DoujinStars
WhiskyTangoFox

WhiskyTangoFox

patreon


WhiskyTangoFox posts

Dev Blog - LitR 7

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 funda...

View Post

Pre-release 6.5.3 - Testing X-Cell

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...

View Post

DevBlog: State of LitR 6.5.2

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 o...

View Post

Modified LitR: Armor and Power Armor

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 Arm...

View Post

DevBlog - PA and Damage

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 shoot...

View Post

How to mod LitR - Weapons

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 r...

View Post

DevBlog 6.5: Energy Weapons

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 w...

View Post

Pre-release 6.5-1 Energy Overhaul

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...

View Post

DevBlog - Energy Weapons

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.
<...

View Post

Pre-release 6.4.1 Direct Hit & Bastion

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 ...

View Post

DevBlog - 6.4.0

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. Re...

View Post

Prerelease 6.4-2 : Home Sweet Home

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 alter...

View Post

Modified LitR - ENB and Weather and Lighting

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 au...

View Post

How to Mod - LitR: PreVisibines

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 ...

View Post

Pre-release 6.4

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 ove...

View Post

Release Candidate 6.3

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 d...

View Post

Pre-release 6.3-2

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

&n...

View Post

Prerelease 6.3.0 Re-Loaded Out

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. Compa...

View Post

DevBlog: Carry Weight.

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 ...

View Post

Dev Blog: True Perks Shuffle

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 conc...

View Post

Settler Built Settlements is up for mod of the month!

 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 wide...

View Post

DevBlog - Damage And Healing in LitR v6

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 f...

View Post

Prerelease - 6.1.0-4

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, ...

View Post

Pre-release 6.1.0-3

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 ...

View Post

Prerelease 6.1.0-2

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 v...

View Post

Settlement Plans - Proof of Concept

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 c...

View Post

Dev Blog : Settlements

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. I...

View Post

Pre-release 6.1

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).

View Post

How to mod LitR - SS2

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 w...

View Post

Modified LitR - How to Run the Scripted Patchers in LitR

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 o...

View Post