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JB

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JBianculli

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About this mod

An ongoing effort to modify game design, balance, and flow to create the best possible winter experience. Original mod content plus patches and lists of other appropriate mods.

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I'll be working on this for the coming months, until I tap out. I don't like to work this way on mods/patches. I typically wait till it's "done" before release, but the winter is soon upon us and the weekend is starting so I figure to post it up now. Please contribute as you desire - comments, suggestions, critiques, mods and patching. I'll be doing a vanilla mod and for Horizon (Unofficial). Patches will be for Horizon and tweaks for other mods.  If it needs a patch, I'll label it.  This is not compatible with Frost. If you want to take anything here and make your own version, feel free. 



Immersive outline: 

Living in a cold environment would change many factors that would involve many nuanced changes to the game. My intention is to go through, piece by piece and make the proper changes to the best of my ability and to the extent the game allows. Any contributions are welcome. I'm looking to avoid any scripting or anything that wouldn't allow the mod to be removed midgame.

Some examples of possible changes to be made....

Worn clothing and armor - Thick warm clothing and little to no metal armor
Housing and warmth - Wooden shacks are dumb. Also add heat sources. 
Food availability - Mostly hunting and stored food. Grain, pickled, fermented, and canned food. Much less plant food and most can't be found wild  
General living habits - people are not spending much time outside and if they are, they are near a heat source
NPCs - Removing insects, adding others. No tunneling. No mole-rats above ground. Radscorpions?? 


Link for the Google Drive document that will contain an outline of ideas and ongoing modding. 



Current modding and plug-ins...

Currently: only Commonwealth 

Immersive Winter - Wild Herb Edits (Issue: On a new game I started getting tato plants in place of every land based wild herb placement and it gives wild tato. Currently going through all worldspace placements and setting to 'initially disabled')

- Added Leveled Lists to the Wild Corn, Wild Razorgrain, Fungus, and Silt Bean. You have a good chance of getting more than one herb per pick. Mutant Ferns and Ash Blossoms are untouched in this mod as of now. Note: Horizon already has its own system
- Edits to Flora. Wild Gourd, Carrot, Melon, Tato, Ash, Mutfruit, Bloodleaf and Tarberry have been disabled by their models being swapped with the harvested version ( I tried everything else I could play with on the Flora form and this was all that worked). You'll see nothing in the worldspace, I don't know how to make them look already picked.  Unfortunately, any flora that is being grown in a controlled environment will not be available. This was the quickest way I know to edit the world map.
- Wild herbs remaining - Corn, Razorgrain, Silt Bean, Thistle, Fern Flower
  

Immersive Seasons - formally "Immersive Winter - Worldspace edits" 

- Collection of plug-ins that set to 'initially disabled' all worldspace occurrences of the removed flora. No Wild Tato, Mutfruit, Gourd Blossoms, Melon Blossoms, Carrot Flowers, Hubflower, Bloodleaf, Tarberries. No Glowing and Brain Fungus in worldspace and above ground cells that would not be warm (Apartments, etc). Removes the DefaultFungsGlowingLight as well. This means you can grow the wild plants if you have a mod that allows it but they won't show up when you're exploring. 
- Removed the blue glow from the tree fungus by setting to "initially disabled". Also check out Forest Fungus De-Lit for a non winter version
- The Slog currently has Tarberries. I may change that. A heated pool with a greenhouse is possible with power but they currently have no power by default. 
- Bloodleafs and Tarberries - in the process of setting to 'Initially Disabled' all occurrences.  Winter Redone has its own edits of this nature but uses custom forms.  
- DLC - will go through in the future
 

Immersive Winter - Vendors 

- Added herbs to Vendor Leveled Lists. These could be considered "dried herbs" so they are effectively the same item from a medicinal and culinary standpoint. 
- Adding insect parts as needed
In progress...
-Removed most insect food and plant food. Insect is rare. Plant is Gourd and Razorgrain  

Immersive Winter - NPCs - Not available, in progress

- Going through above ground Mole-rats and removing or swapping out
- Going through above ground insects and removing or swapping out ( May use SKK NPC swap mod for now)

Immersive Winter - Settlements

- Removing from workshop any water pumps that involve drilling into dirt. Keeping water based pumps. 
- Will possibly add pre-existing pumps to certain settlements

Immersive Winter - Settlements - Greentop Nursery - Horizon version separate. 

- Chosen because I think it's a good alternative place to start if you're using the SKK quick start mods. It also has a greenhouse already. 
- Lightly prebuilt - boarded up windows, "lived in" feel with some extra supplies, added some heat sources, diversified crops in the greenhouse, light fixing of the greenhouse glass ( only the top roof pieces had an unbroken panel that could be replicated). Added a bit of loot to help you along and make it feel like people are actually living there. Added a handful of appropriate various containers with random loot.  
- Horizon version: Uses the randomized loot replacements for pill bottles, etc. Mutfruit plants are not touched but I added two extra of corn and razorgrain items in the house. You will have at least two of each crop to start in the greenhouse. Added a farm workbench. 
**Beds and crafting benches aren't connected to the settlement properly. Fixed and coming in next update. Just store them and re-place them** 


Horizon Immersive Winter 

*place Immersive Seasons plug-ins above the Architect Worldfixes/Managers. Place it as high as possible to be cautious. 

