-Added 5 New powers: Evaporate: heaten the air arround your foes and staggers them. Unnoticeable: Invisibility Rad Shield: damages yourelf with 30 of rad but makes you almost inmune to all kinds of radiation Detect life spell Crumble: a cloak that damages foes arround you and reveals their position -Named the powers "Power: <name_of_the_power>" to make them easy to find in the menu -Fixed teleportation loading screen but you also have to add to your Fallout4.ini under [General] fMinPlayerMoveToDistForLoadScreen= 1800 -Fixed weird visual bugs with the electrical explosion
New version 1.1 change log: -Added a Holotape to debug some things and wich gives info about the mod -Added 4 loading screens with some of fallout 1 story about FEV -Corrected and organized some texts in the story holotape -Almost doubled the damage you take from FEV -Now Powers have not cooldown effects but instead they cost AP, if you don't have enough AP they will cost health instead. You can die from this effect, so take care.
Added 3 new perks you can meditate. -Paralize perk: You will be able to paralyze anyone just touching them. 100 AP cost -Charisma bonus: +5 of charisma due your psychic powers, you also have more influence and can persuade easily -Heal: When out of combat your health will regenerate super fast due your metal control over your body
Added 3 new powers you can meitate: -Physical enhancement: will let you run faster and +3 of Strength -Psychic stimulation: will heal you and reduce radiation. -Retaliation: you will deflect 50% of the mele damage taken to it's source for 20s
Added 6 new spells you can meditate: -Cryokinesis: a cold breath that will freeze foes -Cryokinesis blast: a concentrated blast that will freeze foes -Pyrokinesis: a fire breath that will burn enemies -Pyrokinesis blast: A blast of fire that will burn foes -Spontaneous combustion: a blast of fire wherever you point that will burn to death foes. -Absorb life: selfexplainatory
Hello everyone, My name is Habalak and KataPUMB has graciously given me permission to continue working on this Mod.
Word of warning, I'm currently sick with a Chronic illness so real life will take precedence over mod making but I'll be getting treatment soon so hopefully that will give me enough energy to fill out my modding skillset (Which is pretty basic right now).
Anyway, while I'm waiting to get well, anyone with skills for modding is welcome to help me get this mod back into shape, instead of only having one person working on the mod, if we have several people all contributing pieces to the puzzle we should get a great update going soon.
With that, I want to thank you all for your Support and Interest in Psyker Powers, if we work together, I'm certain we can make this mod even better!
If you're interested in helping and have skills for modding, Please PM me and I'll get back to you as soon as I can.
Hello Habalak, glad to hear this mod is being continued to be worked on! I always use this mod for a force wielder play through. I had an idea for a new 'spell', would it be possible to make a ranged spell that freezes enemies in place for 10 or so seconds? I was thinking similar to Kylo Ren in TFA more than a cryo spell.
The only other way I could think of making this mod better is to remove the player damage when using spells too close to you, but I get this may not be possible.
I think the Kylo Freeze ability would be possible,(There's a bullet time mod out there that lets you fight without V.A.T.S. so a total freezing version could be possible.) but I'm not skilled enough to implement something like that at this moment. It's a great idea and with talented people we could probably see something like it get added in the future but right now, I'm just a guy who likes mods and wants to keep good ones from dying out, even though I lack the skills to personally keep them alive.
I'm not sure what causes the player damage when you use powers too close to yourself so I can't really change that either. My only guess is that the powers are treated like normal explosions, which damage you as easily as they damage enemies. If that's the case then it may not be possible to remove the player damage or at the very least it would be really difficult. But we'll see.
In order for big changes like these to happen, we need people with the skills to add them. Right now, the most you can expect from me is an update that edits the texts relating to this mod in game so they feel like they fit better in the world. (That was my original aim when picking up this mod, and since Real Estate Continued worked out well once someone with skills helped out, I decided to pick up another mod in hopes that we'd get some great changes in the future... rather than never having a chance of any.)
So with that, I thank you for bringing these ideas up, I agree that they'd make the mod even better and I'm happy people want to see this mod improved in any way possible. And even though progress will be slow... very slow at times... I think we can expect great things in the future (As long as people help out.)
