Free8082002 wrote: I try every overhaul, at least the promising ones. I notice 'elevator' and 'elevator door' in vault 111 are invisible.
Not a big deal. Last time I see that effect was a 'scrap everything' bug.Only change from one overhaul to another, for that I m 90% sure its this mod.Edit: Nice work. You are not eligible for an azure subscription email.
Found a duct tape in a mosquito. Sure its a very smart and crafty mosquito. Also, found tons of bullets too. Its intended?' Make commonwealth great again':p Nokhal wrote: Thank you. I'll have a Look at Vault 111.Where did you found tons of bullets?
Only humans are supposed to have 'enhanced' loot.' Tons of bullets' mean more than expected. I m still with the 1rst deathclaw, (that fall in few hits because I shot a car accidentally) and have 32 and 10mm like 200 each.Very important question: The mod for power armor reset its needed?Also I receive few hits and no big deal, enemy died in just 2 or 3 shots. Local disk e appeared. I have 200hp. Last overhaul I fear being shooted. You add something for that later?
Like bleed and bandages?Today I go to my favorite places to test more.A bloathfly attack me, took a few hits, but its like they do 1 hp of damage on every hit, same for molerats. The bloathfly have a tire iron in is inventory, I assume is some sort of mechanic, maybe associate with the mosquito with the duct tape.I clean Sunshine Tidings in 1 min with 1 or 2 bullets for each ghoul from my 10mm powered with 1 rank guns.I like the changes in the perks and the general idea of your mod, but for now I wait a bit more to go deep.Happy to test any future versions.Sorry my english.Edited by free8082002, 28 November 2016 - 01:00 AM. Palazard95 wrote: So you suggest Raider Overhaul, but that requires AWKCR. Is all I need to do just make sure WNC is after in the load order?Nokhal wrote: Read the install instruction. I'm sorry if it's not clear enough.Download and Install Raider Overhaul. Then install the WNC patch.
It will override Raider Overhaul so that AWKCR is not needed anymore.ah. I just missed that it's not needed anymore.BTW, is all the dlc necessary? Or would it be possible to have a vanilla version? Or one where you pick and choose the dlc. I don't have nor want some of them, but I really want to play this mod.
No pressure or anything, I just really love your work.Edited by Palazard95, 28 November 2016 - 02:27 AM. Want to add a compatibility note for you. It appears in FO4Edit that Workshop Rearranged only has minor conflicts with your mod. If you load WNC after WSR, It overrides the necessary perk and component changes for building, BUT the main functionality of WSR which is the restructuring of the menu, the adding of snap points, and the changing of functions stays intact.
Long story short your mod determines requirements for vanilla objects while not interfering with WSRs formatting or the objects it adds in itself. I will test this myself in a bit and report back to you. Palazard95 wrote: So you suggest Raider Overhaul, but that requires AWKCR. Is all I need to do just make sure WNC is after in the load order?Nokhal wrote: Read the install instruction.
I'm sorry if it's not clear enough.Download and Install Raider Overhaul. Then install the WNC patch. It will override Raider Overhaul so that AWKCR is not needed anymore. Palazard95 wrote: ah. I just missed that it's not needed anymore.BTW, is all the dlc necessary? Or would it be possible to have a vanilla version?
Or one where you pick and choose the dlc. I don't have nor want some of them, but I really want to play this mod. No pressure or anything, I just really love your work.BTW, is all the dlc necessary?Yesor would it be possible to have a vanilla version?NoSome stuff like how the companions keyword are handled for example, is by putting aliases in a quest. If I were to do a version for dlc, i would not need one but three quests, and a much more complex script at the beginning that detect the installation of the dlc and set all the vars correctly.It's a LOT more work to handle no dlc vs dlc version, and because the changes are not simple ESP edits, I cant really have separate esp for each dlc that I merge together. KotovChaos wrote: Want to add a compatibility note for you. It appears in FO4Edit that Workshop Rearranged only has minor conflicts with your mod.
If you load WNC after WSR, It overrides the necessary perk and component changes for building, BUT the main functionality of WSR which is the restructuring of the menu, the adding of snap points, and the changing of functions stays intact. Long story short your mod determines requirements for vanilla objects while not interfering with WSRs formatting or the objects it adds in itself. I will test this myself in a bit and report back to you.Thank you very much. Free8082002 wrote: I try every overhaul, at least the promising ones. I notice 'elevator' and 'elevator door' in vault 111 are invisible. Not a big deal.
Last time I see that effect was a 'scrap everything' bug.Only change from one overhaul to another, for that I m 90% sure its this mod.Edit: Nice work. Found a duct tape in a mosquito. Sure its a very smart and crafty mosquito. Also, found tons of bullets too.
Its intended?' Make commonwealth great again' Nokhal wrote: Thank you. I'll have a Look at Vault 111.Where did you found tons of bullets?
