Fallout 4

63 comments

  1. iriemk
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    @ElPolloAzul : Hey, I've been looking at this thing and I'm thinking "...got that dumb shotgun got the creepy octopus armor and them frikkin huge dildos to beat folks up this is perfect gotta have wanna have download now..." but then I realize I already have A TON of stuff that edits/places things in the worldspace. And this is ANOTHER TON of worldspace stuff. This one might be the straw that breaks the camel's back so to say, and usually I'd avoid any mod with so many such edits (like them gnomes), but this looks so damn promising...and I do love me some random crazyness, which is how I came upon this mod in the first place, so my question is:

    Can I make my own "LITE & LEVELED" patch for this mod, as in: Would it be save to just take the weapons, xedit them into level list/s, nuke the worldspace placements, and just wait for them guns to spawn on certain select enemies / in select containers I link my lists to? Or is there quests and such attached to them? Plus, I won't do this if is there's some of your silly weapons in here, where the placement alone will make me giggle.
    1. ElPolloAzul
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      Unfortunately there are a fair few weapons tied to their own CELL records for mechanical & isolation purposes. A very small handful of weapons won't work correctly unless you are using the unique instance (e.g. the Portal Gun) I placed into the world. It's not too easy to figure out from the record change list what the linkage is there. I've tried to keep the world edits only to relevant things around the weapons, the weapons themselves, and what's needed in the background to make things work mechanically, but with this many (hundreds or thousands?) of new records I'd imagine a few errant shifts might be around. Most of the edits are around Diamond City (with other hubs near the Oceanarium, near Bradberton, in Gorski Cabin, and maybe the biggest map edit change near the docks near one of the Mechanist locations for the container stack). I'd recommend just tooling around Diamond City with the mod on and seeing what's up given any of your other mods affecting that place, if only to do the full Scavenger Hunt once. I would recommend given the chaos this inflicts not using these in a long-running save anyway. I would say that there are definitely a few where the placement alone is worth it for the laffs (tried to have fun with that). Finally, as far as the leveled lists I wouldn't bother with that. I don't like altering leveled lists generally but also some of the weapons only work (as expected) if the player is using them. It's certainly not all of them -- it's very possible to get a properly rude awakening when determined enemies steal stuff like the Polymorphic Fireus, but you have to remember also that the enemies select current weapons based on the stats and a lot of these weapons don't reflect their power in the stats.
    2. iriemk
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      Alright, I made up my mind anyway, to be honest. I'll test this with Gnomes and one other major collectible off, iffen that works I'll keep yours. What do I need Garden Gnomes for if I can escalate the carnage-factor to near infinite??? I'm just too keen on the chaos I can wreak with all those neat toys of yours to not download it^^. This playthrough I planned on making weird, absurd and funny, was already pondering that WildWasteland pendant when I stumbled over your mod...I loved thWildWasteland in FNV, so this is the gravy on top if I can make that and yours play nice.^^

      Thank you for the quick reply, cheers and have a good one. I'll test your gear now and see what the hype is about^^
    3. iriemk
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      10 outta 10. Only just killed the postman and schtole his Propulso5000, tested it on Preston - OOOH-WEE! Cannot wait for what comes next^^. It's perfectly in line with my personal '69 Schwack Bat, which flings people not 7 out of a 100 schwacks, but more like 75 out of a 100 (did a little xediting on the 2076 Slugger's effect). I think this mod is gonna be a fixture in my setup. Endorsed!

