1.6.3 fixes a few issues with this version of Lunar Fallout. I do not intend to create a val sort version of 1.6.3, but will be happy to post a version if someone else wants to create it. I will still keep an eye on this page and update the Legacy version if any more bugs are found.
The new version (1.9.9+) can be found at https://www.nexusmods.com/fallout4/mods/34769 I'm quite proud of what it achieves and hope people are willing to give it a try.
Question about water pumps. I have windmills and water pumps at Sanctuary, should be producing 120 water. I've left the area, slept, and otherwise wasted a bunch of time, but no water has shown up in my workbench. Did I miss something? Thanks.
This is an old legacy edition of the overhaul. I haven't touched it in almost 6 years, so I have no idea. If this is related to the modern version I might be able to help
There's been an interesting new sorting mod released: https://www.nexusmods.com/fallout4/mods/33983?tab=description
It's a script that sorts everything in all your mods for you instead of expecting people to make an endless amount of patches. Just thought I'd let you know, it might eliminate the need to keep supporting a VIS version.
Also may I recommend something that bothers me in this game...delete water breathing. That makes this game feel more like a copy/paste of skyrim...
Sure, sorry, That's something I should have done a while ago. I listed all the mods that are included in this overhaul at the bottom of the description page. Easier to future proof that way in case I make more mods and forget to edit this page.
Thanks for pointing that out. That's a bug on my end. It requires Armorer 3 ATM. I've been spending the last month working on version 2.0 (almost ready!) but I need to update this with a few things I've learned. I'll try and get a fixed version up tomorrow.
Still having a ton of fun with Lunar Fallout, but I'm running into a problem related to another mod. I have upgraded from 1.6 to 1.6.1 earlier today. I'm using Armoursmith Extended (which l lets me equip armour pieces over most outfits) and I noticed that since I've upgraded Lunar Fallout to 1.6.1 I can no longer wear armour pieces over outfits, but it was working fine in the 1.6 version. I don't know if it was just a coincidence that Armoursmith used to work with Lunar Fallout to begin with, a bug in this version or an issue on my end. I do have Armoursmith Extended and its required AWKCR on their newest versions. Do you happen to have any potential insight on this?
Oh yeah, I stopped supporting that mod a while (it's pretty imbalanced to let you wear armor over anything that you can put a lining in). Not sure how it was working with 1.6. It's fine if you want to use both, but you will probably have to go into FO4edit and remove any changes to armor references in Lunar Fallout (shouldn't break anything) otherwise my changes will override Armorsmith changes on several outfits. Unless Armorsmith can be loaded after Lunar Fallout.
Thanks for the reply! I mostly used Armoursmith to have my character look cool. FO4edit sounds too spooky for me, so I'll just have to get used to it. Thanks for clearing that up, though!
I was poking around in Xedit, and noticed that pretty much every outfit in this has unresolved errors, both in the vis and standard versions. Your armor overhaul mod does not have these errors.
Additionally, when you did the armors, were there a set of "rules" you followed, or did you do it by feel? I was vaguely considering writing a script to patch in compatibility for armor mods with your system, but that would require understanding how you picked what went where.
Are you using the latest AWKCR? I did a scan with FO4edit and came up with no errors before releasing 1.6. There are some flagged issues with my mod because the changes I made intentionally conflict with AWKCR (in particular adding or removing railroad lining for several articles of clothing). That and AWKCR keeps updating and adding/removing keywords.
Once AWKCR is more stable I plan to release 1.6.1 and go through the armors more carefully, but I've been play testing and haven't come up with anything that impacts the game. If any of the errors you saw looked game breaking let me know. I did a couple passes to make sure but it's entirely possible I accidentally reverted a change on railroad lining or broke an armor's ability to get a decal change (new AWKCR feature).
