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Fallout 4

DDProductions83 does great work with his mods considering the lack of proper tools.

The Enclave X-02 suit is badass. Been running that mod for awhile now though I haven't used power armor for a long time. It sits on display at Boston Airport where I'm building a simple player home and power armor displays.

For good old S&G I decided to pull some shenanigans on the super mutants at Revere Satellite Array. During the Lost Patrol quest they ripped my current character a new one several times so I thought I'd give them a bit of payback.

To the North of Revere Satellite Array is Finch Farm which sits under a bridge. After building a platform to reach the top of the bridge I scrapped every vine, trash pile, etc I could then built a long platform from two parallel rows of shack upper floor pieces. Using the mod Place Everywhere I was able to extend the platform all the way to the Northern edge of Revere Satellite Array. Here's the kicker, using the mod Advanced Settlement Turret Set, I placed two Advanced Liberty Prime Laser Turrets at the end of the platform. Once the platform was in position, from the top of the bridge I fired one shot from my assault rifle which put the super mutants on alert which then set-off the turrets. That was one hell of a light show and I was sitting back laughing my ass off the whole time it went on. None of the super mutants or their hounds survived; only red ash piles remained where they were standing. The turrets even took out a couple of raiders fighting a BoS vertibird off to the West. :ROFLMAO:

Pic for reference.

AceGoober_FO4_0155.jpg
 
DDProductions83 does great work with his mods considering the lack of proper tools.

The Enclave X-02 suit is badass. Been running that mod for awhile now though I haven't used power armor for a long time. It sits on display at Boston Airport where I'm building a simple player home and power armor displays.

I noticed that the X-02 mod is made to look specifically the standard issue Enclave Advanced Power Armor Mk. II armor from Fallout 3. The X-01 on the other hand is the Advanced Power Armor Mk. I from Fallout 2. If I read the mod description correctly, then it means he made it just like the Mk. II in that it was intended to be a mass produced strip down version of the Mk. I and thus a little weaker.

I honestly don't care too much, as I like the look of the X-02 more. That mod kind of makes you look like you are wearing Batman's super suit. It just needs a cape.

bcsstat-143039.jpg


I really hope I can mod it with a jetpack and a better paintjob. Flat black looks so sexy on these suits.

AceGoober said:
For good old S&G I decided to pull some shenanigans on the super mutants at Revere Satellite Array. During the Lost Patrol quest they ripped my current character a new one several times so I thought I'd give them a bit of payback.

To the North of Revere Satellite Array is Finch Farm which sits under a bridge. After building a platform to reach the top of the bridge I scrapped every vine, trash pile, etc I could then built a long platform from two parallel rows of shack upper floor pieces. Using the mod Place Everywhere I was able to extend the platform all the way to the Northern edge of Revere Satellite Array. Here's the kicker, using the mod Advanced Settlement Turret Set, I placed two Advanced Liberty Prime Laser Turrets at the end of the platform. Once the platform was in position, from the top of the bridge I fired one shot from my assault rifle which put the super mutants on alert which then set-off the turrets. That was one hell of a light show and I was sitting back laughing my ass off the whole time it went on. None of the super mutants or their hounds survived; only red ash piles remained where they were standing. The turrets even took out a couple of raiders fighting a BoS vertibird off to the West. :ROFLMAO:
Please tell me those Liberty Prime Turrets shout out his most famous quotes as they fire.

"Democracy is NOT NEGOTIABLE!" BZZZZZZZT ZAP!

I hope for Fallout 5 they bring him back with some even funnier quotes and attacks. When he throws the nukes, he should say "This is how we play football, in AMERICA!"
 
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LOL That wouldn't be difficult to do in FO4Edit. Sound files would need to be pieced together using Audacity. I've done that before for family vids.

Please tell me those Liberty Prime Turrets shout out his most famous quotes as they fire.

"Democracy is NOT NEGOTIABLE!" BZZZZZZZT ZAP!

My gut feeling is telling me Bethesda, or modders, may incorporate Liberty Prime as an option into a future DLC if your character sided with the BoS. Speaking of which, have you seen any of the 'Play as Liberty Prime Videos'? Friggin' hilarious! In one video LP picks-up Swan, breaks his neck then tosses him aside like a rag doll. I totally rolled when it happened.

I hope for Fallout 5 they bring him back with some even funnier quotes and attacks. When he throws the nukes, he should say "This is how we play football, in AMERICA!"

I've been casually working on a mod for Starlight Drive-in. Goal is to restore SDi to its original, pristine condition. Getting the mesh sorted is a pain in the ass with my limited knowledge but it is a good learning experience working with meshes, collision and navmeshing. Once done, remove the screen, extend and widen the dining area and I'll have myself a kickass base to create a star cruiser from. Oh yea. :cool:
 
I've been casually working on a mod for Starlight Drive-in. Goal is to restore SDi to its original, pristine condition. Getting the mesh sorted is a pain in the ass with my limited knowledge but it is a good learning experience working with meshes, collision and navmeshing. Once done, remove the screen, extend and widen the dining area and I'll have myself a kickass base to create a star cruiser from. Oh yea. :cool:
I'm wondering, is there a mod that will get the film projector working again? I saw some mods on Nexus this weekend showing a way to constantly show film clips on loop on the TV's or something.

