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Corbaine

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  1. Disclosure: I have no idea what is common knowledge in the modding community and what is not, so if everyone already knows this, then this post can just be deleted. I'm not a modder, so my solution is on the simplistic side, as are my explanations and my understanding of game systems. I'm typing this from memory, so I could be wrong on certain terminology. I successfully created mods that fixed this using both solutions 1 and 2 listed below some time ago, but I lost my files due to a HDD hardware failure. I intended to recreate them, but I'm just not getting around to Fallout 4, so I wanted to share this with the community in case there is some value in this for someone. Part 1 - The Cause: In Skyrim, our complexion and our face type options like nose and mouth and eyes, were all handled with sliders.In Fallout 4, complexions are tied directly to those same face type options. But not just the complexion - a full facial texture set.Example: Nose Handsome 1 has the young male facial texture set associated with it. If you choose it, it applies that full facial texture set on the nose area of the face. It does this on top of the actor's FTST facial texture record.If you combined all 7 facial morphs, namely; Forehead, Eyes, Nose, Mouth, Neck, Cheeks and Ears, you get a mask that covers the face texture surface completely.When no option is chosen for a specific face morph, as excluded in some presets and on some NPC and Follower mods, a default face morph is applied with its associated facial texture set.The end result is a system that completely hides FTST-applied facial textures, seemingly because BGS didn't want to include a complexion slider...? Part 2 - The Solution: Solution 1: The simplest way to fix this is to edit the Human Race records, and remove the TXST records associated with each face morphs. That means going to the Male Head section of the human race, and deleting the male young TXST below each individual morph, of which there are quite a few. This is right beneath where the 5 male facial textures for the race are listed. The exact same process applies for the Female Head section.Advantage: It removes the game system that stops custom face textures from showing, thus allowing modders to freely create followers or NPCs with custom facial textures.Disadvantage: You lose the ability to apply different complexions to your character during the character creation screen. The shapes of the different face morphs will change, but only the default face texture as indicated in the PC's FTST records will show. A complexion slider would solve this, if such a thing was possible to add. Solution 2: Creating additional Face Morphs 6, 7, 8, 9, etc. that are associated with their own custom face TXST texture records that match the custom body texture. Note: This can only be done through the Creation Kit, and you are looking at a few hours of work with its clunky interface.Advantage: The game complexion system is left intact.Disadvantage: Having to add custom face morphs for each NPC you want to assign a custom facial texture to. Besides the amount of work involved, it is impossible for multiple modders to achieve the effect in parallel as each one is creating their own instance of the Human Race record table. My Solution was to create 10 Male and 10 Female texture sets, which could be applied universally and be used as a sort of modders resource. NB: Solution 2 also involves editing an NPC's morph keys to match the newly created face morphs with the custom textures they need to receive. When editing Morph Keys, they must maintain the same order as the original file / mod. If you put eye morph key where a mouth morph key should be, you will see some very...interesting...results.Custom Face Textures & CBBE: FTST face records only cover the front half of an NPC's head. The textures on the back of the head are managed through the "Head Rear" headpart and its associated TXST texture set. By default, Fallout 4 sets the Head Rear to use the body textures, and that is fine for vanilla and (if I recall correctly) EVB bodies. With CBBE (and possibly the other body replacers), and additional set of textures are needed - namely the femalebhed texture set. Not all custom textures on the Nexus include these textures, but a set of properly created femalebhed textures are needed to avoid texture seams and discoloration on the back of an actor's head and neck. Part 3 - Compatibility: In my testing, NPCs were unaffected by either approach. I didn't get around to testing it exhaustively, so there might be situations were this is not true.Solution 1 will only conflict with mods that edit the Human Race, notably (off the top of my head), Looks Menu Customization Compendium (LMCC) and Unique NPCs. Creating patches for these conflicts are very simple. Solution 2 will conflict with mods that edit the Human Race, and also with mods that edit the NPCs that have received custom face textures and morph keys. This includes mods that edit the Preset NPCs, follower overhauls and even gameplay overhauls such as Horizon and Better Locational Damage, which directly edits the Player actor records for health and starting perk edits. In short, this is a conflict nightmare. Part 4 - Closing Words: I hope that the modding community can somehow benefit from this information.I intended to release a mod around this, and have all this information on the mod page for everyone to see. With the files gone and having put down Fallout 4, and a lot of time passing without me even looking in the game's direction, I decided posting this here was the best way to proceed.As stated in point 4 of the disclosure, I successfully created mods that applied these solutions, so the concept has been tested and does work. It was just not tested exhaustively as I lost the files.
