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dferstat

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  1. Known facts, and my suppositions So what do we know about FOLON? The last I heard, the developers were describing it as mod. If this is so, then it's going to require the base game executable. After all, BethSoft isn't going to permit distribution of modified versions of their executable without a license, which'd cost mucho moolah. If the EXE runs, it'll almost certainly load Fallout4.esm and any available DLC when it does so. If FOLON requires the game .exe, then any utilities that currently modify the behaviour of the exe, or which talk directly to it, should still work. This will include F4SE, Canary Save File Monitor, PhotoMode, Address Library, Workshop Framework, Better Console, Rename Anything, MCM, Buffout and others. Looking at the data side of things, let's consider core game features. Character preset creation is currently pretty powerful, especially when you consider LooksMenu and HiPoly Faces. I doubt that the FOLON developers would try, even were it possible, to replace the current data structures and tools. Therefore, any tools and resources made for FO4 or LooksMenu should still work. If FOLON has settlements, then, again, I think it very unlikely that settlement data would be structured differently. If I'm correct, then current mods that deal with general settlement data and modes should still work. This should include Transfer Settlements, Place Anywhere, mods that deal with provisioning and provisioners, probably Conquest, Settlement Menu Manager, and, of course, the myriad of excellent mods that provide settlement objects, such as Snappy HouseKit, Build Your Own Pool, cvc Dead Wasteland, Kraggle's Structures and many, many more. Of course, these mods may contain assets that look very out-of-place in what's left of London. Mods which specifically address the released landmasses of the game (both DLC and mods, such as Point Lookout) or their specific NPCs, won't, of course, work. This includes LOD packs, mods changing existing settlements, or adding new ones, most (if not all) quest mods, and the hundreds of Transfer Settlements and WSFW blueprints. Scrapping mods may not work, depending upon the degree of changes wrought on the original game's landscape, and how much use FOLON developers have made of existing game assets. Landscape and weather mods might also not work. Manufacturing mods will likely need patches to incorporate new crafting recipes. This might cover ArmorSmith, Better Manufacturing, and possibly more. Sorting mods, such as VIS, will also need patching. Body mods such as CBBE and EVB, etc, should work, along with any armour and clothes made for them Weapons should also work, unless the FOLON team have disabled requisite ammo, which I think unlikely. Even were they to do so, I expect Munitions would be able to fix this. Remember that the FOLON team have already released samples of the armour and weapons they've developed. I doubt very much that, given their time constraints, they went to the trouble of especially converting these from special FOLON assets to FO4 assets. In an ideal world, the FOLON team will provide some guidance as to which major mods are known to be compatible, which can be made compatible with patches, and which are flat-out not compatible. Hopefully, they can also provide some guidance on how to identify the appropriate categories for less well-know mods, and even provide some of their internal data to help modders create patches. Semantics Technically, this is a game mod, as it modifies the existing game data. Practically, however, it's a new game, as it (apparently) completely replaces the existing game experience. Special category for FOLON mods? Just because this is a mod does not mean that it does not deserve its own category. After all, we have categories for ENB presets, Sim Settlements 1 and 2, and Transfer Settlement blueprints. Categories exist to help the user, not to reinforce rigid data structures. If there are enough mods for FOLON to justify a new category, then I'm sure Nexus admins will do this. As far as FOLON compatibility tags are concerned, I think this is a good idea. FOLON promises to be so different to FO4 that compatibility can't, on the whole, be assumed. I think it's very much in the interests of the users, and the site, to have this info readily available. Game profiles Lastly, I confess that I'm astounded, in 2024, to find players who seem unable to have more than one profile for their game. I've been running mod managers (Mod Organiser, then Vortex) on Skyrim and FO4 for the last eight to ten years, specifically so that I could have multiple playthroughs, with different characters, play styles and mixes of mods. I've successfully migrated profiles from one mod manager to another, and from one computer to another. The idea of not using a mod manager is, to me, completely alien.
  2. Weapons builders may want to consider the Sulun Arms SR 410 Revolver Shotgun. With a 5-round cyclinder, and overall length 24" / 61cm it sounds like a good CQB weapon. YouTube unboxing here. A dealer's pager here.
