I am intrigued, and would really like to implement [parts of] your mod, but...
Echoing comments from the past...
"... everything in this mod seems to touch n other mods out there..." Yeah, untangling this from, e.g., Poet's FATE and/or Thumblesteen's Real.AI & add-ons, or a whole slew of other mods that touch the same things is going to be a challenge. Modularity is your friend. "... a version with MCM support would be amazing..." Yes! And not just limited to multipliers, but enable turning on/off whole parts of the mod so users can run just the parts they want/don't conflict w/ their other mods.
Having a version with MCM support would be amazing should you decide to go though with that. Especially since your mod touches on quite a few different aspects of the game
Is Perk Rebalance already added to this mod, or is it something that has to be downloaded and installed seperately? Description is a little confusing on this part.
NPC edits are causing issues. Having an issue where the dialogue in the museum of freedom is breaking. Goes about halfway through garvey & Sturges bit before the dialogue interface locks up. Edits to enemy behaviour are also wonky. Instead of trying to flank, they tend just try to run away at odd angles after taking a hit or two. I feel like it might be better to just skip the npc edits, or at least separate them from the rest of the mod. Otherwise, it's good work so far.
This Museum of Freedom bug is most likely caused by either Sim Settlement 1 or Creation Club content, not by this mod. I do not have the issues you describe with flanking.
Will endorse. But state in the description the impact, compatibility and tweaks-workarounds related to other mods. Saying because everything in this mod seems to touch n other mods out there and may push some plyers away.
36 comments
Echoing comments from the past...
"... everything in this mod seems to touch n other mods out there..."
Yeah, untangling this from, e.g., Poet's FATE and/or Thumblesteen's Real.AI & add-ons, or a whole slew of other mods that touch the same things is going to be a challenge. Modularity is your friend.
"... a version with MCM support would be amazing..."
Yes! And not just limited to multipliers, but enable turning on/off whole parts of the mod so users can run just the parts they want/don't conflict w/ their other mods.
B: if you mean the Pipboy then yes.
https://imgur.com/a/Dd8C8IK?
I do not have the issues you describe with flanking.
But state in the description the impact, compatibility and tweaks-workarounds related to other mods. Saying because everything in this mod seems to touch n other mods out there and may push some plyers away.
Tracking...