Fallout 4

File information

Last updated

Original upload

Created by

User_6306543

Uploaded by

User_6306543

Virus scan

Some manually verified files

23 comments

  1. User_6306543
    User_6306543
    • account closed
    • 4 kudos
    Locked
    Sticky
    I've released version 38. You cannot update to this version from 37! It requires a save that has never seen the mod before to function properly, and it's intended for new games.

    While F4SE keypress detection hasn't been made available yet, I have made tons of under-the-hood script changes to make it easy to update once it has.
  2. smaxy3
    smaxy3
    • member
    • 5 kudos
    Some  very interesting ideas here but unfortunately very few people downloaded/commented and the author closed the account.
  3. thunderclam
    thunderclam
    • member
    • 1 kudos
    I'm interested in how you reduced the XP rate. I think you level too fast in Survival, especially if you're playing a character with high Int. which you need if you want to take advantage of the crafting system. Using the "Gifted" trait from Start Me Up or similar mods mitigates this to an extent but also comes with a huge benefit (+2 to all SPECIALs). I'm not interested in using all the other features in your mod currently but I'd like to know how you altered XP gain so I could maybe do it myself in FO4edit.
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      A script attached to a quest fires once, adding a hidden perk to the player. The perk just multiplies incoming experience by 0.2. If you open up my mod in xEdit and also take a look at the source script, the relevant records and script are prefixed with MAO_ExperienceSlowdown.

      It's dead simple once you know there's a perk entry point for experience gain.

      Alternatively you can just delete literally every other record and script in the mod and it should work.
    2. thunderclam
      thunderclam
      • member
      • 1 kudos
      I may test that out. Thanks. I understand why you don't want to balkanize your mod, so I appreciate that you're willing to help people who care to use FO4edit.
  4. Lyss
    Lyss
    • premium
    • 23 kudos
    Thank you so much for the update fixing the problem with the Pause menu; I've been enjoying using this mod on my latest playthroughs as essentially the only gameplay changing mod on my list. I wasn't sure how the removal of the lockpicking and hacking mini-games would feel, since I normally actually like them, but the gameplay seems so much smoother and unbroken with them gone.
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      No problem whatsoever! I'm glad you're enjoying it.
  5. free8082002
    free8082002
    • supporter
    • 6 kudos
    I try your mod for the cyber feature, something I miss from old fallout. Need f4se or optional?
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      F4SE is not required for any features in the main mod.
  6. User_6306543
    User_6306543
    • account closed
    • 4 kudos
    Just as a heads up, this mod isn't abandoned, but I'm waiting for F4SE keypress detection to do a large update. Update 38 will require a new game start to work properly.
  7. scotty9090
    scotty9090
    • premium
    • 38 kudos
    Boy there are a lot of great ideas in this mod. I'm really glad I found this.

    The Scrapper perk enhancements were particularly appealing but it doesn't seem to work properly for me. I select "Field Scrap" from my Aid section and when I exit the pip boy I actually get the "Field Scrapping Complete" message before the menu even pops up. Anything I add to the container actually disappears with no components returned after I close the menu. I'm testing it with just a couple junk items (alarm clocks, wrenches, etc.) at a time so I don't think it's an issue of overloading it. I'd appreciate any ideas for why this is happening.
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      That's... odd. Initially I thought it might have been a blind spot in my testing, since I usually use the Aid item from the favorites menu. But, I just now opened the game and tested it the way you describe, and it works fine on my end.

      The only thing I can think of is that somehow the Wait() function in your installation is messed up. When that function works properly, the script shouldn't proceed while a menu is open, but I suppose that, if for some reason the script does proceed while menus are open, the observed behavior might look like what you describe.

      Unfortunately, since I can't reproduce it myself, I can't pursue fixing it for you. Have you tried using it as a favorited item?
  8. grindle2000
    grindle2000
    • member
    • 1 kudos
    I love your overhaul , but i was wondering if there was a way to take out the changes to legendarys. I enjoy getting the legendary weapons and i would love to still be able to get them , but with your mod enabled the legendary npc dont seem to drop anything.
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      Yeah, it's pretty easy to enable legendary drops again. Just open the plugin with xEdit and delete the entry under Leveled Item with the ID "LGND_PossibleLegendaryItemBaseLists". All you have to do is right click on it, select Remove, and save the changes. Then legendary enemies should resume dropping legendary items.
  9. rbescape
    rbescape
    • supporter
    • 1 kudos
    I've used your overhaul for skyrim for quite awhile now, minus the no fast travel stuff, so it was a no brainer to give this a shot.
    I'm ~level 60 now and have to say that it's been a fun playthrough.
    I was a little skeptical of the legendary changes initially, but not relying on op explosive weapons definitely made it more interesting.
    I think the only odd thing I saw was that the pulowski teleporter schematics ownership required I steal them. I tried twice, but ended up just using setownership on them and called it good.
    Good stuff though. Thanks for sharing.
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      Hey, glad you're having fun! I'll definitely look into the ownership thing and probably have a fix done today. I often forget to account for that when placing things in cells.

      Edit: Done! Fixed in version 20.
  10. tartarsauce2
    tartarsauce2
    • member
    • 2 kudos


     
    In response to post #38141500.

    I'm at work right at the moment, so I'd have to check when I get home to be sure, but this is my current understanding:

    It's not Adrenaline; that's handled by HC_AdrenalinePerk. Rather, it seems to be what equalizes damage between the PC and NPCs. If I recall correctly, the game setting multipliers were still set to the original Survival values. I wasn't entirely sure how it hooked up, but I took a scorched earth approach to changing the damage mechanics for Survival, figuring that as long as it all washed out to "same as normal difficulty" in practice then something I did must have worked. I could probably narrow it down from there through testing, or just looking in more detail at how it all connects, but I was in a hurry at the time


    oooohhhhh
  11. tartarsauce2
    tartarsauce2
    • member
    • 2 kudos
    mmm, I think I overlooked this gem earlier, didn't know what I was doing with modding at all about a month ago (literally haven't touched anything to do with modding except follow instructions until I got this game and I got intimidated by the setup list stuff)

    a small thing, I don't get what HC_damagemultperk is
    I understand the HC_damagetoPCSV/byPCSV and toPCTSV, byPCTSV stuff exists
    but what does HC_damagemultperk do, is this the adrenaline system?
    using version 9 because I only have automatron atm
    1. User_6306543
      User_6306543
      • account closed
      • 4 kudos
      I'm at work right at the moment, so I'd have to check when I get home to be sure, but this is my current understanding:

      It's not Adrenaline; that's handled by HC_AdrenalinePerk. Rather, it seems to be what equalizes damage between the PC and NPCs. If I recall correctly, the game setting multipliers were still set to the original Survival values. I wasn't entirely sure how it hooked up, but I took a scorched earth approach to changing the damage mechanics for Survival, figuring that as long as it all washed out to "same as normal difficulty" in practice then something I did must have worked. I could probably narrow it down from there through testing, or just looking in more detail at how it all connects, but I was in a hurry at the time