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Fallout 4 → Файлы

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Fallout 4 — продолжение кульотовой серии ролевых игр в мире постапокалипсиса. В игре полностью переработана система прокачки, игровой. Подробнее

War of the Commonwealth – больше врагов в мире Fallout 4

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Мод принесёт толпы врагов на улицы Пустоши – идеальное решение для тех, кому играть на выживании слишком легко.

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Если вы хотите облегчить прохождение Fallout 4, то можете воспользоваться нашим файловым архивом. Здесь собраны только проверенные и работоспособные файлы для игр, которые можно скачать бесплатно.

При скачивании файлов нужно обратить внимание на версию игры, для которой он предназначен. Трейнеры для игр, например, не всегда совместимы со всеми версиями игры, так как разработчики, выпуская обновления, могут менять архитектуру игры и принципы работы тех или иных ее механик. Обычно версия, с которой совместим файл, указывается прямо в его названии.

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Russian Author: cat-boyWar Of The Commonwealth (Rus)

Version 1.3b

Version 1.3

2) Due to numerous reports about issues in faction behavior, more serious effort was taken to find some solutions to those problems. Problem is complex in nature and arise mainly because original Bethesda faction records only set up relations between small number of chosen factions, since it was not anticipated that most factions can even meet each other due to virtually non existence in the game. By default any two factions are considered neutral, but that is often overridden by NPC AI, since NPCs with Very Aggressive AI still attack any neutrals on sight. New population brought by this mod showcased that problem and demonstrated hostility issues from main story factions towards player owned settlements.

Since changing AI of all game NPCs was not considered possible, in attempt to fix hostility issues, update script was implemented, that forced main story factions to be friendly to player and the minutemen if one made no hostility towards story faction, or if player is member of that story faction. Although effective towards player and minutemen, fix however had not worked well against settlements. Reason for that is that NPCs encountered in settlements do not use same faction, and use spread gamma instead. Once fix was applied to GenericNPC faction some issues resolved, but many attacks still happen, since factions can attack player followers they don’t like (those use custom factions) or creatures from the cages from wasteland workshop (faction unknown in vanilla, so neutral => Very Agressive story faction NPC AI => hostile). In turn settlers and turrets return fire and whole settlement become hostile. Unfortunately, changing follower factions will screw a lot of story quests and adding non-hostility tag vs wasteland workshop creatures will create permanent dependency on that worthless DLC, so those still can’t be changed, and care must be taking while bringing those into settlements.

Some other people complained that friendly attitude of some story factions (synths for example) does not suit them for several reasons, so problem became two sided, some people wanted to fix all hostilities, while others wanted main story factions to be hostile. So, ultimately, it was decided to bring this setting into the menu for customization. A special sub-menu controlling story faction alignment override is placed in the story faction section of main mod menu. This menu is dedicated to fix hostility and non-hostility issues between player, player settlements and main story factions, it includes switch to turn on/off automated hostility fix and to change some faction alignments by hand if that is required. If you want hand made changes to persist, story faction auto non-hostility update must be turned off. Turning fix off will not get back initial alignment between factions, but will allow you to make necessary changes by hand. Changes made in menu are permanent; you will not be able to set them back to values defined in story until story will re-assign them! Menu settings will affect temporary hostility flag as well (set by engine if player attacks somebody from target faction, auto reset by game in 24 hours). So ultimately, you have to choice what you want.

Note, that setting story factions (other than Minutemen) to join settlement patrols will turn on story faction non-hostility update automatically. Automatic non-hostility fix is also been improved by addition of WorkshopNPC faction to non-hostility list, so it should now work better. However, that auto fix will be set to off by default and will need to be turned on if you want story factions to be non-hostile against settlements, if they will not have reasons to behave otherwise (for example «strong» and «danse» followers are hostile with BOS and will still cause settlement attacks, same applies to creatures in wasteland workshop, so take care!).

3) Minor fixes to mod content: Fixed bug in Respawn control causing incorrect handling of highway and vertical spawns; Fixed improper settings display in settlement patrol faction chance menu; mod’s control item type changed to medicine to prevent causing hunger in survival mode; presets are changed to accommodate new settings for Far Harbor; vertical spawns are set to off by presets and by default, since it was reported to cause CTD (this is due to navmesh issues on the building roofs and probably can not be fixed) so enable them by hand if you want more chaos and have not fear for increased crash rate.

