Fallout 4
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James Bethel

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FO4 CHEATS v6.1

<==--__ MISCELLANEOUS ADDITIONS __--==>
-=> made Built-in Suppressor Barrel(s) for 10mm, Combat Rifle & Gauss Rifle. There's other "barrels" for Plasma & Gatling Laser.

-=> made Conversion Receivers for 10mm > .44; Combat Rifle > .45-70; and for a few energy weapons i've merely increased their performance and changed names to show them.

-=> made a few more scopes to get more magnification out of them to compensate for cheating increased weapons' ranges. 10mm has a 4x and a 6x; Combat & Gauss Rifles have 12x in regular, nightvision & recon.

-=> made gloves, cowboy hat & military fatigues (tactical clothing) for cheating purposes.

-=> made three (3) rings for cheating in place of clothing and/or armor; 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. Dogmeat & Codsworth can wear them too but, the effect doesn't attach that well. the ring(s) show up about two feet (2') off Dogmeat's left shoulder and Codsworth's leftside about midheight.

-=> caused their miscellaneous armor reference keyword to attach to some eyewear & hats for cheats adding them onto NPCs. along with that i caused a very few armor pieces to be moddable for heavy, medium & light changes. only leather legs & chest and combat arms.

-=> added (weapons & armor) most legendary effects onto cheating rings. A side-effect this causes anything else with their attach point (AP) keyword to be cheatable as well. Don't use two explosive/explosion legendary effects at the same time on the same item; they'll cancel each other out and not blow up. i'm sure there's other undesirable effects this will provide as well; i haven't tested them all.

-=> added NukaWorld's Kiddie Kingdom's radiation misters, and two other activators (ACTI) located in NukaWorld to ~Sneaker.

-=> quartered their standard VATs combat 'clock' if you will. This causes your ability to take VATs shots to be significantly longer; basically it slows everything down by 75% from vanilla setting.

-=> made certain items compatible with Better Item Sorting's mod.

-=> changed their in game SPECIAL points to make it so a player can increase all SPECIAL stats to nine (9) before exiting their vault. attempting to get them to ten (10) resulted in their PERKs menu being messed up in terms of visual effects; their animation of whatever category was disfunctional and speeded up. didn't seem to effect their performance as perks but it was annoying.

<==--__ ARMOR CHEATS __--==>
(not all armors or clothing are covered by my plugin)
-=> Falling Immunity ~This is what it says it is. I used an effect buried in game and does it better than their Adamantium Perk (corrected by my Fallout_Fixes) as their perk still causes one to grunt or call-out in pain when coming down hard; mine doesn't appear to be affected by theirs or additional armor modifications.

-=> Limbs Immunity ~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.

-=> Visibility (stealth boy like; moving while sneaking; totally invisibility) ~This is what it says it is. It 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.

-=> Sniper ~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. Their Sniper Perk doesn't appear to affect it, if anything it makes it stronger.

-=> 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. I put spotlights, cymbal monkeys, hanging tin-cans, breakaway boardwalks, along with all their perk's trap exceptions. I had to tone this down a little bit because the player can literally be standing right next to a ghoul and it cannot see the player. A little to much cheating I think. This is at issue because I removed everything except "quiet armor" (stealth mod) from Tactical Clothing.

-=> Critical Damage Increase ~This increases all one's weapons' critical damages. I 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. I've figured out those magic effects and how 'constant effects' differ from 'fire and forgets'. This has been upgraded to use an enchantment's magic effect to modify one's actor's values.

-=> 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. I've figured out those magic effects and how 'constant effects' differ from 'fire and forgets'. This has been upgraded to use an enchantment's magic effect to modify one's actor's values.

-=> Reflect Damage Chance ~This reflects incoming melee damages and at 100% would prevent them altogether. I punched the actor value directly I think. This has been upgraded to use an enchantment's magic effect to modify one's actor's values. 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. This has been upgraded to use an enchantment's magic effect to modify one's actor's values. 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. I don't think this was working because I had their weapons' disarming effects attached instead but, it should be working now.

-=> SPECIALs Increased +(1, 3, 5, 8, 15, 30, 50 & 100) ~This is what it says it is. I punched the actor value 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 but, don't go crazy because weird things happen.

-=> 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 Geiger counter sounds but no indication of damages. One can even sleep next to barrels of radioactive waste...

