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PSNtoonjuice

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  1. Hi antistar. I'm back to testing, I've put about 10 more hours into the game, level 26 and just finished the story with the Minuteman ending. I'm starting to run into higher tier weapons like the USAS, SA80, and Glock 18C, the variety is so much better and I'm excited to really flesh out the arsenal now. I was trying to get the HUD widget working, but still no dice. I noticed two AmmoTweaks archives, AmmoTweaks - Textures.ba2 and AmmoTweaks - Main.ba2 weren't activated (the two "_Core" archives were enabled by default), but activating them didn't seem to change anything. I also tried both versions, GitHub and ModDB, using HUDFramework with/without the def_ui patch (I'm not using def_ui ofc), reordering the priorities/plugins, and I definitely dont have the "_Default" plugins enabled (deleted from the mod folder), couldn't seem to get it working unless I'm like really missing something. I'll keep at it. On the bright side, the latest patches seemed to fix a lot! Inoperable weapons are now actually inoperable (giving the INOPERABLE ammo type), I've stopped getting stacking COND messages, I've stopped getting random ammo cases, actual max COND shows in messages, and the weapon info boxes appear correctly. Those were pretty persistent issues, so I'm glad to see they're in working order. I've noticed a few more bugs, I'll list them now: M1911 with long barrel + bayonet initially did not have knife drawing anim (returned later, needs testing) It’s possible to access turret inventories from any range while ADSing and remove their ammo In one instance, looting food from a workbench generated moldy food directly in the workbench, but gave the full amount of food items (a whole 6 melons, and again with 14 mutfruits) The Drive folders are still available for me. I can also see the better manufacturing patchs for WARS, PEACE, and WARS-PEACE. In regards to your response, here's what I know: I don't remember what attachments that particular pipe revolver had (I didn't hold on to it, it was super early game), but the ones I've been finding since have been of reasonable weight. Once I have access to higher level Gun Nut perks I'll see if I can maybe recreate it, and I'll continue to keep an eye on dropped pipe revolvers. As I'm playing more, I'm seeing some variety in messages. When I swap to a weapon, it gives me a COND message, and sometimes gives me a "Thrust" message as if indicating the gun's melee type; it doesn't seem to correlate with the bayonet attachments, testing just now it seemed to appear when getting a new weapon to my inventory (possibly after adding weapon mods too), then went away to just showing COND (The junk tanto correctly gives me "Swing", for comparison). This has been pretty persistent, but I assumed it might have to do with the type of attack the melee button does, like "thrust"ing with the butt of the gun. I'm not seeing messages that indicate what subtype of ammo I switched to, but I've been using the ammo swap menu so I didn't think that needed to appear. But, this notably affects when I swap between two ammo types, there's no message indicating what I've swapped to and I have to check the pip-boy. Also, after picking up an SA80 recently, I've been getting "Fire Mode Switch Failed" messages, but it doesn't appear to affect functionality on any weapon, they still switch. The SA80 in question doesn't change its firemode, but I see that the semi-auto/auto attachments are behind Gun Nut 3, so I'm assuming that needs to be attached first. I did notice that behavior, yeah. After a weapon drops below a 100th increment (like 800/1200) and therefore drops a COND level, it would reequip, same with getting crippled limbs and swapping ammo. What I saw was definitely beyond that though, in some cases for example while using one of the Skorpions or M590, the reload would consistently cut short and skip to the draw animation back-to-back with no obvious cause. I'll keep playing to see what seems to be causing it, but it's definitely happened a few times already and appears to be beyond the expected conditions.
  2. Thank you for granting me access to the beta! I've put in about 11 hours between two characters and I've been taking notes. So far, I love what I'm seeing! Combat is vanilla-esque in pacing which is good in my opinion, weapon damage is well balanced in that respect. The carryweight changes are engaging in the sense that it's now carefully considered when deciding upgrades/perks to prioritise, as well as what gear to bring (and the STALKER style stashes are very cool). Many of the reworked chem and armor effects are much better with interesting use cases, because yeah, I hated the magic effects too, so it's nice to see some grounding. But, most importantly, the visual consistency! It's so nice to have a consistent visual style throughout the mod, new stuff and rewoked vanilla stuff alike. Even the shells on the shotgun's ammo carrier changed with the ammo type, it's awesome to look at. Being able to freely change armor styles is a nice bonus too. For reference, I'm a little more than half way through the story with my second character, 7 hours of playtime and at level 14, and have just retrieved the courser chip for Virgil with minimal sidequesting. As far as issues, the most persistent problems I've encountered involve ammo cases and COND messages. I'll go ahead and paste my notes so far below: Notably, I haven't engaged with settlement building (and potentially any resource frustrations thereof), manufacturing, cooking, power armor, and camping in the wilderness all that much. Also, I'm using a STR/END guns build, so I haven't engaged with the melee weapons, and I havent yet used heavy weapons. I'm primarily working through the story quests right now, I'll see to using those systems sometime soon. I haven't applied the hotfix yet either, I'll download that now. I'll link the Google doc I'm using here. Also, this is my modlist and plugins for reference. My aim for this setup was to keep mods minimal, so I'm only using Better Manufacturing/Manufacturing Extended and Modular Military Backpack with their respective patches, otherwise just some QoL stuff. I can make new replies to this thread with updated notes in the future to keep things centralized, and if you're interested in edit rights to the doc, feel free to send me a PM. I won't be able to test for a couple days due to some responsibilities, but I'll get back to it soon. Thanks again for these awesome mods, FO4 really needed this facelift and I'm glad to finally experience it!
  3. Hi anistar, I saw the image post about beta testing for WARS and PEACE. I'm a little late to the party, but I'd be interesting in joining if you're still looking for people!
  4. Not to go in depth at lengths about my reaction to run the risk of sounding overly dramatic, but I would die for Cargotron. Really though, great work! Will there be any drawbacks for having the largest carry weight, like reduced speed or not being able to equip weapons? Protectrons aren't exactly the strongest bots, so I could see that in itself being a drawback in place of a kitted Assaultron with smaller storage.
  5. Finally, a proper limb system! I remember downloading a mod a while back that did something similar with a bandage system, but it was incredibly finicky and had issues with survival; I'm glad to see it come back in full force, specially alongside a massive list of much needed tweaks and overhauls. A question, will Doctor's Bags see a return? Between rare Hydras and dropping everything to see a doctor, I enjoyed DB's as an expensive but useful way to get myself back on my feet in NV. Can't wait to see what else is in store!
  6. I would definitely be down for small merch, like car stickers and pins and the like.
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