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rhodsey

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Everything posted by rhodsey

  1. Ahh good forums are working again! I went through and did a reinstall yesterday (mostly just checked the mods I already had were in right place and up to date and reinstalled anything with a FOMOD just incase choices had changed). I noticed a few missing fomods but I'm guessing they have been reported elsewhere as theres a few long lists back there. Couple of major things I noticed before I can start playtesting: I went with the realism pack by the way. 1 - Weapons of fate is listed twice int he realism pack. Which is the proper placement? 2nd or at the end of weapons or does it not matter? 2 - There is no FOMOD for Arbitration. You say choose what you want but if you've balanced weapons with the other mods etc we need to know so we are all using the same settings/modules so that we all get similar results to feed back to you on. 3 - after installing the MODwiki patches the worldspace patch is looking for weaponsmith extended 2.esp to be a master even though this isn't installed as part of the realism pack. I see more updates/mods have gone on overnight so I'll work my way through them while you reply on the above. One more thing - I can see Crossbows was removed because it's bundled in the weaponsmith extended mod but this isn't being used ont he realisim version. Can it be added? To me it always felt like a good survival mode weapons. Especially if there is a way to craft your own boltS? (not played it yet)
  2. Morning. Hoping to do a reinstall today as my exisitng load order is about 2 weeks old which is a LONG time when you are working way too many hours on this :) Also if you're interested since I know we looked at it at one point Gopher has covered Salvage beacons in the latest Modvault (apparently it is the greatest mod ever according to him)
  3. That's fair enough. I've been too busy to patch up anyway. Will have a try and patch up this weekend. got a long weekend but also a wedding so may be too hungover.
  4. Only thing I'm waiting on is for me to be awake enough to follow the guide and the survival pack which is incoming. Hopefully the weekend for me.
  5. Nice work. I'll try have a look through it all tonight. Thinking I might just go through the guide from scratch and check it ms all in place. From the look of it guide is pretty much locked mod and patch wise and you just want to choose in game configuration and improve the descriptionservice? On phone so can't view changes easily but have.you got any other mods you are planning on adding?
  6. Ok i've gone through the history of the main guide and updated/installed any mods you've added on there. I've yet to do the armorsmith plugin but I've got to admit the alpha page I can't understand. You've got mods you've already got installed being reinstalled then you want us to remove your workshop rearrangd patch plus more patches? Also you said that you wereplanning to make war int he commonwealth optional? I think we're probably rushing you a bit and you're trying to put something out. I'm going to let you settle and just put them into the main guide then I'll go through as I want to make sure everythings as it should be. From my point of view for direction I already think they made Fallout 4 to FPs like than the previous games and I 've not actually played a lot of the content in the vanilla game yet (never completed it on my first playthrough decided to wait for a decent mod guide like this and all the DLC). I'm happy for it to be more RP and more "realistic" but not "sadist" so I'm interested in survival for the needs part of it but I don't think the game should be made harder by just making the bad guys take more damage and our weaposn be weaker.
  7. ok now to try and pick this all apart... Got to admit i'm a bit lost. Might do it in the morning when brain less frazzled
  8. Yeah I'm going for the full hog when I install as I'm planning when I start actually playing a proper playthrough to not change anything (apart from maybe mod updates) so just trying to get as much in as I can. So once you've made your combined patch I'll go through and do a full update to bring it up to standard. If you let me know when the below are done: Lock-down Patches combined New accurate load order uploaded I'll test everything for you then and feedback like I did before.
  9. To be honest can't keep up with all your hard work stupid day job! I'm going to catch up tomorrow night give you another days worth of tinkering then play a bit sat. You reckon you'll have the rest of your survival customisation in by then?
  10. You love it really. right off to work. Laters
  11. It's the armorsmith plugin for the elianora collection of mods. If you look in optionals on the AE page you'll see it but have to install a LOT of mods.
  12. Ok I'll finish off tonight. Got about halfway through the vid. But you say not to bother putting into a BA2 at all so just setup as above but leave textures out of a BA2?
  13. Ok a little confused on the weaponsmith 2 instructions. you say to not put the textures into a BA2 but then say to follow the video and isn't that what they do in it?
  14. Yeah wrong mod but also doesn't say to download the Bundled assets pack? Tyhe big 2 gig one? I'm assuming that should be downloaded too? Weaponsmith ExtendedNEWCORE Realistic Guns and Bullets Overhaul - 2.6 - by guidaye Files to download : MAIN FILES - Crafting Workbenches Ammo Loading AWKCR-WSE-NC-VIS version 1.01 ADDITIONAL1 - Weaponsmith Extended 2 Plugin v2.340 (2.4 Beta 20) ADDITIONAL2 - WeaponSmith Extended 2 - Survival Ammo Weight Patch ADDITIONAL3 - Weaponsmith v2 - Super Mutant Redux v1.4 Compatibility Patch Description : Weaponsmith Extended:- hmmm it's more then what's written on the box. Information : Follow the Video in the Description page. Recommend: Don't Pack the Sound and Sounds folders Don't Pack Materials\Weapons\mjp or Meshes\mjp (has Japanese symbols and can't archive)
  15. Actually just to clarify I know how to hide files fine just not the extracting of the BA's bit. Again will play tonight. in meantime off to work.
