A warm hello to all Nexus Mod's users, I wanted to leave an update as it has been quite some time since I have released any news or additions: Currently as you all might have guessed, I have taken a break from modding and focusing on other hobbies, however, my mods are by no means unfinished and I hope you all continue to enjoy them. Thank you all and hopefully I'll be back in the soon future as Elder Scrolls 6 ramps up,
I know how much we all love to save precious plugin space, so here it is! All changes and updates now included in one FOMOD file.
Horizon users, please use my ESP version and load after Horizon. I also suggest you try my mod without Horizon, to save more space!
Thank you all for allowing my vision of Fallout 4 to be shared with so many other users! Enjoy!
IMPORTANT INFO FOR NEW USERS:
Spoiler:
Show
- All my changes will require a simple cell refresh and player refresh to take effect. See my description on refreshing! - Survival players, this refresh could take a long time since Bethesda made the respawn timer upwards of a MONTH in survival. To remedy this, you can use the console, or any other mods here on the nexus (like my "Quicker Cell Respawn") or similar mods, to shorten the respawn timer of cells. This is highly recommended as a quality of life change because the Commonwealth is very empty once you clear enough cells. - How to change respawn timers using the console: you type "setgs iHoursToRespawncell 1" & "setgs iHoursToRespawncellCleared 1" and THEN you type pcb in the console to purge all cells from the buffer. If you now forward time OR change the timescale to let one hour pass, all cells will refresh!!! Very simple. Don't forget to change the values back to what they were before! The default values are 48 and 60 respectively.
>> VERSION 1.3 IS NOW LIVE! <<
This new version includes a plethora of hot-fixes and further enhancements as requested by users to further iron out your experience!
Some changes included:
Spoiler:
Show
- Fixed sneak modifiers to prevent long-range aggro from enemies. - Tweaked head-shot conditions to eliminate occurrences of thick-skulled Trappers. - Further tweaks to the Combat Shotgun and Double-Barrel Shotgun, including adjusted weights and damage. - Fix all occurences of Super Mutants, Deathclaws, Radstags, and Yao Guai losing limbs too quickly. - Balanced Feral Ghoul damage to be more forgiving, as they were proved to be dealing too much damage. - Further changes to specific NPC body part modifiers to iron out damage inconsistencies. - Fixed various small inconsistencies in FO4Edit with texture hash values. Nothing you will notice. - Updated my LITE Version to 1.3. Included in this FOMOD for more relaxed players.
Some compatibility versions are still being worked on and uploaded to the nexus. I have receive many requests from various users for specific mod compatibility versions and I apologize if yours is not yet available. Stay tuned!
Please keep your feedback coming! Every user's voice is heard and their opinions all go into my upcoming versions! I have been working on a Script-Free "bleedout" system for NPCs who lose limbs. I really wanted to get this feature out for my 1.3 update, during my final testing I felt it was not yet ready. The last thing I want to do is resort to scripting which may potentially corrupt save files. In that regard I regretfully want to hold off a little bit longer on releasing this feature until I feel it will work flawlessly without scripts. It is currently 90% finished, with the major setback being Fallout 4's engine not registering a certain cripple/dismemberment condition in my testing when it should. If you are also experienced with FO4Edit and believe you can assist me in testing this new feature, please let me know!
Thank you all for allowing my vision of Fallout 4 to be shared with so many other users! Enjoy! Keep your opinions coming! I need things to fix for the next update so please go bug-hunting, and keep me updated! I am also working on a video showcasing Power Armor changes. This video has been on the back burner since V1.0 with the amount of work I have been doing for my latest mods. I aim to finish it soon for your viewing pleasure.
Currently working on Version 1.4! Here is the current list of upcoming changes, as requested by users -Revamping the standard "Adrenaline" system to work better with my values! -Bleed-out system for NPCs who lose limbs via dismemberment, causing them to bleed out and die. -Tweaks to make Dogmeat's heavy panting much quieter -Checking current Power Armor Instance Naming Rules for any naming conflicts with sorting mods! -Finishing other compatibility versions, also including a "Brotherhood Power Armor Overhaul Mod" compatible version -Retweaking the Combat and DoubleBarell Shotgun damage to better align with Riflemen Perks. -More changes to come! Keep your opinions coming
Question about locational damage- I know Fallout 4's armor system is universal (i.e. head armor will apply to a chest shot, etcetera) but is it possible to make it so that a helmet will, say, reduce the headshot damage multiplier? Ex. Weapon damage 10, head shot multiplier x10. Weapon shoots bare head, does 100 damage. Weapon shoots chest, 10 damage. Equip helmet with 50% headshot reducer. Weapon shoots head, does 50 damage. Weapon shoots chest, 10 damage unchanged.
I know it's possible to reduce incoming limb damage via perk, but this encompasses all limbs and I also don't know if it affects damage multipliers or just the limb condition itself.
Hopefully you are still proceeding on this, because I'm confirming some conflict in the currrent version of VIS-G - at least when you start a new game.
I don't know why the Power Armor icons still remain when I add your mod during an existing game, however.
i know there were some patches for unique npcs on the main mod pages, but... does anyone know how well this mod pairs with creatures of the commonwealth?
Is it possible that this mod causes stuttering when spawning enemies? I did the test with and without this mod and it seems to be the cause of the problem although maybe is a conlict with another mod.
Hi there, long time user of your immersive mod packs. Currently switching to this combined package but I have a few questions.
In Immersive Scaling Damage and Dismemberment, there are optional files for users of unique player and/or unique NPCs, do I use those to supplement this combined pack?
