If only 25% of the people who endorsed this could vote for it this mod would be sitting pretty.
I am not in the habit of criticizing people's decision to vote for this or that mod, however, I am sorry, right now in the mods of the month it's same old, same old.
Sorry again, maybe we can get a mod that is different, fun and has no bugs to be up there .
But those top mods are guns! They shoot things! We've never had that before!
But in all seriousness, it's ok. I do want to take a moment to thank everyone who tried the mod and either left an uplifting comment or endorsed it (or even voted for it). I didn't know mod of the month existed before I made this mod (it's hard to find, especially on mobile) and I'm honored to have been in that top 5 for the week we were there. I enjoy making small mods that make big changes in the way people play and I'm delighted this one was as well received as it was :) Also this was my first mod to break 100 endorsements, so I think that's pretty cool on it's own!
1.4 Update Released: - holotape settings included - critical hits should now prevent the dead from turning - other details in change log dropdown on description page
Can't just change their race to ghoul when they resurrect? Or heck, is it possible to just give the resurrected feral behaviors without replacing them with vanilla ferals?
Tried both. You can give them the behaviours, but it doesn’t look right, it just looks like your being melee attacked by people and you’re not sure why. The race switch causes invisible npcs sometimes, sometimes crashes. The current approach was best.
I also have a similar problem where zombies killed have no inventory at all. It might likely be a load order issue, but I can't find what the correct load order is.
This is seriously one of the most unrated mods on the Nexus. Kudos. Hey, do you have any idea of why legless feral ghouls temporarily stand when shot? I find that really immersion breaking and silly looking.
Best gameplay mod I've encountered for Fallout 4, works fine after many hundreds of hours in a save with 600+ other mods, no script lags or anything. There is the odd bug like every 5-6 hours or so, but nothing game breaking or annoying.
Highly underrated mod, I hope you'll come back sometime and maybe expand on it. I have no idea how it has so few endorsements.
Thanks mate. I don't play FO4 a lot but when I come back to it now and then this mod is always apart of my load order as well. The endorsements count is just a FO4 thing, but I'm glad there's die-hards out there enjoying the mod :)
this mod is top tier and is working perfect with my TWD playthrough, however it does interfere with MAIM and NPC's become bullet spongy. what spells and or keywords do i have to alter through FO4edit in order to keep the transformation of your mod whilst having the hit spells of MAIM?
As I've said in other comments, I don't touch the enemies. I spawn a type of feral from the levelled list and leave it there. You'll have to dig into the code in order to figure it out any further as I don't have any of the tools installed any more.
Ok so it works flawlessly with Zombie walkers and Fallevil zombies but you must put it before these two mods, as early as possible, I set it to DLC in Vortex, and it works fantastic.
So I don't know if this is a bug or not; I use the mod Quicker Cell Respawn to fast track my wait for areas and after clearing an area I've noticed none of the enemies that turned ghoul respawned. At the Federal Stockpile I tested and turned all but the enemy Boss, Red, into ghouls by shooting outside of the head. And after a few days I returned to see who respawned, outside of the turrets only the main boss respawned. I checked the holotape but found nothing to alleviate this potential issue. Do they only respawn after the 20 or 30 days like normal(against my quicker mod) or is this how the mod is designed to be a consequence of not head shoting everyone. I really enjoyed this mod up until I noticed several areas were not respawning.
The mod shouldn’t impact call respawn. Have you played this other mod without black summer to see what happens? Unfortunately I can’t help any more than that.
Yes I have been playing with it a while before I looked into some new mods, this video is how I found your mod https://www.youtube.com/watch?v=6lAFIW6F_j8 If I have time tonight I'll wait 30 days and see if the respawn works or not. I have several mods introducing new enemies and a few that strengthen the current factions.
So I tested the mods with waiting 30 days and removing several mods at a time. First I removed the quicker cell respawn, then black summer, and finally flashy joer infestation and nothing worked. Only the nonhuman enemies and dungeon boss would respawn. I then started a new game without blacksummer and now everything respawns as normal. Its a shame as this mod was amazing but unless I am doing a hardcore survival run I just can't have my game not respawning areas, at least the humanoid enemies. Love this mod but removing it for the time being.
324 comments
Hopefully more will do the same
I hate to ask but where does one even go to vote for that?
And come on guys, this is different, fresh, innovative and works flawlessly.
So I do believe this at least deserves a spot in the "Mods of the Month"
It's nice to reward your mod author a little bit, isn't it.
I am not in the habit of criticizing people's decision to vote for this or that mod,
however, I am sorry, right now in the mods of the month it's same old, same old.
Sorry again, maybe we can get a mod that is different, fun and has no bugs to be up there
But in all seriousness, it's ok. I do want to take a moment to thank everyone who tried the mod and either left an uplifting comment or endorsed it (or even voted for it). I didn't know mod of the month existed before I made this mod (it's hard to find, especially on mobile) and I'm honored to have been in that top 5 for the week we were there. I enjoy making small mods that make big changes in the way people play and I'm delighted this one was as well received as it was :) Also this was my first mod to break 100 endorsements, so I think that's pretty cool on it's own!
- holotape settings included
- critical hits should now prevent the dead from turning
- other details in change log dropdown on description page
Also thanks!
Highly underrated mod, I hope you'll come back sometime and maybe expand on it. I have no idea how it has so few endorsements.
Great mod btw, lots of fun
If I have time tonight I'll wait 30 days and see if the respawn works or not. I have several mods introducing new enemies and a few that strengthen the current factions.