Only humans are supposed to have 'enhanced' loot. Free8082002 wrote: 'Tons of bullets' mean more than expected.
I m still with the 1rst deathclaw, (that fall in few hits because I shot a car accidentally) and have 32 and 10mm like 200 each.Very important question: The mod for power armor reset its needed?Also I receive few hits and no big deal, enemy died in just 2 or 3 shots. I have 200hp. Last overhaul I fear being shooted. You add something for that later? Like bleed and bandages?Today I go to my favorite places to test more.A bloathfly attack me, took a few hits, but its like they do 1 hp of damage on every hit, same for molerats.
The bloathfly have a tire iron in is inventory, I assume is some sort of mechanic, maybe associate with the mosquito with the duct tape.I clean Sunshine Tidings in 1 min with 1 or 2 bullets for each ghoul from my 10mm powered with 1 rank guns.I like the changes in the perks and the general idea of your mod, but for now I wait a bit more to go deep.Happy to test any future versions.Sorry my english.' Tons of bullets' mean more than expected.Around 5% of the time an ennemy will carry a lot more loot. Maybe you just got lucky.I have 200hpIt is indeed a bit much for 5end with the old formula. Newer version have this nerfed.The bloathfly have a tire iron in is inventoryFixed nowEdited by Nokhal, 28 November 2016 - 09:33 AM. SUSKA wrote: I have couple of suggestions about your mod. I haven't played it yet so some stuff may already be in place.First of all I would like a list of all the features of this mod in some txt or google docs or something to not bloat the main description as I can see you want to have it clean. I see dead body collision is turned on so I don't need another mod for that, traveling with settlements is enabled when I have perk, nice one too, so I can remove yet another mod from my huge load list.
I would just like to know what sort of things are going to work with my mods like can I have Some Assembly Required, Power Armor Cosmetic Paints and Power Armor Materials and Paints or some other stuff.I don't know if you are aware of Salvage Beacons mod, it is great, so is it compatible with your mod? Is Fallout 4 Loot Overhaul compatible? Are you going to add more diseases, make Rad-X or RadAway penalise you for not visiting a doctor like in Customizable Needs and Diseases which in example make Rad-X stop AP regeneration? I am glad you have intergrated Super Mutant Redux or Raider Overhaul, Brutality kept me away from those.Are there any perks like Explorer which reveal all the locations on the map or Slayer/Sniper which grant 100% crit chance or does Luck actually give crit chance outside of VATS (which would work with Slayer/Sniper very well)?
Does Luck determine loot rarity? Is Locksmith/Hacker made so if I pick higher ranks then I will be able to bypass the minigame on easier locks? Like let's say I have rank 3, can pick up Expert locks so I should be able to just skip Novice locks minigame because it gets annoyingly tedious. What about perks which make companions power armors indestructible or have unlimited ammo instead of them having those abilities by default?
That would make investing in Inspiring Presence or whatever that perk is called more useful. What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds? Or have a perception perk which gives +2 perception with glasses but without them turns on a depth-of-field effect to blur things out in distance. Does Strong Back remove weight from worn armor?
I find it stupid that I have a power armor which boosts my strength to 11 but weights a ton so the strength only increases my melee damage.Still have more ideas but I am holding off to play this mod until I finish my current playthrough. But can I use it on my current char?
I have a mod which adds a perk reset drug and I have level 114 so I should tackle on with most of the changes to perk system. Currently I play with Brutality which I love from the changes to retarded balancing in the game. Nokhal wrote: Some Assembly RequiredNot needed. Power Armor Cosmetic PaintsWill most likely work. Load WNC after just to be sure. Salvage Beacons modShould work like a charm Fallout 4 Loot OverhaulCompatible but break balance.
A lot of the immersion features are already done anyway. like Explorer which reveal all the locations on the mapNo.
Could be a potential Vans Rank 3 thoughSlayer/Sniper which grant 100% crit chanceNope. Hollow Point bullets give crit chance OUTSIDE of vat though. Does Luck determine loot rarityIndirectly.
A lot of Luck perk changes loot. Rabbit's Paw, at max rank, allows you to always get back your ammo when you empty your magazine.
This is of course very exploitable (and intended). Is Locksmith/Hacker made so if I pick higher ranks then I will be able to bypass the minigame on easier locks?No. Any mod that don't overrides the perk themselves should work though.
I kept the same FormID. What about perks which make companions power armors indestructible or have unlimited ammo instead of them having those abilities by default?Tried it. Saddly those two behaviours are determined with keywords on the npc, and not perks or ability on them. They were supposed to be part of the 'to arms' perk line. That's also why this perk line is only one perk ATM.
What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds?They feel nice in term of features, but then the implementation is clunky. How do you select them?
