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  1. Zuun
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    Sticky

    In response to post #60030736.


    Spoiler:  
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    I have no idea. I have never used a bashed patch (unless Perkus Maximus for Skyrim and the Damage Threshold framework patcher for FO4 count) and also don't know what the tags mean.
    I you tell me, in general terms, what the bashed patch do and what the delev tag does I might be able to give you an answer though.


    A bashed patch mainly merges leveled lists from various mods so that they play nice together.
    For example: You have two mods. One gives a Mole Rat a Teeth. And the other one gives the Mole Rat a piece of Meat.
    Depending on which mod is loaded last, that is what you get In-Game from the Mole Rat.
    So you will always get a Teeth or a piece of Meat. But never both.
    Unless ... you have a bashed patch. With a bashed patch, made with Wrye Bash, you will have both.

    And here is the Problem with Fallout Loot Overhaul. Cause in this case, you don't want both rewards from the Mole Rat.
    No... sometimes you want that there should be nothing.
    You have to tell Wrye Bash how to handle this. You can tell this by adding Tags to the mod.
     
    ---
    Here's how tagging works:
    Untagged mods can only add new items to a levelled list. They cannot override a previous Delev mod.
    Mods tagged Delev can remove items from a levelled list. They can override previous untagged and Relev mods.
    Mods tagged Relev can modify existing items and add new items to a levelled list. They can override previous Delev mods.

    Mods tagged both Delev and Relev combine the functionalities mentioned above.

    If you have any mods that remove or modify items, or add items back after a previous Delev , you should tag them.
    You can do this by selecting the esp in Wrye Bash and right-clicking in the tags section at the bottom.

    ---
     
    So, Fallout Loot Overhaul and the patch have to be taged: delev and maybe also with relev
    Problem is explained also in the pictures:
     
    https://imgur.com/a/bwFSoMQ
    https://imgur.com/a/Ld0ybBi
    https://imgur.com/a/I36yAEE
    1. XxRarityx17
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      Holy moly good sir!
      I never knew about this. I always just built the patch, and then enabled the loot overhaul after the fact (below the patch) because it would always make the loot overhaul cease to function. I never knew about delevelling/relevelling!

      Quick question though; should I set the loot overhaul to delevel and relevel? Or just to delevel? Right now I have it set to both (it's also the 2nd to last mod in my load order, right before SomeAssemblyRequired).

      Seriously, thank you so much for explaining this. You have no idea how much this has helped!
    2. Kedavix
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      Here's how tagging works:
      Untagged mods can only add new items to a levelled list. They cannot override a previous Delev mod.
      Mods tagged Delev can remove items from a levelled list. They can override previous untagged and Relev mods.
      Mods tagged Relev can modify existing items and add new items to a levelled list. They can override previous Delev mods.

      Mods tagged both Delev and Relev combine the functionalities mentioned above.
      I am not new to modding Bethesda games but I have to say this is the most concise way I've seen someone explain Wryre Bash tags.
  2. manolid
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    I seem to  be getting a lot more stimpacks while using this. Can I adjust this somehow?  Otherwise working well. Animal drops are near perfect in my opinion. Thank you for this.
  3. kaizersoze27
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    I understand Fallout 4 Loot Overhaul 2016 Edition is not needed if I install retakrew7's mod?
    1. Norr
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      retakrew7's version of FLO is standalone, use that - OR - FLO 2016Ed, not both. My patches are compatible with either.
    2. Anonymousdoc31
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      Thank you for explaining this!!
  4. mirt735
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    Hi, great mod, having a lot of fun with this one. But where is one problem. I'm level 91 and enemies are still using .38 pipe s#*! and only a few have somewhat better guns and armor. Is where mod or an option to change that? I want some challenge.
    1. Norr
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      I'm not sure how the original mod handles scaling, but my patches just makes it work with the DLC, they don't have any impact on that.
  5. zed140
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    Hello, thank for this work. From what I see, the seed system is not used? And also I can harvest settlements mutfruits. It's easy also to have settlement plants because harvesting wild plants like wild mutfruit give a normal mutfruit that I can plant in settlement.

    I tested the other mod Hardcore food with a seed system, but it's easy to get seed by harvesting wild plants and also I can sell seed for high prices. I think if you implement seed system, don't leave the player to get seed from harvesting wild plants. Just leave the possibility to buy seeds, at high price.

    Also it's too easy to create electrical pump that give 5 or 10 waters.

    I play your mod with Agony and Extended Agony, also with food dont heal, also with sleep dont heal... We need all for the up a bit the difficulty
    Accessory my other mods are, vats damage (to nullfy protection while in vats), no sneak status, etc.. Globally all mod that can reinforce the difficulty.

