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James Bethel

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This mod was originally created to change others' mods because they either didn't work at all or caused the exact opposite effect than what they were created for and, I basically took whatever perks, spells, magic effects & enchantments I could and made them into a switchable option added to either clothing, armor & most weapons.

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<==--__  My Big Mod(ification)®™  __--==>
This is the Cheating Conversion of all time.  All the bits expressed in this file belong to me, James Bethel©, or are used with my permission.  No one is allowed to upload this file to any other websites without my permission.  No one is allowed to use information/data from this file in any other mods/files being traded/sold anywhere on the web.  One must get my permission (which is granted here) before one is allowed to use any data in this file.  A simple Fallout 4 modification file I created through xEdit; I've made some gameplay changes too.

1}    Changed Sneak Perk 5 eliminating the invisible effect in that rank by zeroing out the duration of the variable's effect.

2}    Made Commando Perk better by changing the perk beefing up all ranges & damages modified by it.

3}    Made Rifleman Perk better by changing the perk beefing up all ranges & damages modified by it.

4}    Fixed Advanced Skeleton Perk 3 by adding a falling damage modifier to eliminate it.

5}    Made Pain Train Perk work without Power Armor, still requires sprinting.

6}    Increase Institute weapon damage by 4 or 5 points and made most if not all of their miscellaneous items more scrappable.  Made scrapping a Synth Component worth while by adding circuitry, nuclear material, gold, screw, copper, crystal, fiberglass & ceramic onto its components list.

7}    Made new two built-in suppressor barrels by adding all the suppressor variable(s) of their suppressor add-ons to their best barrel.  I only did the Combat Rifle & 10mm Pistol though because of all the writing. Added .44 receiver conversion to the 10mm Pistol; I added a .45-70 receiver conversion for the combat rifle. Added a 10mm "Recon ScopeX" to get a little more magnification (4x) out of the regular 10mm Recon Scope to compensate for the increased weapons' ranges.

8}    Power lines are 3 times longer by creating a new game setting (GMST) extending the power lines by an expressed value.  I don't understand how it works, it doesn't appear to overwrite any of fallout's variables.

9}    Faster Stimpaks are applied by removing the animation variable from where it is expressed.

10}    Load screen animations removed by putting a "null reference [NULL:00000000]" into the field variable for the actual loaded image; requires a "loadingmenu.swf" placed into .../fallout4/data/interface/...  A friend pointed this out to me while I was trying to make it work and I have no idea where he got this information.

11}    Attempting to fix the Inspirational perk rank two by reducing damages from 'incoming weapons'.  Attempted several times to contain explosions' damages within this perk without success.

12}    Reworked many containers and incorporated my new Shipments' leveled list into some of them. All Shipments is a new leveled list included into all trash receptacles & mailboxes, boss trunks, washers & dryers, ice chests, newstands & metal boxes.

13}    I've eliminated certain effects that happen upon death, or 'death effects'.  No more blurriness, time delays or, camera panning effects.

14}    Reworked the vendors' shipment options to include more of them.  Reworked many other lists with additional lists added within them; more weapons, more caps, more ammo, legendaries, etc.

15}    Increased all terminals' display speed to 30x normal; the terminals only display one password for hacking purposes too.

16}    Increased the workshop generators to 5, 9 & 13 respectively; I also increased the first two workshop watering sources to 5 & 15.  I increased the power radiating from the game's power conduit connectors including making the small power pylon radiate at twice the normal amount.

17}    Increased value of the basic workshop foods (flora; ALCH), also increased the value default of 6 to 10 for Settlers harvesting & defense but, it doesn't hook up.  There must be another variable overwriting it.  I found [multiResourceProduction] variable showing 6, but I cannot locate that within the game...  I found a [Workshop...? another variable that wasn't an AVIF or GMST]

18}    Increased the initial SPECIAL points from 28 to 35, and increased the exp. pnts. awarded for discovering secrets / hidden areas.

19}    Made Fortune Finder's "cap explosion" (sort of a cap stash) to be on the -big- side, so around 100 each time instead of around 20; it also affected the "cap stash" as well.