Something I would like to see is a way to project your own videos. It would be so bad ass if you could get "Dr. Strangelove" or any number of cheesy 1950's and 60's sci-fi movies playing on the big screen. It would be perfect. I would also like someone to expand the music library for Diamond City Radio with more music that fits in with the current library.


=================================

Alright. I spent all weekend working on my personal mansion. I'm 90% done. I'm contemplating doing a video of it to show you guys because the damn thing is that complex.


I need some help though. Of the 10% of things left to do, the roof is on the list. However, I have run into a snag.

Sanctuary has a ceiling on construction. My mansion is 4 stories tall (per snap 'n build exterior walls and roofs). It barely fits in the limit by maybe a few pixels. I need a mod that will raise the limit, one that is easy, updated often and likely won't break everything I've built so far. Recommendations are welcome. I'm not sure if I need "Place Anywhere" or some other mod.

FWIW, the Mansion won't be complete without the Vertibird landing pad and Satellite or Antenna Array on the roof. You might ask why I need antenna's...well...
My avatar kind of has a personal television studio. He's become the de-facto Governor of the Commonwealth and needs to transmit Public Broadcasts to his people.


Another concern: I used almost exclusively the Snap 'n Build parts for the building's main structures. That left me with one big disappointment: no large garage doors. I found doorways big enough in my "Concrete Structures", but when I built with them, they made the foundation about a foot wider than anything I could do with the snap 'n build parts. No matter what I did...floor spacers, moving parts around, etc., I just couldn't get everything to work unless I used exclusively snap 'n build structure parts. This meant I was limited to the pathetic Snap 'n build doorways and the small single doors that fit in them. My workshop needs big ass doors for big ass machinery. I just built the Robot building workstation inside, but I have these dinky single doors. If my bots can't get outside, I'm going to flip. I really don't want to have to put that workstation outside. I have literally tried every door way and wall I had in my mod inventory, it just wouldn't work. I've searched Nexus for any leads on some sort of garage door or large double door, to no avail. Any suggestions are welcome.


One last thing. I built my Beam Me Up Scotty Institute Transporter in Sanctuary during my main quest line. Can I scrap that thing? It's busted anyways and the Institute is nothing but a crater since I finished the main quest. Is there any chance I will need it for anything?
 
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How does this game behave with higher refresh rate monitors? Any special settings or things people should be aware of going into it? Does it behave with either G-sync or Freesync?


Numbz: Would SSEX fill in potential voids for you?
 
How does this game behave with higher refresh rate monitors? Any special settings or things people should be aware of going into it? Does it behave with either G-sync or Freesync?

The physics engine doesn't really "behave" that well with greater than 60 FPS, but otherwise yeah, it seems to work fine with my 144 Hz GSync monitor.
 
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Unaware of any mod which restores the projector to a working state. The Creation Kit is in Beta so maybe someone will be able to figure out how to do it.

I'm wondering, is there a mod that will get the film projector working again? I saw some mods on Nexus this weekend showing a way to constantly show film clips on loop on the TV's or something.

Something I would like to see is a way to project your own videos. It would be so bad ass if you could get "Dr. Strangelove" or any number of cheesy 1950's and 60's sci-fi movies playing on the big screen. It would be perfect. I would also like someone to expand the music library for Diamond City Radio with more music that fits in with the current library.

Place Anywhere is exactly what you need. Since you have already hit the ceiling height limit you'll need to place each roof piece somewhere below the ceiling (ground, wall, etc) then grab and place where you want it.

Alright. I spent all weekend working on my personal mansion. I'm 90% done. I'm contemplating doing a video of it to show you guys because the damn thing is that complex.

I need some help though. Of the 10% of things left to do, the roof is on the list. However, I have run into a snag.

Sanctuary has a ceiling on construction. My mansion is 4 stories tall (per snap 'n build exterior walls and roofs). It barely fits in the limit by maybe a few pixels. I need a mod that will raise the limit, one that is easy, updated often and likely won't break everything I've built so far. Recommendations are welcome. I'm not sure if I need "Place Anywhere" or some other mod.

FWIW, the Mansion won't be complete without the Vertibird landing pad and Satellite or Antenna Array on the roof. You might ask why I need antenna's...well...
My avatar kind of has a personal television studio. He's become the de-facto Governor of the Commonwealth and needs to transmit Public Broadcasts to his people.

Yep, that is the issue I ran into when rebuilding the Jamaica Plains shop. The only garage door opening was in Homemaker and it did not fit very well. Had to use Precise Object Moving to align the garage door opening but even then it is a different brick color.