  2. Since I summoned my first Pseudo Dragon in Baldur's Gate, I've been looking for familiars in any game with magic. I'd go so far as to say the mage experience isn't complete without one. With all the incredible voiced companions available here on Nexus, I was wondering if someone would consider doing a voiced familiar mod? Not a combat follower though - just a small human-like otherworldly companion that keeps you company with a master-servant dynamic in parallel with an irreplaceable friendship and companionship approach. If the familiar had abilities, it might be something like a detect item buff and healing / remove disease / remove poison out of combat. Being otherworldly, the familiar could provide insight you'd never be able to achieve yourself as a first time player, such as whispering in your ear about how Sam Guevenne has a powerful Daedric aura, and that some companions have been touched by Hircine, etc. The familiar could also comment (gossip) on some of your companions, lead you to your quest marker like clairvoyance and look for small items it can bring to you. Perhaps also some more humorous and casual interaction like feeding the familiar snacks and getting it drunk by letting it sample mead, or finding out its on a slight high because it messed with your alchemy ingredients. A sort of uncontrollable autonomy that makes it really feel alive. The familiar should exist outside of combat and be completely ignored by hostiles, but is free to offer helpful comments about your condition such as "Master! You are gravely wounded! Heal yourself!" or "Master, You've been poisoned! Quickly, drink an antidote while I poke them in the eye!", and if possible highlight enemy weaknesses, such as "Trolls! They are weak against fire, Master. Use fire magic or weapons against them." I'm not sure what is or isn't possible, so I'll defer to the modding community on that. In terms of appearance, one could take an NPC and set its scale to 0.1 (or whatever is adequate), give it assets from an animated wing mod, a glowing effect, and set it to fly around as if it was swimming in the air / using the tcl command. I hope that makes sense... If time, labor and costs were irrelevant, I would propose having a male and female version for players to choose from. I take it that would be no small feat though... As far as a quest goes (I'm just thumb-sucking something as I sit here, so don't expect too much), you could maybe find the familiar hiding in the robes of the dead mage in the Helgen dungeon where the Imperial torturer is stashing his loot (or something on the corpse that directs you to this very special and unique familiar), or perhaps as a side effect of absorbing your first dragon soul. From the beginning, the familiar is obsessed with staying close to you, and as your relationship advances you realize that it is scared of something. And eventually its fears realize as the entity it is terrified of catches up with you and this very powerful entity forcefully takes the familiar back from you. You would be powerless to stop it from happening. It should be emotionally wrenching with terrified screeches and crying, and the certain knowledge that a terrible fate now awaits the kind, playful and helpful creature you've been building a relationship with over many hours / days of gameplay. Due to the deep supportive nature of the role the familiar plays, you will quickly feel the gaping hole it's absence leaves in your Skyrim gameplay experience. You then set off to research the identity of the entity that took your familiar from you and to then find a way to kill it with the help of a new NPC or perhaps the guy who fixes your vampirism problem. Upon securing the means to kill the entity, you get a desperate vision from your tortured familiar telling you where it is and begging you to save it. You discover that your mysterious enemy is something very dangerous from the realms of Oblivion and that it created the familiar as the catalyst in a ritual to steal power from the Ideal Masters, by sacrificing the familiar's soul as a feign offering to open a one-way gate to them through its body from which it can infinitely draw power. (I'm a casual~ish TES player, so please correct where necessary as required by the world's lore). You track down the ritual site, use whatever to, say, pull the powerful entity into the material plane, forcing its incomprehensible essence into something like the Gravelords from Mihail's mods. This initiates a hectic fight against