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66 comments

  1. zlostnypopolnik
    zlostnypopolnik
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    Hi...
    I have already downloaded and used more or less around 6200+ mods from Nexus alone. I consider you one of the best modders and yet, I only found out about this project now and I know why. A strange name. This project looks really good, it's all in one, too bad you didn't finish it. In 2020, you mentioned that you are slowly working on it. Are you still working on it? May I ask why you didn't finish it?
    1. shad0wshayd3
      shad0wshayd3
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      Yeah, I can do a little post-mortem. There are a few different reasons it died.

      The monolithic all-in-one approach didn't work. I'm not a very good project manager, especially if I'm managing myself. I was jumping around implementing bits and pieces of features, then moving on to tinker a little bit with another, and another, which was terrible for making any real progress, especially when these features were intended to make major sweeping changes to entire sections of the base game, and really needed focused work being done to them to get them finished. I did try fixing this by making the decision to break the mod up into smaller individual mods that could just focus on one thing and be installed piecemeal instead, but this of course wasn't the only problem.

      I also switched from developing plugins off of F4SE to CommonLibF4. I had already done it for Skyrim development (moving from SKSE to CommonLibSSE), because CommonLib is generally a lot nicer to use than the script extender source for plugin development when you're writing code, and it comes with built in plugin-game version independence via Address Library. Unfortunately, this was also a lot of work on its own, especially a lot of reverse engineering work- some of which I had already done and could redo pretty quickly, but some that I needed to do from scratch, and I was much worse at it 5 years ago than I am now.

      Another major blocker was interface edits. A lot of features needed a lot of UI work in order to be properly supported the way that I wanted them to be, and I really hate doing that UI work. You're left pretty blind a lot of the time, Scaleform doesn't have any kind of debug tools in the release game, and even with logging from F4SE, the most you get on errors tends to be "null" in the log, with no additional context. Working with the Pip-Boy UI was also a bit of a nightmare, Bethesda makes about as much use of the screen real estate as they can in the base game, there's not much space to add things to. No mod that I know of does it in a way that I think looks good yet, and I was struggling to figure out an alternative solution myself back then too. I actually started experimenting with the idea of doing something like Baka Fullscreen Pip-Boy around ~2020 to try and solve that, but again, I was worse at development then than I am now.

      The biggest problem though is at some point, in a playthrough of Fallout 4 that I was doing for fun, the game kind of just clicked for me. I don't think the systems are perfect (Starfield's evolution of Fallout 4's leveling system solves a lot of problems, though), but I don't think plastering skills over top of them would really fix anything, which is kind of the core feature everything is built around in PM. I mostly tend to make mods that I want to use in my playthroughs myself, and it's hard to find the motivation to keep working on a project if I wouldn't want to use it. Some of the features I had planned have been spun off into their own mods, and more may be in the future.
    2. zlostnypopolnik
      zlostnypopolnik
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      Thanks for the explanation. I can certainly understand why you stopped working on it, what I can't understand is the stamina you work with and I mean all productive modders. Such projects require a lot of work, I'm doing a small mod and I have to concentrate to have everything where I want and the data to be accurate, after a while it gives me a headache
      I recently came across PEACE and WARS mods, some parts are similar to your ideas.
      Maybe someday you will finish the mod, maybe not, in any case, I wish you many more great mods and success in life.
  2. BizarRabbit
    BizarRabbit
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    Is it possible to just get the main PIPBOY status screen makeover as a separate mod?
  3. boogrr
    boogrr
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    Maybe I'm silly, but any chance you could release the stuff as smaller mods? You make good stuff..
  4. deleted10026370
    deleted10026370
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    How's Project Massachusetts?
  5. free8082002
    free8082002
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    You still work on this one?
    1. shad0wshayd3
      shad0wshayd3
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      Slowly.
    2. free8082002
      free8082002
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      After I reach lvl 30 in my actual run I come back here.
  6. GiovanniMarini
    GiovanniMarini
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    Waiting for an update to this mod, looks great!
  7. BeneathM3
    BeneathM3
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    This mod seems to be everything I wanted out of a complete level overhaul, I just wished I could get this to work properly.
    1. 1976VKMopar
      1976VKMopar
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      Yea it is using the F4SE which was broken with the last C.C. update, Now all the mods using need to update to the new version which this one hasn't as of yet
    2. Skauldomir
      Skauldomir
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      Sad because it seems really good. Really wanted to try it out but can't use it though, since it broke the PIP-Boy and won't allow me access to the level up and perks.
  8. Terios11
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    A question about mod compatibility, if an item from a mod requires certain perks to craft/upgrade, is it still craftable/upgradable in this mod? Specifically I'm wondering if the repair skill automatically gives you crafting perks at certain levels or if you went in and changed all the vanilla crafting to use the repair skill instead of perks.
    1. shad0wshayd3
      shad0wshayd3
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      Vanilla crafting was changed, so mods will be incompatible.
    2. Terios11
      Terios11
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      Eh, I've looked in the creation kit and changing crafting recipes seems simple. Could probably patch mods myself if I really wanted to use them. Durability may complicate things when it's added though.
  9. Grox3000
    Grox3000
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    Is it safe to assume this mod is dead?
    1. shad0wshayd3
      shad0wshayd3
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      Sleeping.
    2. Terios11
      Terios11
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      Does that mean there is no active development on this mod, or just taking a long time? I understand that this mod is kinda tied up with Cascadia, so it's understandable that that might slow it down at times. I am reading reports that it doesn't work with the latest F4SE though, should at least get that fixed so people can use it as-is.
    3. shad0wshayd3
      shad0wshayd3
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      A little from column A, a little from column B. Additionally, I made the mistake of not backing up the plugin source code used in this version, and a lot of changes have been made that make the development plugin incompatible with this version, but I also don't think that what's in development is ready for release.
    4. Terios11
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      Ah well, back to waiting I guess. Been waiting on this before playing Fallout 4 again. Waited this long, I suppose I can wait a while longer.
  10. nostalgicconsolepesant
    nostalgicconsolepesant
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    I love the idea that this mod brings to reality, so many possibilities! But I'm having a bit of trouble the enemies are not able to be killed I saw that this problem was once solved before but I've downloaded the mod both manually and with vortex nothing seems to work. Even when running no other mods and playing on very easy.