Another concern: I used almost exclusively the Snap 'n Build parts for the building's main structures. That left me with one big disappointment: no large garage doors. I found doorways big enough in my "Concrete Structures", but when I built with them, they made the foundation about a foot wider than anything I could do with the snap 'n build parts. No matter what I did...floor spacers, moving parts around, etc., I just couldn't get everything to work unless I used exclusively snap 'n build structure parts. This meant I was limited to the pathetic Snap 'n build doorways and the small single doors that fit in them. My workshop needs big ass doors for big ass machinery. I just built the Robot building workstation inside, but I have these dinky single doors. If my bots can't get outside, I'm going to flip. I really don't want to have to put that workstation outside. I have literally tried every door way and wall I had in my mod inventory, it just wouldn't work. I've searched Nexus for any leads on some sort of garage door or large double door, to no avail. Any suggestions are welcome.

Yeppers, go ahead and scrap the teleporter. It is of no use except for parts to build something else with.

One last thing. I built my Beam Me Up Scotty Institute Transporter in Sanctuary during my main quest line. Can I scrap that thing? It's busted anyways and the Institute is nothing but a crater since I finished the main quest. Is there any chance I will need it for anything?

I'm currently working on building up a settlement at the castle. Base structure is 95% complete (have to replace various pieces with colored glass counterparts) and the interiors need to be populated. Here's a preview screencap.

AceGoober_FO4_0164.jpg
 
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Been playing the Automatron DLC quest.
I can say without a doubt, the Mechanist's lair is the biggest dungeon that has been crafted for Fallout 4. I spent almost an hour last night playing just the dungeon and exploring it's little nooks and crannies, and I'm still not to the bossfight.:D I went in there with 500 fusion cells for my Wazer Wifle and 500 rounds of .45 for my overseer's guardian and 50 frag grenades. I'm nearly out of ammo. Fortunately I have a laser gatling and over 200 Fusion cores, but it takes too long to spin up. I also have my auto shotty with 500 rounds for it, but it's generally useless past 20 foot engagement distance. I've got missiles and mini-nukes, but I can't risk it most times inside the dungeon. What to do what to do. I'm contemplating going melee and just beating the hell out of this endless stream of bots. There's plenty to junk to loot, and fortunately there has been 2 power armor workstations where I could repair my armor. Those assault tron gorgons with their crazy head lasers have been one of the few enemies I've played in 50 levels that seem to be making a dent in my fully maxed X-01 Mk VI power armor.

The quest itself seems relatively short, but half the time you spend on the quest is just in the Mechanist's lair. I was also pleasantly surprised to find yet another full X-01 Mk III power armor in the Rust Devil's base.

Status update on Clark Mansion:

-It's 99% complete except for the roof. Thank you AceGoober I will try out place anywhere mod tonight.
-I need to stock the fridges and find 3 more kitchen knives and napkins for the table. The only place I can find napkins is the Cabot House. I'm waiting for more to re-spawn before I loot the house again.
-Somehow Preston Garvey got jealous of my man pad. He let himself in, climbed on my kitchen table, and proceeded to knock off all the place settings and spill the wine. Screw you Preston, you are now assigned to permanent watchtower duty and demoted to Private. Sometimes Bethesda's AI is really annoying.

I wish I wasn't too lazy to build up my settlement and make it look all fancy.
For me it's like Legos. I always loved building and creating my own worlds.
 
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Red/Clear/Blue glass floors, walls and ceilings. Plans for Boston Airport ruins didn't pan-out so I'm moving every PA over to The Fort. I'll post pics up later this evening once the PA is moved over and the lights and such are in-place.

What the hell is those? Solar panels?

Heh, I love building structures whether it be a simple shack all the way to a big-ass monstrosity such as the one being built at Abernathy Farms. Imagine a tall central cylinder surrounded at various levels by store and living units. Yep, it's going to be huge.

I wish I wasn't too lazy to build up my settlement and make it look all fancy.

I beat the Automatron DLC the second time using only a maxxed Deliverer (long barrel, extended mag, etc) with 400 rounds of 10mm, a few pulse grenades and pulse mines. Wore a ballistic weave enhanced Vault 111 suit with Stealth Legendary Modification and heavy combat armor enhanced with energy and ballistic damage resistance and leg armor was Acrobats with 10% character movement speed. Also wore the Scouter mod which when aiming slows down time when modded at a armor workstation. I'd get hit, duck behind machinery, crouch down then pop my head out to fire off a few rounds into their metal heads for 4.0x crit damage. Made short work of most of the enemy. Have to agree the Golgoths are definitely a challenge. Had to fall back more than once for better cover. The pulse grenades and mines came in handy many times.