      EDIT: For whatever reason, this messes with some dialogues; enabled/disabled ONLY this mod and it is definitely responsible. However, I don't see conflicts to that regard in xedit, I have no mods that mess with dialogue anyway, but I cannot trade with some of my Nuka Raiders assigned to certain mod-added shops in my outposts (Overboss playthrough). It also took me 5 attempts before the barber dude in Diamond City would open his dialogue menu to give me a haircut. Arturo and Myrna worked A-OK. Guess I won't be using it after all, at least until I got nerve to investigate what is going on. So, not anytime soon. I really would've loved this to work, but alas I guess I'll have look for crazy someplace else.
    4. ElPolloAzul
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      It's definitely true that you can have all sorts of crazy 2-or-N-way interactions without a single record-level conflict, and I can't make too many estimations as to how things might react with the mod-added shops (minimal reference is indeed made to the settlement script to retrieve the number of synths for the Synth Spy Swatter, otherwise this code avoids that distended system as much as possible), but the five attempts thing is interesting. It's arguably true in the base game that John is one of the more problematic NPCs generally (although nothing on Desdemona bugs!), but it sounds like regardless of any sort of more subtle interactions, you might be dealing with menumode behavior related to either resource contention that dips over the line (note that the scripts have VM budgets) or a incomplete falling state (the main source of UI weirdness in my experience). As to the first possible etiology, it is the case that there is a lot of load when you visit Diamond City and the Mirelurk Merchant is loaded (there is a lot of precomputation involved with that weapon, and while the computation is meant to be done over an expanded period and stream the related paths in as they are computed to be available, I have found that the heaviest computes information stretching over 15 minutes in some cases, and obviously this task persists even if you go elsewhere -- a shorter longer-running computation occurs in the maze generation cell). If you have some long-running scripts from other things, this might cause scheduling weirdness and it's possible that there are script fragments or quest variables whose referencing in special "vendor" dialogue exits dip into that same pool. It would be nice if there were some good in-Papyrus, meta- script functions for the dynamic management of script-related load in future games (or the scripts could run a few orders of magnitude faster, for some applications!). This of course would stably reproduce given the same starting configuration and presumably end after the last computing message popped (it takes a while depending on your machine state, game state, and so on). Having to do it over again I suppose that the precomputation would kick in on first use of the weapon regardless of the jarring user experience there. As to the second, as I've mentioned in previous comments, unfortunately lots of exceedingly strange things you wouldn't expect to be related are possible after the player has been knocked down or falls in normally inaccessible places, e.g. places without navmesh, interpenetrating other things, etc. There is a bit of code to compensate for this as best as possible in the Portal Gun but it's very hard to even detect these weird-quasi-falling limbo states (kind of like the bug that takes control away from you and messes with aim if you move too fast through the world, particularly in the downtown Boston area). I like to climb around where I shouldn't in the vanilla game, so I've seen these normally but of course blasting off with the Propulso or teleporting makes them much much more likely to happen -- and for some reason, they sometimes seem wont to cause problems with dialogues with "cinematic" data or which involve ForceGreet-like behavior. Typically they go away with some coaxing and similarly adventurous traversal, but it's so vexing to encounter. Like the graphics-chipset-&-drivers-specific texture processing issues that pop up in the external PrestoGravy mod, these are super hard to do the same way, let alone think about how you might remediate them. In any event, there are a more than a few of these weapons which really change the world in some impactful way (like the Ill-Logic B.O.M.B.) and definitely some ways you can use multiple weapons together (the combinatorics get overwhelming fast) that make you realize the other big reason developer cheat weapons disabled saves in old games, so that's why I often recommend using this for incidental fun on dedicated world-bending saves foremost: flooding the world and stuffing people up Christmas bells while speeding up time and strategically nuking places eventually catches up to you.
    5. iriemk
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      Oh. My. God. U just made me laugh so hard, especially that last sentence, even though ole semi-Luddite me did not understand even half of the tech lingo you were throwing around^^. Mwahahar! I hope to have half the understanding of this game you got sometime in the distant future. Very distant^^. In any case, if you say my dialogue issue might be directly related to what Propulso does (I did get that right, right?), I can test that by just installing the Propulso standalone, correct? Iffen that works, I'll keep it, for sure. That BFG alone was already so much fun, heck.

      The other thing...did I understand right that it just might take a little longer to run everything this mod adds script-wise, as in: Maybe I should just load my save in home plate, exit to market and sit for a couple more minutes IRL after the 10 L-Systems load up, before I go ahead and test John and my raiders (and everything else)?

