However, there are overlapping changes from not imported mods, such as: - Molotov Cocktail Nerf (not imported, but very similar change in CTM "LITE") - Fallout 4 Particle Patch (CTM "FULL" removes some particles completely, safe to have both) - Loot Logic and Reduction (heavily conflicting changes; load either after, user preference) - RAW INPUT (CTM "FULL" would override almost all if loaded after; slightly conflicting changes)
Are you using Give Me That Bottle Rehydrated's RobCo Patcher?
I made my own Robco changes, but similar to add keywords to chems/drinks and then those keywords are what determine the empty containers received. I extended on the original mod of course by adding empty chem containers and stealth boys that can be received and [optionally] for crafting. SoleVaultBoy is a wonderful modder and I appreciate them for letting me use the script :)
How does your follower RobCo tweaks compare with RobCo - Smarter Companions?
It's described in the FOMOD. Similar with some additional changes, such as companions having no Affinity cooldown. It's done in a different way to account for even temporary companions (quests), and in my opinion (I'm biased), done better. If the companion doesn't have Affinity, the changes are ignored.
The game crashes at the main menu when using the full version of the mod with NEO. The LITE version works fine on its own. I installed the mods following the Midnight guide, without downgrading, up to the Minor fixes section, and removed mods already included in CTM. After testing each mod individually, I found that the crash only happens when both the LITE or FULL versions are used with NEO. The game version is the latest NG build.
I use the Full version of CTM normally, so that is odd. Been using such since the inception of CTM following NEO. I'll look into why this may be occurring, but I can't provide an answer currently since I haven't ran into this issue. I run a partially downgraded build, just like The Midnight Ride. So, downgraded exe for oldgen F4SE/Address Library, but NextGen CC included. Do you have Robco Patcher installed? There is a build for NextGen Robco Patcher, but it is relatively in beta...
Thanks for the tip. Yes, it seems that the problem occurs exactly when RobCo Patcher - NG - ALPHA 4.1.1-NG is activated. Because if you disable it, both mods work without problems (at least the game does not crash to the menu), but if you activate it, everything happens as described above. With RobCo Patcher, it prevents the game from starting when these two mods CTM and NEO are combined.Thanks
is there a way to reduce the percentage of chems drop on enemies???ive hoarded so much itll last me for 4 apocalypses lol!!im using the lite version along with the gog and immersive crafting plugin!!also im using the gog version of CFM!im on oldgen!!thanks for such a much needed mod for our beloved wasteland!!endorsed!
bro how can i remove any chem effects from cfm gog plugin?as it is conflicting with chemfluence as in enemies triggering psycho effects on player during combat!thank you!
spoken too soon!!it isnt a bug from this mod but mentats rather with its Mgef condition bug fix that was triggering those blood buffs!ive restructured everything since then and now everything works smooth!ONLY thing i pray for now is reduced drops!!thanks for the mod!!a must have for all load orders!endorsed!
I noticed you added Glitchfinder's 'Bug Swarm Crash Fix' but are still lacking a number of the other bug fixes implemented into The Midnight Ride - Glitchfinder All-In-One, do you plan on implementing the other parts of his All-In-One into your mod? It would be good not to have to have two mods, that mildly conflict, when I could just run yours instead.
There aren't any conflicts, as the changes edit the same files/records. The reason I didn't include some of those changes is because they involve navmeshes that I don't want to include into CTM. Otherwise, The Nuka World Radio Fix will likely be added in the next UFO4P update, so I opted to skip that fix. Newton's Regards has too many Worldspace edits to be added into CTM. You can have Glitchfinder's AIO and CTM up at the same time with no issues.
Also a small note: Glitchfinder's AIO should not be ran in the same load order as Rebuild AIO due to navmesh conflicts. This includes other mods that edit or add new navmesh data in the Jamaica Plain's / Mechanist's areas.
Possibly a consideration, but the reality is many of the same records that are fixes are also tweaks, so it would ultimately require more plugins... and I'm trying to avoid branching things off too much. The main intent of the entire mod page is tweaks, the fixes are just also included as they're part of the tweak records. I'll think about it, thanks.
Only problem tweaks are fine but they are gutting the compatibility with other mods , this mod touches soo many things at once.Like armor changes , level list changes , new crafting objects , npcs changes all of them are subjective edits.This mod has potential to be something better than community fixes merged since that mod doesnt cover minor issues like yours do but as i said needs some culling on what is essential on lite version all those changes i mention belong to full version.
Agreed. With the possible exception of the ability to scrap corpses and skeletons and not getting the Molerat Disease in Power Armor, all the "QoL Tweaks" should be in the full version only.
The armor changes are almost all fixes, arguably aside from the Super Mutants, so you can loot their equipped armor. Hats shouldn't ever have a weave capability, as they completely break balance. The minutemen general coat is also a combat armor chest variant, so it was given the appropriate keywords to make it mod-able like a combat armor chest. Reginald's Suit was replaced with a proper clean suit. Removing the new craft-able options would deter from the QoL, such as the smaller Power Armor station and Chem options (which is further optional with the empty chem containers). The MISC additional crafts are mostly QoL as well, and pose no damage with other mods.
As for the Leveled Lists, it's extremely tough to separate changes with those since the fixes and tweaks for those records are highly mixed together. Similarly with the Projectile changes (look at UFO4P/CFM as a comparison), with some exceptions. NPC changes again are a mixture of fixes and tweaks... COBJs, Magic Effects, Object Effects, list goes on.
