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zawinul

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  1. If the engine won't allow these objects to be accessed without being loaded/cached, there has to be another way to find or track them. I'm wondering if maybe I can just store these myself in quest variables or something, but part of the problem is I kind of wanted to check if they are actively powered or have a settler manning them. I hate to have to demote this system to only work while you're in each settlement itself. Does anyone know if it's feasible to add new AVIF's to use as brand new resources for settlements? It would probably require me to edit the WorkshopScript though, in order for it to pick up current data like it does Water, Population, Crops, etc.
  2. I'm using GetWorkshopResourceObjects to find specific objects in a list of specific settlements. I check these settlements from a quest timer, so it needs to run regardless of where the player is. The problem is it's only getting the correct data while the player is inside of the settlement itself. Is this a limitation or am I missing something? For example: Sanctuary has 18 defense objects. ..While the player is in Sanctuary: It returns 18 objects every time it's checked. Works fine. ..While the player is outside: It returns 12 objects the first check. And then 0 objects every check after. It seems like as soon as the settlement area is either out of range, or unloaded, you can no longer access any of these resource objects. But I can, however, access most of the ratings (like Population, Water, etc.) Is this function not supposed to work unless you're in a settlement? (it doesn't specify on the wiki) Is there another way around this? Any info would be greatly appreciated, thanks!
  3. http://i.imgur.com/xUyA20P.png www.nexusmods.com/fallout4/mods/17374/? http://i.imgur.com/rbInL5w.png ** BETA RELEASE ** I'm looking for brave souls willing to help test the launch of Horizon. Even though this is a beta release, the mod is very polished and has been in development for awhile now. In my current playthrough of over 100 hours, I haven't had any major problems. The bugs/unfinished work are very minor things, so don't let that stop you from playing the mod. I need testers to confirm that there are no major problems before I bump it up to a 1.0 release. Provided the mod exports properly, XBox and PS4 versions of the mod will be released after the PC version has been tested well. http://i.imgur.com/rbInL5w.png OVERVIEW This mod completely overhauls the game in an effort to rebalance and expand Survival Mode. It contains over 2000 override changes and dozens of new additions. The goal is to make Fallout's gameplay more challenging, balanced, and interesting throughout your entire playthrough. http://i.imgur.com/rbInL5w.png FEATURESMassive overhaul and rebalance of many gameplay elements: Stats, NPC's, items, perks, loot, etc.Survival and combat is more challenging without feeling bloatedMost perks have been rebalanced, and some are completely redesignedThe loot system has been revamped, reducing the overabundance of many itemsNew crafted items and components for medical supplies and utilitiesNew settlement objects: defenses, vendors, decorations, and a new type of crafting stationNew carry weight bonuses that can be crafted based on your allies and skillsNew fast travel system built for survival modeVarious minor tweaks and bug fixesOptional screen effect tweaksFull support for all DLC'shttp://i.imgur.com/rbInL5w.png REQUIREMENTS REQUIRED:Fallout 4 version 1.7+Starting a fresh new game (after the mod is installed)*Playing the game on "Survival Mode" difficulty settingRECOMMENDED:Placing Horizon's ESP files last in your mod load orderAll DLC's (Season Pass)*** Using an existing save is not recommended, as it does not use the proper allocated stats or spawns, and defeats the intended purpose of this mod. ** The mod functions fine without the DLC's, but keep in mind it was created and balanced with all Fallout content in mind. The DLC support addon requires ALL the DLC's together (there are many reasons why I chose to do this.) NOTE: Using other mods that change gameplay stats may break or ruin the balance of this mod. Placing Horizon's ESP files last in the load order should at least help reduce any gameplay conflicts. http://i.imgur.com/rbInL5w.png TLDR: IMPORTANT NOTES (READ THIS BEFORE INSTALLING AND PLAYING) The full list of changes/additions is available on the mod's description page, however, these are the