      One more funny detail, after a bunch more hopeful testing of your mod, I found the issue with the raider vendors seems to affect only 2 of my mods that add or mess with shops. The rest work just dandy, both mod-added and vanilla. So I might take another day or two to try and make this work after all, see if there's yet more serious trouble. And even if I can't make this megapack work, there's still about 30 open slots left before I reach my plugin limit, so one or two of your standalones or smaller packs might need to suffice to satisfy my thirst for random crazyness. Maybe narrow the field for me and tell me which of your inventions are "just nuts" and funny, but not world-breaking or inherently problematic? Would help narrowing the selection^^. But I'll keep this around, just in case I get a serious case of boredom or aggro, then I can switch it on without saving and go nuts with your stuff just for funsies.

      Whoa, that got long.Again. Note to self: Stop posting after smoke breaks^^
    6. ElPolloAzul
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      I finally got my machine with the game back in action for games temporarily while waiting out a cloud outage for work stuff and wasn't able to reproduce the barber issue, even early in the L-systems computation stage. Now, it's possible that any strain-related thing would only come up with more stuff running in a later save (tested with a new save from the beginning beelining to Diamond City and also from my 400+ hr save, including one modded variant of that where I had been using the weapons for a while). I tend to think Il Produttore di Stranezze, Angle of Mercy, Robo Rumble, and Punching's Greatest Hits are pretty fun subcollections that generally don't have long-cycle level-altering stuff. Early things like the bubble gun, the black hole gun, and even shock n' awe surprisingly are pretty low on computational intensity & radius of death and reasonably fun.
  2. Kaethela
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    I don't know if you still look at comments on this mod, but thank you so much for creating it. It's brought many hours of laughter and enjoyment and I don't see that stopping anytime soon. Can't play the game without this anymore.
    1. ElPolloAzul
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      While in my current role I don't have even the diminished free focus I had while making these, and so it's at a bit of a lag, I do still look at all the comments floating around wherever on the weird corners of the Internet they may pop up; they all mean a lot to me. But regardless of them, thank you very much for yours, it makes me feel very happy to hear that you got a lot of enjoyment from this toybox, cabinet of curiosities, etc. that's accreted here. I like to go a little bit overboard and make people "take inventory" & laugh at the wholly unnecessary technical depth of the joke; I think the occasional(ly) pleasant surprise of overdelivery is important in life. I've done a few different kinds of work and I've come to believe that the opportunity of introducing levity & novelty into people's lives and a bit of an escape or exploratory inspiration through little projects like these is actually one of the higher callings, and I try to take it lightly and not too lightly all at the same time. I have a few projects shelved that I'd ideally like to finish off and make available for Starfield, but I may have to wait a few games if I'm going to try to top this one while not just hitting the same beats.
  3. DisabledDragonborn2
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    Idk if I'm just stupid, but I try waiting in The Dugout Inn for all of the things to load, and I wait until I have had no more objectives pop up in a bit but when I go outside and attempt that trick to get the weapons, but when I do that, instead of getting sent to the container with everything, I SUDDENLY HAVE MORE OBJECTIVES START POPPING UP.  I just figured it out. I assumed it would teleport me to a different cell instead of just opening up a new trade menu.
  4. STMsystem801
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    This is a great weapons pack, I like it so much I am using it in my realistic survival playthrough. If something makes me laugh enough it gets to fit in with Agony and various immersive quests.
  5. darc22005
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    This pack of weapons has brought alot of joy and laughs trying out the different items as i found them. Great mod
    1. ElPolloAzul
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      I'm always really happy to hear when people laugh, even when I don't get to hear the actual laughs :)
  6. slothjelly12
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    i dont know if its just my game but my projectiles dont shoot straight when i have this mod installed sucks cuz i always use this mod in my playthroughs
    1. ElPolloAzul
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      Unfortunately, there are a lot of mysterious engine bugs the Portal Gun reveals (information on that mod's page) related to incomplete programming of the jumping and falling state (which are pretty understandable considering the game was never designed around portals). I hate to give the advice to avoid that during play but it does seem to be the cause of temporary falling-limbo states that mess with saving, sleeping, movement speed, and aim. I've had this problem during regular play when I get blown around or fall through geometry and it goes away inconsistently -- then again, I've logged like 1800 hrs in Fallout 4. Without the game's source code, I don't think we'll be able to fix :(
  7. DisabledDragonborn
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    I somehow got damaged by the SEBOV-Inoculator. My character now has Super Ebola. What do I do?
    1. ElPolloAzul
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      Usually, die.
      (But there's an Aqua Cura craftable item that is meant to cure SEBOV.)
  8. Blavikin
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    Oh yeah, this gets the juices flowing.
  9. poliovaccine
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    Sooo right away two things jump out at me:

    One, this is fucking awesome

    Two, when I see that thing about the weapon that makes a grappling gun with a boat anchor, complete with boat on the end, it makes me really just want a plain old functioning grappling hook.
    1. ElPolloAzul
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      Yeah, I wish the BendableSpline thing was accessible programmatically or that segments could be moved really fast. Then we would have our grappling hook -- I wrote a long forum post about it a while back.

      I think the nice thing about this is that there's something for everyone to like (I love hearing about favorite weapons.)
  10. Nexak
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    In the Sanctuary Root cellar there's a "Freedom Pounder" PROJ, 24000CCB lodged, sort of, in the ceiling. Sometimes I zone in and it's small scale in the upper portion, with the rock texture missing (default textures, checked everything with B.A.E and Nifskope, and it's all there on the normal mesh. Warhead0123_Commie.nif)

    Sometimes if I go check it and it's expanded to fill the whole chamber but is only visible from one direction or another. Just thought I'd mention it, it's possible the occasionally missing texture is partially my fault as I have most of mine packed into one giant mega archive which is a little "quirky" passed a certain file size.
    1. ElPolloAzul
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      Good find! I'll roll this up into the list of fixes I want to make for the next update. I fix some of the older scripts as I merge newer weapons in, but there might still be a few weapons with concurrency type bugs, so I don't want to clear out the bug report until the resolvable (non engine implementation) ones are gone. The rate of loggable error sources in the bad old days of the CK being recently out seems to have been somewhat less than the Creation Club scripts added recently, but the mod is so big that I'm sure the more distantly implemented weapons have some QC issues and I'd rather have people aware of them even if it drives them away -- not like the compilation ended up being that well-known anyway.

      The Shock N' Awe weapon was originally called the Cosmic Raze (you can see this by the script namespace). The idea was to call down meteors from space to bombard an area. However, less was known about stealing Havok data collision nodes vs. Skyrim, and so I was experimenting with some "kitbashing" to marry the nuke warheads with the boulders. The "Freedom Pounders" that ended up with the weapon should be more ordinary (call down an airstrike and VATS a falling bomb to see this). Also, I have had issues before with the game not loading textures or materials from the archive nondeterministically, and of course, the mod that caused the most CTDs was actually the PrestoGravy mod, because the DDS texture compression apparently does not play nicely with all graphics cards.

      Hope you're enjoying some of the weapons that you hadn't individually downloaded before!
    2. Nexak
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      That was the only thing I found that stood out as something unintentional, so far, barring the occasional omod oddness which I think is just an incompatibility of some sort on my end. I didn't go digging through the ESP in depth as I didn't want to spoiler it for myself. Definitely enjoying what I've found so far, though.

      SE has some weird texture quirks too, but in it's case it seems to mostly be all format related, while 4's texture archive-texture streaming thing is actually failing somehow. I've gotten in the habit of checking everything manually after finding a .png renamed to .dds on SE that was called as a cubemap on one trishape in one armor piece by some random mod in the assend of a dungeon, that was causing the most peculiar "everything-but-the-render-thread" hangs and took me a week to find. There's a bunch of weird rules or format restrictions between LE/SE/4, 7, 8/10 and like, WINE/DXVK, LE on 7 being the most tolerant, strangely enough, and other than trail and error I've never found an all inclusive list of where 'n whats for the formats and support variations.