Been playing the Automatron DLC quest.
I can say without a doubt, the Mechanist's lair is the biggest dungeon that has been crafted for Fallout 4. I spent almost an hour last night playing just the dungeon and exploring it's little nooks and crannies, and I'm still not to the bossfight.:D I went in there with 500 fusion cells for my Wazer Wifle and 500 rounds of .45 for my overseer's guardian and 50 frag grenades. I'm nearly out of ammo. Fortunately I have a laser gatling and over 200 Fusion cores, but it takes too long to spin up. I also have my auto shotty with 500 rounds for it, but it's generally useless past 20 foot engagement distance. I've got missiles and mini-nukes, but I can't risk it most times inside the dungeon. What to do what to do. I'm contemplating going melee and just beating the hell out of this endless stream of bots. There's plenty to junk to loot, and fortunately there has been 2 power armor workstations where I could repair my armor. Those assault tron gorgons with their crazy head lasers have been one of the few enemies I've played in 50 levels that seem to be making a dent in my fully maxed X-01 Mk VI power armor.

The quest itself seems relatively short, but half the time you spend on the quest is just in the Mechanist's lair. I was also pleasantly surprised to find yet another full X-01 Mk III power armor in the Rust Devil's base.

Remember that Place Everywhere is a FO4 Script Extender plugin. Let me know if you need help installing.

Status update on Clark Mansion:

-It's 99% complete except for the roof. Thank you AceGoober I will try out place anywhere mod tonight.


-I need to stock the fridges and find 3 more kitchen knives and napkins for the table. The only place I can find napkins is the Cabot House. I'm waiting for more to re-spawn before I loot the house again.

I sent Preston's worthless self to the only location that I felt appropriate: Coastal Cottage. That's where the first Robot Station went and where Jezebel and Ada reside. I figure Ada will keep Preston entertained with her constant yapping. :p

-Somehow Preston Garvey got jealous of my man pad. He let himself in, climbed on my kitchen table, and proceeded to knock off all the place settings and spill the wine. Screw you Preston, you are now assigned to permanent watchtower duty and demoted to Private. Sometimes Bethesda's AI is really annoying.
 
AceGoober said:
Remember that Place Everywhere is a FO4 Script Extender plugin. Let me know if you need help installing.
That's why I haven't installed it yet. I remember now. Please please please explain how to install it, load order, etc. I don't want to break my game. Unlike you, I would have a real issue if I lost my game saves and I don't want to create a second character. As I mentioned before, I'm very cautious with these things since my overzealous attempts at modding FO3 made me give up on it after I lost my saves and reinstalled. I know a lot more than I do now, but I'm still cautious.

AceGoober said:
Oh god. I gotta go bug that nutjob robot on the Constitution? Lol. I haven't found the napkins at a clothes vendor yet.

Funny side story. When I first helped the captain launch the boat, I turned on the classical radio and "Flight of the Valkyries" started playing right before I hit the button. The timing was perfect. That was by far the funniest moment I've had in this game so far. The boat rammed the building right as the song hit the climax. I wish I could have recorded it, cut off the music upon impact and play the cartoon soundbyte "wah wah waaaaaaaah." It was definitlely a Wile E. Coyote moment.
 
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To keep Preston off the table there is a new mod on Nexus called locksmith to enable locking of doors. might be helpful, lol.
 
BTW, on the Automatron DLC there is an alternate way to reach the mechanist that avoids the final big bot fight.... just sayin'... :D
 
Righto, here are both sets of instructions. I've typed the instructions step-by-step so there is no confusion whatsoever. The instructions only count for the 'always on' option which I recommend.

1. If you are running Fallout 4 version 1.4.132 (non-BETA):

a. Close NMM.
b. Go to fo4se.silverlock.org
c. Download Fallout 4 runtime 1.4.132 Current build 1.8 7z archive file to a separate folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
d. Extract the 7z archive to the same folder.
e. Open a new explorer window.
f. In the new folder window navigate to \Steam\steamapps\common\Fallout 4
g. Copy the following files into the \Steam\steamapps\common\Fallout 4 folder:

- CustomControlMap.txt
- f4se_1_4_132.dll
- f4se_loader.exe
- f4se_steam_loader.dll


h. Navigate to your \Fallout 4\Data folder
i. Create a new folder named: F4SE <== all caps as typed
j. Click/Double-click on the F4SE folder to open it.
k. Create a new folder named: Plugins <== exactly as typed

l. Go to Place Everywhere NexusMods mod page.
m. Click on the Files tab.
n. Download the third file on the list: Place - (Fallout4 1.4.132 - latest) to a folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
o. Extract the 7z archive to the same folder - new folder will appear named: Data
p. Navigate to the \Data\F4SE\Plugins folder where the 7z archive was extracted to.
q. Copy the place.dll file to \Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins folder.
r. Close any open folders.
s. Open NMM.
t. Next to the Launch Fallout4 button there will be a down arrow for a drop menu; click it.
u. Choose Launch F4SE; the game will start.

All done!

