Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

gh0stwizard

Uploaded by

gh0stwizard

Virus scan

Safe to use

26 comments

  1. gh0stwizard
    gh0stwizard
    • supporter
    • 47 kudos
    Locked
    Sticky
    I am back to Fallout 4 modding, stay tuned. Roadmap:
    * Focusing on Season Pass version. Non-DLCs version will be abandoned until release 1.0.
    * Continue fixing a balance of DLCs.
  2. flavius1
    flavius1
    • member
    • 9 kudos
    Hi i think i will try your mod , and my question is compatible with mod https://www.nexusmods.com/fallout4/mods/24980?tab=description ( The Deadly Commonwealth Expansion (Enemy Faction Overhaul) ) and ( No Place is Safe - Hunted Encounters ) https://www.nexusmods.com/fallout4/mods/23358 because cant play any gameplay without this 2 :) . Thanks !

    And in your mod NPC use ammo? i want try your mod for can have chance for mele combat , if npc dont use ammo very bored game is , because not all npc will come and follow you for a mele battle , and is any chance for you to implement npc use ammo? for exemple npc have 30-50 ammo and if they run out of ammo they come to kill you with mele weapon or with hands. 
    1. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      Hi there. 1) I have to test described mods; 2) NPC use ammo for grenades and missile launchers at the moment. I don't know if Fo4 is possible to convert properly to such mode for all types of ammo. Plus probably I need to nerf melee combat, because on both sides it is extremely powerful.
    2. flavius1
      flavius1
      • member
      • 9 kudos
      Thanks for reply , For NPC use ammo i see in https://www.nexusmods.com/fallout4/mods/14669 use on allmost all type , maybe you can get any tips from there how to configure NPC USE AMMO by look at that mod , that mod have NPC USE AMMO on everthing what arent TURRET and robots, why you say mele are extremely powerful ? have to insane damage? 

    3. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      Thanks for the link, I will check it out.

      >why you say mele are extremely powerful ? have to insane damage?

      No, this is because the amount of HP is greatly reduced for both PC and NPC. More than that, the critical damage of PC is pretty huge (with all perks).
  3. javelintea
    javelintea
    • member
    • 1 kudos
    Hello have tried this overhaul 30hr+ already.

    so far the idea and final effect in game is very good, would like to see your next update.

    However there's a Major issue about rads.

    I have seen your auto-heal system working, but somehow after 10hrs or so, this system starts to backstab me.
    almost everytime I sleep 5 ~ 8 hr long, I will get a over 1000 rads when I wake up, if I don't unlock tim and turn it on, it's a insta-kill every in-game day.

    At start this sleep rad-attack 's value is relatively low, around 200-300, then go to 900-1200.
    Today the most recent one got a insane 7000 rads after wake up, and even doctor can't heal me. Have to use modav to remove it.

    Seems my rads value always jumps up and down after sleep now, not only I could be killed by a insane value of rads (however this happens alot), sometimes sleep will heal a insane amont rads too. Sadly I couldn't find a protocal about it, indoor or outdoor, no matter weather.

    Would like to know if you have any clue about current situation. I belive your Oldy is the only mod in my modlist that touches radiation system.

    thanks.
    1. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      Hi there. Thanks for feedback. Very strange issue. Oldy radiation changes are:
      1) Auto-heal HP/Rads if HP >=95% and Rads <=25. Done via spell + unscripted magic effect.
      2) Wasteland magazine (can't recall issue), which placed where original "show DC on map". Removes up to 100 Rads after a sleep. This is done via script and, as far I remember, I have coded it very strictly and safely, e.g. it is only removing Rads, not adds.
      3) It is possible that I have broken unintentionnaly some of the food's radiation poisoning.

      Things that you have to check:
      1) Do you get radiation poisoning when waiting? Sit anywhere and wait 5-10 hours.
      2) Do you use a mod that changes HC Manager (both scripted/non-scripted)?

