Jump to content

Burnspot

Premium Member
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About Burnspot

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim Requiem
  • Favourite Game
    Skyrim w/Requiem

Burnspot's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I can supply an example using Frostfall and Campfire. After you start the game, and configure Campfire/Frostfall, exit the game, open MO, and you'll find a folder waiting for you in the Overwrites folder (assuming you don't leave other items in Overwrites). That folder will contain your Campfire and Frostfall preferences; right-click Overwrites and create a mod from from that folder and enable it....you now have Campfire/Frostfall preferences you can use across any profile that uses those mods. The Categorized Favorites Menu mod will also do something similar. I haven't bothered with presets in Racemenu, so I can't speak to that. Of course, you could just leave the preferences in the Overwrites folder to have them apply to all of your profiles, but it's cleaner, and less troublesome, to make a mod out of them.
  2. Just to note, the latest version of NMM (0.61.22) works great with 1.5 and no longer has issues with enabling mods, which could be worked around fairly easily in previous versions.
  3. Well, Bethesda said Survival Mode won't be for everyone and, surprise surprise, that statement turns out to be true. That said, I absolutely love it; I'm glad Bethesda at least did SOMETHING. If you stick fairly close to the ground rules they laid out, flawed or not, it does pump the excitement level up to something the normal game never had. I've been playing it since the beta and have reached level 49 with my second character in it; it took until the mid-30's before my char started working south of DC (MQ not advanced beyond having to find Nick...which I still haven't done). Up to this point, I've had more than a few close calls, bullet sweating sessions, and bitter failures. I'm playing with a pistols-only stealth-focused character who shuns heavy armor and PA. The longest I've run without saving is about 1.5 hours and that was uncomfortable...FO4's only crashed 4 times since launch day, so that sort of thing is never really a concern of mine, but my tactics have sometimes gone off the rails and cost me, lol. I really enjoy it. I run with a few mods, but nothing that drastically changes the core gameplay. Perhaps the closest would be SoS - Sleep or Save, which hews close to my main desires throughout the beta...having the option to either sleep/save or simply save at beds. Considering that Bethesda wanted to severely limit save opportunities in the mode, beds were a good choice since they are indeed almost everywhere, but hard to find sometimes...I just think the method they finally went with (sleep/save) was flawed and SoS goes a long ways towards solving that problem. The one downside to such a mod is that it slightly lessens the other big factor in Survival Mode, disease, since you're not laying down for an hour's nap on a dirty mattress to get the save. I've countered that somewhat through getting all of the Lead Belly perks so I can drink irradiated water...you run a risk of infection from that stuff. While SoS makes things a tiny bit less painful, it keeps the core of Survival Mode intact (the thrill, fear of death)...something all the new quick save mods pretty much completely nullify with their safety net approach. The other big mods I run are True Storms, Darker Nights, and Interiors Enhanced, which give me a environment that suits Survival Mode and DEF_UI/DEF_INV in conjunction with Valdacil's sorting mod to clean up the UI and round out my loadout. I also run the UFO4P (unofficial patches) mod and Spring Cleaning (I do like having cleaned up settlements, lol). I can't really imagine playing Fallout 4 on anything less now; the old Survival difficulty was kind of a joke really...I'm glad they started tinkering...it's a good start.
  4. I played the Survival beta from the start...that's the first I've heard of that one. If you check your stats-->active effects, you can see some more details on it.
  5. 1.5 is official now...and it never disabled them in the beta, just loaded them differently (I used mods throughout the beta).
  6. That is apparently a bug brought in with the latest update this morning, according to Bethesda. Apparently, plugins.txt was not supposed to be moved; a hotfix is in the cards for later today. (https://community.bethesda.net/thread/10012) EDIT: Update 1.5.157, the hotfix, corrects the plugins.txt file placement.
  7. Looks that way, yep. Modding during a beta is always fun...
  8. I can confirm this. Copied plugins.txt and loadorder.txt from C:\users\Terrordrone\appdata\local\Fallout4 to F:\Steam Library\steamapps\common\Fallout 4 and my save loaded just fine. If anything, this is a good change. No reason to spread files all over your PC when they might as well be in the install directory. Except for save-files. They need to be somewhere else incase something goes horribly wrong. Update... "ashileedo", from Bethesda, said this is a bug and that they should be issuing a hotfix later today. Plugins.txt should remain as it was, in "appdata" apparently. Thread here: https://community.bethesda.net/thread/10012
  9. In the Bethesda forums, there's a report that the "active" plugins.txt file has been moved to the main Fallout 4 folder within the Steam directory; the old app data one appears to no longer be used for anything. Looks like some interaction with their console-ified mod manager in-game is still necessary (not at home to monkey with it yet).
  10. Christ is there really? Of all the things they could change in survival, I don't think I once saw anyone complain about the xp gain. That seems a bit excessive eh Yeah ... I didn't notice until I switched back and forth between Beta and Live a few times. I was surprised no one posted it before I did. As far as no one complaining about the XP gain, no one was demanding a Restricted Save system before the Survival Mode Announcement either, but we got that too. :down: I kind of think I understand what Beth's going for here. In Survival Mode, the respawn rate has been drastically cut back, so you're not going to see as much enemy action in some areas. An XP boost would help make up for that a bit...at least that's what my guess is. That said, I could swear the rate's got some variability in it based on some of my trips down "cleared" paths and still getting jumped now and then. As of this minute, 1.5 is still in beta. It works just fine as it has over the past few weeks and I'm still enjoying it. Mods are working fine, though I only use Darker Nights and True Storms in Survival Mode at the moment.
  11. The CK itself is still in closed beta.
  12. Might I suggest that you peruse this: Speed and Stability Guide for ENB Make sure your enblocal file is configured correctly, especially the memory part (I screwed up the calculation once and had continuous crashes until it was fixed).
×
×
  • Create New...