Can I redux your redux and put in my Abominations Redux pack? It would be fun to make some wild variants and workshop furniture around this bad boy. Trap door Spider spawn turrets and new taxidermy stuff...
The redux was primarily cleanup and simplification of the plugin, and removal of world edits. I didn't do anything with the meshes or textures other than pack them into an archive.
Would you consider re-adding the notes and quest of the original mod?
That kind of narrative content imo is absolutely mandatory to an experience, and makes the inclusion of the creatures to the worldspace that much more believable than rather "oh there's some spiders over there but they're never referenced outside of their cells"
What was the reason for their removal, by the way?
The only reason I would use this mod, now that Mutant Menagerie has its own spiders, is for that extra bit of story associated with it. It also handily wraps up what happened to the residents and security members of Vault 111 that left after their argument with the Overseer. There's no in-game explanation for that, but the Vault 111 "refugees" note gives one.
Just seems a little redundant imo to leave some of the locations intact but remove any of the notes or narrative associated with it. I would at least leave the notes somewhere.
Sure, technically it's assigned at level 1, but there is absolutely no requirement or indication on the player's part to actually go to that location straight away once they leave Vault 111. It's more of an interesting place to go explore later.
In fact, across several playthroughs, I only ever get around to the 111 refugee location after hundreds of hours into a playthrough. In the meanwhile, in the original mod there are several spider-infested locations that I can stumble across, to show how these creatures are still a part of the Commonwealth, and even better there are some notes detailing other wastelanders' encounters with said creatures. It altogether layers them nicely into the worldspace and increases immersion.
Idk, I appreciate mightily how you clean up these older mods for continued use, especially your fine work on Unique NPCs, but in my personal opinion I think that you perhaps are a little too spartan in your approach at times.
Story is paramount; removing any trace of it from this mod, and in light of Mutant Menagerie already having spiders with original models, makes this all a little redundant imo. Sure, there's going to be bloat associated with those inclusions, but that can be said of any mod. That's just part and parcel of the whole experience of adding more content to your save.
I will re-iterate that ideally I would at least leave the notes and locations intact, and remove the quest itself, along with all of the other mentioned fixes. But those story elements should be the point of preserving this mod at all, especially when there are better creature alternatives like MM.
It looks great! Would be ok to unpack both .BA2s? Kind of near the limit, but I want the mod. As a rule of thumb, what would be the max size of Main and Textures .BA2s for them to work unpacked without performance issues? Thanks!
Thank you so much for your reply, WhiskyTangoFawks! 🤩 Yes, I was thinking of merging various Textures from various Weapons, but I'm not sure what to do with all their Main.BA2 files and their ESPs. I mean, they will work normally if the new Textures.BA2 file will be a merge file? If so, how the new Textures file can be installed? Simply "Install from file" using Vortex and the Textures will be available in game, assuming Main.BA2 and Weapon.esp file has be repacked into a new .zip file and installed the same way (manually)? Would be of great help if you can clarify these for me 🤝
Another fantastic "redux" :) those changes to the world space screwed with lot of quest mods. Could you take a glimpse and tell me if this would still be compatible: SKK's Random Encounter Manager - Patches REM Patches - RadSpiders https://www.nexusmods.com/fallout4/mods/64026?tab=files
Probably typo: it says "Radspiders", shouldnt it read "Rad Spiders"? Its even seperated in the picture. Also, is the original mod not a requirement? Thanks.
True. Afaik its the authors spelling, right? Like Rad-Rats, Rad Chickens, Rad Rabbits, etc. just curious. Regards https://fallout.fandom.com/wiki/Fallout_4_creatures
This is just awesome, Spiders without the useless/unfinished weight from the OG mod!
One thing I really do miss though; I like new food/gimmicks that most monster mods add. Now as far as my semi-Luddite eye can see in xedit, all the food from the OG radspider mod is gone here. Most of those were repurposed vanilla assets (visually) though, so they are no biggie to re-build.
