I really liked it and the game felt improved so much by it. But while I was able to aid myself, I kind of was heart broken when I saw my settlers injured for in-game days after a Raider Attack. As I knew of no way to to make them use a stim, I felt forced to uninstall this awesome mod.
If you are able to, please also add a way to stim friendly NPCs.
If you put stimpacks into a settlement workshop or container, will settlers take them? Does anyone know? I would prefer that to handing them out individually!
Either that, or maybe you could tweak your no autoheal version a little. fDamagedConditionRegenDelay fConditionRegenDelayMax to a lower value. It wouldn't hurt, no pun intended, if NPCs could stand up after a minute or two, as most battles don't last that long. That way you wouldn't have such problems with settlers or friendly NPCs in generel. That and you wouldn't be completly done for if your out of stimpaks. And if you're playing FROST that's a real possibility.
@curuwinwe03 Decided to try what you said. I set both of those values to 28800, which with the base 20 timescale should be an in-game 24 hours. I feel like that's a good balance of flavor and convenience.
ಠಿ_ಠ... Im sorry but that is such a, how do I put this.... considerate reason to uninstall such a well done QOL mod... Aye as long as youre having fun man
Works perfectly! The crippled limb system was always one of my bigger pet peeves before this, given the lack of balance between player and npc effects. Now I can actually take the legs out from under an enemy without using a kneecapper weapon! What a concept! The weapon drop effect from crippling arms is fantastic as well, adding a wonderful diversity to combat making it more difficult and actually forcing you to stop and manage your wounds. The added difficulty goes well with mods that affect stimpaks, I'm personally using Stimpaks Restore Less Limb Damage. After some testing with various mods that removed the limb healing aspect I like this method a lot better, as it doesn't break the %-based healing that makes stims worth using at all. This method forces you to use more than one stim (or use something like the Dr's Bags from the Lima Detachment mod, MAIM also has a similar setup but I wanted to avoid the entire overhaul of the medicine system this time around) in order to restore crippled status. Would also recommend Elzee's list of grab attack mods, adding more ways to get crippled lol.
I like introduce of the mod there, but one thing made me confuse to download + Enemy drop weapon and leave? Am here to find them and try to kill all of them if possible, i dont want after a gun fight, i forced to search every corner for the dozen of enemies flee Can we have an option to remove flee or weapon drop?? *** I give my companions modded weapons and its really unhappy if they keep drop it even with small bullet hit theirs arms
I'm using the no autoheal version, by the way, and enemies either 1)Recover soon after from being crippled in the arms (plus I've never seen a weapon drop down) and 2)They don't crawl if the legs are crippled.
Might be related to the conflict above (Vortex issues no warnings of conflicts, however).
Oh wow that sounds super easy! What are flags tho? And what do they look like in xEdit? At the top? I just see a bunch of lines of writing. What do you mean? I'm sorry, I'm hella dumb. I do appreciate it, 4estGimp.
I'm a few months late on answering you, but at the top of xedit in the window with the actual values there are two search bars with an option for and/or between them, in the left one just type in flags and check the box for showing children to the right of it, it'll show you every category marked flags.
Hoping someone can help me out here. Downloaded the main file, looks patch, and supermutant patch. Use the looks compendium due to another mod, I've never actually used it for anything else though. Anyhow. The three together, seem to work fine, no problems. In an effort to free up some space, I tried to merge them with the Merge Plugin application. This brought up error messages, in regards to hair for the Looks patch. Not sure what to do, I ignored the messages for the time being, and continued to build the merge. The merge plug however, does not work. I can load in game, but everyone's arms and legs are all extended out and froze in place and I have black face. This is regardless of the load order. I'm assuming it has to do with the error messages encountered. I'm no expert with merging plugins, the few I've done have been simple and with no problems, so any help with this would be greatly appreciated. I've managed to keep a stable smooth running game thus far, with a plugin count that exceeds the 255 limit. Trying to to combine some of these mods which come with multiple plugins to lighten the load a bit.
Why do you need permission to upload your fix? The mod permissions specifically say that it's okay to upload fixes, and even if they didn't, it should still be fine as long as you aren't including their files. I don't know if the nexus has some insane policy against modifying the same values that other people have modified, but if they don't, then just releasing a file that patches these things together couldn't really be considered any sort of violation, and if they do, f*#@ em.
Just thought I'd leave a post since I've been seeing this kind of thing quite a bit these days and wanted to share my thoughts on it.
It seems to me that, as far as the Nexus is concerned, a mod is the property of the author who uploaded it. However, this policy does not prevent other users from uploading patches and addons which rely on that mod being installed seperately as a master, because they are not actually uploading that master. The file they are uploading is their own creative work that was simply designed to run with that master. Really, as long as they aren't uploading a blatant copy with no dependency and only a few changes then I don't see any real reason why the Nexus staff would have to do anything about it. Fixes are just fixes in this case, not theft. None of the master's assets are being uploaded. Permissions shouldn't be needed.
