No nudity mods for Fallout 4 on PS4? Strong hated that. Theres quest mods and overhauls still. But nude and sex mods will never make it to consoles sadly. Publishers will shoot them down immediately for fear of lawsuits. Mods cant be on consoles unregulated or at least sony and microsoft wont allow it.
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Fixes / Guides. Modding. Fallout Network.Welcome to, Your one stop for Modding EVERYTHING Fallout.Got a mod to share? Want to talk about Modding? Whatever it is, you can do it here!Weekly Posts.
Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down. Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays). All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events. Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at!.Here you will find answers to all the basic and commonly asked questions about console modding and the limitations you may encounter.
How can I get mods in my game, and from where?On console you are limited to mods that come from Bethesda.net. You can always search Nexusmods to find things you are interested in, and then see if that author has a version on Bethesda.net. If they have not made it available, you can always message that author and see if he / she is willing to port it to console. Please see the notes below about what mods are NOT available on console and how to figure this out BEFORE asking the author to port the modTo download mods, simply navigate from your main menu and select the mods button, sign in with Bethesda.net and start downloading mods you want for your game. You still need to take into consideration things that all mod users come across, like load order and compatibility.
Mods that edit the same things may not work together, and on console you do not have access to tools PC users have to create merged patches and bashed patches (Which are useful for making mods that edit the same thing compatible with one another, or ensuring that mods that edit level lists all work together) What are my limitations on PS4?Unfortunately Sony has not allowed mods that add any sort of loose files to the game, supposedly for security and to protect their intellectual property. This makes it so a vast amount of mods are not available to PS4 players. Any mod that adds new models, new textures, new animations, (so new clothing, armors, weapons, items, etc) will not work.
To make things worse, the Creation Engine (Fallout's engine) has all its scripts run outside of the game, unlike in previous games. This means that all mods adding a new script will not work (mods that add new gameplay features, many quest mods, new mechanics, etc. Visual mods like ENB's (which require an external DLL ) will also not work.
How can you tell if a mod on the Nexus can be ported for PS4?. If it says it requires F4SE (fallout 4 script extender), it will not work. On the nexus, Click the little magnifying glass next to the file name on the Nexus mod's Downloads tab. If there is a SINGLE file other than an.esp or.esm file in that download (like files in subfolders labeled Meshes/Textures, /Scripts, /Sound, etc) then the mod will NOT work. Please do not bother asking the mod author to port it as its not possible.
If anywhere on the mod authors page he states he is not porting it to PS4 or Xbone, or Consoles in general. The mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons) Only the mod author can legally port the mod to Bethesda.net.
Steam Workshop: Source Filmmaker. 'They shall know the Joy of Creation' With permission from Nikson, I present (and give) to you the models from The Joy of Creation - Story Mode! The Fallen and Creation are from the. Install Steam login language ) Your Store. Software Software. Rocksmith® 2014 – Band of Merrymakers - “Joy to the World”. Steam Workshop: Controller Companion. Left stick - move Right stick - look Left trigger or A - sit down Right trigger - use Left bumper - 150% mouse speed Right bumper or Y - Flashlight Start - Pause X - skip D-pad up - volume up. Joy of creation story mode. Rocksmith® 2014 – Band of Merrymakers - “Joy to the World”. Steam Machine. Vehicular Combat. Traditional Roguelike.
Trying to do so without their permission is a violation of both Bethesda.net and Nexusmods terms and service, and is theft of someones intellectual property.Some mod authors DO give permissions for other people to upload their files, but this is rare. Check the 'Permissions' tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions. Please note that many mods were out BEFORE PS4 had mods, so this page may not reflect Bethesda.net or console permissions. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.Check the last time the mod was updated and the author was active. If you see the author put a mod out right after the games release and hasn't posted since, chances are they are not going to be there to port it, and further chances are pretty good that mod doesn't even work with the current patch.
What are my limitations on Xbone?Your limitations on Xbone are going to be performance, file size, and any mods that require DLLs or exe files to run. The limit to file size, I believe at time of writing this is 2GB. This means you can have a LOT of small and simple mods, but keep an eye on file size as some mods that add audio, voice acting, new textures, etc will take up a lot of space very quickly. You also have to consider performance.
On PC, a player can adjust video settings, tweak INI files to get better performance, mess with lighting, and still add large texture mods. On Xbone, you may see severe frame rate drops if you start using large texture mods or mods with high poly models, because you do not have the ability to adjust settings that can keep your frame rate up. How can you tell if a mod on the Nexus can be ported for Xbone?. If it says it requires F4SE (fallout 4 script extender), it will not work. If it is an ENB preset (which requires a DLL to run) it will not work. If it is a mod tool that is an exe, like F4Edit, LOOT, WyreBash, etc, it will not work. If the mod will take you over the 2GB limit.
