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Loxly

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Everything posted by Loxly

  1. Get into the beta testing of CK and check yourself. This is a new field added in Fallout 4 and "chance" is a guessed name. It could be something different like flags for example. I would have applied, but they closed the thread before I even heard about it. So, I guess it is an "Unknown" outside of the Beta. Got it. Thanks.
  2. I've recently taken out mods that dd the same things that are being added in with the New Survival Mode. I also just started to think about merging mods that can easily be merged.
  3. That was the mod I meant to post, the Craftable Ammo. Also, how do I get the text like you do over the link? 1] Type what you want the Link Text you want it to be. Craftable Ammunition 2] Find the link you want to link to: http://www.nexusmods.com/fallout4/mods/1018/? 3] Highlight the text you want to be the link and click on the "Chain with Green Dot" icon on the toolbar. 4] Enter the link into the URL box: Craftable Ammunition
  4. Can you provide a link for that Better Junk Fences mod? I'm unable to search for it on my end. My Bad, looks like Better Junk Fences is the file name for Snappable Junk Fences. So I guess I am using both.
  5. Or these: Craftable Ammo or Crafting Workbenches
  6. I voted Simple Intersections, because of the two choices, I use that. However, I also use Better Junk Fences, that does the same thing as Snapable.
  7. No, this isn't the Chance None entry. I know what that is too. This is just Chance, listed with Level, Reference, and Count, like I showed in the OP.
  8. I have a question about making/editing Leveled Lists with FO4Edit. I'm looking for what "Chance" means in the "Leveled List Entry." For Example Level 1 Reference Rad-X Count 3 Chance 798 Level means what level the character has to me for the item to show up. In this case Level 1. Reference is the item that will show up. In this case Rad-X. Count is how many. 3. Chance. This I don't get. Sometimes there is a Zero, does that mean Always? Is 50 a 50% chance? Is 25 a 25% chance? What does a number over 100 mean? Thanks for the help.
  9. I think it's normal while in Beta, though I don't remember it being that way for 1.4.
  10. When you check your DVR and find out you have 3 weeks worth of shows you haven't watched yet.
  11. Is there a Mod that adds Defense to the various Junk Walls? I tried to use FO4Edit to do it, but it only displayed that they gave Defense. The Settlement rating didn't change. Any guidance or a link to a Mod that does this. Thanks.
  12. This argument never makes sense to me. It would like me telling you the same thing. "You could just not save." No. We are asking for a condiment tray so we can add to the burger what we want. [ie: Toggles] At least I am.
  13. Using FO4Edit, I was able to "Add" Defense to the various Junk Walls. However, it only shows they provide Defense in the build menu, but it change the Defense Rating of the settlement. Any guidance on how to do it, or link to a mod that does this. Thanks.
  14. This assumes they actually function as advertised. You find a lot of dead people and ghouls in them. :laugh:
  15. The thing is, they already do. re: The Very Easy through Very Hard Difficulty Setting.
  16. I would say: It depends. What does the Mod Add and what does the DLC add. There are currently several mods that add new food items to the game. Then there is the upcoming Survival Mode that adds a Hunger Effect. There shouldn't be any real effect other than the new foods not reducing Hunger. There is also a mod that add Hunger and Thirst to the game. It changes the way Vanilla Foods work. So it would conflict with Survival Mode.
  17. Why? So the game gameplay coders bend to appeal to more people instead of them learning the game in it pure form because it to hard? Maybe I misspoke. Add "or tedious" after difficulty. Think back to when it was reviled when Fallout 4 went live, that there wasn't going to be any New Vegas style Hardcore Mode and no Weapon and Armor Degradation. The forum was divided. Some felt those things gave "challenge" or "difficulty" to the game because they had to manage resources. Others felt it was just "tedious busy work" and it didn't change the difficulty for them at all. How would making some or even all off the changes on the Survival Mode change list toggle-able make the gameplay bland to you? You toggle them all on and start playing. I toggle them all on, except Save on Sleep, and I start playing. We both end up playing a game we want to play. Heck, I've already put my money when my mouth is and am playing with mods that give most of the changes. If I haven't moded it in it is because there isn't a mod for it. Or it's Save on Sleep.
  18. Which is why I think any game-play element based around difficulty should be Toggle-able. I agree. Clear descriptions would make playing with no quest makers doable. But like I say above, put in the ability to toggle on or off those markers so people can decide how they want to play the game.
  19. Looks this someone just made a mod for it. Here.
  20. That easy, to change the player mind set. Let say the game disables fast travel, the map, the compass. It forces all players to have a mindset about the gameplay since it drastically changes the game. Like the the illusion of choice, the quests writers want you reach that ending, now the gameplay coders want the same thing. They want the player to have the same scope to view the game from. Remove Fast Travel, Map, AND Compass? Really? So I have to draw my own maps now like games from the 80s. I'd rather let the computer on my wrist do it. Illusion of Choice. The Quest Makers can't plan for everything that millions of players would come up with to do, so yeah, choices are limited and they try to give it an illusion. But the people in charge of game play need to make the most people that are playing happy. It is a game after all.
  21. Not necessarily true. In many cases it will be closer, in others not do much because there might be problems. Earlier today I was over at Greentop. Was doing a MM quest for get it as a settlement. I had been there a few times before on another play through but didn't really scope out the area. I couldn't find a bed I could use there, so I headed off to find one. About an hour later I found one ... in a Vault ... that I could only use because I fought all the people there. Now, granted. I knew what I was getting into and could have made it to Tenpines or Starlight in less that 10 minutes, but I was looking for the nearest bed, and I knew one would be there. Then there is the Water Treatment Plant you need to clear to Graygarden. The nearest is maybe 2 minutes away, but it is locked behind an Advanced Lock, So you need Lockpick 1. A popular perk, but no guaranty everyone will take it. A bit farther out is a camp ground to the West and Oberon Station to the East. Both maybe 5 minutes? Then North of Graygarden maybe a minute is the Junkyard and a campground. And of course Graygarden itself maybe 5 minutes from the plant. And the brewery between Oberon and Graygarden. Graygarden and Oberon you have to ally with and the others you have to clear. That said. I agree with Relic. Save on Sleep only won't make the game harder. It will make it more annoying. The Gunners I fought in the Vault only almost killed me because I have a mod that removes the 90% damage reduction in VATS, not because I didn't save. My last save was in Starlight from before I headed to Greentop. That, that said. It will make you play differently. However, it is something you can already do without mods or any official change. It's how I'm playing my current play through. Why force it on players who want most if not all of the other Survival Mode changes?
  22. What I don't like about the ads is sometimes, if I'm trying out a mod I just downloaded, I leave the site running in the background when I'm in-game. Then out of nowhere there is this ad playing out the speakers scaring the [bleep] out of me worse than any ghoul surprise attack. :ohmy:
  23. I like HardcoreMode_On better. It is less binary. Also includes sleep.
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