2. If you are running Fallout 4 version 1.5.157 BETA:

a. Close NMM.
b. Go to fo4se.silverlock.org
c. Download Fallout 4 beta runtime 1.5.157 beta build 1.13 7z archive file to a separate folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
d. Extract the 7z archive to the same folder.
e. Open a new explorer window.
f. In the new folder window navigate to \Steam\steamapps\common\Fallout 4
g. Copy the following files into the \Steam\steamapps\common\Fallout 4 folder:

- CustomControlMap.txt
- f4se_1_5_157.dll
- f4se_loader.exe
- f4se_steam_loader.dll


h. Navigate to your \Fallout 4\Data folder
i. Create a new folder named: F4SE <== all caps as typed
j. Click/Double-click on the F4SE folder to open it.
k. Create a new folder named: Plugins <== exactly as typed

l. Go to Place Everywhere NexusMods mod page.
m. Click on the Files tab.
n. Download the fourth file on the list: Place - (Fallout4 beta 1.5.157) to a folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
o. Extract the 7z archive to the same folder - new folder will appear named: Data
p. Navigate to the \Data\F4SE\Plugins folder where the 7z archive was extracted to.
q. Copy the place.dll file to \Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins folder.
r. Close any open folders.
s. Open NMM.
t. Next to the Launch Fallout4 button there will be a down arrow for a drop menu; click it.
u. Choose Launch F4SE; the game will start.

All done!

Let me know if you have any issues.

That's why I haven't installed it yet. I remember now. Please please please explain how to install it, load order, etc. I don't want to break my game. Unlike you, I would have a real issue if I lost my game saves and I don't want to create a second character. As I mentioned before, I'm very cautious with these things since my overzealous attempts at modding FO3 made me give up on it after I lost my saves and reinstalled. I know a lot more than I do now, but I'm still cautious.

I was wearing the Personal Jetpack mod (no-PA) and made a save right before hitting the switch to launch the ship. Once the switch was thrown I jetted over to the ship and rode it all the way to the building. First time I was actually, physically yelling, "Yee Haw!" and laughing my ass off. :ROFLMAO: First time the ship impacting the building killed me. Second time I jumped-off right before it impacted the building and landed safely.

The Broadsider is well worth the work you have to go through to get it. Modded at a standard weapons bench it is a blast with multiple projectiles though you do run out of ammo quickly. I like playing bowling with either the Super Mutants or the Charred Feral Ghouls.:p


Oh god. I gotta go bug that nutjob robot on the Constitution? Lol. I haven't found the napkins at a clothes vendor yet.

Funny side story. When I first helped the captain launch the boat, I turned on the classical radio and "Flight of the Valkyries" started playing right before I hit the button. The timing was perfect. That was by far the funniest moment I've had in this game so far. The boat rammed the building right as the song hit the climax. I wish I could have recorded it, cut off the music upon impact and play the cartoon soundbyte "wah wah waaaaaaaah." It was definitlely a Wile E. Coyote moment.
 
Righto, here are both sets of instructions. I've typed the instructions step-by-step so there is no confusion whatsoever. The instructions only count for the 'always on' option which I recommend.

1. If you are running Fallout 4 version 1.4.132 (non-BETA):

a. Close NMM.
b. Go to fo4se.silverlock.org
c. Download Fallout 4 runtime 1.4.132 Current build 1.8 7z archive file to a separate folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
d. Extract the 7z archive to the same folder.
e. Open a new explorer window.
f. In the new folder window navigate to \Steam\steamapps\common\Fallout 4
g. Copy the following files into the \Steam\steamapps\common\Fallout 4 folder:

- CustomControlMap.txt
- f4se_1_4_132.dll
- f4se_loader.exe
- f4se_steam_loader.dll


h. Navigate to your \Fallout 4\Data folder
i. Create a new folder named: F4SE <== all caps as typed
j. Click/Double-click on the F4SE folder to open it.
k. Create a new folder named: Plugins <== exactly as typed

l. Go to Place Everywhere NexusMods mod page.
m. Click on the Files tab.
n. Download the third file on the list: Place - (Fallout4 1.4.132 - latest) to a folder of your choosing. Do not download the file into the Fallout 4 folder or any of the subdirectories!
o. Extract the 7z archive to the same folder - new folder will appear named: Data
p. Navigate to the \Data\F4SE\Plugins folder where the 7z archive was extracted to.
q. Copy the place.dll file to \Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins folder.
r. Close any open folders.
s. Open NMM.
t. Next to the Launch Fallout4 button there will be a down arrow for a drop menu; click it.
u. Choose Launch F4SE; the game will start.

All done!
I see very specific version numbers in those .dll's which brings up some concerns.

1. Do I need to be concerned if FO4 updates through steam? Will I update this mod manually or will there be a way to do it via NMM?
2. If I uninstall it right after, will the objects I placed with it remain unaffected? I don't foresee using this mod too often.
3. Is it easy to uninstall? Do I simply reverse this process?
4. Does place anywhere break any of the "snapping" functions when you place pieces? I love the fact that everything snaps together like puzzle pieces. Being able to do both would be amazing, but I don't want to install this and lose that snap functionality.