But now comes the part I am too noob to understand yet: The spider eggs are the only foodstuff from the OG radspider mod that had their own models / textures. How would I go about nabbing those from the OG mod and incorporating them into my own patch, to bring back spider-eggs & omelette into my setup?
Take whatever records you want from the original mod, copy as override into a new esp, then open it with the redux version, and copy as override down into the redux. All the models are still present in the archive.
Check for errors, make sure you didn't miss anything. The Referenced By tab at the bottom of fo4edit is very useful for this kind of thing
Thank you very much, Sir Fawkes! Getting closer to my perfect setup inch by inch, and learning from the veterans as I go - simply awesomez! I love making this game my own, and folks like you make that possible! If I could endorse this twice, I would.
37 comments
You're welcome to do whatever.
That kind of narrative content imo is absolutely mandatory to an experience, and makes the inclusion of the creatures to the worldspace that much more believable than rather "oh there's some spiders over there but they're never referenced outside of their cells"
What was the reason for their removal, by the way?
The only reason I would use this mod, now that Mutant Menagerie has its own spiders, is for that extra bit of story associated with it. It also handily wraps up what happened to the residents and security members of Vault 111 that left after their argument with the Overseer. There's no in-game explanation for that, but the Vault 111 "refugees" note gives one.
Just seems a little redundant imo to leave some of the locations intact but remove any of the notes or narrative associated with it. I would at least leave the notes somewhere.
In fact, across several playthroughs, I only ever get around to the 111 refugee location after hundreds of hours into a playthrough. In the meanwhile, in the original mod there are several spider-infested locations that I can stumble across, to show how these creatures are still a part of the Commonwealth, and even better there are some notes detailing other wastelanders' encounters with said creatures. It altogether layers them nicely into the worldspace and increases immersion.
Idk, I appreciate mightily how you clean up these older mods for continued use, especially your fine work on Unique NPCs, but in my personal opinion I think that you perhaps are a little too spartan in your approach at times.
Story is paramount; removing any trace of it from this mod, and in light of Mutant Menagerie already having spiders with original models, makes this all a little redundant imo. Sure, there's going to be bloat associated with those inclusions, but that can be said of any mod. That's just part and parcel of the whole experience of adding more content to your save.
I will re-iterate that ideally I would at least leave the notes and locations intact, and remove the quest itself, along with all of the other mentioned fixes. But those story elements should be the point of preserving this mod at all, especially when there are better creature alternatives like MM.
Would be ok to unpack both .BA2s? Kind of near the limit, but I want the mod.
As a rule of thumb, what would be the max size of Main and Textures .BA2s for them to work unpacked without performance issues?
Thanks!
I would recommend merging other texture archives, weapon mods especially tend to be good candidates for repacking.
Yes, I was thinking of merging various Textures from various Weapons, but I'm not sure what to do with all their Main.BA2 files and their ESPs. I mean, they will work normally if the new Textures.BA2 file will be a merge file? If so, how the new Textures file can be installed? Simply "Install from file" using Vortex and the Textures will be available in game, assuming Main.BA2 and Weapon.esp file has be repacked into a new .zip file and installed the same way (manually)?
Would be of great help if you can clarify these for me 🤝
Could you take a glimpse and tell me if this would still be compatible:
SKK's Random Encounter Manager - Patches
REM Patches - RadSpiders
https://www.nexusmods.com/fallout4/mods/64026?tab=files
Thanks!!!
Also, is the original mod not a requirement?
Thanks.
https://fallout.fandom.com/wiki/Fallout_4_creatures
One thing I really do miss though; I like new food/gimmicks that most monster mods add. Now as far as my semi-Luddite eye can see in xedit, all the food from the OG radspider mod is gone here. Most of those were repurposed vanilla assets (visually) though, so they are no biggie to re-build.
But now comes the part I am too noob to understand yet: The spider eggs are the only foodstuff from the OG radspider mod that had their own models / textures. How would I go about nabbing those from the OG mod and incorporating them into my own patch, to bring back spider-eggs & omelette into my setup?
Check for errors, make sure you didn't miss anything. The Referenced By tab at the bottom of fo4edit is very useful for this kind of thing