20}    Added a "PowerBar" [heals Mole Rat disease too because that's such a pain-in-the-ass] concentrated food, and a "SweetWater" vitamin drink to food sources (ALCH); I only put it into the chemical boxes & med kits and unique & rare leveled lists which causes them to show up in Boss trunks, etc.. Added a "Mutt Stew" to recipe soups.

21}    Made a Cheating-=> Combat Knife; Chinese Officer Sword; Knuckles; I made some cushioned, muffled, strengthened, lead-lined Battle Fatigues that also reduce sprinting costs and they're lightweight.  I made all the bandanas accept cheating modifications.

22}    Fixed a bug with Giddyup Buttercup Toy Parts; they're not scrappable now. There's another keyword that shows up on certain miscellaneous objects named "Featured Item [KYWD:001B3FAC]. I think it defines an object as part of a quest or dependent upon a quest event maybe...

23}    Fixed a bug with the Relay Dish using a Sensor Module; it never did and now it does.

24}    Added or fixed Mutant Hound's extra meat in the Wasteland Survival Guide's perk, I think... it shows up to a GLOB (hardcoded) variable. Fixed the Mole Rat's extra meat collection by adding the leveled list for it into its 'container' leveled list. They had the extra meat variable (a LVLI), but forgot to place it into the Mole Rat's loot (its container; another leveled list).  I fixed all meat categories to include extra meats.  I included their Synthetic Gorilla Meat too.

25}    Made three Cheating Rings; one to attach to (power)armor; another for an additional ring that attaches along with your ring. One is just a substitute for your ring or have an NPC wear it. One is just for power armor because certain effects in game ONLY APPLY to power armor. Without 'overwriting' or creating new variables, you really don't want to try attaching regular armor enchantments to power armor.  Attaching a ring to Codsworth or Dogmeat puts it about two feet (half meter) off their left shoulder; the affects still take hold, but it looks funny sometimes.


Armor Conversions (I used two attachment categories because I liked using Ultra-light linings before I created Lighter Armor):
No Falling Damage -> This is what it says it is. -> I used an effect buried in game and does it better than their Adamantium Perk (corrected by MyBigMod); doesn't appear to be affected by it or additional armor modifications.

No Limb Damage -> This is what it says it is compared to their perk. -> I used the same effect as their perk and doesn't seem to be affected by it or additional armor modifications.  I cannot find where the player's face or head damage gets displayed from.  So, even though one doesn't take on damages, one still gets the effect of blood in their eyes.

Visibility (stealth boy like; moving while sneaking; totally invisibility) -> This is what it says it is. -> uses the same effect as a stealth boy but not the stealth boy's effect, there's another one with a slightly better effect.  I found using the stealth boy field effect caused certain glitches with a player's power armor and their companions' general use of it.  The effect still detaches from companions at seemingly random times but is easily corrected by trading with them... unequiping the cheating item... reequiping it... and it should take hold again.  The Tesla Field (belowmentioned) effect does the same thing.  Don't stack this cheat, and don't use it with other cloaking effects.

Slow Time -> This is what it says it is. -> i used their jet chemical effect.  I considered manipulating different slownesses, durations, etc. but, I'd have to write a ton of extra variables and I just got tired of playing with it.

Carry Weight Boost -> This is what it says it is. -> I punched the actor value directly.  I found trying to tie it into an enchantment for fortifying it caused Dogmeat to have some real problems.  I mentioned in one of my reply's to a posting; there is a duplicate magic effect for almost all effected actor values.  I tried both ways without success, so I reverted to directly adding & removing the value.

Better Sniper (doesn't work in PA) -> This is what it says it is compared to their perk. -> I used all their perks' modifications and built them into one perk and beefed up.  I also made steady aiming (again, taking their parts out and beefing them up) as part of it but cannot for the life of me make it work with power armor.  Their Sniper & Steady Aim Perks don't appear to affect mine as far as I've been able to test it.

Better Sneaker -> This is what it says it is compared to their perk. -> I used the same process as with Better Sniper; this is a work of art and better than their Sneaker Perk.  It was challenging to get all the various traps & triggers added to my version.  Their perk doesn't appear to affect it, if anything it makes it stronger.

