# 3.3.0 - Feast with Famine
The big new thing here, is Feast & Famine, which is my rebuild of the food and cooking systems. We also have a big update to Unique NPCs Creatures, which removes Radspiders, as well as a few other things. They may return as a separate mod in a future version of the list, but for now, I've de-merged them out of UNCPs. Other notable changes i...
2023-02-04 11:06:10 +0000 UTC
View Post
# 3.2.4
With the update to Random Valuables Redux, if you revisit places you've already explored you may find new collectibles there (randomization spawn happens on cell load, so if you don't load the cell, nothing will spawn)
- Added
* LooksMenu Customization Compendium Fix
* Base Object Swapper
* Puddle Swap
- Updated
* ENB
* WS...
2023-01-17 13:08:54 +0000 UTC
View Post
So, after one year of open release, Life in the Ruins is going pretty strong. We've had well over 10k downloads, and the list has grown, going through two major updates. At this point, the list is well fleshed out with content and I've more or less run out of systems to overhaul.
Going forward, I'd like to focus more on bug fixing and testing. Particularly, I've not really played the game...
2023-01-03 17:54:30 +0000 UTC
View Post
# 3.2.2
With the addition of LFP - Food, it's recommended to turn SCM hunger and thirst from calculated by weight, back to the default calculated by value
Healing values in Food Doesn't Stack have also been tweaked, food and water should have noticeable, but slow, healing, active only outside of combat.
- Added
* Lunar Fallout Plus - Food
* Handmad...
2022-12-31 17:04:29 +0000 UTC
View Post
# 3.2.2
With the addition of LFP - Food, it's suggested to turn SCM hunger and thirst from calculated by weight, back to the default calculated by value. I still need to test the values here, and see how they feel in game, and whether there are any economy problems that result from the increased food value.
Other than the food changes, it's 3 new settlements that sh...
2022-12-30 17:24:51 +0000 UTC
View Post
# 3.2.1 : The cure for the common cold
So, I came down with a cold this week, and it got me thinking that the survival diseases are a terrible gameplay mechanic, no real player interaction, just random punishment which you just ignore until you happen to be near a doctor again, I always have a disease, but I never bother to check which one, or cure it unless it's infectio...
2022-12-16 21:56:44 +0000 UTC
View Post
The big addition here is my new Alias Project, which is a scripted replacer for True Legendary Enemies Redux. Players who want the full normal enemy renaming features can just disable the legendary modules (all it does is change the distribution of the spell, it's safe to toggle mid save, although it may only affect new NPCs).
I've also swapped out some of the older sound mods for some up...
2022-12-08 07:09:37 +0000 UTC
View Post
So, a long time ago, Real Name Settlers used to be in Life in the Ruins, but I ran across a bug where, because the renamed settlers were thrown into a quest alias, they would never despawn after being kills, you'd just get dead settlers in piles 5 feet deep across the commonwealth, at every encounter location. At the time, I wasn't able to fix it.
So, while doing the scripts for Immersiv...
2022-11-20 09:36:02 +0000 UTC
View Post
The vanilla Legendary Enemies mutation system has always felt unfinished. At half health, the enemy gets a minor power up, and their health is magically reset, and you get a text notification that they've mutated. Big Whoop.
So, for the past week or so, I've been working on a new mod that replaces this system with something a bit more fleshed out...
Immersive Legendary Mutat...
2022-11-15 08:16:27 +0000 UTC
View Post
Alright, here's an updated pre-release, big change here is swapping out the 4k version of Luxor's HD overhaul for the 2k, which should be a significant performance improvement for most users.
Full Changelog
3.0.3.1 - Weapon Textures Cleanup and a Hotfix
Just a minor update, with a couple hotfixes, and a bunch of texture repacking.
A few textur...
2022-11-04 12:44:50 +0000 UTC
View Post
Just a minor update, with a couple hotfixes, and a bunch of texture repacking.
A few texture mods have been removed, they were initially included due to the Fallout 4 HD Overhaul not covering weapons or robot actors, but should be no longer needed.
I've also repacked a bunch of the mod added weapons, this should free up around 50 ba2 slots, let me know if you encounter any issues wi...
2022-11-02 18:50:52 +0000 UTC
View Post
Here's an updated prerelease for 3.0.2. Includes a Fallout 4 HD Overhaul Update and a texture repack, so expect some time downloading and building archives.
I'm considering this pretty much ready for release, I'll spend a few more days testing before the public release though.
See the full changelog
2022-10-20 08:08:48 +0000 UTC
View Post
For this month's pre-release, we've got few spooky content mods
South of the Sea
The Secret of Huntress Manor
The Mannequin cult
Plus a bunch of other stuff, see the changelog for full details
2022-10-14 12:55:48 +0000 UTC
View Post
This should be the final pre-release for 2.2.0.
New in this prelease are
- New Backpacks of the Commonwealth patching
- New Syringer Rifle Overhaul patching
- New Chemist perk effect
- I've also added Ketaro's World, the patching for it was suprisingly simple
This covers the last of the things I wanted to rework and better integrate into the list.
<...
