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WhiskyTangoFox

WhiskyTangoFox

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WhiskyTangoFox posts

Pre-release 6.0.0-1

The major changes compared to the prev pre-release are swapping from Knock-out framework back to SKK Player Undead for the death alternative mod, and the removal of the rusty face fix, which seems to have been what was causing infinite loading screen issues with start me up on options other than Just The Clothes On My Back.

If no major issues are reported, I'd like to push this to release sometime this week.

Please note, that due to the removal of knockout framework, you need...

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Pre-release 6.0

The primary changes are the removal of settle and lunar plus profiles, and to update this against a ton of consolidation work I've been doing on my Nexus pages to better comply with their new guidelines. For context on this decision, please see my previous public patreon post available here: https://www.patreon.com/posts/changes-coming-104343885

# 6.0 All who Wander are not lost...

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Changes Coming to LitR

The past month has been brutal. I seen a HUGE uptick in LitR players, which has meant a huge uptick in the amount of time it takes me to run official support on the list. Most mornings I wake up to 200+ new messages in the discord. This was coupled with two major updates that required recompiling in order to get the list installable at the same time as we had a huge surge in interest. And this was at a time while I was travelling for work, and working on a major overhaul of the backend of the...

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How to Make Ammo Less Rare in LitR

This is the first in a series of articles giving subscibers a peek under the hood, and helping them to modify their LitR installation. As per rule 11 of both the wabbajack and LitR discord servers, modding LitR isn't officially supported, nor does being a Patreon Supporter grant you any benefits in support (as per Wabbajack's Terms of Service), however this series of articles is designed to give you the knowledge to safely tweak a few things that I've seen as common requests.

Weapons in...

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DevBlog 5.4.1 - Weapons Crafting

Crafting in vanilla FO4 typically boils down to mindlessly picking up every material, and mindlessly crafting whatever upgrade has the best stats in a boring menu interface. Degrade and salvage v1 was my first pass at a system that required the player to engage a with loot for crafting, instead of just mindlessly grabbing everything. You had to find specific components to upgrade your weapons. It worked well for the design goals, but maintaining it was a headache. It requried a lot of custom ...

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Prerelease 5.4.1 - 2 : Crafting Changes

This should sort of the gun crafting changes, I'm relatively happy with the grip/stock and barrel crafting now (they're craftable on pre-war, but with higher reqs). I've also tweaked reciever crafting reqs, and fixed several bugs in the Degrade and Salvage script.

- Added

- Updated

    * Degrade and Salvage

    * Lunar Fallout Arsenal

    * Vanillafied Streetsweeper (and patches)

   ...

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Prerelease 5.4.1

So, if it wasn't obvious, the last update was massively rushed. The crafting system especially I had originally intended to do a long pre-release cycle to get it where it needed to be, but the fo4 update put a timer on getting the list to an installable place again.

So, Instead of a longer pre-release cycle, I'll be doing a handful of shorter ones, to address some of the pain points

This is save safe. You'll get a warning about a couple removed lunar patches, you can safely...

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Dev Blog: 5.4 Weapons Classes

So, 5.4 is probably one of the largest updates to come to LitR so far. Maybe not in terms of content, but the amount of design work that went into it's been way more than I originally anticipated. What started as a simple idea to try and make the degrade and salvage patcher scipt easier to maintain kind of balloned into a full pass on weapons and weapon classes in the modlist. Previously, the list had a bit of a kitchen-sink approach to weapons, I hadn't really sat down with a spreadsheet and...

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Release Candidate 5.4 - 4

I've finally gotten 5.4 feature-complete, this is a potential release candidate if nobody testing it finds any major bugs it will go live.

The major change here compared to the previous pre-release is the seperation of rifleman and commando class weapons. Rifleman now applies to manual-action rifles, and commando now applies to both semi and full-auto weapons. The idea here is to make commando less of a niche perk and more generally useful by giving is proper class of weapon to work w...

