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Khormin

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Everything posted by Khormin

  1. 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.
  2. 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.
  3. Speaking from experience, aim to start with something small, and build on top of it. No-one knows what the future brings.
  4. And there I was going to point to the "Critical Data" value. Will still do so in case anyone else browses through.
  5. 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.
  6. I was never aware of this during my time playing Skyrim - was this all along, or just more recently?
  7. 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.
  8. 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
  9. I'll do that, though I think the NV system will require either the GECK or a fairly aggressive script. As for the installer, FOMOD is only more complicated in appearance than setup (for the most part). There should be a tutorial floating around to help you set up your first one.
  10. Script-free so far. I'm trying to get this started as a trigger, though it's harder to test with the new launcher (Thanks, Bethesda). Update (9th Dec): Meant 'script-free' as in 'not F4SE dependent' as yet. As for modder's notes: Still trying to get the "Appetites" quest to trigger as Survivor leaves the cryo chamber. Have appended quest to the event without success yet - need more time to isolate if this is because appending failed or if launcher was playing with me. Quest fires properly if launched via console command.Adjusting values for "HungerIncrease" ('hunger' timer by X points per game hour) from to 4 to 5. Otherwise pretty happy with hunger effects, don't envision needing further changes. Hunger effects begin at 3 hours mark, progresses at 6 hours, 12 hours, 24 hours, 48 hours.Might need to adjust starting 'hunger' total to allow more time for the Survivor to find food, but you really don't get to eat before running off.Adjusting values for "ThirstIncrease" ('thirst' timer by X points per game hour) from 6 to 10, reflective of 'dry' landscape and increased likelihood of dehydration. Want to instead lower default thirst markers but doing so tends to accidentally kill the Survivor by dehydration when they sleep. Oops. Dehydration effects begin at 3 hours mark, progresses at 8 hours, 18 hours, 36 hours.No adjustment for "FatigueIncrease" ('sleep' timer by X points per game hour) needed, keeping at 5. Was lucky, got good values on first guesstimate.Possible in future - adding a modifier to sprint usage to add to 'sleep' timer as reflection of accumulative exhaustion.Adjusted stage 1 & 2 of fatigue to reflect metrics from studies on biorhythms. Sleep needs progress at 8, 16, 36, 72 hour brackets.Possible in future - recurring chance for hallucination gas effects at 36 hour bracket+.Added temporary HungerIncrease DietIncrease acceleration to Sugar Bombs, ThirstIncrease to NukaCola varieties. Eating sugary crap makes you hungrier faster, and caffeine makes you thirstier, who knew?Added "DrunkIncrease", "DrunkTotal", and six states of inebriation to mix, allowing for alcohol tracking on top of dehydration, fatigue, and starvation. Currently static values that do not account for body mass, Endurance, poison resistance, and experience with drinking. Progresses at 1/3/5/10/15 drinks.Future - Adjust to incorporate Endurance, Poison Resistance, and tolerance.Added "DietIncrease", "DietTotal", and four states of tracking for making sure that you eat your tatos and silt beans like good boys and girls. Progresses at 60/90/120 days. Yay, scurvy!Added mild thirst replenishment to soups, raw meats, raw tatos, and raw mutfruit.Adjusted some values to be of amusement to data miners seeking to reverse engineer.Added values to allow easy transition once GECK released.Future plans: SpoilageExertion increases fatigue rateHallucinations from sleep deprivationAlcohol toleranceRemove Herobrine
  11. I can't say I that I was playing Fallout 4 and thinking to myself, 'I just really wish I could get one shot killed by even more rockets that come flying out of nowhere and kill me while I am behind cover even though they didn't hit anywhere close to me... I'll include that as an option .esp then, but FO4's "explosives" aren't very. Even a normal grenade covers a much wider shockwave than they've reflected in the code.
  12. Changes have been made to ensure that the .ini workaround to enable mods is in fact disabled. There is a workaround of the workaround available, or you can advocate installing the F4SE Beta to bypass the new launcher altogether.
