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JJ2197

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JJ2198

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  1. GangofDruids
    GangofDruids
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    Great mod. Works with the latest version of Fallout.

    There is one -- very rare bug -- that will eventually occur (it occurred for me on my 5th play-through with this mod) BUT it is easily solvable:

    1) At some point, you'll notice you've lost health in your limbs -- even if, like me, you're at full health otherwise. Typically this will happen after a sleep.

    2) Now, assuming this happens to you before you've had a chance to get all ranks of Adamantium Skeleton (in my case, I was literally 2nd level after sleeping for the first time ever in Sanctuary), then here is the fix (workaround):


    • Make a save on a bed
    • Exit the game and DISABLE the mod (do not delete it, just disable it)
    • Load up the game and your most recent save (probably your exit save) -- ignore the warning re: game depends on this mod (because you're going to be re-enabling it shortly)
    • SLEEP on the bed -- and you'll notice your limbs are back to full health (as in vanilla)
    • Exit the game and RE-ENABLE the mod
    • Load back up the game -- voila, your limbs will be at full health and the bug is not likely to ever occur again.

    This bug should never occur once you've gotten all ranks of Adamantium Skeleton (at least it hasn't for me after five full play-throughs with this mod).

    So keep in mind that the above works every single time and shouldn't destabilize your game (at least according to ReSaver, likely because you're re-enabling mod after you've resolved the issue and thus there's no unattached script).
  2. valeklubomir
    valeklubomir
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    Hi

    Great mod. I like to play with it.

    I have request. Is it possible to obtain sources of scripts? I'd like modify them little bit.
    The mod tries to be as realistic as possible, but now it is beyond realistic.
    Healing from eating and drinking and some chems is unrealistic.
    But we still have natural healing, scratches, bruises or bites could heal in time, when fed and hydrated.
    For example: 1 HP per game day could be handled by the script.
    Even gun hits when survived will heal almost completely.
    May be some additional GunHitCounter could be added to present incurable HP loss.

    Similar counter for Crimbled limbs healing. At certain count no limb healing is possible and visit at doctor could be neccessary. 
    Even today's medicine can solve even major limb issues with implants.

    Or for example infection. Every person with each infection builds immunity against infection. 
    After some time infection could heal much faster or be completely immune.

    Regarding radiation exposure and collected rads. I will stick to doctors, which make sense.
    Why player should be only one person in the commonwealth who could not get rid of radiation exposure.
    Radiation effect from Ghoulish perk or Solar Power perk are also unrealistic and removal was logical.

    Absolute no healing will ensure that when you play you will die.
    Without healing, chance to finish the game is almost zero.

    thx
  3. patrick23f
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    sometimes it happens that after going to bed, I woke up crippled and that more or less means game over.

    sleeping again will not heal the crippled limbs. the cripple-animation disappears however I still cant run, just walk slowly

    a doc cant do anything.

    any way to fix that?

    the only solutioin I had so far was to save the game, restart it without the mod and take a doc´s help, save again and restart it with the mod. however this somehow brought back full health.

    thx for help

    (PS I play survival mode)
    1. GangofDruids
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      I've run into this as well on Survival. I even had full Adamantium skeleton. Went to bed with (roughly) 10% health on one arm, woke up crippled. Had to disable/renable the mod to heal it up. Then used console commands to lower my overall health back to where it was before the bed crippled me....
  4. Jordi1507
    Jordi1507
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    Hey Guys,

    Maybe a weird issue. I wanted to give this mod a try again. I am running:

    Fallout 4 (Without DLC)
    Only mods installed are:
    - MATN YOLOv1
    - You Only Live Once Base

    For some reason when i play the game and get damage the damage gets worse every time I level up. So for example I get hit with 1 damage and have 150HP. Once I level up (with Endurance 5) i will get a max 155HP but my damage i just got damage -15 in the top of the screen so my actual HP is 139. And it is getting worse with every level i get. so i am losing more health than i am gaining. I do not have any effects on me that might cause this(poison etc.)

