Do you know if your mod is fully compatible with, Realistic Mines? It changes the trigger to be almost instant but it also significantly reduces the trigger/proximity radius. I figured together this would be a perfect combination but I don't know if they are compatible or will cause problems.
I've tested with and without Realistic Mines, all that mod does is change how quickly they explode. But even without this mod it's still not working.
I've even tried your Alternative mine diffusing mod, and I've put the HMD .ESP at the bottom of my load order and it still doesn't work, I can just click to diffuse and pick up any mine. I'm completely confused as to why this is not working on my game 😢
My issue, I learned to hate the lockpicking minigame. mostly due to the fact I never failed unless on purpose. lockpicks piled in my inventory and eventually had no use evene if I had craftables that required them. I eventually found a mod BAkA Auto-hacking and lockpicking https://www.nexusmods.com/fallout4/mods/63395 Now this mod attempts to function with your mod, but if I fail the first lockpick attempt not only does the mine not explode it immediately uses up all my lockpicks. I could have a hundred lockpicks, and one failed attempt on a mine sets me to zero and it doesn't set off the mine. I'm hoping you would be willing to make a patch, however I wish I could tell you specifically what lines are being bypassed and conflicting causing this interaction.
secondly, as I was typing this I was thinking about certain in game traps, and wondered if using your method of adding the minigame puzzle to mines, could it also be added to traps. traps like trip wires, scale steps, and or laser trips. I always felt it weird if i snip a tripwire the trap doesn't set off, or if i just look at a trap i can defuse it. this would add a level of extra skill to the game, and no longer can I just click click click my way through trap areas. instead i either have to be confident in my lockpick skills to attempt to disarm (using baka perks would add to my role chance making character skill and perks significantly more important and lockpicking skills more valuable) but if I'm not leveled in those skills now I must find alternative ways, which greatly increase challenge in survival playthroughs.
Sorry if I'm annoying you by now, but would you consider at all combining this with the alternative disarming version so you can either lockpick explosives or use a Defusing Kit to disarm them?
I like the idea of this, but hate that it's basing the additional check on the lockpicking game.
Any chance you'd consider adding some kind of item like a 'Defusers Kit' that could have multiple (but not unlimited) 'uses' (if you've seen Canteens of the Commonwealth, something like that? On use a 'full' kit called 'Defusers Kit [|||]' then gives you a 'Defusers Kit [|| ]')? Could then make a chance to find them in leveled lists or placed in certain military establishments (and maybe one next to the Vertibird in Concord if you wanted to allow for a 'starting' option, and so it's not so dependent on lockpicks so early on).
Could also allow for crafting the kits, locked behind higher level explosives/lockpicking and/or other perks, and potentially 'better' kits (more uses, perhaps the 'lower' kit, or a 'salvaged kit' has a chance to fail still for lower damage than if you failed the lockpick minigame?).
Sorry if this isn't of any interest to you, but I just feel something like that would add a bit more depth to it than just gating mines behind lockpicking. Your thoughts?
Actually, I see this new mod does kits, but a comment there drew me here because I like the sound of the mini-game concept. I'm using Thuggy's grind-free esp (here), so pondering if I can adapt your mod in FO4edit to lock disarming behind advanced locksmith, or even expert. Update - yes I think I can see it in the "cell" section - so the lock has it's own mini cell. Cheers.
Really like the mod but it conflicts weirdly with Lstring Bow, so any time you pick up your arrows off the ground you have to disarm them. Just a funny interaction but def love the idea of this mod.
bro all your mods are so creative, what modding should be all about wish this defuse-concept used a custom mini-game instead of putting a lockpick & screwdriver into some keyhole though!
Nice idea. Maybe at some point it might be interesting to have the character play a kneel animation when disarming, like when you toggle a work bench, cook etc, it is in real time, so you are venerable to attack for a moment, instead going straight to pause in disarming screen, then instantly back to real time. If you wanted to get real technical the animation speed/length could tie into the skill tree level.
I think it would be preferable if you can use mod such as levelupmenu by neanka as a base, adding new skills called Traps, like in the previous classic Fallout games. Traps skills let you overcome & detect mines & others, making it more challenging & rewarding for role-playing game for Fallout, I know bethesda started fallout 3 without Trap skills,( bethesda merged them into Repair & Explosive skill which is stupid in my opinion ) instead all the traps ingame is simplified without consequences for purpose having them, more like easy money making for early level player because you can just disarm them without any training or anything, classic Fallout skills & perks system had it best by having you "learn" the skills to do anything, not by simplified dumb way of freedom in Elder Scrolls mechanic.
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I hope you enjoy that mod of mine, see you soon for more!
Do you know if your mod is fully compatible with, Realistic Mines?
It changes the trigger to be almost instant but it also significantly reduces the trigger/proximity radius. I figured together this would be a perfect combination but I don't know if they are compatible or will cause problems.
I've even tried your Alternative mine diffusing mod, and I've put the HMD .ESP at the bottom of my load order and it still doesn't work, I can just click to diffuse and pick up any mine.
I'm completely confused as to why this is not working on my game 😢
My issue, I learned to hate the lockpicking minigame. mostly due to the fact I never failed unless on purpose. lockpicks piled in my inventory and eventually had no use evene if I had craftables that required them. I eventually found a mod BAkA Auto-hacking and lockpicking https://www.nexusmods.com/fallout4/mods/63395
Now this mod attempts to function with your mod, but if I fail the first lockpick attempt not only does the mine not explode it immediately uses up all my lockpicks. I could have a hundred lockpicks, and one failed attempt on a mine sets me to zero and it doesn't set off the mine.
I'm hoping you would be willing to make a patch, however I wish I could tell you specifically what lines are being bypassed and conflicting causing this interaction.
secondly, as I was typing this I was thinking about certain in game traps, and wondered if using your method of adding the minigame puzzle to mines, could it also be added to traps. traps like trip wires, scale steps, and or laser trips.
I always felt it weird if i snip a tripwire the trap doesn't set off, or if i just look at a trap i can defuse it. this would add a level of extra skill to the game, and no longer can I just click click click my way through trap areas. instead i either have to be confident in my lockpick skills to attempt to disarm (using baka perks would add to my role chance making character skill and perks significantly more important and lockpicking skills more valuable) but if I'm not leveled in those skills now I must find alternative ways, which greatly increase challenge in survival playthroughs.
Any chance you'd consider adding some kind of item like a 'Defusers Kit' that could have multiple (but not unlimited) 'uses' (if you've seen Canteens of the Commonwealth, something like that? On use a 'full' kit called 'Defusers Kit [|||]' then gives you a 'Defusers Kit [|| ]')? Could then make a chance to find them in leveled lists or placed in certain military establishments (and maybe one next to the Vertibird in Concord if you wanted to allow for a 'starting' option, and so it's not so dependent on lockpicks so early on).
Could also allow for crafting the kits, locked behind higher level explosives/lockpicking and/or other perks, and potentially 'better' kits (more uses, perhaps the 'lower' kit, or a 'salvaged kit' has a chance to fail still for lower damage than if you failed the lockpick minigame?).
Sorry if this isn't of any interest to you, but I just feel something like that would add a bit more depth to it than just gating mines behind lockpicking. Your thoughts?
At first I wanted to make it a hacking minigame because I thought it'd fit, but it wasn't possible through the PipBoy sadly...
I wonder - is it possible to create hacking minigame when hacking robots like your mod does for mines?
wish this defuse-concept used a custom mini-game instead of putting a lockpick & screwdriver into some keyhole though!