I installed the mod, added also console enabler for survival mode. But can't add holotape. Also can't find them in open world. I don't have any other mods. Is it necessary to have mentioned FOMOD and level list?
Also, I made a patch for it that sets the drop rate to 20% and disables the configuration menu so you can't wuss out and change your mind halfway through. This is survival mode, I like the idea of having to forge ahead with your decisions :)
I not only disable the console, but also exit saves so there's no chance of "cheating" by saving your exitsave in another folder. Now the holo tapes feel really special and if I'm lucky enough to find one, I make damn sure I save it for something important, or at least, if I still have my well rested bonus but I've just finished a ton of construction on a settlement, I'll use one then, just so I don't lose 3 hours of work because Creation Engine decides it wants to .. create some fury for me. :D
That patch sounds neat, thanks for that! Instantly dowloading this great mod and your patch in tandem, sounds totally fair and exactly what I was looking for. Cheers.
Someone should take up this mod and make it available for normal (non-Survival) playthrough too. And it should do more than just save.
It would be great if each special holotape tells a bit of a longer storyline as clues for the player listen to and advance to the next stage of the storyline, cultiminating in a poignant story finish, climactic battle and a wonderful reward.
Save restriction and presentation of it is always an interesting issue.
Having hated Exitsave about as badly as That Effing AUTOROTATION I took a look at some of the solutions. This one's possibly the best because recording your story (making the save) on a holotape fits the setting... and the Prologue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "We really should get our vacation photos developed." "A bunch of of our old holotape recordings." - The Player, referring to records of their past life if you play through the Pre-War prologue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It made the business of saving make sense when the saving had a hook to make it part of the setting. Chrono Cross had the Records of Fate which were supposed to guide folks, the player used them as save points leaving the impression of the character's actions to that point.
The Resident Evil series used typewriters and ribbon supplies so the player left notes (the save) much like notes of others found throughout the franchise.
Parasite Eve had cop Aya Brea call into the Precinct and report (make the save).
And Holotape recordings are personal records in Fallout... so why not make Holotape saves?
This mod makes survival worth playing. Even without the other survival mods, this alone makes it worth it. The ability to save is so important in a bethesda game, and with how these are restricted in such a unique and interesting, and even lore friendly way, i cant help but wonder *why* it wasnt in the base game to start with.
By far, my most important feature is the ability to set up how and when the holotape is used up, if at all. Im running it with the pipboy producing used holotapes, while the consoles do not. This changes the dynamic of the game far more than i originally thought, since so many consoles will allow you to use holotapes. Every time i find one in the world, i cant help bug squee giddily as i found what is now effectively an interactable save point, that will save me from using up my resources.
That said. I dont like the ability to customize that being right there in the same holotape you use to save with. It makes sense from a coding stance, less work, less things to fiddle with.. But from a players point, thats always there tempting the player. 'Im just to my last holotape. Maybe just this once i can disable it from being used, and itll be fine. Just this once.' But thats my only complaint really. Works great. Loots slow in the early game, but once you start getting up in the levels, youll start finding them more often. Good stuff :3
I just finished making a patch that disables the ability to configure the saves on the fly, the default is adrenalin drain, always makes hard saves, and I dropped the drop rate by 20% just for good measure.
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Enjoy!
Also, I made a patch for it that sets the drop rate to 20% and disables the configuration menu so you can't wuss out and change your mind halfway through. This is survival mode, I like the idea of having to forge ahead with your decisions :)
I not only disable the console, but also exit saves so there's no chance of "cheating" by saving your exitsave in another folder. Now the holo tapes feel really special and if I'm lucky enough to find one, I make damn sure I save it for something important, or at least, if I still have my well rested bonus but I've just finished a ton of construction on a settlement, I'll use one then, just so I don't lose 3 hours of work because Creation Engine decides it wants to .. create some fury for me. :D
Thanks for your thing
And it should do more than just save.
It would be great if each special holotape tells a bit of a longer storyline as clues for the player listen to and advance to the next stage of the storyline, cultiminating in a poignant story finish, climactic battle and a wonderful reward.
Having hated Exitsave about as badly as That Effing AUTOROTATION I took a look at some of the solutions. This one's possibly the best because recording your story (making the save) on a holotape fits the setting... and the Prologue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"We really should get our vacation photos developed." "A bunch of of our old holotape recordings." - The Player, referring to records of their past life if you play through the Pre-War prologue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It made the business of saving make sense when the saving had a hook to make it part of the setting. Chrono Cross had the Records of Fate which were supposed to guide folks, the player used them as save points leaving the impression of the character's actions to that point.
The Resident Evil series used typewriters and ribbon supplies so the player left notes (the save) much like notes of others found throughout the franchise.
Parasite Eve had cop Aya Brea call into the Precinct and report (make the save).
And Holotape recordings are personal records in Fallout... so why not make Holotape saves?
I salute you.
The ability to save is so important in a bethesda game, and with how these are restricted in such a unique and interesting, and even lore friendly way, i cant help but wonder *why* it wasnt in the base game to start with.
By far, my most important feature is the ability to set up how and when the holotape is used up, if at all. Im running it with the pipboy producing used holotapes, while the consoles do not. This changes the dynamic of the game far more than i originally thought, since so many consoles will allow you to use holotapes. Every time i find one in the world, i cant help bug squee giddily as i found what is now effectively an interactable save point, that will save me from using up my resources.
That said. I dont like the ability to customize that being right there in the same holotape you use to save with. It makes sense from a coding stance, less work, less things to fiddle with.. But from a players point, thats always there tempting the player. 'Im just to my last holotape. Maybe just this once i can disable it from being used, and itll be fine. Just this once.'
But thats my only complaint really. Works great. Loots slow in the early game, but once you start getting up in the levels, youll start finding them more often.
Good stuff :3