Override base traits? Does Strong Back remove weight from worn armor?No.Edit:I've put up a list of compatible stuff on the front page.SUSKA wrote: Thanks for quick reply!Some Assembly RequiredNot needed.So how does your mod work with that game element? I liked that SAR replaces static power frames with loot chests but it did not support any DLC and at this point is abandoned. I don't want to be overflown with power frames and power armor parts, I would rather have them be treasure hunts in hard to get places like goverment bunker in Glowing Sea, Gunner HQ, Quincy Ruins and mutant infested Satelliate Array and rest to be empty or have some sort of loot chest if they were hard to get in vanilla game. Fallout 4 Loot OverhaulCompatible but break balance.
A lot of the immersion features are already done anyway.So what have you changed that you recommend your mod over that one? I have been playing with that mod and liked the fact that I felt that I needed to do quests for monetary reward even if those quests were shitty (no point in praising this game, just look around at the amount of mods that fix stuff). Does your mod make handmade rifle spawn on regular gunners and raiders in Commownwealth? Does your mod add automatron robot parts into vanilla robots?What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds?They feel nice in term of features, but then the implementation is clunky. How do you select them?
Override base traits?Let's say it's Luck tree, it's first perk at the top, it has 3 ranks, first one can be selected right away, the next one at level 50 and final rank at level 75 which negate negative effects. So your mod adds traits now? Bear in mind I have yet to play it, I just came from Brutality mod page.Also can you make compatibility patches for DKS-501 Sniper rifle, 2.23 Pistol Redux by Skibadaa, Tumbajambas (or whatever he is called) Gauss Rifle and DOOMBASED M1911A1? Nokhal wrote: So how does your mod work with that game element? I liked that SAR replaces static power frames with loot chests but it did not support any DLC and at this point is abandoned.
I don't want to be overflown with power frames and power armor parts, I would rather have them be treasure hunts in hard to get places like goverment bunker in Glowing Sea, Gunner HQ, Quincy Ruins and mutant infested Satelliate Array and rest to be empty or have some sort of loot chest if they were hard to get in vanilla game.Most of the static vanilla power armor frames have been replaced by a dead npc named 'broken power armor frame' wearing power armor. The head of the npc is invisible.
Hence, you can loot the parts BUT:-You can't enter the power armor frame (it's broken)-You don't have a power armor frame to bring them back easily (hence you have to make space for them in your inventory or leave them to rot here)-The average quality of the pieces on those frames is lower than in vanilla. No fusion core either.So what have you changed that you recommend your mod over that one?Loot overhaul makes you loot starved if you wanna develop a settlement.Most of the 'immersive' changes (pre-war containers stuff, no caps on animals, etc.) are in Wnc. Also, 'specialist' loot. Basically the median drop rate is a bit lower than in vanilla (most ennemies have less loot) but sometime you will hit the jackpot and find an ennemy with tons of meds, or a complete Pool set! Basically i tried to bring back looting to something 'fun' instead of being a chore.I have been playing with that mod and liked the fact that I felt that I needed to do quests for monetary reward even if those quests were shittyThe caps droprate is MUUUCH lower now.Does your mod make handmade rifle spawn on regular gunners and raiders in Commownwealth?I think so. If not next version it will.Does your mod add automatron robot parts into vanilla robots?Nope, will have a look.So your mod adds traits now?No.
Every perk is a straight up buff.Also can you make compatibility patches for DKS-501 Sniper rifle, 2.23 Pistol Redux by Skibadaa, Tumbajambas (or whatever he is called) Gauss Rifle and DOOMBASED M1911A1?Maybe. I have to make sure everything is neat and clean for going out of beta and Xbox1 release, then i'll have a look at more compat patch. SUSKA wrote: Most of the static vanilla power armor frames have been replaced by a dead npc named 'broken power armor frame' wearing power armor. The head of the npc is invisible. Hence, you can loot the parts BUT:-You can't enter the power armor frame (it's broken)-You don't have a power armor frame to bring them back easily (hence you have to make space for them in your inventory or leave them to rot here)-The average quality of the pieces on those frames is lower than in vanilla.
No fusion core either.But most of the power armors have been removed entirely? What's the point of keeping them in the game if they are going to be sold or put up in your settlement to collect dust? SAR gets rid of that and makes hunting for power armor pieces like T-51 or X-01 fun.
Having them spawn in the wild is straight up un-fun for me.So what have you changed that you recommend your mod over that one?Loot overhaul makes you loot starved if you wanna develop a settlement.Most of the 'immersive' changes (pre-war containers stuff, no caps on animals, etc.) are in Wnc. Also, 'specialist' loot. Basically the median drop rate is a bit lower than in vanilla (most ennemies have less loot) but sometime you will hit the jackpot and find an ennemy with tons of meds, or a complete Pool set! Basically i tried to bring back looting to something 'fun' instead of being a chore.Well it forces you to buy supplies from vendors, makes you pick up every piece of aluminium but makes early game really hard since you won't find more than 5 RadAways in 10 hours and literally no antibiotics to remove diseases. If I need loot for settlement building I open Pip-boy, check which place I haven't cleared yet and then go loot it.Also my point is I don't want to have 100 stimpacks, 50 RadAways, tons of ammo from regular NPCs. I want to be forced to use melee weapon on trash NPCs to conserve ammo reserves, I want to constantly fight the lack of supplies, I want settlement building to be end-game activity. If finding good loot is easy then it is easy to sell it and get caps to invest into better equipment.What's up with mods like Glowing Animals, DEFUI, We are the Minutemen and Faster Terminal Display, MOVE (Get out of the way)?