    IMO, by exemple, instead of having tato that return 0.25 food, do a tato that return 1 food but need a seed costing 600 caps.
  6. Peguar
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    This mod worked great including FLO but after a while and i don`t know why when starting a new game i get lots more stuff i tried reinstall game, nexus, vortex, with mods, without mods, nothing worked. Is there any way to fix this. Maybe its not related to this mod but i dont know. Like i have a vanilla outfit drops, every npc have ton of headwear ad armor. This mod doesnt do that so am i missing somthing.
    1. Norr
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      That sound like a conflict with the leveled-lists of another mod.
      You can check yourself by using FO4Edit to load your modlist and see if something overwrites FLO.
      Otherwise you can simply move the mod lower in your load order so it overwrites the conflicting mods..
    2. Peguar
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      OK tnx
  7. zed140
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    3 bottles of dirty water for 1 bottle of purified water, like in frost mod? This is a bottle run mod?
    1. Norr
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      I... don't think I understand your question.
  8. murrnexus
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    Is there a "worse" version of this kickin' around somewhere? Maybe a really brutal Work In Progress saved in a dusty corner of a hard drive? I'm finding that the harder I have to try, the more I have to scavenge, the more poor, sad, undeserving saps I have to stab just to feed myself, the more I enjoy the game.

    I went through the game on survival initially with this mod installed, and even after building entire walled settlements everywhere possible (and giving provisioners full sets of fully upgraded gear and the like, just for giggles) I still had over EIGHTY THOUSAND POUNDS of junk when I was done. Don't get me wrong, this mod's a kick in the balls at the start of the game, but its effectiveness seems to drop off to "minor ammo scarcity" as you play.

    Very much endorsed anyway
    1. deleted4896204
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      Try Damn Apocalypse, sounds right up your alley :P (if you're still playing the game that is)
    2. murrnexus
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      It actually looks pretty good, I just saw this comment going down my "download history" list on a reinstall. Maybe someone else would have seen it and found it useful, but still... everyone comes back to F4 at least several times, so it's never pointless to comment something useful, that's part of the community.
  9. Phoynix
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    Any chance of a patch that restores legendary item drops on legendary mobs...
    As it stands you would have to spend millions of game hours to get sort after items unless you use a legendary disassemble mod, and even then it would be thousands of hours of play time.

    Honestly while it may make the game "harder" it utterly destroys a major part of the game and maybe making legendaries actually harder(maybe give them all 50% damage resistance) would be better option.
    1. Norr
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      You can either use FO4Edit to edit the mod or create a patch for the Legendary droprate (I didn't make the original mod where that value is edited so you have to find it yourself),
      or you could use either of the mods below to adjust the spawn-rate of legendary enemies (I did something similar in my game to get legendaries):
      https://www.nexusmods.com/fallout4/mods/33759
      https://www.nexusmods.com/fallout4/mods/218

      Another way would be to install a mod that makes legendary items scrappable for parts (or that makes legendary enemies drop extra parts) and then craft the legendary items you want.
  10. illuminaughty78
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    There seems to be a conflict with Loot Overhaul and Scrap Everything that is causing the mutfruit plants to revert to 1 food per plant if Scrap Everything is lower in the order. If I switch them, everything I scrapped in Scrap Everything reappears. Any suggestions?
    1. Norr
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      I would suggets loading both mods into FO4Edit and making a patch for the mutfruit plant. Then load them in order: Loot overhaul -> Scrap Everything -> the patch.
  11. Krazyman999
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    Request and Tweaks...

    1. Can you change the Wild Mutfruit plants, back to giving out Wild Mutfruit, as opposed it giving normal Mutfruit. As some mods need that item.

    2. The Doctora are still asking for the wrong price for curing.

    Asking prices.
    Cure... asking price 15, actual price = 40
    Addiction curing... asking price 75 , actual price = 195

    I know that this is just a patch, but I thought I would ask you, before I patched it myself.

    Loving the mod, and add-on... It goes great with my new Survival, modded save game that was missing something. This filled the gap, and I'll be adding it to the mod-list when I publish my new, modded save game...
    1. Norr
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      1: I could make a small patch to change it back, but that would restrict the amount of crops available for planting during the first part of the game (you can't plant wild mutfruit).
      Another way would be to patch the recipes that needs wild mutfruit to instead require regular mutfruit (I did that with Gorilla cages).

      2: There is some barter (bartermin, bartermax or something) value that affects those prices, but doesn't reflect in the text. I'm afraid you'll have to patch that yuorself, as I'm not sure what i have to do with the text strings to make it happen.
    2. Krazyman999
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      1. You could always add it to the crops that you can buy, maybe from Graygarden, unless you already can buy Mutfruit from them.