It gets complicated when it comes to scripts though. With normal creation kit records only individual records need to be edited to fix something, but with scripts the entire file has to be recompiled and uploaded even if you just want to fix one line of code. This would be considered an asset of the master file and require permission to upload, even with a dependency on the master.
It can become very sketchy when you consider the difference between editing a mod author's original script, and editing one of Bethesda's scripts that the author of the master themself edited. I am honestly not sure about this but I feel like the author of the original mod would not have any ownership rights over a Bethesda script even if they've made changes to it. It just makes sense since they were never the original creator in the first place.
It should be noted also, that Nexus policy is not the same thing as copyright law. If the author of a master were to take the author of a patch for that master to court, well I'm not a lawyer so I really don't know what would happen then, as copyright can be a little foggy sometimes. I remember a while ago there was a case between a mod author and a youtuber over the distribution of their creative work (the mod) in a video, in which the author succeeded in having their mod removed from the video. If my memory serves me right, it may have been because the youtuber was profiting from their mod, and so wasn't protected by Fair Use law. There were likely other factors involved as well I'd guess. Even then I don't know how it would have went if there was no money being made.
80 comments
But while I was able to aid myself, I kind of was heart broken when I saw my settlers injured for in-game days after a Raider Attack.
As I knew of no way to to make them use a stim, I felt forced to uninstall this awesome mod.
If you are able to, please also add a way to stim friendly NPCs.
Does anyone know? I would prefer that to handing them out individually!
fDamagedConditionRegenDelay
fConditionRegenDelayMax
to a lower value. It wouldn't hurt, no pun intended, if NPCs could stand up after a minute or two, as most battles don't last that long. That way you wouldn't have such problems with settlers or friendly NPCs in generel. That and you wouldn't be completly done for if your out of stimpaks. And if you're playing FROST that's a real possibility.
The added difficulty goes well with mods that affect stimpaks, I'm personally using Stimpaks Restore Less Limb Damage. After some testing with various mods that removed the limb healing aspect I like this method a lot better, as it doesn't break the %-based healing that makes stims worth using at all. This method forces you to use more than one stim (or use something like the Dr's Bags from the Lima Detachment mod, MAIM also has a similar setup but I wanted to avoid the entire overhaul of the medicine system this time around) in order to restore crippled status. Would also recommend Elzee's list of grab attack mods, adding more ways to get crippled lol.
+ Enemy drop weapon and leave?
Am here to find them and try to kill all of them if possible, i dont want after a gun fight, i forced to search every corner for the dozen of enemies flee
Can we have an option to remove flee or weapon drop??
*** I give my companions modded weapons and its really unhappy if they keep drop it even with small bullet hit theirs arms
Might be related to the conflict above (Vortex issues no warnings of conflicts, however).
EDIT: Fixed it myself with FO4 EDIT. Cheers.
Thanks and KUDO, it works wonderful!!
It's easily fixed in xEDIT though, and with the consent of the mod author I could upload my fixes for inspection.
It seems to me that, as far as the Nexus is concerned, a mod is the property of the author who uploaded it. However, this policy does not prevent other users from uploading patches and addons which rely on that mod being installed seperately as a master, because they are not actually uploading that master.
The file they are uploading is their own creative work that was simply designed to run with that master.
Really, as long as they aren't uploading a blatant copy with no dependency and only a few changes then I don't see any real reason why the Nexus staff would have to do anything about it. Fixes are just fixes in this case, not theft. None of the master's assets are being uploaded. Permissions shouldn't be needed.
It gets complicated when it comes to scripts though. With normal creation kit records only individual records need to be edited to fix something, but with scripts the entire file has to be recompiled and uploaded even if you just want to fix one line of code.
This would be considered an asset of the master file and require permission to upload, even with a dependency on the master.
It can become very sketchy when you consider the difference between editing a mod author's original script, and editing one of Bethesda's scripts that the author of the master themself edited.
I am honestly not sure about this but I feel like the author of the original mod would not have any ownership rights over a Bethesda script even if they've made changes to it. It just makes sense since they were never the original creator in the first place.
It should be noted also, that Nexus policy is not the same thing as copyright law. If the author of a master were to take the author of a patch for that master to court, well I'm not a lawyer so I really don't know what would happen then, as copyright can be a little foggy sometimes.
I remember a while ago there was a case between a mod author and a youtuber over the distribution of their creative work (the mod) in a video, in which the author succeeded in having their mod removed from the video. If my memory serves me right, it may have been because the youtuber was profiting from their mod, and so wasn't protected by Fair Use law. There were likely other factors involved as well I'd guess.
Even then I don't know how it would have went if there was no money being made.