    I checked my old save and last time i played these mods without issue was July 2023.
    As it seems in SteamDB Fallout 4 had no updates since 2020. So downgrading the game would not resolve this and I am still using the same version of Fallout as I did last year.
    I also still use the same PC I had in July 2023(Did do driver updates of my graphic card: Nvidia 3070ti)

    Have tried the following myself:
    - Reinstalled Fallout 4: Issue still remain with both mods active
    - Played without the MATN mod: Issue still remains
    - Tried switching the order of the mods. Issue still remains
    - Installed older version Graphics Card Driver from July 2023.
    - Played without the You only Live Once base mod: Issue does not occur.

    It is driving me crazy...
    Anyone that is playing this mod without DLC's can someone confirm if this is still working for them
    Or have an idea what might be causing this issue?
    If you use DLC's please let me know if it is currently working for you, as I would buy the DLC's to be able to play these mods again!

    Thank you in advance!
  5. Marcurios
    Marcurios
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    Why no healing after sleeping for a week and doing nothing but resting and eating ?
    And speed it up a bit by seeing a doctor..

    Doesn't make much sense.
    Even The Long Dark has a option to recover in the hardest mode.

    The way the mod is set up is to make sure you die, but every permadeath game has a option to heal, TLD has a extremely minute healing in place which is pretty much impossible after 200 days in the hardest mode, but still, it is possible to gain some health.

    That would be much more fun than knowing that you will always die in a few weeks.
  6. MetasploitGaming
    MetasploitGaming
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    Hey this mod is awesome. I have come across what I expect is not a feature. When first visiting Volkert in the institute, if you have an illness, he will also remove all currently accumulated rads. Your mod allows you to retain the rads but in the pop up msg it said to let you know if this happened. Hence posting here.
  7. szadigian81
    szadigian81
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    I wanted to port this over to Xbox, are there any PC only requirements that you know about?  I looked though the code and it *doesn't* look like it, but the UI pop-ups aren't showing up so I'm clearly missing something.
    1. JJ2198
      JJ2198
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      I've been told that console mods don't allow for new scripts. So this mod will not work properly on consoles.
    2. szadigian81
      szadigian81
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      Darn, I was hoping there wasn’t going to be a hard limitation like that.  I can probably replace the pop-ups with static UI elements though.

      Most of the core YOLO work seems to be property edits to remove healing and endurance buffs which should port cleanly.  Any other script based functionality I should be on the lookout for?

       Edit: I’m also going to squeeze a few YOLO quality of life enhancements in:

      * Remove legendary effect from Deliverer so you can use it and take advantage of tinker Tom’s mods to avoid spending points on gun nut in early game.
      * Remove Local Leader 2 requirements on crafting benches since they all are freely/safely available in Diamond City so not having them in Hangman’s Alley is just a tedious inconvenience.  
    3. szadigian81
      szadigian81
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      I got it working, CK wasn't understanding that I wanted to re-use your ba2 files.  All I had to do was extract them then it automatically detected your dependencies and everything started working.

      Would you be interested in publishing your plug-in on the XB1 mod marketplace and, if not, would you mind if I did with full attributes and credits back to you/here?
    4. JJ2198
      JJ2198
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      I don't want to bother with besthesda.net, but if you want to put it on there all I ask is to be credited.
    5. szadigian81
      szadigian81
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      Done and done, thanks!

      https://bethesda.net/en/mods/fallout4/mod-detail/4191233
    6. Sturmmantel75
      Sturmmantel75
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      @szadigian81 thanks so much for porting this to xbox. I have a blast with this on series x :)
  8. Kamikaze9699
    Kamikaze9699
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    Disregard, tested and found out I was wrong, my HP loss was far less than I thought. 

