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Khormin

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Everything posted by Khormin

  1. Anyone familiar with the workings of the amazing Wrye project know if it'd be safe to .esl convert a patch?
  2. New feature: Two parts. "Best thread of year"/"-month" - The most-active thread on the forums. For those times you just want to see where the party is. Likewise, adds a sense of friendly competition for people, and helps a quick review of what topics tend to get activity (which in turn helps mod authors assess the community). "Worst of year" - Mod/admin personal favorites for bans. Whilst it'd do nothing to slow the spambots, some of the posts in the ban forum can be interesting, and illustrating that poor behaviour leads to actual consequences has been shown to lower rates of that behaviour.
  3. Actually, yeah, that could be doable. I'd volunteer to tweak it a bit, but the heat wave has thrown me out of schedule for my own stuff.
  4. Right, I'm just flagging up issues I've run into with this kind of work before. 'It should' is a nice thing to say, but within the confines of the engine it's probably going to be difficult to accomplish. You may want to start putting requests into the F4SE team now to get them to prioritise things like base form copying & saving. Well, had some free time now that I'm down a girlfriend, so poked them on bethforum.
  5. Had to pause for a long time 'cause of heatwave followed by family Christmas stuff. Couldn't get either option to work, but it could just as easily be because of my poor programming skill. I'll upload a public copy when I get a minute if you're interested in checking my work.
  6. If you're wanting to help out, I'd welcome the assist, but otherwise, I use nondefinite language in place of definite because things can happen to interrupt any project, no matter how simple. Such as finding that NMM won't load, no matter how much coaxing I do.
  7. Welcome to the party, we can offer an equal share of the loot. /snigger. Thank you for the lengthy, but informative post. In case anyone is confused, or popping in for links, https://loot.github.io/ is the release page, https://github.com/loot is the development page if you know what you're doing.
  8. That would be nice, especially if you're someone who downloaded said mod - knowing there's a risk of infection != blaming the author.
  9. ... It won't take much extra effort to make an 'everything can be settler' adjustment. Super mutants. Feral ghouls. Molerat tending the doctor's clinic. "Reeeeegh!" "Patch me up, doc."
  10. "Dynamic flora harvest" and my own port version "No Wild Fruits" both cover it with less overall game alterations (I make it so 'wild' plants give normal foods, Chickawowwow doesn't change anything else at all. Both intended so to minimize potential mod conflict. http://www.nexusmods.com/fallout4/mods/3581/ - Dynamic flora harvest http://www.nexusmods.com/fallout4/mods/3927/ - No Wild Fruits (version 2 is the Dynamic Flora port)
  11. Feeling flat after days of interrupted sleep - holding off any official work on mods today.
  12. Feeling flat after days of interrupted sleep - holding off any official work on mods today.
  13. Feeling flat after days of interrupted sleep - holding off any official work on mods today. As for saving facial selections, I'd say it should, though I have yet to tackle that particular portion of the code yet. Hence it's in 'planned'.
  14. Jet: "Paris is in France." Zilav: "Berlin is in Germany." You are both correct. Yes, the masters are loaded regardless of load order, making LOOT much less necessary than BOSS was in previous games. Now you won't have mods crashing out because the masters are now lower in the load order. I am surprised to find this change, as I stopped playing Skyrim in the period where it was necessary to organise it if you wanted to play et al. But people also use LOOT as Zilav is outlining - for convenience, making sure that the majority of changes are effective. Both points are valid. This argument, reading both of your points, is going to soon boil down to "Is it necessary or is it convenient, in which case may I make the suggestion that "to each user their own"? Or as I put it in one of my first posts here;
  15. Have to AFK for a few hours, but the basic principle is correct. Plan is to quietly replace them in the code off-screen with a persistent duplicate before they arrive.