most important things you need to know before going into this mod. First, be aware that this mod is meant to be an entire Fallout 4 overhaul, not a "drop in" mod. It is designed to be played over an entire playthrough from start to finish, and not intended to be removed in the middle (or added to an existing save game.) If you're not serious about trying this mod out for a full playthrough, you probably shouldn't install it.Food/Water/Sleep/Perks no longer restore health.Bandages and First Aid Kits can be used out of combat to heal wounds (crafted only; at the chem station.)Limb damage can only be cured by "Trauma Kits" (and doctors) now, and only out of combat (crafted only; at the chem station.)Stimpaks are the only thing that heals in combat (and no longer heals limb damage*)Loot (especially ammo) is heavily nerfed, but your potential to carry more items can be significantly increased.Leveling is much slower, and stats/perks/health/damage is all rescaled and balanced around it.Bloated damage and resist perks/buffs are rebalanced against the new scaling system.Some perks were completely revamped to give new bonuses.The "VANS" perk now grants you bonus perk points every 5 levels (this offsets the slower leveling progression.)Many NPCs scale better with your level, and should be more challenging throughout your entire playthrough.New crafting ingredients are added to some recipes (some require salvaging, some crafting.)Pharmaceuticals are crafted under the "Utility" category of the chem station, and are used to craft medical supplies.A new equipment item is used to increase your carry weight depending on perks/allies, crafted at the new "Robotics Lab."A new settlement fast travel system is implemented through the settlement workshop under "Resources - Misc."New guard towers, sentry turrets, vendor stalls, misc objects are available. * Stimpaks have 1 exception, in that they will heal both legs by a very small amount. I did this so that players won't accidentally get stuck limping around if they forgot to bring trauma kits with them. http://i.imgur.com/rbInL5w.png IS THIS MOD FOR YOU? This mod is aimed at players who enjoy the survival aspects of Fallout, as well as exploring, crafting and challenging combat. Please note that this is NOT a "customize your own difficulty" mod. Everything is hardcoded to be balanced for a reason. I'd love to hear feedback and input, but just realize that I don't plan on making a bunch of alternate versions or a variety of options. If you're looking for a more challenging survival feel.. this mod is for you. If you enjoy crafting, exploring for supplies, and using tactics in combat.. this mod is for you. If you're a veteran Fallout player looking to start a new playthrough and want to try something different.. this mod is for you. If you are new to Fallout, or prefer fast-paced simplistic gameplay.. this mod might not be for you. http://i.imgur.com/rbInL5w.png The full documentation as well as sample images are available on the mod's page: www.nexusmods.com/fallout4/mods/17374/? Thank you all for checking out my mod! Please let me know if you have any questions or feedback. - Zawinul
  4. ^ This is what I'm doing too. fallout4.ini setting: [saveGame]iAutoSaveCount=3iSaveGameBackupCount=1 Considering the possibility of save corruption or quest problems, it's nice to have real backups sometimes.
  5. I still can't find anything. I can't imagine this is hardcoded.. there has to be a way. I had thought I saw some quest scripts for sleeping somewhere, but I don't see them in the scripts I have extracted. It was such a huge part of New Vegas's survival mode, I'm surprised the new mode isn't like this. Getting healed from sleeping just trivializes the survival feel in survival mode, IMO.
  6. Has anyone figured out a way so that sleeping (and level-ups) doesn't restore health? (i.e. similar to New Vegas) I've recently come back to FO4, and this is still something I haven't been able to figure out in FO4EDIT in the past. Any help would be appreciated. Thanks.
  7. Does anyone know if it's possible to disable healing from sleeping and level-ups? I've been poking around fo4edit and the pex scripts for awhile now, and I can't find where this even occurs. I've got a great survival balance right now, except for the fact that sleeping just trivializes everything. Level-ups aren't as big of a deal, but I'd love to disable those heals also. If anyone knows how, or has a mod that does this, I'd love to know! Thanks
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