For people who're having issues because of Pip-Pad, remember that you can use the MCM to change what slot that uses. I did this, and it works fine with this.
If this mod somehow put Dishonored's powers into Fallout 4, that would be awesome. But I'm sure it would be very difficult to pull off such a mod without interfering with the rest of the default gameplay. Either way, it looks badass. Endorsed.
Most abilities would actually be pretty simple to put together. Then again, there are mods that do what those abilities would do, Blink grenade is a good example. Nuka-World has those beast attractor grenades so that's close to devouring swarm, but there's also the radiation abilities mod that gives a chance to find the mole-rat summoner. That mod also has slow time, invisibility, teleport, and frenzy/calm/fear abilities. I remember using that, and just nearly anyone has them, and the abilities can get overpowered unless you decide to use them sparingly.
Mutant Powers adds in ones that can be used for this. There are more than just the Dishonored ones, but even still. Just use DavesMods ESP Explorer to grab the powers as you feel you've earned them.
Is it possible you could make the mark visible on gloves. When you wear the Silver Shroud outfit the mark is visible on the glove and it looks fantastic. Was wondering if you could make this compatible with all gloves, or at least Kellog's?
Can't equip on male characters... EDIT: Nevermind, it's incompatible with the Pip-Pad or Pip-Boy 2000 because they both use the same slot. It can be equipped but is not put back on after exiting the inventory/map/stats
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ESL doesn't count by the mod load limit (255 mod limit) but you have to take extra steps to activate it.
EDIT: Nevermind, it's incompatible with the Pip-Pad or Pip-Boy 2000 because they both use the same slot.
It can be equipped but is not put back on after exiting the inventory/map/stats