-=> Poison 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. 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 Increase ~This is what it says it is. I punch the actor value as I had the same problem getting magic effects to work; I've figured out those magic effects and how 'constant effects' differ from 'fire and forgets'. This has been upgraded to use an enchantment's magic effect to modify one's actor's values. Beware movement speeds over 30% cause one to DIE unexpectedly when brushing up against certain (only a few) moveable objects like motors, cars & trucks. One takes on somekind 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 overwrites. I've seen dogmeat suffer the same thing while running at +25% cheated into a car or generator. Any movement speed above normal will cause this effect; I've tested it by removing all modifications; consoling in a speed-multiplier increase and ran full speed into that little floating car engine off the the left side of Sanctaury's bridge as one is leaving. I've added small increases to another multiplier called 'animation multiplier'

-=> 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 made it for sneaking or not. Neither their perk nor using recon scopes affects it.

-=> 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 (MGEFs) to make this work properly without directly punching the actor value. This has been upgraded to use an enchantment's single magic effect to modify one's actor's values. Punching the actor value (AVIF) directly led to unstable results when other water breathing effects were used or inadvertantly attached by say eating certain foods to obtain the ability. When I punched the AVIF and got their waterbreathing ability via perk later on, it would negate or reverse effect altogether.

-=> Tesla Fields (normal, 1, 2, 3, 4 & 5)� ~These are the same as the game effect with additional boosted power options that increases the size of the field respective to its power output. They can all be used either when in combat or always on attacking everyone(thing) in range. Don't stack this cheat. Don't use it with other tesla field effects.

-=> Limb Regeneration (�, 1, 1�, 2, 2�, 3 & 4)� ~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 their regeneration variables. I have no idea what the values represent regarding how many points in so many seconds.

-=> Jumping Multiplier (1, 3, 5, 8 & 10)� ~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 purple, pulsing blue, white) ~This is an adaption of detecting friendly life in several different colors. I used the same process as they do in game.

-=> Detect Foe (red, orange, pulsing red, pulsing orange, white) ~This is an adaption of detecting hostile life in several different colors. I used the same process as they do in game.

-=> Detect Corpse (yellow, green, pulsing yellow, pulsing green, 2 looting detectors @ >10 or >25 caps) ~This is an adaption of detecting death in several different colors. I used the same process as they do in game; all I've done is continue with the same basic variables overwritten to change colors and clean up their seemingly conflicting conditions (e.g. flags).

-=> Detect Synths (aqua).

-=> Explosions Immunity ~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.

-=> V.A.T.S. Accuracy Increase ~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.

-=> Damage Resistance (physical, energy & radiation +[100, 200, 300, 400 & 500]) Boost ~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.

-=> Resist Poison ~This is what it says it is 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 (Cyro) ~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 Shock ~Their 'magic' actor value (AVIF) is a category I included hereto because its used by certain in-game effects like Far Harbor's radioactive fog and can be stacked up to 100%. At 100% the effect would be similar to the immunities' effect abovewritten. I directly punch the actor value. The 'shock' (electric) category is very similar to their 'energy' category mentioned above. I'm not sure when it kicks in as opposed to its counterpart; as far as I can tell the game doesn't use 'electric' category much if at all.

-=> Action Points Regeneration ~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 their regeneration variables.

-=> Hit Points (health) Regeneration ~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 their regeneration variables.

-=> Radiation Regeneration ~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 their regeneration variables.

-=> Action Points Boost +(100, 200, 300, 400 & 500) ~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 +(100, 200, 300, 400 & 500) ~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.

-=> Lockpicker ~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 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.

-=> 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.

-=> 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.

-=> 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 (�, 1, 1�, 2, 2�, 3 & 3�)� ~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. I made values beyond one hundred percent to accomodate modifications' weights.

-=> Explosives' damage increase (�, 1, 1�, 2, 2�, 3 & 4)� ~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...

-=> Blasts radius (�, 1, 1�, 2, 2�, 3 & 4)� ~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. As I increased the radius I've respectively increased the distance; ��=5%; 1��=15%; 3�=30% and so on. This is done by changing an AVIF affecting a grenade's 'throw speed'. It doesn't conflict with their perk but, be careful because I don't think one can throw far enough sometimes...

-=> 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. It doesn't conflict with any other experience modifying effects.

