This mod works best on a New Save on Survival Mode
Although I shouldn't have to delineate the difficulty level, because as we all know, Survival is the only one that exists. Besides, who would install a mod that aims to intensify the challenge of all these gameplay mechanics and then play on Easy mode? Actually, I'm going to heavily recommend that from v3.0 and later, it MUST be started on a new game. The mod contains some scripts, which, afaik, is a big no no to add/remove mid-game. Personally, the second my LO changes AT ALL, I consider that save fubar. I err on the side of not having a 90 hour playthrough explode, but the paranoia is mine. You can't have it. Just giving fair warning.
06/14/24 - FFS, I am absolutely burned out on this
Why is there a previs patch? Because I hate you. Nah, I'm just kidding, you're alright, kid. It's because of the added/removed objects and such. Previous versions of this mod had no idea how that worked or that it was even what it was. Not only are the problems gone, but ay, you might see a performance boost. Or maybe my ex will love me again. Who knows?
For all 3 of you who actually downloaded any of my stuff (I appreciate it, and hope you liekums) I apologize for the slew of updates. A combination of learning to do things more gooder + needing to update to match other updates.. I literally thought "and now I can finally rest" and then saw PRP updated and said "welp" and died a little more inside. Honestly, I have no idea how significant a change it is if any, nor will I attempt to, for I am stupid. I am also, violently suspicious of the Creation Engine, and rebuilt everything just to be on the safe side. Besides, I completely goofed the mastering of the plugins anyways and had to fix that. 4.4 contains the "updates" and should be fine to just totally overwrite 4.0.
Hopefully this is the last thing I need to make an update for for a while ._.;;
6-18-24 - Please god, make it stop I had borked previs.. I freaked out and thought I released a borked version of my mod. It was a different plugin entirely. False alarm. My bad.
Additional mods that aren't part of Dern Apukkylips, but you should totally also have because I know you want to suffer, you dirty little trollop™
No Invincible Bubble Turrets - If you decide to hack defenses (see: guessed their login password) and disable bubble turrets, you can now still target and damage them, making disabling them actually strategically correct. I personally use the 90% damage reduction variant, because while you should be able to shoot them, it makes sense it'd be harder to damage them if they're retracted into their little shells.
Mortal Settlers - Makes generic settlers that spawn in your settlements able to actually die from other NPCs. Also gives them some perks to mitigate to prevent instant crippling / healing between battles. note: when I run an error check on this mod, it spews out a ton of "warnings" of unused data. Just load the plugin in the Creation Kit, then hit save and quit. That literally fixes everything. I don't know why, it just does.
Survival Save Holotapes + Survival Re-balancer + Exit Save Disabler - To add a means of saving without a bed but makes them very rare/unconfigurable to mitigate save scumming. Which is why the exit save is disabled, too. You dirty cheaters. Besides, as much as you would like to adhere 100% to the NO SAVE UNLESS BED, life has a funny way of fcuking your plans up so having an emergency "at least I don't lose 3 hours of progress" hold out is nice for when those real life emergencies demand you stop playing your video games..... or just use it to save scum, ya filthy casual.
Less Overpowered Decontamination Arch - Limits the radiation level at which a Decontamination Arch can provide you with FREE RADAWAY to 150. Anything higher, you need to see a doctor.
Yes I'm aware you could just elect to not save, cheat, etc. etc... then why are you downloading mods for difficulty to begin with, ya dink? Ily, dink.
Looking at the net total of actual changes made isn't really a valid metric without considering the degree to which they are changed.
In regards to integrating it with the rest of your mods unless you're using mods that do the exact same thing then I don't know what to tell you beyond the obvious. Like don't use 10 mods that all alter vendors for example.
My current mod list is around 480 and I have absolutely no issues with any of them and they all play nicely. If this is still too much then I'm sorry this mod was not for you.
I actually made a much cleaner, more refined, version last night. Didn't get a chance to upload it because CK kept taking a crap on me while rebuilding precombines.. I'll make sure it's up tonight.
Removed a useless plugin, and some edits to address the cell reset bug to make it less exploitable, and I added some antibiotics in the vault 111 because it's bullshit when you leave the vault, the second you sleep in a bed you instantly get mega herpes and take constant damage before you've even had a chance to establish yourself.
I want the game to be hard but fair. I hope you enjoy it.
I have an old mod here that makes drinking water dirty and even puts the water gain per pump to 1 and it does even more: you can only build windmills - there is no damn constant flow of gasoline, electricity or such after the apocalypse. ash, and it gates the higher water pumps and stuff. pretty neat. also got another that disables decontamination arc. never made sense to build hitex.
I have a mod in my LO that makes the decontamination arch only remove rads of 150 or else, only a doctor can remove higher rad levels :)
And, yeah, I was recently thinking, "why the actual s h i t f u c k are there gasoline generators all around?"
But like, really.... even windmills wouldn't be enough to power everything. Especially considering the topology of the land. You need thousands of miles of flatland in certain areas of the world for wind farms to be viable. They don't actually generate that much power on their own, and the ones you can build in game are way too undersized to generate any significant power. There has to be a point where realism and suspension of disbelief needto shake hands lol.
