Re: Acs Master Fallout 4

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Ignace Yeshwas

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Jul 14, 2024, 9:36:05 AM7/14/24
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Richard Moreau was born before the Great War, but little is known about his past except for the fact that he was one of the lucky few who found shelter in Vault 8 when the bombs fell. When the Vault opened in 2092, he was exiled for murder shortly after; traveling to the newly-founded Hub more than four hundred miles to the south and established himself as a doctor there, adopting the last name Grey.[Non-game 3][1] Doctor Grey became popular, especially with one of the caravan masters by the name of Harold, who considered him a brilliant doctor and philosopher.[6] His story could end there, if it was not for his decision to investigate the mutant attacks that plagued caravans. Along with gangers and scavengers, mutants were the primary problem for caravans, and their attacks were increasing. Caravan masters were forced to hire large numbers of guard, but even with that firepower they kept losing them. Harold, a noted local merchant at the time, organized an expedition to try and find the source of the mutations and shut it down, if possible. Richard Grey joined it, assuming leadership.[2]

acs master fallout 4


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The Master is the creator and leader of the super mutants. He is also the mastermind behind a movement called "The Unity," the aim of which is to see as many humans as possible turned into super mutants (whether voluntarily or by force) by means of the FEV. He claims that those who cannot be mutated by the virus, as well as those that choose not to, will be allowed to live, provided they submit themselves to sterilization. Those that resist the Unity outright will be executed for trying to stand in the way of the Master's "progress." In theory, the Unity is working toward the betterment of humanity, as super mutants are better adapted to live in a post-nuclear wasteland. Also, according to the Master, turning all living beings into one single race would finally eliminate the differences and the human fallacies that ultimately brought about nuclear war.

In his attempt to become master of all humanity, the Master tried to create guardians through gene splicing but was stopped by the Vault Dweller before he could complete his plans. However, some of his creations have outlived him and continue to roam the wasteland. These abominations include centaurs and floaters, which are often found together as though they feel some sort of kinship for one another.[11]

On October 23, 2077, a global nuclear war between the United States and China devastated the world and destroyed modern civilizations. The events of Fallout take place nearly a century later in 2161, and follow the Vault Dweller, a human born and raised within Vault 13, one of a number of underground fallout shelters built to protect survivors.[27][28][16] Survivors on the surface live off the salvage of the old world.[16]

In 1998, Interplay wrote a script for a film adaptation of Fallout, to be produced by its Interplay Films studio. The adaptation was canceled following the dissolution of Interplay Films in 2000.[189] Throughout 2002, Chris Avellone, a designer of Fallout 2, compiled research of Fallout's world and released a series of issues known as the Fallout Bible.[190] Following Bethesda's acquisition of the Fallout franchise, the Fallout Bible became non-canon.[27] Morgan released a remastered soundtrack album for Fallout on May 10, 2010.[191][192] A television adaptation, with Lisa Joy and Jonathan Nolan as executive producers, was announced in July 2020.[193] In 2022, Amazon approved the show for its streaming service Amazon Prime Video.[194]

Floating in the vats for almost a month, the F.E.V. transformed Grey into the amorphous, blob-like being that would eventually become known as The Master. Over time he expanded by absorbing creatures and people that went to the base and those who were consumed became part of his personality. He also began to capture humans to experiment with the F.E.V. They were very flawed and the master consumed them.

He is similar to the master in some respects (immobility I guess and exercising his will through others - securitrons rather than mutants) but Mr House would be the same awesomeness to see on the table.

Anyhow, I recently added Dawn of Skyrim to my load order, but there's a problem: the mod author recently changed the name of the esp. Currently it is Dawn of Skyrim.esp. Previously it was Blues Skyrim.esp. The result of this is that some patches have "Dawn" as the master, others have "Blues." I want to set all the patches that current have "Blues" as the master to "Dawn." But how do I do this? I google this topic regarding xEdit and search it at YouTube but come up with nothing. I've been told that it can be done easily with Wrye Bash, but the window for Masters in Wrye Bash is down to a sliver and I can't see any Masters listed at all. Does anyone know how to resize windows in Wrye Bash?

