Fallout 4

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mmdestiny

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mmdestiny

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About this mod

Have you ever wanted to be a superhero? This mod introduces the powers necessary to let you play as Yo-Yo Rodriguez - the Inhuman superhero (known in the comics as Slingshot) from Agents of S.H.I.E.L.D. Grants the user the ability to move so fast time appears to stand still, with the catch of always returning to where they started.

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***HUGE UPDATE 2.0.0 RELEASED, MANY NEW FEATURES!  SEE BELOW!***



Have you ever wanted to be a superhero?


I'm a huge fan of Marvel, especially their TV show Agents of S.H.I.E.L.D.  While bullet time in video games is pretty old hat, one thing that I thought would be pretty novel to do would be Yo-Yo's powers from the show.  Her powers let her move at nearly-imperceptible speed for the duration of a single heartbeat with one condition: She always returns to where she started.

For this reason, her powers can only ever be used to run towards a fight, never away from one.  If someone throws a grenade at your feet and you try to slow time to run away, the grenade will still be waiting for you when you snap back to your original location.  A crafty player could use the moment of desperation to perhaps move out of range and shoot the grenade (and the thrower too, why not) before snapping back.  Use your powers to pickpocket the weapons from a group of enemies' hands, or draw their fire to another location (or even a hazard) before warping back to safety.


**The best practice with any mod that adds content to the world is to wait to install until just after you have left the Vault.  The game has real issues with adding perks/traits/items before you have the Pip-Boy.
When first booting the game up, so long as the mod was installed after exiting the Vault, the YoYo Power item should be added automatically.  You'll see a message confirming this.  If the YoYo Power isn't added (because you installed too early) you can craft one under Utility at the ChemLab or simply spawn it with the console (more below).

With the YoYo Power equipped, simply start sprinting.  The power automatically kicks on.  You can then switch to your main weapons to do your thing.  The power will run out and slingshot you back to your original position once one of the following conditions is met:
  • 10 seconds elapse
  • You run out of AP/can no longer afford the 10AP/second cost
  • You can forcibly stop the power early by either blocking or punching with it equipped.

***NEW CONTENT ADDED IN v2.0.0***
Now with version 2.0.0, YoYo's robot arms!
Construct seven new outfits to utilize Yo-Yo's robotic prosthetics (grants +10 unarmed damage and +5 damage resistance).  All outfits constructed at the Chem Lab under "PROSTHETICS."
  • Vault Suit
  • Fatigues
  • ACUs
  • ACUs (Black)
  • S.H.I.E.L.D. Tactical Gear - Armored ACUs (Black) 
  • Red Dress
  • Road Leathers


  • Beware: The "deadly car" collision bug that Bethesda still never fixed is amplified 10-fold while time is slowed.  Sprinting into a physics-enabled car will most likely kill you.
  • I don't think it's possible to slow time without slowing the effects of gravity, so jumping is really wonky.  Downward momentum does not seem to be carried over, but upward momentum seems to be - ie teleporting back during a fall probably won't hurt you, but teleporting right after a jump might launch you upwards.
  • The nature of how the power's teleport function works require that you be in the same area when the power ends (i.e. No Load Doors) as when the power was activated.  Just think about it, the game would be trying to slide you to a location that, to it, no longer exists.  I have taken every measure possible to help prevent crashing should you accidentally go through a loading screen with the power activated, but please, don't tempt it.  Just remember: NO LOAD DOORS DURING POWER.
  • For the same reason as number 4, saving/sleeping/waiting is temporarily disabled while the power is active.
  • As with most time-manipulation mods, VATS is temporarily disabled while the power is active, it just causes issues.  Why would you need VATs' chance of missing when you can shoot yourself with the same slowdown?


  • There *may* be compatibility issues with any mod that alters Player sprint or movement speed, or which trigger anything when you sprint, for obvious reasons.
  • All forms are unique and reference other unique forms.
  • The YoYo Power item has no physical mesh.  I would recommend not dropping it, you won't be able to pick it back up and will have to build a new one at the chemlab/spawn a new one from the console.
  • Very rarely, when the power ends your movement speed will be a little faster than normal.  This is probably because something interfered with the very last bit of the script.  Everything goes back to normal after using the power again.

Uninstalling:
Since the power involves running scripts, it's a good idea to do a little save cleaning before uninstalling the mod.  I've added the recipe "YoYo Uninstall" to the Chemistry Station "Utility" menu.  This item will forcefully unequip and remove the YoYo Power item, closing out its scripts.

Recommended Mods to be Used With:

***I always appreciate seeing your screenshots/videos!***


All-In-One Realistic Construction Recipes

Guard Posts and Towers with Spotlights
Anarchist's Cookbook Vol. 2
Robotic Prosthetic Arms - made from scratch
Looksmenu Presets - Agents of S.H.I.E.L.D. Pack 1 - Coulson, Daisy, YoYo, and Mack

Shotgun-Axe (Agents of S.H.I.E.L.D.)
Agents of S.H.I.E.L.D. Daisy Johnson/Quake Super Powers and Gear

Anarchist's Cookbook Vol.1
Stocked Vendor Counter Display Cases

Settlement Armory with Rifle and Handgun Racks
Realistic Construction Recipes - Turrets
Realistic Construction Recipes - Generators
Realistic Construction Recipes - Workbenches
Realistic Construction Recipes - Lighting
Waterpump with Bucket aka Water-Collector 9000(tm)
Powered Waterpump with Bathtub aka Ultra-Deluxe Watercollector 9001(tm)
Filled Brahmin Feed and Water Troughs
Stocked Vendor Counter Display Cases