Fallout 4

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Pyrolusite

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  1. zoookan
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    can you do pliese do patch for horizon for  this  weapons 3000 https://www.nexusmods.com/fallout4/mods/77496,  The Automatic Rifle https://www.nexusmods.com/fallout4/mods/79893 , Infantry Battle Rifle (T48 and FN FAL) https://www.nexusmods.com/fallout4/mods/79544, .30 Carbine Pistol https://www.nexusmods.com/fallout4/mods/71955,  Chinese Stelth Suit https://www.nexusmods.com/fallout4/mods/20959
    thanks
    1. Pyrolusite
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      I don't take requests, especially for non-energy weapons.
  2. Vitz
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    Hi there!

    First of all, thank you very much for your hard work. I'm currently building up my new modlist for Horizon and thanks to you I can add multiple great mods to it.

    I was wondering about the Pip-Boy Flashlight mod, though. This mod is broken entirely by Z_Architect_Lighting.esp and requires it to be loaded after that. I was hoping your patch would prevent this but that doesn't appear to be the case. Is this an oversight or intended behaviour? I don't know what else the patch contains so for all I know, it's supposed to be like this. I'm asking because it would be nice to have Pip-Boy Flashlight.esp's load order position conform to Horizon's guidelines.
    1. Pyrolusite
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      That patch was made to fix something Horizon overrides and prevented the flashlight mod from working, but after making it, I moved on to using the beta version of Pip-Boy Flashlight, which doesn't have that issue (and thus doesn't require a patch), so...

      Does this happen with the beta version or the main version ?
    2. Vitz
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      Sorry, I should have mentioned that. I'm using the main version. Lack of FOMOD on the beta made it seem kinda unclear on how to customise it.
    3. Pyrolusite
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      I don't think you can customize the beta version, you get something standard that works really well though imo.

      If the patch is no longer enough to make the main version work, I'm going to discontinue it because I'm not going back to the main version, sorry about that. Thanks for reporting the problem to me though !

    4. Vitz
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      Oh I didn't mean to kill an entire patch lol. Simply stating the fact that it's meant for the beta in the description should do, right? I'll just be switching to the beta instead because that's what works.

      Thanks for the quick responses!

      Edit: You know what, I might have been wasting your time here. I tried the beta and it's the exact same story. This leads me to believe there might be something in my own load order that's causing it to misbehave. The original mod appears to be fickle too, with multiple people in the comment section saying it only works at the end of their load order. So there might be something else going on here. Apologies.
    5. Pyrolusite
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      No no, the patch is needed only for the main version, and it's written both on this page's mod description and in the fomod installer.
      I just double checked to be sure and the beta version (v6 BETA 3.02) is still working for me, but maybe that's because I did not update Fallout to the latest version that released a week ago. If you updated though, it might be related to that.

      To be honest, with Horizon 1.9.4 giving you wearable flashlights now, I don't think Pip-Boy Flashlight will be needed anymore, so I was not going to maintain it anyway, but I'll leave it up just in case.
  3. kyoujouran
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    Many thanks for the patches, they're greatly appreciated. Out of curiosity though, is there a reason the recharger patch doesn't allow for scopes to be installed? 
    1. Pyrolusite
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      That's weird, I don't remember having that problem when I played with the patch.
      Does this happen with all scopes ? Is crafting not working at all or is it only for pre-crafted scopes ?
    2. Pyrolusite
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      Checking against the latest version of F4NV Recharger Weaponry, only the rifle can have scopes installed, which is something I did not change, and I can still install a scope on them from a fresh, packaged variant.

      (Current patch is also compatible with the latest version of both F4NVRW and Horizon 1.9.4 btw)
  4. nomadorion
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    10/10  thank you so much
  5. Pyrolusite
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    Hey there !

    New Horizon version means I'll have to update some things here.
    Quickly reading through the changes, it seems most of the current stuff should be compatible until I'm able to properly update them, but if they don't, please let me know.

    To be entierely honest, I had some frustrations with 1.9.3 that made me stop playing the game (excruciatingly long salvage times, healing no longer using the vanilla system so no visual feedback of what is going to be healed + also mega slow + also medic skill useless outside of crafting because can't have that increase healing potency anymore apparently), hence why I stopped updating my stuff early on, but it seems 1.9.4 have alleviated these issues, so I'll have another go at it soon-ish.

