can we have the plop patch of-- 1-all your creature mods 2-all your npc mod can you please make one patch for mods that add new factions??absolutely enjoying your mods!thank you
I am working on an injector framework that will surpass this. It will make faction and creature patching plug and play, this takes time however. I have the injector scripts working. They inject at level 3 to avoid start up overload. DLCs get injected at level 10 just to space things out. A lot of injection will be going on, this helps with start up when running script heavy load orders (everyone wants to slam your game with script lag right out the gate for some reason).
I also have another framework adding spawn mechanics that allow me to spawn babies and pets alongside NPCs. It is functional and very clean, already debugged.
All this without touching vanilla lists.
I will make an additional override patch that forwards UFO4P fixes, as well as the fixes included in PLOP. It will ensure no mods manipulate LvlNPC records or LChar level lists. I am preserving those lists to greatly reduce conflicts. This will take some time, but I have the groundwork finished.
woooooohooo thats gonna be a much needed addition to the game!!!waiting eagerly for your framework mod!im SURE its gonna be LEGENDARY AS ALWAYS!!!woah man you single handedly are revolutionizing the field of VARIETY in fo4 by providing us ways to have everything together!!!one question though please make it save game compatible if possible!!!Damn my heads spinning with excitement just from the news of your mod!!!also one info i forgot to mention theres already a mod that adds baby creatures and npcs called M.C.G but its a snu snu type mod from LL!you can check that out too if it helps with baby creatures!i have dogmeat offsprings all over my settlements!they start out as cute puppies and grow with time(basically baby dogmeats)!thank you sooo damn much good sir!!!have a great day ahead!
i do also have a question about sea claws. cant find them, do i still need the sea-claws plugin? LLists are there but cannot find them; maybe im blind atm
The plug-in for the sea claws and the rabbits is all World space edits. That has been merged in to this so it is not needed. If you do use it you will likely get two of everything at every spawn.
If you want, I can put the sea claws into the mirelurk family as a rare spawn. They have a problem with hostility. This is from the original Mod however
12 comments
1-all your creature mods
2-all your npc mod
can you please make one patch for mods that add new factions??absolutely enjoying your mods!thank you
It will make faction and creature patching plug and play, this takes time however.
I have the injector scripts working. They inject at level 3 to avoid start up overload. DLCs get injected at level 10 just to space things out.
A lot of injection will be going on, this helps with start up when running script heavy load orders (everyone wants to slam your game with script lag right out the gate for some reason).
I also have another framework adding spawn mechanics that allow me to spawn babies and pets alongside NPCs. It is functional and very clean, already debugged.
All this without touching vanilla lists.
I will make an additional override patch that forwards UFO4P fixes, as well as the fixes included in PLOP. It will ensure no mods manipulate LvlNPC records or LChar level lists. I am preserving those lists to greatly reduce conflicts.
This will take some time, but I have the groundwork finished.
Edit: So I got a little confused with the file names. I'm not gonna "downgrade" to 2.1 because of the intense fear of spiders I have.
i do also have a question about sea claws. cant find them, do i still need the sea-claws plugin? LLists are there but cannot find them; maybe im blind atm