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403 comments
thanks for using my patches, please endorse any original mods and make sure their authors feel appreciated.
Thanks.
Most MM-Animals/Mutants/Creature are having either a race from vanilla-game so they would yield unfitting loot (e.g. Thrasher are Dog-Race, so would yield dog-parts).
So, because it was often commented as nuisance/ un-immersive, i removed/did not add the harvest-keyword for those race.
MM Exclusive races are not covered by the harvest-manager of horizon and changing/editing/adding something there is out of my league - so those creature do simply drop something lore-according to MM, but cannot be harvested.
i admit to have reduced loot quite a lot.
for the same reason, that would require adding a new harvest-manager-quest exclusive for MM OR changing Horizon-Harvest-Manager. I too dumb to do that, so how i did it was the midway to add some races (e.g. Coyotes can be harvested and yield dog parts) and any creature with MM-Loot for a special race will just drop something from that LList by MM.
Anyone is welcome to do that part properly :) Hope you can enjoy MM anyways!
So, at the moment, if playing survival, fast traveling via caravan hub is not supported// i could not properly integrate this feature.
sorry, but that's another jake hiking the commonwealth to there :(
- Subway Runner Revised at Fallout 4 Nexus - Mods and community
- Polaria Systems (Dungeon) at Fallout 4 Nexus - Mods and community
DONE (Thanks!):
- CSEP Presents Loaded Bases 2.0 - The Final Chapter - Quest Mod at Fallout 4 Nexus - Mods and community
- Ashland Station - Quest-Dungeon-Settlement at Fallout 4 Nexus - Mods and community
- Children of Ug-Qualtoth at Fallout 4 Nexus - Mods and community
- Sector Five - Rise and Fall at Fallout 4 Nexus - Mods and community
- Flashy(JoeR) - Gun For Hire - Commonwealth Mercenary Jobs at Fallout 4 Nexus - Mods and community
- Remnants - Secrets of the Enclave at Fallout 4 Nexus - Mods and community
- Nordic Europa Research Facility (Dungeon) at Fallout 4 Nexus - Mods and community
Problems with Z-adaptive:
- Х
Not agreed:Subway Runner Revised at Fallout 4 Nexus - Mods and communityZetans - Alien invaders in the Commonwealth at Fallout 4 Nexus - Mods and communityMechanist Omega - An Antagonist Quest Mod at Fallout 4 Nexus - Mods and communityat least point lookout now feels complete; unless someone finds an issue.
And i am still playtesting the reinforcement mod, which i would like to get to work fully.
Ashland station i already use a patch, but never once tested it so i hopefully can do that soon :)
Remnants i could only add when the AR2 patch is completely bug-free which isnt the case.
Polaria is also too much.
mainly too much means that i am scratching the ba2 limit and wouldnt even be able to use that mod and making patches for something you dont even use has proved not optimal in the past :)
thanks for the suggestions anyway; youre finding fine mods there.
those 2 patches are in miscellaneous.
Yeah. BA2 limit, Im audit mods every month. :D
Sector Five - Rise and Fall at Fallout 4 Nexus - Mods and community
Gun for Hire is great, but has a lot of scripting/questwise, i dont dare to cobble something together atm.
The absent ghoul/ vault 28 sounds cool, but i still need a long time i guess before i have "purged" faults/not so good stuff in the other patches (i think)
I have CTD with Capital Wasterland Raider (original) in NG. What may be a problem?
Broken in Next-Gen Update:
Introducing - Radium-Inc. at Fallout 4 Nexus - Mods and community
Remnants Bunker at Fallout 4 Nexus - Mods and community
Enclave New-Story 2 at Fallout 4 Nexus - Mods and community
Capital Wasteland Raider Pack at Fallout 4 Nexus - Mods and community
Dak's Ballistic Mask at Fallout 4 Nexus - Mods and community
Introducing - Radium-Inc. at Fallout 4 Nexus - Mods and community
JU Helmets Redux at Fallout 4 Nexus - Mods and community
Its OK:
Sector Five - Rise and Fall at Fallout 4 Nexus - Mods and community
Desert Punks - A Raider Outfit Pack at Fallout 4 Nexus - Mods and community
Rags Pirates - Lightweight Raider Gang Overhaul at Fallout 4 Nexus - Mods and community
Toms Bruisers - Lightweight Raider Gang Overhaul at Fallout 4 Nexus - Mods and community
Revere Beach Raiders (Cinder's Crew Overhaul) at Fallout 4 Nexus - Mods and community
except for radium inc i do use all those mods; dont have a problem with one of those.
