So, the Nexus has finally released the new dp system, and like most other modlist authors it's not been a boon for me. And that's fair enough. The old system disproportionately benefitted modlist authors who could generate significant downloads through hosting patches. This incentive system fundamentally shaped the development of LitR though. It resulted in a modlist with a ton of very custom patching, and allowed me to focus in on a very specific vision for the list, and this is something th...
2024-10-02 19:27:50 +0000 UTC
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This is a relatively quick pre-release that I figured I'd drop for anyone wanting to test it before I go out of town for a couple weeks.
The only significant change is the inclusion of X-Cell, and custom face generation with VEFS. The tool itself was suprisingly easy to use, just a bit of a pain in the ass to setup with LitR's downgraded stock game folder. Assuming I've done everything right, this should give some very slight performance improvements. Pre-NG doesn't have the stuttering ...
2024-09-16 23:08:12 +0000 UTC
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With the release of 6.5.2, which closes out a few more bugs, I am generally pretty happy with the state of the list. The past few months I have basically been playing catch up on all the development I wanted to do to shift the mod in more into what I think survival should be, and replacing some of the key functionality in the list that had previously been brought by SS2. Now that the dust has settled, I definitely think removing SS2 was the right decision. The number of crash reports have dro...
2024-09-14 19:35:38 +0000 UTC
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Armor
Armor in LitR is quite a bit simpler than weapons. The only mod touching balance changes for Armor is Lunar Fallout Overhaul, which does a light overhaul on ballistic weaves, but doesn't otherwise touch armor.
The primary change lunar makes is how ballistic weave stacks with Armor. Any outfit that can have ballistic weave applied to it cannot be worn under armor. This is achieved by flagging it with the biped slots 41-45 (or removing the ma_Railroad keyword so remove it's we...
2024-09-11 16:00:07 +0000 UTC
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Damage in FO4 is Weird. Especially in Power Armor. The base equation is simple enough...

Times the locational modifier based on what body part you're shooting from the BDPT record for the race. Fallout 4 uses the standard RPG convention of all your armor adds up, and no matter what body part you're shooting, the damage is calculated against the full arm...
2024-09-05 06:10:53 +0000 UTC
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I've gone to a LOT of trouble with weapons integration in LitR. Honestly, if you really want a specific weapon for your playthrough, then my primary advice is to re-consider whether you really want to play LitR, because one of the primary principles I've built the list around is a rogue-like "respond to what the RNG gods give you", and having to swap up strategies due to scarcity, and not a power fantasy where you get everything you want.
So, with that caveat out of the wa...
2024-09-01 10:00:06 +0000 UTC
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This is a MAJOR overhaul of the game's energy weapons, with the goal of shifting from universally customizable platforms, to specific weapons classes. Pistols are now pistols. Rifles are now rifles (yes, I know lasers don't need rifling, but w/e), and manual/auto are different base weapons, all with different ammo types. Plasma weapons are now Shotguns class (and only found as shotguns). As for ballistic weapons these "class rules" apply for standard-distribution weapons, with the uniques bei...
2024-08-25 07:20:05 +0000 UTC
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So, after quite an lot of work, I've got an energy weapon overhaul ready for testing. The main feedback I'm looking for on this is balance and feel for the energy weapons, as well as energy ammo rarity.
I've also gone ahead and included Bastion, however Direct Hit is not included. With this setup, the balance should be fairly similar for PA - Bastion basically does at a lower level what I was trying to accomplish with the PA Damage overhaul that was previously in the list. The major dif...
2024-08-25 07:11:58 +0000 UTC
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So, I've had a week off on family vacation, which means a week away from my pc, so no update on the prerelease. I am still looking for feedback on how the direct hit and bastion change feels. It's not a certainty that it's coming to the full list, very much still an experiment at this stage.
In between chasing a toddler around a pool trying to apply more sunscreen so she doesn't fry like the cutest slice of bacon ever, I've been thinking about the distribution of energy weapons and...
2024-08-07 14:44:13 +0000 UTC
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This is an extremely quick turnover for a pre-release, and it's primarily because the work required on my end was almost nothing. However, given that this is a pretty fundamental change to combat balance I wanted to give people plenty of time to play test it, and I'm going to be out of town next week, so I wanted to get this out while I still had a chance to deal with any installation issues.
I very much need feedback on how these changes feel in game, particularly the Power Armor chang...
