▲ 36 r/Fallout4modsps4+1 crossposts

It Just Works

Greetings Dwellers!

Your Overseer here to say .... it just works. Like, no joke, it actually works.

Reports from the update are flooding in with overwhelming news of preserved load orders, removal of ba2 limits, save/restore load order fixes and other amazing news. Here's everything that's happened:

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Added and Updated Features 

Game 

  • Increased the BA2 archive limit from 256 to 1024 to better accommodate larger collections of mods. 
  • Added localized strings fixes for UI and platform terminology.

 

Creation Kit 

  • Archives are now supported on PlayStation. New file types (.nif, .dds, .bink, .cdx, .csg, .wav, and .fuz (with embedded .wav)) for PlayStation Creations. 
  • Bink files can now be added to Creation uploads via an Extra Files browser. 
  • Added Localization export support. 
  • Creations up to 2 GB in size can now be uploaded for Xbox. 
  • Updated "Search and Replace" to align with Starfield, adding buttons for "Select Form in Object Window" and "Open Form Editor."

Crashes 

Game 

  • Fixed a crash when the player opens the Virtual Keyboard on a Steam Deck device. 
  • Fixed a top crash that would occur due to a streaming audio error. 
  • Fixed a crash on the Microsoft Store when players enter the Creations menus after resuming internet connectivity.

 

Bug Fixes 

Game 

  • Exiting out of Search when viewing a specific Creation now properly returns the player to the Details page of that Creation. 
  • Creations category lists should now return ordered results more consistently. 
  • Error messages from the Bethesda.Net service now contain error codes that can be provided to Customer Service for investigation.

 

Creation Kit 

  • Archiving a plugin that uses pre-existing assets in a new form no longer causes the pre-existing assets to be duplicated.  
  • Material or Heightmap terrain edits now cause grass to generate properly. 
  • Running LipGen from the command line or launch argument now properly generates .lip files.

 

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Overall this his been a phenomenal update. Very few have reported their load order missing or any issues other than the usual mod incompatibilities.

PlayStation users have been gifted the beauty of fully supported asset mods. This means console modding is no longer a split division. Sony players will be able to enjoy all the same mods we enjoy on xbox. A new dawn has come. Mod Authors and porters are already working double time pushing out mods to PlayStation in mass.

For some clarification. The increase of ba2 does not suddenly mean you can now run 700 mods. This just means esl get to function as intended now, and do not count towards your 254 mods. Previously with esl having ba2 attached to them, and their being a ba2 limit, essentially made them being esl redundant. That is no longer the case. Esl or esl flagged esp, now truly do not count toward your total mod count under any circumstances.

I will do some further investigation to confirm, but as far as I am aware, all but 6 of the 150 mod AE Bundle is ESL. Meaning players who choose to install the full bundle will no longer be punished and can still run a full load order beside it. You should now be able to install 247 esp/esm with the full AE bundled installed, and not cap out at 98 like before. This means players who install the AE Bundle, and get a full load order, will essentially be running 390 mods.

This was previously unthinkable on xbox. The sky is the limit. If you are careful in your choices, arrange it properly, and avoid conflicts, you absolutely can run 300+ mod load orders. Be mindful. A lot of load order posts asking for help make all the same mistakes constantly then wonder why Bethesda sux, lol. Don't get 5 weather mods. Don't get 3 different texture replacers. Don't use 3 different raider overhauls. Be selective, overhaul each thing carefully, and imo some things not at all. I consistently find my game runs better than others and it can't be cuz what I am doing, i use old mods with known issues and dance around them. I think it's what I don't do, that helps my game. I don't add 100 guns to LL. I dont hardly touch raiders. LL and touching raiders is a quick way to destabilize Boston even with Boston Less Enemies and Dead Financial. All that new gear poofing on to raiders, all the new guns in their hands, with their nice high poly, and likely 2k new outfits you poof on them. Stuff like that quickly becomes the end all. I am trying a raider mod rn and this is the most choppy my Boston has been in 2 years. I won't be using it going forward and its a very stable known good mod. I just wanted to see some Fallout 3 raider stuff on them, and the difference is noticeable right away. My Boston was butter everywhere before, now I see fps loss as the new geared raiders come at me. I'm on XSX. Simply not touching raiders (or mutants) all these years has to be why I have had 0 complaints about Boston and others can't even get to swan's pond, meanwhile i'm setting up a campsite in a swan boat after killing the big guy. Idk. Just something I noticed over the years and now 7k hours of playing Fallout 4 on xbox. Figured I would share my experience.

In addition to that I have taken extensive feedback from the community and assembled a list of tips and FAQ from our staff that we feel will assist players in building a more stable game overall.

  • Script injected to LL gun mods count as scripted mods and do just as much damage if removed mid-game as any mod with scripts. Never remove a mod mid-game.
  • 2k - 4k Texture PSA, CTD hardware limit when used with extensive load orders and too many high resolution textures
  • Avoid updating mods mid-game unless you are currently having a bug or the mod explicitly states its OK - even then risk is on you dangers always exist
  • Don't enable 200 mods all at once and load the game. Load the game with essential mods (see wiki FAQ) and then enable handfuls of mods at a time, running around for a minute and letting the mods all load properly and initialize. This can prevent loads of errors and conflicts
  • AE didn't fix Far Harbor headers, the fix mod is still needed
  • Be extra careful pairing mods that were impossible to use together before due to size. While functional alone, these huge mods have never been played side by side on console. Use caution, and use available patches to avoid conflicts.
  • If your load order is jumbled, a way to get it to indefinitely stop, is arrange 10 at a time. Back out to the main menu between each, then exit the game to dashboard. Then go back in and move 10 more. Annoyingly tedious, but I can personally confirm after doing this all my mods, except the pesky esl flagged esp, stay put and every time I look at my load order its all in the same spots.
  • [EDIT] Note about ESP limit. The ESP limit does not crash out the whole game and prevent access like hitting ba2 limit did. When you hit the plugin limit your save simply wont load or will crash immediately after loading. Simply go back and disable the mod you just enabled/installed and the save will load again.

