Hi bretton, is there any chance you will make the source HC_ManagerScript for THRIVE available? VATS Freeze Fix has been updated a few times, and I also want to add a few tweaks of my own to HC_ManagerScript. Thanks.
Hey there, quick/dirty response so I don't leave you hanging on this for too long. I need to go through all of my mods and answer questions/update them but I haven't been able to get on the nexus on a long time.
The hardcore manager script was made at a time where the VATS freeze fix did not yet include the unofficial patch changes. The only thing I changed were two numbers related to respawn rate. I set them back to one so I could control the respawn rate through the game settings and have it be global across all difficulties. I can't link the picture for some reason, but my other mod here shows them in the picture:
https://www.nexusmods.com/fallout4/mods/27622
I had planned on removing the need for my mod to include the script since it changes so little (since the VATS freeze fix has been updated multiple times as you say).
I'm hoping I get some good time to sit down and update this mod, I have a big old list of things I need to change.
Thanks for the link! Recompiled the script using the latest UFO4P as the freezing was only happening with the VATS Freeze Fix changes.
Also, something to add as a suggestion. The reduced exp from small things like lockpicking and hacking is great and all, but the reduced exp from npc and creature kills is a bit much, especially on survival difficulty with reduced ammo and loot. I’ve set the multipliers to 0.9 and using mods like Pack Attack and NPCs Travel the few things I’ve managed to kill have been rewarding without being OP.
This mod sounds great, except for one thing. I don't know why you need fusion cores to drain faster when they already have less lifespan than your pair of C-batteries in your flashlight. Now I'm not some jackass demanding you remove this feature for my sake. But I was wondering if you knew if any of the fusion core rebalance mods can work safely with Thrive, so I can set them up the way I like on my own.
Another question for you: Should the VATS Freeze Fix still be a recommended mod even though its already included in THRIVE?
If people install VATS Freeze Fix after THRIVE then all the changes you've made in HC_ManagerScript.pex will be overridden by the script from VATS Freeze Fix.
Undeleting: [ACHR:000AC68F] (places LvlRadRoachAggro512 [NPC_:00055380] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8]) Undeleting: [ACHR:000AC68E] (places LvlRadRoachAmbush [NPC_:000544CB] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8]) Undeleting: [ACHR:000AC68A] (places LvlRadRoachAggro512 [NPC_:00055380] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8])
Still loving Thrive. I have discovered a possible bug. I'm pretty sure it's THRIVE, and maybe you can confirm this. If not then I apologise. I've fixed it anyway, but thought I'd let you know just in case it is THRIVE.
This relates to Demolition Expert Ranks. If you attempt to craft any grenade that requires rank 2 (rank 2 in vanilla) you are unable to as the message says you lack the requirements. The actual message says you need rank 1, but having the rank is not a fix. I cant see any other mods overriding the ID to craft grenades, or perk changes, but I did see that THRIVE modifies rank 2.
The grenades in question are Cryogenic and Frag
I did fix this by changing the perk requirements for rank 2 grenades to rank 3, as I had all the ranks anyway. However In game this now displays as requiring rank 2.
Sorry to sound confusing. Hope this makes sense and like I said if your game is fine then it's something on my end which I will further investigate.
regards, RumbleBee
Edit.... Unable to build Explosive Mill from the Contraptions menu too. Message shows Demolitions Rank 1 is locked. I've not checked this one in fo4edit as it's hard to find, but perhaps this one requires rank 2 too.
Oh man, complete oversight on my part. I didn't touch the other crafting perks for this reason and forgot that demo expert also lets you craft.
Good news is that demo expert has relatively little crafting recipes so I can go in and fix the requirements. I will do that in the next update, I'll fix some other stuff I have too.
Your Medic Perk also appears to break anything requiring the stock Medic Perk. The one that tripped me was the Advanced Weave MK5 added in Armoursmith Extended, I couldn't make it without adding the stock Medic Perk via console.
Alrighty, so I have updated the mod. I altered the crafting recipes for the explosives and the contraptions builder + it's terminal entries. Thankfully the UI correctly still displays "rank 2 required" even though it's technically rank 3 behind the scenes.
As for the medic perk, I have not touched it yet since it's a compatibility issues with another mod. I am open to making a patch when I find time, but I need to upload some stuff to bethnet that I promised people a long time ago first.
If I missed anything that isn't from another mod I will update it asap. I think I got it all though, if the wiki is correct.
So having played for quite a while with THRIVE I've come to a conclusion: THRIVE is awesome!
Playing on survival with the Slower Combat Edition I've been having a blast. The loot rebalancing is almost perfect for a hardcore playthrough, the only thing that needs to be changed is the ammo drops (I'm currently testing my own ammo reduction mod). The simple changes to settlement recipes make for a more challenging early game. The perk changes are just right. All in all, a permanent mod in my list. Great job!