- this nasty limit -
just saying... how much wood could a woodchuck chuck if a woodchuck could chuck wood...
50 mod-installers in the Vortex catalog have been transferred from BA2 to Loose. Its OK now!
The mod developer would also do well to diversify the interior of the tunnels.
Its very cool lore-friendly mod
I do not like Mechanist Omega and Zetan Invaders (although they may be great mods) but will therefore never use and not patch am.
atm interesting i think is grognak adventures, haha and diamond city expansion...
Nordic europa i would look, it feels right toß me.
Polaria certainly looks nice enough to be seriously tempting, even if i dont feel gunners are much of scientists...
I cant understand why pack not working with MFG. May be problems with PLOP framework... because im analyzed all plugins from pack - no conflicts. Creatures and mutants from FGEP - working. (Fallout 3 ghouls not working too). :((((
I also didn't like how PLOP made changes to the L-F-A-W spawns, the author spawn concept of original mod is broken.
Mh, you think LFAW should be more - level oriented as in original, only a little lower, so highest mobs spawn around level 30?
I started work with my problem with ghouls...
1. Disabled all your mods, disabled PLOP - left only MFG and FGEP. There is no result.
2. I installed patch from 4estGimp - "MFG_FGEP-DE Merged NoVanilla". I checked every line. There is no result.
3. Instead of 4estGimp, I installed a patch from EXO - "More Feral Ghouls expansion Patch". There is no result.
4. I started checking all >1200 mods with 1350 plugins that change the "BodyParts Data". Disabled Live dismember and the Horizon patch for it. Cut out all integrations with this mod.
5. After step 4, generate new faces (facegen X-cell) with my textures for ghouls. It's working... It working with EXO build, I haven't checked your build yet after my manipulations.
Question: isn't it difficult for you to release plug-ins for your ghouls-pack only with data changes of "Non-player character" FormID for compatibility with Horizon? Especially for MFG and FGEP (+ legendary). M?
so probably it is difficult, because my patches rely on other people's esps to stay the same.
So, at start i did not like to do replacers, i still dont like em very much, because any update would be a pain to be updated/integrated.
on the other hands, i could just make all the ghoul-pack esps as replacers and then thats it, but it is harder to see change4s due to update.
Maybe some i could/should convert to replacers - those which original plugins are certainly staying the same.
But as long as things work - never touch a running system.
The ghouls galore-pack is especially difficult, because it already relies on replacers by leaftongue, which makes it highly "endangered" to get f*** maybe. ill think on that. thanks. enjoy your ghouls now .)
AND btw. i did not really thing someone was ...errrrrr... progressive enough to really take on such a requirement-list for ghouls, its a braindead merge of, what, 123456? 7? ghoul mods and the try to balance them all into horizon. what was driving me there? but it works, and mostly w/o issues...
By the way, I forgot to write that an important requirement for the correct working MFG and FGEP in complex ... - "hard injection" FGEP option in FOMOD, that is, not to select the "quest injection" option. I missed that too. There are a lot of factors... But now its working perfect with SKK and Children Qu... Uq... Uqguaaa..logk... lol
yes, i am underway checking ug-qual also, takes bit more time... (playing)
still got a problem with the elders?
Edit: Ah, sorry, i wont do the grilledturkey critters.
Reasons:
I made patches for CW: Yao Guais, Big Horners, Mantises, Geckos, Famished, Bighorner
#Had patch for CW Radscorpions somewhere
so "missing":
Institute Centaurs
Lamprey Floaters
DC Molerats
CW Centaurs
CW Behemoths
CW Radscorpions
BUT: They are integrated scriptwise and pro-style into LFAW by StamperDoesMod. This is over my head probably/at the moment or forever AND i assume i would have to patch the whole thing more or less from scratch. sorry, currently not doable for me. What ill do out of curiosity maybe is taking a brief look if i can do a single patch "easily" for one/more/all of those mods.
#Probably should do this, if i do skip Unique Creatures and "only" use LFAW for extra creatures/variety. but again, cant/missing motivation to do this atm.
3. Yes. After activate injection - all ghouls turned into Elders. After disable script with holotape - i see only classic ghouls, a few FGEP, non nemesis and MFG. Im use PPC non-lore version.