In the end, if you want changes that drastic, it would require a purely "Fixes" option, which would gut most of the COBJ, NPC_, LVLI record changes. Again, I will consider it, but it would likely involve 3 branches, which I already tried before last year.
You dont need 3 branches , make 1 ba2 file contains everything (main, texture etc) and 2 esp file selection. 1 esp For full contents and second one for fixes only.you could put tweaks under esl files marked as esp as optional modular selection.That way you could easly get rid of bloat and simpler (since you already have backup of fixes)
Also make both esp file same name so it will be easier to add masters for modular tweaks. Like CTM.esp and for modular tweaks MoleRatFix.esp with CTM.esp as master etc.If you do that instead of 1K download i 100% assure you this mod will be second branch of community fixes merged (things it doesnt cover) and will be on main page.Soo much potential but its too bloated right now.
I think you're over-simplifying how this process goes...
I already do most of that with the FOMOD setup as it is. The ba2 archives for Lite and Full have to be different due to having more assets added to the Full version, which are used regardless of the plugin's edits. I already have both Lite and Full as the same plugin name so that the patches can use them as "masters" regardless of the main option. The same goes for the Robco Patcher INIs used. I am planning on removing some of the subjective adds for Lite. Mainly most of the armor changes and a few changes that can be transferred to the Full plugin or the GOG Fixes plugin, depending on context. Also, many of the edits to crafting food and chems will be moved to a patch called "Immersive Crafting".
I noticed in xEdit that your mod makes some NPCs changes, like Codsworth, have different Energy Levels, Moods, etc. in their AIDT - AI Data sections. What's the reason for that?
Their default mood is 50 and doesn't move beyond that, which negatively affects settlement happiness. Mods like Workshop Framework handle this dynamically for all settlement robots. Aside from that specific mood change, the main goal of the other edits is about settlements behavior, which includes: Codsworth, Deezer, Dr. Feelgood, Drinking Buddy, and the Graygarden robots. Some of the robots offer a happiness boost (Deezer, Dr. Feelgood, Drinking Buddy) and others just security. In the future, I'll likely explore migrating some changes over to using Robco Patcher, but it's also highly possible that not all of the changes can be 1:1 used.
There's a patch included in the fomod for the loot module mainly for the empty chems to match up; PA module, no conflicts afaik. Crafting Highlight Fix is F4SE-based, so no I can't add it. Workshop Highlight Fix is easy to include because it's a simple INI edit.
Just wondering if anyone out there in the verse has destroyed thier personal free time/life making a patch for "You Are Exceptional - Skills and Perk Overhaul" yet? :)
616 comments
- Diamond City Billboards (imported into CTM "LITE")
- Dogmeat Follow Behind (imported into CTM "LITE")
- Flutter Flicker Fixer For Foliage (imported into CTM "LITE")
- Gloomy Glass (imported into CTM "FULL", with additional changes)
- Hair Specular Map Removal Thingy (imported into CTM "LITE")
- Legendary Mutation Messages Fix (imported into CTM "LITE")
- Melee Sneak Locomotion Animation Blending Fix (imported into CTM "LITE" - just the main file)
- Midnight Cult Fix (imported into CTM "LITE" - just the main file)
- Weapon Behavior Ironsights movement lock fixes (imported into CTM "LITE" - just the main file)
However, there are overlapping changes from not imported mods, such as:
- Molotov Cocktail Nerf (not imported, but very similar change in CTM "LITE")
- Fallout 4 Particle Patch (CTM "FULL" removes some particles completely, safe to have both)
- Loot Logic and Reduction (heavily conflicting changes; load either after, user preference)
- RAW INPUT (CTM "FULL" would override almost all if loaded after; slightly conflicting changes)
If anything, the empty containers also reduce actual chem rates for now.
Also a small note: Glitchfinder's AIO should not be ran in the same load order as Rebuild AIO due to navmesh conflicts. This includes other mods that edit or add new navmesh data in the Jamaica Plain's / Mechanist's areas.
The mod page currently is at version 1.1.9, same as the main file.
As for the Leveled Lists, it's extremely tough to separate changes with those since the fixes and tweaks for those records are highly mixed together. Similarly with the Projectile changes (look at UFO4P/CFM as a comparison), with some exceptions. NPC changes again are a mixture of fixes and tweaks... COBJs, Magic Effects, Object Effects, list goes on.
In the end, if you want changes that drastic, it would require a purely "Fixes" option, which would gut most of the COBJ, NPC_, LVLI record changes. Again, I will consider it, but it would likely involve 3 branches, which I already tried before last year.
Also make both esp file same name so it will be easier to add masters for modular tweaks. Like CTM.esp and for modular tweaks MoleRatFix.esp with CTM.esp as master etc.If you do that instead of 1K download i 100% assure you this mod will be second branch of community fixes merged (things it doesnt cover) and will be on main page.Soo much potential but its too bloated right now.
I already do most of that with the FOMOD setup as it is. The ba2 archives for Lite and Full have to be different due to having more assets added to the Full version, which are used regardless of the plugin's edits. I already have both Lite and Full as the same plugin name so that the patches can use them as "masters" regardless of the main option. The same goes for the Robco Patcher INIs used. I am planning on removing some of the subjective adds for Lite. Mainly most of the armor changes and a few changes that can be transferred to the Full plugin or the GOG Fixes plugin, depending on context. Also, many of the edits to crafting food and chems will be moved to a patch called "Immersive Crafting".
Also, how is compatibility with Damn Apocalypse Loot and Power Armor modules?
"You Are Exceptional - Skills and Perk Overhaul" yet? :)
Dank_ArmorOverrides.esp