can, but for now we're stuck with Fallout 3 green.

In modding news, the legendary xSE Team (creators of OBSE, SKSE, FOSE, NVSE) have announced they've begun work on the Fallout 4 Script Extender (F4SE). Once released, F4SE will likely add additional capabilities for mod authors to alter game logic and other script driven systems. Like their previous extensions, F4SE will likely be the foundation on which many new mods will be made. We’re definitely looking forward to this!

Though F4SE will likely be in development for a while yet, xSE team have already released a BA2 extractor, a command-line tool that extracts the files contained in the new BA2 archive format utilized by Fallout 4. This gives access to all of the individual files used by the game, allowing mod authors to start looking “under-the-hood” and begin investigating how to inject new content. You can download the tool from this thread.

If you’re interested in digging around the game files but command-line tools are too cumbersome for you, the B.A.E. - Bethesda Archive Extractor v0.01 by jonwd7 provides a graphical interface that you may appreciate. It’s still in early development, but I imagine progress will be rapid. Thanks jonwd7!

While we’re excited to see everyone’s work, please remember not to publish your files prematurely. Published files should contain a functional mod. Published files that don’t will be subject to removal as detailed by our terms.

Meanwhile, MrsHandy has started an excellent Console Command Confirmation Thread. Here, folks are trying to figure out which console commands still exist from older Bethesda games, as well as trying to find new ones. This is an endeavour that everyone can help with, regardless of modding experience, so be sure to help out!

Exciting times to be part of this great community. Keep up the good work! Now, get back out there and report back with your stories from the wasteland...


- Dave "SirSalami" Talamas

29 comments

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  1. Crimsonhawk87
    Crimsonhawk87
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    So when will NMM support FO4? Thus far it's not even on the scanned for games list.....not griping, mind you, just wondering.....basically so I can stop scanning for it every day, lol!
    1. Ragnorok8719
      Ragnorok8719
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      Seconded. I'd love to know a rough date if possible, I'm also currently scanning daily, haha.
    2. geordie1
      geordie1
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      Thirded - if thats a word.

      When will NMM support Fallout 4?
    3. momuse88
      momuse88
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      So you want a rough date, do ya? I know this bonny lass by the name of Brunhilda you should meet.
  2. athiust
    athiust
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    please make this sites color blue not green like fo3, ty
    1. Pal2alax
      Pal2alax
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      nv's orange yellow is also good
    2. Funeralwolf
      Funeralwolf
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      No, because then it would be like Mass Effect, and that's too far from home
    3. duffman08
      duffman08
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      Maybe a flat blue, or a terminal green.
      Of course, using the same shades as the game's UI.
    4. athiust
      athiust
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      honestly any color but the same olive drab of fallout 3. This game is nothing like fallout 3's atmosphere and palette.
    5. FathomsDeep
      FathomsDeep
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      I vote for bathroom-tile turquoise.
    6. Raytd
      Raytd
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      yellow
    7. momuse88
      momuse88
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      Cinnamon-sable, if you please.
  3. RetroDaddy
    RetroDaddy
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    Any idea when FO4 will be added to Nexus Mod Managers list of games?
  4. BurtFreeman
    BurtFreeman
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    keybinding is good and bad: most of the usefull action (take, all..) cannot be bind and make difficult key customization. accessibility was not in mind of the programmer-designer.
    hope it will be fixed in the next update, or by a modder.
    thought the favourites binding on numpad is wanderfull and match exactely what i'm doing with all games, wher is possible.

    edit: keybind is just terrible for those like me are using the arrows key, that you aspect is a working standard for movment.
    not at all: the workshop building navigation menu is hardcoded on the arrows key, so if you bind those key, you cannot move while in workshop.
    i also bind the wasd to other function, and i will not be able to use anyway.

    if anyone as a solution, please let me know.
    1. BurtFreeman
      BurtFreeman
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      SOLVED!
      if someone have the same problem you can fix with Autohotkey: http://www.autohotkey.com/
      here the code i use to remap the wasd, e, r over the arrows, enter and delete key

      #SingleInstance Force
      #MaxHotkeysPerInterval 99999
      #IfWinActive ahk_class Fallout4
      #Persistent
      #UseHook
      Enter::e
      Delete::r
      Up::w
      Down::s
      Left::a
      Right::d
    2. Maniac3020
      Maniac3020
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      I have run bound to shift, but shift does something else in the Worshop menu, so I can't run with shift, because I can't rebind. And trying to reload while there's a super mutant corpse in front of you is just an exercise in annoyance.
  5. zenronin
    zenronin
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    Could use a mod that streamlines the scrapping for settlements on PCs. Point, click, hit enter, etc. It's kinda clunky. You can always re-key your controls, but a streamlined process would be better. Like point, left-click, right-click to confirm or something. Oh yeah, and boobies. Fallout 4 needs more boobies. Thanks to all you awesome modders out there for all the hard work you do. And thanks for boobies, life wouldn't exist without them.
  6. bvonahsen
    bvonahsen
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    Nexus Mod Manager doesn't recognize Fallout 4. There is no option to search for it at all. Is there any way I can fix this or wait till an updated NMM?
    1. Rioplats
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      It takes a while to integrate an entirely new game into NMM, so Fallout 4 is not available for it yet as far as I'm aware. I'm sure they're hard at work on it
  7. Etnojz
    Etnojz
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    So apparently Pete Hines has said that they will be hosting mods on bethesda.net. What does this mean for all of us here?
    1. LethalThreat
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      We still have no idea. I'm going to assume it's going to work just like Steam Workshop, we'll have the option to "Upload to Workshop" (if Workshop will still be supported) or "Upload to Bethesda.net" But don't worry there's no way they can restrict us to having to upload to Beth.net unless for some reason our mod saves are uploaded into a cloud and unable to retrieve via desktop, which is highly unlikely. Therefore modding will hopefully continue to be as it usually is with Bethesda games.
    2. Tigon_3rd
      Tigon_3rd
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      I knew that when they announced bethesda.net at the E3 conference, that that was where they would want people to go to get mods, especially paid-for-mods.
      Althought, like LethalThreat said, we should still be able to upload to the Nexus as well.
    3. Berenost
      Berenost
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      late to the convo but found this. might be what ya were wonderin about.
      http://www.inquisitr.com/2554623/fallout-4-console-players-will-install-mods-via-a-streamlined-one-click-download/
    4. MrFryin
      MrFryin
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      It's probably going to be the only way you will be able to have mods available on PS4. That way they will be checked/verified?? by Bethesda to work on the PS4 before being released to the public? I don't own a console but I don't think you can just go have a look at the game files so easily like on PC and add mods or use NMM like we do already.

      That's what I think anyways, which is kind of cool of them to support modding on a console.
  8. Deadeagle
    Deadeagle
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    Can we get rid of these icon packs?
  9. Rioplats
    Rioplats
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    It's great news that work has already begun on the script extender! I expect to see exciting things from everyone, and hope to get really stuck in myself this time around.
    On the game side, I'm surprised how few bugs there are. I've only had two issues at all so far; the textures didn't load properly at Thicket Excavation and when making a second character, I had to restart Fallout 4 to move after exiting the pod.
    Other than that? It's very decent. Not quite up to masterpiece standard yet, but I'm sure it will be in the coming months
  10. woodsman30
    woodsman30
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    After a couple hours of game play this game needs some real work. After playing a skyrim that was modded to the extreme I had high hopes for this game. Textures suck npcs need work and choices for how your character look need real help. So come on modders bring it ... fix this game just like you all had to fix skyrim. Also make sure your have the newest drivers or game is unplayable..