If anywhere on the mod authors page he states he is not porting it to PS4 or Xbone, or Consoles in general. The mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons) Only the mod author can legally port the mod to Bethesda.net. Trying to do so without their permission is a violation of both Bethesda.net and Nexusmods terms and service, and is theft of someones intellectual property.Some mod authors DO give permissions for other people to upload their files, but this is rare. Check the 'Permissions' tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions. Please note that many mods were out BEFORE Xbone had mods, so this page may not reflect Bethesda.net or console permissions. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.Check the last time the mod was updated and the author was active. If you see the author put a mod out right after the games release and hasn't posted since, chances are they are not going to be there to port it, and further chances are pretty good that mod doesn't even work with the current patch.
I have read this entire page and wish to ask an author to port a mod, how do I do this?Once you've read everything above to see if a mod is compatible with your system, ensured it does not fall into a category that will not work, are sure it does not require F4SE, and have not seen the author mention if they will or will not port the mod anywhere on the Nexusmods page, then you can take the next step.Create an account on the nexus. It is free, and quick. Once you have one, send the Mod Author a POLITE private message asking if he is willing to or has plans to port his mod to the console you are on.
DO NOT start spamming comments 'Xbone please' 'PS4?' Or any other form of. Mod authors work hard to create this work, and the least you can do when requesting it be made available to you is have a normal polite conversation. The more polite and articulate you are, the better chances of you being taken seriously. Load OrderLoad order is and always has been one of the most important parts of modding.
It becomes more difficult on console because you do not have access to tools like LOOT, which automatically sorts your plugins based on conflicts. There are a few main aspects to load order.
The order mods are placed will determine which mods overwrite each other if they modify the same values. Some mods require other mods to function. They MUST be in a specific order if they require another mod, or they will not work. ESM files must load before esp files. This shouldn't ever mess up, but all ESMs must load FIRSTOn console, you are limited to a few ways to figure this out.
The main part is to READ THE DESCRIPTION. This is the number 1 rule of modding. Read EVERY word the author wrote. They will often mention where in the load order your mod should be, or if it requires other files to function. Adjust your load order based on what the author suggests. If he says his mod HAS to load last, then LOAD IT LAST.
They have likely tested it many times to determine where it has to be. If a mod requires another mod to function, the required mod file must load first. If you download a mod that adds a gun, and another mod that adds a scope to that gun, the gun has to be first. If you loaded the scope first, the file would have no idea what to do, as it doesn't know what that gun is. Mods that load lower override mods above it. If two mods change the damage of the 10mm pistol, the one at the bottom will be the one that counts. Keep this in mind when you are using mods that do similar things.
Decide which ones matter more (But always make sure that if the author TELLS you to put it somewhere specific in your order, you follow that over personal preference or you may have issues.It cannot hurt to check the Neuxmods page for your mod if there is no info about load order on the Bethesda.net page. The author may have extra detail on the Nexus, or people in the comments may have already discussed a mods load order.Here are a couple of guidelines you can use that aren't always 100% true, but a general rule of thumb. Mods that are unofficial patches should go at the very top below the ESM files. Almost all major patches will say this right on their page. Large mods that add many new lands, new quests and other 'Deep' content should be loaded near the top. The more content it adds, the more likely it should be near the top of the load order (generally, unless otherwise specified).
Mods that edit key game mechanics like Settlement building, complete overhauls (not just visual), things that change survival mode, should generally come next. If it is completely overhauling major parts of the game it should load high. Weather mods generally need to be loaded fairly high, but almost always after large content mods. Weather mods are one of the most important to see specifically what the mod author says, as wrong placement may make the weather system go crazy.
Mods that add or replace menu's or UI, mods that add sorting menus, or minor tweaks to mods listed above should go just above the last mods in step 6. This will ensure that they override anything else adjusting or making changes to menu's and layout. Textures / Replacers / Audio replacers / Weapons / Armors / Crafting / or any other small mods that add only tiny tweaks can go lower. Mods that are only textures or audio with no ESPs or ESMs. If the mod only changes the damage of one weapon, it should be near the bottom to ensure it overrides any mod doing the same.Why this order?It all comes back to mods overriding and having an effect on other mods. If you add a new land, and a lighting mod, the lighting mod needs to be loaded AFTER to ensure it has the ability to change the new land.
It is to ensure that new mechanics, textures, audio, weapons, lighting, weather, all effect the larger mods above it, otherwise things like audio or lighting mods may only function in certain areas. If any other mod touches that audio or lighting data AFTER, it will override it, and you will get some strange things happening in the wasteland.Hopefully this sums up the basic aspects and commonly asked questions from the community. If you have further input, please feel free to or contact Cyrus224 directly byThanks to for the idea for this page and some of the wording.Here you will find answers to all the basic and commonly asked questions about console modding and the limitations you may encounter.## How can I get mods in my game, and from where?On console you are limited to mods that come from Bethesda.net.