As for the logic of changes I made: -Hats and anything that can be used as under armor had railroad lining capability removed (that was a pretty universal rule). -Some clothing had to be edited to go one way or another (dresses can get armor lining, so I removed the ability to wear arm armor parts). -Outfits that aren't underarmor and are either unique rewards or uniforms for combat factions had lining ability removed and were given weights and armor ratings equivalent to a full set of X armor type (+ or - what I felt was balanced for the game and the level it appears).
http://fallout.wikia.com/wiki/Fallout_4_armor_and_clothing was a good resource for helping calculate that.
Glad to hear. I'm working on a version for AWKCR 7.0 right now. It hasn't changed much since 6.8 but I did miss a few things. And there are only a few minor things I wanted to tweak outside of AWKCR. Hopefully everything will settle after that.
I didn't want to open a bug report for this, since I don't know if it may have been intended behaviour - but I started a new playthrough with this mod, as well as the "required" mods and some of the mods listed in the "recommended" section and I have absolutely no workstations in Sanctuary. Is this normal? The mod page doesn't mention it at all. It seems like a pretty harsh design decision, considering players can't build their own stations until level 14. Right now I'm doing all my cooking at the Red Rocket and then bringing the food back over, which gets a bit tedious.
Other than that, I have to say that I absolutely love the mod and all the changes that come with it. I've played with a lot of difficulty overhauls/rebalancing mods over the years, and I feel like this one may be my new go-to mod!
It's intentional (in the readme in documents at the very bottom). Between Sanctuary and Red Rocket you got every crafting bench in the game right at the start. Now you need to earn them through perks or exploring the world. I generally tried to cut as much free stuff handed to the player as I could think of. Cooking workbenches were intentionally not locked out with perks however. You should be able to build one. I'm going to start a new play through myself now that the update is up, so I will double check.
I can build a cooking station without any perks, and I'm fine with most other stations being unavailable right away, but it seems kind of pointless to have a cooking station and power armor station at the red rocket station but not at Sanctuary, because it's just a quick jog over there anyway.
yeah, It's an understandably controversial change. And I understand why people think it's a bug. Sanctuary is a place all the NPCs seem to be unaware of so I felt like there shouldn't be signs of a previous settlement. I've contemplated removing the terminal in Sanctuary that has info on Diamond city and NPCs also. Red Rocket being a gas station, it felt (sort of) feasible that there would be a power armor station. And I felt I should leave at least one cooking station for survival. Since both settlements are so close it just didn't seem to matter where it was.
I just want to say thank you for this mod. Currently my gunslinger build on survival has hit level 32, and I'm loving this. The perk changes, the loot rarity, the combat difficulty, everything is so well done!! I feel like I'm playing this game for the first time again, and it feels a bit like Fallout 3 and New Vegas now.
BTW, a suggestion. I noticed some typos in the Commando perk. Also, could you elaborate on some of the changes to Scrounger? I have all 3 ranks as .44 ammo is so rare, but I find I'm getting more DLC ammo than anything else
Thanks, that's a big compliment. My goal was indeed to try and make the game feel like how it should have on release. I'm working on a 1.6 update right now so I'll take a look. The only typo in commando I found was a misspelling of hip fire in one rank (fixed). I might just be blind to the other(s). Scrounger is indeed in need of tweaking. 44 ammo will have a higher chance of dropping next update.
1.6 is coming along nicely and should be up before the weekend if everything continues to go smoothly. Thanks again for the feedback!
Thanks for the quick response! I eagerly await this update :D Another suggestion, however I'm not sure how possible this would be scripting-wise. I love that you made services at the doctor more expensive, however do you think it would possible for these values to somehow dynamically display in the dialogue window? For example, healing is still saying something like 10-15 caps next to the option during dialogue selection, and as you know, in reality this could be far more depending on how injured you are.
Good point. All the services are fixed (so there's a low and high healing value). However displaying that correctly would be tricky. I think the best I could do would be edit the dialogue subtitles. I wouldn't be able to (or want to try) editing the voice files. This might be one of those things I'll need to add as a loading screen message.
