Posts

Fallout 4 Holiday Edit

Jan 16, 2018

In Fallout 4 by Bethesda Game Studios, Diamond City decorates for just two holidays: Halloween and Christmas. And on those days. Let’s say we’d like to see the nice folk of Diamond City keep their Christmas decorations up a bit longer. It’s a simple adjustment to a Papyrus script, DmndHolidayHandlerScript.

requirements

  • Creation Kit
  • Notepad++ (optional)

You may edit the script in a text editor like Notepad++ or edit within Creation Kit. I find it easier to use Notepad++ setup to compile Papyrus. After installing Creation Kit, find the Base.zip file within the folder Data\Scripts\Source\Base and unpack the contents directly into that folder. If editing the script within Creation Kit then in Cell View select World Space: DiamondCity and look for the editor ID: DmndHolidayHandler (0004408D) and right-click to edit. Find the script within the Scripts tab, right-click, and select Edit Source.

If new to Papyrus, see the introduction at www.creationkit.com/fallout4/index.php?title=Papyrus_Introduction.

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2017 December Miles

Jan 3, 2018

  • cycle: 92 miles (148 km)
  • run: 42 miles (68 km)

2017

  • cycle: 1450 miles
  • run: 645 miles

My 2017 totals are up from 2016, down from years I commuted 30 miles per day which surpassed 7,000 miles each year on the bicycle.

ProvoBridalVeilIcy2

Icy Bridal Veil Falls in Provo Canyon

previous

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Fallout 4 Combat Overhaul Part 2

Dec 22, 2017

In the first part I went over my goals in overhauling combat, and here I review the mods that build the foundation. In Part 3, I’ll cover my changes including adjustments to several weapon and armor mods to complete the overhaul.

combat overhaul mods

recommended

Fo4LasGatMarine2

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Fallout 4 Combat Overhaul Part 1

Dec 20, 2017

This part reviews my goals for reworking combat. In Part 2 I list the mods I’ve selected, and in Part 3 I describe some of the changes I’ve made to perks, armor, and weapons.

swinging plastic swords and shooting bean bags

Fallout 4 by Bethesda Game Studios improves shooting combat over previous Bethesda titles in smoothness of control, accuracy, and the VATS is fairly user friendly, too. Unfortunately, the game shares much in common with TES V: Skyrim especially in making combat feel more like a passive, stand-up-and-take-hits fights. The difficulty choices multiply damage in and inversely damage out, but I find increasing difficulty more annoying than anything since the same tactics still win the fight. Better is to make weapons more deadly, limit health, increase stealth difficulty, and try to get the NPCs to behave more reasonably for combat.

Before I started modifying the game, I had a strong feeling others had already begun changing combat so I went looking for solutions coming up with a collection of mods to use as the groundwork. Then I went about calculating and charting damages to find a reasonable solution for a more realistic and challenging gameplay in Fallout 4 Survival.

Fo4SniperMarine

assumptions

Here I’m not going to go into detail on how I arrived at these assumptions. There are books and articles written by combat veterans, historians, and martial arts experts on effective use of weapons and armor. I draw upon some of these, but do not reference them here. We’re modifying a game with its set of restrictions, and we must work within those bounds. So, we don’t need worry about scientific accuracy. If you disagree with an assumption, you may adjust your game accordingly.

  1. sword combat: unlike in the movies showing several minutes of sword clanging, real sword fights end quickly
  2. handguns: it may take more than a single shot to slow an attacker down, but each shot increases that likelihood
  3. “critical shot” in the game means hitting somewhere vital and likely deadly
  4. the power of a gunshot helps define potential damage, but velocity and size factor (smaller high-velocity round may result in less damage than larger low-velocity round)
  5. metal conducts energy with potential to damage a person touching it including the wearer if not suitably insulated
  6. modern armor is designed to fracture or crumple so wearer takes less impact
  7. a marksman trains to increase accuracy, and better accuracy doesn’t necessarily result in more damage unless it’s a “critical shot”

goals

  1. play Survival 1-to-1 damage (or 2-to-2) with weapon damage increased, more so for high-powered weapons
  2. armor protection leaning towards expected realism
  3. health point limits by creature type - no more spongy humans
  4. stealth more difficult
  5. tougher turrets, robots, and vertibirds
  6. AI should prefer to take cover instead of stand out in open, and more likely to flee when outnumbered
  7. shooting perks should emphasize increase in accuracy over damage
  8. explosives should make more sense (why does molotov cocktail have blast damage?)
  9. make energy weapons rare or more inconvenient due to huge power requirements

I want being one-shot a real concern even at level 100 forcing me take cover and plan my assault. Combat robots need to be scary tough, and vertibirds less of a joke.

