So there isn't a version that doesn't require armorsmith? I've set up my mod list to not need that at all... lol so this is the only mod rn that would require it, and your description says you went ahead and made it a requirement because so many other mods use it or rather you assumed most people are using it.. lol But neither Horizon nor the Synth overhaul use it.. But I would like the compatibility between Horizon and Synth Overhaul still.. lol
I made an updated version of this for Horizon 1.6, that I almost got "perfected". IE, the armors spawn, but only light armor (which might just be Horizon's level based RNG being mean), and horizon based crafting works with them. BUT, I haven't gotten the def U icons working (Horizon doesn't let you do with other armors as far as I can tell and for some reason 2 different recipes for each size are listed (still trying to figure THAT out).
Its my first time with Fo4edit so bare with me, but I almost have this done if you want to post it here
If you’re willing, I would be happy to give you full control of the mod itself. I’m not planning on updating this in the future and was only keeping it up if someone wanted to base future patches on it.
A lot has changed in horizon since this was originally patched though. Several Armor changes and balance tweaks.
Did the patch involve some script changes or was it mostly xEDIT tweaks? Note that synth mod doesn't have scripts from what I can tell, so if things don't work correctly then its Horizon doing it.
From xedit point of view, horizon only touches some weapons and armor, a merge patch should be easily doable by anyone.
I don't think so. Horizon has come a long ways since the conception of these patches. I think Horizon's default faction changes pretty much cover all this mod already did (at least enough to not warrant a patch) and in a more balanced way.
Does Horizon really add all this? Cast is almost as big as horizon, and horizon does other things too... hard to believe all that cast does is also in the horizon file. I guess I better get playing on horizon and see for myself then. ;)
It certainly doesn't have the variety or the detail of CAST, but it does enough that I felt this, and my other faction patches, were no longer necessary.
SirDanest, no, Horizon doesn't do any of what Synth Overhaul does. Nor does Horizon invalidate any other faction overhauls really, but redbaron is entitled to that opinion and is under no obligation to keep creating patches.
In regards to Synth Overhaul, it creates massive diversity in the appearance, equipment, and spawns of synths. Horizon adds new types of synths, changes their strenghts and weaknesses, health values, and leveled lists. Hopefully another mod author comes along who will create patches for faction overhauls.
Is this out of date with the latest version of synth overhaul and horizon? I'm getting level 60 synths mixed in with level 22's and such. Also all the synths have a full set of armor and often 2-3 helmets and 2-3 guns. Or did I do something wrong?
I haven't updated for Horizon 1.1.4 yet but there shouldn't be that level of difference. What level are you and where at?
The multiple helmets thing is a bug I already reported with Synth Overhaul. Multiple weapons could also be a conflict with Horizon 1.1.4. Since 1.1 changed so much with weapons I recommend you install the no-weapon version anyways.
make sure you aren't running that 'no level requirement' option for the synth overhaul. I was and that led to the level 60 synths. I still get them with one black and one white gun each. Going to just try and honor code it to only loot one from them.
I'm not planning on publishing any standalone weapon patches until I can figure out how the leveled list system Zawinul put into Horizon 1.1.2 works. This probably wont happen until he officially makes some tutorial or releases some instructions on the proper way to interface with his system.
I asked him that question about super mutant redux horizon patch and he said that it would need to be updated and he may wait till v.1.2 gets released,but I'm not sure about synth overhaul.
Thank you very much for sharing your horizon patches with us,i had no idea these patches where out there till just recently,ive been trying them one by one with the mods I use and so far no issues, Anyway I know you said you said you are only making patches for the mods you use ,but one mod in particular WE ARE THE MINUTEMEN ive had issues with so I no longer use it,ive used BUFFED MINUTEMEN MILITIA with no issues ( its a really good mod if you haven't tried it ) I'm still kind of a noob at this so hopefully eventually ill have time to figure out FO4EDIT so I can do it myself.if you could make a patch for it would be great if not its all good.Either way THANK YOU.
So there's the ones I've already uploaded, We are the minutemen, Better Settlers, Eli's Armor, Synth Overhaul, VAFS, Locky Bastard, See-Through Combat Scopes, Player Hacking, The Mobile Mechanic, Compact Crafting, Salvage Beacons, Remove Explosives, PAMAP, and Some Assembly Required.
Which brings the count to 14, although you might not count the misc. patches for smaller mods ones.
Then as far as unpublished personal patches, Super Mutant Overhaul (currently testing to make sure it's fairly balanced), Half-Zipped Vault Suit (just instance naming rules), Cross CritGore (I'm not sure this is necessary), Unofficial Fallout 4 Patch (again, not sure if necessary), Full Fusion (super simple recipe tweak), Unique Uniques (mostly just adjusting weapon crit damage), Push Away Companions, Scrapper Weapon Highlighting, Plasma Arsenal, Legendary Modifications (might do away with this one altogether), Targeting Hud Expanded, Worthwile Caps Stash (you only get the bonus if you have scrounger), and a number of weapon mods (still investigating if my patch to prevent leveled list scripts from running works without causing problems).
