403 comments

  1. Ankhras85
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    Hey. I will probably have less time for this patches, so i will concentrate on removing faults in existing patches, maybe updating if needed but wont put too much time into these. unfortunately theres a quite straining rl-time ahead of me. still, i hope to be able to solve any major issues.
    thanks for using my patches, please endorse any original mods and make sure their authors feel appreciated.
    Thanks.
  2. Kingboo2000
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    Thank you for all the patches and help with the load order in the description! The "Welcome to Goodneighbor" patch doesn't seem to be working for me though it seems testing it with Horizon v 1.94 even just by itself in multiple different orders. There's a giant wall near the diner blocking off the rest of the expansion. I could be wrong, but I've tried everything I could to see how to get the patch to work with Horizon. 
    1. Ankhras85
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      I think i may have regenerated some previs with that, maybe you could delete any world edits of the patch... i look there next days what was done there. probably could remove those things.
    2. Kingboo2000
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      Gotcha. No prob!
    3. Ankhras85
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      FYI, uploaded the patch without world/cell edits. Maybe that offers better compatibility.
  3. EyesForBlueOcean
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    Thank you for your efforts, but why can't I harvest meat and other parts from Mutant Menagerie?:(
    1. Ankhras85
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      Hello. There has already been a post to this;
      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!
  4. Ashland Station doesn't show up in the caravan fast travel menu for me. Could just be load order or something but I noticed in the comments it said this patch wasn't tested
    1. Ankhras85
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      Hey. I havent figured out, how to exactly add new locations to this list. i have added ashland station to the formlist, but neither have i edited any script or message. if i do figure out the "how", i will rework any patch containing settlement locations to work with that list.
      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 :(
  5. MaxDrechsler
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    1. Ankhras85
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      hey. Nice mods, but i think at the moment i am simply correcting/ improving my existing patches. there are still some not-as-good-as-could-be things there. the next thing i wanted to do was a patch/ adding the diverse wasteland aio instead of the single pack i made.
      at 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 :)
    2. MaxDrechsler
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      The list above is not the most labor-intensive, but LORE-friendly and interesting, because after my pre-adaptation, these mods were passed and they complement each other well and do not conflict. 
    3. Ankhras85
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      Okay. I will start a new setup with a patch for ug-qualtoth. so gonna upload my patches for ashland & ug-qualtoth. untested ... but thats been often enough. nordic europa is too much for me as i just  recently added tgz interiors. subway runner i wont do, because i already use forgotten spaces, BTI and some others and i admit to not like a possibility, to reach anywhere using one system/world/spaceway/whatever.
      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.
    4. MaxDrechsler
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      I recently had to go back to savegame a week ago, so this will be a reason to retest CoU + Ashland.
      Yeah. BA2 limit, Im audit mods every month.  :D
    5. LeCharge
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      why did you cut Subwar runner from your list?
    6. MaxDrechsler
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    7. MaxDrechsler
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    8. Ankhras85
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      There is a patch for sector five in miscellaneous. but i wont use it, so it is as it is unless it is hard fupped.
      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)
    9. MaxDrechsler
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      Thanks ;)
      I have CTD with Capital Wasterland Raider (original) in NG. What may be a problem? 
    10. MaxDrechsler
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    11. Ankhras85
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      Broken? mh. did you downgrade your archives?
      except for radium inc i do use all those mods; dont have a problem with one of those.
    12. MaxDrechsler
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      I am using NG and the game does not start with this list. At the same time, file replacements are not required from other mods. I think the problem is with texture processing in BA2... or nvidia drivers for 3080ti. hm...
    13. MaxDrechsler
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      Found.....BA2 limit!!!! I have 515 now... must be <512 ;(((
    14. Ankhras85
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      *Smirk*
      - this nasty limit -
      just saying... how much wood could a woodchuck chuck if a woodchuck could chuck wood...
    15. MaxDrechsler
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      :D "We need more gold!" (Warcraft 3).
      50 mod-installers in the Vortex catalog have been transferred from BA2 to Loose. Its OK now!
    16. MaxDrechsler
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      why did you cut Subwar runner from your list?
      There are compatibility issues with wordplaces.
      The mod developer would also do well to diversify the interior of the tunnels.
    17. MaxDrechsler
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    18. Ankhras85
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      I see you have mentioned Flashys infestations as done. i hope so, but as of yet i never had any infection, but will "work"/Fumble on that one further if necessary.