Maybe the scrited injection is made for VANILLA FO4, so it probably will not work whatsoever i do there.
added to requirements, although mentioned in description for raider overhaul patch hopefully.
which file has that esp as master? i thought the esp i patched is "standalone". its changing the outfits of the rust devils. thinking of that, i maybe should "restore" the old combat armor to have the same stats as normal combat armor, just thinking.
#mercenary.esp - load it after z_horizon_dlc_all btw
Okey, you have Mercenary.esp in Raider pack (only one file not active in my list) but i cant understand from what mod this replacer.
btw. faction reinforcements still have a problem sometime, when a raider uses data for the assaultronraider. id like to have that one fixed soon.
Raider Mechbots also seem to work. Raider Assaultrons i am not sure yet if they may cause invis NPC. Yes, will let BoS-Stuff only via Flare. Not much LLists to choose there and my dumbness adding to that. we'll see.
2. Its not actual esp?ill look for the tesla rifle, not sure if i use it. i think yes...
MutantMenagerie.esm ------------------------- (L-F-A-W-Horizon 1.9-Patch.esp)
ProtoLLOverridePatchNPCs.esp
Fo3FriedGhouls.esp (Gets replaced by FO3 and FO4 Feral Ghouls)
Ghoulblood.esp (More Feral Ghouls)
[ARRETH] FGEP-DE.esp
FGEP-Legendary.esp
Fallevil - Complete Edition.esp (Some ESPs get replaced by Leaftongues Plugin(s))
FO3 And FO4 Ghouls.esp
NemesisStandaloneHappo.esp (Make sure you get the right file, as per leaftongue advised)
PLOP_GhoulsGalore.esp (Replaces some ESPs)
Defective_Synth.esp
Radical.esp
Radical-eXoPatch.esp
Z_Horizon.esp (yep)
PLOP_DefectiveSynths_Horizon 1.9-Patch
RadicalEXO_Horizon1.9-Patch.esp
PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp (this basically patches MFG, FGEP+Legendary, Nemesis, Fallevil, FO3 & FO4 Ghouls in one file)
GhoulsGalore_LoreFriendly_Horizon.esp
Have you used the Elder-Injection again - this does not seems to work and i havent figured it out/ looked for it). Otherwise, if you still have the issues, i maybe could pack all modified ESP into an Extra-Folder, if any of thats missing/bored due to record changes.
Actually, it's kind of crazy :DDDD, is it right to release patches to the patches, of the patches, to the patches, of the patches, of the patches, of the patches, to the patches, of the patches, of the patches, of the patches, to the patches, of the patches, for the patches, or patches, by patches, to the patches, of the patches, by the patches and 1500 merge patches (+ your PPC patch)? In such cases, the PLOP developer should have written each step on his fingers, and published exactly the step by step with DOWNLOAD links (button link), not the lists. And in such huge builds, variability (the possibility of optional selection) can cause the entire assembly to malfunction due to any small omission. While a beast from FGEP appears, an invisible slider and a bunch of vanilla ghouls. That's it... That won't do. The LAW is working fine. Ehhhhhhh.... X_x
I sit for 6-8 hours a day and deal with only one problem - PLOP with ghouls. It's a matter of principle.
2. Why you have
plop_ghoulsgalore.esp after NemesisStandaloneHappo.esp & before Radical.esp?
Ghouls Galore - PLOP at Fallout 4 Nexus - Mods and community he write, that plop_ghoulsgalore.esp need put after radical-exopatch.esp & plop_mmlfaw.esp
3. I need PLOP_GhoulsGalore or PLOP_GhoulsGaloreLegendary from page Ghouls Galore - PLOP at Fallout 4 Nexus - Mods and community , they have same name .ESP ...
4. Proto LL Override Patch Utility - PLOP at Fallout 4 Nexus - Mods and community - what file is correct? From "PLOPTOP" link, or "ProtoLLOverrideFile"?
*updated*
PLOP Ghouls Galore. Not the Legendary one, i did "integrate" the other stuff without it.
E.G. FGEP Legendary i just did myself, also added MFG Legendary Ghouls btw and so on.
Helped?
I thought the reason was simple, but it turned out that there were 3 problems:
№1 Reason. Very dzen Textures - some textures don't work after FGEP update, so it's better to use Feral Ghouls Expansion Pack Performance Textures. Done.
№2 Reason. X-cell Facegen generator. He broke MFG with my generated textures. It's good that there's a separate patch for facegen that's easy to run through the plugin next after my 30GB facegen with ESP. For this reason, only vanilla ghouls appeared. Done.