      My own food mod even uses Wild Mutfruit, that I made a long time ago. Before the Creation Kit for Fallout 4.
      But that wasn't the reason, it just seemed a bit strange that the only crop altered was Wild Mutfruit.

      You could just add Mutfruit to some shopkeepers stocks, like Graygarden. Unless you already did... I personally like the hardcore way of playing, I went to get the Power Armour from the cage on the train, near the pack of dogs, on the way to Graygarden. I was surprised to find a Master Hacking lock on it...

      By the way, I'm really enjoying the mod. I'm playing in survival, along with a Food Mod called - Now With... One Hundred Percent More Optional VIS - Food Mod... https://www.nexusmods.com/fallout4/mods/26942

      And the game is a whole lot more realistic, always hungry. Having to go out hunting at the beginning of the day to get food, mostly getting dirty water from my water farms. Settlers now not allowing me to harvest crops. It always bothered me, that settlers would allow you take all of their food. Not any more...

    3. Norr
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      Wild mutfruit isn't the only wild crop affected, only wild carrot and wild melon are vanilla as they give flowers rather than crops. Doing a beeling for Graygarden the first thing every playthrough isn't something everyone does.
      Also, since all crops, including mutfruit, only give 0,25 food there is a choice between planting the stuff you get from the wild crops (for your settlers to work and feed the settlement) or eating them yourself to avoid starvation.
      Plantable crops are semi-plentiful at vendors, but they cost a pretty cap since everything is more expensive now.

      I guess I could make an optional patch where some vendors sell wild crops, I'll look into it (haven't played FO4 for a while, but I still have everything installed in case I have to patch something).
    4. Krazyman999
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      This play-through, I've had to completely change my style of play. My farms producing soo little crops, that are irradiated as well. I just tend to go out on the hunt daily, to get meat that I cook up.
      Like some mountain man, hunting for breakfast.

      You don't need to put in a patch for me, it was just an idea. With there being no wild fruit and veg, I just tend to eat cooked food. My character is always starving. But its immersive, my Hangmans alley settlement has 0 food at present, they have 1 carrot plant, 1 Mutfruit plant and 1 Melon plant. Giving 0.75 food.
      I'm off to Diamond City, to see if I can buy some food to plant...
    5. caatalyst
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      Where do folks put this in their load order? I've got it quite near the end of gameplay tweaks, just before my environment stuff and then audio to finish.

      It isn't working though because i'm seeing so much loot on bandits and other things.

      The only thing I can think of is I'm using raider overhaul / super mutant delux / synth overhaul. I don't know if they change the loot but I thought with this been after all other mods that affect loot it would over ride.

      Any suggestions?
    6. Krazyman999
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      I loaded the MAIN MOD first, then the Fallout Loot Overhaul - 2017 (patches) Edition ( this mod ) after it.

      Mod enabling...
      1. Fallout 4 Loot Overhaul 2016 Edition
      2. Fallout Loot Overhaul - 2017 (patches) Edition

      Plugins...
      67. Fallout Loot Overhaul.esp ( 2016 the MAIN mod )
      82. Fallout Loot Overhaul - All in one - patch.esp ( 2017 PATCH mod, this mod )

      The gap in my plugins isn't on purpose, its just somehow migrated down the list as I've installed and uninstalled mods.

      This mod alters the levelled lists along with other stuff, so if you've added the mod after the area is loaded, part way through a play-through. The containers and people, may already have been stocked with stuff. This mod does not delete stuff, it just reduces new stuff from spawning, as far as I know.
      If I'm right, you have to empty the containers, and kill the bad guys and wait for them to re-spawn with less loot. If you started this mod mid-game. But I am not 100% sure about when loot spawns in...


      But that would be a question for the mod author, or someone a bit more knowledgeable.
    7. caatalyst
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      Interesting, I actually installed the mod before I started my playthrough.

      I'm not noticing less loot, if anything more loot than ever so I assume it is probably a conflict somewhere.I'll have to investigate further. Thanks!
    8. Krazyman999
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      You've probably tried this, but if a mod was maybe overwriting another mod. I'd move the mod to the top of the .esp list in the plugins. See if it works, then the loot mod would overwrite all the other mods...

      Plugins... place as high as you can, up the .esp plugin list.
      07. Fallout Loot Overhaul.esp ( 2016 the MAIN mod )
      08. Fallout Loot Overhaul - All in one - patch.esp ( 2017 PATCH mod, this mod )
    9. Eman17j
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      There is a mod that gives the ability to plant wild plants: https://www.nexusmods.com/fallout4/mods/16810
      Which I use all the time.

      Also if you use this mod with it: https://www.nexusmods.com/fallout4/mods/17691 this enables you to make little squares of water so you can plant the wild plants that only are plantable in water.