This mod demonstrates how to do this for activators that have been added in DLC not covered by this mod. What you'll want to do is look at 000B9882, the Sneak02 perk, in FO4Edit. Go to the "Referenced By" tab, sort by "signature" and look at all the "ACTI" signed records. There, you can see all the activators that check against the second rank of the Sneak perk, copy those records, and make the same edit -- remove the condition that evaluates whether the subject tripping the activator has Sneak02 -- to those records. From the looks of it, there's a Mechanist's Lair tripwire and some Far Harbor bear traps that still need to be addressed. I'm just looking through now to make sure that these aren't used only in the Workshop or something and making sure these records actually need these edits in order for the mod to be complete.
As for me and my personal mod, I'll be lowering the sneak bonus per perk rank, getting rid of the chameleon effect, and moving the no-trap-tripping to a final new perk rank. Y'all can do it however you like. It's pretty simple!
Oh, and while you're there, you can decide whether you want the first rank of the perk to prevent you from triggering weak plank traps, of which there are 45 references in the base game and all DLC. I'll be moving that perk effect to, say... the third rank.
Maybe I should upload my own file. Long time lurker and personal modder, first time uploader, you know?
I hope you don't mind, I reversed your Mod by putting Lightstep back in Awareness2 (traptripwire) and DemolitionExpert3 (Mines) and Silent Running in Ninja3. Thanks
Nice mod, I really like it! One question, this mod affects to the perk system in general or only to the player perks? When for example I pik "No lightstep (traps and mines), No silent running" this only affects to player, not the companions perks, am I correct?
I know for sure that lightstep doesn't affect dogmeat because I tested right know, but I have no way to know if this mod affects silent running on dogmeat or other companions (I'm only use dogmeat but I want to know how the changes works) thx!
If I recall correctly, all companions except Dogmeat and both versions of Curie have all the sneak perk ranks -- and these are the same as the perks the player can take -- so they can't trigger traps. What I can't recall offhand is whether UFO4P gives Dogmeat and Curie these perks.
There is a mod here on the Nexus somewhere that adds a flag to companions so that they do not affect your detection, even if they alert enemies, meaning enemies will fight with your companions only, unless they see you. If that's the kind of thing you're looking for, give it a shot: https://www.nexusmods.com/fallout4/mods/5612
From its description, it looks like it should prevent them from setting off traps as well.
As for the player effects, I have an up-to-date mod inspired by No Light Step (this mod) that is currently being actively maintained. Endorse this one, but please do check mine out (I don't think an inactive modder would mind me plugging here!)
You didn't answer my question. I know that they have sneak perks, but I want to know if mods that edit perks affects to companions like Dogmeat. For example Dogmeat doesn't trigger traps with this mod activated (like in vanilla). But I'm want to know if silent running doesn't affect him too and I can sneak well with him if I pick the “No lightstep (traps and mines), No silent running” I can't find on the internet that information. Companions only have 4 perks UFO4P removes the 5 last perk from Dogmeat. I usually use “Better Companions — No Conflicts” that have that mod compiled.
I saw your mod. But no offense, I want something vanilla, that is why I prefer this mod. Your mod change how the sneak perks works.
Also there are some places in the commonwealth where it doesn't seem to work as well, the ones in Andrew station didn't trigger when I went after Eddie Winter. Though it's worked fine everywhere else so far.
EDIT: I reloaded an old save and tried Andrew station again, this time the mines triggered so the mod does appear to be inconsistent in some places.
Hi sorry for the very late reply, been busy with irl stuff (always the same at this time of year).
First off, I would just like to pre-face that my mod does not alter the mines in anyway, it only removes the condition from the sneak perk that would normally cause the mines to not explode when you walk over them. I do not like to make too many edits as it can cause issues with incompatibilities later on.
As for your mines not exploding, there are a few possible things to consider, first of all, are you sure that it's not another mod conflicting, or a load order issue?
Secondly, there are a few misplaced mines in the game that do not explode as they use the wrong id (that is, unless it was intentional), they use 000e56c2 (disarmed state) instead of 000e56c3 (armed state), if they use the first id, then they will not explode when you walk over them. An example of this is in the Kiddie Kingdom Fun-House at Nuka-World, there is one of each almost next to each other.