  3. As it says in the title, I'm looking for a mod that removes the constant background radiation from the Glowing Sea. I'm not concerned about the rad-storms, as there are weather mods that can block these from starting. I seem to recall noting a mod, many moons ago, that would do this. However, as with my recent query regarding curved tunnel segments, it's just as possible that this mod is a figment of my imagination. Any assistance will be met with thanks
  4. You'll get better, and faster, answers from the SS2 forums.
  5. Don't get me wrong; I'm not, by any stretch of the imagination, suggesting that you should create the entire subway in one map. I'm only observing that it might be theoretically possible, but practically not.
  6. Hmm ... is there a max size for interior maps? In theory, you'd probably be able create a single map for the entire subway system, assuming you had all the assets you needed. Thinking about it, one of the advantages of having a (very) dark environment is that you won't have scenery objects popping into view in the distance; the engine will have no difficulty loading them before it actually has to draw them as they appear out of the gloom. However ... the more terrain (or, in this case, tunnel) that you have, the more work there is for someone (in this case, Qrsr) to populate it with scenery and actors. So, instead of building the full-length stretch of subway between, say, Lexington and Cambridge, we have a much shorter single map inserted between those two stations, and we let our imaginations fill in the gap.
  7. Oh, boy ... That looks brilliant! Ok, so it'd take 6 segments to turn 90 degrees, but subway carriages don't take sharp turns. Well, not more than once, anyway.
  8. So, a lateral displacement, rather than an angular one?
  9. Sometimes I think that Google does, actually, read my mind. Just appeared in my YouTube feed is this video by Kottabos, reviewing the original SR 7-odd years ago. Jump to about 4:45 in the video and you'll see that he's travelling through some decidedly not-straight tunnel sections.
  10. So, I was happily playing Fallout 4 last night when my dog whined at me to tell me to go to bed. (Yes, with my dog this is a thing). So, I made a manual save, and quit the game. This morning, I resumed playing. After several hours of play, I happened to look at my Save Games tab, whereupon I discovered that instead of numbering my first save of the day as ID 608, Vortex had given it ID 1, with subsequent saves up to ID 16. (Yes, I did have 607 manual saves; I have a PC made of cheese, running more than a few mods. Crashes are something I have to expect). Does anybody have any idea what causes this, so that I prevent its recurrence? While I can manually edit the ID for a save, I don't want to have to keep doing this.
  11. After discussions with the creator of Subway Runner Revised, I'm almost certain that, once upon a time, I saw a mod that had curved sections of subway tunnel. I have a picture in my head of an image from a 3D editor of two tunnel segments together; one going straight and the other curving away from it. Trouble is, I'm darned if I can find the mod on Nexus, or in the myriad of mods I have installed. Because I can't find it, the worm of doubt has crept in, and now I don't know if I remember it, or if Qrsr mentioning that they wanted it made me imagine that I'd seen it. (The mind can be a tricksy beast). If anyone recalls seeing curved subway tunnel pieces, I'd be very grateful to hear from them. My thanks in advance.
  12. Two points: Firstly, I suggest posting on the FPV comments page; PJMail, and other users, will probably be able to help. Secondly, FPV is script-heavy. Scripts take up a chunk of the memory that the game engine has available (this is much less than the available RAM on your PC). Unfortunately, dense scenery also takes up a lot of memory. Also unfortunately, the game engine isn't very good for travelling long distances at faster than running speed; the faster you travel, the faster the game has to load new cells, and unload unwanted ones. Sometimes it just can't cope, and things go south. I get crashes in these circumstances, too. Ok, having a PC, as my daughter phrases it, "made of cheese" doesn't help, but right now I can't address that particular issue.
  13. Well, I downloaded the install from a link on the Nexus Vortex pages. I'll try uninstalling, and then reinstalling Vortex, but that's going to have to wait until I know that I've rescued my toon.
  14. I have already read that section. However, if you read my post, you'll see that I've already tried the four suggested solutions, none of which have worked.
  15. If you mean an AppData folder on my C:\ , there's nothing for Gamebryo.
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