an otherworldly force that is more powerful than you. Even with the limitations and weaknesses this plane of existence imposes on it, your familiar still needs to shout out instructions on how to kill it, such as activating certain barriers and spells in different places in the boss-fight room, requiring you to run around, think on your feet and act quickly. The boss should do serious damage that ignores your armor, but the debuffs you inflict on it should also be so OP that a skilled player can both win this fight at any level, or lose it at any level. To heighten the suspense of the fight, you should be competing with a timer which, when depleted, will result in the permanent death of your familiar. If you win, you can either complete the ritual and sacrifice your familiar yourself to become permanently more powerful, or you can save your adorable companion who will now have additional and more powerful abilities because it no longer needs to suppress its magic to stay hidden. It will also be eternally grateful for your kindness and its old dialogue replaced with new lines that reflects this immeasurable debt of gratitude it feels towards you. I know - culture shock to Skyrim. So that's my idea. I hope this strikes a note with the right people, even if only to motivate someone to create their own variation of this. We could all benefit from such a deep and meaningful companion that isn't tied to romance, combat and all the other frustrating elements of Skyrim that drives one to keep looking for something more. Of course, the familiar isn't by any means limited to mages. All play styles will benefit from it. The term is simply used to communicate the concept as best I can. Cheers
  3. Hi Everyone, I'm a survival player who chases down immersion mods and gameplay overhauls that makes Fallout 4 more realistic and sensible. I'll tell you, this game has made me frown more times than I would have liked to :mellow: SPOILER NOTICE: This post freely refers to story content and developments, and makes no attempt to hide it. 1. Just how big an overhaul are we talking about here? Honestly, I don't know. As I see it, it comes down to changing the equipment NPCs spawn with, what merchants sell, what items are worth, and the loot that appears in containers. This would be working purely with existing vanilla assets. Fallout 4, as it is, just...'redistributed' if I could put it like that. No other gameplay or mechanic tweaks. Just redistribution. 2. Justification: Why does the current system break immersion? (Skip to the next section if you just want to see my suggestion) In the Fallout universe, we find a civilization that has been reset to the stone age, with a caveman-like society dwelling in the burnt-out husks of a time long forgotten. Yes, bits of technology is still there, *but* the vast, complex and incredible expensive infrastructure that is required to make it function is gone. And there is no united government, millions of people, nearly endless resources or the extensive expertise available to get it back up and running. And with every new generation, the knowledge of the past fades. So, considering that the most impressive city in the Commonwealth is a shanty town in a baseball stadium who has only gotten as far as rigging the pre-war plumbing and electrical infrastructure to accommodate a few dozen people, protected by guards equipped with make-shift armor and pipe weapons, how on Earth can Arturo sell me a dozen mini-nukes, a few hundred plasma cartridges and the latest in combat armor advancements? Bethesda, for reasons unknown, are seemingly content that an increase in a player's level is all that is required to unlock all the secrets of the time past and make them readily available for you to waste at your leisure. I mean, it's not like humanity has collapsed and these things are extraordinarily valuable, right? Consider for a moment; "where does that ammunition come from"? Arturo states that he hand-tools everything himself. Considering he only has a few hours each night to make ammunition and weapons (?), is it possible for one person to churn out thousands of rounds of various ballistic calibers, fabricate advanced energy-based ammunition, produce low and high-end explosives, smith a few dozen melee weapons and forge dozens of armor pieces? Surely not? You need quarries, mines, factories, power, laborers, engineers, scientists, etc. to pull that off. I mean, where on earth does he get the materials to continuously make military-grade