Critical Damage Increase -> This increases all one's weapons' critical damages. -> used perks to make these attachments versus punching the actor value.  I don't remember why.

Critical Chance Increase -> This increases all one's attack's critical damage's chance. -> I punched the actor value directly.  I couldn't get stable results and I was juggling testing the differences between the duplicate magic effects.

Absorb Damage Chance -> This absorbs incoming damages and at 100% would prevent damages similar to Invulnerability. -> I punched the actor value directly.  I couldn't get stable results and I was juggling testing the differences between the duplicate magic effects.

Reflect Damage Chance -> This reflects incoming melee damages and at 100% would prevent them altogether. -> I punched the actor value directly I think.  I may have made an ability (perk) out of it and attached it that way.  These three; absorb, reflect and, disarm shouldn't be exceeded in values totaling over 100% as they're all basically doing the same thing.

Disarm Attacker Chance -> This reflects incoming melee damages and at 100% would prevent them altogether. -> I punched the actor value directly I think.  I may have made an ability (perk) out of it and attached it that way.  These three; absorb, reflect and, disarm shouldn't be exceeded in values totaling over 100% as they're all basically doing the same thing.

SPECIAL Increase (1, 3, 5, 8 & 12) -> This increases a player's (including NPC's) statistical information. -> I punched the seven actor values directly.  I found the same glitches regarding (carry weight) using magic effects embedded in game to make attachments that I found with many commonly used actor values.  This can be stacked up without conflicts.

Radiation Immunity -> This is what it says it is. -> I was messing around and came across this perk in game so I made it an attachment.  Then I found out it didn't stop water, ingesting, or weapons' radiation, so I reworked it until it worked.  It works really good and occasionally one gets the gieger counter sounds but no indication of damages.  One can even sleep next to barrels of radioactive waste...

Poison Immunity -> This seems to negate several effects in game that would otherwise probably kill the unprepared. -> I was messing around and came across this perk in game so I made it an attachment.  Magic & Shock Resistance has a very similar effect in that it prevents all kinds of creatures' attack damages and even Far Harbor's Fog is negated through their magic AVIF.

Movement Speed Increases -> This is what it says it is. -> I punch the actor value as I had the same problem getting magic effects to work.  Beware movement speeds over 30% cause one to DIE unexpectedly when brushing up against certain moveable objects like motors, cars & trucks.  One takes on some kind of sever impact damage from running into them, usually dying from it.  If one stands right next to them, tight to it, then jumps... one dies.  It doesn't have anything to do with my cheating conversion.

Recon Sensors -> This causes your in-the-crosshairs target to be highlighted with a targeting pip just like as if one had a recon scope.  I used the same effect as the scopes.

Nightvision -> This causes one to acquire nightvision.  I used the effect in game and cause it to be an armor 'switch' for cheating.  I don't remember if one has to crouch for it or not, I haven't used it since I put it in MyBigMod.  The perk doesn't affect it, using recon scopes doesn't affect it either.

Jet Pack (w/o AP costs) -> This is just what it says it is. -> I used the effect in game with some additional tweaks to settings relied upon by its effect(s).  I've never acquired a jet pack while cheating it.

Water Breathing -> This is just what it says it is. -> I used both (fire & forget + constant effect) magic effects to make this work properly without directly punching the actor value.  When I punched the actor value and got the perk later on, it would negate or reverse breathing underwater altogether.

Tesla Fields (normal, 1x, 2x, 3x & 5x) -> This is the same as the game's effect with additional boosted power options.  The boosted ones are also always on attacking enemies whether in combat or not. -> This was fun to figure out because of the radius value.  I had the damn thing so jacked up at one point, I'd be zapping poor fools throughout an inner level area like say any of one the police stations.  Took a little time to get them just right so the power & radius increase together.  Don't stack this cheat.  Don't use it with other tesla field effects.

Limb Regenerations -> This is what it says it is and it can be stacked. -> I used two actor value categories for this.  One is the actual value affected by various modifications, the other is a multiplier for the actual one.  I do this with all the 'regenerations'.

Jumping (1x, 3x, 5x, 8x, 10x) -> This is what it says it is and it can be stacked up.  I wouldn't get to 'high' though; you could jump out of the game. -> I punch the actor values because of the problem using magic effects with these values in particular.

