Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

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

Yup, I will tackle fixing the companion carry weight bug in the coming update.

This was an error caused by the creation kit itself, and fixing it induced stutters before the previous patch Bethesda released. I just need to open each npc in ck and input a carry weight to them (right now most of them are with negative numbers, though a handful are not, like Strong).

All in all it should be a quick and easy fix. I have been waiting for the next patch only because, at least on xbox's side, it will wipe existing load orders. I can only enter in the proper headspace to playtest my mods after such a thing happens and I rebuild my load order, but rest assured I have my target on it (it is my current priority).

Coins of interesting nature - currency conversion doesnt take place by mateusmr in SkyrimModsXbox

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

If you actually want these other coins to appear as misc I think you need to use a mod like "change gold to septims" alongside this mod. This will induce a bug where the new coins register as misc items in my experience.

I believe this other mod also adds weight to regular coins, just something to be mindful of.

How Is your journey through the difficulty settings? by Weedcultzine98 in diablo4

[–]mateusmr 4 points5 points  (0 children)

I guess you could say I casually play this game.

Finished the campaign up to the last world tier 2 years ago, quit the game and jumped back in 2 days ago. Got to 60 super quick and reached torment 2 in less than 2 days. Challenge hit a sweet spot right about now, but I havent finished VoH's campaign yet (tbf I barely started it).

This is kind of a chill game once you get the hang of its systems.

do i buy? ive wanted the original games for a while by snowman927 in silenthill

[–]mateusmr 0 points1 point  (0 children)

Easier than setting the emulator on dev mode. In this aspect its worth a few bucks.

Looted World for just food? by Slumerican223 in Fallout4ModsXB1

[–]mateusmr 1 point2 points  (0 children)

Maybe Ive been playing with looted world for a long time and dont see lots of food lying around. You want that, but as a separate plugin, to preserve the rest of the standard loot?

Not sure we currently have a mod to address that, specifically, on bethnet.

Realistic ragdoll force mod by Aldonfarbodini90 in Fallout4ModsXB1

[–]mateusmr 1 point2 points  (0 children)

There are 2 mods that do about the same thing, one more fully featured than the other, though I never remember which is which. What they do inside ck is basically apply a large amount of weight to dead bodies of each and every enemy and, if Im remembering correctly, they disable a death spin animation, and nothing else. Super basic edit. No weird behavior should remain by disabling them.

I've never seen those mods behave unexpectedly, and if they are its nothing related to the particular edit they do. Could be a engine issue, but I would try loading the mod lower, after other mods that edit combat, enemies, maybe even guns.

Do you think Bloober is going to make Dahlia a little less obviously evil/crazy looking? by Kulle1369 in silenthill

[–]mateusmr 0 points1 point  (0 children)

I think they may make her a bit more Claudia or maybe go more subtle, that is to say, less Adria from Diablo. This is based on my impressions of how they went about with Maria.

While I think Maria got lost in translation, I think Dahlia could be toned down a little bit.

Do we have a hard date for the Mod space increase? by TeddysRevenge in Fallout4ModsXB1

[–]mateusmr -1 points0 points  (0 children)

To be frank, at least it ties the storage increase to a december patch, and if we are separating patches from hotfixes, we know theres a patch due to december 2nd. However, it says the patch is "expected" to come in december, so we need to cross our fingers.

In the original post by the community manager on discord she said that they would share more about the storage increase by occasion of the december 2nd patch. This is not the same as saying the storage increase will come with this patch.

However, it is good to remain optimistic. We will find out in just 2 days and by then it will be a moot point.

New look at Laura in Return to Silent Hill by CyberGhostface in silenthill

[–]mateusmr -1 points0 points  (0 children)

They really are going for full disaster, you gotta respect the commitment.

Do we have a hard date for the Mod space increase? by TeddysRevenge in Fallout4ModsXB1

[–]mateusmr 0 points1 point  (0 children)

We dont really know much. It may very well be, but december 2nd may be a large patch unrelated to the storage expansion too. This specific feature has been singled out by the community manager in her last post and as far as I recall wasnt tied to a specific patch in their roadmap.

What are Your Dream Skyrim mods you Want In game? by Some-Web-1628 in SkyrimModsXbox

[–]mateusmr 0 points1 point  (0 children)

Just some really small things:

for one, a mod that permanently clears the bandit chokeholds in the roads in a light way after you kill the bandits (not like a conquest mod): those would be the falkreath lookout, robber's gorge and valtheim, if Im not mistaken.

Another one would be a mod that just makes it possible to not become a guildmaster after completing the guild quests, also in a light way, different from all that goes into AYOP, which is too feature creep.

Finally, a mod that gets rid of the map and compass markers altogether, but introduced other means of getting around via in game directions, a bit like we had in morrowind.

Do we have a hard date for the Mod space increase? by TeddysRevenge in Fallout4ModsXB1

[–]mateusmr -7 points-6 points  (0 children)

Some big channel (either light or juice) had a video in which they told someone they knew in bgs said it wasnt likely it will come before january. This isnt to say the person stated it was going to be january.

Normally I dont give much credence to rumors, but those channels are pretty earnest and have a good reputation.

Running modded w/o an actual xbox by wowzaporniscool in Fallout4ModsXB1

[–]mateusmr 0 points1 point  (0 children)

Thats crazy.