equipment? The knowledge? And that's Arturo. I'm not even talking about Trashcan Carla. It boggles the mind. 3. The Actual Suggestion - Part 1(Factions): Here follows a broad, per-faction breakdown of my proposal: Raiders: Raiders are low tech and ferocious. What they lack in technology, they make up for in psychological imbalances, excessive drug use and an utter disregard for life (including their own). Power Armor Raiders with Fatman Launchers Leave "as is".Regular Raiders: Raider Armor (Various Weights & Mods)Metal Armor (Various Weights & Mods)Pipe Weapons (Various Mods)Crude Melee Weapons (Various Mods)Molotovs (%?)Jet (%?)Psycho (%?)Legendary Raiders: Heavy Raider / Metal Armor (Fully Modded with Top-Tier Mods)Pipe Weapons (Fully Modded with Top-Tier Mods)Crude Melee Weapons (Fully Modded with Top-Tier Mods)Molotovs (%?)Jet (%?)Psycho (%?)Raider Bosses: Raider Power Armor (Always) (Various Mods, can be fully modded)Automatic Railway Rifles (Fully Modded with Top-Tier Mods) (The epitome of hand-made firepower)Sledgehammers (Fully Modded)Baseball GrenadesPsycho JetOverdriveStimpaks Gunners: A strict military faction without the confines of a humanitarian government. NO ENERGY WEAPONS, but they have access to all the proper ballistic weapons. Regular Gunners: Leather Armor (Various Weights & Mods)Combat Armor (Only available to Officers and Elite units, because it is presumably a limited and valuable resource)10mm Pistols (Various Mods)Combat Rifles (Various Mods)Combat Shotguns (Various Mods)Combat Knives (Various Mods)Frag Grenades (%?)Buffout (%?)Gunners - Legendary: Heavy Combat Armor (Fully Modded with Top-Tier Mods)Assault Rifles (Fully Modded with Top-Tier Mods)Power Fist (Fully Modded with Top-Tier Mods)Frag Grenades (%?)Buffout (%?)Gunner Bosses: Heavy Combat Armor (Fully Modded with Top-Tier Mods) or Power Armor (T-45b / T-51b)Miniguns (Fully Modded with Top-Tier Mods)Power Fist (Fully Modded with Top-Tier Mods) orFrag GrenadeBufftatsStimpacks Brotherhood of Steel The Brotherhood of Steel are the technological para-military monks, and perhaps the most iconic element of the Fallout series after the blue and yellow vault suit. They introduce energy weapons and T-60 Power Armor to the Commonwealth. What about all the energy weapons and power armor already lying around the Commonwealth, you ask? Hang on until we get to the Institute next... Proctor Teagan: Only merchant that sells none-institute Laser weaponsOnly major heavy-weapons merchantAvailable quantity of ammunition and supplies should be considerably increasedRegular BoS: Laser Pistols (Scribes) (Mods based on Rank)Laser Rifles (Knights+) (Mods based on Rank)Gatling Lasers (Paladins+) (Mods based on Rank)Fatman (Paladins+) (Unmodded)BoS Combat Armor (Always Sturdy, Mods based on Rank) (No Light, No Heavy)BoS Power Armor (Quality based on Rank, goes up to T-60d)Rippers (Various Mods)EMP Grenades (%?)X-111 Compound (%?)Radaway (%?) (Scribes Only)Med-X (%?)Legendary BoS: Laser Pistols (Scribes) (Fully Modded with Top-Tier Mods)Laser Rifles (Knights) (Fully Modded with Top-Tier Mods)Gatling Lasers (Paladins+) (Fully Modded with Top-Tier Mods)Fatman (Paladins+) (Fully Modded) (Anyone ever had a MIRV fired at them????)Bos Combat Armor (Heavy - Fully Modded with Top-Tier Mods)Bos Power Armor (T-60e - Fully Modded with Top-Tier Mods)Rippers (Fully Modded)EMP GrenadesX-111 CompoundMed-XBoS...Bosses: Gatling Laser (Fully Modded with Top-Tier Mods)Rocket Sledge (Fully Modded with Top-Tier Mods)BoS Power Armor (T-60f, Fully Modded with Top-Tier Mods)EMP GrenadesX-111 CompoundMed-XPsychoAddictolStimpaks The Institute The Baba-Yagas of the Commonwealth. They are the most technologically advanced of all the factions, but also the least militant. While they stand at the top of technology food chain, they have one big problem; a constant need for raw materials. Research & Development is expensive, but creating more synths must be extremely taxing. So if you were wondering what happened to all the technological items that were once in the Commonwealth you need look no further for the culprit! What one sees about the Institute is that they consolidate their resources around a small number of elite operatives, then provide their equivalent of 'average' equipment to their Gen 1 troopers, and treat the oldest models like trash. Synth Requisition Officer: The only merchant to sell plasma weaponsThe only merchant to sell plasma cartridgesThe only merchant to sell plasma grenadesAvailable quantity