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baronaatista

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Everything posted by baronaatista

  1. It was this bit I was referring to. Not trying to be a jerk, I've just noticed there is a lot of confusion in regard to STEP and the guides hosted here in the broader community. I can remember specifically seeing - one of the mods in the guide, can't remember which - with a link and some text saying 'Now included in the STEP for Fallout 4 guide' or something to the effect.
  2. Just throwing it out there, but this is a personal guide created and maintained by your friendly neighborhood Gernash and has nothing at all to do with the official STEP guide, other than being hosted on the wiki. So the STEP paradigm of 'as close to vanilla as possible' while being 'enhanced' doesn't apply here unless G-man wants it to.
  3. Oh and NMM might be a problem there also... been ages since I used it but the common complaint I hear is about it leaving behind files when uninstalling mods. That plus the necessity to manage your install order/overwrites is no bueno. Especially if you're not skilled/knowledgeable with general modding... Mod Organizer really is the best tool there is. It might take just a little bit more learning to get started using, but once you understand a couple basic things, you will laugh at the thought of ever using NMM again. And that extra learning really will benefit you moving forward as well, if you ever want to change your install.
  4. Did you install STEP 2.2.9.2? The instructions for the bashed patch there are mostly specific to STEP... they'll probably work for most load orders, but it's important you have the proper bash tags on your mods if you want the patch to work correctly, as well as the proper load order. Also, your bashed patch should not have any mod not in your LO as a master... if you went away from modding for a time you may be using outdated .esp's/mods that require USKP (Unofficial Skyrim Patch) rather than USLEEP (Unofficial Skyrim Legendary Edition Patch) (and Cloaks) that were imported into your bashed patch? (does Wrye Bash let you build a bashed patch with missing masters? I don't think so but it's been a while since I messed with it) I would thoroughly check your mod profile to ensure all the mods you're using are up to date, and if one of those mods lists USKP as a master and hasn't updated for USLEEP... I'd suggest looking for something similar that's more recent/updated recently. Unless you're willing/able to open xEdit and check your bashed patch to ensure that it isn't improperly overwriting USLEEP, I wouldn't recommend mucking about with masters. Update your mods, make sure you dont have anything with missing masters (all dependencies are filled), re-build your bashed patch and you should be good to go.
  5. I spent a while fiddling with different ENB's and couldn't find anything that really suited my tastes, so I watched Tapioks' ENB for Fallout 4 vid's and made my own (well, am making... it's mostly there but I haven't tested it enough in different situations). Tapioks Fallout 4 ENB Demo's
  6. @dstanberry - just a thought;
  7. Just a little note; wasn't a huge fan of how the vanilla game OR Loot Overhaul handles animal loot, so in my old setup I changed around some levelled lists for animals. Loved the Hunterborn mod for Skyrim, as well as its interaction with survival mods... FLO removes meat drops from bugs and molerats and stuff (uses the vanilla mechanic of wasteland survival guide perk that allows extra meat to instead be the only way to get meat from these creatures). With this, early game is really quite tense and just keeping hunger in check can be challenging... Somewhat worthwhile gameplay-wise, but if I'm starving and trying to survive, I'll eat a damn molerat and don't need a magazine to 'teach' me how... So I allowed meat drops from those creatures, with a lowered chance. I figure if you're shooting/slashing up these things, theres a good chance you'll destroy them as edible materials a decent amount of the time, but you should be able to get a good steak out of them every now and then. Then I went around to the larger animals and increased the meat they drop, as well as increasing the extra meat from the perk. So like on a Brahmin you could get 1-3/5 I think I had it without the perk, and with perk up to 7/8. Again, it's debatable how good this is as a 'hardcore' mechanic but it just breaks my sense of realism when you kill a brahmin and can cook like one steak from it, and you might have to eat like 5 steaks to go from very hungry to full. It does give hunting a sense of purpose in the game where that isn't really a thing otherwise. I will be doing that same adjustment again... really wish I had kept my old 'CR' patch from before I nuked my install... happy to provide it if anyone's interested. Its a quick and easy adjustment to make, but I'm still in the middle of sorting out exactly what I want to do *with my install* so it might take a day or two to make.
  8. Don't know if it's possible, but what I always thought would be the coolest is if being 'satiated' enabled a constant (so long as you remain satiated) but very slow healing effect. Not that's either here or there, just a thought. Generally agreed though, reduced healing that takes longer is a good solution and likely easy to make that change. As for RADS from food, I'm not sure of the science or the lore in this area, but I'm probably going to do some research on it now lol... I say this is mostly about preference, and I don't think much of a sticking point any way it's handled, at least for me. My general preference is that most food does have rads, but rarer, higher tier foods won't. Possibly even only preserved/pristine pre-war stuff... The cooked meat thing... I'm just not sure that cooking would take away radiation like it kills bacteria, lol. As for crops, that's a tough one. In survival... if you can just plant crops at your settlements, which you can have from the very beginning of the game... you've basically eliminated managing hunger for the rest of your play-through, and that's already not all that hard to do simply through loot, even after it's been drastically reduced. This feature makes the beginning feel just like it should in a hardcore/survival game; stressful! Lol. One issue is that any vanilla quests to harvest crops for farmers (a nice little feature for early game, especially in survival) are essentially broken (at least, as they are handled in Fallout Loot Overhaul) Nothing wrong with the quest, you just can't harvest the crop. So you have to go buy carrots or whatever to complete it. Not really cool.