  13. I'd be interested in knowing who you cast as "they". I'm intrigued that in a post about gamers giving critique, you give critique about gamers. Those aside, and skipping the between posts for my raw impression; I know these points might have been addressed, but OP asked for opinions. a) Games don't have to be photo realistic. We do like our eye candy though, no matter what we play. While there's 'plenty of games that aren't photo realistic', not everyone is going to want to play BattleChess 2000 or Schein all the time. In fact, if the texture mod popularity for almost every game with mod capacity doesn't tell you anything else, it should at least tell you that a lot of people like nice graphics, even at a cost of performance. Let's repeat since the point was lost before now; people like nice graphics. That doesn't make them any "less" of a gamer. That doesn't make them "inferior" in any way to the style you enjoy. It makes them different to your enjoyment, which I should inform you is not a 'bad' thing. Diversity of enjoyment is what helps to drive creation of new genres, new titles, and new formats - otherwise we'd all still be playing Pong. As for the game's graphics? They're pretty noticeably older than "AAA" titles, which contradicts what they themselves say about the game. "Next generation" graphics these are not; unless your comparison is purely from the previous Fallout games, in which case it still isn't "next generation", it's just "improved". C+ on graphics. Misleading, but I still like it to a degree. Elements of blurry laziness mar the overall effect. b) Plenty of good games have voiced characters, but you should note that there are also bad examples of games with voiced characters. Not everyone is going to enjoy the main characters' voices. Not everyone is satisfied with the limited variety of conversation options that is presented, and not everyone enjoys the way that the addition of sound effects has come at a cost of imagination. Much like in the point a) coverage, players come in a variety of tastes. Much like how people might like upscaled graphics, people might want to have a wide variety of choices for their playstyle in a game that's ostensibly about choices in playstyle. After all, what's a role playing game without the role playing? And that opens up another kettle of fish. The categorization. c) The game (Fallout 4) is marketed as a role-playing game with shooter elements, which is highly unique in of itself, and further cementing it's niche is the post-apocalyptic world that it's named for. A role-playing game allows for a characterization that affects the game at a reactionary level. The way you play is just as important to the outcome as what you do, and the outcomes should be vitally different for a cold-hearted mercenary and a peace-loving diplomat. The NPCs should react differently, the main plot even adjusting to suit if you're a 'good guy' or 'bad guy', even more points if it breaks down how you did it, and seemingly minor points. That immersion is maintained by being able to characterise yourself as a horrible monster (cannibalism, anyone) or a beatific idealist or whatever you want. A simpering moron can stumble dumbly through the campaign in a different way to a hotshot hacking genius. Yet this is largely ignored in the game. "Ask question/good guy answer/uncaring answer/thug" seems to be the majority of the dialogue, which was dumbed down beyond what was necessary to explain being reformatted for consoles. You could, for example, solve the issue of limited button selection by allowing more choices to help define down the character's attitude and expression. You could, for example, just use an up/down option to scroll through a list. You could, for example, actually see what your character is going to say without having to mod your game, which is necessary given some of the vanilla dialogue choices don't give good description for what you're going to be opening your mouth to utter. Even if you want to just focus the character on a good/bad duality like other RPGs tend to do (Fable, Mass Effect, Jade Empire, SWTOR, etc), the option of very good/good/bad/very bad would be nice, along with say "ask question/ask question nicely/special option for relevant perk/special option for relevant charisma/special option for outstandingly good or bad stat". If there's one thing that can be easily taken into account as well - adding those options for voice acting would not be all that hard to do on top of what they've already done; Bethesda simply decided not to, which shows a good element of either laziness (explained later) or disdain for their customer base. So, for story, they get a D. It's not a great title, and the RP elements are pretty limited. d) The history that Bethesda and Zenimax set for the previous main franchise titles and spinoffs is important - "Two things sell Bethesda games; nostalgia and lore" - which have been skipped largely by the more recent titles of the Elder Scrolls and Fallout series. From ignoring (not just 'retconning', but being ignorant of) established history and precedents to forgetting to include their own world's map on 'ancient globes', it's clear that the producers are largely ignoring the two facets that they should focus on to sell their series. So why are they making this mistake? It's simply broken down to two points. Laziness and a lack of care. "Laziness" includes that the game does not run or look like it has been produced for 'years'. It does not run or look like it has been QA tested thoroughly, it does not run or look like it's had hours of polishing and production. A lot of copypasta is evident if you look for it, which cuts down on the time that they obviously spent in production, and the bugs are still present including game-breaking ones that kill your save files. This either means that they have done almost nothing towards the game for "years", since they haven't exactly got another title to work on (as Zenimax took over for ESO), or it means that they were told relatively recently that "BTW, we're making another FO game". When you factor in that the bragpiece they told PC Gamer about how they had "Divided up the team into different portions and everyone was working on their own, unique area", how the devs talked about their project implied excitement and enthusiasm. Not what you associate usually with 'laziness', so let's assume 'lack of time'. Pretty odd for "their most ambitious game ever". So, immersion-wise, they get a D-. "Not really Fallout, more 'grey-brown post-apocalyptic world'." e) So, ignoring the "RPG" elements of the game as much as the executives obviously did, we move onto the other facet that the game sells on. A 'shooter' niche. The theme of Fallout is "Survival!" Wow. Every second is a fight for survival. That's intense. Certainly sounds