Finally, there is also the possibility that you have experienced a vanilla bug, where the mines disappear on reload. This is a bug that has been in the game since it was launched, and as far as I know, it still has not been fixed.
Whatever the issue is/was, I hope that you get it fixed.
Appreciate the effort lol. Anyway it does just seem to be a very minor and rare bug on my end, I've been playing quite a while and I haven't encountered that problem since. So yea, as far as I'm concerned this mod works absolutely fine.
for what it's worth I saw a bit of gopher's let's play Fallout 4 where he observed a mine that should have killed him, but never went off. Even shooting it wouldn't make it explode.
Heya, i've just uploaded the main version (removes lightstep from trap, mines, and no silent running) to Beth net, please let me know if there are any issues with it, as I do not have an Xbox to test with.
Heya, Lightstep is removed/disabled as I had to remove the perk condition from the traps, and the Mine Explode Chance effect from the perk.
At one point, I did consider adding the option to get the perk by reading a magazine, but it was easier to just give people the option of installing a different version of the mod, obviously, that only works for PC users.
I needed this! I loathe the idea of magically being able to step on a landmine and not have the damn thing go off! I love the immersion of having to pay attention to where I'm walking, and in reality, I think you'd need to pay more attention, not less, the more you sneak around.
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As for me and my personal mod, I'll be lowering the sneak bonus per perk rank, getting rid of the chameleon effect, and moving the no-trap-tripping to a final new perk rank. Y'all can do it however you like. It's pretty simple!
Maybe I should upload my own file. Long time lurker and personal modder, first time uploader, you know?
There are difficult and hardcore sneak perk bonus reductions, and balanced or no trap immunity versions.
PS: I checked with Nukaworld and UOFO4P
im not use any mods on perks exept your mod "No Throwing Arc"
I know for sure that lightstep doesn't affect dogmeat because I tested right know, but I have no way to know if this mod affects silent running on dogmeat or other companions (I'm only use dogmeat but I want to know how the changes works) thx!
There is a mod here on the Nexus somewhere that adds a flag to companions so that they do not affect your detection, even if they alert enemies, meaning enemies will fight with your companions only, unless they see you. If that's the kind of thing you're looking for, give it a shot: https://www.nexusmods.com/fallout4/mods/5612
From its description, it looks like it should prevent them from setting off traps as well.
As for the player effects, I have an up-to-date mod inspired by No Light Step (this mod) that is currently being actively maintained. Endorse this one, but please do check mine out (I don't think an inactive modder would mind me plugging here!)
I can't find on the internet that information. Companions only have 4 perks UFO4P removes the 5 last perk from Dogmeat. I usually use “Better Companions — No Conflicts” that have that mod compiled.
I saw your mod. But no offense, I want something vanilla, that is why I prefer this mod. Your mod change how the sneak perks works.
EDIT: I reloaded an old save and tried Andrew station again, this time the mines triggered so the mod does appear to be inconsistent in some places.
First off, I would just like to pre-face that my mod does not alter the mines in anyway, it only removes the condition from the sneak perk that would normally cause the mines to not explode when you walk over them. I do not like to make too many edits as it can cause issues with incompatibilities later on.
As for your mines not exploding, there are a few possible things to consider, first of all, are you sure that it's not another mod conflicting, or a load order issue?
Secondly, there are a few misplaced mines in the game that do not explode as they use the wrong id (that is, unless it was intentional), they use 000e56c2 (disarmed state) instead of 000e56c3 (armed state), if they use the first id, then they will not explode when you walk over them. An example of this is in the Kiddie Kingdom Fun-House at Nuka-World, there is one of each almost next to each other.
Finally, there is also the possibility that you have experienced a vanilla bug, where the mines disappear on reload. This is a bug that has been in the game since it was launched, and as far as I know, it still has not been fixed.
Whatever the issue is/was, I hope that you get it fixed.
At one point, I did consider adding the option to get the perk by reading a magazine, but it was easier to just give people the option of installing a different version of the mod, obviously, that only works for PC users.