- Will include the above when applicable. The Immersive Seasons plug-ins are separate. 
- Modify Hunter Jobs - meat, fishing, and herbs gather LL. You'll get less food all around. No insects. Fish stay the same minus the insects.  
- Increase pricing on most plant foods
- Modify LL for Farm Vendors. Remove some plants, add herbs. Gray Garden will be the best spot for buying produce. ( The heat produced by the robots keeps the greenhouse warm enough throughout the year)
- Removed bird and insects environmental sounds ( some of the winter environment mods do this already but I wanted to include for good measure)
- Edited meat on vendor LLs



Installation

You're going to want to put the worldspace edits higher, rather than lower, in your load order. You definitely want things like PRP to overwrite. 
I have this in my Horizon modlist with a lot of random worldspace mods and I have this pretty much at the top of the load order.



Patches

Horizon Fallout 2287 - Nuclear Winter patch - Work in progress....

Requires Nuclear Winter: Fixes and Addons

V1.1 - Heavy touch ups on everything.
V1.2 - Packs are tagged, I put the original radiators in for the workshop, added more Arc clothing to insulation form list, played around with the material mods on the packs (I think they're a bit wonky from the original mod)
V1.3 - cleaned up the fuel option for oil. Left the liquid fuel test in on accident. You might need to craft a new back pack to get it back online properly. It's working wonky for me. 


- Patched the heater packs to the Tech bench. Balanced recipe costs in the Armor bench. Removed the Insulation and modified Protective value modification. 
- *Added insulation keywords via the Object Modification layers for the various clothing and hat layers.* Doesn't seem to be working. Not actually adding value. Can't get help in the Discord. 
- Patched the Hand Warmers to the Chem bench
- Patched the Blankets to the Equipment bench
- Patched a bunch of Arc clothing, mostly headwear. Scarves are useful, make one.
- Patched heat source radiators (workshop)  
- Didn't do much with Frozen and Cold food so that comes as it is. I'm currently not playing with the feature active because I don't like the gameplay.
- Trying to change fuel: Oil to Liquid Fuel but it's not working. Discord is not helping.
- Can now craft Coal via the Cooking bench. 1 wood makes 2 coal. ( This is a solid choice for fuel)
- Patched the workshop heater units and added a way to craft one via scrapping skill. 
- Added the Universal Workbench to the formlist to give a "small" amount of heat. 
- Added a fire barrel to the medium heat formlist that wasn't on it. 

Campsite

- I'll include my version here but Starguardace has one as well. I've had a version for two years and never posted it. Mine is more detailed and difficult around weight and crafting costs. He has some cool survival kits that grant buffs. 

Campsite Winter

- Patches relevant things. Requires the Campsite Winter fixes as well. 

Nuclear Winter - Fourville - warm locations patch

- Adds 'warm location' keyword to most of the locations. The ones that are inhabited by the Fourville people. 


Role-play ideas:

Crops:

It would make sense that a properly set up greenhouse could grow food year round. I don't know how to make that a game mechanic so I'll be roleplaying that by building my own greenhouse for any crops I want to grow with some form of heat source. Fusion energy could heat it easily, in theory. I'll be using the settlement dirt spots and grow containers for that as well. Any ideas, let me know.  

Beds/sleeping:

Settlers would need to be near heat. Don't neglect them! Be the leader they think you are. 



Additional Mods....


Gameplay:


Fallout 2287 Nuclear Winter by D1v1n122 - Patch in progress, posting it as beta. Also use the Campsite winter patch
Nuclear Winter - Fixes and Additions by St1k2k22 - Required for my patch. I also recommend his Campsite fix
Campsite - Simple Wasteland Camping by FadingSignal - I have a patch for this also
Nuclear Winter - NPC patch by EagleFour - This fixes something with the breathing spell being cast on NPCs and not clearing properly when no longer needed. 



Environment: 


Pick one: 
Icepick Overhaul by Spifferino 
Winter Redone by flecked
Winter Wonderland by Arisen1

Extras:
True Grass - Retextured Winter Edition by Ethnet - needs original True Grass mod. 

Winter Commonewealth Pines by flecked - Adds a ton of pine trees. 

Frozen Lakes and Rivers by Zorkaz 

Left to Rot - Winter Retexture by Neirsin - need the original as well



Weather: 

Calamity Weathers does not need a patch, I can't speak for the others. 

Simple Winter Weather by flecked
Polluted Climate Winter Edition by Mandragorasprouts 
Polluted Climate Winter - No Snow Under the Roof patch by snurnpmzlkp - Roofs and walls properly block snow
Calamity Weathers by SirArindel - Use the snow patch. I have a patch here for much less snowy weather. 
Calamity Weathers - No Snow Under the Roof patch by snurnpmzlkp 
Vivid Weathers by Mangaclub
Vivid Weathers - No Snow Under the Roof patch by snurnpmzlkp
NAC X - Legacy edtion by 100ping 
NAC X - No Snow Under the Roof patch by snurnpmzlkp


Miscellaneous:


Winter Main Menu Animated - For Winter and Frosty Players by Zorkaz 
Winter Main Menu Animated - Far Harbor by Zorkaz
Project Reality Footsteps (Snow version) by HULKHOD3N
Loading Screen Replacer - Nuclear Winter by Prototype6X06

Extra Flavor:

Smokeable Cigars, Cigarettes, and Joints by Flip777 - Needs Horizon patch
Smoking Chimneys - For Industry and Homesteads by Zorkaz - Don't know if this needs a Horizon patch, probably not
WWII - Soviet Coat Uniform by comrade POVcombat - Horizon patch here
Trench Coat by TheMightArchaon - Needs Horizon patch
Western Long Coat by HoratioCaius - Needs Horizon patch for the stand-alone
Frozen Valley - For Snowmen and Hunters by Zorkaz (man is a king)

New Game: 

SKK - Fast Start New Game
SKK - Fast Start Location
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