№3 Reason. I wrote about this earlier in quote^ - the Cлassic Ghouls patch replacer did not work. This replacer returns the original textures and adds them from the mod, so only classic ghouls from Fo3 appeared. Done.
3. Children of Ug-Qualtoth. I don't understand what's wrong with this mod, since it's a fairly simple injection, but Elders are still purple-pink (by the way, you still haven't answered me if you've managed to check their textures in your game, although I'm used to you answering selectively. Joke.) and they replace absolutely all vanilla ghouls (But that's what it says in your LL in ug_children_horizon19_patch.esp in
LCHARFERALGHOULVANILLAPL
, I think it's better not to replace all vanilla ghouls with them) Your thoughts?.P.S. I recommend Tanks for FGEP-DE
But I need to understand which LL from PLOP+PPC is responsible for spawning ghouls outside the interior (exteriors) to add Tanks only there. I don't know.
Thanks for helping.
had tank added for a time. if you find out about the placement drop a word :)
ah, and i havent progressed the story of ug-qualtoth far enough to encounter elders. so when thats the case, i look closer.
FYI
RecordID:
DS_Feral_Synth_LL_Injection
has not a master file and emptyRecordID:
DS_Feral_Synth_Prototype_LL_Injection
has not a master file and emptyYou don't clear hard-quest injector from
Defective_Synth.esp
[ With PLOP creature spawn logic... ]( I have a spam of defective synth by Feral Nights when starting new game. Yes-yes, its injector working)
In CELLs no problem
You probably haven't encountered this problem since you haven't started a new game. (may be) But the hard-injectors by scripts from Defective Synth must(may) either be removed or adapted to PLOP. This problem with D.S, only with Feral Nights. In Cells its OKAY.
cant remember now exactly; but some patches were already made or noted to be in work.
i do think, more experienced "patchers/modders" should do that so it s not turning out to be sopmething being changed/corrected/updated week to week, as i unfortunately sometimes do/ have to do -.-. still everything is working ok with maybe minor flaws; still wating for some feedback on reported "bugs", but i did change that issues already, so should be ok.
the only patch i did regarding cc content was the makeshift weapon pack, because no one else had. and its still a bad patch, although its usable.
For AR2 it was only because it required the remnants cc content.
ok, many words: i will not patch all cc content, i think there are better people to do that!
I just recently started installing the newest Horizon, and I'm interested in some of these quest mods you got patching.
In your opinion, which ones that you have made here are the most stable and finished?
Cheers and thanks for your efforts mate
okay; easiest to see which are working best are those that do not get updated anymore.
I am very sorry, but the amount of patches makes me (besides being not very smart about programming and stuff like that...) have to correct some things every now and then.
I'd say, all patches are working at the current state; only thing getting updates are either if i missed (or messed) something or they dont work. means, updates are mostly tweaks and do not impact the usability very much.
Just use any you like; if you find something hard cumbersome give me a call, usually most things either can be done easily or not at all :p
the patch for children of ug-qualtoth seems not to work correctly if you choose to inject the elder ones into the ghoul LList; i am looking to get that solved.
the Patch for Sector 5 and Raqdium INC are just done by request; i am not using them so dont know how they work.
I am not 100% sure, but the patch for legendary mutations (the healing is great, but...) seems to maybe be the cause to (seldom) have an invisible enemy due to changing the race or something i havent figured out yet, but will eventually.
all other patches seem to work more or less, just maybe needing balancing, or e.g. the last update for beantown interiors was to "initially disable" a basketball that caused CTD repeatedly.
Most patches dont contain world edits/previs/precombines issues, so if you fear that or discover a problem, you have to look for patches about that additionally. Hope to have helped.
I'm mostly interested in these mods to add to my Horizon playthrough, so if you can lemme know what's your honest opinion on the state of your patches for these 3 and any issues/conflicts that you know of :)
Unique Creatures and Monsters of the Commonwealth (AWKCR-free)
Tales of the Commonwealth and Atomic Radio
Mojave Creatures: Mantis and Nightstrikers
And additionally, I should mention I used the Simple Downgrader so I'm not on NG. How do your patches work with the "old" version of the game?
Unique Creatures and monster also is in use a long time now. No issues yet -
except for one thing, but that is probably caused through interjection of LFAW and UNC, - very rarely a "radroch" spawns that seems to wear another creatures skin and also very rare another creature is spawned as "Bloodbug" (had a mojave mantis one time).
overall id say, go on, nothing to fear.
if using more (plenty) of other mods, you should check for conflicts anyway. E.G. i have a big patch for all LLists to solve conflicts, but such thing should be made individually.
