1279 comments

  1. moonracer
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    Please start a new game if you are switching to version 111 or keep playing on version 110. I'm keeping version 110 in the optional files section for people who wish to keep using it.

    Feel free to join the Discord channel for this mod and discuss it.

    Please check the FAQ? before posting questions here.
  2. moonracer
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    Because this gets asked a lot:
    Lunar Fallout is a total balance overhaul. I have rebalanced almost every system (and balanced those systems against each other). So when it comes to compatibility with other overhauls, I'm going to say that they are not compatible, unless someone has put together a patch making both work together.

    Using any overhauls with Lunar Fallout will likely decrease the quality of your experience rather than increase it. Not because other overhauls aren't as good, but because they take a different approach and likely aren't balanced against the rest of my systems.
  3. moonracer
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    If you aren't using the Next Gen version of the game, use the mod file in the optional files settings instead of the main download. Beyond leaving that older version of the mod up for people to download, I can't offer any more support to older versions of the game.
  4. fabiania
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    Your mod is amazing!

    I had one question, however. I was afraid of potential over-tuning of power armour and melee so I did a test save to about lvl 45 with T-60 armour.
    In my test I could one-shot behemoth with a single punch, as well as glowing deathclaws my level. 

    The behemoth lvl 50 had 1500 hp. With a super sledge he went down in two hits (700 dmg). Unarmed hits put him down in one. That's 1500 damage per hit (normal lunar settings, very hard difficulty) with 3 melee perks and 12 strength. Isn't this... a bit much? If these numbers seem strange to you I will admit it might be another mod, but I've got a pretty pure list (bugfixes qol and your mod) except True Perks and its patch.

    Either way, glad I did the test. Now I know what not to go, despite never having done a proper power armour build. Guess I don't love power fantasies that much! Though these numbers do seem inflated even for that. Something does feel off here.
  5. Rawr40k
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    I take with this new version any patches would need to be updated?
    1. moonracer
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      nope, should be good to go and safe to update with an existing save. You can also still use Enclave Remnants (LFO only really edited the one outfit it adds). The only issue that might occur is if a patch includes Enclave Remnants as a master and you have removed it, but 99.9% of patches were made prior to the Next Gen update, so that is unlikely.
  6. Spookychomper
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    Is this compatible with True Damage/Scourge? I don't see them listed in recommended/redundant mods.
    1. moonracer
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      Probably not compatible with those. 
  7. Yosharian
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    Hello Moonracer.  Thanks for your great mod.  I'm trying to troubleshoot a small issue.  There seems to be a problem with Unarmed damage scaling.  It scales differently to how it does in vanilla.  This is the behaviour I'm seeing:

    STR 3: Baton 30, Boxing Glove 27 (Unarmed 27)

    STR12: Baton 61, BG 94 (Unarmed 81)

    STR 20: Baton 102, BG 214 (Unarmed 183)

    As you can see, with increased STR bonus the damage given to Unarmed or Unarmed weapons is increasing very quickly, much more than Melee.

    I was wondering if you know what setting can be tweaked in FO4Edit in order to modify this behaviour.

    Thanks in advance.
    1. moonracer
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      I'm not sure. Thanks for pointing this out. I'm considering giving the game another look soon, so I'll try and troubleshoot that when I do. Thanks. I remember unarmed being one of the harder parts of the game to balance, so I might have done something silly way back when I did.
  8. JustinKringstad
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    does this delete crafting workbenches out of sanctuary?
    1. moonracer
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      yes, and red rocket. They technically aren't deleted, so if another mod uses them they should return to their vanilla location or where the mod moves them.
  9. TitoSB
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    This may already be well documented, in which case I apologize, but it seems Lunar doesn't play nicely with Midnight Ride. Adding just Lunar to MR causes the Sanctuary bridge and some of the surrounding environment to flicker in and out, leading to just falling through the bridge or clipping through some of the environment. I'm not sure if it effects any other parts of the map. It could be something to do with how it's interacting with PRP but I'm not well enough versed in mods and coding to dig around, I just wanted to give folks a heads up
    1. Farsveinn
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      Nonsense. It doesn't touch the precombination in any way. I use PRP. Fix your load order.
  10. BANDITJR58
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    Hello, it seems this mod doesn't allow me to talk to codsworth to continue the main quest? I can talk to him, but It doesn't show up in the quest tracking that I did. I can't select the usual dialog options to finish it. This is the only mod i have that changes anything like that. 
    1. moonracer
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      hmm, I haven't messed with any dialogue or the main quests. What part of the story are you stuck at?
  11. blackninjax999x
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    if you want to use this mod create a new game, it will break your game 
  12. VilLynne
    VilLynne
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    So, I am guessing we should uninstall other balancing mods like NPC Level Scaling?  Though, that mod really re-balanced the game back to expected difficulty, so I may keep using it for now until this mod gets fixed for Pre-NG.
  13. epsos
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    I have the F4 GOG version, and the latest version of Lunar apparently requires the CC files, which the GOG version doesn't have.Is a version without those requirements possible?I can't play without this mod, thanks.