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Terrorforge posted:So along the the 1.4 update of Horizon, the author is (in a few hours) releasing a whole other mod called Architect and it's a bit of a doozy. The marquee feature is a Sim Settlements-like system where you plop down a controller object that spawns in a prefab building with toggleable beds, decorations and stuff. It has small townhouses and giant gently caress-off department stores, and even placeable roads and terrain features, all of which seem to largely bypass the finicky building placement mechanics those things usually run into. Wow! Wow. drat, that's a great pack-in for Horizon, and basically for anybody who doesn't want to get invested in Sim Settlements.
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# ? Dec 6, 2017 02:24 |
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# ? Jun 3, 2024 22:50 |
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Terrorforge posted:So along the the 1.4 update of Horizon, the author is (in a few hours) releasing a whole other mod called Architect and it's a bit of a doozy. The marquee feature is a Sim Settlements-like system where you plop down a controller object that spawns in a prefab building with toggleable beds, decorations and stuff. It has small townhouses and giant gently caress-off department stores, and even placeable roads and terrain features, all of which seem to largely bypass the finicky building placement mechanics those things usually run into. Bloody hell that's impressive looking.
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# ? Dec 6, 2017 03:49 |
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Terrorforge posted:So along the the 1.4 update of Horizon, the author is (in a few hours) releasing a whole other mod called Architect and it's a bit of a doozy. The marquee feature is a Sim Settlements-like system where you plop down a controller object that spawns in a prefab building with toggleable beds, decorations and stuff. It has small townhouses and giant gently caress-off department stores, and even placeable roads and terrain features, all of which seem to largely bypass the finicky building placement mechanics those things usually run into. So, I often gave the guy some poo poo for feature creep with Horizon, but my issues were more strictly speaking less about feature creep, and more that the whole legendary crafting system was... well, inelegant. This on the other hand looks good. Really good. Really really good. Horizon is finally shaping up to be a sort of one-stop mod. Since 1.2 it unfortunately sat in an uncomfortable position of mostly good ideas/philosophy, but horribly incompatible while otherwise being incomplete.
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# ? Dec 6, 2017 13:32 |
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Terrorforge posted:So along the the 1.4 update of Horizon, the author is (in a few hours) releasing a whole other mod called Architect and it's a bit of a doozy. The marquee feature is a Sim Settlements-like system where you plop down a controller object that spawns in a prefab building with toggleable beds, decorations and stuff. It has small townhouses and giant gently caress-off department stores, and even placeable roads and terrain features, all of which seem to largely bypass the finicky building placement mechanics those things usually run into.
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# ? Dec 6, 2017 15:07 |
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Kiggles posted:So, I often gave the guy some poo poo for feature creep with Horizon, but my issues were more strictly speaking less about feature creep, and more that the whole legendary crafting system was... well, inelegant. The feature creep is only a problem because of the inelegance. Imo almost everything Horizon adds feels like something that always should've been part of FO4, but a lot of it is hidden behind clunky menus and a complete lack of tutorials. Speaking of feature creep, Horizon 1.4 is out now. Apart from coming with Architect (the stand-alone version doesn't seem to be out quite yet), some highlights include:
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# ? Dec 6, 2017 17:01 |
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Horizon is amazing, and its author is a juggernaut. They're seriously like some kind of modding virtuoso. Also, if you played Horizon way back when and are hesitant because of the difficulty, I can let you know that it has been nerfed in a lot of places, and the difficulty has eased up in a lot of ways. It wasn't really impossible way back when, but now it's even less so.
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# ? Dec 6, 2017 19:26 |
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I'm super excited to try the new Architect mod from that video, and super impatient that it's not out yet. Come on mods!