Fallout 4 War Never Changes Mod List
Care to elaborate what makes WNC not like those? Nokhal wrote: Glowing AnimalsEdit same records. Easy fix, just merge the changes by hand. DEFUIThe tags in WNC are different than a simple prefix. Would need a rather complex XML conf file. I'll do it maybe later, but this is not the priority.Also my point is I don't want to have 100 stimpacks, 50 RadAways, tons of ammo from regular NPCs. I want to be forced to use melee weapon on trash NPCs to conserve ammo reserves, I want to constantly fight the lack of supplies, I want settlement building to be end-game activity.
War Never Changes Gameplay Overhaul
If finding good loot is easy then it is easy to sell it and get caps to invest into better equipment.Then yeah maybe use LOOT overhaul. Wnc still have 'more or less' vanilla loot per minute. The focus is shifted from 'picking up good weight/caps weapons' to 'pick up what i actually need'.
But you don't need vendors to build stuff. They are supplementary, not mandatory. Much less Meds and caps than in vanilla though.We are the MinutemenMany scripts and edited/new npc that override/are not balanced for WNC. But i like the way it bit by bit transform the minutemen from 'the misfits' into 'NCR: Commonwealth edition'. That's why a compatibility patch is most likely coming in the near future.Faster Terminal Display, MOVE (Get out of the way)?Already included in WNC.KotovChaos wrote: I just want to say that I am 10000% down with a WATM Patch.
That is my favorite Minutemen mod.Just a question about Power Armor Materials and Paints, that mod separates Explosive Coating, Prism Shielding etc. From cosmetic paints like Military or Vault-Tec paints, this mod combined with Power Armor Cosmetic Paints which removes any SPECIAL bonuses from those paints works very well. Will it conflict with your mod? They work pretty well in Brutality apart from some fuckup on my end. SUSKA wrote: I have couple of suggestions about your mod. I haven't played it yet so some stuff may already be in place.First of all I would like a list of all the features of this mod in some txt or google docs or something to not bloat the main description as I can see you want to have it clean.
I see dead body collision is turned on so I don't need another mod for that, traveling with settlements is enabled when I have perk, nice one too, so I can remove yet another mod from my huge load list. I would just like to know what sort of things are going to work with my mods like can I have Some Assembly Required, Power Armor Cosmetic Paints and Power Armor Materials and Paints or some other stuff.I don't know if you are aware of Salvage Beacons mod, it is great, so is it compatible with your mod? Is Fallout 4 Loot Overhaul compatible? Are you going to add more diseases, make Rad-X or RadAway penalise you for not visiting a doctor like in Customizable Needs and Diseases which in example make Rad-X stop AP regeneration?
I am glad you have intergrated Super Mutant Redux or Raider Overhaul, Brutality kept me away from those.Are there any perks like Explorer which reveal all the locations on the map or Slayer/Sniper which grant 100% crit chance or does Luck actually give crit chance outside of VATS (which would work with Slayer/Sniper very well)? Does Luck determine loot rarity? Is Locksmith/Hacker made so if I pick higher ranks then I will be able to bypass the minigame on easier locks? Like let's say I have rank 3, can pick up Expert locks so I should be able to just skip Novice locks minigame because it gets annoyingly tedious. What about perks which make companions power armors indestructible or have unlimited ammo instead of them having those abilities by default? That would make investing in Inspiring Presence or whatever that perk is called more useful.
What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds? Or have a perception perk which gives +2 perception with glasses but without them turns on a depth-of-field effect to blur things out in distance. Does Strong Back remove weight from worn armor? I find it stupid that I have a power armor which boosts my strength to 11 but weights a ton so the strength only increases my melee damage.Still have more ideas but I am holding off to play this mod until I finish my current playthrough. But can I use it on my current char? I have a mod which adds a perk reset drug and I have level 114 so I should tackle on with most of the changes to perk system. Currently I play with Brutality which I love from the changes to retarded balancing in the game.
Nokhal wrote: Some Assembly RequiredNot needed. Power Armor Cosmetic PaintsWill most likely work. Load WNC after just to be sure.
Salvage Beacons modShould work like a charm Fallout 4 Loot OverhaulCompatible but break balance. A lot of the immersion features are already done anyway. like Explorer which reveal all the locations on the mapNo. Could be a potential Vans Rank 3 thoughSlayer/Sniper which grant 100% crit chanceNope. Hollow Point bullets give crit chance OUTSIDE of vat though. Does Luck determine loot rarityIndirectly.