    As an aside, the Cannibal run so far very brutal (at least at low levels), and fun. Corpse despawn and longer area respawn means I have to plan which area to visit next so I don't lose out on stashed meals. Also, going from fine to Ravenous every 12 hours (instead of over 40) means I spend a decent chunk of the day with less max HP (at least I have 36 hours before Starving hits), unless I just cleared a raider pit (can hardly wait for Level 19, trying to limit my building for just essentials).
  9. zekxz
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    Most important question that would probably invalidate the other questions I have but does this mod simply disable the ability the heal or have you gone in and taken away healing from specific things and would it effect healing sources introduced from other mods?

    Just curious and have a few questions about the mod and how it interacts with certain perks
    - Night person rank 3, how does the extra 30 hp between 6pm and 6am work and/or does it mess with the mod or if it is disabled.
    - Lifegiver rank 3, does this mod disable the regen from that?
    - cannibal, not sure if eating corpses fills your hunger in survival but does this mod disable the healing?
    -Ghoulish, assuming people take it for the random feral ghoul pacification does this mod fully disable the healing and rad healing?
    -Solar powered rank 2 and 3, does it disable this. (Just asking in case I ever get to the level where I can just take all perks cause I could)
    -Medic, not much worth taking I know but curious if it just becomes a useless perk.
    -Nerd Rage, a fun one I am assuming if people go for that as soon as you fall below 20% you will always be in it?

    Perk mags
    -Astoundingly awesome 1 - does it disable the 1 point of health per min recovery?
    Other
    -Destroyer of Acadia - When your health falls below 20%, do 4x damage for 30 seconds.
    Protector of Acadia - When your health falls below 20%, gain 1000 damage resist and energy resist for 30 seconds.
    do these two perks just work every time if under 20% or does the mod mess with it?
    1. JJ2198
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      All items and perks that heal you have been removed (from player only, stimpaks still heal enemies and companions). Any health gain that is temporary is removed (with the expectation of the scav magazine that gives END based on caps, as this could be controlled as well as some clothing items that give END). Medic and Ghoulish are both disabled (THough you can still get rank 1 medic to build the settle structure that requires it, though you can't get Ghoulish rank 4 for the random ghoul friend, but who would invest 4 ranks for just that?). Cannible can still be used for hunger, if for whatever reason you want to do that. perks that proc on meeting health percent requirements have not been changed. Any mods that add new items that heal or modify items that do could cause problems if used. As there is a system in place that constantly checks to see if you've healed and will go off warning you that you've healed.
    2. zekxz
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      I see thanks for the info
    3. Kamikaze9699
      Kamikaze9699
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      Does Dark Craving still afflict with Cannibal (can only satiate hunger from eating people)? Is rank 2 still selectable (expanding food supply to mutants and ghouls- 3 was just health boost and should be disabled)? And I just want to verify rank 1 Medic was selectable for building Clinics (might as well keep my people farms healthy and happy, plus have an extra shop)?

      Cannibal has its own challenges if you never cure Dark Craving (taken at Level 2, eating the corpse outside Sanctuary could leave you afflicted for the entire game, aside from the initial building to reach level 2). Hit Ravenous, and you have to quickly think of how you're going to dine (especially before level 19, where your food supply is fairly limited). That's not to mention having an entire community turning against you for having lunch if you're not careful.

      EDIT: Dark Craving still afflicts, Cannibal 1 & 2 selectable, Medic 1 is disabled however.
  10. Maelstrom100
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    Hey JJ2198, do you mind updating the mod to have companions also affected by y,o,l,o ? 
    ie like how robots from automatron die when killed, have *All* companions in the game do so? whilst also having their hp only be affected by endurance boosting items, and disabling auto regeneration/stimpack recovery/robot repair stim kit?
    Companions are usually quite powerful tanks, but having a limited amount of them, and having them unable to recover whilst also taking one out of stealth would be a big trade off for runs like this, whilst making them fair in general. - plus if you run out of real meat companions to have, you can always just make some! 

    I feel like it would be the perfect update to this mod, of which Jon/Many a true nerd might implement into his own run.