2024-07-31 06:34:36 +0000 UTC
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Dev Blog - 6.4
The past 4 months or so, the list's been going through some pretty heavy renovations. I originally created the Wander profile because I wanted to take the list in a slightly different direction, focussing more on a streamlined survival experience and the core game content. Removing SS2 from the list, and cutting down to just 1 profile has given me the time to develop that vision. It's required adding/developing mods to replace some of the functionality of SS2 (Settler Bui...
2024-07-31 06:07:17 +0000 UTC
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I'm still working through the backlog of things I've wanted to do since the removal of SS2, and my todo list is slowly shrinking. With this update I've covered the bulk of the changes I needed to make to settlement crafting, however I'd still like to cleanup bed crafting a bit, and add some alternatives to Provisioners for setting up supply lines.
I'll likely try and fully release this update sometime this week.
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2024-07-27 10:16:10 +0000 UTC
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As of 6.4 (actually coming in the next 6.4 as of the writing of this) LitR is swapping back to TrueStorms + True Nights + True Sight ENB. For a long time, the list had this configuration, but I swapped due to chasing some minor improvements with Lightweight Lighting + Spectrum ENB (by the same author, actually, and the same setup used by the Fusion wabbajack modlist). I've swapped back primarily to get True Storms back without having to patch it against a lighting mod, and to avoid having wei...
2024-07-26 20:14:11 +0000 UTC
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What Are Previsibines?
Previsibines is a slang term for previs/precombines which are a couple of ways that the game improves performance. Both of these are tricks that the game engine uses to pre-optimize things. The main thing you need to understand, is that these changes live in the CELL record -> what this means, is that ANYTHING that adds, removes, or moves something in the world, or randomly copies a CELL record as an ITM will conflict. This is why the general advice is that ANY...
2024-07-21 15:02:49 +0000 UTC
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The major changes this update are the PRP upgrade to 7.4, and an update to Home Unimprovement. We've also got some new player home options and improvements, which should flesh out the alternatives to building your own primary base.
The Home Unimprovement update is a major under-the-hood overhaul of the mod. An MCM menu is now included, to allow you to enable/disable categories of recipes.
Due to the removal of NukaWorldPlus and The Danse Dilema, I'm marking this update as not safe...
2024-07-21 14:50:51 +0000 UTC
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Got through a lod more bugfixes, generally happy with the state of this. If nobody reports any problems, will upgrade this to release probably late this weekend.
The major change this update, is a rework of how backpacks and encumbrance work. See the updated Load Out mod page for a detailed description. The TLDR is that the vanilla 10CW per Strength has been moved to backpacks, and now Over-Encumbrance accumulates fatigue damage instead of health.
This update is save sa...
2024-07-12 15:15:33 +0000 UTC
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Mostly minor bugfixes since 6.3-1, including true perks survival was overriding some of load out's changes.
- Added
* Companion Inventory Monitor
- Updated
* True Perks
* Load Out
* Backpacks of the Commonwealth
* Simplified - Backpacks of the Commonwealth
* Feast and Famine
&nbs...
2024-07-10 17:25:59 +0000 UTC
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The major change this update, is a rework of how backpacks and encumbrance work. See the updated Load Out mod page for a detailed description. The TLDR is that the vanilla 10CW per Strength has been moved to backpacks, and now Over-Encumbrance accumulates fatigue instead of damaging health. Companion carry weight should now also work as intended.
This update is save safe, however when updating an existing game 1) you may lose BotC backpacks (the old loadout patch eslified the plugin...
2024-07-09 04:51:21 +0000 UTC
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Carry Weight in FO4 is a terrible mechanic.
For starters, encumbrance is just bad - it takes the game's most boring mechanic (movement) and makes it more boring. And don't even get me started on how janky this shit is under the hood. If I could rip out the entire system and just replace it with a grid system like Stalker or Diablo II, I would. (Side Note: I've always love the runeword system from D2, and I'm sad nobodies figured out how to include it in a bethesda game). Sadly, that's j...
2024-06-30 07:39:15 +0000 UTC
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So, with the release of True Perks 9, I've finished out some work I've wanted to do on the perks poster for a LONG time. What started with fixing a bug in Dressed for the Apocalypse turned into a major overhaul.