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# ? Dec 7, 2017 00:31 |
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Im getting some strange quest related progression blocking bugs which I feel are fully related to Horizon's treatment of companion and making quest-NPCs non essential. Seems that when one of the companion NPCs dies and is "revived" it breaks any quest scripts they had. Examples of what im seeing: 1) Nick Valentine died on his way back to the agency after being saved, afterwards I got the bug where he doesnt respond when you sit in the chair in his office to start "Reunions" questline. 2) So I restarted a fresh game and Codsworth died in Sanctuary when searching the loving buildings and i couldnt trigger him either after that... Its definitely when they die and are revived that's breaking the quests... anybody know if theres a companion mod to re-enable them back to essential?
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# ? Dec 7, 2017 00:45 |
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Slayerjerman posted:Im getting some strange quest related progression blocking bugs which I feel are fully related to Horizon's treatment of companion and making quest-NPCs non essential. Seems that when one of the companion NPCs dies and is "revived" it breaks any quest scripts they had. Open your plugins in xedit and find the companion npc forms, revert the change by the horizon plugin, save. E: do this before you start a new game.
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# ? Dec 7, 2017 01:54 |
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Am I missing something on the nexus page for Horizon? It says to check the patch notes before upgrading, but the patch notes in the patch notes section of the forum tab just has 1.3.0. Do I need to do anything special like uninstalling/reinstalling water pumps again when updating to 1.4? Also, is there supposed to be a 'no weave' option for clothes that can take ballistic weave? I thought I'd be able to buy some armored pajamas from Tinker Tom, then just transfer the weave over to something more (or less) fashionable, but I can only install a new weave, there's no option to remove an existing one. Sorry, Curie, you'll have to wait for your kevlar dress.
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# ? Dec 7, 2017 02:20 |
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The patch notes often end up buried somewhere in the forums/comments, I can never find them.
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# ? Dec 7, 2017 02:30 |
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Jeepers cripes I hate the Nexus redesign. Just updated my Game Show Radio mod to double the number of tracks, now includes 164 clips of old TV and radio game shows: https://www.nexusmods.com/fallout4/mods/27759
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# ? Dec 7, 2017 02:35 |
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The patch notes are under spoiler tags in the fourth and last pinned post under the "posts" tab. I requested that the latest ones be moved to thread as well for ease of access and he said he would, but I guess he forgot. At any rate I don't think there's anything you have to do to get new things to work, but vendors and vanilla crops are considered deprecated and can be scrapped for full returns if you want to upgrade to the new systems. And yes there's supposed to be a "No Weave" slot as of 1.4. It was always supposed to be there but due to an oversight you needed Armorsmith Extended in the previous versions.
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# ? Dec 7, 2017 02:36 |
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Terrorforge posted:The patch notes are under spoiler tags in the fourth and last pinned post under the "posts" tab. I requested that the latest ones be moved to thread as well for ease of access and he said he would, but I guess he forgot. At any rate I don't think there's anything you have to do to get new things to work, but vendors and vanilla crops are considered deprecated and can be scrapped for full returns if you want to upgrade to the new systems. Thanks for the help! That's not at all confusing or difficult to find, especially when the thing in the "posts" tab says that patch notes are now in the "forums" tab. Wait, this means I have to hit up all my loving settlements and replant all the crops? Ugh. At least I can fast-travel with the caravan things. This new Architect stuff looks neat though. Starlight might need to be rebuilt a bit. Also, I've been using Armorsmith Extended (since before I was using Horizon, even), and I've never had a "No Weave" option.
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# ? Dec 7, 2017 03:01 |
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beats for junkies posted:Thanks for the help! That's not at all confusing or difficult to find, especially when the thing in the "posts" tab says that patch notes are now in the "forums" tab. Yeah, I know. Information access is Horizon's Achilles heel. There were some rumblings about starting a wiki, but zawinul wanted to get Architect ready first, and I imagine they'll be busy with that for a while now but we'll see if it takes off after that. On the plus side at least detailed patch notes exist. There are far too many mods out there that barely even explain how they work. Have you been using the included Horizon patch for AE? And making sure your load order is set up right?