      EDIT:
      Seems to be my scripting skills are not very good. Wasteland Survival 5: If you somehow would get Rads value < 0 when it is possible that you would get radiation poisoning instead of healing it. This explains why you get insane rads after a sleep. Now we should find why you get rads less than zero...
  4. masterhamper
    masterhamper
    • member
    • 121 kudos
    Thanks for the DLC patches, looks very cool! Will use it for my next playthrough for sure!
  5. MilanKokyCZ
    MilanKokyCZ
    • supporter
    • 5 kudos
    Hi there im thinking about trying this one out. but im kinda worry about you say wear power armor. So i did want to ask if you could make a version where the power armor is not essential because im for example one of the persion who does rly not enjoy using the power armor in Fallout 4. i think it really limit your movement and character looks :)
    1. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      Hi there. PA is not essential, I just said that "in a case when you have troubles...". This is because in the current version of the mod all automatic weapons are very deadly., plus fire weapons deadly too. For instance, the fight against Fahrenheit is very hard (in the start), because of in a few seconds since the fight begins you will lose atleast 50%+ of full HP and without PA you probably won't survive. Another way is having ~10 END + 2 Life Giver + chems.
  6. masterhamper
    masterhamper
    • member
    • 121 kudos
    Looks pretty cool! I love Survival, and wanting a new overhaul.
    Can you tell me, since it is unleveled, is the encounter zones level-max logically placed in terms of the main story, so you can beat the game without being like level 100?
    1. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      Hi. Thanks for feedback. A encounter zone's level does not matter anymore -- all enemies have static health (not a one value, it differs for each kind of "class"), plus they wear different gear. You can try to beat the game at any level, but you would be limited to value of your health, because a damage dealt to your character is average/high. Plus your gear is more important than before. Anyway, good luck :)

      P.S. If you manage to get Missle Lancher/Fatman and enough ammo to it, you will probably could beat the game very early.
    2. masterhamper
      masterhamper
      • member
      • 121 kudos
      Thanks for the reply.
      I have 3 more questions I couldn't find answer to in the description.

      Since you say combat is based on criticals, do you include Criticals Outside of VATS, like many other overhauls do, or should I download such a mod seperately?
      Is the health ranges somewhat normalized in your overhaul? Like in vanilla, a level 1 mutant might have 100 health, while a level 50 mutant might have 2000.
      Do most weapon mods work well with this, if they are balanced around vanilla damage values?

      EDIT: I have begun playing with it, but it seems my levelup screen is missing lots of icons.
      https://imgur.com/a/7MdAab1
      Its an almost vanilla install.
      Also, the difficulty seems kinda hard based on my little trip to Concord. A raider survivalist handled a double barrel blast to the face, and then one-shotted me with a machete. Maybe thats just how survival normally is?
    3. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      >Since you say combat is based on criticals, do you include Criticals Outside of VATS, like many other overhauls do, or should I download such a mod seperately?
      Yes, I did criticals outside VATS as its done in UFO. Thanks for tip, I should add more details to description.

      >Is the health ranges somewhat normalized in your overhaul? Like in vanilla, a level 1 mutant might have 100 health, while a level 50 mutant might have 2000.
      Yes, health is "normalized". Actually, in the vanilla health is level based, e.g. on each time you level up, your and NPCs health also increased by some value. Oldy, like UFO, have no level up health bonus at all. Your health is depends on END and perks only. NPCs have static health no matter what is your level. Plus, resistances are nerfed too.

      >Do most weapon mods work well with this, if they are balanced around vanilla damage values?
      Oldy based on default weapon damage. There are no double damage perks at all. Currently, Oldy balanced for a pistol with max damage around 50 dmg per shot (with best mods). Some vanilla weapons, like SMG yet not nerfed (still in hands of NPCs submachine gun is deadly to you).

      >I have begun playing with it, but it seems my levelup screen is missing lots of icons.
      Do you have DLCs installed? There are should not be grayed icons... I will check this again, thanks for report.

