Yes, but you will not see any difference until you go to an area you have never been before or when the cell resets for those areas that you have, which by default takes about a week. Also the reduced water production and crop output levels can be a shock to a saved game with a lot of settlements. Just think of it as a dry spell in an ever changing wasteland that is trying to kill you. It is not longer as simple as "those who arrive, survive".
2.) Why can I not harvest crops by hand anymore?
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This is a feature of the mod, crops can now only be harvested by settlers. In the base game this is a super easy free source of loot that you can take from anyone without hearing a word about it. It is also odd that the sole survivor can just plop a plant in dirt, leave for three days and have a flourishing plant when he comes back, Settlers on the other hand mind the crops constantly. Wild Crops are untouched in this manner and now give regular crops which can be used in settlements. Wild crops have been used to help their domesticated cousins since the early 19th century.
3.) I cannot get paid by farmers to harvest crops because of the above answer, what is up with that?
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It is too easy just to walk away with their whole crop, eat all of it it front of them or sell it back to them like it belongs to you, none of which is considered stealing, it just had to go, this vanilla feature is absolutely broken. You can still give them crops for caps like those found in the wild and in containers, just not their crops.
4.) Can you make a compatibility patch for another mod?
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It saddens me to say that I do not have the personal time to set up and maintain several different compatibility patches for as many mods that there are on the Nexus. If however you would like to do this, go for it!
5.) What is up with 0.25 crop yields?
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Loot output from farming and water needed to be reduced, as for the exact number of 0.25 it is one of the lowest values that does not cause a minor UI bug and is also conveniently half the original value for OCD sake.
6.) Where are the 10mm guns in Vault 111?
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They were looted by certain other outsiders prior to your release. Behind the scenes they were removed to give more importance to pipe weapons in the early game, and a give a sense of vulnerability and peril at the start.
7.) Why does this mod have a script in it?
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As of version 2.4 a script was added that allows novice locked containers to spawn with extra loot, wherein vanilla this was not possible. Since a lot of containers do not spawn above this lock level for certain types of containers, it could be a let down when you unlocked something and found a screwdriver inside. Now you get something cool but balanced almost every time. It is an extremely small, simple and discrete script that will not constantly run and will not cause any performance issues but it does change the uninstall procedure for the mod.
Please read the above FAQ before posting, thank you!
Please read the above FAQ before posting, thank you!
For those of you who have large load orders and compatibility issues and who may not be aware, it is relatively easy to create a compatibility or 'merged' patch for almost anything using FO4Edit/xEdit once you know the basics.
It might seem daunting or too complicated for the uninitiated but most of it is just understanding what a few colors mean and then dragging and dropping things as needed.
Support for Fallout Loot Overhaul will be in a lower state for awhile due to free-time issues, I will still poke my head in every once in awhile to check the bug reports tab. If you noticed a bug, please make a bug report (via that tab) so it will be easier for me to find them!
Idk if i'll ever get an answer to this but i'll ask anyways.. does anyone know exactly what this mod does to power armor? because i was thinking if it was pairable with the Some Assembley Requiered mod that makes it so power armor frames have less parts, it also removes a lot of the power armor frames around the wasteland. because i mean. what are the chances that every single power armor frame around the commonwealth would have the armor unlooted?
I'm facing the same problem, which is causing me to abandon this beautiful mod. I could notice a patch, but it still didn't solve this problem. I mean, I want to believe that this is not intentional removal.
i just started a new playthrough with this mod and holy crap, lol i can't find anything to save my life and the game is on very easy, like every time i kill any animal, i can't extract anything off their corpse to sustain my life, that is a bad situation, i think maybe animals should be left alone, but other NPC's need to carry food on them as well, because i get radiation poisoning and i get nothing but a whole lot of nothing to use lol, no stimmy packs, no food no nothing lol.
i'm getting my ass kicked due to no food, like i can handle the scarcity of items in the general world, but no food is kind of pointless. i'm going to die from starvation and and from my stacking wounds and radiation on my player before i get anywhere in the story of the game.
