1326 comments

  1. Mkdo40
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    Wasteland Imports
    Current version : 1.51

    /// Next version : N/A


    > Active development stopped
    I have the regret to announce that there will be no longer active development on Wasteland Imports. Customtemplar and me got tired of Fallout 4 modding (mainly due to lack of motivation recently) and we decided to stop instead of staying in a bad loop of trying to work on Wasteland Imports with the feeling of being obligated to do it.
     
    On a personnal note, I'd like to thanks everybody who downloaded this mod, supported and helped the development of Wasteland Imports.
     
    > What will happen now?
    What gonna happen about the mod itself?
    Well, not a lot to be honest. I got some unfinnished work that I would like to implement to WI (at some point), so this means that I might continue to do some little updates (it's a maybe, don't quote me on this), but note that basically, all big features that we were planning to add are canceled for now.
     
    What about the assets of the mod?
    We're open to sharing the assets as long as you take the time to ask me (via PM) about it before doing anything. This only concerned assets that we've created, assets that we've got from other mods will need the authorization form their original authors.
     
    Why did you decided to stop Fallout 4 modding?
    In the case of Customtemplar, I can say that he had enough of Fallout 4 modding and want to move to something else. 
    In my case, it's mainly a problem of motivation, I wasn't having "fun" anymore when I was working on Wasteland Imports, so it has become difficult for me to really advance on the mod development. I also got tired of working "only" on Wasteland Imports during my free time, so I decided to take a (long) break on it.
     
    Does the active development of Wasteland Imports will resume at some point?
    Maybe... In my case, if I got motivated enough, I might come back on Wasteland Imports and continue to work on it. Note that one of our 3d artist, Nakiosan, will still continue to create differents assets from previous Fallout games. There is also the possiblity to enthrust the development of Wasteland Imports to an other modder (or modding team) that is willing to continue the work. You can contact me if you're interested, but no garanty that it will happen.
  2. Mkdo40
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    > Wasteland Imports Wikia
    All the information about the new content added by this mod are available on the Wasteland Imports Wikia (Work in progress).
  3. Leandro63
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    So what was he planning to add before he stopped development?
  4. harimau93
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    does this mod have chems that can heal broken crippled limbs like Hydra & Doctor Bags from Fallout New Vegas?
    I hate bethesda for doing lazy work on survival mode which make Stimpak heal broken limbs..
    1. wout25
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      yes

      http://wastelandimports.wikia.com/wiki/Chems_%26_Meds
    2. harimau93
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      thanks! >O< awesome!!
  5. TiggyUK
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    You should offer your assets to the 'Fallout 4: New Vegas' Mod :)
    1. Mkdo40
      Mkdo40
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      F4NV have access to Wasteland Imports assets since we stopped the development of this mod. ;)
    2. PaddMadd
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      YES!
  6. R1chmanArbit0r3
    R1chmanArbit0r3
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    Sad to hear you stopped development this is a really nice mod and I enjoy the magazines, chems, cloths, and weapons from NV. But question why did you change the medic perk? The new version is probably more balanced than being able to use one stimpack to heal all your health and a rad-away to get rid of all your radiation, but i still wish to know why you implemented without mention. I haven't found a mention of it officially by you or on the wiki. Other people in the posts below have noticed it but i see no explanation for this perk change, and have you changed more perks I haven't noticed?
    1. Mkdo40
      Mkdo40
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      The change of the medic perk is mentioned in the changelogs... Just saying...
      And why there isn't any detailled explanation? Well that's simple, when we stopped the development, we also stopped working on everything that was around it. So, in that case, that mean the Wasteland Imports Wikia. There was a page planned with everything explained about the new Medic perk, but unfortunatly it wasn't finished (and I'm not even sure if I still have the document on my computer) .

      On a side note, just a reminder that anybody can add new pages or edit what's on Wasteland Imports Wikia.
  7. dyst1597
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    Is there any way to get the items added in without the stupid overpowered poison damage added to so many non-poisonous things?
  8. cmarks922
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    Does anyone know how to disable the force lock option? I'm running Locky Bastard, and the force lock is almost always overriding the kick/shoot/detonate options. I'm not too familiar with FO4Edit, so some help would be greatly appreciated.
    1. luadin
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      Force lock is a perk. You can remove it by opening the console and typing "player.removeperk xx057731". Replace the xx's with the hex numbers from your load order. Every time you start the game you will have to use this command.

      You can use FO4Edit to keep the perk from coming back. To do this open up the esp and then in the Form ID field (top left) type in xx0090A1. Delete "WI_ForceLock "Force Lock" [PERK:62057731]" and then save the changes.

      Also make sure that Locky Bastard.esp is below MojaveImports.esp.
    2. cmarks922
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      Oh my god, you're a life saver! Thank's so much!
  9. loen999
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    look fun enough.
  10. vitalyr777
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    Feral ghols and broken bottle causing poison damage, how to turn off this effect?
    1. RustyShackleford69
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      Can't help with the bottle, but certain varieties of Feral Ghouls are poisonous in the vanilla game.
  11. MaesterAelix
    MaesterAelix
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    In response to post #55614501.

    you know kellog is over 100 years old cause of his implants

     



    Doesn't that mean he has even more time to do bad things?
  12. MaesterAelix
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    Hello Hello there!
    I just wanted to say that I've started a YouTube Play-Through series using your mod!
    https://youtu.be/ng17it8SiHU

    The idea is that its an NCR Ranger, coming to the commonwealth to track down The Jackals, Kellogg, and get sweet revenge.
    1. maxitaxi93
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      you know kellog is over 100 years old cause of his implants
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