"What about load order?" "Trial and error. Anyone who tells you anything else doesn't understand how load orders work."
"Is this compatible with-" "Yes. Use the load order to prioritise your personal preference or to fix any malfunctioning overrides that I can't predict since I don't know the 60.000 files on Nexus personally."
"Ghouls aren't zombies!" "Ferals eat human flesh, rise from the dead, look like corpses and aren't called zombies... like literally every zombie since the start of the 90's! An optional patch is coming up, though."
NON-ROMERO PATCH RELEASED:
This patch contains changes I was in the middle of working on when the patch was requested. Along with some new tweaks to ghouls that will be in the next version. Legs now have lower damage which makes sense no matter what side on the debate you're on. It's to make pre-death dismemberment more likely since we're all in agreement that's awesome. But the torso and other limbs are now more prone to getting hit by bullets. That's plenty of space. Glowing ones also have reduced limb damage on their arms since they're stronger. But again, the torso can be maimed just fine.
Also I edited some fire and blood settings. Let me know how that turned out. Haven't had time to test them yet since I doubt there will be any issues and I figured you'd all want the patch right away.
UPDATE:
Did a quick test in QASmoke. Works really well, as far as blood and fire goes. Flamers are now really fun to use. Will post the regular update as soon as I've added a few more things.
ANOTHER UPDATE:
As some of you might know, if you've used my other mods. I tend to be slow on updating them. This is mainly because I struggle with a disability. Which kind of sucks. Takes a toll on most things in my life, from trivial things like household chores, to big things like affording food, pretty much.
But that doesn't mean I forget mods. I will update when I can. Hopefully one more before the end of this month, or possibly at the start of November. I have a couple of ideas of cool gameplay changes to make.
As long as you load real.AI last then it should work IIRC.
Mind you, I made this years ago and kinda forgot about it until I spotted it on a microsoft article and thought "s#*!, people actually play this?" So take my advice with a grain of salt.
Started several new games with this mod. Cool af. Thank you. I noticed that the security guard gives some personal loot, and he’s wearing vault tec armor. Wonder if his armor could be looted?
Hey brother, is there any chance of getting the economy portion of this mod as a standalone? I absolutely love your creative vision for how the economy is supposed to work with this mod, but I use other mods for my survival difficulty that bring combat to where I want it. Only issue is that I can't find any other mod on the Nexus that so realistically and comprehensively turns the economy into a barter system. Thanks for all your hard work, cheers!
Has anyone looked at some of the bigger quest mods like those done by Thuggysmurf as they are some of the more popular quest mods from their position on the cat list ?
Anyone know how to change the blood on the "face" timer? The blood is seemingly stuck until I open the pipboy and in the middle of combat. That's a killer.
I was really excited about "head shot only ghouls". Even a normal human can survive 20 gun wounds, why whoul a brain rotten zombie care for a bullet in a shoulder. Especially a thought to incapacitate a ghoul with a leg shot and finish a crawler. le magnifique. However, this mod has made ghoul limbs indestructable. A world never perfect.
Only issue I have with this mod is how insanely deadly weak enemies are. It's easier to take on a raider with power armor and a mini nuke launcher than a feral dog. 5 headshots to bring down a dog but 3 to kill a raider in power armor? Plus the feral dog can one shot me at full health with full armor on? Absolutely wild. The feral ghouls are also crazy to fight, but they don't instantly kill me so it feels balanced enough.
Besides this insane disparity between enemy difficulties, the mod is awesome. The loot can feel like a bit much at times, but the items I find tend to fit with the concept of finding stuff where you'd expect it. I pair this with roaming enemy mods and it makes s*** get real quite fast. First trip to Corvega and there's just a deathclaw tearing s*** up, which makes getting in a much greater challenge. Definitely love how the power armor feels. I know someone was complaining about it before, but it truly feels like a walking tank now. I never thought power armor was worth the investment before, but now even T-45 is an absolute game changer. Only issue is how easy it is to come by power armor and fusion cores, but that's a problem with the game's design I had before using this mod.