Great mod! I always like to roleplay my characters as something beyond human: a force of nature. And this mod acomplishes that. I must say that there should be something akin to "Precog" or something like that. Maybe a power, like Precog itself, that boosts 10% accuarcy in VATS or that let's you get criticals faster. Things very basic like that.
I was wondering if there was a mod like this since psychic powers are canon in the Fallout universe. Also, may I recommend looking into adding telekinesis and psychokinesis. Telekinesis would be for bringing items to you from a distance like in Skyrim, and psychokinesis would be used to grab and throw NPCs, though since this can be a broken power, it should probably drain AP really fast and said drain should scale with the size of said NPC. For example, grabbing and throwing a Radroach won't drain AP too quickly while doing the same to a Behemoth would only give you like one second to throw the giant bastard. Edit: Also, Psychic Barrier. Boosts Armor Rating by a set amount for a short time.
Glad you approve and thanks for the ideas (Though unfortunately they probably won't get added without better modding support from capable users (I'm just the community manager at this point, but I do plan on fixing typos and editing the in game flavor text and information surrounding the powers at some point.)
I love ideas so everyone is welcome to share them, and maybe some day we can add different ones to the mod!
Are the powers supposed to have zero cost or cooldown? Because I'm just spamming crumble over and over. Are these powers supposed to cost AP?
This mod is INCREDIBLE but if there's really no penalty to using the powers than it seems far too overpowered to fit into the gameplay. Or is my mod bugged somehow? Thanks in advance!
Hey guys is there a way to add the FEV dose via console commands any help will be much obliged (If you could write out the command it would be the greatest, thanks !!
If you type "help fev 4" in the console, you can get the item ID for it. Should be called Forced Evolutionary Virus (FEV) and be listed as ALCH. I can't give you an exact item ID since the first two digits will differ depending on where it is in your load order.
So, is there any way there could be a patch that makes these more powerful for higher difficulties? Because they kinda fall off hard. But that also may be because enemies are damage sponges. Do I have permission to edit them for myself, or can that be an esp patch that you may make at some point?
Hi thanks for continuing the support on this mod! I have a request, rather than a bug report; the "paralyze" hotkey seems to interfere with the original Intimidation perk hotkey which is "E". It also badly interferes with the Knockout Framework mod hotkey when you want to press "E" (which is also the default hotkey for that mod,) to interact with a knocked out NPC and access provided options. I was wondering if you could make a compatibility patch for that mod and maybe take a look at the in-game pacify option of the Intimidation perk and see whether anything is wrong or it's just a problem on my end. I appreciate the time and effort you put into the support of this mod. Keep it up man! :)
Unfortunately at the moment I'm really just answering questions and will be doing text and lore updates to bring the mod up to a slightly higher standard. My Skillset is pretty limited so I have no clue how to do what You asked. I am very sorry about this... It's likely that I will eventually learn how to mod as a professional in the future but it will probably be a few years before that unless something changes so My Best Advice is to Ask around and see if anyone knows how to perform the actions you need. While It's not perfect, the Modding community has some pretty nice people in it who might be able to help you.
Thank you for your appreciation, I'm sorry I wasn't able to help you directly but I hope you'll be able to find someone with the skills to make the patch and get things working correctly.
167 comments
https://discord.gg/MnTY2PTNWW
-Added 5 New powers:
Evaporate: heaten the air arround your foes and staggers them.
Unnoticeable: Invisibility
Rad Shield: damages yourelf with 30 of rad but makes you almost inmune to all kinds of radiation
Detect life spell
Crumble: a cloak that damages foes arround you and reveals their position
-Named the powers "Power: <name_of_the_power>" to make them easy to find in the menu
-Fixed teleportation loading screen but you also have to add to your Fallout4.ini under [General] fMinPlayerMoveToDistForLoadScreen= 1800
-Fixed weird visual bugs with the electrical explosion
New version 1.1 change log:
-Added a Holotape to debug some things and wich gives info about the mod
-Added 4 loading screens with some of fallout 1 story about FEV
-Corrected and organized some texts in the story holotape
-Almost doubled the damage you take from FEV
-Now Powers have not cooldown effects but instead they cost AP, if you don't have enough AP they will cost health instead. You can die from this effect, so take care.
