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  1. moonracer
    moonracer
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    I'm probably done modding Fallout 4 unless something crazy happens. If you want to use this in any way for your own project or just (rebalance this) PM me and I'll happily give permission.
  2. BecomingNplus1
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    Syringer ammo? 
    1. moonracer
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      This doesn't touch syringer ammo.
  3. Sorceree
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    Hey I was just wondering if you added all the recipes that the basic version of this mod (http://www.nexusmods.com/fallout4/mods/2514/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D2514%26preview%3D&pUp=1) does, if so it'd be perfect for my next hardcore run through!
    1. moonracer
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      Yes, you can craft all chems in game that you previously couldn't (except addictol I believe). However you need to max out chemist to unlock the ultra rare recipes like x-cell and day-tripper.
    2. Sorceree
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      And what about the alcohol? I know you added beer and wine but what about the others?
    3. moonracer
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      Oh yeah, just the beer and wine recipes were added.
    4. Sorceree
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      And would it be compatible with http://www.nexusmods.com/fallout4/mods/25390/? seeing as it does not affect the same perks as yours?
    5. moonracer
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      yeah, I don't see any obvious conflicts. Should be fine.
  4. RickTheNexus
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    Hey man just want to say your mods look great! I made a mod with almost the exact same changes, including your food mod. I was playing without healing so i also removed all healing from food and replaced it with a carry weight bonus... but ive switched to using better locational damage and i think i'll need a bit of extra heaing...
    So, instead of editing my own mod im using yours. Thanks for making this, youve saved me a lot of time! Im even using your ammo level lists from loot logic in place of blds.
    Only thing im unsure of is recieving 5 chems per batch...im thinking of lowering it to 1...not sure if that would be a good idea or not?
    1. moonracer
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      Glad you like it, yeah there are some good variations on food, chems and healing out there. As far as switching recipes to 1 per batch, that is certainly doable if you feel it would be preferable. I did rebalance the ingredients required, so you only get about a 30% discount making bulk recipes (so I didn't multiply the recipe by 5 but closer to 3 or 4 x). I also added some ingredients where some chems were too easy. For example jet now requires hubflower so you can't mass produce it as easily (requiring 1 hubflower to make 5 jet isn't too bad).

      Basically, 5x batches sounds more OP than it actually is. Especially with chem duration moved and replacing the chem resistance perk. Chem use and production in general is more powerful but requires more perks to maximize that potential.
    2. RickTheNexus
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      Cool thanks for the quick response!
      For your settlement progression mod i also added intimidation as a requirement for the raider/gunner/ghoul/sm cages.

      Another change i add for myself is adding a"settler hygine package" (or settler care package) that can be crafted. It requires things like soap, purified water, antibiotics, hair brush...ect....and i make it a crafting requirment for beds. It takes a bit of level list tweaking just to make sure some stuff you add shows up a little bit more, but all in all, it really helps slow settlement progression.. i always saw beds as a way of solidifying a settlers place in your community...
      Obviously sim settlements changes this, and im not sure the route i want to go in a playthrough, but its a fun idea...

      I even went so far as to add defense packages to guard towers and guard posts (rifle, pistol, grenades..ect...), and tools as a requirement for salvage stations. Turrets also take a minigun or missile launcher or a rifle, depending on the type.
    3. moonracer
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      I like the care package idea for beds and such. That makes a lot of sense considering you place a bed and settlers are pretty much set. I did make a Sim Settlements balance patch but it mostly just balances it closer to vanilla resource and perk requirements. It's still a lot easier, but that's the point of the mod.
  5. yuser
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    And another question: is it possible to add treatment of crippled limbs like in Fallout New Vegas? I mean its survival mode where you need doctor/doctor's bag/hydra, not just a stimpack.
    1. moonracer
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      It could be done. I actually experimented with this by making stimpaks only healing 50% of limb damage instead of 100%. I forget why I didn't use it. But yes you could change stimpaks to only restore health and make another item only restore limb damage. The main challenge would be creating the new item and getting it into the game.

      My food balance overhaul includes brahmin milk that restores a small amount of limb damage for example. Alternately you can just use mods that make stimpaks rare enough that you need to save them for fixing limbs and use other items to heal.
    2. moonracer
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      http://www.nexusmods.com/fallout4/mods/25752?
      Not exactly what you are looking for but I whipped this up quick. Might be interesting.
    3. yuser
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      Thanks, I will check it in game. It is better than nothing.
  6. moonracer
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    Wow, no one likes this but me. I'm curious what makes this unappealing.
    1. yuser
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      It looks very interesting, just installed it with some of your other mods, although my level 165 character almost don't need any chems or meds. I think your changes (and with other your mods) will be much more noticeable for fresh new game.

      And a question: this mod has conflicts with VAFS (http://www.nexusmods.com/fallout4/mods/15875). Do you play with it or at least did you test it? What should I do with these conflicts: to place this mod below/above or to carry VAFS changes into your mod? I almost never used VATS this playthrough but I'm planning to install VAFS for the next one because Bethesda have tied all things up too much to the VATS.
    2. moonracer
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      VAFS looks interesting. I usually combine heavy jet use with a crits outside of VATS mod, but that offers some nice added features. Anyway, I took a look and the only conflicts I saw were a few chems with VAFS effects added. I would load my mod first and let VAFS override to get those effects. That should not cause any problems.

      And I agree, my mods won't make a big difference on a level 165 character. Keeping the game balanced and interesting past level 60 or 70 is a real challenge.
  7. moonracer
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    I will be making an optional version of this mod with Valdacil's item sorting tags, so if you want that you can track this and wait for that version. If any of the recipes are too easy or too hard let me know and I will look into rebalancing them.
    1. laddwi
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      Tracking till the Val's patch is available. Thank you for the effort.
    2. moonracer
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      NP, I use Valdacil's myself so making sure they are compatible is a must for my mods Just taking a little longer since I'm working on multiple mods at once right now.