  16. Don't do it, I thought as the raider began to run. I had him in my sights, dead to rights, and was watching in the vain hope that he would not be the fifth raider in a row to run, and then return. Everyone he had been standing with was dead. His turrets were destroyed. Yet, four paces into his retreat, he seemed to forget all of that, turned around, and took a bullet to the face as his round spanged off my power armor. Immediately, the stingwing I had pacified began to gnaw on my back for a second, before Dog began to savage it. I am so glad that I spent those perks on pacifying, I thought to myself sarcastically, since the monsters and raiders totally don't have the attention span of a goldfish on ritalin. ----- Not any more! Introducing Diplomacy - the mod that will ensure that you encounter far more animals that remember you are their 'alpha' (do bloodbugs have a pack structure?), far more mutants that remember that human is 'friend', far more ghouls that actually retain that little spark of humanity inside, and far more raiders who remember that they have no gun any more, and you have one trained on the back of their head. What does it currently do? Retreat values now require far further distance before the enemy stops running.Retreat now ends with the target being 'out of combat', requiring you to reinitialize or approach (which can be taken as you looking like you're coming after them).Retreating enemies can pass out of instances.Retreat now lasts significantly longer (approximately 3 minutes playtime).Pacify effect lasts significantly longer (approximately 30 minutes playtime).Pacify effect ends with target entering retreat state (and thus, out of combat).Hacking a robot target allows player to trigger retreat or pacify state correctly.What is coming soon? Pacify effects alter the faction of the target to "Player Faction", "Ally Faction", or "Settler Faction" as appropriate (ie; Deathclaw will never become Settlers).In the latter case, after pacify effect wears off, target will remain nearby waiting for assignment to a settlement.
  17. Having been testing YABBA (Bullet Storm Ballet's original codename), I can say with authority: The explosives are dangerous, yes. It's the bullets, claws, and teeth though that tend to end up killing me. Molerat teeth cause a cumulative bleed, for example, as they're tearing into your legs, so if you're not fast with a stimpack (in absence of bandages before GECK), you can kill them all and then bleed out on top of them.Even at vanilla aim values, gunners and raiders can still headshot you. With ~40 damage minimum so far, and a high damage multiplier for head trauma, it means that taking on a pack of enemies alone, unprepared, and out of cover is most likely going to end up with your death. Much like in real life, TBH.Explosives still obey cover rules until I can sort out a script that'll diminish the damage rather than stop it through light cover. With the changes in effect, a single frag grenade will kill a room of lightly/unarmored enemies. Much like real life.At level 30 in my playthrough, I still have yet to encounter a deathclaw that does not instantly kill me on unarmored contact, which is pretty true to lore. They now are a terror, not just a high-HP tank-and-spank. It's also awe inspiring to watch one just slashing it's way through a pack of raiders, basically just swatting their corpses aside until it decides to grab one and impale them.On the topic of deathclaws, thrown cars can now be a devastating problem for you. Which I feel is pretty realistic when you consider that they're throwing a giant-sized Fat Man on wheels.
  18. Looks as though the hijacked & replaced quest (X Out of Time) doesn't want to fire off, despite having the game's own conditionals set. My options are to either look at what I can do with F4SE or wait for GECK. I'll play around with SE when I get a moment tonight.
  19. I tested it, and you do seem correct. IWN (BIS-YABBA-9mm-AT-CCK-GLAS) 1.6.esp (one of my mods) has masters Fallout4.esm, 9mmPistol.esp, Caliber Conversion Kit.esp, AmmoTweaks - Crafting.esp, IWN Core (BIS-YABBA-FM) 1.6.esp, and Bullet Sponge Ballet.esp. IWN Core (etc) also has Bullet Sponge Ballet.esp as a master. Sorting my load order traditionally (FO4.esm > all other masters > IWN Core > IWN alphabet soup) produces expected results. Rearranging the load order does not cause a crash to desktop as traditionally. Loading all mods (including Fallout4.esm) alphabetically does not cause a crash to desktop as traditionally. Observed result: Mods simply overrode one another in order of priority, with the amusing effect of potentially reverting changes in mods with the vanilla defaults in Fallout4.esm.
  20. Speaking from experience, aim to start with something small, and build on top of it. No-one knows what the future brings.
  21. And there I was going to point to the "Critical Data" value. Will still do so in case anyone else browses through.
  22. Most of the ideas are spread through the different mods. I'm working on both a 'realism' combat & healing overhaul (Bullet Sponge Ballet) and a 'needs' overhaul (Appetites) at present, I doubt I'm the only one on the latter, and there's plenty of others for the former. For combat overhauls: Re-Ballistic is a popular one, otherwise there's Gehweres Des Todes. For combat AI: Arbitration should help. Fast travel: Is a mod, but something <unknown> seems to affect it. Carry weight: Varied mods.
  23. I was never aware of this during my time playing Skyrim - was this all along, or just more recently?
  24. Throw me a copy of the folder through a cloud storage and I'll see if I can spot anything myself; bear in mind, still recovering and a lot of old knowledge is gone now, so I'm relearning XML all over.
  25. Haven't seen any noted changes so far apart from the .ini disable; certainly the bugs are still there. As I quoted into the "Why do people hate Fallout 4" thread; http://help.bethesda.net/app/answers/detail/a_id/30930/kw/mod
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