Added 3 new perks you can meditate.
-Paralize perk: You will be able to paralyze anyone just touching them. 100 AP cost
-Charisma bonus: +5 of charisma due your psychic powers, you also have more influence and can persuade easily
-Heal: When out of combat your health will regenerate super fast due your metal control over your body
Added 3 new powers you can meitate:
-Physical enhancement: will let you run faster and +3 of Strength
-Psychic stimulation: will heal you and reduce radiation.
-Retaliation: you will deflect 50% of the mele damage taken to it's source for 20s
Added 6 new spells you can meditate:
-Cryokinesis: a cold breath that will freeze foes
-Cryokinesis blast: a concentrated blast that will freeze foes
-Pyrokinesis: a fire breath that will burn enemies
-Pyrokinesis blast: A blast of fire that will burn foes
-Spontaneous combustion: a blast of fire wherever you point that will burn to death foes.
-Absorb life: selfexplainatory
-Deleted Reflect bullets, too buggy.
Word of warning, I'm currently sick with a Chronic illness so real life will take precedence over mod making but I'll be getting treatment soon so hopefully that will give me enough energy to fill out my modding skillset (Which is pretty basic right now).
Anyway, while I'm waiting to get well, anyone with skills for modding is welcome to help me get this mod back into shape, instead of only having one person working on the mod, if we have several people all contributing pieces to the puzzle we should get a great update going soon.
With that, I want to thank you all for your Support and Interest in Psyker Powers, if we work together, I'm certain we can make this mod even better!
If you're interested in helping and have skills for modding, Please PM me and I'll get back to you as soon as I can.
The only other way I could think of making this mod better is to remove the player damage when using spells too close to you, but I get this may not be possible.
If you read this thank you for your time!
I'm not sure what causes the player damage when you use powers too close to yourself so I can't really change that either. My only guess is that the powers are treated like normal explosions, which damage you as easily as they damage enemies. If that's the case then it may not be possible to remove the player damage or at the very least it would be really difficult. But we'll see.
In order for big changes like these to happen, we need people with the skills to add them. Right now, the most you can expect from me is an update that edits the texts relating to this mod in game so they feel like they fit better in the world. (That was my original aim when picking up this mod, and since Real Estate Continued worked out well once someone with skills helped out, I decided to pick up another mod in hopes that we'd get some great changes in the future... rather than never having a chance of any.)
So with that, I thank you for bringing these ideas up, I agree that they'd make the mod even better and I'm happy people want to see this mod improved in any way possible. And even though progress will be slow... very slow at times... I think we can expect great things in the future (As long as people help out.)
Thanks again and Merry Christmas.
there should be something akin to "Precog" or something like that. Maybe a power, like Precog itself, that boosts 10% accuarcy in VATS or that let's you get criticals faster. Things very basic like that.
Edit: Also, Psychic Barrier. Boosts Armor Rating by a set amount for a short time.
I love ideas so everyone is welcome to share them, and maybe some day we can add different ones to the mod!
This mod is INCREDIBLE but if there's really no penalty to using the powers than it seems far too overpowered to fit into the gameplay. Or is my mod bugged somehow? Thanks in advance!
I have a request, rather than a bug report; the "paralyze" hotkey seems to interfere with the original Intimidation perk hotkey which is "E". It also badly interferes with the Knockout Framework mod hotkey when you want to press "E" (which is also the default hotkey for that mod,) to interact with a knocked out NPC and access provided options.
I was wondering if you could make a compatibility patch for that mod and maybe take a look at the in-game pacify option of the Intimidation perk and see whether anything is wrong or it's just a problem on my end.
I appreciate the time and effort you put into the support of this mod. Keep it up man! :)
Thank you for your appreciation, I'm sorry I wasn't able to help you directly but I hope you'll be able to find someone with the skills to make the patch and get things working correctly.