I experienced this in The Dig as well. Had to disable the door in order to proceed. Btw, increasing rad resistance doesn't help >~<
Edit: I also was unable to use a terminal in Cambridge Polymer Labs, and another one in Hubris Comics. I had to uninstall because of this issue, sadly.
Maybe a potential fix could be to add a patch to allow using terminals while experiencing radiation damage?
What are the added requirements for the decontamination arch supposed to be? I'm not seeing any perk requirements or anything like that. I have this mod (and the patch for VIS and UFO4P) loaded right at the bottom of my load order just to be sure there's no conflicts.
@MASmarksman Using vanilla file and water hand pumps still provide Purified Water. The only other mod I'm using is Loot Overhaul. (changing mod order doesn't fix). Thoughts?
Yeah Loot Overhaul affects it I believe, don't know why it won't work when you change your mod order though... I have my own loot mod (long WIP) so I don't have Loot Overhaul installed ATM, so I can't exactly check. Tell me if you want me to make a patch if possible.
Great thing you've got here, but is there any way you could add an option to boost the Glowing Sea rads? I've found I prefer Vivid Weathers over True Storms, but man, I really want that radiation boost they have in TS!
If you could point me in the right direction, I can probably tweak a few values in FO4edit if that's all that's necessary. I've poked at a few things there, but I have no idea where I'd find the radiation values in a location like that.
Download True Storms and choose the extra Glowing Sea Rads plugin, and then look into FO4Edit (or the CK, I use FO4Edit myself). You should be able to find the right files to edit, it's usually just as simple as changing a few numbers.
Hey love the idea of this mod. Downloaded and installed the season pass but nothing seems to have happened, no noticeable increase in rads and purifiers still making purified water. Are there any known mod conflicts or load orders to follow? I don't think I have any mods that would conflict other than maybe cwss. As of right now I have your mod pretty far down in the load order. I'm only asking because Im at work atm and can hopefully narrow down my troubleshooting endeavors later.
Hey i discovered your mod and it was an instant download for me because i always wanted radiations to be a real threat, but what is the ''bigger overhaul'' you're talking about?
It's a project I've been working on for a while (started last month as a rookee but now I understand the modding business a bit more), but it got delayed after Nexus' profiling decided to erase a whole week's worth of edits (and there were a lot). It's a combination of several of my mods, and impacts: radiation, perks, perk chart, perk requirements, food health, AP regeneration, loot, settlement production, and more...
It started with the idea that foods shouldn't give HP, and it became much more. Honestly, I've lost so much time to this, I could've completed Fallout 4 already if I hadn't started modding
Tell me if you want to know more and if you think I should release it.
Thanks! I was away for a few days and don't have Valdacil's Item Sorting Mod installed, and before that I was busy with a mod I've been creating. Too bad my progress got deleted (fuckin' Nexus Profiling can be blamed for that), so I was kinda done with Fallout 4 for the moment.
Thanks anyway for creating a patch, appreciate it.
Hey! Firstly, it was very gracious of you to build this around my True Storms mod
Secondly, I made a lot of these kinds of tweaks in my own game because radiation is barely a hazard in vanilla, and was planning to make a type of "radiation overhaul" myself, but am relieved to see this already underway, as I'm bogged down in a lot of mod work already!
That said, I would like to contribute, if you're into it. For one, I made a tiny mod a while back that actually made the Fat Man leave lingering rads like every other explosion already does: http://www.nexusmods.com/fallout4/mods/8602/?
I would not mind that mod being absorbed into this one if you want to include it. I'll have a look at what you have here and PM you with some other tweaks and ideas.
Wow, cool man! Yeah I've got that one installed ATM, a must have IMO! I really like your work, thanks a lot! I'll merge it tomorrow then, right now it's all about watching EA Play and then the Bethesda E3 livestream
38 comments
Edit: I also was unable to use a terminal in Cambridge Polymer Labs, and another one in Hubris Comics. I had to uninstall because of this issue, sadly.
Maybe a potential fix could be to add a patch to allow using terminals while experiencing radiation damage?
Love the mod!, but a pity that there is not a VIS-G patch for this. I can't live without VIS-G! XD
Endorsed anyway!!
I have my own loot mod (long WIP) so I don't have Loot Overhaul installed ATM, so I can't exactly check.
Tell me if you want me to make a patch if possible.
If you could point me in the right direction, I can probably tweak a few values in FO4edit if that's all that's necessary. I've poked at a few things there, but I have no idea where I'd find the radiation values in a location like that.
You should be able to find the right files to edit, it's usually just as simple as changing a few numbers.
I don't think I have any mods that would conflict other than maybe cwss. As of right now I have your mod pretty far down in the load order.
I'm only asking because Im at work atm and can hopefully narrow down my troubleshooting endeavors later.
but it got delayed after Nexus' profiling decided to erase a whole week's worth of edits (and there were a lot).
It's a combination of several of my mods, and impacts:
radiation, perks, perk chart, perk requirements, food health, AP regeneration, loot, settlement production, and more...
It started with the idea that foods shouldn't give HP, and it became much more.
Honestly, I've lost so much time to this, I could've completed Fallout 4 already if I hadn't started modding
Tell me if you want to know more and if you think I should release it.
Valdacil's Item Sorting mod
http://www.nexusmods.com/fallout4/mods/3877/?
The new compatibility patch:
http://www.nexusmods.com/fallout4/mods/14921/?
and before that I was busy with a mod I've been creating.
Too bad my progress got deleted (fuckin' Nexus Profiling can be blamed for that), so I was kinda done with Fallout 4 for the moment.
Thanks anyway for creating a patch, appreciate it.
Secondly, I made a lot of these kinds of tweaks in my own game because radiation is barely a hazard in vanilla, and was planning to make a type of "radiation overhaul" myself, but am relieved to see this already underway, as I'm bogged down in a lot of mod work already!
That said, I would like to contribute, if you're into it. For one, I made a tiny mod a while back that actually made the Fat Man leave lingering rads like every other explosion already does: http://www.nexusmods.com/fallout4/mods/8602/?
I would not mind that mod being absorbed into this one if you want to include it. I'll have a look at what you have here and PM you with some other tweaks and ideas.
Again, if you're up for it
I really like your work, thanks a lot! I'll merge it tomorrow then,
right now it's all about watching EA Play and then the Bethesda E3 livestream