Detect Friend (purple, blue, pulsing green, white) -> This is an adaption of detecting life effects in several different colors.  I used the same basic process as they do in game and as Armorsmith Extended expanded upon.

Detect Foe (red, white, pulsing purple) -> This is an adaption of detecting life effects in several different colors.  I used the same basic process as they do in game and as Armorsmith Extended expanded upon.

Detect Corpse (pulsing yellow, yellow, 2x pink mist [one = looting @ 25caps], green) -> This is an adaption of detecting life effects in several different colors.  I used the same basic process as they do in game and as Armorsmith Extended expanded upon.  I cannot stand the pink mist detections being seen through walls, floors, etc. which is what caused me to change it and create others.

Reduced Explosives' Damages -> This reduces incoming explosions' damages.  It can be stacked up to 100%.  I think I included an explosion knockdown immunity at the 100% level but not if you're stacking up to it. -> I used a perk to make this attachment work.

VATS Accuracy Increases -> This increases one's VATS percentage and it can be stacked up to 100%.  Nothing gets past 95% though. -> I cannot remember if I used 100% or 95% as the limit in the perks I created to make it work.

Resist Damage (physical, energy, radiation) -> This does what it indicates in all three categories and can be stacked up. -> I punch the actor values because of the magic effect problem I keep talking about herein.  Energy is used for resisting lasers, institute & plasma but, it may affect other stuff...

Resist Poison -> This seems to affect some damages and certain creatures' attacks and can be stacked up to 100%.  At 100% the effect would be similar to its immunity effect above. -> I directly punch the actor value.

Resist Fire -> This is what it says it is and can be stacked up to 100%.  At 100% the effect would stop damages from standing in fires, flamers', cocktails, etc. -> I directly punch the actor value.

Resist Frost-> This is what it says it is and can be stacked up to 100%.  At 100% the effect would stop damages from all cyro or frost attacks -> I directly punch the actor value.

Resist Magic & Shock -> This I put together as one because their effects are similar enough and can be stacked up to 100%.  At 100% the effect would be similar to the immunities' effect abovewritten. -> I directly punch the actor values.  Magic seems to negate some environmental effects (e.g. Far Harbor's Fog) and certain creatures' attacks (e.g. Mirelurk King's sonic attack).  Energy or "Electric" as its FormID is referred to while its full name is the same as Energy's... it is used in this sense to resist things like shock batons & tesla coil traps.

Action Points Regenerations (1, 3, 5, 9 & 12) -> This is what it says it is and it can be stacked. -> I used two actor value categories for this.  One is the actual value affected by various modifications, the other is a multiplier for the actual one.  I do this with all the 'regenerations'.

Hit Points (health) Regenerations (.5, 1, 3, 8 & 12) -> This is what it says it is and it can be stacked. -> I used two actor value categories for this.  One is the actual value affected by various modifications, the other is a multiplier for the actual one.  I do this with all the 'regenerations'.

Radiation Regenerations -> This is what it says it is and it can be stacked. -> I used two actor value categories for this.  One is the actual value affected by various modifications, the other is a multiplier for the actual one.  I do this with all the 'regenerations'.

Action Points Boost -> This is what it says it is and it can be stacked. -> I used the actor value for this instead of those pesky dual sets of magic effects that essentially do the same thing.  All these values, these values regularly changing throughout gameplay are classed this way.

Hit Points Boost -> This is what it says it is and it can be stacked. -> I used the actor value for this instead of those pesky dual sets of magic effects that essentially do the same thing.  All these values, these values regularly changing throughout gameplay are classed this way.

Safecracker -> This is what it says it is and it can be stacked but at a certain point one will exceed the games' boundaries for lockpicking... -> I used the actor value for this instead of using perks to modified it because I'm lazy about it and I've found zero conflicts while using what I've got, so it stayed.

Invulnerability -> This is the same effect as their Unstoppables Mag. and it can be stacked up to 100% which would eliminate all incoming damages. -> I used the same perk effect as in game for their mag. but with more...  All these values, these values regularly changing throughout gameplay are classed this way.

