Im curious about what you want out of the dodge mechanic for ranged use. the dodge backward animation still works without AP and it's faster than running so you can kite any melee to the point of dodging around them after they miss. feels extremely cheesy and makes a joke of behemoths, deathclaws, and even mirelurk queens to a degree.
(This isn't a criticism just a wish list) one thing I would like to see is a winter overhaul which would include the following. Alternate Start (including a New Vegasish and or a Fallout 3ish start). Armors and weapons for the prior. Polluted Climate winter edition as the weather mod. Winter Commonwealth pines by Flecked. Winter Redone by Flecked. 2278 Nuclear Winter mod. and (Optionally) Sim Settlements 2. As well as (optionally) Hunter of the Commonwealth mod.
I'm trying to build this myself but with limited knowledge. hopefully someone does this for Wabbajack. if not and if any one is willing to help me out I will be grateful and try to put it up my self on wabbajack.
there already are similar modlists on wabbajack, I do not think though that it makes much sense from a lore perspective which is why I did not make something like that
This is quite and extensive list, it is cool that you added WARS & PEACE. I have wanted to try those out. One thing I will suggest is just my personal preference, but it makes modding easier and easier on the users, is to make separators and organize by categories, It looks nice and is easier for you and the user to find what they want. Edit: I noticed some separators in MO2, but they looks all over the place.
Another thing I noticed, besides the missing masters turned into ESL files, is that I don't see any patches for WARS for all the weapons added? Am I missing them or something? I was just curious because I know that you have to patch every weapon to be on par with WARS, or you could have and op weapon, or a super weak one. I also didn't see any patches for NPC's and Companions added in for PEACE. Other than those though it looks good, I can't wait to see how it progresses.
I found ammo tweaks on another mod site, and that cleared the ammo tweaks missing master. However, it looks like the gun mods and ECO are installed, but they're not being detected. F4SE launches the loader just fine, and it appears to be pointing at the vanilla Steam directory instead of copying the executables to a Stock Game directory like most of the other Wabbajack modlists make. And it just sits there at the Vault Tec sonar ping loading graphic. I've let it run 20+ minutes like that, but nothing.
Is it expecting all those mods listed as missing masters to be in the main Steamlibrary\steamapps\common\fallout 4\data directory, or the mods directory in the Wabbajack folder?
It almost looks as if the manufacturing mod is requiring the old deprecated ECO, the esp matches, the newer Redux version is Dank_ECO.esp Edit: https://www.nexusmods.com/fallout4/mods/26375?tab=files it is incompatible. So the author either needs to use the old version of ECO, or not patch it, it is broken.
The masters are a mess, and it appears that some of the patches are missing the mod they are supposed to patch.
A no, don't put anything in the data folder, it is all done through WJ and MO2, if you have to put it there id delete the list. I only use modlists that either use Root Builder or Stock Game so that I don't mess up my other modlists.
No, I never put anything in the main SteamLibrary FO4 directory, I was noting that Hoti's World was accessing it since when I launched it, I had to re-run the vanilla launcher to get the video resolution correct, and it detected saves from an installation of A Storywealth that Vortex had installed that DID pollute the main directory. That's why I uninstalled Vortex and haven't looked back. It likes to dirty up the Steam directory instead of creating it's own virtual structure. I imagine that Gabriel, the original author of MO2 who was hired onto the Vortex project had some choice words about that decision.
I know Wabbajack (usually) copies the FO4 executable, DLLs and such into the "Stock Game" directory and runs from that to prevent clutter in the main installation directory. I also noticed that there's no Tools directory for Xedit and such either in this list.
I deleted and reinstalled from the wabbajack file and have the same result: the launcher opens, but when I try to run a new game, it goes to the initial loading screen where you get the animated Vault Tec logo, and just sits there forever.
Yeah, I had to copy the tools directory over from another wabba list and point F04Edit at it so I can update the broken masters and see what that does.
Unfortunately not many people on Fallout 4 use Stock Game folder, that's more a Skyrim thing, I think only Life in the Ruins does. All the rest either use Root Builder, or have you manually drop in files... which I refuse to do.
I've been hand activating the missing mods. My Nexus page shows I downloaded them today, but they were genuinely missing from the Mods directory and the Downloads directory... weird.
the only one that really gave me grief was the Ultracite PA BOS/east BOS paint. that was bitching about the missing ESL, and it was there. I unchecked it since I don't really use power armor
Something's not happy when doing a new game. I can load an existing save and it loads fine, and all the mods start spamming me with their startup messages, etc. Also, I hadn't tried it previously, but when I try to launch a new game, and I get the perpetual Vault Tec sonar ping graphic, it's not locked up; I can open the console and issue commands, and even exit to the desktop by entering qqq.
the missing masters are not actually missing, either turned ESL or needed by a mod that was not updated by the other mods, but the redux versions act as the necessary requirement.
