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Everything posted by DoubleYou
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Marked as Accepted for current dev 1.0 guide.
- 2 replies
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- 06-models and textures
- FALLOUT4
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(and 2 more)
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Options --> Settings --> Resources --> Paths
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Marked as Accepted for current dev 1.0 guide. Was simple to test to see that it works fine. I'm not likely to reload while sprinting often, but it may be useful if I need to, and it doesn't even cost a plugin slot.
- 1 reply
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- 05-animation and physics
- FALLOUT4
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(and 2 more)
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ACCEPTED Perk Up - Full Vanilla Plus perk Overhaul (by SpringHeelJon)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. Overall, this mod is a very good improvement. I do have reservations regarding speech, but it isn't a huge deal.- 4 replies
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- 15-gameplay-skills and perks
- FALLOUT4
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(and 2 more)
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Marked as Accepted for current dev 1.0 guide.
- 1 reply
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- 13-gameplay-immersion
- FALLOUT4
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(and 2 more)
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ACCEPTED Base Object Swapper (by powerofthree)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 02-extenders
- FALLOUT4
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(and 2 more)
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Marked as Accepted for current dev 1.0 guide.
- 1 reply
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- 02-extenders
- FALLOUT4
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(and 2 more)
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Discussion topic: Protected Unique NPCs Traders and Merchants by Aurelianis Wiki Link Makes specific NPCs marked Protected so that they can only be killed by the player using Robco Patcher.
- 4 replies
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- 11-gameplay-ai and combat
- FALLOUT4
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(and 2 more)
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Discussion topic: Natural Resistances by Zzyxzz Wiki Link The base game doesn't distribute fire, cryo, or lightning resistances to its races. This mod applies differing levels of elemental resistances for each race via Robco Patcher.
- 2 replies
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- 11-gameplay-ai and combat
- FALLOUT4
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Discussion topic: RobCo Patcher by Zzyxzz Wiki Link This mod is similar to SPID, but is far more powerful, and was designed with the needs of the Fallout 4 community specifically in mind.
- 3 replies
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- 02-extenders
- FALLOUT4
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(and 3 more)
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Legendaries They Can Use (by WhiskyTangoFox)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This mod seems to no longer be working for me with the latest version. Did some troubleshooting, can't seem to figure out why, so I'm just going to remove it. It seems to mark random items with a "test" legendary, with no effect, and animals are still receiving legendary items now.- 2 replies
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- 13-gameplay-immersion
- FALLOUT4
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Those mods are very old. It's possible that it requires a very old and unobtainable Java version to run them successfully. It's been years since I messed with them.
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Removing this from testing. This mod has many conflicts that are very painstaking to patch properly, and it doesn't touch all messages. I have instead made a Synthesis patcher (POV Messages) to provide this functionality, which has the added benefit of working with whatever mods we add that change any of these messages.
- 1 reply
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- 13-gameplay-immersion
- FALLOUT4
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ACCEPTED MystiriousDawn's HD Lensflare (by MystiriousDawn)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 2 replies
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- 06-models and textures
- FALLOUT4
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See compares here: I don't see where this mod adds any noticeable improvement. The sun appears less bright, but nothing more. Dropping from testing.
- 1 reply
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- 06-models and textures
- FALLOUT4
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(and 2 more)
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ACCEPTED MystiriousDawn's HD Lensflare (by MystiriousDawn)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Vanilla --> Fallout 4 HD Overhaul 2k --> FO4 Sun --> MystiriousDawn's HD Lensflare I think that MystiriousDawn's HD Lensflare is the clear winner in this compare, and FO4 Sun doesn't really appear to make much if any difference in appearance, except for slight darkening of the sun.- 2 replies
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- 06-models and textures
- FALLOUT4
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(and 2 more)
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Fallout 4 Enhanced Color Correction (by ChaosWWW)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I feel that this is a personal preference thing. I consider that most likely my weather and lighting mods are not designed for these colors, so things may look slightly off with using it. I have noticed that while testing the Main version throughout my playthrough, that things seem just a hair over-saturated, especially sunsets. It notably reduces the "fog" that is close to the player in the daytime, and red seem to be slightly too prominent. The color of fire lights seems a little too warm as well. I feel that the Gloomy preset is probably the nicest version of the mod if you want a less vibrant feel in your game, but notice how at night it seems more vibrant than vanilla even. Vanilla --> Main --> Original --> Gloomy Therefore, I'm not recommending this mod for our guide.- 1 reply
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- 21-post-processing
- FALLOUT4
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Taffington Boathouse - No Corpse or Blood (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Sunshine Tidings - No Ghoul and no Corpse (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Covenant - Disable the dead caravan from Stockton (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Discussion topic: Moddable Robot Settlers Compilation by CDante Wiki Link See my comments about Goodfeels here. This is a compilation that makes robot settlers customizable via the Robot Workbench that previously weren't able to be customized. It also fixes some bugs with the vanilla robots. Only conflict was Unofficial Patch, reverting the name of "Mr. Handy" to "Mr Handy" and changes object bounds. Not really worth patching IMHO.
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Discussion topic: Moddable and Fixed Professor Goodfeels by CDante Wiki Link So, I encountered an "issue" that I never experienced before. I did the quest to clear out Sunshine Tidings, and I have Professor Goodfeels there like he always is. Except, upon return, he was gone. This is the first time I've ever had him disappear. Well, it seems, he was disabled, because the game evidently has a script that disables him once you leave. This is strange to me as this is the first time this has ever happened to me, and it just feels like a bug. Fortunately, our favorite author CDante has us covered with a mod that should fix this behavior, while also making him moddable via a robot workbench. This mod is included within Moddable Robot Settlers Compilation, so testing that instead.

