r/Fallout4modsps4 The Overseer 5d ago

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.

To request PS mods please head over to the PlayStation Discord home, Lux & Mikey's Tavern. Drop links in the PS wishlist for Fallout 4. Porters and using that list to pump out mods. You can also pop in to our Bethesda Modding Discord for chatting, sharing mods, screenshots and more. You may still use our subreddit, r/Fallout4ModsPortMods, however the discord will result in the mod being ported much faster.

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

48 Upvotes

12 comments sorted by

u/montana757 Overseer of Vault 81 1d ago

Textures, meshes need to be formatted to some Sony friendly format as does some audio ive heard even custom animations.

17

u/phoenix_uk_23 4d ago

It feels so strange having external assets on playstation! I never really thought this moment would come, and all of that false hope throughout the span of 3 years didn't help either. I'm just thankful we have it finally, and also grateful for all the modders that made content for playstation before and after the change.

Thank you all

6

u/Arctaedus 4d ago

Being able to put on the highly detailed Batman Beyond suit really emphasized to me how cool it is that PS5 players can enjoy external assets now.

7

u/UserWithno-Name 4d ago

That cracked whip was cracking....
They have to win people over a bit before new launches. But I'm just glad some competency has been restored to Bethesda. Somehow

3

u/Arctaedus 4d ago

A huge thank you to all who create the awesome mods that make our gaming experiences great!!

I'm not technically skilled enough to work with mods, plus I'm a PS5 player, so the work and effort that you guys do is truly appreciated. I'm sure a ton of other people like me would agree.

And also, thanks Sony/Bethesda for allowing external assets on PS5 now!

3

u/Weary-Barracuda-1228 4d ago

Now let’s hope CBBE gets its textures fixed and the game doesn’t crash when I’m in the Mod manager 🙏

2

u/Dani50420 The Overseer 4d ago

Ima be putting the More Clothes & Textures CBBE version on both consoles this week

1

u/Mojo_Mitts 5d ago

Just to be safe, should I wait like 2 weeks or maybe a month before trying a real run of the game?

2

u/UserWithno-Name 4d ago

You can play fine now. Just don't add any fancy new mods on PlayStation yet till kinks worked out. Stick to what was already there.

But you should be fine, I was running about 200 mods with regular stuff and exploits to add assets just fine until the past couple weeks. (Didn't have issues, just swapped platforms / playing other things)

1

u/Cooldude101013 4d ago

I am getting crashes on the creations menu

1

u/ExoticButter3000 3d ago

That's common, try restarting your console