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fraquar last won the day on December 5 2024
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How far can you patch a weapon mod in the middle of a save?
fraquar replied to kplusa's topic in Fallout 4's Discussion
A separate file for every patch is for distribution purposes. On your own PC - you have the flexibility to manage your patches however you see fit - since the files stay on your PC. Whichever way is most comfortable for you to manage. ---- Two examples: a) Patches for supporting mods I will always use - those patches I integrate. Ex. Tactical Reload/Bullet Counted Reload/etc. I just copy the loose files to the main weapon mod, integrate the patch changes to the main .ESP and delete the patch .ESP. -- b) SalientPhantom's patch(es) for Mk18 CQBR, or any other complex "overhaul" patch that adds new assets. I leave those puppies as is - for very obvious reasons. ---- In other words, one size doesn't fit all. You do you.- 11 replies
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How do you re-enable disabled attachments on FO4Edit?
fraquar replied to kplusa's topic in Fallout 4's Discussion
Not sure you understand the "why" part of why they were disabled. You need to understand that first. ----- Simple math. Lets assume you want the F4NV revolver to fire 10 different ammo types. You'd need 40 different receivers (4 receivers x 10 different ammo types - since the receiver is what is changing the ammo type) if you do it the F4NV way. ----- Now look how the patch does it. 1 receiver for each physical model = 4 receivers. 10 ammo attachments - 1 for each caliber to fire from it. Total Attachments? 14 vs the 40 above. ----- The short of it. He marked them disabled instead of just outright removing them. You don't want or need those disabled attachments anymore. -
Maybe it's me, but this seems more way more challenging than just getting rid of the filthy thief settlers in the first place. From what this sounds like? Military Roll Call. "hmm, what is that bulge in your midsection Ms Riley? You having a baby?" Nah, just trying to conceal carry a minigun..... Maybe I need a bigger dress?
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How far can you patch a weapon mod in the middle of a save?
fraquar replied to kplusa's topic in Fallout 4's Discussion
I don't have the technical details to explain - but lets just say two of the things you propose I'd never do mid play through. #2 and #3. Mods that add via LL injection do so one time - when the mod first loads. How you'd even go about editing that LL entry that is baked into your save game file I have no earthly idea. How the game mechanics handle missing entries (i.e. loading a weapon from a mod that no longer exists) - I'll leave that to others to explain. ----- At the end of the day I follow a simple rule. If I'm so "invested" in my current game play save - I don't add or remove ANYTHING. Ex. If I've just spent the better part of 5-6 man hours getting my "super settlement" to look and function exactly the way I want - well I'm just not messing with that. I'll save any "grand ideas" like trying to add, remove or edit existing mods for the next play through.- 11 replies
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I still have a Steam account, but I haven't had Steam on my PC in nearly 3 years now. I'm not a big gamer so most of the games on there GOG already has DRM free options which I switched to. The few that don't, I really didn't play them much anyway. ----- I really have to thank the gaming industry for putting out so much garbage the last 3 years - the switch was painless. Would take a slam dunk new offering of a franchise to be released to make me re-install Steam. Bioware had their chance with DA IV - and they couldn't have possibly butchered it more than they did. Epic failure.
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No. Usually when an app "needs" admin rights it means you have the app either in a protected folder, trying to operate on files in a protected folder - and/or both. In fact, anything that "needs" admin rights in Windows - that is your red flag. Program Files? That is a no-no for games and modding.
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When did "quests" become a thing? Back in the day the entire game was one big quest, with a myriad of twists and turns. Never thought of a game as a series of quests - more of a linear storyline - the thing they struggle to do anymore. ------ That said, in the base game (I don't tend to do "quest" mods) the one that struck me as well written was the sequence from Fort Hagen to the end of the Memory Den. i.e. Act 2 - Quest 1 - Dangerous Minds. You got emotions from Piper, you got desperation from Valentine, you got the 180 from Doctor Amari once she gets past the thought of what Valentine proposes. You got the anticipation of possibly finding out the answer to the toughest riddle in the Commonwealth (the location of the Institute). You got the character learning about the life of Kellogg and the background of the man he killed. That is good writing IMO. Then they leave you with the cliffhanger they never acted upon - Valentine speaking to you as Kellogg....
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The most important thing to consider is what resolution are you planning on running at. It will dictate the "baseline" GPU you need before even looking at performance comparisons. Don't bother with anything less than your baseline - and don't bother with anything rated for the next higher resolution. Ex. I run at 1080p. Anything more than a 3060 (or comparable GPU) is complete overkill. I could have a 4090 and it's not going to do anything for me that the 3060 can - because the monitor is the bottleneck. Ex. I plan on switching to 1440p this year. Anything more than a 3070 (or comparable GPU) is complete overkill. Like above, a 4090 would offer me nothing other than a nice sized hole in my wallet. Added: Remember, Fallout 4 is a 10 year old game. There isn't a CPU made today that can't run that game optimal from a CPU perspective - unless you plan on using something like a Rasberry Pi to run it. You should be looking to make sure your "system" can run the most intensive game you play. I'd have to think you have at least 1 title more intensive than Fallout 4.