Was wondering if the fire damages rework of this mod were complementary or redundant with the mod more realistic fire behavior, just started a new game with new mods ( not all new though, just trying new survival gameplay ) after 2 years so i haven't fully tested all mods configuration/ load order ... guess i will find out at some point.
After starting a new game with PLUNDER, I arrived at the Museum. there 2 things make me wonder: 1. the minigun is full of the vanilla 5mm bullets but now requires .50 bullets, 2. the Power Armor has no flash light.It is dark no matter what button I press.
Do these two things come with PLUNDER or do I have a mod issue here? If #1 is from your mod, then what is the 5mm ammo good for now? Thank you in advance for your answers.
EDIT: Man I really think you haven't needed to take all the fun out of bottlecap mines, I doubt they make anyone rich. :) letting them drop some bucks (even only 20) and cost the same to build them, wouldn't that make sense?
188 comments
" Do you need a new game?"
"No."
"What about load order?"
"Trial and error. Anyone who tells you anything else doesn't understand how load orders work."
"Is this compatible with-"
"Yes. Use the load order to prioritise your personal preference or to fix any malfunctioning overrides that I can't predict since I don't know the 60.000 files on Nexus personally."
"Ghouls aren't zombies!"
"Ferals eat human flesh, rise from the dead, look like corpses and aren't called zombies... like literally every zombie since the start of the 90's! An optional patch is coming up, though."
NON-ROMERO PATCH RELEASED:
This patch contains changes I was in the middle of working on when the patch was requested. Along with some new tweaks to ghouls that will be in the next version. Legs now have lower damage which makes sense no matter what side on the debate you're on. It's to make pre-death dismemberment more likely since we're all in agreement that's awesome. But the torso and other limbs are now more prone to getting hit by bullets. That's plenty of space. Glowing ones also have reduced limb damage on their arms since they're stronger. But again, the torso can be maimed just fine.
Also I edited some fire and blood settings. Let me know how that turned out. Haven't had time to test them yet since I doubt there will be any issues and I figured you'd all want the patch right away.
UPDATE:
Did a quick test in QASmoke. Works really well, as far as blood and fire goes. Flamers are now really fun to use. Will post the regular update as soon as I've added a few more things.
ANOTHER UPDATE:
As some of you might know, if you've used my other mods. I tend to be slow on updating them. This is mainly because I struggle with a disability. Which kind of sucks. Takes a toll on most things in my life, from trivial things like household chores, to big things like affording food, pretty much.
But that doesn't mean I forget mods. I will update when I can. Hopefully one more before the end of this month, or possibly at the start of November. I have a couple of ideas of cool gameplay changes to make.
Mind you, I made this years ago and kinda forgot about it until I spotted it on a microsoft article and thought "s#*!, people actually play this?" So take my advice with a grain of salt.
Nicki
Besides this insane disparity between enemy difficulties, the mod is awesome. The loot can feel like a bit much at times, but the items I find tend to fit with the concept of finding stuff where you'd expect it. I pair this with roaming enemy mods and it makes s*** get real quite fast. First trip to Corvega and there's just a deathclaw tearing s*** up, which makes getting in a much greater challenge. Definitely love how the power armor feels. I know someone was complaining about it before, but it truly feels like a walking tank now. I never thought power armor was worth the investment before, but now even T-45 is an absolute game changer. Only issue is how easy it is to come by power armor and fusion cores, but that's a problem with the game's design I had before using this mod.
1. the minigun is full of the vanilla 5mm bullets but now requires .50 bullets,
2. the Power Armor has no flash light.It is dark no matter what button I press.
Do these two things come with PLUNDER or do I have a mod issue here?
If #1 is from your mod, then what is the 5mm ammo good for now?
Thank you in advance for your answers.
EDIT: Man I really think you haven't needed to take all the fun out of bottlecap mines, I doubt they make anyone rich. :) letting them drop some bucks (even only 20) and cost the same to build them, wouldn't that make sense?