Through fire, and flood, and plague - through development hell and through many personal struggles - WARS and PEACE are finally out! Difficult mods, made in difficult times.
I thought that Clockwork would remain my most ambitious mod project, but now with these two mammoth sister mods for Fallout 4, I'm not so sure. (Together they took longer than Clockwork, but individually they took less time.)
I never doubted that I'd get these mods out there in the end, but I also never thought that they'd take so long. I've very much enjoyed finally playing Fallout 4 again (first time since the game came out), this time with WARS and PEACE, in my test playthrough. It was worth the wait, for me. I hope you enjoy it too.
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Actually I think I'll add this to the sticky post too:
I'm thinking (and I did expect this) that interest in WARS and PEACE will be kind of a slow burn. Setting up a load order based around a new overhaul mod (or a pair of sister overhaul mods, if you were to go for the intended experience and use both) is not going to be a simple proposition for most people.
Something I'd suggest though - if you're interested in the mods - is to have a look at potentially adding a new profile in your mod manager that is for WARS and/or PEACE. That way you can try them out without having to risk messing up any established load order you may have.
miniguns weigh like 300 lbs and shotguns are 40, I havent gotten too far in and I am 100% confident its on my end with a compabiblity but I have no mods that would affect weight in any way so are there are any issues like this youve experienced, I read the FAQ and didnt find anyone else
My issue was resolved after disabling the Ammo_Tweaks plugins that werent supposed to be enabled for WARS incase any future human ever experiences this
Is it possible to just get those sweet Power Armor modifications? That huge back pack, and ammo pouches for the torso and so on. I want to use this mod but itll have to come after I complete my current playthru but I would love to have all that sick equipment in the meantime.
I have actually been thinking of doing this for a while now. The death of my father last year has meant that I haven't been able to spend any significant amount of time working on my mods for quite a while, though.
I still want to get back into all that, but family comes first.
My condolences to you, homie. I've never experienced a passing in my 25 years of life so i can't say I know what it feels like, but I am certain it takes a heavy toll on anything and everything around you emotionally and mentally. I am sorry. I know you'll eventually get better as time goes. All I can say is I hope it gets easier on you and becomes swift. Take your time. Come back when you want to. Not that you need me to tell you that. Take care of yourself and those around you who need it.
So I tried out your Wars & Peace pair of mods once before and was like ok yeah these are pretty neat but wasn't like...hooked. This time around i decided to take another swipe at them but with the ''spoons'' to actually thoroughly read the full write up and descriptions and explanations and readme and everything. I wish I had done so much earlier because you really went the extra mile with thinking the functions and mechanics out.
so...I have right around 12,000 hours into fallout 4. Mostly in building and managing settlements and just living in the wasteland. I'm not really the type to burn through quests as fast as possible with the end of the game in my sights. I want to live in the gameworld. I want to be immersed as much as possible. I want to be there, I want to feel it. I tell you this so you understand what I mean when I say after using Wars & Peace for the last 3 1/2 game days (on timescale 1:1) and the ''these things take time'' functions enabled (so about 4 hours playtime) that I'm already pretty sure this mod set will become a permanent fixture in most (if not all) of my future modlists and playthroughs.
I'm 3 1/2 days in and have barely touched scrapping and cleaning up in sanctuary. I'm not getting NEAR enough done each day as compared to what I'm used to accomplishing in a game day....and I love it. It's time consuming and frustrating and the days go by way too fast (even on 1:1) and its absolute perfection. Vanilla time scale makes the game feel sped up just for the sake of showing the passage of time so you dont complete the entire game in a month. Your mods make it feel like time is passing for a reason. Its purposeful. Im a guy trying to survive all by myself in a familiar yet completely unfamiliar place, unsure if its safe to sleep, to eat the food, to drink the water. Unsure if butchering a creature for needed meat will bring in some hungry predator that will kill me. I cant throw up a full defensive wall around me before lunch because it takes time to do so. I have to be very selective on what i scrap, what i repair, what i build as i only have so much daylight. its making me be more mindful of reusing and repurposing items like furniture and barrels and logs and things.