Better Basher -> This is what it says it is compared to their perk. -> I used the same process as with all my 'Better' Perks; this is a work of art and better than their Basher Perk.  It was challenging to get all the various attack categories added to my version.  Their perk doesn't appear to affect it, if anything it makes it stronger.

Better Blitzer -> This is what it says it is compared to their perk. -> I used the same process as with all my 'Better' Perks; this is a work of art and better than their Blitzer Perk.  It was challenging to get all the VATS attacks added to my version.  Their perk doesn't appear to affect it, if anything it makes it stronger.

Better Penetrator -> This is what it says it is compared to their perk. -> I used the same process as with all my 'Better' Perks; this is a work of art and better than their Penetrator Perk.  Their perk doesn't appear to affect it, if anything it makes it stronger.

Lighter Armor -> This makes one's armor weightless.  It doesn't affect modifications' weights. -> I made a perk to cause this attachment to be a switch for armor like the rest described herein.  It doesn't conflict with their perk.

Explosion Damage Increase -> Makes one's explosions more powerfully damaging -> I made a perk to cause this attachment to be a switch for armor like the rest described herein.  It doesn't conflict with their perk but, be careful...

Blast Radius Increase -> Makes one's explosions' blast radius increase accordingly -> I made a perk to cause this attachment to be a switch for armor like the rest described herein.  It doesn't conflict with their perk but, be careful...

Grenade Trajectory -> This shows the highlighted green arc of a grenade's trajectory. -> I made a perk to cause this attachment to be a switch for armor like the rest described herein.  It doesn't conflict with their perk.

Experience Increase -> This is what it says it is and may be stacked up for higher values. -> I make a perk out of this value and attach it using the same method as with many of the others.

Cold Fusion (PA only) -> This eliminates power armor's use of fusion cores. -> I make a perk out of this value and attach it using the same method as with many of the others.

Explosive Vent (PA only) -> This causes one's power armor explosive landing attacks. -> I use their in game enchantment and attach it; I may have beefed it up.

Hydraulic Bracers (PA only) -> This increases one's power armor melee attacks. -> I use their in game enchantment and attach it; I beefed it up.

Unencumbered -> This makes one be able to run while overloaded. -> I make a perk out of this value and attach it using the same method as with many of the others.

Acid Immunity -> This is what it says it is. -> I was messing around and came across this perk in game so I made it an attachment.

Reloader (fast, faster & blinding) -> Makes one reload all weapons faster than their perk in game. -> I used their magic effect to punch the actor value and it isn't conflicting with their perk.

Buyer / Seller -> Makes one's buying & selling prices better at all vendors & barters. -> I used the constant effect magic to attach this to armor like almost everything else hereto.  It didn't work, so I used the other magic effect (fire & forget) as they're using it to make their perk work through enchantments.  I changed the perk to eliminate its 'non-playable' reference and it appears to be working.  It's hard to tell as there are so many different vendors with their own adjustments.


Ranged Weapon Conversions (no flare gun):
Perfect Shots -> This reduces one's cone-of-fire to zero.  It extends to all weapons used with a power armor cheating ring obviously while using the armor. -> I use a simple set of OMODs & COBJs to get most weapons' cheating conversions to work.

Bullet (slows) Time -> This effect is similar to jet for bullets.  It's difficult to get used to using like Slow Time above.  The delay or transition from their jet effect to real time seems to be hard on the playing effects. -> I used a perk to attach their jet effect to weapons.  Perks don't attach to weapons but their effects do attach in the same way onto armor.  I figured it could be done to weapons too.

Convert Ammunition -> This does what it says however, one's ammo lists for 'same' effects won't hookup.  So, when you're Scrounger Perk isn't working with it, don't say I didn't warn you. -> I use a simple set of OMODs & COBJs to make this work.

Automatic Receiver -> This does what it says however, it doesn't cause any weapons to be classed as an automatic for their Commando Perk to apply. -> I use a simple set of OMODs & COBJs to make this work.

Unlimited (never-ending) Ammo -> This does what it says similar to their legendary effect. -> I use a simple set of OMODs & COBJs to make this work.

Override Projectile -> This does what it says however, one's ammo lists for 'same' effects won't hookup.  So, when you're Scrounger Perk isn't working with it, don't say I didn't warn you. -> I use a simple set of OMODs & COBJs to make this work.

