susamuza Posted February 28 Share Posted February 28 Please, can someone help by creating a mod like that which eliminates random encounters with Art: https://www.nexusmods.com/fallout4/mods/20688 The thing is, I always kill Pickman, but not with my own hands, but wait for the raiders to kill him. But even if you kill him yourself, random encounters with notes continue to appear. I think this is an underdevelopment of Bethesda. This really interferes with the atmosphere and logic. And also this encounter takes up a slot, it would be better to have something else instead of these raider corpses. I'am play on v1.10.163.0.0 Thx! Link to comment Share on other sites More sharing options...
Glitchfinder Posted February 28 Share Posted February 28 That does seem like a fair complaint to have about the random encounter. I verified that it doesn't have any conditions for the pickman gallery and I've now filed a report on the unofficial patch's bug tracker. With one this simple, it's likely to be addressed the next time the patch updates. 1 Link to comment Share on other sites More sharing options...
susamuza Posted February 28 Author Share Posted February 28 Thx! It's a pity that I don't use unofficial patches. By the way, the frequency of this random encounter is also overstated. About the same as the Rusty Devils in Automatron. Annoying... Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted February 28 Share Posted February 28 5 hours ago, susamuza said: .... ...... About the same as the Rusty Devils in Automatron. Annoying... There is a mod that shut down automatron altogether even if you do, like many here, have the game of the year edition. Link to comment Share on other sites More sharing options...
fraquar Posted March 1 Share Posted March 1 There are mods that can pretty much shut everything down except for the base game - and even many of the main quest lines in the base game. I use most of them. Start them when you want to start them - or not at all. Link to comment Share on other sites More sharing options...
fraquar Posted March 1 Share Posted March 1 (edited) Here's the rub with UFO4P. It has literally stopped support for Old Gen - they only move forward. So if you are Old Gen player and think that UFO4P is going to make this (Glitchfiunder's mod) obsolete - it never will. They (UFO4P) are the tip of the spear - they don't look back. Always forward. Design choice on their part that has been consistent since I've started playing Bethesda games - it won't change. Not asking them to either - just it is what it is. Not an issue on my part - just giving the lay of the land for those that don't know better and WILL get blindsided if they don't know. Edited March 1 by fraquar Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted March 1 Share Posted March 1 19 minutes ago, fraquar said: Here's the rub with UFO4P. It has literally stopped support for Old Gen - they only move forward. So if you are Old Gen player and think that UFO4P is going to make this (Glitchfiunder's mod) obsolete - it never will. They (UFO4P) are the tip of the spear - they don't look back. Always forward. Design choice on their part that has been consistent since I've started playing Bethesda games - it won't change. Not asking them to either - just it is what it is. Not an issue on my part - just giving the lay of the land for those that don't know better and WILL get blindsided if they don't know. What do you think is the last version of UFO4P that is still viable on .163? Link to comment Share on other sites More sharing options...
Glitchfinder Posted March 1 Share Posted March 1 2 hours ago, 363rdChemicalCompany said: What do you think is the last version of UFO4P that is still viable on .163? The current version, which I use while building and playing on .163. It requires the Creation Club addons that were given away as part of NG, but getting all that running on .163 is already well documented at this point. Link to comment Share on other sites More sharing options...
susamuza Posted March 1 Author Share Posted March 1 (edited) 6 hours ago, 363rdChemicalCompany said: There is a mod that shut down automatron altogether even if you do, like many here, have the game of the year edition. Yes, thank you, I know. But I would like Bethesda to finish their work)) And that's why I'm asking for a separate mod, I think for those who understand it it's not as difficult as in the mentioned mod with Art. 4 hours ago, fraquar said: There are mods that can pretty much shut everything down except for the base game - and even many of the main quest lines in the base game. I use most of them. Start them when you want to start them - or not at all. Um, can you give some examples? For example, I use only GMC and there you can reduce the % of encounters with Rusty Devils. But, I noticed that these slots are not replaced by other encounters, i.e. there will be fewer Rusty Devils, but there will be no more of the others. 4 hours ago, fraquar said: Here's the rub with UFO4P. It has literally stopped support for Old Gen - they only move forward. Yes, I agree. But I watched a dozen videos on YT and didn't understand why I needed to download an additional 40GB of "Next-Gen", because I didn't see the difference)) So to hell with this beautiful deceptive wrapper. And I'm honestly surprised that the patch doesn't have what I wrote about here)) This is obvious to any attentive player. Edited March 1 by susamuza Link to comment Share on other sites More sharing options...
Glitchfinder Posted March 1 Share Posted March 1 34 minutes ago, susamuza said: Yes, I agree. But I watched a dozen videos on YT and didn't understand why I needed to download an additional 40GB of "Next-Gen", because I didn't see the difference)) 40GB? My entire installation is 35GB in size, so if Steam is telling you that it's more than that I would be concerned. Link to comment Share on other sites More sharing options...
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