      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...
    19. MaxDrechsler
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      Thanks. I have problem with MFG spawns, trying to rewrite PROP LLs now. Flashy - i will test. Thanks.Polaria: Gunners whanted to establish a base there :D
    20. MaxDrechsler
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      I've tried everything - mfgs don't spawn from galor pack... waaaghh!
      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). :(((( 
    21. Ankhras85
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      Are you using the "lore-friendly" thing?
    22. MaxDrechsler
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      Yes. + combiatoion with MFG LLs only , but spawn vanilla in fact. FGEP - good, as Nemesis and defective synths.This problem is only seen with MFG and FO3 ghouls. Well, after installing PLOP, black (pink?) creatures from Childen of Ug... Urg... lol don't spawn at all. I will have to disable the entire assembly PLOP and return only MFG spawns. :(I understand that the PLOP concept is interesting, but I'm sure it's not very adaptive when you have >1000 mods. 
      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.
    23. Ankhras85
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      There are no FO3 vanilla ghouls on these LLists, only the glowing ones. I kinda didnt like the look, its to different from FO4 Ghouls. If you want them, you have to add them to the LL.

      Mh, you think LFAW should be more - level oriented as in original, only a little lower, so highest mobs spawn around level 30?
    24. MaxDrechsler
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      I have already written that in addition to your settings, I also tested my LLs to understand the cause of problem. If i add at least 50 identical MFG or FO3 records, game always spawn vanilla ghouls. I thinks its script problem, or FGEP PLOP settings, no LLS. But with raiders pack, or gunners (+im using random encounter with addons) - perfect. About L-f-A-W -I see mutant animals too rarely, personally, I liked the chance of a spawn from the original settings from the author of the mod. :) i have 40lvl
    25. Ankhras85
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      have done nordic europa, but i did not reduce any loot, so recommend to use a loot reduction patch for it (there is at least one on the nexus). it should not concflit with the patch, so...
    26. MaxDrechsler
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      Oh, great! I was just thinking about "going down" there.
    27. MaxDrechsler
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      Hello brother.
      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?
    28. Ankhras85
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      Its anyways difficult i guess. i always thought, things stay the same, when proper modders do them. not always, as super mutant redux taught me...
      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...
    29. MaxDrechsler
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      Creating replacers is definitely a bad option for mods with updates, as there will be conflicts with micropatches from other developers of other mod-patches. For very old mods... maybe.
      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 
    30. Ankhras85
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      Oh yes, thats right. Ive added that to the description, jkust in case i did not mention before. still working on an "updated" descriptions page, with better coloring and such, but somehow patches come in the way. Hope to have that done soon. Thanks for the fact to no use quest-inject.
    31. MaxDrechsler
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      Enclave New Story 2 so... non-adaptive with any F4 mods... Deleted...
    32. MaxDrechsler
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      1. Can you add Grilled Turkey support for L-F-A-W?2. You check textures of NPC Children of Ug-Q? (Elder) 3. Quest script inject of Ug-Q without LLs its no problem for PPC Ghouls patch?
    33. Ankhras85
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      which mods are incorporated from CW/ GrilledTurkey?
      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.
    34. MaxDrechsler
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      1. Mutant Menagerie - Life Finds A Way at Fallout 4 Nexus - Mods and community -  its the second .esm of l-f-a-w
      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.
    35. Ankhras85
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      it seems the script-inject of the elders works different, than i assumed. just dont inject them via script, maybe just put them into the LList manually after having finished the story until it works out.
      Maybe the scrited injection is made for VANILLA FO4, so it probably will not work whatsoever i do there.
    36. MaxDrechsler
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      Mercenary.esp - from what mod? You have a .esp plugin with this masterfile.
    37. Ankhras85
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      https://www.nexusmods.com/fallout4/mods/20088
      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
    38. MaxDrechsler
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      Old armor - will be epic!
      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.
    39. Ankhras85
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      done, so player has the choice what armor to use. as said, only rust devils will carry that stuff from the mercenary pack. felt fitting for me, as their home base is so close to a military compound, i bet theyve looted anything they could get. hopefully the mixed armorset are not too inimmersive... the b-90 armor still looks - astonishing, but well.
      btw. faction reinforcements still have a problem sometime, when a raider uses data for the assaultronraider. id like to have that one fixed soon.
    40. MaxDrechsler
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      Okey. Going to test after 3 days working with CTD-problem :D faction reinforcments working? Whats about spawn Brotherhood "protectrons"? :D only by flare?
    41. Ankhras85
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      No, not updated and its not working properly still. Seems Gunner Bots are fine, as ive put em on the gunner-robot list.
      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.
    42. MaxDrechsler
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      OK, thanks. Reinstall and will test.
    43. MaxDrechsler
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      Can you adaptation to horizon the best old mod "NPC TRAVEL"?
    44. Ankhras85
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      there is a patch which is working. https://www.nexusmods.com/fallout4/mods/33985?tab=files
    45. MaxDrechsler
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      If using True Storms and Horizon, you probably use this patch:
      https://www.nexusmods.com/fallout4/mods/69041 by Starguardace, then you
      can use my Patch to add FGEP-DE and Ghoulblood NPCs to True Storms Ghoul
      spawns. Load after Starguardaces Patch.
      what patch?? Name? Download button URL? More guesses! :D
      PLOP_DefectiveSynths_Horizon 1.9-Patch.esp
      PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp
      GhoulsGalore_LoreFriendly_Horizon.esp OR GhoulsGalore_NoVanilla_Horizon.esp
      ###IMPORTANT: In any FOMOD do never choose "Quest-Injection", always go "Hard-Inject" otherwise LLists get messed up.###
      GhoulsGalore_NoVanilla_Horizon.esp i cant find this esp too
    46. Ankhras85
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      his patch is taken off. However, this is old, and dont add any ghouls to true storms LList, wont work, True Storm Ghouls have a special package. Sad this patch is not updated.
    47. MaxDrechsler
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      • Did you know where i can find Horizon patch for "Creation Club Tesla Cannon"? 

