Fallout 4

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Neotropic

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neotropic

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  1. neotropic
    neotropic
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    Next update will be HUD, when I get around to it seeing I just now lost all my main saves dues to steam/F4 crashing for whatever it was. Was a a WTF moment. So have to start an entirely new game. I was just informed of new MCM changes on moving the elements. Seems there is a drag ability implemented now. Which makes sense with Flash. So I will be eventually replacing how the HUD is moved at some point.

    I have the basic understanding of the new Flash and how to implement multiple follower HUD's. Will just take me some time toying with it, trial and erroring. I will have to ask the HUDFramework author how they are passing names to the HUD. Was unsuccessful in my own research.

    Update 1.6
    Quest Fixes Mainly
    Aside from my above fiasco, I did manage to run through the entire quest chain looking for any other problems. Everything is in order and ran smoothly, after adjustments.

    - Fixed Quest Markers. Now there will be a few things added to the quest when having to fetch the items. But each will vanish as you find one removing it's marker.
    - All quests are set as a side quest. Will not be under Misc.
    - Fixed Chameleon from starting right up after getting it.
    - Removed the Quest, "The Final Pieces". Was unnecessary.
    - Fixed Sleight (The Chameleon NPC) from just standing there. Is supposed to start fighting the raiders, but failed to do so with me. So will try either you or them.

    Update 1.55
    * Fixed a few MCM typo's. Disable Shield Sound is just Shield Sound.
    * Change what values can be used for stimpak injections. 25,50 or 75% only.
    * Synced up Holotape and MCM options to accept the same values to easily pass back and forth.
    * Just a small fix to the quests terminal. Shock Quest was appearing before completing the Replicator.
    * Small change to how the terminal locks and unlocks on main quest.
    * MCM and Holotape settings will now be properly synced. Either should be able to be used if using MCM.
    I had to add temporary code to sync both MCM and new values added for the holotape

    If the Shock Field Quest appears after completing the main quest, you must do the Replicator quest first. That should appear after the Replicator quest.

    If you can not access the Terminal when you are supposed to or after the main quest. Open console, select the terminal and then type disable, hit enter. Then type enable, hit enter. Close console. Was an odd bug in previous versions.


    Update 1.51
    * I missed a few things in the Holotape settings.
    * Had wrong values passed in a couple other options in Holotape.
    * Adjusted when Companions are knocked unconscious while shield is up. It will now "wake them up" so you do not have to. (Had thought of doing like a shock animation to JOLT them awake)

    Update 1.5
    (I scale numbers depending on how much was changed. In case you think I forgot my versions or whatever)

    Removed Installing User Settings
    Realized after uploading latest version that uninstalling still removes the users .ini file. To avoid that I am just not installing it. You will have to manually remove the final after uninstalling the mod.

    Changing how Stealth Field Works
    - You are now undetected while active, no sneaking required. Both you and your companion.
    - Will only last 30 seconds.
    - Recharge will be increased to 3x duration to avoid being to overpowered.

    * You and your follower WILL loose enemies with them going "Where did you go!"

    * Entering a building and immediately engaging the field, you can literally walk up to enemies and un-stealth in front of them and shotgun them to the face

    Idea behind it:
    1. To hide and recharge shield.
    2. Quick in and out kills.
    3. Fleeing for your life.

    Best to toggle it on and off when needed or using for shorter cooldown times. How I use it.

    Optional MCM or Holotape Settings
    Things will be different between the two. Moving and scaling HUD will have to be done VIA console if using holotape and not MCM.

    I have also added an extra, empty, ESP file for MCM detection as MCM does not use any .esp or .esm files. My file is a way to tell my main script to not ignore the code for getting and setting MCM values. You can also use both. (Currently... for some reason until I look further, Toggling Shock Field are not sinking up even though they should like all other settings)

    Other differences. Since MCM has an actual scale between 0.1 to 0.10. Like for Stimpaks that I have. Selecting something like 0.34 will not be registered in the Holotape.