So that brings the total up to around 30.
I had to start merging and patching mods a looong time ago to get them all to play nice and fit in the 254 esp limit.
Ah okay youve down a fair few then! See I installed Cross CritGore and it just didn't work, I didn't have it after horizon but I've never put anything after it just to make sure I don't break my save. Did yiou have issues with it working at all before you made the patch?
I haven't tried it without my patch yet. Pretty much the first thing I do when I load up a new mod is check for conflicts in xedit. I can say that with cross crit loaded before Horizon and with my patch I am getting flame disintegration and laser disintegration effects on crit kills.
Ah okay, yeah I've tried my hand at patching things but when I tried patching weapons of fate it had other weird affects so I decided against trying others.
I can imagine it being quite a highly used mod, so would you be up for putting it in your unofficial minor patches?
Loving these patches my man, especially the sweet-ass pictures, haha! How hard is it to patch the leveled lists? I've made a few patches myself for horizon, mainly changing crafting recipes for settlement mods. Anyway, I've had my eye on Mike Moore's MCAM for a bit, since melee is much more useful in horizon, but the few times I've tried patching leveled lists I got a bit lost, hehe. Gonna dig into a few of your patches in fo4edit and see what you've done to them.
I just set the base level the same as the first level you start the weapon mod at.
and get the damage in the ballpark as horizon damage, as I see the mod fitting.
Really, Horizon is one big guessing game, you cannot screw it up. So if you put a high damage weapon mod in the game earlier than "expected" it just makes the game more difficult, as I do not craft them, I just pick them up. Its crafting weapons that "breaks" horizon.
I actually have an update to synth Overhaul cooking that further adjusts synth leveled lists, especially for black and white weapons. For an example now, horizon's own leveled list edits to vanilla or raider Overhaul lists are great resources. That's usually what I reference when building patches.
42 comments
IE, the armors spawn, but only light armor (which might just be Horizon's level based RNG being mean), and horizon based crafting works with them.
BUT, I haven't gotten the def U icons working (Horizon doesn't let you do with other armors as far as I can tell and for some reason 2 different recipes for each size are listed (still trying to figure THAT out).
Its my first time with Fo4edit so bare with me, but I almost have this done if you want to post it here
A lot has changed in horizon since this was originally patched though. Several Armor changes and balance tweaks.
need it for latest Horizon but not sure how to do that my self ")
From xedit point of view, horizon only touches some weapons and armor, a merge patch should be easily doable by anyone.
In regards to Synth Overhaul, it creates massive diversity in the appearance, equipment, and spawns of synths. Horizon adds new types of synths, changes their strenghts and weaknesses, health values, and leveled lists. Hopefully another mod author comes along who will create patches for faction overhauls.
The multiple helmets thing is a bug I already reported with Synth Overhaul. Multiple weapons could also be a conflict with Horizon 1.1.4. Since 1.1 changed so much with weapons I recommend you install the no-weapon version anyways.
Which brings the count to 14, although you might not count the misc. patches for smaller mods ones.
Then as far as unpublished personal patches, Super Mutant Overhaul (currently testing to make sure it's fairly balanced), Half-Zipped Vault Suit (just instance naming rules), Cross CritGore (I'm not sure this is necessary), Unofficial Fallout 4 Patch (again, not sure if necessary), Full Fusion (super simple recipe tweak), Unique Uniques (mostly just adjusting weapon crit damage), Push Away Companions, Scrapper Weapon Highlighting, Plasma Arsenal, Legendary Modifications (might do away with this one altogether), Targeting Hud Expanded, Worthwile Caps Stash (you only get the bonus if you have scrounger), and a number of weapon mods (still investigating if my patch to prevent leveled list scripts from running works without causing problems).
So that brings the total up to around 30.
I had to start merging and patching mods a looong time ago to get them all to play nice and fit in the 254 esp limit.
I can imagine it being quite a highly used mod, so would you be up for putting it in your unofficial minor patches?
Thanks again, keep up the good work!
and get the damage in the ballpark as horizon damage, as I see the mod fitting.
Really, Horizon is one big guessing game, you cannot screw it up. So if you put a high damage weapon mod in the game earlier than "expected" it just makes the game more difficult, as I do not craft them, I just pick them up. Its crafting weapons that "breaks" horizon.
>weapon
>00215ce4
>keyword (KDWA)
020020a6 error could not be resolved
>OBTS
>include
020020a5 error could not be resolved (in all three references)
edit:
In fact, the majority of the patch is defective.
edit edit:
AH! synth overhaul 3.0.1, I was on 2.2