Version 1.2

While this version will not use FH assets, it has build in dependency for that DLC. This one is essential for having the ability to add spawns to FH in near future, since adding new masters into mod plugin leads to renumbering of mods formIDs, and those are hard used by many of mod’s scripts. I had to place that dependency as a bookmark, that will allow Far Harbor spawn placements without full reconstruction of assets in CW area.

Major addition: Vertibirds.

Finally, update i promised, that includes vertibird spawns. All story factions will now have vertibirds depending on story position. Vertibird for each faction will now have custom paint job (thanks to temazatl for original textures. http://www.nexusmods.com/fallout4/mods/12711/?) and stats/loadouts. Vertibird encounters will be available after airship arrival and will run missions against random hostile targets around the commonwealth. Unlike the vanilla those will be very dangerous since they have a massive armor and firepower. Several control settings controlling their spawn rate and behavior are made available in mod’s menu. Those are:

Vertibirds will randomly target enemy groups that are hostile towards faction owning the vertibird, once their spawn timer (base time) expires. There is one restriction however: vertibird spawns are restricted in the glowing sea area. I’m generally satisfied by their behavior for now, but it can be changed later on people requests.

New spawn areas: Vertical spawns and Highway patrols.

Added spawns form Coreyhooe Vertical Spawns project (http://www.nexusmods.com/fallout4/mods/13236/?), those now have usual WOTC controls in corresponding menus. Vertical spawns populate roofs of some buildings and other heights with enemy groups, because of enclosed environment and poor navmesh coverage on the roofs, those will be static and will not go on patrols. That spawn section includes about 200 new spawn points.

Placed highway Gunner patrols we done with Coreyhooe as well. Those will sweep around on the highway and attack any strangers they find. Navmeshing is better when on the rooftops, but occasionally some can drop through the hole in the road or do some funny stuff like jumping of the highway. Good addition to overall WOTC construction since highways were effective «safe zones» before. Fully customizable in menu settings as usual,

60 patrol routes in total.

Main spawn and faction changes.

Re built the spawn map from scratch using new version of spawn generator with strict control for faction distribution. Made some changes to base countryside spawn faction composition, ghouls got a little debuff, upped the chance for children of atom. Due to some requests changed number of units in Guai groups. Made some ballance tweaks into faction NPC’s using Creation Kit, factions affected: Railroad, Synths, Triggermen.

Railroad got new characters, including legendary agents. Completely reworked their loadouts to include mostly energy weapons. They will use Railway, Gauss and Plasma rifles as well as plasma grenades and gatling laser, missile launcher and other stuff on higher level mobs. Created 4 new versions of their Armored Coats, including new paint jobs (thanks to Taereus for the textures. http://www.nexusmods.com/fallout4/mods/3094/?) and stats.

Synth spawns had been changes to spawn new characters as well, those will now include synth gen 2s for higher level guys. Changed all synth weapon loadouts, they will use many different guns not just institute energy weapons, those will include cryolator and cryo grenades and plasma rifle/missile launcher at higher levels.

Dramatically expanded Triggermen weapon loadouts to include many different ballistic guns, changed outfits for clean suits/tuxedo for higher level triggermen.

Changes to mod’s scripts:

Most of the mods script had been changed to accommodate new spawning areas and vertibird spawns. Added corresponding settings to the mod’s menu. Applied fix for faction hostility against settlement NPCs, source of the problem appeared in fact that settlement NPCs were not a part of player faction as i was thinking initially, but a part of separate ones, that caused them to remain hostile, while faction hostility against player and minutemen was resolved. Made changes to story control to affect GenericNPC faction as well, that should resolve hostility issue with settlements. Increased variety of settings for the spawn limiter.

Version 1.1b

1) Spawn limiter is set to unrestricted by default and by preset settings.
2) Spawn limiter type changed, limit applies to number of active groups, not to number of spawned NPC’s.
3) Changed corresponding option in the mod control menu and it’s in-menu description.
4) Made some changes to presets, so they will feel similarly in effect to the same preset names of original 1.0 release.