Food and drink arent magic healing potions. I dont have a refrigerator or power yet so my food spoils so im forced to keep hunting and foraging for foods to keep fed and hydrated. My food supplies arent a permanent fixture where time feels irrelevant to them. I even found a mod making me have to plant crops via seeds so i cant just stick a tato in the dirt and magically have a new plant. the tato vegetable spoils and i have to have seeds to expand my crops.
anyway....just wanted to share my thoughts and commend you on making me feel like a wastelander again. so thank you. i hope life is treating you kinder this year than the last and you feel like expanding/continuing/adding to this mod because i am absolutely hooked.
to anyone who is unsure of the mod i say do like the antistar suggested and make a new profile and give it a try. i mean really give it a full jump in all the way and give it a go. yes the time advancement and butchering manually and food spoilage and everything else is a bit frustrating at first but it is so so worth it.
now i just have to figure out how to endorse it more than once....hmm....lol
Yeah, you've got to have time passing at a reasonable rate in order for hunger/thirst/sleep needs to make sense, but it feels bad to (say) go into a shop in the morning, talk to a couple of people, buy a few things, then come out to find that the sun is setting. Can't stand high timescales.
So I was relieved that I was able to get the "These Things Take Time" feature working, even if it's not perfect. It was one of a number of things inspired by Cataclysm DDA, which it sounds like you might like, if you don't know it already.
i know of it but havent played it but i have played project zomboid a good bit which i love the mechanics of. thanks for the suggestion. i just felt compelled to tell you how much i was enjoying your mod which i dont typically write a lot of posts like that on mod pages but i wanted to applaud the work you obviously put into it. it shows.
Off the top of my head, this is what's required for the butcher prompt to show up (beyond things like "it has to be dead" and "it can't have been butchered already"):
- The creature has to be specifically covered by PEACE (so if it's an all-new creature from another mod, it won't be supported). - The equipped weapon has to have the "AnimsStabWeapon" keyword, so if it's a mod-added weapon that lacks it... - You can't be in power armour. - There can't be too many other activation prompts showing up (e.g. from other mods), such that the butcher prompt gets shoved off the list.
I remember when I first started playing FO4 that I really was expecting the twist to be that the player character was a synth, with implanted memories. (And that the cryo-stasis experiments in Vault 111 were a complete failure, with everyone dying... because that's what happens when you get frozen.)
I think it would have made for a much more interesting story. It seemed so obvious. Why wouldn't you do that?
Oh well. It's not like they had a chance of pulling off anything anywhere near as good as SOMA, in that regard. BGS' writers are painfully average, at best.
Never heard of it but it reminds me of transcendence, 6th day (movies) where it becomes clear that just bc you copy your consciousness doesn't make it you. It's just an organism seperate from you with your memories implanted, nothing more. And yeah I agree, Frozen people die. It's very sunshine and rainbows to believe otherwise.
I edited Strong Back perk to include the respective +25 / +50 carryweight bonuses for level 1 and 2, hope it doesnt break the balance in some way. Got a bit tired of constant issues with carry weight, and the mods that supposed to immersively help get more CW through Brahmin or a Cargobot (Secondary robot mod) either stops working or is buggy :S
Carry Weight limits are more malleable and down to personal opinion in terms of what's balanced. (To a point.) The limit is more about what you find believable - and how much you care about that believability.
same I mainly came for those as they are really cool, honestly if its not much trouble id be really happy if they got spin off files or mods so people can get the automaton cargotron stuff and also get the power armor mods, just a thought as it would fit with my more vanilla plus set up
It's still found as part of the T-60 Tesla Armour, same as in the base game; it's just that it's now a PA backpack, rather than being integral to the torso piece.
That means it can be detached from that armour and attached to another set, which is why it shows up the modification menu.
423 comments
I thought that Clockwork would remain my most ambitious mod project, but now with these two mammoth sister mods for Fallout 4, I'm not so sure. (Together they took longer than Clockwork, but individually they took less time.)
I never doubted that I'd get these mods out there in the end, but I also never thought that they'd take so long. I've very much enjoyed finally playing Fallout 4 again (first time since the game came out), this time with WARS and PEACE, in my test playthrough. It was worth the wait, for me. I hope you enjoy it too.
------------------------------------
Actually I think I'll add this to the sticky post too:
I'm thinking (and I did expect this) that interest in WARS and PEACE will be kind of a slow burn. Setting up a load order based around a new overhaul mod (or a pair of sister overhaul mods, if you were to go for the intended experience and use both) is not going to be a simple proposition for most people.