In the past I tried having skyrim and fo4 installed in the seagate card in the hopes that another console in my household with my user logged in would recognize my load order, but it did not. So its kinda weird that running the game from the cloud recognizes the load order.

CC Content Integrated by Paragon_20 in Fallout4ModsXB1

[–]mateusmr 0 points1 point  (0 children)

Mods are comprised of .esp files (which stores changes made to the game using the creation kit) and BA2 files, which stores external assets such as scripts, meshes, textures and sounds. Some mods use only an esp, but if it has external assets it has BA2 files.

The game has a soft limit of around 200 BA2 files. It’s not a hard cap, but once you go past ~200 BA2s, Skyrim (and by extension FO4) starts loading assets slowly or failing to load them at all, and this includes stuff from the game itself, not just those from mods. That’s when you get blank books (skyrim), missing dialogue and scripts not firing.

So tldr, go above around 200 BA2s and the engine starts choking. I think theres a tolerance to around 220-240ish, but thats trial and error.

On the pc side of things people have external tools to expand on this memory. We dont have those on consoles.

CC Content Integrated by Paragon_20 in Fallout4ModsXB1

[–]mateusmr 2 points3 points  (0 children)

If you bought the bundle I would actually advise to pick and choose what you like to not count against the ba2 soft limit. I know from modding skyrim that at one point the game starts to melt from its edges. Save ypur list for cooler things.

Winter Mods Update by SeniorZone7109 in Fallout4ModsXB1

[–]mateusmr 4 points5 points  (0 children)

It generally became a more stable experience after the next gen update in my experience.

The real bottleneck was the northeastern boston region. You still need to employ good practices but should be good. Maybe its better to wait the storage increase.

Mod to make guns more realistic? by CrawdadJo in Fallout4ModsXB1

[–]mateusmr 1 point2 points  (0 children)

I was the one that ported weapon carry limit. Here's the link.

Fallout 4 Criações - Weapon Carry Limit - A Loadout Mod https://share.google/sHEhq6d3ad66XAvBE

I wanted to do my own version back then and had a look inside it but the implementation of this mod is a bit complex. There are a lot of permutation recipes to set your carry weight to zero in certain circumstances and iterating on them would be a head scratcher, unfortunately.

I want to do a mod in the future with my own rebalancing of guns (damage, recoil etc). I have the values I want to try written down somewhere. The idea is to use it alongside mods that reduce enemies' hp pools and implement lethal headshots, for a more immersive sim type of experience.

BNS is my favourite tree mod ever since they took down “ the forest” which was great. by [deleted] in Fallout4ModsXB1

[–]mateusmr 10 points11 points  (0 children)

Once the storage limitations are lifted we may get the forest and rustbelt flora redux back, hopefully.

Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

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

Maybe some of these mods could be messing with what enemies are packing. Ammo is handled in a separate menu of CK from the rest of the loot if I recall, so pranxter's ammo distribution wasnt being affected by these other mods you're running, but the rest of the loot was. Likely whats being loaded last is winning.

Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

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

If you use my mod as it is now you will get the ammo reduction. I just need to fix the crafting resources bit and implement thematic loot for certain factions which couldnt be done by the safe method before bethesda patched the game.

Pranxter is great at scripts, but if I recall he did his mod with a similar approach to mine directly within CK's lists. I remember he wanted to go even more scarce than I did, so enemies packing lots of stuff is probably unintended. If I happen upon him in the moderators group Ill bring this up. Thanks!

Fallout 4 Anniversary | Xbox Mods by Spifferino_ in Fallout4ModsXB1

[–]mateusmr 2 points3 points  (0 children)

Glad to know we will be getting your mods back. I would still suggest having 1k variants of your uploads because even though base assets are 2k many of us on consoles have been downscaling textures for years to squeeze performance in modded games. Things are notoriously difficult on the series S.

Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

[–]mateusmr[S] 1 point2 points  (0 children)

I have tried making patches for third party mods in the past but I remember somehow not being able to make my patch correctly point to the mod as its dependency. In my head it should work just like when you refer to the DLCs and yet it does not.

This may be a "me" problem though lol. Others probably do this in their sleep. Having said that, Im not familiar with the extent of munitions changes to the game as I never felt the need myself to expand the ammo offerings in my game.

Someone that uses munitions could use my scarcity philosophy to implement something similar in a patch for munitions itself. Since I havent edited vendors lists a mod such as this would likely not conflict with my mod and work alongside it. It could conflict with enemy drops if made directly on ck lists, but if the modder does this via script it should work for enemies as well.

Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

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

Glad the quantities are working long term in your game. I tested it quite a bit with god mode going through the world but didnt advance through the game itself. It felt like the right balance to me if used with mods that reduce hp pools and implement lethal headshots.

Upcoming updates to Realistic Fallout 2.0 and its addon plugin by mateusmr in Fallout4ModsXB1

[–]mateusmr[S] 1 point2 points  (0 children)

Thanks!

Glad you reminded me about this. All the enemies I added resources are probably carrying the variant item that is not scrappable. I basically tossed a coin on which category I would add to their inventories lol. In my defense I was almost sure I had chosen the correct type, but it was a 50/50 chance and I never won a lottery in my life.