Removing 1.1 version’s default 50 NPC limit, will unleash chaos again, making gameplay more fun, without taking deep into mod menu controls.

Version 1.1

2. Added new feature: NPC limiter mechanic. Simply put that is control variable that limits number of active spawns existing at the same time. If normal spawning scripts will try to activate units above set maximum these new spawns will be blocked for spawning. This setting should be effective tool in tuning mod performance to suit user PC performance. This new setting is now available in the main mod menu.

3. Hostility problem between settlements and story factions should now be resolved. Story control script will automatically make story faction a friend of the player faction, once player had joined that faction.

4. Extended settlement patrols with patrols of main story factions. If player had joined some of the story faction and had advanced into story line that faction will have a chance to replace minutemen on patrolling the owned settlement areas. Maximum chance of such replacement can be set in the mod menu, actual replacement chance will depend on story progress.

5. Made some changes to patrols. First of all, fixed issue with city patrol route records, preventing city patrol routes to function properly by causing one record circular linking. Next, patrols can be regulated more gently now with introduction of patrol chances, that could be set up in mod menu instead of just allowing them to be switched on and off.

6. Made changes related to respawn mechanic, so respawn controls will function resembling common respawn behavior common to user. Instead of setting cooldowns just on spawns that had been activating, scripts will also impose cooldown to any inactive spawnpoints in the area.

7. Placed more trigger in story control, allowing story faction spawn chances to mimic faction position in the story line more closely. Power or «weight» of each story faction will depend on situation of some other ones. Minutemen progress will increase the global chance of replacement of any new spawn in CW with the minutemen group.

8. Placed the fix for sudden body removal bug. That was caused by spawnpoint control script, it fired the unload code when player get’s far enough to detach spawnpoint parent cell, but since units do patrols that does not necessary meant that spawned units are out of sight related to player. Placed a special routine that will delay spawned unit or it’s dead body unload until player will be far enough from them. To prevent excessive firing and holding excessive script instances this procedure was not applied to actors being spawned in. If it will lead to «teleport in» bugs, i will place this routine to them too.

9. Re-worked mod’s control menu script. Placed controls for NPC limiter, patrol chances, faction chances for settlement patrols. Changed some in-menu texts to be little less confusing to the mod user. Applied old CSE music theme. Placed special section of the menu that can show some important mod internal control variables. For now this section is used to display number of active mod units and interval of master update timer.

10. Fixed Forged Leader NPC. Should no longer be friendly due to the forged quest.

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Important warning: Version 1.4 requires both Automaton and Far Harbor DLCs. For god’s sake do not rename main mod file, it is linked into some script functions, if you will change file name game will crash!

How to make update using current save:

1. Navigate to some interior, for example: basement of one of the houses in sanctuary hills.
2. Save the game and exit.
3. Completely uninstall previous version.
4. Launch the game and load latest save, ignore missing plugin warning.
5. Make new save (this one would be clean of previous version scripts).
6. Install new version of the mod.
7. Load latest save.
8. Play.

Procedure will delete old versions of scripts from the saved game and should not harm anything else.

Description

Reviews by Jr Mods (4:10 at timeline) and It’sAGundam (5:10)







* A complete spawn overhaul for Commonwealth exteriors, with addition of thousands of spawn points for enemy groups in outskirts of Boston as well as in city itself.

* Large variety of spawn settings, including spawn point area density, numbers of units in spawned groups, group patrolling, chances of spawning story factions in certain areas, randomness of unit count in spawned groups and respawn settings for new enemy groups.

* Mod uses random number generator (RNG) based scripts to switch between different group placement points and group enemy numbers. This mechanism offers fully dynamic spawning, with high degree of randomness, meaning you will almost never meet same enemy groups at the same place.

* All placed spawns are not static anymore and will go on the patrols in the surrounding areas. This new additions brings up completely new experience since you will never know, when and where you will meet the enemy. Your in-game situation can escalate in very unexpected and dramatic fashion, forcing you to react and do tactical decisions on the fly.

* Faction of the spawned groups will be different depending on area you are in. Many locations in the game will have individual faction lists for new spawns, modelling major faction area of influence. This mechanic offers you a great diversity of encountered enemies, allowing you to encounter any faction from the game.

