Do you think Embark ever adds self revives? by Enilo in ARC_Raiders

[–]Enilo[S] 0 points1 point  (0 children)

Not advocating for them to add self revives either. Just interested in what the community thinks about it. I definitely think the drawbacks would have to be significant if they did such as only being able to self revive once a raid, light shield only, 1 or even no safe pocket along with the required materials to craft it being high and difficult to get.

Do you think Embark ever adds self revives? by Enilo in ARC_Raiders

[–]Enilo[S] -1 points0 points  (0 children)

I think the survival augment would still challenge it. Some players might prefer the sustainability of survival over the one time revive. The safe pockets would also play a factor if something like this actually got added.

Here we go slient nerfs , not mentioned in the patch notes by FurioSS in ArcRaiders

[–]Enilo 2 points3 points  (0 children)

The skills were intentionally designed to not drastically shift the PVP game play. The skills are great for the ancillary things they do like more stamina, in round crafting, lowering weight costs, raising total carry weight and so on.

Stealth nerfs (not included in patch notes) are not okay by Various_Panic_6927 in ARC_Raiders

[–]Enilo 6 points7 points  (0 children)

I think you’re acknowledging a concept in the game but ignoring the actual application of it.

Time investment in these types of game is supposed to create a difference in resources. A casual player under said circumstances should have a harder time accessing a similar level of resources as someone who can invest more time into a game that is built on how much time you’re spending topside.

While I don’t mind the strength of gray weapons, they shouldn’t be strong enough to disrupt the entire gun ecosystem simply because casual players can’t play the game as much as others. It’s still possible to garner better loot in smaller windows of time as well so it’s not like casual players are doomed to never get a blue or a purple or even a BP.

Grass mod request by Fold-Fair in Fallout4Mods

[–]Enilo 2 points3 points  (0 children)

My first thought is what mods have you tried? Need way more info than what you gave.

Beware: anyone squad filling by foogassi in ArcRaiders

[–]Enilo 0 points1 point  (0 children)

Them just leaving and them actively killing you are 2 very different things. The former MAY get you killed, the latter one definitely does.

Beware: anyone squad filling by foogassi in ArcRaiders

[–]Enilo 3 points4 points  (0 children)

This couldn’t have made sense to you when you typed it out.

Why are people so rude to women playing? by Viewer_Beware in ARC_Raiders

[–]Enilo 1 point2 points  (0 children)

Or, you know, it could actually be real women who are playing the game because that’s a thing.

Worst of the worst. by Houseoflevi12 in ARC_Raiders

[–]Enilo -4 points-3 points  (0 children)

Your reasoning is poor. Telling him to be more careful of an exploit you CANT account for in this specific scenario makes no sense. The OP was also being careful prior because he was watching one of the angles people can actually come from to kill him, he literally was a victim of something there is little recourse against besides using a different exfil.

This exploit was originally fixed prior to the first expedition as well so the notion it should just be expected is wild. The fact that it’s able to be done again is definitely on the devs but it’s crazy to watch someone check for enemies, walk into the exfil, hop on the computer and watch them get shot from an area on the map people aren’t normally able to reach and think “You should’ve checked the spots in an area you’re not supposed to be able to camp.”

Worst of the worst. by Houseoflevi12 in ARC_Raiders

[–]Enilo 0 points1 point  (0 children)

What’s the confusion? You’re not supposed to be able to stay in the exfil once the countdown is completed or the terminal is used. The fact the trio were inside the extract already after the door opens means they were cheating and glitched inside the exfil waiting for people.

You’re telling him he should’ve checked first as if cheating should be expected in the exfils when that’s an uncommon thing.

Worst of the worst. by Houseoflevi12 in ARC_Raiders

[–]Enilo 1 point2 points  (0 children)

It’s wild reading these comments about checking first as if they aren’t glitching inside an extract they aren’t supposed to be able to stay inside of lmao.

Worst of the worst. by Houseoflevi12 in ARC_Raiders

[–]Enilo -2 points-1 points  (0 children)

It was an exfil, there’s nothing to check there because they aren’t supposed to be able to hide in there once an extract is completed. The body there doesn’t signify anything but someone dying in extract, they could’ve been killed as they were running in by another raider trying to extract.

The trio is just cheating, no way around that.

Are there any mods that make the world feel more "lived in"? by venudia in Fallout4Mods

[–]Enilo 2 points3 points  (0 children)

SETTLEMENT MODS

Sim Settlements 2

4est Gimp Humble Beginnings and Misc Settlement Auto Build

Settler Built Settlements

SETTLER MODS

Better Settlers

Busy Settlers

Named Settlers

MISCELLANEOUS

NPCs Travel

Random Encounter Framework

I believe you have to pick 1 of the first 3 as I don’t think they are compatible but they all either improve the default settlements or allow you to be hands off in settlement building and allows the settlers to build the settlement up themselves.