  9. Horizon does look good. Lots of cool features, and mostly in line with at least what I'm looking for... I tend to avoid big overhauls as I'm picky with the specifics and I'd rather not Overhaul the Overhaul. I have been keeping my eye on Horizon for a while now though. Havent checked the other big one you linked, at work now will look it over when I'm done
  10. @dstansberry; you can always open up xEdit and sort it by hand. Its really not hard to understand whats happening if you look at the entries carefully, and it doesn't even take that long once you get the hang of it. Two more: Professional Ammo Crafting - *nice ammo crafting mod/rebalance, and has a patch for Weaponsmith, though not for New Calibers, not sure what that means as I don't use. and key for survival IMO; Campsite Love the concept of that burying NPC's mod but implementation looks like it leaves a lot to be desired...
  11. Just a couple more I've been looking at; Settlement Progression; Moonracer again, haven't checked in xEdit but it obviously has conflicts with Workshop Rearranged... again like the concept but some of the specifics of the perk dependencies sound pretty forced to me. Any settlement rebalance mod also has the issue of needing to extend to other settlement mods in a load order if you want to do it proper. Don Dorscha's Immersive Food Overhaul; Another Food Overhaul. This one has some neat features but I've never really checked it out. Just throwing it in the pile.
  12. I've also been thinking about; Soda for AP / Moon's Food Balance Overhaul (would replace Wastelanders Cookbook (for me) potentially) Rough Start Less Handouts Moonracer has some good ideas, but I'm not always on board with his implementation. * oh and yeah I saw Pipe Weapons Overhaul in the old section I believe, but big red *KNOWN BUGS* text combined with lack of updates turns me away.
  13. I think I'm into a pretty different experience than most, so I'm not sure how helpful this will be, but here's my rebalance stuff; Fallout 4 Loot Overhaul; don't like all the worldspace edits, but it's far and away (even though it doesn't cover DLC, which is an issue) the most comprehensive loot mod. And the worldspace stuff really is necessary to achieve its goal, unless that could be done by a script maybe like Project Nevada in New Vegas? Way over my head there though. Looking at maybe incorporating Loot Logic and Reduction to at least get a couple DLC lvl lists but there's no way it can replace Loot Overhaul. Some Assembly Required; combined with Loot Overhaul, its something like Morrowloot+Scarcity for Skyrim, which are two of my favourite mods. I'm sure you're aware of these two (they were both in the Realism section IIRC) but they're really the core of what I'm after. From there, Arbitration Damage Threshold + Patcher Fat Man Radiation Hazard Impervious Power Armor Ironman Survival Tweaks (I only use Adamantium Skeleton, Awareness Expanded, Robotics Expert and Shotgun Surgeon) Level-Up Healing Removal Moons Legendary Overhaul; I'm testing/looking at this right now, not sure if I'll keep. I hate the Legendary system in Fallout 4, and I'm not excited by most of the 'solutions' I've seen offered thus far... though admittedly I haven't actually tested any, just put off conceptually. More Weaves - No Railroad No Legendary Items from Creatures No Limb Regen + Companion Fix Player Hacking Rechambering Plus; Also testing/looking at this. I don't use Weaponsmith/Loads, etc. but like the added functionality here, and I like that it makes pipe weapons more useful. My ideal situation is one in which advanced weaponry is much more difficult to come by, and places a lot of emphasis on crafting. Y'know, destroyed world and all. Tougher Vertibirds Weapons of Fate Legendary Enemy Spawning; I use All Difficulties .25x and Legendary Rarity 5... haven't honestly tested this thoroughly to see how it actually works out though. Decreasing the overall amount of Legendary spawns while increasing the # of NPC's that can potentially be legendary... Longer Area Respawn No VATS Damage Reduction; 25% XP Levelling Linearised-ish And a couple for getting around in Survival; Journey Institute Teleportation for Survival Lone Wanderer; used to use this, but cut it because of all the worldspace edits. I don't know how to patch that stuff so my current build has cut out as many mods that do as possible.
  14. I've seen it before, but never messed around with it, mostly because I have piecemeal mods that cover most/all of what it does that I'm already pretty happy with. Checking out the Stealth and AI modules for comparison with Arbitration though...