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Pre-release 5.4-3

Another compilation of the Pre-release. This fixes a handful of small issues compared to the previous, see the log for details.

https://drive.google.com/file/d/1dD_ogGSPvDdCo-tMKtHN6VkEzaXPmhAi/view?usp=drive_link

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Pre-release 5.4 - 2

This update has been a few months in the making now. I've had to accelerate it a bit due to the update that just dropped.

The big changes are the moving of a few perks, and an overhaul of both the weapons crafting and progression. See the Degrade and Salvage and Lunar Fallout Arsenal mod pages for more information on the changes.

Despite wanting to go through and do a pass on a bunch of the vendor uniques to better integrate them into the new Arsenal progression, I'll probably pus...

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Pre-release 5.4 - 1

This one's been in the works for a while. The major change here is complete rewrite of the Degrade and Salvage script, with the intention of making it easier to use and maintain. The primary difference to players are

1) recievers are crafted/repaired with weapon scrap (which you get from actually scrapping the weapon), rather than components that you detach. Other components are still transferable, however pre-war weapons can no longer have their grips or barrels swapped out.

2) T...

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Prerelease 5.3.0-5

What I am hoping will be the last pre-release for 5.3.0. I think I've got most of the bugs ironed out of load out. If you're already running load out v2, then this update should be save safe., the primary changes compare to the previous prerelease are sorting-related. If you're on an earlier version, then I recommend a new game.

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The major changes this update,are [Load Out]( View Post

Pre-release 5.3.0-4

This should fix the issues with lockpicking and hacking from the previous pre-release.

I've also tweaked and regenerated the sorting patches

I've also disabled limb damage from encumbrance

Edit: reuploaded with some bugfixes

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Prerelease 5.3 - 4: Minigames Suck...

So, after doing a bit more testing, it occured to me how annoying the hacking minigame is. Like, super annoying... I mean, why can't I just take some mentats and skip it or something...

So, there's now an option to skip the Hacking minigame (if you have the perks to hack the level terminal), if you have mentats in your inventory. I also brought back the fan favourite Locky Bastard, but added perk restrictions (you can only attempt to shoot/kick/explode locks you have the locksmith perk ...

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RC - 5.3.0

This is a release candidate for 5.3.0

The major changes this update,are [Load Out](https://www.nexusmods.com/fallout4/mods/78015) replacing the old backpacks balance mod, and a new set of combat mods coming in. This update also shuffles some of the unique armor sets around, and introduces set bonuses for them.

I don't recommend updating an existing game with this update. On the LunarPlus profile ...

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Pre-release 5.3.0

This is an beta pre-release, that includes new encumbrance mechanics, and a new combat suite of mods. I'm looking for the following feedback

  • How does the new encumbrance feel? I think the AP Regeneration penalty is currently too high, and needs tweaking, but I wanted to get other players opinions.
  • How does the new combat feel?
  • Are there any stability problems - The RobCo patcher has caused problems for the list in a previous version. Supposedly it's been fixed an...

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Pre-release 5.2 .2 - Now with profiles

This is a recompile of the previous one, I've tested the compile and the alt profiles are present. I've also thrown in an extra profile as a bonus.

There are 3 profiles available

* `Life in the Ruins` : the default profile, which provides a massively overhauled and rebalanced game, including Sim Settlements 2.

* [Wander](https://github.com/WhiskyTangoFawks/LunarFallo...

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Pre-release - New Year, New Profile

I've got another build of the wander profile ready, . It's not setup for a PC by default, however I do provide support for steam deck installations.

5.2.2 Wander

This update marks the launch of the Wander profile, which is an alternate profile based around Start Me Up, Player Undead Death Recovery, and Home Unimprovement instead of SS2. The wander profile also has support for the Steam Deck (because that's what I'm playing it on currently). As such, this update in...

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Life in the Ruins - Wander

Wander: Life on the Steam Deck

Wander is a fork of Life in the Ruins, specifically designed with two goals:

  • Run smoothly and consistently on a steam deck - it'll still work just fine on PC, but this is the list I built for myself to play when I got a deck
  • Focus heavily on an exploration gameplay loop, instead of settlement building.

