Fallout 4
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TImeward

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Timeward

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18 comments

  1. Timeward
    Timeward
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    Sticky
    Alright, I replaced the .rar with a .zip file and placed the esp in folder named data. So NMM should install it properly now. Thanks for the headsup people
  2. SpaceMachineSixThousandOne
    SpaceMachineSixThousandOne
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    I thought it might be better to make this a ingredient for some other chem. Throw that on top of the Chemist perk. Just a thought. It wouldn't be hard to put it into production via manufacturing either as a product or ingredient. Thanks for the cool lore friendly chem though.
  3. m8rv557ts
    m8rv557ts
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    Thanks for the mod! I love merging nice little things like this into my (personal use only) mod compilation. I personally decided to keep both effects (after forwarding the UFO4P fix to the original effect, which gives it a duration of 1 second, so that, at max rank of chemist, it'll remove 600 rads per second for 3 seconds, instead of only removing 60 rads in survival and being completely worthless). I figure this is rare enough to justify that. I did take the rad removal magnitude down to 300, though. Balance, right?

    One thing: You didn't carry forward a UFO4P fix. Namely, removing the crafting sound, since it's not craftable anyway. I guess it's not really an issue at all, then. I resolved it just for cleanliness when viewing in FO4Edit.

    One other thing: If you want the description to be consistent with Rad-X, you'd use "+200 Rad Resist for 3 minutes". Not sure, I think this is only seen in the crafting interface, and this isn't craftable, so... Just verified in game, the description isn't even visible.
  4. MrAws0m3
    MrAws0m3
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    esl version?
    1. Timeward
      Timeward
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      I'm really noob at mod making and have no idea how esl works.
    2. Richwizard
      Richwizard
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      Noobism is curable with therapy. Turning this mod into an ESL in FO4Edit was painfully easy. It has a grand total of 2 records and only edits a single vanilla item.

      1. Make a copy of your ESP file.
      2. Open the copy in FO4Edit.
      3. Left click on the "+" box next to the file's name to open it.
      4. Left click on the "File Header" listing.
      5. In the "View" window, on the right side of FO4Edit, right click the "Record Flags" listing.
      6. Select "Edit" in the drop down menu. Tell FO4Edit you're sure you want to proceed.
      7. Check the "ESL" box in the popup window and click "OK".
      8. Close FO4Edit. It will save your changes automatically if you leave the box checked in the subsequent popup window.
      9. Change the name of your copy file to end in ".esl".
      10. .....
      11. PROFIT!
  5. ShoRyuKing13
    ShoRyuKing13
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    I like mods like this; ones that try to fix the glaring plot holes and inconsistencies in Fallout 4.
  6. GOLDENTRIANGLES
    GOLDENTRIANGLES
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    Looks like Bethesda missed a line in the recording booth or someone confused rad-x with rad-away.
    1. Timeward
      Timeward
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      That would've been a pretty big confusion. Scribe Neriah says she's studying creatures to learn and synthesize the way they developed imunity to radiation. It sounds like prevention (Rad-X) rather than cure (Radaway), which just makes me frown harder.
    2. GOLDENTRIANGLES
      GOLDENTRIANGLES
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      Yep. Have you submitted this to the unofficial patch? Probably be good to include it.
    3. Timeward
      Timeward
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      I haven't, didnt even know we could. Its a very simple edit, just wanted to save people the trouble.
    4. GOLDENTRIANGLES
      GOLDENTRIANGLES
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      Oh no I didn't mean it like that.
      A stand alone file is fine and some people prefer it.
      If you would like for it to be included in the unofficial patch all you need to do is put a comment on the unofficial patch https://www.nexusmods.com/fallout4/mods/4598
      explaining the problem and how you fixed it.
  7. Ablaze666
    Ablaze666
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    "Just shove this down NMM and it'll be fine"

    Unfortunately, that doesn't work as it should. Nexus Mod Manager shows an error. If I repack the esp in a new archive the mod works with the mod manager.
    1. Timeward
      Timeward
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      Well I did was put the ESP into a rar file... I don't know how to make this work for nmm, how should the file structure look?
    2. JackRob
      JackRob
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      It's because the mod is in a .rar folder is why NMM won't accept it (not sure why). Place it in a .zip folder instead and it should work out fine.
    3. jackiechanssmalercousin
      jackiechanssmalercousin
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      you might also have to put the esp in a folder named data
    4. Lythael
      Lythael
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      JackRob
      U sure about that? I always put my mods in rar and they seem to work fine with NMM (not getting any complaints so far)
      Other mods i downloaded that were in rar also didn't seem to have this "bug"
    5. JackRob
      JackRob
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      @Lythael
      I've been seeing this problem on quite a few of the newer mods recently, and the main correlation with all of them so far is that the mod is packaged in .rar. Again, this isn't prevalent in all .rar folders, but I haven't seen this problem so far with mods that are packaged in .zip/.7z folders, which is why I recommend repackaging into .zip.

      I don't think it's a problem between NMM with any and all Winrar files (since there are plenty of working mods in .rar folders), but maybe rather there's some kind of corruption/error/setting involved with .rar folder and/or something on the Mod Author's end that's causing NMM to not accept the file completely or at all. This just my theory on it as a general user and not as a coder so don't quote me on it.

      Edit: Nevertheless, NMM is accepting the new file made by the Author, so repackaging the mod likely did fix this problem.

      And I will mention that NMM will install most items (.esps and folders) into the data folder regardless if there's a "Data" folder path or not in the compressed folder.