Thank you to all the creators who make content for us to enjoy! Truly this community would not thrive like it does without the tireless efforts of the dozens of mod authors and porters who keep this game alive.

[Unrelated side note - Skyrim update coming! Storage increase and creations update!]

u/Dani50420 — 8 hours ago

Incoming Update 8/18/26 | How to Prepare

Greetings Dwellers!

Your Overseer here with steps on how to stop your game from updating.

[From the Collective Modding Discord]

August 18th Bethesda will be pushing another Fallout 4 Update and soon another for Skyrim. This one is focusing on General Creations Improvements!

So, now is the time to prevent automatic updates from happening, get your mod lists backed up, etc. Every single time they update the game(s), breaks our script extenders and dependent mods. Please take this as a fair warning, considering we were not given much time to prepare for this! Using Windows Explorer, navigate to your Steam\SteamApps folder and set:

  • appmanifest_377160.acf - Properties - click Read Only (Fallout 4)
  • appmanifest_1946160.acf - Properties - click Read Only (FO4 Creation Kit)
  • appmanifest_489830.acf - Properties - click Read Only (Skyrim SE/AE)
  • appmanifest_1946180.acf - Properties - click Read Only (Skyrim SE/AE Creation Kit)

Once the script extender (F4SE) and dependent mods are confirmed to have updated, you can then remove the Read Only flags and update your game and F4SE mods!

Setting ACH files to Read Only and having these settings should minimize/eliminate the auto-updates, considering we typically launch our games via script extenders and not directly by the launchers.

I hope this helps everyone out!

For more info you can pop into our own Bethesda Modding Discord

Happy Modding! 👾

u/Dani50420 — 2 days ago

Call of duty 20 Weapons Bundle

https://creations.bethesda.net/en/fallout4/details/fdcfcc10-eb62-498c-9dc3-ad699db14ac0/Call_of_Duty_20_Weapon_Bundle___OPEN_BETA__

First of many incoming bundles. Please leave feedback about the guns and and skins you test, let me know if anything is not working please and thank you.

This mod contains the following weapons

ASSAULT RIFLES

FN SCAR 17
RM277 (HAS UPDATE FILE)
VULCAN M
IMI GALIL ARM
SIG MCX
HK53A (LACHMANN 556)
AK47 (BOCW) (Compressed to 1k for XB)
M4A1
AN94 (FULL Version all textures included and compressed to 1k for XB)

LEVER ACTION RIFLE

MARLIN MODEL 336

SHOTGUN

BENELLI M4 SUPER 90

HEAVY MACHINE GUN

STONER 63

SUBMACHINE GUNS

AK74U
TEC 9
PP19 BIZON
HONEY BADGER (300blk round conversion included & remove legendary effects, compressed to 1k for XB)

SNIPER RIFLE

M2010 ESR

PISTOLS
FTL PISTOL
STACCATO P 2011
BOCW 1911

The guns are compressed as noted, otherwise they are in full PC Quality.

Enjoy!

- The Overseer 👾

u/Dani50420 — 1 month ago

Themed Mod bundles? Mod User Feedback

Yes, I used our Vault-Tec Themed Ai LLM S.A.M. , that I have been training for 8 months, to make the image I described above. Please focus on the post and do not comment on or push your own anti/pro ai agenda here. I do not want to have to remove a bunch of negative comments for using something I genuinely like. I think it's cute, I enjoy it, lets move on and be positive, please <3

As players begin to realize the limits that exist beyond 150 mods, the question keeps popping up, "Why don't we have bundles like Skyrim?."

Well, honestly, idk. I initially became a porter to make mod bundles, and got caught up and ended up becoming a Mod Author. Now that I have mastered merging mods, my new VRP AIO as proof of concept in that regard.

After much digging into the topic it seems the perms on Skyrim are identical in ToS to perms on Fallout 4.

So in essence it seems as long as a mod has open perms and the stipulation on Green perm or Console permission is simply:

*"The mod author has given permission for someone else to upload this mod to Bethesda.net. However, please credit the author"*

Then in this instance this mean the mod is available to be added legally to a bundle.

That said, what themed types of bundles do players want to see?

My ideas so far are like a Tactical bundle, several types of themed settlement bundles, clothing bundles

Please let me know what you would like to see!! If you have specific recommendations please drop a nexus link. *Note it must meet the above outlined criteria.

Happy Modding 👾

- The Overseer

https://i.redd.it/qpb3vqoxrd4h1.gif

I'm gonna throw out random idea I have in comments. Up/Down vote accordingly so I can gage how much the community wants to see something like whatever the idea is. For once make votes mean something please! I wanna start bundling next weekend so I need a good idea of where to start. 😄

reddit.com
u/Dani50420 — 3 months ago