Sorry for all the questions and thanks for your help. At a later point I may go buck wild with a separate character to play around and break things.
 
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No worries. I inhabit this thread not only due to being a Fallout Series enthusiast but also to help people who are having issues, need mod assistance, have general questions or need a few tips or pointers. As a moderator on NexusMods I do the same thing freely. Hell, if I know something that would help another out then I'll help out. Just part of who I am.

Let's get to your concerns...

I see very specific version numbers in those .dll's which brings up some concerns.

1. F4SE and Place Everywhere are tied to the version number of Fallout 4. When FO4 updates through Steam you will need to update both those mods - and maybe other mods - depending upon what the update does. From now on you can just download F4SE manually then install through NMM. Place Everywhere can be updated directly through NMM, going forward. If you do decide to remove F4SE and PE - prior to the next Fallout 4 patch, all you need to do is manually delete the files highlighted in green in my previous post and that will remove both mods without ill effect whatsoever.

1. Do I need to be concerned if FO4 updates through steam? Will I update this mod manually or will there be a way to do it via NMM?

2. Yes, the objects you placed will stay where you placed them. PE has no control over the spot where you placed the object. All PE does is give you greater control over where you want objects to go.

For example, I have advanced turrets placed on the opposite shore of the river from Sanctuary which is what PE allowed me to do. If I were to uninstall PE the turrets would stay right where they are. It is only if the advanced turrets mod was uninstalled would the turrets disappear.


2. If I uninstall it right after, will the objects I placed with it remain unaffected? I don't foresee using this mod too often.

3. Once updated through NMM (same with any mod installed through NMM) you can simply reverse the process by highlighting the mod and clicking the red circle with a slash through it. NMM will disable the mod and remove the associated files.

3. Is it easy to uninstall? Do I simply reverse this process?

4. No, you will not lose any snapping functionality. PE does not control snapping in any way, shape or form. All PE does is to facilitate placing objects anywhere within the workshop area or even outside the workshop area. Whatever is snapped together will stay snapped together even if PE is uninstalled.

4. Does place anywhere break any of the "snapping" functions when you place pieces? I love the fact that everything snaps together like puzzle pieces. Being able to do both would be amazing, but I don't want to install this and lose that snap functionality.

Sorry for all the questions and thanks for your help. I don't want to seem like I want it presented on a silver platter, it's just that I'm new to this and don't want to mess up. I abhor having to re-do things. I want to keep this version of the world I created pristine. At a later point I may go buck wild with a separate character to play around and break things.[/QUOTE]
 
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1.5 patch officially launched today.

It did changed the way modding works. Make sure you update NMM, you also have to check your plugins.txt file and make sure all your mods have a * before the filename. The new version of NMM will do this automatically if you disable -> re-enable each mod.
 
I can't get NMM to enable Automatron or WW, when I go in-game it tells me I have DLC that needs to be enabled but the game crashes when I press OK. Even if I check/re-check the DLC in NMM it doesn't change anything.
I'm going to manually add the two official DLC's to my Plugins.txt and hope it works (???).

What a mess.
 
TaintedSquirrel

Ensure DLCRobot.esm is present in the DLCList.txt which is in the same folder as Plugins.txt. DLCworkshop01.esm shouldn't be listed in the DLCList.txt unless this is an oversight by Bethesda. WW works properly for me with the latest patch.

Here is the list of bugs I've experienced so far.

1. Function Keys (F1, F2, etc) no longer work. Haven't found a native fix for this as of yet. Working on my own solution unless someone beats me to it.

2. HUD mods needed to be updated to prevent CTD. This includes: DEF_HUD, DEF_UI, and 2K, 4K, 8K map zoom. I'd imagine the patch conflicts with other HUD mods though I haven't tested any of the others.
 
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Ensure DLCRobot.esm is present in the DLCList.txt which is in the same folder as Plugins.txt. DLCworkshop01.esm shouldn't be listed in the DLCList.txt unless this is an oversight by Bethesda. WW works properly for me with the latest patch.
Yeah I manually added both Automatron and WW to both DLCList.txt and Plugins.txt.
I assume one of them will work lol.

I just unlocked Red Rocket and saved, I guess I can see if any of the new WW stuff is on my crafting list.

edit: Yeah I see Neon signs in the craft menu. WW is working so I assume Auto is too.

My DLCList.txt:
DLCRobot.esm
DLCworkshop01.esm

My Plugins.txt
# This file is used by Fallout4 to keep track of your downloaded content.
# Please do not modify this file.
DLCRobot.esm
DLCworkshop01.esm
*SatelliteWorldMap.esp
*More Where That Came From Diamond City.esp
*ImmersiveFastTravel.esp
*IFT_NoQuest.esp
*VegetableOil.esp
*IFT_Automatron.esp
*AzarPonytailHairstyles.esp
*YoungLaraCroftFacePreset_2.esp
*SMC.esp
 
Apparently the mod that gets rid of the "..." in the pipboy menus is broken. The game keeps crashing to desktop on loading a save. The other mods I have are all working fine though.
 