Yeah, the food changes are just unfun and tedious. I'm in a survival game. 8h in and I'm still not done with getting Sanctuary at 5 food units...
This mod just forces you to meta-game if you want to get your playthrough started... I honnestly just downloaded the cheat terminal to give me enough food to start a settlement, otherwise in survival you're bound to play hours to add a few units of food to a single settlement, which is just stupid.
I scarcity of loot is very logical but with the meat... what was this guy thinking... He completely deleted all meat from the game when killing animal & creatures... How can you have food in a survival run then huh? Wanna uninstall this mod mid-game? ''use a save script cleaner'' Oh well, who would have thought, I have one right here in my right pocket and I instantly know how to use it...
Hi, when I remember correctly you need to find Wasteland Survival Guide 9, Hunting in the Wastes and then you learn how to gather Meat from Animals. A small immersion tweak of the mod.
Thats cool and all if we wanted that. But if we downloaded the mod and didn't know that to begin with that kind of makes the game unenjoyable. It should be up to the player if we wanted that little detail about it.
I know most of us (including me sometimes) do a piss poor job of reading the description, but jebus effing crisp, almost all the "bugs" are features dumdums didn't bother to read the descriptions for :facepalm: it's not like this mod's description is simsettlements or crimeandpunishment :comfort: @Darthsith
You mention that wild crops are not used in any crafting recipes, but Wild Razorgrain is needed for making Herbal Stimulant and Herbal Anodyne. Is there any way to change it so that those recipes just use normal Razorgrain?
Please dear lord re-service this mod and add a mcm config to take off the production and harvest restrictions. It was super good but over time im not sure what changes were made to the game and script extender etc over the years, but this definitely causes a ton of crashing now as well. (I realize this mod touches a ton of things so it could very well be conflicts that built up over time as well but I suspect some internal compatibility issues as well.)
A shame because no other mod balanced weapons quite as good, and upon taking the mod off...the game runs way smoother but every hill billy and super mutant somehow has the latest and greatest guns again lol
1307 comments
Please read this FAQ before posting, thank you!
FAQ:
1.) Is it save game compatible?
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Please read the above FAQ before posting, thank you!
I see you are scrolling down, did you read the FAQ in the above post? If not, please do, thank you for your time!
I see you are scrolling down, did you read the FAQ in the above post? If not, please do, thank you for your time!
For those of you who have large load orders and compatibility issues and who may not be aware, it is relatively easy to create a compatibility or 'merged' patch for almost anything using FO4Edit/xEdit once you know the basics.
It might seem daunting or too complicated for the uninitiated but most of it is just understanding what a few colors mean and then dragging and dropping things as needed.
There is a guide on the program here:
http://wiki.step-project.com/Guide:XEdit
You can download xEdit here:
www.nexusmods.com/fallout4/mods/2737/
Thank you for your time.
i'm getting my ass kicked due to no food, like i can handle the scarcity of items in the general world, but no food is kind of pointless. i'm going to die from starvation and and from my stacking wounds and radiation on my player before i get anywhere in the story of the game.
sorta wish there was a version without that patch :p
I'm in a survival game.
8h in and I'm still not done with getting Sanctuary at 5 food units...
This mod just forces you to meta-game if you want to get your playthrough started...
I honnestly just downloaded the cheat terminal to give me enough food to start a settlement, otherwise in survival you're bound to play hours to add a few units of food to a single settlement, which is just stupid.
Edit: figured it out, another mod overwriting the production value
when I remember correctly you need to find Wasteland Survival Guide 9, Hunting in the Wastes and then you learn how to gather Meat from Animals. A small immersion tweak of the mod.
it's not like this mod's description is simsettlements or crimeandpunishment
:comfort: @Darthsith
A shame because no other mod balanced weapons quite as good, and upon taking the mod off...the game runs way smoother but every hill billy and super mutant somehow has the latest and greatest guns again lol