* Special group compositions for any generated NPC groups. Each group will have leaders, strong, medium and weak mobs in it. Larger groups will have much greater chance to have some strong units and legendary leaders. Some hard faction unit variations, including power-armored mobs will be common sight in the whole CW area.

* New spawns will include many factions underused by the vanilla game. Commonly you will encounter some Forged, and DLC Raider-bots along with normal raiders, will encounter Triggermen in central Boston and so on.

* Mod uses new mechanics to generate story faction spawns. That includes Minutemen patrols around the player owned settlements and Minutemen/BOS/Railroad patrols in central Boston and Cambridge areas. Minutemen settlement based patrols will become more numerous and expand their patrol area further from their base, based on settlement population and happiness, while chances to see Railroad and BOS groups will depend on story progression.

* Adjusted encounter zones, with increased enemy levels, while moving from the Sanctuary corner to the south, for the Quincy and Glowing Sea Areas. Increased levels dramatically rise the chance to see mobs, that are greater than your current level, meaning not any fight can be won, forcing you make new tactical decisions based on enemies you encounter.

* Mod completely overhauls the Glowing Sea area, which will be populated by the most dangerous enemies, such as swarms of Supermutants, deathclaws, robots, children of atom and ghouls. That place is a dangerous warzone, as it was intended to be.

* In overall,mod content includes about 50000 of new placed NPC’s and creatures, around 1500 of new group spawn points and patrol routes in common CW area, around 200 group spawn points and patrol routes in cites, and around 200 Minutemen settlement based conditional patrol groups/routes.

***NEW FEATURE ADDED IN 1.2
FACTION VERTIBIRDS WITH CUSTOM TEXTURES. INSTITUTE, BOS, RAILROAD, AND MINUTEMEN VERTIBIRDS

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NEW FEATURE RELEASED IN 1.3B UPDATE: HAND PLACED FAR HARBOR SPAWNS IN INTERIORS OF THE EXTERIOR FAR HARBOR CELL ONLY, AND OTHER SELECT AREAS.

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If you are unfamiliar with modding, please read this to learn how to enable mods. You can use NMM to handle install process for you, or you can install the mod manually, using the following general method:

1. Extract the contents of the provided mod archive file into your Fallout4/Data folder.

2. Navigate to/Users/Username/AppData/local/Fallout4 folder.

3. Right-click on plugins.txt and remove the Read Only flag.

4. Open plugins.txt and add ‘*CSE_V2_WOTC.esp’ (without quotes, but with * symbol) into the end of the list.

5. Save and re-flag plugins.txt as Read Only.

6. Run the game.

Important note: This mod is resource intensive and extensively uses papyrus scripting. To assure maximum performance and stability it is best to install mod in conflict-resolved setup (by means of FO4Edit) and start a new game.

Also, due to the changes in game play, it is imperative to address the no sprint problem, caused by modifying game Cells. This problem is common to any mod that changes these, and is important to fix this up since you will probably be sprinting a lot. To fix sprinting bug, place the following entry in your Fallou4.ini and Fallout4Custom.ini, located in /Documents/My Games/Fallout4 folder. This problem has been resolved by Bethesda. If you are experiencing this issue still, it is because you have problems with a mod you have installed affecting the cell you experience it in. Having the «No Previs» flag marked in a cell that actually has working Precom meshes will cause this.

Detailed feature description / Menu Settings.

Spawnpoint Frequency (menu 1). Area density is the main instrument to control number of spawned groups. Internally mod uses very dense spawn maps, containing a large number of possible spawn positions, while the area density setting controls probability applied on loading, for each point of this grid to become active and spawn the enemy group. Random nature of this selection process is center of dynamic spawning feature, allowing different group placements each time player enters the area. Of course higher area density means that more enemy groups will spawn, leading to additional demand on user’s PC performance, required to maintain path finding and combat AI of placed enemy NPCs. It is advised not to use high area density settings on low performance machines, since it will lead to notable drop in game performance and stability. High-density setting can also break gameplay for some people since where will be many enemies all around.