TaintedSquirrel Ah, I see. You must be level 15 or higher before Automatron will start. Automatron Information.

Cypher- the current version of No DotDotDot mod works fine for me with the 1.5.157.0 patch. My guess would be that you need to reinstall any HUD mods in a certain order (as I had to) in order for it to work. Basically, what I suggest doing is disabling (not uninstalling) every HUD mod you have then re-enabling each mod with the last being the HUD mod itself (I'm using DEF_UI with the DEF_HUD_15147Patch).
 
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1.5 patch officially launched today.

It did changed the way modding works. Make sure you update NMM, you also have to check your plugins.txt file and make sure all your mods have a * before the filename. The new version of NMM will do this automatically if you disable -> re-enable each mod.
Well. I've done this. Updated NMM before I even launched.

Got in game, all my Snap 'n Build stuff is gone from the build menus. Fortunately my buildings are still there.

I'm at a loss. I've disabled and re-enabled snap 'n build and all the texture packs.
I've checked for updates to the mods, including snap n build whose page says there was an update already today.
I've re-sorted my load order...again and again... it won't change. I've disabled them then re-sorted, the enabled and re-sorted.
Wasteland Workshop patch is at the end of load order.

Weird thing is, when I launch LOOT, the only active plugin (green checkmarks) is the main Fallout 4 one. I start disabling some mods, resort then all those green checkmarks come back up.
All the mods are in the plugins.txt file as enabled with the * before them.

FWIW, I did not install place anywhere yet. I was planning to tonight but the update came out.

*sigh* man this stuff drives me nuts.

-edit- I don't know what happened, but I re-loaded the game and suddenly it brought up the initial video settings setup. Then I got back in and snap n build was back. weird.

-edit2- more weirdness. I got in my garage where I stored my power armors. Every single one of them had moved forward a foot length. Basically, no matter what orientation, where their toes once were is where the power armor's heels now stand. I'm going to check other things to see if anything else moved.

-edit3- nvm. the power armor thing must be normal because it keeps doing it after I save and reload the game. I guess the PA workshop is moving them.
 
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OMG. I fixed this issue.

Another concern: I used almost exclusively the Snap 'n Build parts for the building's main structures. That left me with one big disappointment: no large garage doors. I found doorways big enough in my "Concrete Structures", but when I built with them, they made the foundation about a foot wider than anything I could do with the snap 'n build parts. No matter what I did...floor spacers, moving parts around, etc., I just couldn't get everything to work unless I used exclusively snap 'n build structure parts. This meant I was limited to the pathetic Snap 'n build doorways and the small single doors that fit in them. My workshop needs big ass doors for big ass machinery. I just built the Robot building workstation inside, but I have these dinky single doors. If my bots can't get outside, I'm going to flip. I really don't want to have to put that workstation outside. I have literally tried every door way and wall I had in my mod inventory, it just wouldn't work. I've searched Nexus for any leads on some sort of garage door or large double door, to no avail. Any suggestions are welcome.


Snap 'N Build Door Frames suck for anything other than front doors or interior doors.

If you want a garage door but want the sleek Snap 'N Build exterior walls so everything snaps together nicely, do this:
1. Build everything else with snap 'n build parts. Place a snap 'n build doorway where you want the door centered. Don't use the SnB doorways in the structures->wood section as they are too short. Use the SnB doorways from structures->snap 'n build->doorways
2. The previous SnB doorway acts as a placeholder and frame for everything else.
3. Build up the remaining structure.
4. Remove SnB doorway.
5. Insert Concrete wall from Structures->Concrete->walls
6. Place large door of your choosing from Structures->doors into this new concrete door frame. I even got the old timey bank vault door working this way.

The biggest issue was the fact I was made an entire floor from the walls in structures->concrete. This resulted in a structure that was slightly oversized for any of the SnB walls to snap to correctly or not leave gaps. Doing it the way I said above results in the game forcing the concrete part where it normally doesn't want t snap to. Place Anywere mod IS NOT necessary to achieve this.

I've now got the garage doors I so desperately wanted.

I just installed this mod too... absolutely amazing. I can't believe I never saw it before. Lol. I'm installing the mechanist lair mechanical doors as my garage doors. If you do use the doors from this section, another trick is necessary.

Do steps 1-4 above.
1. Install Mechanist door.
2. There will now be a large gap due to SnB walls being taller than the Mechanist door frame.
3. Fill the gap with a metal piece from structures->metal->walls.
4. It won't be pretty and flush, but it will cover the hole.
5. Once gap is covered, then snap the mechanist door into place.
 