Alternative goal to consider: remove laser guns for ballistic-only gameplay and perhaps keep the electric swords.

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Frostfall SE with SKSE64

Dec 17, 2017

Over on Nexusmods, there’s been a number of players asking for help with getting Frostfall and Campfire working on Skyrim Special Edition with SKSE64 and SkyUI SE along with several other players offering tips. Here I’ll review the steps and reasons for a workaround. Campfire and Frostfall work great without SKSE64, so players having yet to try SKSE64 may choose to wait for proper updates. It’s also perfectly fine to disable Frostfall using Options: Frostfall spell until an update.


(update September 2018): Campfire has been udpated to v1.12.1 for bug fixes and to optionally support SKSE64 and SkyUI SE. Remove any loose Campfire scripts (prefixed by “_Camp”) from your Scripts folder. You will still need a Frostfall workaround. If new here, follow steps leaving out the Campfire files.

For SKSE64 2.00.10 get PapyrusUtil SE v3.6 and replace the file from Campfire.


(update April 2018): Chesko mentioned updates coming within weeks in reddit post about supporting VR. If you perform this workaround remember to remove these loose files when updating Campfire and Frostfall.

(update Feb 2018): Frostfall author, Chesko, plans on updating soon as noted in post on reddit.


Reminder: Please do not re-post or distribute author’s assets without permission. This do-it-yourself workaround includes using assets that would require permission to share (see warnings at bottom).

Contents:

SkyrimSESKSEmeters

working Frostfall meters

hey, warmth is gone and MCM is a mess!

With SKSE64, Frostfall uses a different method to look up warmth and coverage values on armor. These SKSE methods depend on StorageUtil functions of PapyrusUtil, and without them, zero warmth. Installing PapyrusUtil SE to your game will get armor warmth working again with SKSE64. When SKSE64 updates with new version, also check PapyrusUtil SE for a new version.

Frostfall v3.4.1SE do not include files for SkyUI MCM (mod configuration menu). Without some extra work, profiles and hotkeys also fail. Since permissions restrict others from sharing assets as part of a fix (specifically the SkyUI SWF interface files), you’ll need to do the extra work on your own. Basically, you’ll want to grab the existing SkyUI interface files from the classic versions of Campfire and Frostfall and pack those into your mod manager so you may easily remove them once you have a proper update.

In short, you’ll be fixing this issue:

  • zero armor warmth and coverage

and adding/resolving these features from classic Skyrim:

  • meters
  • MCM text and buttons
  • SkyUI Add-on inventory warmth and coverage with proper text
  • hotkeys and profile loading

No DIY - install packaged patch

Sthaagg shared an unofficial Frostfall patch created by following this guide. Install the packaged patch and read below on how it works if you like.

Requirements: Campfire v1.12.1 and Frostfall v3.4.1 installed (do not unpack BSA files). Naturally, have SKSE64 installed correctly.

  1. if you have any other Campfire or Frostfall patches for SKSE or SkyUI, remove them
  2. check your Data\Scripts folder for files prefixed with “_Camp” or “_Frost” and delete them
  3. install Sthaagg’s Unofficial Frostfall patch
  4. install latest version of PapyrusUtil SE and let overwrite old file (PapyrusUtil.dll) from Campfire – if using MO2, sort PapyrusUtil last
  5. test on new game (or start Frostfall for first time) - see Step 6 below about meters and SkyUI warnings

important: after each game update with new SKSE64 version, update to new version of PapyrusUtil SE.

DIY overview

I’ll go over each one of these steps in detail below. Keep in mind these instructions based on community sharing may be incomplete, and a proper update requires changes to the scripts and the SkyUI widget files.

Perform at your own risk, and expect no support from the authors.

  1. armor warmth fix and “Wearable Lanterns” error-message fix - install PapyrusUtil SE
  2. create a working folder to place your files
  3. extract interface files from classic Frostfall (and Wearable Lanterns) and place in your working folder
  4. zip working folder and add to your mod manager
  5. create an empty plugin, “SkyUI.esp” and activate
  6. install and test
  7. consider starting a new character

This isn’t particularly difficult, but may be confusing for modding beginners. Those with basic mod-author skills will have most of this figured out on their own. Before attempting steps 2-5, you should have some familiarity with game file structure. If you’re new to using xEdit or a BSA-file browser, no worries unless you’re easily intimidated. Read carefully, and we’ll keep it simple.

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