Something I'd suggest though - if you're interested in the mods - is to have a look at potentially adding a new profile in your mod manager that is for WARS and/or PEACE. That way you can try them out without having to risk messing up any established load order you may have.
And then: A new game, with a new approach.
I still want to get back into all that, but family comes first.
so...I have right around 12,000 hours into fallout 4. Mostly in building and managing settlements and just living in the wasteland. I'm not really the type to burn through quests as fast as possible with the end of the game in my sights. I want to live in the gameworld. I want to be immersed as much as possible. I want to be there, I want to feel it. I tell you this so you understand what I mean when I say after using Wars & Peace for the last 3 1/2 game days (on timescale 1:1) and the ''these things take time'' functions enabled (so about 4 hours playtime) that I'm already pretty sure this mod set will become a permanent fixture in most (if not all) of my future modlists and playthroughs.
I'm 3 1/2 days in and have barely touched scrapping and cleaning up in sanctuary. I'm not getting NEAR enough done each day as compared to what I'm used to accomplishing in a game day....and I love it. It's time consuming and frustrating and the days go by way too fast (even on 1:1) and its absolute perfection. Vanilla time scale makes the game feel sped up just for the sake of showing the passage of time so you dont complete the entire game in a month. Your mods make it feel like time is passing for a reason. Its purposeful. Im a guy trying to survive all by myself in a familiar yet completely unfamiliar place, unsure if its safe to sleep, to eat the food, to drink the water. Unsure if butchering a creature for needed meat will bring in some hungry predator that will kill me. I cant throw up a full defensive wall around me before lunch because it takes time to do so. I have to be very selective on what i scrap, what i repair, what i build as i only have so much daylight. its making me be more mindful of reusing and repurposing items like furniture and barrels and logs and things.
Food and drink arent magic healing potions. I dont have a refrigerator or power yet so my food spoils so im forced to keep hunting and foraging for foods to keep fed and hydrated. My food supplies arent a permanent fixture where time feels irrelevant to them. I even found a mod making me have to plant crops via seeds so i cant just stick a tato in the dirt and magically have a new plant. the tato vegetable spoils and i have to have seeds to expand my crops.
anyway....just wanted to share my thoughts and commend you on making me feel like a wastelander again. so thank you. i hope life is treating you kinder this year than the last and you feel like expanding/continuing/adding to this mod because i am absolutely hooked.
to anyone who is unsure of the mod i say do like the antistar suggested and make a new profile and give it a try. i mean really give it a full jump in all the way and give it a go. yes the time advancement and butchering manually and food spoilage and everything else is a bit frustrating at first but it is so so worth it.
now i just have to figure out how to endorse it more than once....hmm....lol
Yeah, you've got to have time passing at a reasonable rate in order for hunger/thirst/sleep needs to make sense, but it feels bad to (say) go into a shop in the morning, talk to a couple of people, buy a few things, then come out to find that the sun is setting. Can't stand high timescales.
So I was relieved that I was able to get the "These Things Take Time" feature working, even if it's not perfect. It was one of a number of things inspired by Cataclysm DDA, which it sounds like you might like, if you don't know it already.
Unfortunately i have an Issue where i cannot butcher animals; the prompt simply doesnt appear for me when approaching a corpse with knife in hand!
Off the top of my head, this is what's required for the butcher prompt to show up (beyond things like "it has to be dead" and "it can't have been butchered already"):
- The creature has to be specifically covered by PEACE (so if it's an all-new creature from another mod, it won't be supported).
- The equipped weapon has to have the "AnimsStabWeapon" keyword, so if it's a mod-added weapon that lacks it...
- You can't be in power armour.
- There can't be too many other activation prompts showing up (e.g. from other mods), such that the butcher prompt gets shoved off the list.
With your help, I managed to figure out the issue; the mod "alternative activation prompts" was interfering with the butchery prompt!
*cough*
Umm guys... I shouldn't right? I mean... maybe he doesnt... right I shouldn't. OK yeah.
I think it would have made for a much more interesting story. It seemed so obvious. Why wouldn't you do that?
Oh well. It's not like they had a chance of pulling off anything anywhere near as good as SOMA, in that regard. BGS' writers are painfully average, at best.
Check out the FAQ on the WARS Nexus page for more info.
but it does look like a neat addition
That means it can be detached from that armour and attached to another set, which is why it shows up the modification menu.