Multiple Shots -> This does what it says.  The damages are a little bit reduced compared to games' two-shot legendary effect. -> I use a simple set of OMODs & COBJs to make this work.  If I'd had kept the damages to form, I found they're be well beyond reasonable play-ability.  Damages in the tens of thousands!

Shooting Speed Increase -> This causes one's weapons' firing speed to increase.  Careful with this one and mixing automatic (not set with my cheat) receivers, one's VATS kills may end up with killing everything behind it as well when dozens of bullets are sent down-range and the first two did the job.  Where do the rest of them end up?  I've had as many as three targets end up getting shot while VATS-ings on the most distance one.  The other two targets were running across in front and I was sending so many rounds towards them, it got all three. -> I can't remember if I punched the AVIFs or made PERKs

No Recoil -> Pretty simple what this does but, there is always some recoil and with certain weapons like their Gauss Rifle, it's significant. -> I use a simple set of OMODs & COBJs to make this work.

Damage Increase -> Pretty simple what this does. -> I used perks to make this work in the same way as all other perks I've added.

Range Increase -> Pretty simple what this does. -> I used perks to make this work in the same way as all other perks I've added.

Armor Penetration -> Pretty simple what this does and at 100% act almost as effective as eliminating a targets defenses. -> I punched the actor value to make this work in the same way as all other others as opposed to using an effect similar to their legendary one.

Critical Damage Increase -> Does the same thing as its counterpart in armor.  For some reason, I couldn't get their critical chance added to weapons.  I don't remember how I did it either.  I imagine I used the same process as I have with all these others; either a perk (which doesn't like to attach to a weapon) or directly with a set of OMODs & COBJs.

VATS Cost Reduction -> Reduces the cost of using the weapon in VATS.  Careful with it because the game has limits on how many targets it can track for you.  You can easily exceed it with this setting. -> I use a perk I think to make this work.  I don't think there's a category for this within object modifications.

Lighter Weapon -> Does the same thing as its counterpart in armor.  Likewise it doesn't affect one's modifications in game. -> I think I used a set of OMODs & COBJs to get this working.

Disintegration -> Attaches the alien blaster's critical effect to one's weapon.  Be careful though with other critical effects; you'll get both of them displayed.  Imagine a pile of half plasma /half ash... -> I used their enchantment attached to an object modifier to get it onto weapons.


Melee Weapon Conversions (Knuckles, Combat Knife & Chinese Officer Sword):
Damage Increase -> Pretty simple what this does. -> I used perks to make this work in the same way as all other perks I've added.

Bleeding Damage -> Pretty simple what this does. -> I think I used an enchantment inserted into an object modifier to get it onto these weapons.

Fire Damage -> Pretty simple what this does. -> I used their enchantment attached to an object modifier to get it onto these weapons.

Frost Damage -> Pretty simple what this does. -> I used their enchantment attached to an object modifier to get it onto these weapons.

Electric Damage -> Pretty simple what this does. -> I used their enchantment attached to an object modifier to get it onto these weapons.

Armor Penetration -> Pretty simple what this does and at 100% act almost as effective as eliminating a targets defenses. -> I punched the actor value to make this work in the same way as all other others as opposed to using an effect similar to their legendary one.

Stunning -> Causes the same effect as a shock baton does.  Stacking this effect & Home Run has some interesting results. -> I used their enchantment attached to an object modifier to get it onto weapons.

Home Run -> Knocks enemies out of the park just like their perk's effect allows for.  Once I hit Skinny Malone with these Knuckles and when he went sailing, it crashed their game to my Window's desktop almost instantly. -> I used their enchantment attached to an object modifier to get it onto weapons.

Lighter Weapon -> Does the same thing as its counterpart in armor.  Likewise it doesn't affect one's modifications in game. -> I think I used a set of OMODs & COBJs to get this working.

VATS Cost Reduction -> Reduces the cost of using the weapon in VATS.  Careful with it because the game has limits on how many targets it can track for you.  You can easily exceed it with this setting. -> I use a perk I think to make this work.  I don't think there's a category for this within object modifications.
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