Fallout 4
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MikeTM

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Gookins

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72 comments

  1. Korach
    Korach
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    No negativity, but basically, you just want to be required to eat, drink, and sleep? Because you just created a mod that brought back every single thing survival took away. From what you say you added/changed, it sounds like you want to play survival, but at the same time: not play survival.
  2. Mikako
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    This is easily one of my favorite mods. But I think the Modified damage elements should be included as an option in the Modular Install. There are already Damage Balancing Mods out there, that give a huge range of options. I currently for example use a 1.5x vs 1.5x ie NPCs do 1.5x damage, while player does 1.5x damage for survival.Which would kind of conflict with this mod I'm assuming.
    1. Gookins
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      Hey and thanks for the feedback! That is indeed a valid concern. I'm not sure when I'll be able to tinker with it since I'm pretty busy with work now. But I could try making the damage mods a togglable function in the pipboy. From what I recall I use my custom modifiers, so they don't conflict per se, but they would indeed stack up on each other unbalancing all mods.

      I'll put it on my long overdue list of fixes for the mod. Sorry it's taking a while!
  3. Antaryy
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    So i need use holotape EVERY TIME i want to save\quicksave my game ?
    1. Gookins
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      Unfortunately. Normal modding means don't allow us to fiddle with the saving functionality. I built this holotape into my mod to give at least some basic means of saving, but actually I recommend the usage of this mod. It's archaic, but still gets the job done. Use at your own risk however.

      http://www.nexusmods.com/fallout4/mods/11542/?

      It's a mod that re-enables the saving options from the menus. You could also look up one of the autosave mods around, those save your game in regular intervals.
    2. ParasiteX
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      I use this one
      http://www.nexusmods.com/fallout4/mods/12906/?

      Together with FO4 Hotkeys.
  4. Grifman
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    The tweaks in the pipboy aren't clear to me. When you start the game, the explosives tweak has an asterisk by it and the other option says "Use vanilla damage" but no asterisk. So what options are running when the game starts, I'm not sure how to read/undertand this. Thanks.
    1. Gookins
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      You raise a good point, I might write a little clarification above the menu. The game starts with the explosives tweak enabled, and vanilla damage DISABLED. In other words, by default the game uses the explosion tweak and my modded damage values.

      That is because by default I assume that people want to play with my damage tweaks. I should probably change this to "Use Modded Damage" eventually. It does seem a bit confusing when you mention it.
    2. Grifman
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      Thanks for clarifying. That's what I guessed but it was just a guess

      You don't necessarily need an in game clarification, what you just said above would work if you put it on the mod description page.
    3. Gookins
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      I was thinking of writing a little list of known issues, might do that if I find a spare minute on the weekend. Anyway, hope my mod serves you well.
  5. panzerdog
    panzerdog
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    Thank you so much for this mod! one question: is it ok to keep this mod active while I'm playing my other characters who isn't in survival mod?
    1. Gookins
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      I took a quick look into the files, and no, I don't suspect it should cause you any trouble.

      You still get the saving holotape, but you can simply put it away somewhere.

      A good thing to keep in mind is that my changes do affect your save, so it does get more data infused into it. But unless Bethesda breaks something, my changes won't be used until you activate survival mode.

      If something does seem off though, don't hesitate to inform me here and I'll fix it.
    2. panzerdog
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      Thanks, that's wonderful to hear!
  6. MuggyTheSecuritron
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    Don't exactly know if this would be possible, but I feel like it would add to immersion if bullets caused a stagger. I know there's a legendary effect for it, but I mean really, unless you're like super pumped a bullet to the chest or arm is gonna make you wobble a bit. Raiders and animals shouldn't be able to just walk through bullets. Rifles like hunting rifles and the lever action should cause a knockdown, or large stagger depending on caliber/reciever, and smaller weapons a medium to small stagger, just a little movement. Same for the player when hit. If you can I would definitely endorse this mod when able to, not that I wouldn't right now, I just have no money. lol
    1. Gookins
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      I think it would be possible to add more effects like these. Just not sure if it would make for a pleasant game experience to be staggered all the time. But of course everything can be balanced.

      Unfortunately I don't have the time required to implement and balance bigger changes like these at the moment, sorry.

      Btw: you don't need money for endorsements, you just need to have downloaded the mod.
  7. num9yne
    num9yne
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    works perfect! endorced!
    1. Gookins
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      Glad you found it useful.
  8. btasqan
    btasqan
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    Whats the name of the holotape in pipboy? Cant find it..

