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Everything posted by Genius384
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[Fallout 4] Modding and Mods Wishlist
Genius384 replied to Genius384's topic in General Fallout 3 Discussion & Support
Nice. I'm aching for a proper mod organizer before starting to throw all these retextures and stuff into my game, though. Is this going to be through ENB? Or a texture/native support in engine? -
Yakuza Shadows - Optimized Shadow Presets for ANY PC
Genius384 replied to Yakuza's topic in INI Tweaking
I tried the settings in the OP and got similar results to DY/Tech - not sure the OP is offering much here in terms of settings. -
While the new Creation Kit isn't due out until 2016, I thought it might be a good idea to start to get a list of ideas going for mods and features that we as a community would like to see made once modding tools are out. I know there are ways of making mods in the Skyrim CK right now for FO4, but I'm not too interested in them because of the history of ESP mods for Oblivion/Fallout 3/New Vegas/Skyrim that were created with tools like TESSnip at the like, so I'm holding off on them until proper mod support is made. So, here is my list thus far and I'm going to try to keep this updated, and maybe even jump into mod creation once the CK is out for FO4. Gameplay Hardcore/Survival mode - Would have loved to see this feature from New Vegas included, but looks like we'll have to rely on mods to do this."Survivor's Edition" - much like Fallout 3 and New Vegas, I'm thinking a pass at balance needs to be undertaken across the entire game. I'm thinking changes like, but not limited to:Slower Backpedaling (reduce overall "kiting" in combat)Reduced Chems/Bobby Pins/Ammo/etc. - General loot rarity. I'm level 20 and currently swimming in 100+ bobby pins (which makes sense in a immersion sense but not in a gameplay sense)Higher Fall Damage - outside of power armor, I can jump off a three story building and not take any significant damage.Weapon Damage Overhaul (values, distribution - super mutants doing more damage with similar weapons as raiders, etc)Loot Overhaul - stuff like animals/creatures carrying caps, Ghouls carrying missile launchers, etc.More troublesome InjuriesDiseasesWeighted/Scarcer Fusion CoresBullet TimeRemoval of Sneak meter/Enemy pips on compassCigarettes (in game but smokeable)Deadlier RadiationStimpacks - "Homemade" stimpacks, less powerful, chance of debuff - make normal stimpacks rarer. Haven't seen a super stim yet.More Lootables/Scavenging​Cars, Trucks - I loved the mod "Loot all cars" from both the previous Fallout 3 and New Vegas games. There are so many cars in the Commonwealth that I'd love to see them made lootableOvensBoxes/Crates - so many statics that appear to be lootable are not. Drives me nuts. Even if they're empty, let me loot them or look for loot! Destroyed Vertibirds, destroyed Nuka Cola fridges, etc. - I was disapointed to find that I couldn't loot any sweet stuff from a Vertibird wreck (and in fact the pieces of metal from the wreck don't even have collision meshes) - these should be a wealth of loot, ammo, and junk circuitry/etc.Manual Reload - Loved this mod from the previous two games. Basically, you are punished for treating the game like a standard FPS game - unspent ammo is lost or has to be recovered, and the system never reloads for you. I love it because I'm guilty of this type of gameplay. Enhanced Camera - would love to see this mod ported as well. Alternate Starts (Ghoul/Synth/etc.)UI Scalable HUD - iHUD/minHUDRemovable sneak meter (I like to play without crosshairs or sneak indicators)Removal of repeating messages - You are overencumbered and cannot run! You are overencumbered and cannot run!Key Remapping ModAI, Factions, and Companions AI - Dead Body Detection - was disappointed to see that I can snipe a raider at distance, and then his raider buddy will walk past the corpse and not even bat an eye.Reputation System - New Vegas did this so well, and I'm disappointed to see that Fallout 4 is another "Join Everyone, no consequences!!!!" Bethesda gamePerks for negative companion karma - if you've ever played Alpha Protocol, this is what I'm talking about. I'd love to see a system where companions granted perks at both Extreme Positive and Extreme Negative karma. For instance - Nick likes you - easier hacking. Nick dislikes you - Damage against robots is increased. Something along those lines where you aren't locked out of a companion altogether if they don't like your choices.Faction Armor - wearing a full suit of faction-related armor should make you hostile to those factions that hate the other ones. Ties in to the reputation system above, but I haven't encountered anything like this yet.World and Environment Interiors - the Commonwealth just has so many boarded up/inaccessible interiors. I used Chucksteel's mod in FO3/New Vegas, but I might try my hand at this when the CK is out - something minimal with no quests/feature bloat that just adds interiors to the many number of inaccessible ones now.Lighting - a number of light sources don't give off actual light (I think this is similar to what ELFX/Relighting Skyrim does for Skyrim???) so they don't cast shadows. Destroyable lights - along the same lines, being able to destroy light sources (Ala Splinter Cell) would be really sweet, something that ties in with the stealth system currently in game.Classic Fallout Music/Radio Extenders - mainly, would like to get Mark Morgan's delicious old school ambient music into this game, along with support for converting FO3/FNV music. Already hearing a ton of repeats on the radio, too.Anyway, what other suggestions does the STEP community have for mods and features?
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[POLL] Interest in Fallout 4 Guide
Genius384 replied to EssArrBee's topic in General Fallout 3 Discussion & Support
I'm not well versed with Mediawiki (yet) but I am willing to help out however I can. -
Really impressed so far. It's still a Bethesda game but holy moley is Boston awesome and huge to explore. The "new" engine is much improved in all aspects from Skyrim too (even though it probably is still quirky as hell) I love how in Skyrim, all the NPCs have a icelandic accent, and in Fallout 4 you have a bunch of these Chowdaheads running around. Will be interesting to see what kind of mods are possible with the new toolset. The textures will need some work for sure, but I love the overall art direction/style. Has anyone found a reliable guide to tweaking yet? Looking to disable mouse acceleration and the like. I'm curious about the FalloutCustom.ini file as well - it seems like it took some of the options I put in it, but screwed up my mouselook considerably. Also of note - the game has problems when running over 60 FPS, just FYI.
