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ajacksonian

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Everything posted by ajacksonian

  1. LOOT is coming up with an error for the Horizon Homemaker patch in 1.7 noting that the patch is not compatible with the current version of Homemaker. Items from Homemaker will be shifted around with the patch. YMMV, and I'm looking for a patch for this as well.
  2. That is what I'm doing with Morrowind...but it doesn't have the LOOT capability built in nor something like mlox. It is an older game, true, but the Vortex support for it for load order is not that great and no rule set making is provided. For later games I usually want to get patches put together in sections, which was an easy drag and drop experience in NMM. I'm still trying to figure out how to make the necessary rules to get similar results in Vortex. Some patches are contingent on a single mod while others are dependent upon multiple mods which need to be patched before the secondary patch for another mod. Horizon in FO4 is giving me fits in this regard when trying to use AAF and Sim Settlements, plus the various support weapon and armor mods for Horizon. Creating contingent rules is problematical especially when play-testing: make a patch rule that is contingent on something that needs to be removed and the load order tries to shift to work with that automagically requiring the rule be redone for that removal (which may only be temporary for testing purposes). Wash, rinse and repeat a few times and this gets to be a tedious affair. In NMM I would put them in place and they would stay put. Then, once a stable load order is established for a longer session, all the patches would be together to allow Merge Plugins to take in the load order, merge the patches together and then have them in one file, thus allowing the source plugins to be disabled. Vortex shines for everyday use with few mods and no play-testing involved: set the rules up and it just does as it is told. Get a bit more complex than that and things aren't so nice.
  3. I thought it was interesting that telling Tektus that the time for Division had arrived turned out to be something that is considered not just good but sacred to the Children of Atom. Mind you, after starting the process you got 30 seconds to get out of the Nucleus and run like all get-out from it. But you do see the Children of Atom sprinting to get into the Nucleus! You get to be the bringer of Division! Now Allen Lee and Avery do see it as mass murder, while the synths just see it as the strange fate that worshiping Atom gets you. The logic (such as it is) of the Cult of Atom not only condones this action, but elevates it. You can also tell those at the Crater of Atom about the Far Harbor group (although not their fate) and they are friendly to you, just as the one at the nuke site is when you go there to plant the BoS beacon. YOU are the Bringer of Division and most holy, after all... I loved the choices of Far Harbor, but refused to act like the Institute as one of my main criticisms of it is replacing people with synth duplicates to achieve their ends. Poor Art, always having to deal with Synth Art...really, see that a few times in a single play-through and you begin to wonder just what is so important about Art, anyway. DiMA's killing Avery with her effects still on her and then wiping/body swapping a synth, basically killing the person that synth was even when the synth was willing, that is a bit much for me. Raiders and Gunners who are on a 'kill or be killed' mentality, well, their choice as I'm more than willing to talk amicably with anyone who isn't trying to gun me down. So is granting Division to the Children of Atom a hostile act? Not to them, no: it is a holy act. Thus it is not neutral, per se, but actually positive to the Children of Atom who got to the Nucleus in time to experience it. Are you or are you not the Messenger of the Mother of the Fog for Atom? The townspeople of Far Harbor are mixed on the result, yes, but neither love you nor vilify you for it. The synths just shake their collective heads about it and how misguided the Children of Atom were. Positive, neutral and neutral. Acadia can keep the power flowing and the condensers working, Far Harbor gets a few new settlements, Vault 118 gets its murder mystery solved, and there are a few good pre-war story-lines to follow up. My problem is structural: the synth colony is something the RR, BoS and Institute should STILL remain interested in even after you finish off the main quest lines. They don't. That makes no sense for any of those factions. And you would think that all of those synths, especially a Courser and DiMA (who can store memories off to secondary media) would have some other information on the Institute and possibly an independent way to get in that doesn't involve the main story factions. That lack of a DIY Institute breach and final closure should be something available in Fallout. DIY endings, that twist and dodge politics to reach a satisfactory conclusion is something that I was expecting from FO4 and Far Harbor offered the opportunity to patch that hole. And I do enjoy settlement building in a zen-Sims sort of way, so I'm not knocking FO4 on that score and it points to a future where you get to the post-post-Apocalypse. Say, who made these magical red workshop benches pre-war? It looks like something that isn't as neat as what General Atomics puts out, and not as classy as RobCo, so that leaves House Tools (a division of RobCo by FO:NV lore, but semi-autonomous inside the main company) as a possibility, and there is always Vault Tec due to Vault 88 (although they may only be licensing the technology at that point). Since they are seen ONLY in the Commonwealth and Far Harbor, that makes it a regional test market in the months before the bombs dropped. Or, as they have magical properties of matter manipulation, did the Zetans have a hand in it? I mean if the Institute had such technology, we wouldn't have it the way we see it in FO4, so they are disqualified by that. Who needs construction equipment when you have something that can help create an underground structure that makes the Institute look like pikers? I'm doing my best to fill up that huge volume, and the Institute had to economize on space and energy, which you wouldn't have with that red workshop and extensions for Vault 88. Why, with a bit of work, building an extension TO the Institute wouldn't be out of the question. Better living underground and all that. An entirely new path to a DIY playthrough! Get a few Yangtze beacons and the total DIY storyline basis is sitting on the table. Independent way in through means recorded on secondary media in Far Harbor. Building TO the Institute and staging a take-over (peaceful or hostile, although the allure of a good Vault is hard to resist). Or finally deciding the Institute is a lost cause, shutting it off (or even having shut off its reactor and then cut it off from Vault 88 to turn the lights out) and/or using the Yangtze beacons to get through the surface and then into the interior space, putting a less crater prone ending to things. Maybe even finding ghoul Institute scientists afterwards. Or that the radiation killed the disease killing Shaun and left him a ghoul. Ah, possibilities...putting voice acting to something like that would have delayed FO4 another couple of years. That would be a story for another day.
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