    Additional Stealth Field Hotkey/Quick Use Option
    With the above changes, there will be an additional activator for the stealth field instead of just a hotkey. Same concept really if you hotkey the item. But then do not need MCM. Mainly for those not using MCM. it will also probably be a chem or something you can consume as they are the easiest. Then will be crafted at a chemistry station under my mods category. Will not be consumed on use.

    Update: 1.2
    * Finally fixed issues with other spells such as fire getting through the shield. Should work on Radiation, Fire, Cryo, Electrical. Durations reduced along with damage.

    * Better updating system. Will update Followers as well.

    * Changed FOMOD install. If updating, select updating to avoid overwriting your MCM Settings you set.

    Just download, install run for update.

    Update: 1.1
    * Adjusted how Radiation damage works. Will take less now. Realized now that what I was using was not working in the perk. So took a look at the hazmat suit perk. Copied what it had, but increased the values. (Will also be re-worked in other shield mod)

    * Fixed health when taking radiation damage. With the new changes in how I use the shield now, I overlooked restoring health when shield is up.

    * Quick fix to Restart Shield.

    * Added auto update system. Just download, install and run game. You will get messages of it updating to new version. 
    Basically restarts the shield, removes perk/spell ect... and then re-adds for any changes made to them. Sometimes this has to be done.
  2. neotropic
    neotropic
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    If you are updating to 1.5 and using MCM. Your settings will get wonky. Since I want to avoid overwriting what you have, and with the changes, you will have to recreate the settings file since none will be there. You will have to toggle the menu options in the holotape to get them set. After this, it should not ever be a problem again.

    Or just download the MCM Settings file. Still will have to adjust to what you had.
  3. GodandTime
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    Hey man, for Wasteland Energy Shields 2.0, do you know how to use Fallout 4 edit to edit the shield energy, recharge values, and radiation sensitivity values? Because all I can find are the upgrades for shields but not the effects which govern what those upgrades actually do for the shield. 
  4. jamstraz
    jamstraz
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    I don't think this mod works with Pipboy replacers like Pip Pad.  It refuses to give me even the base shield.
    1. banditnexus
      banditnexus
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      Can anyone confirm or deny this? I need to know before I choose if I want this mod or not.
  5. megatonresident
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    which one do i install first ? 

    which one do i install second ? 
  6. spec02alex
    spec02alex
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    Does this mod prevent the character from making grunting sounds when hit? Does it prevent blood and hazing effects from occurring? I'm looking for a shield mod that prevents these things. 
  7. ilimir10
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    need patch to support fcom companions, they cant use shield
  8. Noque
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    well seem like the sheild targeting will bugged after some time
  9. legogamefan99
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    This might be a stupid question, but do these shields function like Halo shields? I've got the Halo spartan armour mod and this just might be perfect to use with it.
  10. bable631
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    How do I start the quest?

    I found all of the quest items for the quest by accident, I think, but I don't have a quest, and the holotapes do nothing.
  11. TheWideMurloc
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    when I load this on a character who's already level 100 the upgrades on level up aren't retroactively applied. Is there a way I can manually apply these upgrades without editing the esp? On my level 150 character with enhanced shields on, my final stats are 68 capacity, 24s delay, 12s rate, and 2 recharge capacity. So basically the default stats, but with a bit more capacity. every single quest in the mod has been completed at this point
    1. TheWideMurloc
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      I tried a total reinstall of the mod, needing me to restart the questline and It produced the same problem. I was able to pay more attention to what I was doing, though, and noticed that the terminal did let me do ONE upgrade to shield capacity, which caused the oddity of having 68 capacity and base values for everything else. For some reason it's not registering me as eligible for all the upgrades
  12. TheWideMurloc
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    May I make a couple requests? I'd like to have the little "health bar" show the capacity instead of the power, and the power instead be the number above the bar. I'd also like an option to disable the numbers and show just the capacity bar. Something to make the UI more compact when I'm fully upgraded and don't need to see the numbers involved, and just trust in the system to work, only seeing the necessary information (capacity)