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Dank Rafft

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DankRafft

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46 comments

  1. DankRafft
    DankRafft
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    I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources.
    Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.

    I wish you a good time and thank you for your support.
  2. idunnonothin
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    how to use vortex for fallout london ? :( it doesn't have this game in it
  3. Avokh32
    Avokh32
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    Hello,

    Does the mod need an update for FOLON v1.02?
    1. DankRafft
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      I quickly skimmed over it and it looks like nothing was changed with the update that would require this mod to be changed/updated.
    2. Avokh32
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      👍
  4. Coffee2077
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    When will the MOD be updated?
    1. DankRafft
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      An update containing what?
    2. Coffee2077
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      伦敦的Luger P08手枪将成为辐射4中10毫米手枪的模型
    3. Coffee2077
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      Can you fix this bug?
    4. DankRafft
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      I currently don't have any plans to add any new fixes as I don't play the game any more. I will only ever update the mod if a game update breaks it or incorporates some of those fixes.
    5. Coffee2077
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      Um, I said the LUGER P-08 pistol model will become a 10mm pistol model
    6. Coffee2077
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      Can you fix this bug?
  5. DuskWulf
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    I can't recommend this, there are other mods that do it better.

    The problem is is that the OMOD records are actually used by a number of Fallout London's scripts and quests as checks. If you want a notable example of this? Follow the Vagabonds quest-line, and feel very confused why no one recognises that you're wearing Gaunt's finest. It's a little irresponsible to just remove these entries without checking their connections first, a cursory look over FO4Edit can reveal them.

    I hate being down on mods (unless they're really problematic) because I know how thankless it can be to put in this work for free, but this is actually going to break the games of those it tries to help. I would strongly recommend, if the author has limited time, setting this mod to hidden until all of these connections can be investigated.

    The bugs and issues people are seeing are due to this, yes. You can't just remove things willy-nilly without realising how other parts of a structure might use them. Even if it seems like a good idea. The Bethesda forms system is a spider-web of connections, and whilst all of my work is New Vegas related, and Fallout 4 is still a little alien to me, that old wisdom still holds true. You need to investigate everything. Again, I'm sorry. I hate this. But I'm going to get invasive thoughts out the wazoo if I don't say something.
    1. DankRafft
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      The problem is is that the OMOD records are actually used by a number of Fallout London's scripts and quests as checks. [...] The Bethesda forms system is a spider-web of connections [...]
      And that's why I checked every single reference thoroughly, for cross-references and the like. I only removed references that weren't used by anything else other then their original pointless or detrimental instance.
      Besides, quests and their scripts usually don't check for the existence of OMOD forms because that is either highly inefficient or impossible (without the use of some inefficient/slow Script Extender functions) because the engine by itself doesn't expose OMOD forms applied to an object reference (which those items are when they appear in game), especially not if applied to an actor form. Those kind of checks are usually done via keywords or perks, like in case of vanilla FO4's Silver Shroud costume. None of the removed references add any keywords, perks or other relevant data. They are empty.

      Let's go with your example of Gaunt's Hat and Gaunt's Outfit. Their ARMO forms, more specifically their Object Template sections, contain an empty and pointless OMOD form that was presumably meant to show the armour's special effect description below the item name by adding the legendary flag to the header of and the effect's description as OMOD description to that otherwise empty OMOD form. Actual legendary effects use this to describe the effect's working in detail within the game's UI, more specifically the item inspection screen and the workbench menu. In case of those two otherwise empty forms there's only a hyphen present as description, so the items will show that hyphen below their item name. Pointless.
      Checking for cross-references reveals that both of those OMOD forms are only referenced by a single form each, their ARMO form where they are referenced within the ARMO's object template, which in turn I remove with this mod. Also checking the OMOD forms' other data structures reveals that they don't carry any data (like additional keywords) at all which could be used/referenced by a quest/script.

      Nothing related to the Vagabond's quest-line or NPC interaction (recognition) was "removed", I don't know how you came to that conclusion.

      [...] and whilst all of my work is New Vegas related, and Fallout 4 is still a little alien to me, that old wisdom still holds true. You need to investigate everything. Again, I'm sorry. I hate this. But I'm going to get invasive thoughts out the wazoo if I don't say something.
      And I'm sorry to say that, but your post comes across hypocritically and presumptuous. Sorry again, but I get invasive thoughts out the wazoo if I don't say something.
      You barely seem to know the thing you're talking about - FO4 and my mod, you even say so yourself - and instead make a lot of assumptions based on experience with another game, something you probably consider similar enough. And then you're going to tell people (me in this instance) that their work is bad, make assumptions on their experience, attention and thoroughness and ultimately you don't even try to explain to them why you think X is problematic and how to fix it, while what you're claiming is factually and verifiably wrong. Would you consider that valuable/constructive feedback if you'd be the recipient? I don't think so. What it conveys is that you seem to be the person who didn't do their research before taking actions.

