Hi. I know it's been a while since you visited this mod but I've noticed you ported patches for it on Beth. Net but this main file. I don't know how this plays on console but because you ported the patches I was hoping that this more updated version of warlike could also be shared with your console fans. You are very creative and ambitious but perhaps a little too much for consoles to handle? If this mod is able to be played on console and it is working as intended, would you consider sharing with console users as you have all your other amazing works. Thanks
This mod is great, a little on the chaotic side but with some tweaking but its almost exactly what I was looking for a FO4 war/conflict playthrough, though is there a way I can reenable crosshair? I should mention I also have the same sound issue as MisterKen with the fix not quite working as far as I can tell, not unplayable just wonder what I'm missing out on with the lack of the sound pack working.
**I fixed the sound issue, turns I made a mistake of extracting the contents of the WW3 folder into the destination instead of plopping the folder itself into that location. Should look like this steam\steamapps\common\Fallout 4\Data\Sound\fx\World War III.esp
Wanted to try this. Really did. This was my experience:
Was in drop pod, got a popup to Accept or Deny a debrief, accepted, absolutely nothing happened for 5 minutes before I exited the game.
Can't save in the quarters, so had to redo the terminal stuff twice over in my initial testing.
Decided to Deny the third time, drop pod finally dropped but the instant I exited I was obliterated.
Can't God Mode despite being in Normal mode (testing), so . . .
What do I do with this series of problems? Should there be enemies right at the drop point? As in 5' away?
Update: started New Game in Normal mode, able to console tgm until I could get a handle on what the hell was going on. Denying the radio always drops the pod, but Accepting causes nothing to happen. I'm guessing there's supposed to be someone talking on the radio, and he talks a long time? I see notices about radio (Wood) in the upper left while on the ground, but I never hear anything. I extracted the fix as specified (.esp folder to /data/sound/fx), but still nothing.
I do not fully understand all the game design choices in this mod, but i hope you concider my ideas anyways if they are worth something.
I noticed that there isn't much use to maxing out special stats, and i feel like each special stat should on it's own give a stat bonus.
S: Strength should decide your carryweight, not your profession. 15+ (65 base carryweight) Carryweight for each level of strength, and a 50% melee bonus to make close range combat viable in this setting. Also: when picking your profession there should be a strength recommendation.
P: Perception could increase how fast your attacks cripple the enemy.
E: Endurance already increases your stamina regeneration, but could also decrease bleeding damage.
C: Charisma may cause enemies to flee if you kill one of their comrades, because your presence is just THAT demanding.
I: Intelligence increases strength bonus and decreases damage taken in Power Armor.
A: Agility is already useful, but maybe it could increase your movement control while sprinting.
L: Luck could add a critical hit chance, and each level of luck would increase it by 1%
Fusion Cores: I feel it doesn't make sense for Fusion cores to drain so fast, since in Fallout 4 they have been in use for 210 years. But here they are still factory fresh most of the time. To balance it out: Fusion cores last indefinetly, but Gatling Lasers still use them and they are now much harder to find and loot.
Hud Goggles: Lore wise i don't care, but gameplay wise they are a bit problematic. Sometimes getting in the way of Gas Masks and most of the time removing my Power Armor Helmet. Maybe they could occupy the ring slot instead of whatever slot they are currently in.
Remover Script: It's overworked and gets often confused with large densities of enemies such as supermutants and feral ghouls. As a solution you could try to replace them instead of removing them. like in this mod: https://www.nexusmods.com/fallout4/mods/46144 Replace Feral Ghouls with civillian survivors (The ones that didn't manage to evacuate) They would have only small arms on rare occasions and would run away unless pressured or conered by you. Supermutants to raiders, but the suiciders have to be removed via scripts. And robot's don't need to be replaced at all, since their presence is not lore breaking (There are cases where robots where removed, and others where they are not. Wich confused me)
Hopefully my ideas helped a bit, wish you a great future!
If I were able, I'd make a lot of changes to this mod. Sadly, when I was making this, I was very disorganized with it due to a lack of time and just the immense undertaking the project was. The files are too scattered for me to work on it anymore, and I had to reinstall Windows since due to a massive AMD/Windows driver bug after an update that caused my computer to bluescreen permanently until the reinstall
As with all polite commentary on my files (compliments or constructive criticism), I appreciate the time and effort you put in and thanks for trying out the mod
Check your load order list inside the game itself through the in-game mods module and make sure that The Boston Massacre's .esps are enabled. Also, download the missing radio sounds hotfix and follow the instructions there to make sure that all the sounds work, because a lot of them are missing in the current version for some reason.
i would like to ask one thing: i'm using weapon mods that are inserted in the leveld lists of enemies and vendors, i read that you took out the leveled system and i don't know if this would cause problems to my game.I'm still new to modding and i'm scared that if i f*** up anything in the game files i would need to reinstall the game,and my internet sucks.