-=> 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 but, I'm not sure it's causing damages with the event. The visual & sound effects are seen & heard but, I've not figured out its damages yet.

-=> 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 other cheats I've attached to armor & clothes.

-=> 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 (�, �, �, 1, 1�, 2 & 2�)� ~Makes one reload all weapons quicker than their game. I used their in game magic effect (MGEF) to punch the actor value (AVIF) and suprisingly it isn't conflicting with their perk. Worked so good, I added additional 'speeds' to it. I've noticed it occasionally loads at below normal speeds. This is easy rectified by simply unequiping it and reequiping it or just change weapons then change back.

-=> Fire Immunity ~This is what it says it is; a 100% Resist Fire (above) will do the same thing. I while messing around decided to perk this into their game, so I made it an attachment.

-=> Frost (Cyro) Immunity ~This is what it says it is; a 100% Resist Frost (above) will do the same thing. I while messing around decided to perk this into their game, so I made it an attachment.

-=> Laser Immunity ~This is what it says it is. I while messing around decided to perk this into their game, so I made it an attachment for shits & giggles.

-=> Electrical Immunity ~This is what it says it is but I'm not sure when, where & how the damages are effected. I 'found' this immunity perk in Automatron (Robot DLC), so I made it an attachment to try and determine when, where & how it's used.

-=> Melee Damages (�, 1, 1�, 2, 2�, 3, 4 & 5)� ~This increases all melee weapons & unarmed damages. Be careful using this with other increased damages like my weapons' cheats.

-=> Ranged Damages (�, 1, 1�, 2, 2�, 3, 4 & 5)� ~This increases all ranged weapons' damages. Be careful using this with other increased damages like my weapons' cheats.

-=> Stabilized Aiming ~This stabilizes one's aiming with sights or scopes. It used to be apart of Better Sniper but I never could get it to attach with Power Armor so I split it in two. Reworked it again using their ENCH in my OMOD this time instead of writing a PERK & MGEF for use in an ENCH attaching its effect onto an OMOD.

-=> Guns' Ranges (�, 1, 1�, 2, 2�, 3, 4 & 5)� ~This increases the effective range of all ranged weapons. I don't think it effects grenades or their like.

-=> Reduce Sprint (1, 5, 10, 15, 20, 25, 100)% ~This reduces the AP costs attached to sprinting.

<==--__ RANGED WEAPONS' CHEATS __--==>
(not all ranged weapons are covered by my plugin)
-=> 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 set of simple 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. Careful when combined with Weapons' Speed Multiplier attached to armor.

-=> Unlimited (never-ending) Ammo ~This does what it says similar to their legendary effect. I use a set of simple 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 set of simple OMOD's & COBJ's 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 set of simple OMODs & COBJs to make this work. If I'd had kept the damages to form, I found they're be well beyond reasonable playability. Damages in the tens of thousands! Careful when combined with Weapons' Speed Multiplier attached to armor.

-=> 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 made PERKs, MGEFs, ENCHs & OMODs for this to work. Care should be taken when combined with Weapons' Speed Multiplier attached to armor; avoid it or keep it low if possible.

-=> 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 set of simple 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. I don't think this was working but it should be now.

-=> 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 simple OMODs to make this work since they only attach to individual 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. I've taken their values beyond one hundred percent to accomodate modifications' weights.

-=> 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 (ENCH) attached to an object modifier (OMOD) to get it onto weapons (WEAP).

-=> Legendary Bullets ~Plasma Infused, Incendiary, Freezing, Explosive; Legendary bullet effects caused to be attached to specific cheating weapons.

<==--__ MELEE WEAPONS' CHEATS __--==>
(not all melee weapons are covered by my plugin)
-=> 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 (Cyro) 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. I don't think this was working but it should be now.

-=> 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 right out of the CELL, it instantly crashed their game to Window's desktop. I used their enchantment (ENCH) attached to an object modifier (OMOD) to get it onto weapons (WEAP).

-=> 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 an OMOD to make this work because like its ranged counterpart, it attaches to individual weapons. I don't think there's a category for this within object modifications.

-=> Disarm ~Disarming enemies when attacking them. I figured out the difference between fire/forget & constant effect MGEF's. I cannot tell if this is working.

-=> Stagger ~Stagger enemies when attacking them. Stagger chance is 25% set in-game. I cannot see if this is working.