Overall, several melee perks have been made more generic. I've removed the concept of DT from the mod (it just doesn't work very well in FO4). Chem Crafting and it's related perks have been reverted to vanilla, with the general goal of de-emphasizing crafting (with the amount yo...
2024-06-24 06:03:46 +0000 UTC
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If you haven't yet, head on over to the mod and give it a vote (hit the vote button, next to the endorse button at the top of the mod page). My dream for this mod is that it gets wider adoption, and more people start making plans for it, so every little bit of exposure helps.
2024-06-22 11:11:57 +0000 UTC
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In FPS games, free health regen is a fairly standard thing, it makes up for the fact that with hitscan weapons there's no dodging incoming projectiles, and it evens out the difficulty curve- you don't get weird spikes because the player randomly has low health. Fallout 4 implements this through food. Because food is everywhere and effectively limitless, you're unlikely to ever be at less than full health for a given encounter.
Obviously in LitR the primary healing mod is Stimpacked. Whi...
2024-06-08 17:18:15 +0000 UTC
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The big changes since 6.1.0-3 are a complete rebuild of the settlement crafting mods, and a rebranding to "Settler Built Settlements". You may experience some weirdness updating from a v3 prerelease in settlements that you already constructed (they should reset back to an unbuilt state, I think, but I've not tested it).
I've also fixed a bunch of bugs, and swapped the gatling rifle for the new Gatling Gun (including the ashmaker replacement). The Home Plate and Faction Home mod has come...
2024-06-08 09:30:08 +0000 UTC
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Simple Settlement Renovation is now included. This is a WIP mod/patch series, that allows you to build an entire settlement out, with just a single workshop recipe. Just build the building supplies in the workshop menu, and travel far enough away from the settlement that it will unload (if you want to test it, I recommend COCing into an interior cell and back- the script triggers on cell unload, not on any timer, so that should force it).
Currently, the recipes are...
2024-06-02 08:47:01 +0000 UTC
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The Fens Sheriffs Dept is a huge, impressive mod. But it's also very buggy. The author left modding when it got a lot of backlash because people didn't like the views the author had and how they're included in the mod. And so a lot of issues with the mod remain unfixed. Additionally, the player voice is AI generated, which is expressly against the wishes of the voice actor for FO4's female protagonist. The mod author removed the player voice in the most up to date release, but the files with ...
2024-05-30 08:55:38 +0000 UTC
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So, with a quick script and some work in fo4edit, I've been able to knock up a working, proof of concept for the settlement plans I mentioned in my previous dev blog for the Graygarden settlement. It was suprisingly easy to do.
When you're in the Graygarden settlement, you will have a new category in the workshop menu - Building Supplies. Place these, leave the settlement, and the next time you return the supplies will be gone, and there will be a handful of new buildings. The NPCs and ...
2024-05-28 07:10:55 +0000 UTC
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With the removal of SS2 from the list, there is now something of a gaping hole where it's settlement system used to be. SS2 has been in the list since it first came out, and as a result settlement building was never an area I developed much. Also, because I don't particularly enjoy settlements. It's fun to set something up the first time, but honestly after that going through all the trouble to decorate something with shit that literally has no in game purpose ended up feeling hollow. Which ...
2024-05-27 20:44:28 +0000 UTC
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This update should finish out most of the work I wanted to do around weapons and calibers. There are still some rechamber options missing that I would like to add eventually, but either there's not an obvious place to inject it, or there's not a decent modded weapon option for it (or both).
Changelog
Several of the redundant uniques have been swapped out for new modded weapons that offer unique rechambers for their weapon class. I've also added a new Linked Dropbo...
2024-05-25 07:20:59 +0000 UTC
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As of LitR 6.0, SS2 is no longer included in the list. There's a public patreon post for context on the decision if you're curious why. Adding it back to LitR is somthing that is definitely possible, however the standard warnings about modifying wabbajack lists apply. SS2 is a massive mod, that will have far reaching implications on your game. You need to know what you're doing with a change of this scale, unless you're interested in a challenge I would recommend just grabbing the 5.4.3 compi...
2024-05-22 06:00:58 +0000 UTC
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LitR uses a series of scripted patching tools, several of which I developed. If you're looking to add or remove things from the list, then you may want to re-run them. Most of the patchers also have configuration options, which can allow you to tweak how they work, this information can be found on the modpage for the specific patcher.
See Region On Saves Patcher https://...
2024-05-20 15:48:36 +0000 UTC
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