      GhoulsGalore_NoVanilla_Horizon.esp i cant find this esp too


        2. Its not actual esp?
    48. Ankhras85
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      Deleted/archived file cuz i dont use and cant check it. Anyway, its just some more strange ghouls taken off the LList, so i recommend to anyone havin a special taste what ghouls are "lore-friendly" or whatever one likes, just set up your LList yourself :)

      ill look for the tesla rifle, not sure if i use it. i think yes...
    49. MaxDrechsler
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      1. Thanks2. You know, i need "clear install" for check my ghoul spawn bug... all balance after fix. But with plop i see only vanilla and l-f-a-w (mutants without plop and they are spawn correctly). I think i missed any mod, but check your manual 5 times.
    50. Ankhras85
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      ok, for control: required Plugins: (Original Plugins, and you may want to use the patches/my patches for them)
      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.
    51. MaxDrechsler
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      Thanks. I installed +FGEP tanks from PLOP list and returned the EXO patch, disabled all non-vanilla textures for ghouls (only DDS). The result is so-so... But. I installed HAPPO textures separately for Nemesis - they appeared (I did not understand why there was no requirement to download them separately in PLOP page).
      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
    52. Ankhras85
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      yep, i think i wrote something about crazy for anyone using this.....
    53. MaxDrechsler
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      And i turm off Children of Qu.uaaaglothhh... because pink NPC replace all vanilla ghouls, and i have 99% vanilla gholus in PLOP. :d
    54. MaxDrechsler
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      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.
      1. Have you disabled mutantmenagerie_grilledturkey.esm in your plugin-list?

      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*
    55. Ankhras85
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      Ploptop Main File.
      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?
    56. MaxDrechsler
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      Ploptop Main File.
      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?
      4. Proto LL Override Patch Utility - PLOP at Fallout 4 Nexus - Mods and community - what file is correct? From "PLOPTOP" link, or "ProtoLLOverrideFile"? 
      Helped?
      I've disassembled half of all the mods and rechecked every single line in plugins. But I found out that the main bug is *ba2 FE3 ghouls don't rewrite *ba2F3 Classic ghouls (I manually unpacked installations from *ba2 to *loose in order to meet the ba2 limit (<500). Now "FGEP" was starting spawn, but I didn't particularly see "More Feral ghouls" (no *ba2 conflicts detected). Keep poking around... X_x
    57. MaxDrechsler
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      ...It was the most difficult task, but in the end everything works as it should. I'm talking about assembling ghouls with PLOP lists+your patch.
      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.
    58. Ankhras85
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      i admit to not have found that one too, if i had, i would have had nemesis prevented from inside spawning. any maybe goliaths as well.
      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.
    59. MaxDrechsler
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    60. MaxDrechsler
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      CSEP Presents Loaded Bases 2.0 - The Final Chapter - Quest Mod at Fallout 4 Nexus - Mods and community
      FYI
      I had just sat down to make a patch after 3h translating the mod, when suddenly you came and published your own. Thanks!
    61. MaxDrechsler
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      > Ghouls_Galore_Lore_Horizon_PatchPack >> PLOP_DefectiveSynths_Horizon 1.9-Patch.esp
      RecordID:
      DS_Feral_Synth_LL_Injection
      has not a master file and empty
      RecordID:
      DS_Feral_Synth_Prototype_LL_Injection has not a master file and empty
      You 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
    62. MaxDrechsler
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      See last post please
    63. Ankhras85
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      never had any issues with that one. ill check.
    64. MaxDrechsler
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      I edited my pre-previous post because the site removed formatting...Please read it again. Sorry.