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I have a question. Does anyone know why FO4 will only launch when I have Steam set to run as administrator? It worked as normal at first then after the Wasteland Workshop it suddenly wouldn't work without Admin rights. It's a pretty common workaround when you Google it too.
 
Cypher- the current version of No DotDotDot mod works fine for me with the 1.5.157.0 patch. My guess would be that you need to reinstall any HUD mods in a certain order (as I had to) in order for it to work. Basically, what I suggest doing is disabling (not uninstalling) every HUD mod you have then re-enabling each mod with the last being the HUD mod itself (I'm using DEF_UI with the DEF_HUD_15147Patch).


I'll mess around with it but there are a bunch of people on Nexus Mods saying that it needs to be updated to work because Bethesda changed the .swf format. Either way it is the only thing that isn't working (although I'm not running many mods) and it isn't a game breaker for me.
 
Many, many people have gone with the default Steam installation path. I learned a good number of years ago that using the default installation path can cause UAC to interfere with mod installs. Since that time I've always installed Steam into C:\Steam and haven't had any issues with running any game or installing any mods.

I have a question. Does anyone know why FO4 will only launch when I have Steam set to run as administrator? It worked as normal at first then after the Wasteland Workshop it suddenly wouldn't work without Admin rights. It's a pretty common workaround when you Google it too.

Edit: On a different note, I'm going to run ENB with a preset to see how well - or poorly - it runs on my system. Hopefully it won't mess with the 156 mods, 114 active plugins (four of my own design) I've got going. :p
 
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Hope I didn't screw something up. Updated Snap N Build from 1.8 to 1.9 per their instructions and I noticed a message on the plug ins list that Settle Keywords was considered disabled even though it's still checked on in the plug in list. Loot showed me several messages like that.

Where did I screw up?

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
SpringCleaning.esm=1
Snap'n Build.esm=1
Fusebox Generator.esp=1
BetterGenerators.esp=1
Crossbow.esp=1
CBBE.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
CleanSettlement Snap'n Build.esp=1
Clean Wasteland Workshop.esp=1
WastelandWorkshopPatch.esp=1
SC_ExpandedScrapList.esp=1
ScrapDeadThings.esp=1
SettleObjExpandPack.esp=1
Build High - Expanded Settlements.esp=1
 
Q-BZ Several things:

1. LOOT hasn't been updated to reflect the new mod organization with Bethesda's latest patch.

2. Expect many mods to be updated to be compliant with Bethesda's latest patch.

3. Despite what is posted on Settlement Keywords (SK) description page, Snap'n Build no longer requires SK as SnB adds a submenu to the main menu specifically for SnB's objects. That is probably why you are getting the error messages in LOOT.

4. After examining your load order, there are two mods which need to be moved:

Current:

SC_ExpandedScrapList.esp=1
ScrapDeadThings.esp=1
SettleObjExpandPack.esp=1
Build High - Expanded Settlements.esp=1

Revised:

SettleObjExpandPack.esp=1
Build High - Expanded Settlements.esp=1
SC_ExpandedScrapList.esp=1
ScrapDeadThings.esp=1

ScrapDeadThings.esp must be the very last mod in your load order with any other scrapping mod placed before it. This allows for all objects covered by the ScrapDeadThings mod to be scrapped properly without side effects.

As far as Snap'n Build goes, I am holding-off upgrading above 1.8 until navmesh is done proper on all objects within the mod. I had to scrap the entire 18 story building at Abernathy Farms and start rebuilding using stock or different floor/wall objects because the NPCs could not navigate certain floors and kept on running into various walls.

I'm not upset about the situation as many times in previous history this is one of the side-effects of incorporating any mod created prior to the availability of proper tools. Now that the CK has been released, expect many mods to be either revised or re-created from the ground-up to be as compliant as possible with Fallout 4's heavily Creation Engine. There will still be bumps in the road as CK is still in BETA.

Besides, it is only a game. :)
 
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Well I got about 2 hours into Survival and I have to drop out. I knew I would have to gather food and water but I didn't realize diseases would be so prevalent.
Constantly running back and forth between safehouse storage and beds makes things tedious, I played for about 20mins without saving and got STUCK when trying to open a computer terminal -- Progress lost.

I spent nearly all of my time trying to maintain enough food and water, then I got hit with the +20% Damage Taken disease debuff, which has basically ended my character as curing it means running all the way to Diamond City which is literally impossible. The disease appears to kill me or turn me into a vegetable before I can even get there.

Overall I like the idea but clearly the game wasn't designed with these kinds of mechanics in mind.
 
^^ Damn that's sweet. I'm guessing that 8k map requires a helluva lot of horsepower?
 
Jeez survival mode is BRUTAL with a brand new character. You have to soak up lots of rads to stay fed and quenched, and trying to make your way through a long quest with no beds around (for saving) sucks ass when you die and have to go alllllll the way back to the last bed you rested at.
 
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