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# ? Dec 7, 2017 03:18 |
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Terrorforge posted:Have you been using the included Horizon patch for AE? And making sure your load order is set up right? I thought I was, but I might have done something wrong or missed an optional file when I installed 1.3. Once I updated to 1.4, I had a "no weave" option though. Curie is now wearing Agatha's Armored Dress. Crisis averted. Having to replant crops wasn't too bad, at least not at the couple of bigger farms I went to. If nothing else, it gave me a reason to reorganize who grows what, and make nice neat rows of crops. My bigger annoyance turned out to be finding most of my guard towers gone and guards hovering in mid-air. The new towers have modular upgrades, which is neat. Haven't played around too much with it yet, but Architect seems pretty cool.
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# ? Dec 7, 2017 06:55 |
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I just saw that Architect vid, and the more the mods for this game develop, the more frustrated I get about how Bethesda designed the world and the more I just want to have the main story quests and maybe even Boston's inner city core excised from the game.
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# ? Dec 7, 2017 10:31 |
Is it a fool's hope to hope any mods at all work with Fallout 4 VR?
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# ? Dec 7, 2017 11:01 |
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toasterwarrior posted:I just saw that Architect vid, and the more the mods for this game develop, the more frustrated I get about how Bethesda designed the world and the more I just want to have the main story quests and maybe even Boston's inner city core excised from the game. Fallout 4 is a great mod platform that for some reason comes bundled with a mediocre video game.
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# ? Dec 7, 2017 11:48 |
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Terrorforge posted:Fallout 4 is a great mod platform that for some reason comes bundled with a mediocre video game. same. they can't write for toffee. "oh, your son's missing, i guess you want to get right on that, do you mind going in the opposite direction and being killed in a car factory for some idiots first though?" egosoft are the same, with the x series, stalker is at least a great game on its own, but call of chernobyl is amazing.
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# ? Dec 7, 2017 22:30 |
I really like New Vegas for this. Some guy tried to kill you, maybe go after him, or don't really it's your life.
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# ? Dec 7, 2017 23:09 |
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I don't really like how New Vegas' entire world revolves around you arriving at just the right time for everything, but I do really appreciate that when you do eventually track down Benny it's not a huge bombastic thing. You literally just walk up to the dude in his casino and he's just "oh gently caress it's you hey pal how's it going this is awkward"
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# ? Dec 7, 2017 23:45 |
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All depends on how you handle it. You can slaughter him and his guards in an epic gun battle, trick him into meeting you one on one, or be tricked by him and have to fight your way unarmed out of an ambush. And that's just in NV, if you let him get away there are several different approaches you can take when going into Caesar's camp.
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# ? Dec 8, 2017 00:25 |
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The thing that really gets on my tits about Fallout 4's writing is that there are never any consequences. I understand you don't want to lock me out of my content, but couldn't you at least make people give me the side-eye after I threaten to murder them? The apotheosis of this was when I did that one BoS quest with the sympathetic traitor. I'd decided to be loyal to the Brotherhood but didn't have the Charisma to talk him into giving himself up, so I ended up having to kill him. When I got back to the Prydwen and told them what had happened, Kells flipped out. "What!? You killed him? You can't loving do that! He had the right to a fair trial! What the hell is wrong with you?" And for a moment, I was actually invested in the story. What happens next? Can I make amends for this gross breach of protocol? Do I risk getting kicked out of the Brotherhood if I don't play my cards right? Am I gonna be put on trial? Oh man, are we gonna get some insight into the legal and philosophical underpinnings of the- And then Kells just goes "Ah well, we were probably gonna execute him anyway. Ready for your next mission?"
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# ? Dec 8, 2017 01:59 |
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horse mans posted:Horizon is amazing, and its author is a juggernaut. They're seriously like some kind of modding virtuoso. My major qualm with Horizon when I was playing it was that recipes were not only locked behind perks but also finding the prerequisite crafting magazines in the world, which is pretty lovely when you need radiation curing and have little options in the beginning.