of ammunition and supplies should be considerably increased Gen 1 Scavengers: (It doesn't make sense that the Institute would waste resources on these when they are already capable of easily killing regular settlers without weapons...): No armorNo weaponsNo synth componentVarious random junkBuffed Resistance similar to "Stronger Robots, Synths and Turrets" by CobraL0rd (that is real immersive value right there)Buffed Unarmed DamageBuffed Movement SpeedBuffed PerceptionExplodes on death.Gen 1 Troopers All the buffs from Gen 1 ScavengersFull Synth Armor (Weight and Mods depend on Rank, goes up to Sturdy)Institute Laser Rifles (Mods depend on Rank) (Pistols should be reserved for Institute personnel)Legendary Gen 1 Troopers: All the buffs from Gen 1 ScavengersFull Synth Armor, Full Field Helmets (Heavy, Fully Modded with Top-Tier Mods)Institute UniformsInstitute Laser Rifles (Fully Modded with Top-Tier Mods)Relay GrenadesCoursers (Oh boy...): Courser Outfits (Ballistic Weave V, none-recoverable)Plasma Rifles (Fully Modded with Top-Tier Mods)Missile Launchers (Fully Modded with Top-Tier Mods)Plasma GrenadesRelay GrenadesStealth BoysStimpaksPsychoMed-XAddictolInstitute Bottled WaterInstitute Food Packets The Minutemen I have nothing to add on the Minutemen. Fundamentally I feel their technology is already very accurately captured in Vanilla Fallout 4, as they enter the territory of all the other factions, short of the Institute and Children of Atom, which is very accurate. We are talking ex-raiders, ex-gunners, settlers, ex-BoS, junkies, triggermen, scavengers, you name it. So in the immersive spirit of this redistribution, I recommend Far West Minutemen, as Morphion and all the talented modders working with him nailed it. Really, great work, all of you. If there was an ability I would like to see added to Minutemen though, it would be for a squad to shoot up a flare and call for backup from other Minutemen, and for Minutemen radiant quests to be randomly completed without the player's intervention, perhaps with an increased probability per Minutemen settlement, as if everyone wasn't just waiting for you. Children of Atom As with the Minutemen, I think they've already been implemented spot-on with their unique look, gamma weapons and nuclear explosives. I haven't gotten far enough to really see it in action yet (I seem to be starting a new game weekly with all the mods I'm checking out at the moment...) but if anyone is interested the Church of Atom Overhaul, by carnagefiend and everyone who contributed to the mod, looks very promising. (Now if someone added a glowing Atomite with weapons and armor...and the blast from Glowing Ones and the ability to call in feral ghouls to assist it - that would be something.) 4. The Actual Suggestion - Part 2 (Game Economy Changes): This should most likely be an optional file as it will introduce a considerable amount of difficulty: Level should no longer matter when it comes to what merchants have on offer. If you can afford it, you can buy.The value of ammunition should by increased by 500% - 1000% (No more mass-production ammunition factories. Intended to be used alongside mods like Professional Ammo Crafting by EdmondNoir.)Now if you play with the contraptions DLC, or with kinggath's incredible Sim Settlements, those ammunition factories really start becoming their weight worth in gold. That infrastructure didn't exist - you are building it now. Become the Gun Runners of the Commonwealth!The value of medical supplies should be increased by 300% - 500% (No more mass-production pharmaceutical companies. You're better off making it yourself.)The value of armor should be increased by 500%The value of weapons should be increased by 250%The value of unique weapons and armor should be reduced to 50% and 20% respectively if it will be affected by the above percentage increases.None-faction merchants' selection should be limited to very basic weapons and armor10mm Pistols, .44 Pistols, Hunting Rifles, Double-Barrel Shotguns, Combat Shotguns (Rarely), Combat Rifles (Rarely) and Assault Rifles (VERY Rarely)Leather Armor, Metal Armor and Combat Armor (VERY Rarely, Helmets should be added).38, 10mm, .44, .45 (rarely), .308, Shotgun Shells, 5.56 (rarely), fusion cells (VERY rarely) and fusion cores (VERY rarely). Scavenger weapon lists should be updated to be inline with regular weapon merchant selections. (in short, no pipe weapons, more 10mm pistols and shotgun and hunting rifles, etc)Smiling Larry will, once he's a