WHY AREN'T THE NPCS USING THE DILDOS I THROW IN FRONT OF THEM? UNCONSTRUCTIVE CRITICISM. LOL DON'T BLOCK ME. I'M THE BIGGEST ENDOSER ON NEXUS AND YOU DID AN AWESOME JOB ON THIS MOD.....AGAIN. :-)=
Looks like all the remaining files that are complaining about missing masters don't show up in FO4edit and I don't see their archives in the Downloads directory.
Maybe they were in a prior release, and removed, but the ESPs got left in when the wabbajack modlist file got built? I'm going to uncheck them and see if it'll launch.
it is because those missing have been turned into ESLs, aside from that it is fine, but others are reporting issues with the textures which I hope to fix in the upcoming version.
I mean, you have Vortex here. No readme required. Or two dozen additional steps to setup. Installs single files, or entire collections successfully 95% of the time. If you find an issue, you'll find an explanation/workaround in posts, that'll give you about a 98-99% success rate. Why on Earth would anyone use something that requires so many other steps, like Wabbajack? Does this complexity increase the sense of accomplishment, somehow?
You drew my attention with the word overhaul but then there is limited information with no major explanation as to whats in the box a video would be of great help, i mean why should i disrupt my existing modded setup for a mod i know nothing about other that it might be that perfect setup, i will pass untill more information is availible.
this is not a mod, it's a modlist, you need wabbajack to use it, if you had never heard of wabbajack, there are many articles or videos on what it is online, but I will give you a summary, it is an automatic mod list installer, it keeps the new modded game save files and overall files separate from your main one, and it is open source, wabbajack I mean, so it does not do anything sketchy.
37 comments
the dodge backward animation still works without AP and it's faster than running so you can kite any melee to the point of dodging around them after they miss.
feels extremely cheesy and makes a joke of behemoths, deathclaws, and even mirelurk queens to a degree.
one thing I would like to see is a winter overhaul which would include the following.
Alternate Start (including a New Vegasish and or a Fallout 3ish start).
Armors and weapons for the prior.
Polluted Climate winter edition as the weather mod.
Winter Commonwealth pines by Flecked.
Winter Redone by Flecked.
2278 Nuclear Winter mod.
and (Optionally) Sim Settlements 2.
As well as (optionally) Hunter of the Commonwealth mod.
and if any one is willing to help me out I will be grateful and try to put it up my self on wabbajack.
Another thing I noticed, besides the missing masters turned into ESL files, is that I don't see any patches for WARS for all the weapons added? Am I missing them or something? I was just curious because I know that you have to patch every weapon to be on par with WARS, or you could have and op weapon, or a super weak one. I also didn't see any patches for NPC's and Companions added in for PEACE. Other than those though it looks good, I can't wait to see how it progresses.
Apparently running the modlist version 0.6.9, downloaded today.
[2023-08-25 16:17:49.378 W] Plugin not found: AmmoTweaks_Core.esp
[2023-08-25 16:17:49.378 W] Plugin not found: TaggingAssistant.esp
[2023-08-25 16:17:49.378 W] Plugin not found: AmmoTweaks_Default.esp
[2023-08-25 16:17:49.378 W] Plugin not found: AmmoTweaks_Default_NoDLCs.esp
[2023-08-25 16:17:49.378 W] Plugin not found: SS2 chapter 2 and Robots as companions patch.esp
However, it looks like the gun mods and ECO are installed, but they're not being detected.
F4SE launches the loader just fine, and it appears to be pointing at the vanilla Steam directory instead of copying the executables to a Stock Game directory like most of the other Wabbajack modlists make. And it just sits there at the Vault Tec sonar ping loading graphic. I've let it run 20+ minutes like that, but nothing.
Is it expecting all those mods listed as missing masters to be in the main Steamlibrary\steamapps\common\fallout 4\data directory, or the mods directory in the Wabbajack folder?
Edit: https://www.nexusmods.com/fallout4/mods/26375?tab=files it is incompatible. So the author either needs to use the old version of ECO, or not patch it, it is broken.
The masters are a mess, and it appears that some of the patches are missing the mod they are supposed to patch.
A no, don't put anything in the data folder, it is all done through WJ and MO2, if you have to put it there id delete the list. I only use modlists that either use Root Builder or Stock Game so that I don't mess up my other modlists.
I know Wabbajack (usually) copies the FO4 executable, DLLs and such into the "Stock Game" directory and runs from that to prevent clutter in the main installation directory. I also noticed that there's no Tools directory for Xedit and such either in this list.
I deleted and reinstalled from the wabbajack file and have the same result: the launcher opens, but when I try to run a new game, it goes to the initial loading screen where you get the animated Vault Tec logo, and just sits there forever.
the only one that really gave me grief was the Ultracite PA BOS/east BOS paint. that was bitching about the missing ESL, and it was there. I unchecked it since I don't really use power armor
Maybe they were in a prior release, and removed, but the ESPs got left in when the wabbajack modlist file got built? I'm going to uncheck them and see if it'll launch.
it is online, but I will give you a summary, it is an automatic mod list
installer, it keeps the new modded game save files and overall files
separate from your main one, and it is open source, wabbajack I mean, so
it does not do anything sketchy.