Fallout 4
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kenshin6

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13 comments

  1. tacitus59
    tacitus59
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    If anyone has a problem with finding the upgrades on the chemistry station and you are using "crafting framework" - make sure this esp is after your generated "crafting framework patch."
  2. QHudspeth42
    QHudspeth42
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    This is a really nice mod. At least in theory. I’ve found the first three stashes, but where/how do I upgrade from mark 1 to mark 2 to mark 3? Weapons and armor workbenches don’t seem to do it. ?
    1. kenshin6
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      Apologies for the super late reply, you may have figured it out already.  The Chemistry Station is where you can upgrade it.
  3. juliusrex
    juliusrex
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    Hi! Using this mod in 2020, and I also applaud the work that went into this. I'm only on Mk. II, but found that the clues for the first level were quite straight forward. I had to search for one of the references, but it turned out to be a place I hadn't visited yet. So the clues are fun because they aren't spoilers, more like trivial details that are very specific. It's also led me on a wild goose hunt, but I encountered two or three new locations as a result.

    Question: This may be completely by design, but I'm getting some unexpected behavior when I equip/un-equip power amor when using PEDS. It's not clear if PEDS is additive to your strength, or is only intended to work when you are not wearing the armor, since the armor overrides it. But since I upgraded to Mark 2 I have a carry capacity without power armor of 360, but with the armor it goes down to 310. In Pip Boy, my PEDS Mk II is still equipped. Anyway, it's a minor issue--requires a little strategy to plan when to go with/without armor. Overall, 2 thumbs up!
    1. Lyss
      Lyss
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      It's because the PEDS uses an actual armor slot—the ring slot, to be specific. When you equip the power armor, it overrides your equipped armor, so you lose the bonus from the "ring" you have on, which in this case, is the carryweight bonus from the PEDS. It also does it with the Mk I version, though you may not have noticed it.
    2. kenshin6
      kenshin6
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      Yeah, unfortunately that is just how it works. Even now I don't really know what the best method of getting around it would be.
  4. banzaaiii
    banzaaiii
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    Imagine playing F04 vanilla for the first time for about 24 hours: so much to discover, fight and run from. Then you mod the game along with this mod: find the mysterious boxes with only those hints to go on, no markers (never add some please): Damn hard :) ... Lovin' it: by keeping the journal of the Sole Survivor in-game, I could puzzle together all the pieces as the game progressed: found the final piece (without progressing in the questline of the suggested faction in the notes) to manufacture PEDS MK4 in a very desolate and rather hard to reach place and now MK4 is mine :D ... Really love this very underrated little mod: to me it's a keeper, KUDOS to its creator.
  5. blaqzakjackon
    blaqzakjackon
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    First off, love this mod! With my predominantly hacker sniper build, I'm always in need of a carry weight buff. The clues were perfectly "terrible"!

    Ran Into a CTD when upgrading to mk 3.
    I updated AWKCR before leaving to work today in hopes it will help.
    Will check and update tonight.

    Besides that, I'd say, great job!
    1. kenshin6
      kenshin6
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      That is really odd, since this shouldn't rely on any other mods. Someone mentioned a similar issue on the ps4 version. Hopefully I can figure out the issue. Until then, you can find the debug box on the small red crane near the entrance to vault 111.
    2. kenshin6
      kenshin6
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      I just updated the mod, please tell me if you are still having issues.
  6. KamSolastor
    KamSolastor
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    Are the required upgrade items only placed once in the world? Might be cool if each (set?) of required item(s?) was placed in multiple locations for redundancy. Could give them a small amount of worth as well so players could choose to sell excess items, or perhaps display them somehow in a settlement.
    1. kenshin6
      kenshin6
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      To be honest the thought of that never really came to mind, since it is supposed to be a one-of-a-kind thing. I did provide a secondary set of everything, but it is mostly there as a "just in case something gets lost" sort of thing. Thank you for the comment, it is something to definitely think about for the future.
    2. KamSolastor
      KamSolastor
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      One thought I had as well - besides just replacement parts - it might be interesting if we could give one also to your companion to boost their carry capacity - allowing for some nice hauls of scrap, if nothing else.