Hey Chuck, I want to leave some feedback here. I've played with this mods since you released it and I'm very happy how it changes the beginning of the game. Last weekend I started a new game on survival.
I wanted so desperately do some stuff with my gear but there were no workbenches at sight. The enemies feels a lot tougher because you can not simply buff your armor so I was forced to go in other directions. I explored the landscapes more and found stuff I didn't even know it existed (there's a crop vendor with a kitty at a small pond far west of the Abernathy Farm; never seen such things before...). Today I tried to wipe the ghouls at Gorski cabin (again) and decoyed them to the Drumlin Diner where Wolfgang helped me to defeat those bastards. And I couln't believe my eyes when I noticed the weapon workbench in the cabin's basement. After cleaning the area I returned to Santuary, took some materials with me and went back to the basement. It was really satisfing to have a nice pipe sniper rifle and an upgraded 10mm pistol. I actually had the feeling of accomplished something.
Good job dude, you have a good sense for balancing.
This mod goes very well the survial mode and Some Assembly Required which removes all power armor spawn points in the world and leave only 3 hand placed sets. Now the game feels as it should at release day.
As a side note, I noticed the infamous cell reset bug in Sanctuary and at Red Rocket. After some searching I found a hint at bethesda.net that it helps if you flag the plugin as esm in FO4Edit. I did that and the bug was gone. I put a specific item in all mail boxes in Santuary and they stayed there for over many ingame days now. I'm not sure if that would have any downsides but after playing 12 hours I didn't norticed any glitches. I hope bethesda fix their stuff.Got fixed with the latest update.
It also changes the Campfire to Lvl 1 of local leader instead of Lvl 2. I was unsure of a better requirement for it and thought Lvl 2 was a bit high for a simple campfire cooking station.
Sure, if you don't mind uploading the one without the irrelevant Local Leader perk, I'd love to check it out. Do you think there should be a relevant base ability to build stations like Blacksmith or something? So each workstation would require L1 in that plus L1 in the skill-specific perk. Just a thought.
Thanks for addressing this issue! Sometimes I would really like to know what Bethesda was thinking, and sometimes I am glad I don't lol.
When we were in the other thread I had forgotten that I had added the relevant perk for the station upping the requirements. So for example the weapons station requires "Local Leader 2" and "Gun Nut 1"
I can change this and have been messing around with this again since we talked about it. In the version I'm testing now I removed the Local leader requirement and only have the Lvl 1 skill for Chemist, Armorer, and Gun Nut.
If you want to try that one I can upload it.
I also was looking into adding a level to the perks but again I'm going to hold off because some of them are attached to a quest and it would be better to do with the official tools. (At least for me that is.)
This is a great idea! It balances the fact that you get power armor about 30 mins into the game. Since it breaks easily now you can't repair it since the very beginning of the game. Which power armor stations are left alone?
Power Armor stations in Military bases and by vendors are still there. I'm leaving the ones that would make sense to me. I am trying to just get rid of the random ones in the world and in settlements making it harder for the player to fix there PA.
Just an FYI, I didn't delete any Ref's I went through and just marked them as "Initially Disabled" so this should not conflict with other mods. Also I am working on a PA reduction mod too. My PA Reduction mod removes the random PA just standing in the world leaving only the ones locked up or in bases and somewhat appropriate locations but it's still too early to release that one.
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I wanted so desperately do some stuff with my gear but there were no workbenches at sight. The enemies feels a lot tougher because you can not simply buff your armor so I was forced to go in other directions. I explored the landscapes more and found stuff I didn't even know it existed (there's a crop vendor with a kitty at a small pond far west of the Abernathy Farm; never seen such things before...). Today I tried to wipe the ghouls at Gorski cabin (again) and decoyed them to the Drumlin Diner where Wolfgang helped me to defeat those bastards. And I couln't believe my eyes when I noticed the weapon workbench in the cabin's basement.
Good job dude, you have a good sense for balancing.
This mod goes very well the survial mode and Some Assembly Required which removes all power armor spawn points in the world and leave only 3 hand placed sets. Now the game feels as it should at release day.
As a side note, I noticed the infamous cell reset bug in Sanctuary and at Red Rocket. After some searching I found a hint at bethesda.net that it helps if you flag the plugin as esm in FO4Edit. I did that and the bug was gone. I put a specific item in all mail boxes in Santuary and they stayed there for over many ingame days now. I'm not sure if that would have any downsides but after playing 12 hours I didn't norticed any glitches. I hope bethesda fix their stuff.Got fixed with the latest update.It also changes the Campfire to Lvl 1 of local leader instead of Lvl 2. I was unsure of a better requirement for it and thought Lvl 2 was a bit high for a simple campfire cooking station.
Thanks for addressing this issue! Sometimes I would really like to know what Bethesda was thinking, and sometimes I am glad I don't lol.
I can change this and have been messing around with this again since we talked about it. In the version I'm testing now I removed the Local leader requirement and only have the Lvl 1 skill for Chemist, Armorer, and Gun Nut.
If you want to try that one I can upload it.
I also was looking into adding a level to the perks but again I'm going to hold off because some of them are attached to a quest and it would be better to do with the official tools. (At least for me that is.)
Just an FYI, I didn't delete any Ref's I went through and just marked them as "Initially Disabled" so this should not conflict with other mods. Also I am working on a PA reduction mod too. My PA Reduction mod removes the random PA just standing in the world leaving only the ones locked up or in bases and somewhat appropriate locations but it's still too early to release that one.
Another idea for the PA, is maybe make one of those marked for reduction, make them exoskeletons.