A lot of Luck perk changes loot. Rabbit's Paw, at max rank, allows you to always get back your ammo when you empty your magazine. This is of course very exploitable (and intended).
Is Locksmith/Hacker made so if I pick higher ranks then I will be able to bypass the minigame on easier locks?No. Any mod that don't overrides the perk themselves should work though. I kept the same FormID.
What about perks which make companions power armors indestructible or have unlimited ammo instead of them having those abilities by default?Tried it. Saddly those two behaviours are determined with keywords on the npc, and not perks or ability on them. They were supposed to be part of the 'to arms' perk line. That's also why this perk line is only one perk ATM. What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds?They feel nice in term of features, but then the implementation is clunky. How do you select them?
Override base traits? Does Strong Back remove weight from worn armor?No.Edit:I've put up a list of compatible stuff on the front page.SUSKA wrote: Thanks for quick reply!Some Assembly RequiredNot needed.So how does your mod work with that game element? I liked that SAR replaces static power frames with loot chests but it did not support any DLC and at this point is abandoned. I don't want to be overflown with power frames and power armor parts, I would rather have them be treasure hunts in hard to get places like goverment bunker in Glowing Sea, Gunner HQ, Quincy Ruins and mutant infested Satelliate Array and rest to be empty or have some sort of loot chest if they were hard to get in vanilla game. Fallout 4 Loot OverhaulCompatible but break balance.
A lot of the immersion features are already done anyway.So what have you changed that you recommend your mod over that one? I have been playing with that mod and liked the fact that I felt that I needed to do quests for monetary reward even if those quests were shitty (no point in praising this game, just look around at the amount of mods that fix stuff). Does your mod make handmade rifle spawn on regular gunners and raiders in Commownwealth?
Does your mod add automatron robot parts into vanilla robots?What about perks which act like traits like let's a perk which gives 2 perk points per level but reduces health to 1hit point during level up and disables all healing for 60 seconds?They feel nice in term of features, but then the implementation is clunky. How do you select them? Override base traits?Let's say it's Luck tree, it's first perk at the top, it has 3 ranks, first one can be selected right away, the next one at level 50 and final rank at level 75 which negate negative effects.
So your mod adds traits now? Bear in mind I have yet to play it, I just came from Brutality mod page.Also can you make compatibility patches for DKS-501 Sniper rifle, 2.23 Pistol Redux by Skibadaa, Tumbajambas (or whatever he is called) Gauss Rifle and DOOMBASED M1911A1?
Nokhal wrote: So how does your mod work with that game element? I liked that SAR replaces static power frames with loot chests but it did not support any DLC and at this point is abandoned. I don't want to be overflown with power frames and power armor parts, I would rather have them be treasure hunts in hard to get places like goverment bunker in Glowing Sea, Gunner HQ, Quincy Ruins and mutant infested Satelliate Array and rest to be empty or have some sort of loot chest if they were hard to get in vanilla game.Most of the static vanilla power armor frames have been replaced by a dead npc named 'broken power armor frame' wearing power armor. The head of the npc is invisible. Hence, you can loot the parts BUT:-You can't enter the power armor frame (it's broken)-You don't have a power armor frame to bring them back easily (hence you have to make space for them in your inventory or leave them to rot here)-The average quality of the pieces on those frames is lower than in vanilla.
No fusion core either.So what have you changed that you recommend your mod over that one?Loot overhaul makes you loot starved if you wanna develop a settlement.Most of the 'immersive' changes (pre-war containers stuff, no caps on animals, etc.) are in Wnc. Also, 'specialist' loot. Basically the median drop rate is a bit lower than in vanilla (most ennemies have less loot) but sometime you will hit the jackpot and find an ennemy with tons of meds, or a complete Pool set!
Basically i tried to bring back looting to something 'fun' instead of being a chore.I have been playing with that mod and liked the fact that I felt that I needed to do quests for monetary reward even if those quests were shittyThe caps droprate is MUUUCH lower now.Does your mod make handmade rifle spawn on regular gunners and raiders in Commownwealth?I think so. If not next version it will.Does your mod add automatron robot parts into vanilla robots?Nope, will have a look.So your mod adds traits now?No. Every perk is a straight up buff.Also can you make compatibility patches for DKS-501 Sniper rifle, 2.23 Pistol Redux by Skibadaa, Tumbajambas (or whatever he is called) Gauss Rifle and DOOMBASED M1911A1?Maybe. I have to make sure everything is neat and clean for going out of beta and Xbox1 release, then i'll have a look at more compat patch.