  16. Nope never done it. old MO did it for you. I should be able to figure it out though once I get intot he GECK. Just will have to play with that tonight. Although I didn't realise that MO2 wasn't unpacking the BA files until now (as I say used to MO1 doing it for you so everything was loose). Does that mean beantown and that won't use the updated HD textures since they are self contained so they probably need unpacking as well?
  17. You know I managed to completely miss that instruction on the guide. This is what I get for being drugged up on lemsip with a chest infection when doing it. I've not done that before though I'll have to figure it out tonight (finally back to work today). Also since the game was patched last night I installed all the various mods we were talking about for world expansion and checked them out in FO4Edit filtering for errors. The guide on Subway runner said to put them in this order: Plenty 'o; exploration Subway Runner Beantown interior Project Stumble Upon Interiors Believable Drumlin diner then they apparently load correctly. I checked them in FO4Edit and to be honest the main inconsistency int eh worldspaces was actually the water for vivid waters. There were a few skeletons changed by Workshop rearranged as well which seemed a bit weird? I've not yet launched it and had a look around. I've also installed all the survival mods I was talking about and will see how well they play tonight.
  18. I believe Gernash's own patches cover it all so you don't need to worry.
  19. Loot also doesn't simply to seem very updated compard to Skyrim. Probably people just not bothering to report rules into it. Also just so everyone knows Fo4 just patched again so SKSE has stopped working until they update it (i tried the one from Friday before the rollback. No joy)
  20. And one other : kinda like the FO4 version of Immersive patrols by the look of it https://www.nexusmods.com/fallout4/mods/16987/?
  21. Ok great and yeah theres a tonne of vanilla content I've not done yet (never actaully finished the game last time) so I'm happy with changing the way it plays and worrying about quests at a later date. I do like to explore though so subway runner and the interior project look good to me. Doing a bit of research and here's what I'm thinking of adding regarding changing the gameplay to a kind of survival lite I'm looking to do this before I start my playthrough proper (yes.. We should probably actually play the game at some point!): Survival Options - From what it says you can basically turn off and on the individual features of survival mode. So I can leave the combat and rebalance as you've set it int he guide but just turn on eating/sleeping etc. You can also tweak saving and fast travel (I try not too but sometimes theres just a need to do it). Give Me that bottle - Has a patch from the above and gives you back an empty bottle when you drink a beer or nuka cola etc. In Survival you can apaprently then fill this with water from a water source and then purify it. Apparently according to the CWSS page this mod causes issues and reintroduces a bug that is fixed by CWSS. Apparently a better version is Fill'em up again V.A.F.S. - Me likey Lone Wanderer Fast Travel - Vrooom! also like its features (campsite etc) and that you can go quite a few places but always need to g back and get it. Timescale and fast travel adjustment - Changes the timescale without having to use the console. Oldish mod so not tested but looks like it should work since it's just a console command. Campsite - Camping and sleep helps. Although personally I don't feel like i'm ever more than a few minutes walk from a bed in Fallout 4. But will be interseting to see how it works Would be interested in your opinion of the above and whether I can just plug them in and go or need to do some patching? Also a few other links I looked at that might be cool little additions to the game if you are thinking of doing a slight overhaul but still fairly vanilla https://www.nexusmods.com/fallout4/mods/15804/? - Adds more articles to Public occurences based on your exploits https://www.nexusmods.com/fallout4/mods/12019/? - Tries to make the game fit the lore of the others (right type of armour etc) might be a bit overkill though since it effects spawns https://www.nexusmods.com/fallout4/mods/15118/? - Pairs well with Shell rain apaprently. Also makes Mags fall to the floor (although in real life you rarely leave a mag behind. You can always refil them).
  22. Yeah I installed anything I was just asking if this is a replacement ESP (i.e i need to disable all the existing ones from the various mods) or an additional ESP I should just add to the patches at the end of the load order? Also It was me who suggested VAFS unless GSD did it as well :) Me likey too looks more seamless than VATS. Plus yes all those mods look great although I personally prefer the idea of the loan wanderer over the APC. There's also last months mod of the month Fusion City Rising. Did anyone give that a go and see if it was actually any good?
  23. yeah ideally i'd not cheat but I liked her points about tweaking the damage in survival (while putting on the needs part of it like sleep etc) although that toggle survival might do that. Also I liked her point about the timescale change as I'd noticed the day seems to go by REALLY fast and thats probably why so many people get fedup of constnatly getting hungry. So might look at that. And thanks for the patch. Is that just to bring it in line with your changes or does that replace any of the existing patches already downloaded for Armorsmith or better settlers etc?
  24. just for your interest with all this talk about survival mode just had the below video popup on youtube and looks insteresting especially that "choose your own difficulty" mod because I personally think the damage should be 1 for 1. artifically making it cause more or less damage to/from you just to make it trickier just makes the badguys a bullet sponge. Edit: Also this https://www.nexusmods.com/fallout4/mods/14650/?
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