level 4 weapons merchant, have the buying power to negotiate with all the factions, making him the only merchant in the game that has *some* weapons from the other factions on offer, albeit at a rarer rate than normal. The biggest advantage here will be access to rarer ammunition such as 5.56 and fusion cells. His overall absurd wealth of ammunition and weapons should be considerably reduced.The Scribe, as with Smiling Larry, will be the only none-faction merchant to have a steady supply of combat armor at level 4.The value of alcohol should be considerably increased by 500% - 1000%. In such a destitute world, it would become one of the most valuable commodities.The value of individual junk items should be increased by 400%The value of shipments should be increased by 200%Because anyone can grow food, and anyone can put down a water pump, basic food and clean water prices should stay 'as is'If possible, Doctors' should:Cure only 25% health at a timeThe health cure price should be 50% of a stimpack's priceCure only 25% radiation at a time (if you had 500 rads to cure, you would need to pay the doctor twice)The radiation cure price should 50% of radaway's priceCure only one addiction at a timeThe addiction cure price should be 20% of addictol's price 5. The Actual Suggestion - Part 3 (Loot Changes): Just one point on enemy loot: if the game allows for it, enemies' clothes and armor should only have a 50% chance to be lootable. If this can be set universally somewhere, great! If it needs to be set individually on each piece of equipment they might spawn with, it's not worth bothering with. If implemented, it would add a significant sense of achievement when you finally get the armor you wanted. Weapons, ammo and everything else in their "inventory", which they are not wearing, should have a 100% drop chance.Loot quality should be determined by container, not by player level. If you find a Gauss Rifle at level 1, awesome! Good luck with the ammo though...Military crates are going to be the ones you want to keep an eye out for. They should have a 50/50% of already being looted, but if they aren't it should be two or more weapons of at least combat rifle quality (going all the way up to Gauss and Plasma, at increasingly steep rarity of course) with a whole bunch of ammunition. If the ammo that spawns could be what the weapons that spawned used, great! If not, its still an upgrade from the current system. This only applies to weapons the pre-war military would have had access to. No pipe weapons, no Institute Lasers, etc.Ammo Boxes should have a decent chance to be empty. It should be really rewarding to find a good amount of ammo. If there are different lists for dirty and clean ones, the clean ones should have a better chance of containing ammo.Fusion cores should become incredibly rare loot. If you like your power armor, you should feel the need to keep an eye out for every pre-war fusion power generator and hoard those cores for the next big mission. The rate at which I find four fusion cores in Ammo Boxes is a bit...too generous.Safes should be mostly silver and gold items with pre-war money, and the occasional sidearm and /or a box of sidearm ammunition. No pipe weapons though. And nothing bigger than a pistol.Add more chems to chem boxes (raiders collect them, it is easy to see them having lots)First aid kits should be poorly stocked or empty on average, as these items will be consumed at a high rate in such a dangerous world. If there are different lists for dirty and clean ones, the clean ones should have a better chance of containing supplies.Pipe weapons should be removed from all weapon containers, unless there are list specifically for raider bases.The odd handful of bullets in toolboxes should now be much more appreciated.Faction weapons should be removed from all weapon container lists, except Military Crates, and anything that might be labelled a container specifically for that faction. Again, with the exception of Pipe weapons and other hand-crafted weapons.The container weapon list should now be in line with the revised weapon merchant list.The Institute containers are most likely already correctly set to have only Institute equipment. (I don't recall seeing anything to the contrary.)The Power Armor in the world should be T-45 and T-51, as explained with the Institute looting, if a reason was needed :happy:. T-60 should be limited to the Brotherhood and the Atom Cats. If the Institute had Power Armor, X-01 would be theirs. Otherwise