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ExcessiveParanoia

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  1. I've been looking for this for a while now, but haven't had much luck. Here's the problem: I tend to stay with a playthrough for hundreds of hours so listening to the same few tracks over and over begins to get quite old. I've looked into some of the alternate soundtrack mods, but it seems that all of them are complete replacements of the original, but I still like the original and would just like to find a way to have more variety introduced, so none of them are really what I'm looking for. So the question is, is there a mod or other method that would allow me to mash together several soundtracks for greatly increased diversity? Thanks
  2. So I've been running my current playthrough of Subnautica at 0.5 timescale, but I'm getting tired of having to reenter "daynightspeed 0.5" several times a day since not only does it reset after reloading a save, but also after sleeping. I know there isn't currently a mod that would allow me to permanently change the timescale, but is this something that I'd be able to create myself? If so, how could I go about doing this? Thanks.
  3. I'm currently messing around with some personal modifications to The Widow Shotgun mod and I'm hoping to get a little help. The idea of a surpressed shotgun doesn't really work for me and instead I'd much rather have a longer barrel version of the the gun so it looks / acts more like a hunting shotgun. What I was hoping to do is make a patch that will change the suppressor to function as a long barrel while keeping the same model because it actually looks very much like I imagine a longer barrel would look for the gun. The problem is I've got no clue where to start, so I'm hoping someone here could first tell me if what I want to do is possible and if so, how to go about doing it. Thanks.
  4. I'm currently trying to make a balance patch for the Widow shotgun for Horizon using the existing available patch as a source for numbers. The reason is because that mod author has opted to deleted the cellar where the gun is found (and by extension the gun's backstory) from the game because you get it very early and they felt it was unbalancing. While I agree that this is unbalancing for Horizon, I still want the cellar and story to exist in my playthrough, so I'm trying to just apply the balancing patches while saving the acquisition method. The problem that I'm running into though, is that when I create the patch using "copy as override into", the patch results in an "Override with no conflict" status and then the patch changes don't get applied for some reason, even though they *seem* like they should. Here is an example: As you can see, the patch overrides without conflict, but still comes last, which means it *should* still win out because the game will only see the last entries and use those. That's according to my limited knowledge of this process at least and I'm guessing I'm wrong about some assumption in there. Unfortunately, in-game, none of the new values have been applied, instead leaving the weapon, mods, and anything else to do with it with their original values. Though I'm unsure why this isn't working, I'm thinking the process I used to create this might be to blame. The original author of the balance patch created their mod in a way that actually overwrites the original ESP file. As such, I installed the patch, then used the values present there to "copy as override into" the new custom patch. I had figured that this would work because the master filename would be the same due to the patch overwriting the original mod file so that when I uninstalled the patch and was left with the original ESP, they would properly overwrite. Anyway, I'm really hoping someone here can give me some direction on how to get this to work, whether it is possible to create the patch in the way I was attempting, just with a variation in the process somewhere, or if I would need to use a wholly different approach to get it to work. Thanks.
  5. So I'm essentially new to FO4 (only got it mid last year and never got much past "Reunions" due to getting involved in another game while waiting for F4SE to update after the CC update) and new to the Fallout series as well. I'm in the early stages of a new attempt at making it through the whole game, but I already know that I'm really not looking forward to the absolutist "They can't live if you choose us" main story decision. As a result, I've been looking for a mod that allows for some sort of peaceful coexistence, or at the very least gives real options like everyone but the institute or everyone but the BOS. I can see through searching that there are some options, but I really don't want to have to play through multiple endings to find the best one, so I'm hoping that some people might chime in here and give me some direction as to which is the best mod for the situation. Thanks PS: I know the obvious answer is just make a save before the decision and go back and play them all, but I've been RP'ing this game (i.e. keeping a journal and letting the timeframe extend out months longer than it actually needs to), so I fully expect a full playthrough of the game to take me between 500-1000 hours and I really don't think I'm going to have the commitment to do the last half of that 4 times...
  6. Like I said before, Fallout 4 ver 1.10 update was released on November 9th, 2015. While you're correct that Fallout 4 might be updated again in the future, the support for the new file format was added long ago, so you've got nothing to worry about right now.
  7. Fallout 4 as best as I can tell by reading the page, its the creation kit that's being updated to 1.10, not FO4. FO4 1.10 is mentioned in that you need at least FO4 version 1.10 for the new file format to work, however that particular patch was released Nov. 9th, 2015, so unless you've been avoiding updating your copy of FO4 for all that time, the update won't affect your game. Unless of course you use the CK a lot...
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