Number Of Units In Groups (menu 2). Group sizes is another major setting that controls the generated population, despite of the self-explanatory name of this setting, it’s work is not so simple as one can think. Each spawn point added by the mod can produce groups of different sizes, and one to be used is selected based on setting set in the control menus for corresponding area (2.1-2.4). This simple behavior exists only then random group size chance is set to zero in the Dynamic group sizes submenu (2.0), if corresponding value is not zero, this random chance will be applied each time spawn point is activated to make deviations from uniformly set group size. Dynamic group size modifier is simply a chance of ANY group to be random in size, selected based on the value, provided by the random number generator. So setting for example medium group sizes as the main setting with 25% random chance will lead to 75% medium size groups and 25% random size groups. Setting chance to 100% will mean that all groups, that are generated by the mod will have random sizes, setting to 0 will lead to fixed group sizes at all times. So, these settings have a long way, as it comes to enemy spawn diversity, and should be set properly to maintain desired degree of randomness.

Group Patrol Settings (menu 4). Patrols are one of the most distinctive features of the mod, and have a big contribution for gameplay dynamic. Area you are in may seem void and clear, and when, all the sudden you can find yourself in the big fight with unexpected enemy patrol headed you way. All other enemy groups are on patrols as well and some of them will gladly join your little party this first one and so on. These multiple patrols crossings makes the core of the mod experience, making it fell like a real war is going on in the CW. Multiple sided faction fights will be common all around the CW, some of them can reach a really epic scales. While patrols are certainly good in bringing new game experience, they are also place more pressure on game engine. If, at some point you want to increase game performance, or want experience close to my old CSE mod, you can turn these off using corresponding submenu.

Group Respawn Timers (menu 5). This menu control mod’s respawning timers, these will have huge effect depending on other spawning settings. Original game resets cells on regular basis using 168-hour delay for normal cells and 480 in game hours for ‘cleared’ locations. Since this mod adds new spawns not existent in normal game, and have several groups loaded to any spawn point, it cannot use internal game respawning mechanism properly. For example if where will be no re-population time control, mod will generate new groups each time you come close to spawn point, never matter if you cleared this area just a hour ago. This means that areas will never be cleared of enemies (in reality clearing is possible, if you kill all groups placed into one spawn point, until game normal respawn timer ticks out). To control the flow of spawned units mod uses it’s own respawn timer to determine whenever the spawn point should be repopulated. Where are separate settings here for CW countryside (submenu 5.0), spawns in city areas (submenu 5.1) and settlement patrols (5.2). Setting shorter timers and especially setting it to 0 will result in huge increase of population in the corresponding zones. In addition, due to increased demand on cleaning of used game assets, and to affect overall mod dynamic, normal game engine cell respawn timers set to 6 hours for normal cells and to 24 hours for ‘cleared’ cells.

Spawn Limiter (menu 6). This is somewhat advanced setting, allowing you to set limit for number of spawned groups, that could be active at the same time. This setting will be applied on the top of all other settings, and will deny all spawns higher then set limit, it will not care the type of spawn that is being requested. This setting can be used for total population control independent from other settings and at least provides the way for people with low PC performance to set the limits, suitable for their machine. By default limiter is to unrestricted after 1.1b version, since turning the limit on will dramatically affect the measure of chaos you will see in CW. For best experience i recommend not to turn this on and leave alone default unrestricted settings, however one can still use this if needed. Use this setting wisely.

Compatibility, stability and savefile size.

Please note, that mods relies heavily on game engine performance, and uses heavy scripting to get things running, so take care on the load order you are using, do not overtax your game by giant mod lists and high number of resource intensive mods. Failing to do this can ruin the game stability and lead to some bugs or crashes without the apparent reason. Stability and performance of this mod will be directly proportional to the level of purity in conflict resolution it your mod load order (note below).

It’s recommended that all players start on medium settings and adjust to a level that’s right for your game play style. This is especially true for users on slower computers. When using this mod at its higher settings, slower computers might encounter severe frame rate reduction due to the immense amount of pure chaos taking place within your game. This can also lead to CTD issues if the game is overtaxed on slower PCs. If you start having CTD issues, the first thing you should do is lower the spawn settings.