Let's just assume the generators aren't powered by fossil fuels, but micro-fusioncores and the exhaust is just a means of keeping the fuel source cool enough to not meltdown the equipment :D
My god, you are the Mother-effin Shakespeare of Nexusmods. The description alone sold this. I don't even care if it breaks the entire Commonwealth,, my saves, or the fabric of reality itself.,t's part of my next play-through.
Does your loot reduction affect empty/full bottles? Just curious, as I use loot reduction/ balance mods, and I've found that some of them take away a crap ton of empties, and drinkable nukas as well. Having either a really thirsty {or sick, or heavily irradiated} start is something I like to factor, thanks.
15 comments
Although I shouldn't have to delineate the difficulty level, because as we all know, Survival is the only one that exists. Besides, who would install a mod that aims to intensify the challenge of all these gameplay mechanics and then play on Easy mode? Actually, I'm going to heavily recommend that from v3.0 and later, it MUST be started on a new game. The mod contains some scripts, which, afaik, is a big no no to add/remove mid-game. Personally, the second my LO changes AT ALL, I consider that save fubar. I err on the side of not having a 90 hour playthrough explode, but the paranoia is mine. You can't have it. Just giving fair warning.
06/14/24 - FFS, I am absolutely burned out on this
Why is there a previs patch?
Because I hate you. Nah, I'm just kidding, you're alright, kid. It's because of the added/removed objects and such. Previous versions of this mod had no idea how that worked or that it was even what it was. Not only are the problems gone, but ay, you might see a performance boost. Or maybe my ex will love me again. Who knows?
For all 3 of you who actually downloaded any of my stuff (I appreciate it, and hope you liekums) I apologize for the slew of updates. A combination of learning to do things more gooder + needing to update to match other updates.. I literally thought "and now I can finally rest" and then saw PRP updated and said "welp" and died a little more inside. Honestly, I have no idea how significant a change it is if any, nor will I attempt to, for I am stupid. I am also, violently suspicious of the Creation Engine, and rebuilt everything just to be on the safe side. Besides, I completely goofed the mastering of the plugins anyways and had to fix that. 4.4 contains the "updates" and should be fine to just totally overwrite 4.0.
Hopefully this is the last thing I need to make an update for for a while ._.;;
6-18-24 - Please god, make it stop
I had borked previs.. I freaked out and thought I released a borked version of my mod. It was a different plugin entirely. False alarm. My bad.
No Invincible Bubble Turrets - If you decide to hack defenses (see: guessed their login password) and disable bubble turrets, you can now still target and damage them, making disabling them actually strategically correct. I personally use the 90% damage reduction variant, because while you should be able to shoot them, it makes sense it'd be harder to damage them if they're retracted into their little shells.
Mortal Settlers - Makes generic settlers that spawn in your settlements able to actually die from other NPCs. Also gives them some perks to mitigate to prevent instant crippling / healing between battles. note: when I run an error check on this mod, it spews out a ton of "warnings" of unused data. Just load the plugin in the Creation Kit, then hit save and quit. That literally fixes everything. I don't know why, it just does.
Survival Save Holotapes + Survival Re-balancer + Exit Save Disabler - To add a means of saving without a bed but makes them very rare/unconfigurable to mitigate save scumming. Which is why the exit save is disabled, too. You dirty cheaters. Besides, as much as you would like to adhere 100% to the NO SAVE UNLESS BED, life has a funny way of fcuking your plans up so having an emergency "at least I don't lose 3 hours of progress" hold out is nice for when those real life emergencies demand you stop playing your video games..... or just use it to save scum, ya filthy casual.
Less Overpowered Decontamination Arch - Limits the radiation level at which a Decontamination Arch can provide you with FREE RADAWAY to 150. Anything higher, you need to see a doctor.
Yes I'm aware you could just elect to not save, cheat, etc. etc... then why are you downloading mods for difficulty to begin with, ya dink? Ily, dink.
Looking at the net total of actual changes made isn't really a valid metric without considering the degree to which they are changed.
In regards to integrating it with the rest of your mods unless you're using mods that do the exact same thing then I don't know what to tell you beyond the obvious. Like don't use 10 mods that all alter vendors for example.
My current mod list is around 480 and I have absolutely no issues with any of them and they all play nicely. If this is still too much then I'm sorry this mod was not for you.
I actually made a much cleaner, more refined, version last night. Didn't get a chance to upload it because CK kept taking a crap on me while rebuilding precombines.. I'll make sure it's up tonight.
Removed a useless plugin, and some edits to address the cell reset bug to make it less exploitable, and I added some antibiotics in the vault 111 because it's bullshit when you leave the vault, the second you sleep in a bed you instantly get mega herpes and take constant damage before you've even had a chance to establish yourself.
I want the game to be hard but fair. I hope you enjoy it.
all in all, sounds good you plan :p
And, yeah, I was recently thinking, "why the actual s h i t f u c k are there gasoline generators all around?"
But like, really.... even windmills wouldn't be enough to power everything. Especially considering the topology of the land. You need thousands of miles of flatland in certain areas of the world for wind farms to be viable. They don't actually generate that much power on their own, and the ones you can build in game are way too undersized to generate any significant power. There has to be a point where realism and suspension of disbelief need to shake hands lol.
Let's just assume the generators aren't powered by fossil fuels, but micro-fusioncores and the exhaust is just a means of keeping the fuel source cool enough to not meltdown the equipment :D
uwu