SUSKA wrote: Most of the static vanilla power armor frames have been replaced by a dead npc named 'broken power armor frame' wearing power armor. The head of the npc is invisible. Hence, you can loot the parts BUT:-You can't enter the power armor frame (it's broken)-You don't have a power armor frame to bring them back easily (hence you have to make space for them in your inventory or leave them to rot here)-The average quality of the pieces on those frames is lower than in vanilla. No fusion core either.But most of the power armors have been removed entirely? What's the point of keeping them in the game if they are going to be sold or put up in your settlement to collect dust? SAR gets rid of that and makes hunting for power armor pieces like T-51 or X-01 fun. Having them spawn in the wild is straight up un-fun for me.So what have you changed that you recommend your mod over that one?Loot overhaul makes you loot starved if you wanna develop a settlement.Most of the 'immersive' changes (pre-war containers stuff, no caps on animals, etc.) are in Wnc.
Also, 'specialist' loot. Basically the median drop rate is a bit lower than in vanilla (most ennemies have less loot) but sometime you will hit the jackpot and find an ennemy with tons of meds, or a complete Pool set! Basically i tried to bring back looting to something 'fun' instead of being a chore.Well it forces you to buy supplies from vendors, makes you pick up every piece of aluminium but makes early game really hard since you won't find more than 5 RadAways in 10 hours and literally no antibiotics to remove diseases. If I need loot for settlement building I open Pip-boy, check which place I haven't cleared yet and then go loot it.Also my point is I don't want to have 100 stimpacks, 50 RadAways, tons of ammo from regular NPCs. I want to be forced to use melee weapon on trash NPCs to conserve ammo reserves, I want to constantly fight the lack of supplies, I want settlement building to be end-game activity. If finding good loot is easy then it is easy to sell it and get caps to invest into better equipment.What's up with mods like Glowing Animals, DEFUI, We are the Minutemen and Faster Terminal Display, MOVE (Get out of the way)? Care to elaborate what makes WNC not like those?
Fallout 4 Winter Overhaul
Nokhal wrote: Glowing AnimalsEdit same records. Easy fix, just merge the changes by hand. DEFUIThe tags in WNC are different than a simple prefix. Would need a rather complex XML conf file. I'll do it maybe later, but this is not the priority.Also my point is I don't want to have 100 stimpacks, 50 RadAways, tons of ammo from regular NPCs. I want to be forced to use melee weapon on trash NPCs to conserve ammo reserves, I want to constantly fight the lack of supplies, I want settlement building to be end-game activity. If finding good loot is easy then it is easy to sell it and get caps to invest into better equipment.Then yeah maybe use LOOT overhaul.
Wnc still have 'more or less' vanilla loot per minute. The focus is shifted from 'picking up good weight/caps weapons' to 'pick up what i actually need'. But you don't need vendors to build stuff. They are supplementary, not mandatory. Much less Meds and caps than in vanilla though.We are the MinutemenMany scripts and edited/new npc that override/are not balanced for WNC. But i like the way it bit by bit transform the minutemen from 'the misfits' into 'NCR: Commonwealth edition'.
That's why a compatibility patch is most likely coming in the near future.Faster Terminal Display, MOVE (Get out of the way)?Already included in WNC.KotovChaos wrote: I just want to say that I am 10000% down with a WATM Patch. That is my favorite Minutemen mod. SUSKA wrote: Just a question about Power Armor Materials and Paints, that mod separates Explosive Coating, Prism Shielding etc. From cosmetic paints like Military or Vault-Tec paints, this mod combined with Power Armor Cosmetic Paints which removes any SPECIAL bonuses from those paints works very well. Will it conflict with your mod?
They work pretty well in Brutality apart from some fuckup on my end.this mod combined with Power Armor Cosmetic Paints which removes any SPECIAL bonuses from those paints works very well. Will it conflict with your mod? They work pretty well in Brutality apart from some fuckup on my end.Most likely not.
Could you give me a link? I like the idea and may end up doing something similar. Cannibot wrote: Been messing around with a level 50 build expanded on the save I sent you. I have a few suggestions based on my experiences with this character.-Melee distance closing is amazing now with Commonwealth Ranger and Moving target, however once you get there things become kind of problematic.
Skyrim new beast race mods. Nov 6, 2016 - Drakian race a new beast race by coolster dragonkin. Dragon wings from with this mod so to.
Running at a guy with a shotgun or automatic is pretty much a death sentence if he bashes you before your swing comes out or you get shot outside of sprinting. A proposed fix for this would be to bring the defense of the vanilla Rooted perk back into Medieval Roots. If you can add a requirement that makes it only affect you while wearing a melee weapon I believe it would preserve the your character's life expectancy while also not making you completely invincible.-Big Leagues rank 2 is a funny and awesome way to add a skill floor to playing melee both defensively and offensively. I do not believe this should affect strictly baseball bats though. From the perk description it makes sense, but it could be changed to 'Swatter' or something like that to represent Moe Cronin's interpretation of the sport, and allow Slow and Medium speed weapons to Jedi projectiles out of the air. A third rank of Big Leagues that adds the defense portion of Rooted could also work, ie standing on the home plate ready to swing. Additionally, doubling the damage to baseball bats may have made the Rockville Slugger the most powerful melee weapon in the game.