Just a quick question though, in the description you say:
All NPC leveled lists adjusted. (higher level enemies spawn at slightly lower levels to work with less XP gain)
Can I ask for a list of what enemies have been reduced to what levels? I what to make a patch for Plutonium Creatures and would like to know what to change the creature spawn levels to based on your lower spawn levels, but looking through the plugin and the script can't find any changes.
I had since updated the mod to remove the NPC leveled list changes and then adjusted XP gain to be a nice middle ground. Ideally I would prefer extremely slow XP gain but the game just isn't built around it. I would also have to alter power armor leveled spawns and so on, so I just decided to scrap the leveled list tweaks. Should work perfectly fine with mods that add new enemies.
I also agree with amount of ammo that drops, assuming you mean there is too much. I've wondered the best way to go about fixing this for awhile. If you ever made your own mod for this I would love to try it.
92 comments
The hardcore manager script was made at a time where the VATS freeze fix did not yet include the unofficial patch changes. The only thing I changed were two numbers related to respawn rate. I set them back to one so I could control the respawn rate through the game settings and have it be global across all difficulties. I can't link the picture for some reason, but my other mod here shows them in the picture:
https://www.nexusmods.com/fallout4/mods/27622
I had planned on removing the need for my mod to include the script since it changes so little (since the VATS freeze fix has been updated multiple times as you say).
I'm hoping I get some good time to sit down and update this mod, I have a big old list of things I need to change.
Also, something to add as a suggestion. The reduced exp from small things like lockpicking and hacking is great and all, but the reduced exp from npc and creature kills is a bit much, especially on survival difficulty with reduced ammo and loot. I’ve set the multipliers to 0.9 and using mods like Pack Attack and NPCs Travel the few things I’ve managed to kill have been rewarding without being OP.
If people install VATS Freeze Fix after THRIVE then all the changes you've made in HC_ManagerScript.pex will be overridden by the script from VATS Freeze Fix.
Undeleting: [ACHR:000AC68F] (places LvlRadRoachAggro512 [NPC_:00055380] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8])
Undeleting: [ACHR:000AC68E] (places LvlRadRoachAmbush [NPC_:000544CB] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8])
Undeleting: [ACHR:000AC68A] (places LvlRadRoachAggro512 [NPC_:00055380] in GRUP Cell Temporary Children of Vault111Cryo "Vault 111" [CELL:000016D8])
I’ll take a look asap. Thank you!
Still loving Thrive. I have discovered a possible bug. I'm pretty sure it's THRIVE, and maybe you can confirm this. If not then I apologise. I've fixed it anyway, but thought I'd let you know just in case it is THRIVE.
This relates to Demolition Expert Ranks.
If you attempt to craft any grenade that requires rank 2 (rank 2 in vanilla) you are unable to as the message says you lack the requirements. The actual message says you need rank 1, but having the rank is not a fix. I cant see any other mods overriding the ID to craft grenades, or perk changes, but I did see that THRIVE modifies rank 2.
The grenades in question are Cryogenic and Frag
I did fix this by changing the perk requirements for rank 2 grenades to rank 3, as I had all the ranks anyway. However In game this now displays as requiring rank 2.
Sorry to sound confusing. Hope this makes sense and like I said if your game is fine then it's something on my end which I will further investigate.
regards,
RumbleBee
Edit....
Unable to build Explosive Mill from the Contraptions menu too. Message shows Demolitions Rank 1 is locked. I've not checked this one in fo4edit as it's hard to find, but perhaps this one requires rank 2 too.
Good news is that demo expert has relatively little crafting recipes so I can go in and fix the requirements. I will do that in the next update, I'll fix some other stuff I have too.
Thanks for pointing this out.
Enjoying it all otherwise!
As for the medic perk, I have not touched it yet since it's a compatibility issues with another mod. I am open to making a patch when I find time, but I need to upload some stuff to bethnet that I promised people a long time ago first.
If I missed anything that isn't from another mod I will update it asap. I think I got it all though, if the wiki is correct.
Playing on survival with the Slower Combat Edition I've been having a blast. The loot rebalancing is almost perfect for a hardcore playthrough, the only thing that needs to be changed is the ammo drops (I'm currently testing my own ammo reduction mod). The simple changes to settlement recipes make for a more challenging early game. The perk changes are just right. All in all, a permanent mod in my list. Great job!
Just a quick question though, in the description you say:
Can I ask for a list of what enemies have been reduced to what levels? I what to make a patch for Plutonium Creatures and would like to know what to change the creature spawn levels to based on your lower spawn levels, but looking through the plugin and the script can't find any changes.
I had since updated the mod to remove the NPC leveled list changes and then adjusted XP gain to be a nice middle ground. Ideally I would prefer extremely slow XP gain but the game just isn't built around it. I would also have to alter power armor leveled spawns and so on, so I just decided to scrap the leveled list tweaks. Should work perfectly fine with mods that add new enemies.
I also agree with amount of ammo that drops, assuming you mean there is too much. I've wondered the best way to go about fixing this for awhile. If you ever made your own mod for this I would love to try it.