2022-10-02 10:14:48 +0000 UTC
View Post
So, in the previous prerelease, I forgot to repack and enable the new lods before compiling.
Only difference between theis and 2 is an update to 4estGimps item sorter enhancements
2022-09-25 07:08:45 +0000 UTC
View Post
Lunar patches are done, LoD regenerated, which is the bulk of the work for this release complete. Next step is primarily testing, although I'm working on updating my SRO patch as well.
This is also the first compile of the list with Wabbajack 3.0, as far as I can tell everything worked fine, but let me know if you encounter any issues.
This is safe to update from the previous pre-re...
2022-09-24 17:39:45 +0000 UTC
View Post
Well, this took slightly longer to finish than I expected, due to a couple of distractions, but it's finally here.
The main event for this pre-release are the Unique Replacers. All non-purchaseable uniques have been replaced with actual unique weapons, with a few exceptions: the harpoon gun uniques, which I can't find anything thematic to replace them with, and the Bloodletter unique pole...
2022-09-19 09:20:08 +0000 UTC
View Post
Just a quick update about what I'm working on for the next prerelease
The unique replacers project is going well, I've already got a few uploaded to the nexus, and as anyone who opens those up in xedit can see, they're actually fairly easy to make. I have hit a bit of a snag with vendor aspirational weapons and armor though. Replacing them is more complicated because their mods are coded...
2022-09-02 08:15:04 +0000 UTC
View Post
This time, a small pre-release. Mostly updates, bugfixes, and optimisations. See the changelog for full details
2022-08-24 21:22:34 +0000 UTC
View Post
This should be the final pre-release before 2.1.0 is set free.
Compared to the previous pre-release, this contains a ton of bugfixes, another LFO update, some additional general cleanup of patching, and the new SS2 Update.
2022-08-14 06:23:43 +0000 UTC
View Post
Update for the pre-release
Full changelog has been updated, but here is the summary of the major differences from pre-release 2.1
FO4 HD Overhaul update (so another 50gb of downloads, sorry)
Lod regenerated
Added uneducated shooter (leaning disabled), and raw input
Reverted Diamond City to how it was in the release version - the femshepping patch unfortunately doesn'...
2022-08-09 09:01:57 +0000 UTC
View Post
Early release for v2.1.0 is now available.
2022-08-04 18:21:20 +0000 UTC
View Post
So, as you may have guessed from the fact that the modlist is updating again, we're moved in, and getting settled enough that I have a little spare time. While I was stuck with just my laptop, I took the chance to convert all the custom integration patching I did for the list over the past few year into Nexus Mods, as I am sure a few of you noticed. It lets people use pieces of the list without...
2022-07-30 19:59:23 +0000 UTC
View Post
Hey all, I just wanted to leave a short message about what to expect about modlist dev for the next couple months, along with a brief glimpse into my personal life.
So, my partner and I are moving this week. I was hoping to push out a Dev-list update with Fourville in it, and a couple other content inclusions before I packed away my desktop. However, this past friday night I developed a f...
2022-06-19 07:10:01 +0000 UTC
View Post
So, I've been thinking about improving the new content in the list, primarily because it's one of the few areas left that people say needs expansion.
I thought I would go ahead and share the list I've got so far of stuff I'm looking at. I'm setting the bar pretty high for lore friendlynes, quality, and integration into the game (like, The Bleachers and Tales from the Commonwealth high).
2022-06-12 17:28:51 +0000 UTC
View Post
I don't plan to release 2.0.3 until the next SS2 update drops, so until then, here's an updated prelease.
# 2.0.3
After the DCRE update, if you experience the looping song issue, run the following console commands
stopquest DiamondCityRadio
startquest DiamonCityRadio
- Added
* Railroad Redone Improved
* I'm talking to you
...
2022-06-04 08:53:37 +0000 UTC
View Post
With 2.0.3, I've migrated the repacked textures from the dev profile to the main installation, which should bring the size of the patreon install down by around 50gb. I've also got some new groud textures I'd love feedback on, pulled from the Borealis mod.
- Added
* Railroad Redone Improved
- Updated
* Diamond City Radio Extended
* FallUI Ite...
2022-05-26 21:37:26 +0000 UTC
View Post
Dev profile updated for the 2.0.2 release
Still just has the repacked textures, nothing else extra compared to the main release.
2022-05-22 08:46:25 +0000 UTC
View Post
So, these mods are on my radar as things I'm considering, and in I thought I'd try a quick vote and see which, if any, people would be interested in, to help me in terms of prioritizing which direction I go in, at least to start with.
In the case of PAC, I'm not sure how I would integrate it, due to the authors choice to leave the nexus over their moves for modlists. The rest are on the n...
2022-05-21 07:00:50 +0000 UTC
View Post
Here's the updated version of list with the LitR Dev Profile, also includes the following fixes as a pre-release for the next update
- Updated
* Sim Settlements 2
- Misc
* Fixed damage settings plugins not working
* Fixed pump-action shotgun crafting
The Dev profile is an in-development profile, that includes the about 30 of the texture mods re-packed i...
2022-05-18 19:48:37 +0000 UTC
View Post