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# ? Dec 8, 2017 02:16 |
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staberind posted:same. they can't write for toffee. "oh, your son's missing, i guess you want to get right on that, do you mind going in the opposite direction and being killed in a car factory for some idiots first though?" I will not defend the protagonist's on again off again relationship with the importance of family, but the car factory is probably the least bullshit derail of them all. It and the BoS outpost are pretty much in line with your path down to Diamond City, and you even loot a key to a storage pen in the factory from one of the raiders attacking Concord.
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# ? Dec 8, 2017 17:59 |
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moot the hopple posted:My major qualm with Horizon when I was playing it was that recipes were not only locked behind perks but also finding the prerequisite crafting magazines in the world, which is pretty lovely when you need radiation curing and have little options in the beginning. This has been addressed with a few changes; there are now additional "perk magazines" besides the named ones which provide these perks in loot tables, and enemies have a chance to drop an "unopened magazine" which is activated in your inventory and resolves to one of the specific perk mags. But it is something you have to take into account regardless; the general notion is that your character can't come up with things out of thin air. If you want to craft fusion cells, you need to synthesize the info from a couple Tesla Science magazines. If you want to set up caravans, you need to be able to sell settlers on the idea that the trade route is necessary, so you need to read a few Junktown mags. I think it adds a unique realism aspect.
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# ? Dec 8, 2017 19:40 |
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How bad is the level scaling in Horizon? It sounds like a good mod but I’m not a fan of level scaling at all.
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# ? Dec 8, 2017 23:17 |
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Mill Village posted:How bad is the level scaling in Horizon? It sounds like a good mod but I’m not a fan of level scaling at all. Do you mean for the player? It's slow, but in return VANS turns into a perk that gives you 6 extra perk points every 5 levels. So it balances out slow level progress with more perk upgrades.
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# ? Dec 8, 2017 23:24 |
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I like Horizon's levelling honestly cos you get a lot of stuff to play with before enemies start levelling up too.
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# ? Dec 8, 2017 23:59 |
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I'm really liking Horizon despite the lack of / hard to get to documentation. The only thing that bugs me about it is how you can increase your carrying capacity by +200 multiple times by crafting invisible / undetectable Eyebots to hold your cargo. But it's something that's easily enough ignored, due to said lack of documentation and the in-game difficulty of building them (each one requires a Stealth Boy, for example).
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# ? Dec 9, 2017 01:03 |
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I'm really just lookin for that architect mod separately cut and paste it out bbe
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# ? Dec 9, 2017 01:10 |
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Beef Hardcheese posted:I'm really liking Horizon despite the lack of / hard to get to documentation. The only thing that bugs me about it is how you can increase your carrying capacity by +200 multiple times by crafting invisible / undetectable Eyebots to hold your cargo. But it's something that's easily enough ignored, due to said lack of documentation and the in-game difficulty of building them (each one requires a Stealth Boy, for example). Horizon has probably most comprehensive and detailed documentation of any mod I've ever seen. It's just hidden in awkward places around the Nexus page and requires reading (or at elast ctrl-f'ing) through pages and pages of patch notes to get the full picture. I managed to get zawinul to at least put all the patch notes in the same forum thread, but now they've gotten into the habit of hiding them behind spoiler tags instead so good luck with the page search. There's an optional addon included called "Strict Carryweight" that scales down your innate carry weight a bit and drastically reduces the extra capacity from backpacks and cargo bots. Like it goes down from 200 to 20. e: Prokhor posted:I'm really just lookin for that architect mod separately cut and paste it out bbe Download the latest Horizon and just don't use anything but the Z_Architect files. It seems to be set up for non-Horizon play but I guess the Horizon base is being used to beta test it before wide release. Terrorforge fucked around with this message at 01:23 on Dec 9, 2017 |
# ? Dec 9, 2017 01:17 |
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Yeah I can't imagine playing it without that, it's really weird that it defaults to the 200 per slot thing, I have no idea how the game's supposed to work if you can carry everything around.