I'm not a big fan of settlement building in FO4. With Life in the Ruins, I built the list...

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Pre-release 5.2.0/ Wander: And then there were 3

This update includes an up to date Wander profile https://github.com/WhiskyTangoFawks/LunarFalloutPlus/blob/main/Wander.md that will not be included in the gallery release yet, I still consider the wander profile in Beta- I'm currently rethinking my approach to settlement building (or the lack thereof).

Big change this update is the shift from 4 health segments down ...

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Test pre-release 5.1.1 / Wander Profile Update

Big change this update is the shift from 4 health segments down to 3, and corresponding buffs to stimpak healing. This should make resource management around healing a little more forgiving, and leave the player with a few more caps in their pocket not having to visit the doctor quite as often. After updating, the healing system should re-sync to the 3 segments, but if you experience any weirdness, healing from a doctor should reset the system fully.

I've included the Wander profile in ...

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Prerelease 5.0.4

# 5.0.4

The main addition here is the replacement of Companion Weapon Mod Swaps with Companion Weapon Proficiency. Instead of swapping out the mods on them, the new mod grants them infinite ammo while using a weapon of the type they're proficient with. It should allow companions to use some of the unique weapons in the list.

- Ad...

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Wander - Life on the Steam Deck

Here's an updated version of the list for 5.0.3 on the Wander Profile.


I've also improved the installation instructions

https://github.com/WhiskyTangoFawks/LunarFalloutPlus/blob/main/Wander.md


One thing to note for this, is that the downsized textures have been moved to a manual install, using a nodelete folder. This is to keep the list size ...

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LitR 5.0.3 Testing Release

A few users have been struggling with random instability around the downtown boston area. This is a test of few minor changes from the Storywealth team, that seemed to fix the same issue on their list.


- Added

  • * Escape Freeze

- Updated

- Removed

  • * Baka ScrapHeap

- Misc

  • * Swapped Interior Navcut fix over to non-multithreaded version
  • * E...

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Wander - Life on the Steam Deck

# Wander: Life on the Steam Deck

## Wander is a fork of Life in the Ruins, specifically designed with two goals:

1) Run smoothly and consistently on a steam deck

2) Focus heavily on an exploration gameplay loop, instead of settlement building.

I'm not a big fan of settlement building in FO4. With Life in the Ruins, I built the list around Sim Settlements 2 as an alternative to the vanilla settlement building mechanics. However, due to ...

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5.0 - One last test build while we wait

The BTI patch has dropped, but it's not on the nexus just yet. So I've integrated it, but want to wait to publish to the wabbajack gallery until it's been properly uploaded to the nexus.

I've also added the new communnity fixes mod, and updated and reorganized a few other things.

Users updating an existing 5.0 prerelease should enable Immersive HUD in mod organizer before starting the game (I moved it to the optional mod section, default disabled).

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Release 5.0 - Early Access

I'm calling this "Early Access", primarily because I want to get 5.0 out in some form for those waiting on new games. There is still one open issue- we're waiting an update to the PRP-BTI patch, and until that arrives there are some precombine issues in Quincy, Nordhagen Beach, and Cambridge- if you see flickering bits of the world, that's it. Updating the patch will be save safe.

This will go live on the wabbajack gallery whenever the updated patch is available, plus whatever other mod...

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Prerelease 5.0 - RC2

Updated release candidate. This removes a few mods that seemed to be causing problems, and brings in a couple extra Unique Replacers I've done. Raiders of the Pink Paste specifically has come out, due to potential issues, and my general feeling that it doesn't entirely match the tone I'm going for with the list. Sleepless nights has also been pulled from the main list, due to issues with SS2.


# 5.0 - Praxinator Gets Upstaged

Praxinator over on the discord has ...

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Prerelease 5.0 - Release Candidate 1

The changelog is the same as the previous pre-release, it just includes further updates and bugfixes to the same mods.

I'm calling this a release candidate for 5.0, barring any major issues or instability.

Known Issues: Some users have experienced a CTD outside goodneighbor, but it still occurs pretty randomly, we've not been able to isolate a cause.

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