<==--__ OPTIONAL CHANGES __--==>
Retextures -=> Black {10mm Pistols, Vaultsuits [some folded are still blue, I cannot find the reference(s)] & Pip-boy}; Black Rim (wayfarer sytled) Glasses; Sunglasses (mirrored); Ripper (with teeth) & Chinese Officer Sword (damascus).

INSTALLATION:
For manual installs only, one merely uncompresses the file into their Fallout4\Data\ directory. Whatever textures one wants or doesn't want are merely inserted into the Data\Textures\ directory under their respective titles; those can be included as one choses however its mandatory to keep all \tactical\ directories under textures, meshes & materials. Those are for the Tactical Clothing and I'm not sure what result one would get without them...

CHEATING KEYWORDS listing because i may not have included them all from above; used serialize text add-on for xEdit to acquire information:
AC6: Absorb Damage
EA1: Guns' Accuracy
F96: add Agility
A3F: AP Boost
A51: AP Regen
EED: Armor Penetration
B91: Armor Weight
B7B: Penetrator
1126: Barter {doesn't currenty work}
886: Basher
A7C: Explode Radius
A98: Blitzer
C55: Block Attacker
AA0: Carry Weight
F94: add Charisma
901: Critical Chance
EB5: Criticals
DC4: All Attacks
D2F: Guns' Damage
D1C: Melee Damage
C7F: Unarmed Damage
9C0: visual Detect Corpse
9B6: visual Detect Foe
905: visual Detect Friend
10B3: visual Detect Synth
96D: Disarm Attacker
ABD: Fast Draw
F93: add Endurance
A43: multiply Experience
A7B: Explode Damage
9B5: Falling Damage (immunity)
A7D: Grenade Trajectory
A70: explosives Throwing
E7D: guns Automatic automatic firing
D41: guns 1st Cheat bullets (explode, fire, frost, plasma)
993: guns 2nd Cheat cripple, disarm
B7F: guns 3rd Cheat bleed, stagger
10CA guns Damage damage
EBC: guns Lighter weightless
10C9: guns Range range
1085: guns Recoilless recoil
C84: guns Speed firing speed
842: guns Unlimited automatic reloading
A72: Home Run
A3D: HP Boost
A3E: HP Regen
C82: Acid Immunity
E95: Addiction Immunity
E8D: Chemical Immunity
85F: Damage Immunity
968: Electrical Immunity
C90: Fire Immunity
C91: Frost Immunity
C92: Laser Immunity
C70: Poison Immunity
BF4: Rads Immunity
F95: add Intelligence
9B4: Invisibility
9B9: Jet Pack
9C9: Jumping
10BF: Knockdown Immunity
906: Limbs Regen
902: Limbs Damage (immunity)
D30: Lockpicker
F97: add Luck
994: melee 1st Cheat bleed, cripple, stagger
D9C: melee 2nd Cheat disarm, grand slam, shock/bleed, shock/stun
A1B: melee 3rd Cheat damage(s) {electric, fire & frost}
806: melee Lighter weapon's weight
A3B: Movement Speed
82E: Movement Noise
9B8: Night Vision
EC1: Paralyze
F92: add Perception
110B: Quiet Armor
A3C: Rads Regen
F11: Rads Boost
967: Guns' Range
9B7: Recon Sensors
96C: Reflect Damage
A9F: Resist Damage
F4B: Resist Energy
9E5: reducing Explosions
9F8: Resist Fire
9F9: Resist Frost
9F7: Resist Poison
F5E: Resist Rads
9FA: Resist Shock
CF0: Scrapper
110C: Shadow Armor
9BF: Slow Time
A62: Sneaker
96A: Sniper
BEF: add SPECIALs
D8F: Sprinting increasing SPECIALs (probably endurance) causes this to be moot
B09: Stable Aiming their perk causes this to be overwritten. i haven't figured out how to stop it
10C0: Stagger Immunity
D8D: Maximize Stimpaks
900: add Strength
107E: Striker taken from Big League's sweeper effect
903: Tesla Fields always on & only in combat
C7A: Unencumbered
9BA: V.A.T.S. Accuracy
D9D: V.A.T.S. Cost
1125: Vendors' Caps finally got this to work manipulating MGEF flags
904: Water Breathing
C83: Reloader