What I do and copy the plugin and rename the copy to the old name. Then load both old (copy) and and new master with the plugin that needs the name change. From there, you can then change the master's name in the plugin's header. When you've saved and are done with the old master (copy), delete it.

Some random things that might help. I got Fallout 4 and the DLC by buying the Skyrim Anniversary Edition + Fallout 4 G.O.T.Y Bundle on the Xbox app a little over a week ago. When I go to plugins and sort flags by Masters the only file that appears is Fallout4.esm and when I sort Group by DLC there is nothing. Two or three days ago I enabled 3 quest and adventure mods that Vortex says are missing masters and my game runs fine until I reach parts of the quest mod that, I assume, need the DLC and my game crashes.

I have noticed several Identical To Master (ITM) records in Fallout New Vegas' DLC, the 10mm Pistol being one of the obvious ones. I was looking for direction on cleaning these masters and didn't find one here. Is there one and I am just too green to find it? Or am I traveling a new path?

I was told that I should disable Sort FLST, Set enable state opposite of player, Set scale, Set Z position and Replace MSTT Form ID options on xEdit when cleaning FO3/NV dlc's. Is this valid or I should not touch the dlc masters at all?

Do you use YUP? I have read from several sources now that YUP makes cleaning the master files basically an exercise in futility at best. However I also know how much misinformation there is in the modding community in general, and Fallout seems to be even worse than Skyrim in that regard. I have just started modding New Vegas, and so far it has been a right frustrating experience.

ITMs and UDRs basically. You can't get rid of either of those with a patch of any sort. YUP might have changed some of the edits to fix bugs, but that's no different than USSEP doing the same for Skyrim SE. You'd sill need to clean the masters to remove the rest that aren't overridden and YUP would still need to be careful not to edit a deleted record.

To convince this villainous big bad hell-bent on world domination to kick their own bucket, you have to debate their plan for the Unity. "Do you join the Unity... or do you die here? Join! Die! Join! Die!" the Master screeches, to which the Vaultdweller can demand that the Master prove their plans to be true. This of course enrages the Dalek-looking monstrosity, "I don't have to prove anything to you!" Prod harder, though, and they say, "The Unity will bring about the master race. One able to survive, or even thrive, in the wasteland. As long as there are differences, we will tear ourselves apart fighting each other. We need one race. One goal."

"You've got a problem with your master race," the Vaultdweller reveals. "And what is that?" the Master inquisitively responds. "I happen to know that your mutants are sterile." The bombshell is dropped, the Master loses it, devolves into a fit of rage, "Preposterous! The FEV-2 virus doesn't destroy the reproductive organs of those it mutates," he cries. He even goes as far as to call the document you provide forgery, a deceptive trick, a ploy to undo his plans through conversation and debate, but it's no fake, and he slowly begins to realize that cold, hard fact. "It cannot be. This would mean that all my work has been for nothing. Everything that I have tried to... a failure! It can't be!"

A "mod" is a package (archive) of related files that make some change to the "vanilla" (unmodded; as delivered by the publisher) game. Within a "mod" package can be a number of "asset files" which add to or replace the existing vanilla assets (meshes, textures, sounds, animations, XML files, etc.), and one or more "plugin files" that tell the game about the existence and use of the new assets and where they are placed in the game. The "plugin" files are the only ones that appear in the "load order", which determines the sequence in which the game engine loads them into the game from the "top" (lowest numbered) to the "bottom" (highest numbered) position in the sequence. "Plugin" files have one of two possible file extensions: ESM and ESP. There is generally only one ESM file, but there may be any number of ESP files (including none). The ESM files are loaded first, and are considered "masters" to the ESP files that depend upon them.

A "master file" is one which must be present for another plugin to be able to utilize it's resources. The files which require some "master file" are known as "dependencies", because they "depend" upon the assets of the "master". Typically these "masters" have an ESM file extension, but this is just a general guideline. A file is technically considered an "ESM" because it has that flag enabled in the file header, which is normally not visible to the player. Thus an ESP file can have the flag enabled and be treated as if an ESM file to include loading with other ESM files at the top of your "load order". In addition, an ESP file from one mod may be required by another ESP, in which case it is also considered a "master" even though in all other respects it is "just an ESP" and may appear lower in the "load order" ... but still should be above any dependent plugins.

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