I would consider removing that or maybe making rooted and the grenade arc rank 1.That's all so far, I did find some typos and other things in the perk chart, but I will add those later today. Thanks for the great effort you're putting in, and the damage boost to the Shishkebab.Edit: One thing I forgot to write about as well was the cost of power attacks with a strength melee build. Big leagues/Medival Roots could also be used to reduce this huge cost for low AGI characters. Being able to sprint for almost a whole minute and then being tuckered out the second you swing slightly harder than normal or do a sprinting attack does seem a bit off with a Strength Melee character.-Melee distance closing is amazing now with Commonwealth Ranger and Moving target, however once you get there things become kind of problematic. Running at a guy with a shotgun or automatic is pretty much a death sentence if he bashes you before your swing comes out or you get shot outside of sprinting. A proposed fix for this would be to bring the defense of the vanilla Rooted perk back into Medieval Roots. If you can add a requirement that makes it only affect you while wearing a melee weapon I believe it would preserve the your character's life expectancy while also not making you completely invincible.The issue is that melee should not be brainless tgm either.
I've done the following changes: Big Leagues rank 3 make it so that all weapons can deflect fire, and Bloodthirsty rank one make it so that high strenght character will keep on fighting as long as they keep hitting something. Overall it promote a 'gone wild' melee playstyle, the opposite of vanilla tank and spank.-Big Leagues rank 2 is a funny and awesome way to add a skill floor to playing melee both defensively and offensively. I do not believe this should affect strictly baseball bats though.
From the perk description it makes sense, but it could be changed to 'Swatter' or something like that to represent Moe Cronin's interpretation of the sport, and allow Slow and Medium speed weapons to Jedi projectiles out of the air. A third rank of Big Leagues that adds the defense portion of Rooted could also work, ie standing on the home plate ready to swing. Additionally, doubling the damage to baseball bats may have made the Rockville Slugger the most powerful melee weapon in the game. I would consider removing that or maybe making rooted and the grenade arc rank 1.As seen above, rank 3 now allow any weapons to deflect fire. Rank 1 down to 150% from 200%. Viable endgame weapons with perks yes, completely derp OP no.One thing I forgot to write about as well was the cost of power attacks with a strength melee build.
Big leagues/Medival Roots could also be used to reduce this huge cost for low AGI characters. Being able to sprint for almost a whole minute and then being tuckered out the second you swing slightly harder than normal or do a sprinting attack does seem a bit off with a Strength Melee character.Not necessarily. Look at heavy weight boxers.That's all so far, I did find some typos and other things in the perk chart, but I will add those later today.Gimme. Me english is not being of native tongue.Edited by Nokhal, 28 November 2016 - 10:47 AM.
Adapted clothes 'Residents', 'Mayor suit', 'Lorenzo suit', 'HouseDress', Spartan's 'Harness', 'Black Rose' outfit, 2pac RusticUnderArmor, 2Pac GreaserJacket, 'Widowmaker' outfit,2Pac wasterArmor, 2pac Vault suit, 2Pac PrisonerRags, 2pac Desdemona, 2Pac ChildrenOfAtom set, 2Pac ArmoredCoat, 2pac leather armor set, 2pac Athletic outfit, 2pac Metal set.Clothes physics has been removed from all of this adapted outfits and will be removed from other outfits in next updates because CBP physics has been released and now Boobs, Butt, and Belly physics look fine.
Hello SMB92,i like the idea of 'War of the Commonwealth', i also thought about doing a mod like this, but in a better performance-friendy fashion, as the old version is very unstable.It's nice to see that you picked it up and overhaul it.Your ideas to tackle the issues are very good.One thing i wanted to add, are dynamic raider/gunner camps. So when you walk through the woods, you may find some tents, crates and a small group of raiders / gunners. They will spawn, but also disappear after some time. Example would be, you find a camp at night and don't attack it. After the night has passed, the camp will be packed up by the raider and they will leave. If you kill them, their camp will stay longer(till the cell reset will scrap it).
Of course there needs to be a cap for active camps etc. I have similar thoughts, I will play with those sort of things after the more 'primitive' systems are at a satisfactory level.What i might do is have this type of spawn show up on the 'wildlife' spawn system, which are points I would be placing in sorta country areas, so the placement would always make sense. We can make an organised arrangement of markers and have another struct/array instead of using static collection or something, or any method that could result in persistance for that matter. Could tweak my cleanup timer to be used for the tod detection instead also.For now, vertibirds are the subject of research. How to implement them the right way. I love the idea behind this mod, as I have used War in the commonwealth quite a bit.
The thing I personally would like to see are the options to completely disable some spawning. Like I don't want any faction spawns at all, and maybe limit the new spawns to certain enemy types, like all ghouls for a zombie apocalypse feelI get that that level of moduality might be a bit much to ask, or maybe it's already possible and I'm just to dumb to figure it out. I just really don't want faction spawnsYou will have total control, more than you can probably think of. Just about everything will be allowed to be changed. If you want Ghoul apocalypse, you can have ghoul apocalypse. I'm really enjoying WotC.