      So, unless you explain in detail how you came to your conclusion, why your game for some reason appears to do things differently than mine, in a freshly installed environment, and how the things you're describing that I can't reproduce are responsible for the result you're describing, I see no reason to take action. Provide me with an actual reproducible example, explain in detail why you think there's something wrong with it and I'll have another look. Until then, I consider your comment to be an unnecessary exaggeration and scaremongering without any kind of substance.
  6. Doomlurker42
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    Hey unsure if this is canilla or not but could you see if this is fixable

    https://ibb.co/pKFJJrX
  7. Wolfar15
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    Has anyone else noticed the word 'Flare' popping up in the names of some of the guns? I'm trying to figure out which mod is doing that and don't want to file a bug report until I'm 100% sure.
  8. Locked
    The Combat Armor Chest Piece doesn't have any upgrades available and the Arm Piece upgrades are somehow way stronger than the Leg Piece upgrades. Could you take a look at that?
    1. DankRafft
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      Moved to Bugs.
  9. Locked
    im not sure if this would be the mod to ask, but does this fix the incorrect weapon mod crafting requirements and broken item mods on weapons?

    ive run into a lot of instances in folon where certain weapons mods have nonsense/missing crafting requirements or won't allow a person to re-attach weapon mods even when you have said mod in your inventory and ive been looking for a mod that fixes it.
    1. I haven't fixed anything in that regard. If you tell me the affected weapons and their mods, I can have a look at it.
    2. off the top of my head:

      the barrel mods on the double barrel shotgun give you the proper misc item mods but dont let you reattach said mods, it just forces you to craft the attachment again if you want to put it back on.

      the crude rifle has options to craft "wraps" as cosmetic items, however they require no components to craft and still grant you a item mod when you swap them out.
      As these item mods have a value of 8 tickets per, you could use this to make infinite tickets by just crafting and removing the mod over and over.
      They should require adhesive or cloth to make.

      The luger (9mm) suppressor incorrectly requires gun fu rank 2 instead of gun nut rank 2

      As for the rest i'll need to go back ingame and compile a list of problematic mods and get back to you.
    3. If that would be a longer list please use the spoiler tag tag to shorten the overall length of your post.
      [*spoiler]your list[*/spoiler]
      Remove the * to make it functional.
    4. The "Gun Fu" requirement is a particularly bothering bug, if you picked up Hans' pistol (or any legendary non pre-suppressed 9mm), modding a suppressor on it requires a huge waste of skill point, definitely subscribing for that fix :P

      The 1.01 patch note also state they added the "Gun Nut" requirement, so it's definitely a mistake: https://www.fallout.wiki/wiki/Mod:Fallout_London/Patches/V1.01

      EDIT: also, don't know if this is in the scope of your mod, but the heavy riot police right leg does not show up on female characters
    5. found a couple
      Spoiler:  
      Show

      Atta-Boy - shows up as Pip-Boy in armor bench 
      Trapper Chest Piece - two entries for Ultra-light mod, one requires no resources or perks
      Crowbar - Grip states that it makes it faster, but it just increases weight (also, the whole thing is weird...its grip, blades, or grip and blades.  Really seems like that should be two different mod slots)
      Crude Gun - "Standard" receiver is .32, but there is also a ".32 receiver" mod that states that it changes the gun to .32 but reduces the damage.
      Halberd - All mods require Blacksmith 2
      Heavy Machine Gun - Hardened Receiver states "Better Damage" but no damage increase
      Long Sword - has a second set of hilt mods that do and cost nothing...I assume it was supposed to be blade mods?
      Musket - Standard, Long, and Laser mods say range, damage and stability are "Increased", "Significantly increased", and "Substantially increased"... but only increases range, not damage or accuracy.  Laser mod states that it makes projectiles "laser charged" but does not seem to add or change the damage type to energy.
      Service Rifle - "Advance" mod should be "Advanced", Advance and Calibrated Powerful both state they increase accuracy but do not.
      Walking Cane - "Barbed" and "Spiked" mods state "Improved damage" and "Better Damage" respectively, but have the same damage value
      Wooden Pike - "Metal Spear Head" mod states "Exceptional damage" but is the same as the "Heritage" mod which states "Better Damage"

      And yeah...pretty much every single FOLON-added-item has no scrap value (some even refuse to be highlighted in workshop mode) but that is a whole other can of worms.
    6. Moved this to the Bugs section so that I don't forget about it.
  10. BardoFlyhm
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    Your added attach point for the Lewis Gun breaks it's animations, adds a full stock mod option that wasn't there before, which doesn't have animations and thus is useless and held like a melee weapon. Removing the attach point fixed it. So far, no other issues with any other weapons, as far as I can tell.

    EDIT: Just noticed I'm using the previous version, so you might have caught it, already.
    EDIT Again: Just checked the new version, the attach point is still there on the Lewis Gun. I've removed it and am still using the rest of the mod, so far so good.
    1. BardoFlyhm
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      Edit Again: I read your earlier reply about the Lewis Gun, makes sense, now.
    2. DankRafft
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      I was wrong, my previous fix didn't have the intended effect. By default the Lewis Gun couldn't spawn with the grip because the engine prevented it from spawning with the corrupt attachment. My previous fix changed that and made the animations go bonkers due to additional keywords. The new fix that I have just uploaded makes it so that the gun no longer spawns with the broken attachments at all.
  11. Wolfar15
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    I'm terribly sorry to bother but I'm a bit confused. Do I still need this if I'm using your ECO Patch?
    1. DankRafft
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      You don't need to use anything, it all depends on what you're trying to achieve. This mod and the ECO Patch are completely unrelated, they do different things.
    2. Wolfar15
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      Okay, thanks.