      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.
    65. MaxDrechsler
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      In the post above, I described specific examples with questions about Defective synths and hard-inject scripts with FormID and screenshot.
    66. Ankhras85
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      if i check in xedit, i did.
  6. Erierth
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    I just wanted to know, are you going to patch all of those creative contents that came together with the next-gen update?
    1. Ankhras85
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      no. i honestly hope someone else will do... some already has been patched.
      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!
    2. Erierth
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      Sure.
  7. dobrique
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    Heyoo heyoo

    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
    1. Ankhras85
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      Ha...
      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.
    2. dobrique
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      Thanks for the reply!

      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?
    3. Ankhras85
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      Tales of the Commonwealth had no issue yet. Mojave Creatures had no problems, even nightstrikers are ok balanced imho. If you dont like PLOP, you can probably easy remove that requirement, if you dont mind editing the LLists yourself.
      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.
    4. dobrique
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      Eeeeeek

      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!
  8. MaxDrechsler
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    Hi. "Horizon 1.9 PPC various patches - Gas Mask NPC 1.1" with gas masks in inventory is not actual now? Or its added by Leveled List to all humanoids?

    Horizon 1.9 PPC various patches at Fallout 4 Nexus - Mods and community
    Hidden at 08 Sep 2024, 8:48PM by Ankhras85 for the following reason:
    1. Ankhras85
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      I skipped that. Edits too many NPCs and GMotW2287 has a cloaking effect that equips any NPC(original mod: Human Race and HumanChildRace) nearby the player anyways.
      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.
  9. MaxDrechsler
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    Hello! 
    Can you adapt 
    PPC various (unofficial) Patches for Horizon (1.94) - Ug_Children_Horizon19_Patch 1.0
    to
    Ghouls_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
    1. Ankhras85
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      Hey. Where you have spam of what? Whats a stupid ghost?
      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.
    2. MaxDrechsler
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      1)
      :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
      in 
      CoU_LL_Elder
      encFeralGhoul01Template Coul LL_Elder 
      im using your "Ghouls Galor pack" too

      2)
      In 
      horizon_fgep-mfg-feral nights-patch.espyou have a copy FormIDs of
      SKK_FeralNightsDetector_co 
      SKK_FeralNightsHolotape_co
      SKK_FeralNightsWarningNight
      SKK_FeralNightsWarningHunters
      SKK_FeralNightsHolotape
      SKK_FeralNightsDetector
      For what that copies? I cant understand ;(

      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
    3. Ankhras85
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      okay, ill look whats there. i know i changed the LList for the elders as it was seemingly only ghouls... maybe that even it (but dont think so).
      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^^
    4. MaxDrechsler
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      Thanks.
      Whats about question 2 and 1.1? 
    5. MaxDrechsler
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      Thank you, my friend.2. No your overwrites or overrights, you have another FormIDs for this EditorIDs :) Im using original SKK FN, without any esp replacers.
    6. Ankhras85
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      uh. thanks. im gonna check on that.
      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...
    7. MaxDrechsler
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      Thanks for the detailed reply. I rechecked all >1200 plugins and found a fck-replacer... It was a ru-translation from Nexus and FormIDs was different. T_T
      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
    8. Ankhras85
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      textures are pink as in "textures are missing" or they got pink/painted/strange colored textures on them...?
    9. MaxDrechsler
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      I cant understand - they must be pink or textures not working That's why I'm asking you. They hqve pink color with 50% transparency. Everything is fine in the dungeon, the NPCs are black. But it's strange in the Wasteland.
    10. Ankhras85
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      ok i think i got the point. ill see to solve that
  10. whithebunny
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    the patch for bleacher 2 in the gunner attack mission doesn't let me grab the servo armor, and it also doesn't give me the t60 breastplate when I grab it.
    1. Ankhras85
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      It shouldnt. bring your own power armor, the fen's sherrif department also gotta look their own resources... at least that was my thought to that...
  11. LeCharge
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    hi
    on the front page you mentioned Raider gang extended, has the patch been taken down? or am I missing something
    Tanks
    1. Ankhras85
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      RGE-Thingy (Main File now).
      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)
    2. LeCharge
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      Thanks for fast reply and for suplying these patches