a single suit of X-01 should be hidden somewhere deep in the Glowing Sea. 6. The Actual Suggestion - Part 4 (Three Slight Gameplay Balances): Initially, I didn't think this was necessary, but I would like to end my longer-than-expected list of changes with three gameplay tweaks: Increase the defensive values of combat armor (50%?)Increase the defensive values of Marine armor (25% more than combat armor?)Increase the defensive values of Institute armor (50%?Currently, what armor you wear is primarily an aesthetic choice, as the mods are identical and the defensive values kind of blur together. There would be no sense of achievement in finally finding a full set of sturdy or heavy combat armor as things stand at the moment. This would hopefully counter-act that. 7. Closing Statement: Phew, what a mouthful. I was hoping to keep it shorter, but one thing keeps leading to another. I hope that those interested can see the sort of game play experience this would create. Looking back at it now...it is kind of old-school Fallout-ish, isn't it? New Reno, Vault City...the good old days. Finally saving up enough for your first set of combat armor. That unique weapon that changes the game entirely when you find it. I miss that sense of accomplishment and of overcoming obstacles. Oblivion, Skyrim and Fallout 4, to me, robbed players of those simple joys and put them on a flat road that lead nowhere. It was always the sandbox-side and the mod overhauls that kept you playing, never the core game itself. Not in my case, at least. So I'd like to propose this Technology Redistribution as a humble attempt to re-Fallout Skyrim, instead of Skyrim-ing Fallout. I am open to constructive criticism and helpful suggestions. This was compiled "on the fly" over these past few hours, but the thoughts that lead to it are based on extensive game play. The numbers balancing would be subject to change after testing. Thank you for your time.
  4. Hey everyone, I don't know if my issue with settlements is exactly the same as other people's because there are so many complaints and concerns out there about this central element of Fallout 4 gameplay. What bugs the hell out of me is that Bethesda has the Sole Survivor positioned as some idol of worship where the settlements fall apart in the absence of your presence. The mechanism, from my understanding, is that if you are far enough away from a settlement the game simple stops processing anything that happens in those settlements and everything in them ceases to exists. Yet, at the same time, there is a running happy / unhappy meter doing calculations purely off of the numeric resources we see in our settlement overviews - water, food, security, etc (yes, I'm totally guessing here). I don't know what 'generates happiness' in settlements other than the obvious elements such as certain stores and whatnot, but if the happiness calculator ignores those elements because you are too far away and the engine doesn't load them, it's quite obvious that your happiness ratings will take a nose dive, because what created the happiness is no longer present in the game until you get close enough to those settlements for the elements to be loaded again. In my case it's not just the happiness of distant, unvisited settlements that drop, but the stores I have in those settlements also don't get their inventories restocked. I imagine it's caused by the same issue. Now, I know nothing about modding, so I hope this isn't an absurd request... (dum dum dummmmm) ...but, is it possible to do the following: Force reset settlement store inventories every 24 hours, irrespective of your proximity; and Keeping distant settlement calculations running accurately, irrespective of proximity. If the happiness algorithm is known, settlement assets should be loggable numerically and calculated against separately from whether or not the engine loads them. And the results generated from there should overwrite the vanilla generated values, and if possible the vanilla calculations should be halted as a whole to avoid any conflicts. I'm not a programmer but unless its run every second I can't imagine a script like this placing any real strain on the game with the small set of numeric values it calculates? I'm a huge Fallout fan - been playing since Vault 13's waterchip broke back in 1997, so something like this isn't enough to make me abandon the franchise, but it sure as hell takes a whole lot of fun out of it.
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