You can always search Nexusmods to find things you are interested in, and then see if that author has a version on Bethesda.net. If they have not made it available, you can always message that author and see if he / she is willing to port it to console.Please see the notes below about what mods are NOT available on console and how to figure this out BEFORE asking the author to port the mod.To download mods, simply navigate from your main menu and select the mods button, sign in with Bethesda.net and start downloading mods you want for your game. You still need to take into consideration things that all mod users come across, like load order and compatibility. Mods that edit the same things may not work together, and on console you do not have access to tools PC users have to create merged patches and bashed patches (Which are useful for making mods that edit the same thing compatible with one another, or ensuring that mods that edit level lists all work together)## What are my limitations on PS4?Unfortunately Sony has not allowed mods that add any sort of loose files to the game, supposedly for security and to protect their intellectual property. This makes it so a vast amount of mods are not available to PS4 players. Any mod that adds new models, new textures, new animations, (so new clothing, armors, weapons, items, etc) will not work. To make things worse, the Creation Engine (Fallout's engine) has all its scripts run outside of the game, unlike in previous games.
This means that all mods adding a new script will not work (mods that add new gameplay features, many quest mods, new mechanics, etc. Visual mods like ENB's (which require an external DLL ) will also not work.###How can you tell if a mod on the Nexus can be ported for PS4?1. If it says it requires F4SE (fallout 4 script extender), it will not work.2.
On the nexus, Click the little magnifying glass next to the file name on the Nexus mod's Downloads tab. If there is a.SINGLE. file other than an.esp or.esm file in that download (like files in subfolders labeled Meshes/Textures, /Scripts, /Sound, etc) then the mod will.NOT. work. Please do not bother asking the mod author to port it as its not possible.3. If anywhere on the mod authors page he states he is not porting it to PS4 or Xbone, or Consoles in general.
The mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons) Only the mod author can legally port the mod to Bethesda.net. Trying to do so without their permission is a violation of both Bethesda.net and Nexusmods terms and service, and is theft of someones intellectual property.Some mod authors DO give permissions for other people to upload their files, but this is rare. Check the 'Permissions' tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions.
Please note that many mods were out BEFORE PS4 had mods, so this page may not reflect Bethesda.net or console permissions. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.Check the last time the mod was updated and the author was active. If you see the author put a mod out right after the games release and hasn't posted since, chances are they are not going to be there to port it, and further chances are pretty good that mod doesn't even work with the current patch.## What are my limitations on Xbone?Your limitations on Xbone are going to be performance, file size, and any mods that require DLLs or exe files to run. The limit to file size, I believe at time of writing this is 2GB. This means you can have a LOT of small and simple mods, but keep an eye on file size as some mods that add audio, voice acting, new textures, etc will take up a lot of space very quickly. You also have to consider performance. On PC, a player can adjust video settings, tweak INI files to get better performance, mess with lighting, and still add large texture mods.
On Xbone, you may see severe frame rate drops if you start using large texture mods or mods with high poly models, because you do not have the ability to adjust settings that can keep your frame rate up.###How can you tell if a mod on the Nexus can be ported for Xbone?1. If it says it requires F4SE (fallout 4 script extender), it will not work.2. If it is an ENB preset (which requires a DLL to run) it will not work.3. If it is a mod tool that is an exe, like F4Edit, LOOT, WyreBash, etc, it will not work.4. If the mod will take you over the 2GB limit.5.
If anywhere on the mod authors page he states he is not porting it to PS4 or Xbone, or Consoles in general. The mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons) Only the mod author can legally port the mod to Bethesda.net. Trying to do so without their permission is a violation of both Bethesda.net and Nexusmods terms and service, and is theft of someones intellectual property.Some mod authors DO give permissions for other people to upload their files, but this is rare. Check the 'Permissions' tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions.
Please note that many mods were out BEFORE Xbone had mods, so this page may not reflect Bethesda.net or console permissions. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.Check the last time the mod was updated and the author was active.
1644d ago (Edited 1644d ago )@aawells07No PC is better because after 2-3 days we already have lighting mods, nude mods, a mod that takes away the settlement build limit, a configuration tool for ini settings, skin replacements, HD eyes, enhanced blood texture, better night skies, water texture.Hows modding going on consoles so far?Oh and we're running at 60 FPS at 1080p on Ultra, and we can do 4K if we want to.granted the overall PC performance is a mixed bag but I hear it runs really 'well' on consoles. 1644d ago (Edited 1644d ago )It always makes me laugh that PC players are supposed to be virgins with no money living at home in their parent's basements, when all that a console owner can afford is a £250 aged console.Who's MORE LIKELY to be still living at home, really? A guy who can afford a £1000 PC or a guy who can afford a £250 console?The average PC gamer age is in their 30s, and we get FAR less little kids playing our games, because, you know, they're at home.as virgins.with no money.because the majority of console owners are kids.
1645d agoMan there always has to be a smart @ss on these forums ruining the fun.Dude in this age there's nothing a person can't know. But if you must last I checked feminism is the belief of political, economic, and social equality regardless of gender. As is often stated by feminist who endured years of oppression at the hands of men dating way back to Aristotle who said women were inferior to men because they didn't have a penis. So in case you didn't know their are many levels of feminist women who believe certain things directly hold them back from the respect they seek up to and including sexualization of women.So a game modded for nudity that wasn't intended to be there I can assure you would only fuel the fires of feminist who would find such action as sexist and demeaning to women. So dude have a seat.