Thanks for releasing this update so quickly, I'm so keen to try it out! I understand that this may be the last one, so I just wanted to thank you for taking my suggestions into account and for all your hard work. You really have reinvigorated my love for this game.
I'm playing again to check out Project Valkyrie (looks promising). So of course I'm also tinkering with this. I'm going to sit on it and play some more before making a Val sort version, just in case there is more I want to do.
New Val version is up, enjoy! The economy in general is considerably harsher now. I thought I might have made too extreme of a change, but once I played with it for a while I'm confident it is balanced.
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I'm quite proud of what it achieves and hope people are willing to give it a try.
It's a script that sorts everything in all your mods for you instead of expecting people to make an endless amount of patches. Just thought I'd let you know, it might eliminate the need to keep supporting a VIS version.
Also may I recommend something that bothers me in this game...delete water breathing. That makes this game feel more like a copy/paste of skyrim...
Could you provide a list of your seperate mods that are *not* integrated into LFO?
Thanks for your work!
[EDIT] I have Armorsmith 2 and Science 1, yet I am unable to repair the T-45 found in Concord. What did I do wrong?
Still having a ton of fun with Lunar Fallout, but I'm running into a problem related to another mod. I have upgraded from 1.6 to 1.6.1 earlier today. I'm using Armoursmith Extended (which l lets me equip armour pieces over most outfits) and I noticed that since I've upgraded Lunar Fallout to 1.6.1 I can no longer wear armour pieces over outfits, but it was working fine in the 1.6 version. I don't know if it was just a coincidence that Armoursmith used to work with Lunar Fallout to begin with, a bug in this version or an issue on my end. I do have Armoursmith Extended and its required AWKCR on their newest versions. Do you happen to have any potential insight on this?
Additionally, when you did the armors, were there a set of "rules" you followed, or did you do it by feel? I was vaguely considering writing a script to patch in compatibility for armor mods with your system, but that would require understanding how you picked what went where.
Once AWKCR is more stable I plan to release 1.6.1 and go through the armors more carefully, but I've been play testing and haven't come up with anything that impacts the game. If any of the errors you saw looked game breaking let me know. I did a couple passes to make sure but it's entirely possible I accidentally reverted a change on railroad lining or broke an armor's ability to get a decal change (new AWKCR feature).
As for the logic of changes I made:
-Hats and anything that can be used as under armor had railroad lining capability removed (that was a pretty universal rule).
-Some clothing had to be edited to go one way or another (dresses can get armor lining, so I removed the ability to wear arm armor parts).
-Outfits that aren't underarmor and are either unique rewards or uniforms for combat factions had lining ability removed and were given weights and armor ratings equivalent to a full set of X armor type (+ or - what I felt was balanced for the game and the level it appears).
http://fallout.wikia.com/wiki/Fallout_4_armor_and_clothing
was a good resource for helping calculate that.
If I get a script working, I'll let you know.
I didn't want to open a bug report for this, since I don't know if it may have been intended behaviour - but I started a new playthrough with this mod, as well as the "required" mods and some of the mods listed in the "recommended" section and I have absolutely no workstations in Sanctuary. Is this normal? The mod page doesn't mention it at all. It seems like a pretty harsh design decision, considering players can't build their own stations until level 14. Right now I'm doing all my cooking at the Red Rocket and then bringing the food back over, which gets a bit tedious.
Other than that, I have to say that I absolutely love the mod and all the changes that come with it. I've played with a lot of difficulty overhauls/rebalancing mods over the years, and I feel like this one may be my new go-to mod!
BTW, a suggestion. I noticed some typos in the Commando perk. Also, could you elaborate on some of the changes to Scrounger? I have all 3 ranks as .44 ammo is so rare, but I find I'm getting more DLC ammo than anything else
1.6 is coming along nicely and should be up before the weekend if everything continues to go smoothly. Thanks again for the feedback!