    Edit: Found it.
    1. Kihatomay
      Kihatomay
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      what is it called? I cannot find it
    2. Gookins
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      It's called:
      " = Gumol IT Data Backup Utility = "

      It's at the top of your list in the Misc category.
  9. Sherlock161
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    dmg is still ridiculous, I am dead after 1-2 shots, is this mean even working? fast travel and save is working, carry weight too, but that damage is just weird and not fun
    1. Gookins
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      Have you used other mods that mess with damage values before mine? Turns out some of them values get stuck in your save even if you turn the mods off. (I'm currently addresing this problem for my 0.5 update)

      Till then you can try this. Open console by pressing tilde ~

      Then type these:
      player.getav HC_IncomingDamageMult
      player.getav HC_OutgoingDamageMult

      Note the values that the commands threw out. What were they?

      Survival Vanilla places these values at:
      HC_IncomingDamageMult = 2.0
      HC_OutgoingDamageMult = 1.5

      MikeTMs Survival Rebalance values are like these:
      HC_IncomingDamageMult = 1.25
      HC_OutgoingDamageMult = 1.42

      ===================
      Explanation:
      HC_IncomingDamageMult - multiplier of how much damage you receive
      HC_OutgoingDamageMult - multiplier of how much damage you deal

      So for instance, a value of HC_IncomingDamageMult = 1.0 would mean you get exactly the same amount of damage as in Vanilla, 2.0 means that you get double damage.

      Fortunately you can tweak this yourself. If you die too quickly, try messing with the values like this:
      player.setav HC_IncomingDamageMult {your value}

      so for instance if you would want to triple the damage you get (which would be suicide), you would type
      player.setav HC_IncomingDamageMult 3.0


      Give these a go and see what you can come up. Just MAKE A BACKUP. Always make backups of your savegames. These values will STAY in your savegame, even if you deinstall all mods. To fully deinstall my mod just set the values to vanilla rates. I'll be updating my mod description and my files to address these problems hopefully in the coming hours.
    2. Gookins
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      Actually, before you start tweaking stuff too much. Are you somewhere mid-game or at the beginning? Because I can imagine damage can seem a bit excessive when you don't have proper armor yet. You might wanna keep that in mind if you just started a new savegame.
    3. Sherlock161
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      yeah I had 2.0, I don't have another damage tweak mod, but I have other mods so I suppose something else mess with it, I set up incoming damage to 1.5 in console, hope it will work
    4. Gookins
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      If you are using version 0.4 of my mod then that means my changes were not working, some other mod must have broke it. I recommend you update my mod to version 0.5.

      If you upgraded to 0.5 you can tweak my variables:

      HC_MTM_IncomingDamageMult - my current default is 1.38
      HC_MTM_OutgoingDamageMult - my current default is 1.72

      To upgrade from 0.4 to 0.5:
      1. De-install old version
      2. Load your game and sleep in a bed to save
      3. Install version 0.5

      In 0.5 I avoid using HC_IncomingDamageMult and HC_OutgoingDamageMult, they simply don't get used. You can toggle if those variables are used or mine in the Holotape. Look into the Survival Tweaks Section.

      Tell me if you have any further problems.
  10. scotty9090
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    Brilliant! Removes all the stupid stuff Bethesda put in and leaves the parts I'm actually interested in. However, same problem as aloot is having below:

    I loaded this up on my test save - which is basically an un-modded save made as soon as I got to Sanctuary. When I check my damage multiplier values in the console I'm getting 2.0 / 1.5 (i.e. vanilla). I checked the holotape and Vanill values were *not* enabled. Just to be sure I cycled through the toggles, checking each time, and I'm still at 2.0 / 1.5 no matter what. I do not have any other mods installed other than one that re-enables the "Save" function on the main menu.

    Minor issue since I can still set them manually using the console (I tested it.)
    1. Gookins
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      Don't worry, if you started with the 0.5 version they will work. I now avoid using the vanilla actor values, what you should be checking instead is those here "HC_MTM_IncomingDamageMult" and "HC_MTM_OutgoingDamageMult".

      All my current versions from 0.5 and upwards will completely avoid touching the default variables, I use my own instead. So if you want to tweak your own balance, you can just fiddle with my variables and be sure you are safe from botching up you savegame. (at least till I find the next problem ).

      What you switch inside the holotape is actually a global variable that gets set to 0 or 1. Depending on the value the game will either use the survival vanilla damage variables, or use my custom damage variables. The values themselves never actually change. (not from within that particular option anyway)

      A thing to keep in mind, my mod launches a script at first launch. That script initializes only once. It displays the message box you see, but it also resets all my variables to my default values. So if you intend on tweaking the game using my variables, remember that they get reset if you ever disable and then enable the mod.
    2. Gookins
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      As a consequence of how everything is set up now, my next step will probably be adding some damage tweaking options from within the Holotape. Still gotta figure out how to do it, but might be a while till I implement that. (will probably be version 0.6)

      Till then you can just tweak it yourself with the console.
    3. scotty9090
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      Got it, and thank you for the clarification. Also, thank you for this mod!