      >A raider survivalist handled a double barrel blast to the face, and then one-shotted me with a machete. Maybe thats just how survival normally is?
      =) Yes, this is OK. Like I said in the description, until you have enough health and armor, you will die often. I did not touch melee weapons yet, but as I see, they work as intended, because while you running to an enemy you will got lots of bullets, so you must deal 1-2 cuts to kill enemy, overwise it would be unbalanced to the player. As for you, there are nerfed perks and armor mods to block melee blows.
    4. masterhamper
      masterhamper
      • member
      • 121 kudos
      Okay thank you! Yes I do have all DLC installed
    5. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      >I do have all DLC installed
      Bad news for you. DLCs are not supported atm. They change perk tree, that's why you see grayed icons. As a workaround you may put the mod ESM after all DLCs. And I doubt that you will not encounter other problems like changed Leveled Lists. As general advice, you should play without any DLCs. I know that without UFO4P it could be painful.
    6. masterhamper
      masterhamper
      • member
      • 121 kudos
      Still doesn't work placing yours lowest. Guess I'll wait for DLC compatibility, if you do that some day :-) thx either way
    7. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      >Still doesn't work placing yours lowest.
      Thanks for report. Sad =\

      >Guess I'll wait for DLC compatibility, if you do that some day :-)
      DLC support is planned. Couldn't say when, I hope that I will start working on it at the end of september or something close to this date.
    8. masterhamper
      masterhamper
      • member
      • 121 kudos
      Okay sounds great, waiting patiently then... it sounds like some good design on this overhaul so excited to try it :-)
  7. Mytalisis
    Mytalisis
    • member
    • 0 kudos
    Will this mod work with other mod that add spawns to the commonwealth such as Zombie Apocalypse/ SKK Combat Stalker/ War of the Common Wealth or Warlike? these mods usually spawn enemies based on the characters level so I'd assume not
    1. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      About enemy's health: not at all. If they use Stats from vanilla game as a template, then everything should be OK. I will check them out.
      About levels: it does not matter. You will level up and enemies will spawn as programmed by 3rd party mod author. You could use this https://www.nexusmods.com/fallout4/mods/6285 to adjust level up speed.
    2. Mytalisis
      Mytalisis
      • member
      • 0 kudos
      it's no problem I can test it extensively I enjoy doing this type of thing anyways, no need to spend your time doing so, I was just wondering if this was something that effected how loot/characters are spawned in general and not preset spawns as I know some mods effect only preset spawns
    3. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      >I was just wondering if this was something that effected how loot/characters are spawned
      It depends. If the mod uses a template from vanilla game, then there is should not be a problem.

      >as I know some mods effect only preset spawns
      Oldy changes characters as they should be, for instance, set flag PC level mult when neccessary. LvlChar lists were changed only to set spawn levels to 1.

      But, there is might be an issue, because Oldy changes some races too, specifically, to adjust base health. In the end, good spawning mod should use auto-calc stats checkbox, to adjust health in the such case.

      Overall, I see no problems except new enemies would be too strong, either their loot would not be match to Oldy's logic (for instance, it would be a bad practice to give you lots of chems, especially, antibiotics). But still, it would be playable.
    4. Mytalisis
      Mytalisis
      • member
      • 0 kudos
      So I assume this works in the same way Horizon does when it comes to loot, let's say a weapon mod is set to begin spawning at Level 10, NPCs will never hit level 10 does this automatically assume the weapons spot in their level lists once I hit level 10 or will NPC's no longer use said weapon, as to my knowledge some leveled list integration is done in this way
    5. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      >a weapon mod is set to begin spawning at Level 10
      As far as I know, all level checks in the game pass against the player level, not an NPC one. In the vanilla game, whenever you gain specific level you would see all weapons, mods, NPCs up to this level.

      >NPCs will never hit level 10 does this automatically assume the weapons spot in their level lists once I hit level 10 or will NPC's no longer use said weapon
      There are two things where minumum level could be used: 1) leveled lists 2) mod collections. I never see that the minimum level check in the vanilla game even used somehow: neither in the leveled lists, neither mod collections. The check might be used for leveled NPC lists, yes.

      In Oldy almost all leveled list set to 1 level pass. But 3rd party mod can inject own items to leveled lists or mod collections with specific level requirement. In that case there need a patch.
    6. gh0stwizard
      gh0stwizard
      • supporter
      • 47 kudos
      I have updated description page with my notes about requested mods.