All the leveled list really is is just a way for the game to know when to start spawning something in. If a weapon is programmed to start showing up at level 15 (for example) then it just wont show up in the game at all with this mod installed. You will still be able to spawn them in yourself using the console though if you still really want to use them. Stand alone weapons will work best as mods that replace vanilla weapons might confuse this mod, so I would avoid replacements just to be safe.
Still though, weapon mods without patches for this mod will not behave correctly when dealing damage as this mod overhauls the damage system. You might end up dealing more damage than intended or not enough. Just a warning.
First though, it might be best just to play the mod as intended (with nothing else installed) just to get the true experience first before you start throwing mods on top of it :D I did that with FROST.
If this is the start of the war, why isn't everything in a more pristine condition? The short video makes it look like the landscape is already destroyed.
Real life reason - I don't have a means of creating all the textures necessary to do that Game reason - the city was attacked the night before and urban/forest fires spread rapidly due to persistent artillery bombings, looters and general combat
43 comments
**I fixed the sound issue, turns I made a mistake of extracting the contents of the WW3 folder into the destination instead of plopping the folder itself into that location. Should look like this steam\steamapps\common\Fallout 4\Data\Sound\fx\World War III.esp
What do I do with this series of problems? Should there be enemies right at the drop point? As in 5' away?
Update: started New Game in Normal mode, able to console tgm until I could get a handle on what the hell was going on. Denying the radio always drops the pod, but Accepting causes nothing to happen. I'm guessing there's supposed to be someone talking on the radio, and he talks a long time? I see notices about radio (Wood) in the upper left while on the ground, but I never hear anything. I extracted the fix as specified (.esp folder to /data/sound/fx), but still nothing.
I noticed that there isn't much use to maxing out special stats, and i feel like each special stat should on it's own give a stat bonus.
S: Strength should decide your carryweight, not your profession. 15+ (65 base carryweight) Carryweight for each level of strength, and a 50% melee bonus to make close range combat viable in this setting. Also: when picking your profession there should be a strength recommendation.
P: Perception could increase how fast your attacks cripple the enemy.
E: Endurance already increases your stamina regeneration, but could also decrease bleeding damage.
C: Charisma may cause enemies to flee if you kill one of their comrades, because your presence is just THAT demanding.
I: Intelligence increases strength bonus and decreases damage taken in Power Armor.
A: Agility is already useful, but maybe it could increase your movement control while sprinting.
L: Luck could add a critical hit chance, and each level of luck would increase it by 1%
Fusion Cores: I feel it doesn't make sense for Fusion cores to drain so fast, since in Fallout 4 they have been in use for 210 years. But here they are still factory fresh most of the time. To balance it out: Fusion cores last indefinetly, but Gatling Lasers still use them and they are now much harder to find and loot.
Hud Goggles: Lore wise i don't care, but gameplay wise they are a bit problematic. Sometimes getting in the way of Gas Masks and most of the time removing my Power Armor Helmet. Maybe they could occupy the ring slot instead of whatever slot they are currently in.
Remover Script: It's overworked and gets often confused with large densities of enemies such as supermutants and feral ghouls. As a solution you could try to replace them instead of removing them. like in this mod: https://www.nexusmods.com/fallout4/mods/46144
Replace Feral Ghouls with civillian survivors (The ones that didn't manage to evacuate) They would have only small arms on rare occasions and would run away unless pressured or conered by you.
Supermutants to raiders, but the suiciders have to be removed via scripts.
And robot's don't need to be replaced at all, since their presence is not lore breaking (There are cases where robots where removed, and others where they are not. Wich confused me)
Hopefully my ideas helped a bit, wish you a great future!
As with all polite commentary on my files (compliments or constructive criticism), I appreciate the time and effort you put in and thanks for trying out the mod
i'm using weapon mods that are inserted in the leveld lists of enemies and vendors, i read that you took out the leveled system and i don't know if this would cause problems to my game.I'm still new to modding and i'm scared that if i f*** up anything in the game files i would need to reinstall the game,and my internet sucks.
Still though, weapon mods without patches for this mod will not behave correctly when dealing damage as this mod overhauls the damage system. You might end up dealing more damage than intended or not enough. Just a warning.
First though, it might be best just to play the mod as intended (with nothing else installed) just to get the true experience first before you start throwing mods on top of it :D I did that with FROST.
Game reason - the city was attacked the night before and urban/forest fires spread rapidly due to persistent artillery bombings, looters and general combat