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Skyrim Revisited Pre-Release Feedback
Genius384 replied to Neovalen's topic in Skyrim Revisited (retired)
Maybe a mod for consideration? HDT horse physics - https://www.nexusmods.com/skyrim/mods/70640/? I installed it and now can't play without it. The horses in Vanilla are just so bland. -
Installing All Natural + Immersive Interiors through MO
Genius384 replied to Nescit's question in Mod Organizer Support
Yeah, I've found that to be true as well. My discs are long gone, though. -
Installing All Natural + Immersive Interiors through MO
Genius384 replied to Nescit's question in Mod Organizer Support
I gave up trying to get MO to work correctly with Oblivion. I think Bash works better and is better supported, at least for Oblivion. I'd kill for proper MO support for Oblivion and Morrowind, though. -
GUIDE Fear and Loathing in New Vegas - Feedback
Genius384 replied to EssArrBee's topic in Fear & Loathing in New Vegas
What I usually do is wait to run Bash until MO is installed, after running Bash the first time I'll move the overwrite data into a mod called "Bashed Patch Data", and anything else into that folder. I think Bash has some issues displaying the Bashed report if the HTML files it generates doesn't exist to begin with. -
Started a placeholder page on the Wiki for a Morrowind guide and page - https://wiki.step-project.com/User:Genius384/Morrowind_Guide Recently I've been playing Morrowind again, messing around with OpenMW, and generally enjoying the wealth of mods and content for the game. Anyway, I'm planning for the guide to be made up of a bunch of sub-sections, mainly: Vanilla Morrowind - a short guide for getting a stable game running on the retail Morrowind Game of the Year edition Vanilla Morrowind Plus - a short guide for getting a stable game running a few quality of life, interface, and visual overhaul mods including Morrowind Graphics Extender (MGE-XE) Open Morrowind (OpenMW) - a short guide for getting a "vanilla plus" game using Open Morrowind, an open source re-implementation of the Morrowind runtime (at the time of this post the project is pretty far along too, and supports some nice visual effects (but currently not the Distant Land, sexy water, or extra eyecandy of MGE-XE, but a much better rendering engine.) In the future, it should theoretically be possible to mod the engine to support new mechanics and systems (think Skyrim Combat, for example.) without hacky workarounds or script extenders et el. There are nightly builds and I could see this becoming the "go to" for Morrowind and features in the next year or two. Morrowind Sound and Graphics Overhaul (MGSO) - a guide to the kind-of-quick but "not so vanilla but still vanilla" guide for the Morrowind Overhaul (MGSO) mod, which is an automated install of a bunch of high quality mods. Least fuss, but still requires some tweaking/bugfixes to get it 100% right. Morrowind - Rise of The Nerevarine - a guide for my personal Morrowind (and by extension, OpenMW) mod builds for visuals, bug fixes and balancing, and content (like Tamriel Rebuilt, Darknut's Greater Dwemer Ruins, etc.)So anyway, I'll be working on this at length the next few months, I imagine.
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GUIDE Fear and Loathing in New Vegas - Feedback
Genius384 replied to EssArrBee's topic in Fear & Loathing in New Vegas
I do, I'm also using Vicious Wastes which has compatibility patches for both (like the rug that ties the room together.) I'm still using a conflict resolution patch at the end of my load order, so I can carry forward things like jsawyer's karma tweaks, weapon stat changes, etc. -
SKYRIMLE Dragon Claw Stands by The AFK Mods Team
Genius384 replied to Cameron9428's topic in Skyrim LE Mods
How compatible is this with mods like Hearthfire Extended? -
Cool.
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
Genius384 replied to darkside's topic in Skyrim LE Mods
Re: bombs... Remember that there are explosive crossbow bolts, for what that is worth. Also great mod. If I can suggest a feature... "Alchemy Requires Bottles" is an older mod and not very compatible. Either way this mod will be a staple in my load order as regardless of if it makes STEP. -
Skyrim Revisited Pre-Release Feedback
Genius384 replied to Neovalen's topic in Skyrim Revisited (retired)
+1 - I've merged those mods as well and have had 0 issues. -
Skyrim Revisited Pre-Release Feedback
Genius384 replied to Neovalen's topic in Skyrim Revisited (retired)
Yeah looks like an issue with TES5Edit. What I ended up doing was taking all the IA patches and merging them (4 slots => 1 slot) as Immersive Citizens - AI Overhaul patches -
Cool, thanks for the response. I didn't realize the mod was already increasing tree size. For the thread, here are some shots - I'm getting 60 FPS here. In The Rift, it dips a bit to 45/50 average. This is at Ugrids @ 7, the only problem I'm having is the distant land looks a little off where the grass coverage is supposed to be (purplish textures) but this may be due to Vivid Landscapes.
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This is a big request, but have you considered supporting Skysight - Bigger Trees? I know fadingsignal was working on a version compatible with SFO, but your mod is a much more comprehensive package.
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Important to note the green grass is optional. I think the improvements to mountains is pretty nice.
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Game looks sweet. The first game was and still is one of the best strategy games made in a long time, and this looks like it is just improving upon that foundation, and Long War. Good stuff.
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GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
Genius384 replied to SynthetikHD's topic in Oblivion - Mythic Dawn
I've been running Maskar's since it came out and I have to say it is just a better overhaul than FCOM/OOO - TIE is pretty lightweight and good as well, though.