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# ? Dec 9, 2017 01:22 |
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Terrorforge posted:Horizon has probably most comprehensive and detailed documentation of any mod I've ever seen. It's just hidden in awkward places around the Nexus page and requires reading (or at elast ctrl-f'ing) through pages and pages of patch notes to get the full picture. I managed to get zawinul to at least put all the patch notes in the same forum thread, but now they've gotten into the habit of hiding them behind spoiler tags instead so good luck with the page search. Well, that's the problem. No wiki as of yet (which I feel okay blaming the mod author for), but the lovely setup of the Nexus forums (which I don't blame the mod author for) doesn't help things. The "invisible invincible robots that can help you carry an extra half ton of junk" thing just completely flies in the face of the "super-gritty gently caress-you-in-the-rear end" difficulty ramp-up of literally everything else in the mod.
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# ? Dec 9, 2017 01:26 |
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OwlFancier posted:Yeah I can't imagine playing it without that, it's really weird that it defaults to the 200 per slot thing, I have no idea how the game's supposed to work if you can carry everything around. I think it's mostly intended to reduce the annoyance factor of having to constantly stop and unload all your garbage. But yeah, I agree that not being able to carry infinite garbage around is a pretty important balancing/immersion element. I much prefer picking out the good bits to hoovering up every scrap of burnt paper I spot.
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# ? Dec 9, 2017 01:26 |
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Agreed also about the stylistic clash too, it definitely doesn't fit.
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# ? Dec 9, 2017 01:34 |
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I'm pretty sure it's one of those Mod Author things where they're a little too deep down their own rabbit hole. Everyone who's into hardcore survival poo poo has their one indulgence (mine is to console fast travel when I can't be arsed to make the trek back across the whole map) and this is zawinul's, so it ended up in their "fix everything wrong with Fallout 4" mod even though it's completely incongruous.
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# ? Dec 9, 2017 01:52 |
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You need lots of random things to do all the fun crafting and sim settlement stuff. It would be a pain otherwise. If you're into living off the land and random camps then you don't need to bother building up the infrastructure to get the weight increases which generally serve to let you build further infrastructure. The biggest limitation on horizon is already resource scarcity, you can't drag near infinite ammo and healing when you're unable to produce lots in the first place. Although I definitely prefer the robots you summon up to toss loot into rather than the static carry weight increases.
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# ? Dec 9, 2017 02:40 |
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# ? Jun 3, 2024 22:50 |
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Beef Hardcheese posted:Well, that's the problem. No wiki as of yet (which I feel okay blaming the mod author for), but the lovely setup of the Nexus forums (which I don't blame the mod author for) doesn't help things. I think I disagree here. For one, Horizon isn't really a gently caress-you-in-the-rear end difficulty. In many ways it is easier than vanilla Survival. Triggermen, for example, lose their stupid high DR. Mailboxes bring in gifts from your companions, twice a day, which includes valuable ammo and supplies. The mod author says it's balanced against Survival, but there's nothing stopping you from using all the game mechanics it offers on an easier setting. The game mechanics are really what's being overhauled here, not the game's difficulty. Settlements have a purpose and can net impressive benefits if you tend to them well, nearly every single piece of junk has a specific purpose, recipes are expanded and gaps are filled in to allow for more play styles. The complete uselessness of legendaries is rewritten from the ground up to make more sense. And, if the last time you played Horizon was 1.0 or earlier, the difficulty has been significantly dialed in. Earlier versions *were* gently caress-you-in-the-rear end hard in a lot of places, but nearly all of them have been smoothed over.
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# ? Dec 9, 2017 02:50 |