In general mod inter compatibility depends from whatever the do edit the same things in their corresponding plugin files, if multiple mods edit the same thing that leads to conflict, resulting in instability and frequent or permanent crashes. If crash does not happen, that does not mean that all is good, mods can still be screwed by each other. On multiple edits of the same thing game will use the values placed by the mod what was loaded last, overwriting edits made by other mods.

This mod places many new objects into the worldspace, so it alters many Cells to place them into the game world. Any mod, altering Cells WILL conflict with any other that also changes them. The only compatibility possible here is to make all mods never edit the same cells, changing only different ones. There are hundreds of Cell changing mods up where, so where is really no physical chance to make compatibility patches for them all. In such cases, as in all other cases of mod conflicts one should use excellent toll FO4Edit to resolve the conflicts. To learn how to do that, one could use excellent video tutorial by the CrussBoss it could be found here: https://www.youtube.com/watch?v=_oG2jlSLptY

Before making any blame for crashes on the mod author make sure that you understand notes above, and make sure you used appropriate mod setup. The tips above are general ones and apply to all mods out where, so take care to resolve your mod conflicts in FO4Edit first, before blaming someone in the bugs section.

Note on saved games: Since this mod adds many new object into the game world, and game engine have edited cells vector loaded into memory all the times, it also means the appropriate increase of savegame file size. Exact same reason applies to increased game loading time. More content require more resources, where is no way around that. Please take a special note, that such increase in save file size due to added Cell content have nothing to do with the famous savegame ‘bloating’ problem, caused by engine and script junk, persistently moving from one save to another, even their parent problem making mods are removed from your load order. Save files with this mod will be much larger then normal, but this does not mean that saves are bloated and will become unreadable. This is not the case here.

Tactical advice

With a lot more enemies around, game play becomes much more resource and ammo demanding. Ammo will be worth it’s weight in gold. Depending on the spawn setting, one will quickly realise that you can’t kill everything, and that fighting one group of enemies can attract another, leading to you being surrounded and getting killed. That is where the true enjoyment part comes in, and it comes in the form of tactical game play, creating more decision making: who should you fight and when, should you retreat or risk being flanked or surrounded, do you have enough ammo and stims to reach your map destination and many more decisions like that. This leaves you with a vast variety of choices, that can literally cost you your life while exploring the wastes. So the main advice here is to use your head for route planning, use tactics and stealth to dispose or avoid enemy groups, use any of your perk advantages (like some good melee stats will save you a lot of ammo, aqua boy will allow water safe travel and so on). Use your settlements not for decoration, but as safe zones, where you can heal your wounds, resupply and rest. There are many ways to conquer the new wasteland hazards, and final choices are all up to you.

* When facing weak mobs, it may be wise to conserve your ammo and use melee weapons instead. Use area attacks to break clustered enemies, your grenades and explosives are much more valuable here.

* With the level of difficulty this mod provides, try to avoid enemies or disengage from a fight when you feel drastically outnumbered/ outgunned/ surrounded.

* Take care to listen to your surroundings for distant gunfire that may tell you where you should go, and what area you wish to avoid. Try to stay alert and do some recon before you enter large open land areas.

* Always use terrain to your advantage, don’t take a stand in a place with no cover. Use a jetpack to get to positions unreachable by the enemy, use mines and lure. Protect your flanks and back. Always be on the lookout for the places, which can be useful in making a stand in case of facing overwhelming odds, and for possible escape routes.

* Keep in mind that you don’t have to fight every enemy you see or hear. They’ll usually fight it out amongst another group nearby, this might give you the opportunity to sneak by undetected, or possibly lure one group of enemies into another while you collect all what’s left after they kill each other.

* Flank enemy groups engaging each other, selecting the side intended to win as your target. When the fight is coming to the end, shoot them in their backs, to eliminate all remaining resistance if necessary.

* Use your settlements to your advantage. Settlements with good defenses set up can be excellent way to defeat grouped enemies by luring them to your settlement. Use them as safe zones where you can rest, replenish ammo at shops, use your settlement doctor to heal you up, etc. Use your settlement artillery to scatter/break enemy groups, or as way to clean a passage through the area.

Recommended mods

Credits

Temazatl [size=3][size=3] for permission on using his original vertibird paint job textures! Link to his mod: Paint jobs for vertibird[size=3].

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