Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

UltimateCoffee

Uploaded by

ultimatecoffee

Virus scan

Safe to use

138 comments

  1. wisetime
    wisetime
    • member
    • 6 kudos
    i was assaulting an enemy stronghold at the time, so I somehow end up waking up in my enemies bed, it was quite concerning what had occurred, maybe this would work well with defeat mod, but, what would possibly be better is...
    1. to use the last bed slept in.
    2. sort nearby beds by distance, then choose one nearest to optimal distance.
    3. bed nearest owned/nonowned friendly settlement.
    4. nearest bed, that does not have enemy nearby, so as to be valid for player to sleep in normally.
  2. LeCaramida
    LeCaramida
    • member
    • 0 kudos
    Nice mod. Unfortunately, it's incompatible with Knockout Framework, even with knockout framework option for player knockout disabled. it just reloads a previous save. Does anyone know a solution to this?
  3. simonpdx
    simonpdx
    • supporter
    • 7 kudos
    This mod still seems to work great as far as I can tell, only problem I'm having is too much time passes when being revived at last bed.

    I'm always max hunger and thirst immediately when I respawn and it kinda sucks! Is there any way I can tweak the amount of time that passes in xEdit or something? I looked but didn't see anything obvious, not really sure how scripts work tbh, anyways, great mod thanks. 
    1. DuamIngka
      DuamIngka
      • member
      • 0 kudos
      I'm no expert either, but after checking xEdit it seems like everything this mod does is script based. It seems like the only way to disable the time thing would be extracting the .pex file from the .ba2, use Champollion to convert it into a .psc, edit or erase the values, and then use the Creation Kit to compile the script again. I've been experimenting with edits on the script regarding the self restore function and the items usage, so I can check if there is anything you can do to stop time passing everytime you respawn (again, I'm no expert, but will let you know if I manage to achieve something).
    2. simonpdx
      simonpdx
      • supporter
      • 7 kudos
      Awesome! well lmk if you find anything out~
    3. DuamIngka
      DuamIngka
      • member
      • 0 kudos
      So I tried and erased some lines that appeared to be related to the time thingy (Game.PassTime), and it worked without issues (that I'm aware of at the moment). Actually, it kinda makes the character respawn a little bit faster, and even seems to fix the crashes that I was experimenting while dying too quickly after respawn. I guess the time calculations the mod made before each respawn have those side effects.
      Anyway, as I personally don't want to ditch the PassTime feature entirely, I tried to change the values to make it advance just some hours (instead of days as it makes right now), and soon I realized that no matter what, the function skips ahead time for about four days each respawn. Reading online I confirmed that Game.PassTime is not behaving as it should, so right now the options are "no time passes" or "skip four days".

      TL;DR: Yes, it's possible to stop the function that makes time pass. If you want I can tell you how to do it yourself, if you want to learn, but again: I'm no expert at all on this.
    4. simonpdx
      simonpdx
      • supporter
      • 7 kudos
      That's cool. I'd much rather use a no-time-pass version myself that would be great. That's also really cool about the load times and such. Whoa.

      So yeah either explain here or via pm (or discord if ya want) and I'll see what I can do. I'm better with xEdit than the CK, not much experience there but it sounds really cool either way. Or if you'd rather just zap me your changed file if writing out a tutorial sounds like a hassle. (Maybe you/we could get permission for a separate nexus upload? People might enjoy a fixed/more cut down version of this.)
    5. DuamIngka
      DuamIngka
      • member
      • 0 kudos
      I sent you a PM
    6. Srhoz
      Srhoz
      • member
      • 2 kudos
      I'd like that too, if possible.
    7. CSSkies
      CSSkies
      • premium
      • 0 kudos
      I would as well, sorry to be a bother. :)
    8. D3J4Vu
      D3J4Vu
      • supporter
      • 1 kudos
      Is there a chance you could send me the edited files as well?
    9. bobrobbow
      bobrobbow
      • premium
      • 52 kudos
      edit - needs further testing
  4. Fallout0gig
    Fallout0gig
    • member
    • 0 kudos
    just about perfect for basic alternate death mod, just needs the lose all items feature.
  5. wonszlol
    wonszlol
    • member
    • 3 kudos
    The idea is cool, unfortunately the mod itself has serious balancing issues that can't be fixed due to a lack of MCM options and since it's a script you can't easily edit the mod itself either.
  6. ahise0731
    ahise0731
    • member
    • 0 kudos
    Great MOD!! Seems to be the only death penalty MOD for Fallout, while Skyrim has several similar ones. Hopefully someone will make another MOD that forbids loading saves after death to prevent players from..U konw.. going back on their word.
  7. Nibelung44
    Nibelung44
    • member
    • 3 kudos
    Too debuggy, I'm removing it. There is always a slight chance, like 10% that when you exit construction mode, the mod kills you if you are low on health, or fatigued (survival mode).

    Too bad, I liked the 'stimpack to be back in battle' feature.
  8. Nibelung44
    Nibelung44
    • member
    • 3 kudos
    I read some of the comments below... Just saying.

    It works for me. Except this:
    1 - the sentence about health penalty is misleading. The description says you'll get a penalty on your max HP equals to the amount you set, but actually this is the fraction you'll be left with! So if you set it to 0.1, you won't have 90% of your health, but 10%! Just saying, it happened to me and combined to trying to revive yourself during battle with a stimpack, it leads to dying in loop!!

    2 - Less fixable, are the 4 days elapsing when you die. It means in survival you wake up starving, dehydrated, exhausted. Not a great way to resume your journey and probably the worst penalty! I would advise to remove all other penalties thus, these are sufficient.
  9. duendecat
    duendecat
    • premium
    • 0 kudos
    I don't normally leave negative comments on mods, however... this has got to be the biggest load of garbage I have ever installed. It doesn't work half the time, it leaves a gigantic (screen-filling) modal popup on the screen when the player is injured that cannot be cleared until about two seconds have elapsed (ensuring that they cannot do anything about their situation), and when the player eventually does respawn they are often teleported under the floor or launched high into the air. Please, don't waste your time with this one.

    Edit: Also (as other have said) it prevents you from dying if you try to uninstall it, which means that it will break all of your saves. Truely terrible.
    1. redarmy1955
      redarmy1955
      • member
      • 0 kudos
      you didnt read description,pretty easy to remove pop up. Getting stuck in the floor etc is not mod authors fault,its a game engine limitation...of course u wouldnt know that because your totally clueless on how to mod something like this for yourself.

      Also ,This mod will NOT break all of your saves,unless you use it on particular save files...this mod contains scripts,scripts are not safe to uninstall on ANY mod and this author even has a setting to let you safetly disable it,but again you dont know that because your stupid and didnt bother reading.

      The mod works fine,better than fine infact and has alot of options to play just how you want...why dont you go back to beating up your old woman.
  10. stadulevich
    stadulevich
    • premium
    • 0 kudos
    Hello, is there any way I can lose my items when I die? Tried looking through MCM and couldnt find the option.