  15. I've been using Wastelanders and Chemists Cookbook for a while now and find them well-balanced, with some nice sensible additions to consumables crafting.
  16. That modern UI looks great. Haven't looked at the guide or mods for FNV recently, but I've had my eye on; Animation Project for a while. Looks amazing, sounds fairly compatible. I'd imagine you're aware as I believe it's content created for the Frontier, but I thought I'd throw it out there. I've been modding Fallout 4 (and failing to mod oblivion) and getting annoyed... Its bits and pieces of potentially several great games, but none of them are finished or work together well. Plus damn Pre-Combined objects and Valdacils Item Sorting... Maybe it's time to return to New Vegas or Fallout 3 before SSE really blasts off.
  17. Oh man you're getting killed with questions today, I hate to add to that... A quick one on your MO2 install though... *hides* Just wondering how/if that would affect installing LePresidente's forked MO2 for Skyrim SE? Should I use it for both programs? Can I use one version on Fallout 4 and the other on SE? Just wiped Fallout 4 and re-doing my install, partially because of issues I was having trying to manage both games (mostly because pre-combined meshes + VIS patching got me down though lol).
  18. Sounds really cool... one feature I did really like from Morrowloot was the placing of high level loot in the world, though I realize that is precisely the sort of conflict-inducing feature you're trying to avoid here. I also do somewhat wonder in terms of actual gameplay how that will work out... I did quite enjoy how in Morrowloot you were pretty seriously restricted to low level gear early on, unless you happened to stumble across something valuable. A daedric/ebony sword drop at level 1 would almost bum me out more than excite, as there would be little to look forward to. In general I really like the feeling of having to scrounge and scrape together stuff to get by early on - the end game is almost always over-powered no matter what you do (if you've managed your build and gear efficiently) so I want to struggle early on, making the end feel rewarding. It does sound like you're accounting for this stuff, I'm just sometimes not trusting of the practice of de-leveling. I like the concept for sure, but I find it can cause as many 'issues' as it solves.
  19. Very cool Dread. I've taken to manually sorting my LO as well recently... big part of that is just that I like the visual organization lol. I suppose this isn't the thread to discuss but I remember reading... sounds like you're working on your own version of Morrowloot, or something like it?
  20. Dont know if anyone saw this the other day... Mod Configuration Menu Limited support right now I believe but it (or, a version of it) is finally here.
  21. I had the console version for years and never knew about modding then. Dont think I've ever been past 70, but I had at least 10 different characters 50+ on vanilla. Since starting to mod 3+ years ago, I think the highest I've been is 20 something - but that was all in an effort to build the 'perfect' setup, which I had come incredibly close to achieving when SE came out. Not too far from being able to rebuild in SE now, though Kryptopyr's mods (CCOR, CACO, WAFR, CCF, Disparity, etc.) I consider cornerstone mods and can't see myself really playing without...
  22. So... I'm probably just stupid again. But I can't understand whats going on - certain files seem to process okay with MA but others result in crashing. I succesfully analyzed Campfire yesterday so I thought it was all good. Yet every other file I've tried so far - Verdant, Alternate Start, WICO, HideUI result in crashing, with no log that I can see anywhere. All mods are installed and active in my LO, and I'm selecting the archives from my MO downloads folder (in Appdata). I'm also running MA from MO of course. Campfire and Frostfall both trigger a 'review the archives' screen where I can add archives or just analyze - everything seems groovy. All other files do not bring up said screen, nothing noticeable happens, and if I wait or click on the MA window it says 'Not Responding' and after a short while force-closes the program. Campfire and Frostfall are both .zip files? Everything else is .7zip or .rar... ? I have the 7zip utility though... Really don't want to be bothering you, but I see a lot of potential in Mod Picker and I'd really love to contribute if I can. Apologies for foolishness.
  23. Yeah I wasn't really looking for an answer there, and I did.
  24. I've got it all working now and somehow.... I'm sadder? Why wouldn't Chesko want his mods on the site?
  25. I think I've figured it out - is it necessary for downloaded files to be attained through "download with manager" links? I was having issues with .nxm associations so I have been using the manual download option. Once I got that working, installed the mod and then attempted to analyze the archive everything seemed groovy. Of course that's not the end of my troubles though. It is now telling me I don't have Skyrim.esm and Update.esm active? Despite the fact that they are clearly present in my LO and my Data dir. I have even archived said files and installed in M02, to no effect. Don't mean to bother you, I'm sure this is all my own stupidity and I can probably figure it out tonight after work. To be clear the error before was happening without ever seeing that 'add archives' screen - I would drop the archive in/navigate to it, nothing obvious would happen other than that my computer is clearly processing something... then a minute or two later crash and error. * Yep I'm stupid. Forgot to toggle back to Skyrim SE. *sigh*
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