I have no idea what PLOP is and how to modify LL's, i'm just knowledegable enough to install a mod, put it before horizon and put the patch for it after horizon :)
thanks for the reply!
Horizon 1.9 PPC various patches at Fallout 4 Nexus - Mods and community
So adding a gasmask to the inventory is just
1) prone to conflicts
2) more or less unnecessary
The Keyword "ChildrenOfAtomFaction" excludes any NPC from this cloak effect.
You can still use it, but e.g. using "we have names aio" would conflict´and depending on load order either give a name OR put a gasmask into the NPCs inventory.
Can you adapt
PPC various (unofficial) Patches for Horizon (1.94) - Ug_Children_Horizon19_Patch 1.0
toGhouls_Galore_Lore_Horizon_PatchPack ?
I have spam of schmuck ghosts :D
Or i need new "ghoul-spawn holotape" of SKK Feral Nights?
horizon_fgep-mfg-feral nights-patch.esp
Theres an MCM for feral nights, you can change that to be able to set spawn numbers below 32... thats easier, if your "schmuck ghosts" are spawned by feral nights...
anyways, i am willing to solve that issue, but dont get the point atm.
:DDD Qualtoth-Edlers...
If you've been through the Children of Qualtoth storyline, you should know that after completing the game, the player is given a Holotape with black Elders spawn enabled.
horizon_fgep-mfg-feral nights-patch.esp
+Ug_Children_Horizon19_Patch 1.0
see
CoU_encElderOfUgQualtoth
inCoU_LL_Elder
im using your "Ghouls Galor pack" tooencFeralGhoul01Template Coul LL_Elder
2)
In
horizon_fgep-mfg-feral nights-patch.esp
you have a copy FormIDs ofSKK_FeralNightsDetector_co
For what that copies? I cant understand ;(SKK_FeralNightsHolotape_co
SKK_FeralNightsWarningNight
SKK_FeralNightsWarningHunters
SKK_FeralNightsHolotape
SKK_FeralNightsDetector
1.1) By the way, ah... I haven't found any information anywhere, and the Elders in the spawn should be pink, or is it a texture problem? :D
2) The copies? if theyre overrides, its for adding tags/changing components to build, moving it to the arc_lab...
but youre right, the only thing really needs to be changed compared to the original plugin would be the formlist.
but skk feral nights does not change anything regarding NPCs, just spawns them.
so thats probably the template or such as ghouls galore and stuff change... alot...
1.1) just started looking,
1) i presume its got something to do with what LList it injects them, as LCharFeralGhoul is crammed with PLOP-things. ill try to change the quest so it adds them to the vanilla list. tomorrow^^
Whats about question 2 and 1.1?
my patch is based off this https://www.nexusmods.com/fallout4/mods/52449 (Feral Nights V 004) and i didnt used any replacers. So i wonder wheres "our" difference....
But, anyways, you could just change the formIDlist yourself, whatever ghoul-ll-list you would like there... only vanilla ghouls? only glowing ones all the way? fo3 ghouls? you would just have to make a LList and put desired ghouls on it.#
i did place lcharferalghoul in there, becuase i liked the idea of ANY ghoul-kind can spawn, but thats more a think of personal tastes. OG Feral Nights did not have a whole LList on it but, as you see, lvlglowingone and lvlferalghoul, ....well still varied possible...
honestly, this is another SKK mod - besides tags they usually do their job whatever mod-setup you have. so the patch isnt even required. maybe you just switch the FORMID for actor back to original.
there was another thing in true storms, where all ghouls that have been spawned during storms where created in TS-esp and were special (a package) so it was not working just putting a LList in there, because those ghouls woudlve missed the package...
Through the FormList, I added various ghouls from "Lore Friendly" list, as well as added to Feral Infestation + added a parameter to the Feral Nights terminal so that ghouls attack settlements regardless of level of safety.
Children of Ug-Qualtoth... There's an quest-injection script in FeralGhouls. I do not know why the textures are pink :D
on the front page you mentioned Raider gang extended, has the patch been taken down? or am I missing something
Tanks
Youre right i had a version for only raider gangsq exetended somewhen... ill look.
The patch for only Raider Gangs Extended is contained within the RGE-Patch-Pack. it name is: RGE_4estGIMPedit_Horizon-Patch.esp.
if you dont want the other things, use only this esp (it requires raider gangs extended and 4estgimps edit and nothing else)