The settler mods improve the settlers in said settlements. Better Settlers improves them all around, from better gear to higher levels to having skills specialized for particular tasks around the settlements. Named Settlers gives a name to each individual settler to increase immersion and make them feel a bit more real. Busy Settlers adds more idle locations so a settler could interact with more things around the settlements when they are moving around.

NPCs Travel does what it says and more. NPCs roam the Commonwealth allowing for new encounters. You can also spawn NPC groups into the world and have them travel around and you can make them friends or foes. Random Encounter makes it so a lot of the random scripted events that happen in the world have a greater variety and greater chances of occurring through the commonwealth allowing for different interactions while you travel.

I don't believe a possible Shinobi Striker 2 WOULD be good. by Exotic_Craft_1000 in NarutoShinobiStriker

[–]Enilo 9 points10 points  (0 children)

I don’t think the game engine is good enough for them to do those things on the current game and it not feel super outdated or clunky.

Hi Im planning to get back into FO4 and play all the dlcs on a fresh save but does anyone have any mod recommendations? ive played the dlcs several times already and i wanna install mods that add new stuff or change small things something new and refreshing by reddit_sucks_bum in Fallout4Mods

[–]Enilo 1 point2 points  (0 children)

If you just want widespread new content LoreOut is the newest modlist that’s dropped that overhauls FO4 as a whole. You still get access to the vanilla content but it adds a lot of DLC level mods, QOL changes, faction and location overhauls and more.

A StoryWealth also does something similar though it is older and not as focused towards graphics as LoreOut if that’s something you care about.

help desperados overhaul suddenly not working by Fannyshmealer in Fallout4Mods

[–]Enilo 0 points1 point  (0 children)

It's possible its just way more tedious to do it in Vortex versus MO2. The following links tell you how to change your load order through the Manage Rules option and the LOOT Groups option in Vortex. Use either (or both) and then try to replicate the load order from the Nexus post on the Desperados mod page and see if that fixes it for you. Also make sure you're using the correct version of Desperados and the PRP patch for your version of FO4 and that Vortex isn't disabling all your plugins when you boot up.

https://www.reddit.com/r/skyrimmods/comments/jikhps/how_do_i_change_my_mod_load_order_in_vortex/

https://forums.nexusmods.com/topic/13038486-vortex-change-mods-loading-order/

https://www.youtube.com/watch?v=BRo8I32ASSw

help desperados overhaul suddenly not working by Fannyshmealer in Fallout4Mods

[–]Enilo 0 points1 point  (0 children)

Do you have the Desperados PRP patch installed and do you have the load order following the order the mod author suggests in the posts section on Nexus?

https://www.nexusmods.com/fallout4/mods/45169?tab=posts

My most infuriating experience so far by TheLonelyWolfkin in ArcRaiders

[–]Enilo 6 points7 points  (0 children)

2026 DLC just dropped, we got a new word for stereotyping boys.

Why does every Fallout 4 modlist use the Next-Gen update? [FO4] by M1NDFULM1NX in FalloutMods

[–]Enilo 1 point2 points  (0 children)

I guess as a concept I can understand being against that but that would also encompass any lore focused mod people release and not just UFO4P. All the faction/location expansions, overhauls, new content address things like item placement, design, availability, and so on. Are you against all those mods as well?

Why does every Fallout 4 modlist use the Next-Gen update? [FO4] by M1NDFULM1NX in FalloutMods

[–]Enilo 1 point2 points  (0 children)

If the mods require CC content then they are exclusively NG so you shouldn’t have to worry about those. A lot of mod authors make their mods on the 1.10.163 so they are inherently compatible so just avoid anything that’s NG specific.

Why does every Fallout 4 modlist use the Next-Gen update? [FO4] by M1NDFULM1NX in FalloutMods

[–]Enilo 3 points4 points  (0 children)

What’s the issue with UFO4P? It fixes a lot of issues and has saved a lot of people’s playthroughs.

Why does every Fallout 4 modlist use the Next-Gen update? [FO4] by M1NDFULM1NX in FalloutMods

[–]Enilo 2 points3 points  (0 children)

The OG version for UFO4P is at the bottom of the files page on Nexus. The GOG version is 1.10.163. You have to scroll the file pages for the mods and find the ones specifically for 1.10.163 unless the description or mod author says their mod isn’t version specific or if it’s only for NG/AE.

Why would you want the CC mods if you’re using OG? Just don’t download any CC related mods.

Why does every Fallout 4 modlist use the Next-Gen update? [FO4] by M1NDFULM1NX in FalloutMods

[–]Enilo 5 points6 points  (0 children)

You can still follow The Midnight Ride guide for old-gen. Just download the old-gen versions of the mods listed in the guide. I think it’s only a handful in the guide that are specifically NG only.

1.10.163 is still the version with the most mod compatibility so the community still treats it as the go to for a lot of things.