New, optional upgrade to version 0.3 is now available! Downgrade back to 0.2.1 if you don't like the changes or if you're experiencing problems.
Update: I accidentally uploaded a testing version of the mod in which jumping height for two of the legendary mods are off charts. Acrobat's and Sprinter's are restored to original functionality for now because there's no smooth way to increase jumping height in small amounts and I didn't want both of the modifications to unconditionally double jump height. Will look into this in future updates.
Update: Freefall is now distincted from Acrobat's by additionally reducing limb damage by same magnitude as Strengthened common armor modification.
Since u buffed the already OP two shot, could u also buff the other dmg mods like "rapid" or maybe "powerful" please? bec they are so much weaker than two shot, that i think there is some balancing needed, so one would actually prefer them over two shot, depending on situation and weapon type.
Endorsed. However, I use FO4Edit to change the parameters to suit my play ideas and I would like to nerf the wounding effect a little (extend the time of bleeding to make it more risky in close encounters) but it is absent in you mod. Can you add it to the list of effects, even without changing the parameters, so that people can change it on their own if they want to? I would be obliged. I just dont know enough about modding to add it on my own, I only know how to modify parameters with FO4Edit for existing items. Edit: I made my own small mod that does this: Bleed Nerf.
Then it would be stealth field suit or such and not really "chameleon". There are probably many mods which already accomplish that feature one way or another.
Thanks for the report. I couldn't figure what could be causing it, and I've had some difficulty testing every feature since I've been unable to attach legendary mods to guns by using console. Anyhow, there's an updated version available now in which I took inspiration from Simple Bug Fixes mod and... well, you should try it out yourself and see if it works.
I know there is a work around on the aim sights using Alternative Reflex sights, though there was previously a clash with DEF_INV... not sure if DEF_HUD (full) has some compatibility.
I think stabcops is referring to not being able to read your pip-boy when chameleon is activated, and no I don't think this mod fixes that, it just makes it so the screen doesn't changes colors and flash when activating chameleon, which I found really annoying.
I hear you, I took the liberty of removing your second consecutive reply. ^^
I thought that's what the guys were talking about, but I cannot really call it a bug. I didn't find a simple way to remove the entire invisibility shader, and I don't really want it gone myself anyways, so if you'd like that I'd suggest you look for another mod by more skilled author than myself.
Like the idea as described - But the first thing I've noticed is that it affects the Well Rested bonus. Some beds work, and some don't. Deactivated the mod and all beds worked again.
I'll be trying the mod with chameleon armor later... I got this in preparation for when I pick some up.
Thanks for the quick reply. I'll continue to monitor it. It's strange, I know. I created the beds in my workshop in my settlement (Sanctuary, if it matters). I tried it on the exact same bed, with and without the mod... Anyway - I'll try again later and try to monitor the behavior. If I notice any patterns, I'll let you know.
Cheers. ---------------------------------------------------------------------- (Sorry, I just noticed the site created 5 duplicate posts of this one. You can delete the others.)
Multiply projectiles in order to affect shotguns and such? There's already a mod which attempted that, but yeah, I suppose I should look into that.
However, I don't think Rapid's reload speed can be increased, it would probably be little too speedy when used in conjuction with Quick Hands. I might play around the idea, but no promises right now.
21 comments
Update: I accidentally uploaded a testing version of the mod in which jumping height for two of the legendary mods are off charts. Acrobat's and Sprinter's are restored to original functionality for now because there's no smooth way to increase jumping height in small amounts and I didn't want both of the modifications to unconditionally double jump height. Will look into this in future updates.
Update: Freefall is now distincted from Acrobat's by additionally reducing limb damage by same magnitude as Strengthened common armor modification.
I know there is a work around on the aim sights using Alternative Reflex sights, though there was previously a clash with DEF_INV... not sure if DEF_HUD (full) has some compatibility.
I thought that's what the guys were talking about, but I cannot really call it a bug. I didn't find a simple way to remove the entire invisibility shader, and I don't really want it gone myself anyways, so if you'd like that I'd suggest you look for another mod by more skilled author than myself.
Some beds work, and some don't. Deactivated the mod and all beds worked again.
I'll be trying the mod with chameleon armor later... I got this in preparation for when I pick some up.
...
You can actually only get rested bonus from a bed you own AFAIK.
I created the beds in my workshop in my settlement (Sanctuary, if it matters).
I tried it on the exact same bed, with and without the mod...
Anyway - I'll try again later and try to monitor the behavior. If I notice any patterns, I'll let you know.
Cheers.
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(Sorry, I just noticed the site created 5 duplicate posts of this one. You can delete the others.)
Rapid could use a buff too, maybe 35%/35%.
However, I don't think Rapid's reload speed can be increased, it would probably be little too speedy when used in conjuction with Quick Hands. I might play around the idea, but no promises right now.