    EDIT 04/27 : "Horizon Plus" only required a fix on a deprecated settlement perk used for low-grade fusion cells crafting, everything else seems in order... for now. So yup, update available now, grab it !
  6. therox22
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    tysm rlly needed it
  7. Janghulasis
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    Quick Question how do i actually use/activate the specifications? I bought one but it didnt let me unlock the actual thing to craft it
    1. Pyrolusite
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      Blueprints will permanently give you the specifications perk once you activate them in your inventory.
      It used to do that automatically before, but caused interfaces to overlap and could cause crashes to desktop.
  8. Pyrolusite
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    Sorry for the delay guys, internet issues, work, and other projects prevented me - and still are preventing me - from updating these patches for now, hopefully I'll be able to do that next month.

    EDIT (07/07/2023)
    Compendium is updated for 1.9.3 ! Please be aware not everything has been fully tested yet, so I'd appreciate any bug report or feedback if something wrong happens.

    - Repeaters have their base damage lower than a regular laser gun, and the Hyperbreeder has the same base damage. We'll see how it turns out balancingy-wise, but they will be nerfed if necessary.
    - Component costs except receivers have not been reworked yet either from vanilla or v1.8 versions, I'm getting back in the game first to get a feel for the overall costs for weapons before tweaking all of that.
  9. Pyrolusite
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    New Horizon version means updating all my patches here. I'm not sure how compatible they are right now with 1.9 but you should assume they aren't.

    As always, as soon as the alpha stabilizes a bit, I'm going to get back to work.
    1. AngryBogle
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      Great to hear! Your Bullet Time Patch is a must have for my Horizon playthroughs.
  10. deadmanreaper13
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    any plans to update the Accelerator Plasma Energy Weapon patch to V5?
    1. Pyrolusite
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      I'll upgrade the patch to APEW v5 once Horizon 1.8 hits.

      After reading the changes, the current patch should still work for v5, but if it doesn't, roll back to v4 until I update it.
      Most of the non-cosmetic changes are more or less already present anyway.
    2. Pyrolusite
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      Disregard what I've said, I just updated the patch to v5, didn't take too long.
    3. Daelda1
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      One question - your APEW v5 patch only looks for the esp file, but not the esl file version. Any chance on having it look for either?
    4. Pyrolusite
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      Well... As far as I know, I basically need to make a separate patch specifically for the ESL variant, and I don't know if I really want to end up maintaining 2 versions of the same patch. How advantageous is an ESL file over an ESP file ?

      Not ruling it out, but unless I find a way to make it work that doesn't involve remaking the patch, it's not going to be a priority I'm afraid.
    5. Daelda1
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      Understood. I don't think you'd have to re-make it - just allow for it to work if it detects either the esp, or the esl file. They both contain the same information. The advantage of an ESL over an ESP is that it doesn't count towards the 255 ESP/mod limit. Thus, you could have 200 esp mods, and 200 esl mods all in the same load order without a problem (conceivably). ESL's are great for armor and weapon mods, but they have some limitations, which is why not every mod can be an ESL.

      I like having esl mods, as it frees up space for additional esp mods. But it's up to you, given that it's your time and effort. You can also make your patch into an esl.

      Here are some ESL guides:https://www.nexusmods.com/fallout4/mods/35922
      https://www.nexusmods.com/fallout4/mods/35777
      https://www.nexusmods.com/fallout4/mods/27644
    6. Pyrolusite
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      Okay, thanks for all the information.

      So far, by looking at one of the conversion guides, a patch conversion from esp to esl isn't doable.
      Esl files are loaded just after esm files, and my patch absolutely needs to be loaded after Z_Horizon.esp because of crafting components and - if I'm not mistaken - weapon keywords, otherwise the game will break.
      It might be doable once Horizon 1.8 is done since all components will be moved to Architect, which is an esm, but currently I don't think that's possible.

      I'm going to dig deeper into this of course. After all, if it's just a matter of changing masters if formIDs between the esp and esl are identical, and if I can do it consistently without ruining my overrides or having to do extensive tweaks, something might happen.
      But no promises, if I can't find a way to make it work without it becoming too much of a hassle, do not expect an esl compatible version any time soon. Sorry !
    7. Daelda1
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      No problem! I don't want to cause you headaches, and I only know a tiny bit more about esl files than you did (now, you probably know more). I just thought I would ask the question. I do know that not all esl files are master files, as the Accelerator mod has an esl file and it was sitting at space 174 in my load order. But I don't know how that works.

      I hope that I've helped you in some way. Thanks for indulging me.
    8. Pyrolusite
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      After working a lot with ESLs for SkyrimSE, releasing some stuff, and getting more accustomed to xEdit, this really was not as complicated as I told here.

      All patches are ESL flagged for the next update. This also means :
      - Updating from ESP to ESL versions mid-playthrough should be avoided, because of ID changes resulting from the conversion.
      - ESP versions will no longer be supported, I will only work with ESL from now on.