like they intended to avoid you standing and slowly hacking at an enemy's health with a pistol while they slowly hack back at you, doesn't it? I mean, simple controls and bullet sponge enemies doesn't seem to be the scene envisioned in that quote. After all, if you wanted to shrug off seconds of anti-tank weapons fire while chugging stimpacks like they're the ammunition you're gatling-firing away with, you'd play a game like the Call of Battlefield franchises. But that's what we got. And that gives us a feeling of the game being slightly less than stellar in the 'fight for survival' field of opinion. I mean, it's not like it was one of the phrases they use to try to sell the game, right? Wait. C for the shooting element. There's tonnes of better shooter games out there by far - more fun for casual players, more fun for intensity players, easier controls, more defined controls, the list goes on. Since they wanted "survival", this compares against STALKER and other intensity shooters with a very poor ranking. f) The single major thing they seemed to spend time on is something outside of the scope of what the game should have been marked down for: the settlement management. It's something they mention on the main sales page. It's something they advertised at E3. It's something they mentioned more than once in various interviews beforehand. It's something they tried to sell us on, and hell, it's buggy but it works. Fallout 4, however, then drops it part-way and tries to pick up the RPG and shooter elements to focus on, as evidenced by placeholder "settler" NPCs, a lack of involvement in your base, and very limited options for building (that can be bypassed by various mods). It comes off as well-polished beta, not release candidate, and given that the Bethesda staff seemed quite enthusiastic about this point in particular, it tells me that this lack of finish is not from Bethesda being lazy. It tells me that they didn't have time to finish what they wanted. Finale: So what does that imply? It's likely that Zenimax passed word to Bethesda pretty recently that they were going to be doing Fallout 4, and then decided that since ESO is not doing as well as they had hoped that they needed to stock up another success for the final quarter of 2015 for their shareholders. I can quite easily see the staff at Bethesda being pushed for an unrealistic timeframe after the announcement in the same fashion as Alien: Colonial Marine was, but thankfully having both a good amount of background grunt work done and dedication to the project to see it through. All in all, these are just some of the points people have to dislike the game. Personally, I don't "hate" it. I don't love it nearly as much as other games, even in the Fallout series, and I can see why some more dedicated Fallout fans would be quite upset by it. Add on the price tag for preorder, and the lack of even sales-page promise fulfillment is going to make some people quite upset. All in all, I'd give the game a C-. It didn't do very well in the two major points it was aiming for, and it's only by merit of the amusement I get from the settlement portion that I keep playing. They needed to spend more time on the roleplay, they needed to spend more time on the story, they needed to spend more time on the shooting engine, they needed to spend less time (ironically, given my first sentence in this paragraph) on the settlement and other 'gimmicky' features, to make this a better "Fallout". But that's just my two cents. ----- All quotes, incidentally, are from their own Steam page: http://store.steampowered.com/app/377160/. SPECIAL BONUS ROUND Like all our previous games, we've made sure to keep Fallout 4 open and moddable at every step in development. made sure to keep Fallout 4 open and moddable at every step in development. open and moddable every step in development. From http://help.bethesda.net/app/answers/detail/a_id/30930/kw/mod
  14. Could you define both the problem and what you're hoping to do?
  15. Taking a new approach to the mod's initial trigger; just need to work out how to add a status effect to a quest in xEdit, and I'll be ready to release to beta testing.
  16. Have had to break for a couple of days thanks to broken air conditioner and even more broken heat wave >_< Appetites is at 0.08a, and not release worthy yet - having some issues with the core adjustments to base health & carrying capacity not returning on drinking, eating, and sleeping, and haven't had the time in the office to troubleshoot yet. Apparently we'll have an air temp lower than our body temp shortly.
  17. Sounds pretty good so far, but you don't need to wait for GECK if you don't want to. There's about 4-5 rebalancing mods out there, but I take it you'd be focused entirely on weapons from what I'm seeing here?
  18. Power of all explosive weapons is increased by 100% Explosive radius of all detonations (environmental or weapon based) increased by 100% (inner) and between 150%-300% (outer). Added explosive radius to exploding cars and trash cans (why wasn't there one previously?) of 128/384. Renamed "Suppressors" to "Flash Suppressors". Removed sound adjustment from Flash Suppressor mods. Removed range reduction from Flash Suppressor mods. Added 'Silencer' mod, inactive, pending durability scripting. Adjusted all damages from 6x to 4x multiplier.
  19. I disagree on the topic of necessity, but it's a matter of viewpoint. Thanks however.
  20. Yeah, if it's the full body outfit it is. Reported the bug to Bethesda, expecting their usual level of support for it. The issue there lies in the checking value for armor priority so that NPCs can, in theory, equip themselves with better items if they have them. Unfortunately, even if they don't, it can glitch out. While a script can patch that in later development (I anticipate), I've had some partial success by modifying the base values of those mods to count them in turn as 'underwear' a la Armorsmith and More Armor Slots.
  21. Google-fu did not offer much in the way of a connection yet; is this a thing under way, is the LOOT project retired (or disinclined from doing F4), or other?
  22. Hah, you are indeed Thom, and more than happy to help. And thank you for reaffirming my original thought of "the mod authors here seem to be pretty awesome".
  23. It'll be easier to rename them once F4SE is in good running; can autoscript a rename function that way. As for the outfits, are you trying to equip "full body armor" outfits, or just underclothes?
  24. If you're hosting a translation for any of my mods there, give me a heads-up, and I'll edit the FOMOD accordingly.
  25. I'd like to adjust the main screen display UI in one mod I'm working on, but have no idea where to start looking. Does anyone know where I could begin?
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