In Immersive Molotovs and Flamers, there are options to increase flamer range and molotov radius which I think is not available in this combined pack, can I also use the separate files to affect those things?
Hello there, I just recently downloaded this along with the tactics flamer pistol and assault flamer, and just to be safe I downloaded the individual patches for them from the immersive Molotov mod. Does this combined version include the patches as well or was I correct to download them separately? I'm eager to actually try this out but I haven't had time, it's driving me crazy! XD
I finally got a chance to test it out, and it is working with the patches just fine. I asked Red Tourette if she wanted me to pass on a message, but she was too busy screaming to answer me, so I will speak on her behalf, thank you for a great mod, keep up the great work!
Hi ! I'm just wondering, can anybody who used this mod tell if the no health scaling for the player doesn't lead to an imbalance late game when ennemies starts to get thousand of hp ? Cause I'm very interessted using it Thanks :)
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The author has locked this comment topic for the time beingCurrently as you all might have guessed, I have taken a break from modding and focusing on other hobbies, however, my mods are by no means unfinished and I hope you all continue to enjoy them. Thank you all and hopefully I'll be back in the soon future as Elder Scrolls 6 ramps up,
-Aphest
Horizon users, please use my ESP version and load after Horizon. I also suggest you try my mod without Horizon, to save more space!
Thank you all for allowing my vision of Fallout 4 to be shared with so many other users! Enjoy!
IMPORTANT INFO FOR NEW USERS:
- Survival players, this refresh could take a long time since Bethesda made the respawn timer upwards of a MONTH in survival.
To remedy this, you can use the console, or any other mods here on the nexus (like my "Quicker Cell Respawn") or similar mods, to shorten the respawn timer of cells. This is highly recommended as a quality of life change because the Commonwealth is very empty once you clear enough cells.
- How to change respawn timers using the console: you type "setgs iHoursToRespawncell 1" & "setgs iHoursToRespawncellCleared 1" and THEN you type pcb in the console to purge all cells from the buffer. If you now forward time OR change the timescale to let one hour pass, all cells will refresh!!! Very simple.
Don't forget to change the values back to what they were before! The default values are 48 and 60 respectively.
>> VERSION 1.3 IS NOW LIVE! <<
This new version includes a plethora of hot-fixes and further enhancements as requested by users to further iron out your experience!
Some changes included:
- Tweaked head-shot conditions to eliminate occurrences of thick-skulled Trappers.
- Further tweaks to the Combat Shotgun and Double-Barrel Shotgun, including adjusted weights and damage.
- Fix all occurences of Super Mutants, Deathclaws, Radstags, and Yao Guai losing limbs too quickly.
- Balanced Feral Ghoul damage to be more forgiving, as they were proved to be dealing too much damage.
- Further changes to specific NPC body part modifiers to iron out damage inconsistencies.
- Fixed various small inconsistencies in FO4Edit with texture hash values. Nothing you will notice.
- Updated my LITE Version to 1.3. Included in this FOMOD for more relaxed players.
Some compatibility versions are still being worked on and uploaded to the nexus. I have receive many requests from various users for specific mod compatibility versions and I apologize if yours is not yet available. Stay tuned!
Please keep your feedback coming! Every user's voice is heard and their opinions all go into my upcoming versions! I have been working on a Script-Free "bleedout" system for NPCs who lose limbs. I really wanted to get this feature out for my 1.3 update, during my final testing I felt it was not yet ready.
The last thing I want to do is resort to scripting which may potentially corrupt save files. In that regard I regretfully want to hold off a little bit longer on releasing this feature until I feel it will work flawlessly without scripts. It is currently 90% finished, with the major setback being Fallout 4's engine not registering a certain cripple/dismemberment condition in my testing when it should. If you are also experienced with FO4Edit and believe you can assist me in testing this new feature, please let me know!
Thank you all for allowing my vision of Fallout 4 to be shared with so many other users! Enjoy!
Keep your opinions coming! I need things to fix for the next update so please go bug-hunting, and keep me updated!
I am also working on a video showcasing Power Armor changes. This video has been on the back burner since V1.0 with the amount of work I have been doing for my latest mods. I aim to finish it soon for your viewing pleasure.
>> Don't forget to endorse! <<
-Revamping the standard "Adrenaline" system to work better with my values!
-Bleed-out system for NPCs who lose limbs via dismemberment, causing them to bleed out and die.
-Tweaks to make Dogmeat's heavy panting much quieter
-Checking current Power Armor Instance Naming Rules for any naming conflicts with sorting mods!
-Finishing other compatibility versions, also including a "Brotherhood Power Armor Overhaul Mod" compatible version
-Retweaking the Combat and DoubleBarell Shotgun damage to better align with Riflemen Perks.
-More changes to come! Keep your opinions coming
Ex. Weapon damage 10, head shot multiplier x10. Weapon shoots bare head, does 100 damage. Weapon shoots chest, 10 damage.
Equip helmet with 50% headshot reducer. Weapon shoots head, does 50 damage. Weapon shoots chest, 10 damage unchanged.
I know it's possible to reduce incoming limb damage via perk, but this encompasses all limbs and I also don't know if it affects damage multipliers or just the limb condition itself.
Hopefully you are still proceeding on this, because I'm confirming some conflict in the currrent version of VIS-G - at least when you start a new game.
I don't know why the Power Armor icons still remain when I add your mod during an existing game, however.
In Immersive Scaling Damage and Dismemberment, there are optional files for users of unique player and/or unique NPCs, do I use those to supplement this combined pack?
In Immersive Molotovs and Flamers, there are options to increase flamer range and molotov radius which I think is not available in this combined pack, can I also use the separate files to affect those things?
Thank you and great job
Thanks :)