r/Fallout4modsps4

▲ 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:

__________________________________________________________________________________________________________

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.

 

__________________________________________________________________________________________________________

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 — 11 hours ago

Become A Bounty Hunter “Avaliable on all Platforms”

This and other CC content we never had now states “ALL PLATFORMS”

Cant see/ Heard anything about it officially but its something

u/That_Wet_Banana69 — 14 hours ago
▲ 8 r/Fallout4modsps4+1 crossposts

Builders help me locate : blue plywood rectangles in the picture.

This is from a build I did 5 years ago. I remember having rectangles and squares of plywood and corrugated metal that were vertical.

I have look in many mods I had in the past like CVA or posts and beams. USO have them but horizontal as far as I'm concerned.

Help me please!

u/toniperi — 17 hours ago

Newly uploaded Unofficial Patch is broken, just a heads up for troubleshooting

I grabbed some weapon mods (Makeshift SMG, CWE Service Rifles, and Dak's Attachments) along with the Unofficial Patch (which has been gone for ages) and found none of my firearms (even vanilla ones) would work in 1st person. I thought it was some of my new weapon mods (new animations) as it was referenced on CWE Service Rifles but said to be fixed. Turns out the problem would only go away if the Unofficial Patch did, so save yourself some hassle in tracking down issues with your mods until it gets updated. On a side note all 3 of those weapon mods work as far as I've tested them, very worthwhile additions to your game.

EDIT: After some more testing I've found that the ammo conversion capabilities of the Makeshift SMG, which I love, is causing it to spawn on NPCs with the wrong ammo. So they have a decent gun but resort to fist fighting since they have the wrong ammo. That's really too bad since being able to use a bunch of different ammos in it was huge plus.

reddit.com
u/yaktoast — 16 hours ago

PSA: Keeping track of new mods

Hi all,

Just a quick PSA for those who do not know, with the influx of PlayStation ports coming in, make sure you are filtering via “Recently Updated” rather than new.

Not all of the mods we have access to are new, so you will more than likely miss a couple gems.

reddit.com
u/RoomEmbarrassed7010 — 18 hours ago

All 60+ SKK Fallout 4 mods coming to Playstation

All of the 60+ premium quality (but free) SKK scripted mods that over 5 million Xbox users have enjoyed for the past 10 years will be published for Playstation as I get time to run the uploads.

As I can't test on Playstation, if you have issues and no access to Discord for the SKKmods support channel listed in each description, I will be checking for posts here that contain "SKK" with sensible Playstation specific problem descriptions.

Enjoy !

Update: if you search bethesda.net Fallout 4 mods on the keyword SKKmods and filter for Playstation you will find 30 already up.

u/skk50 — 23 hours ago

WE FINALLY GOT OFFICIAL EXTERNAL MODS

We won boys. We are now on equal footing with everyone else. Here’s to the future of PlayStation mods

u/greenman13126 — 1 day ago
▲ 221 r/Fallout4modsps4+1 crossposts

Congrats Playstaiton users! Todd and Sony have finally allowed official custom asset support on your platform with today's update! To celebrate I bring to you, our service rifle mod!

Enjoy!
Update: currently the animations arent functional, will update with a fix soon when we figure it out.

creations.bethesda.net
u/F4CSEP1 — 1 day ago

Cbbe mod gives wierd skin twxture

Wierd glitch with the new cbbe mod does anyone know how to fix this its my only texture mod?

u/ninjash37 — 1 day ago
▲ 63 r/Fallout4modsps4+1 crossposts

Official Support For External Assets Mods Added In 8/18/26 Update

And one of the new mods added for all consoles is CWE - Service Rifle Assault Carbine and Marksman Carbine All In One.

u/FrostyMagazine9918 — 1 day ago

new update question

do yall think the “Become A Bounty Hunter” mod is gonna get ported to playstation after today’s update? been wanting to play it forever

reddit.com
u/dfrmdawic — 1 day ago

Hey Preston did you see my nipples?

Guys is cbbe not ready for ps 4 mod is breaking at every turn when skin is shown.

u/Imvaas44 — 1 day ago

Problems with fpc weapons

Ok, just like the title says, when I use weapons on first person camera they don't shoot and are pointing weirdly like with the service rifle mod, I can use them on third person camera alright but if for example use a long sight or something gets locked and can't shoot, only way to undo that shit is using vats but then everytime I use first person camera everything goes to hell, heck as I'm writing this I'm using building mode and can see the muzzle of my rifle this so freaking weird

And it's happening on all vanilla weapons too I do have the attachments mod maybe that's the one malfunctioning? That and the tactical weapons attachment

reddit.com
u/Apedreitor_ — 1 day ago

Is anyone else having this issue with the new CWE Service Rifle mod?

The animation is bugged in both first-person and third-person views, and won't even let me fire in first-person mode. Everything else seems in order, though. Only have this and a couple of paid creations installed, mostly settlement stuff.

Given the update how long do you think it’ll take for mods to be ported over?

Basically, what the title says! I’m wondering how often I should check creations as I just bought a second hand copy of the game yesterday. It’s been AGES since I’ve played on console, and I was going through mods, but now I’m wondering if I should wait a few days or weeks before stating my new play through.

reddit.com
u/Terragrigia — 1 day ago