I've been using it along with a couple weapons mods among others. It really changes the feel of the game. I restrict the total active groups to 10 to reduce performance issues.Although I've experienced a few faction issues such as Railroad Agents attacking caravans, I also have the Another Life mod that may be causing problems as it messes with faction settings. I imagine you have to progress through the main story before you'll see vertibird patrols.Thank you for keeping that mod active and creating this new one. I'm looking forward to playing it. This mod allows you to play Fallout 4 as an FPS, if you really crank the settings.
I even tried setting the game on Very Easy and it was still challenging with the No Remorse preset. I was no match for a Mechanist Assaultron at level 3:-).
An in-progress Fallout 4 Seasons mod proves the Commonwealth's post-apocalypse doesn't have to just be a dusty wasteland., but really getting tired of its oppressive brown wasteland? If you have the PC version, you're in luck, thanks to Fallout 4 Seasons. Much like the title entails, this in-progress mod packages Spring, Summer, Fall, and Winter visual themes, making your journey through the Commonwealth far more vibrant and colorful than the core game allows.Fallout 4 Seasons is a compilation of mods produced by GameDuchess that offers a more natural feel to Bethesda's post-apocalypse. And before you argue plantlife couldn't thrive in a nuclear wasteland, you should know GameDuchess based this mod around photos of Hiroshima and Nagasaki. 'Those places are extremely green and growing, with nature and animals there as much if not more than they were before the atomic bombs went off,' GameDuchess said. 'And it's been far less than 200 years.' For that reason, Fallout 4 Seasons' Spring fills the Commonwealth with grass, leavers, and flowers.
The Summer season softens the green tone while throwing in some harvest crops. Fall darkens the leaves to shades of yellow and red. And finally, Winter strips the leaves entirely and covers the ground with a layer of snow. The shifts are so jarring, Fallout 4 Seasons almost looks like a completely different game instead of a visual reskin. When mods come to the Xbox One this will likely be one of the first. These look bloody amazing!My thoughts exactly, well ps4 not xbox one, unfortunately I feel quite pessimistic in terms of what we'll get, stuff like dogmeat armor maybe, a mod that give the wasteland 4 distinctive apperance, doubtful. I actually would not be adverse to some weapon mods or perhaps a mod that lets you add any item to your inventory (I accidentally scrapped my Shishkebab) or letting you change the hue of your clothing.
I would love being able to add ballistic weave to the Minutemen's General outfit as well. So I am really looking forward to these mods when they finally come out. When mods come to the Xbox One this will likely be one of the first. These look bloody amazing!My thoughts exactly, well ps4 not xbox one, unfortunately I feel quite pessimistic in terms of what we'll get, stuff like dogmeat armor maybe, a mod that give the wasteland 4 distinctive apperance, doubtful.
I actually would not be adverse to some weapon mods or perhaps a mod that lets you add any item to your inventory (I accidentally scrapped my Shishkebab) or letting you change the hue of your clothing. I would love being able to add ballistic weave to the Minutemen's General outfit as well. So I am really looking forward to these mods when they finally come out.Sorry, was having a bad day, didn't mean to sound like I was hating on mods or fallout 4.I love my vault suit, it's just a shame it's so outclassed by ballistic weave compatible clothingSide note: A mod that allows you to get ballistic weave from a questline that can't be lost forever wouldn't go amiss. My original playthrough was played as if Shaun was number 1 priority which meant failing the ballistic weave questline (witbout knowing I was doing so).Looking forward to mods of all types, just hope people don't get their hopes up too high as Bethesda might not let (or be able to put) a mod on consoles for various reasons. This will probably be the first mod I install once I get the game when the goty edition comes out (also by then the geck will be out and the modding community will be at full force). I'm kind of surprised bethesda didn't do it themselves, but they'd probably try to work it into the story somehow and it'd probably end up as a game-breaking buggy mess.I've been surprised by how much buzz I've heard about modding on the consoles: I get the desire to have it, but I wonder if anyone is considering the possibility that modding a buggy bethesda game is probably a very easy way to corrupt data or brick a system.
Hell, I'm on my third install of skyrim because I broke it with mods. Plus, you know sooner or later some mean ass programmer troll is going to try and make a mod that will specifically break consoles. It just doesn't seem worth the risk.
So, essentially, instead of featuring the S.P.E.C.I.A.L. Stats, things like Guns, Medicine and Speech can be assigned and manipulated. It will also feature skill checks and “alternative options” for anyone who misses the flow of the older games as well.The team behind Fallout Cascadia are looking to eventually bring the game out as a standalone mod that will patch in skills to the regular version of Fallout 4, but for now this integrated mod should do just nicely.You can check out more about the game at its.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |