this is the only mod i've found that allows you to smash terminals could we get a standalone of that (i already use locky bastard and am quite happy with it)
Would this work alongside Breakable Locks? I know you mentioned you don't like shooting locks, which is entirely your prerogative and I respect that, but I think it makes sense as another way to get through them. Curious if I could have the best of both worlds in my game by running your mod and Breakable Locks simultaneously.
FO4edit seems to get stuck loading this mod every time. I use MO2 and launch Xedit from that. It gives Fatal error EAaccess Violation error code. If I try load it as esl into xedit. If I change the file name to .esp it will load, but clicking on fileheader record flags will only give an option to convert it to ESM. Id rather correctly convert it to esp.
If it works in game I don't mind it remaining an esl, but the error code is concerning.
yeah, I tested it thoroughly on doors and containers, but then I was doing a play through and got the option to smash a terminal and I was like dammit!
When electronics used Tubes a good smack might jiggle a loose connection. Considering that this is 1950s split onto another timeline, maybe vacuum tubes are still used? Although circuitry is part of the crafting materials so I might have just shot my own theory down. {Edited] Result! I actually found a vacuum tube in the game. It is still part of the technology in FO4. Go figure.
I have no idea how Cross Cybernetics works. This mod should be 100% compatible though because it offers a secondary activation rather than most mods where you attack the object.
Possible to use keywords to access the different lock options, rather than the actual item required or armor? Would make it easy to do patches then for whatever weapon or armor you like. Power Fist for example.
I looked at the source code but I have no idea about code.
What it does it first grab your STR score and if you have one of the viable items equipped (Tire Iron,Sledge Hammer, or Super Sledge). Then if the target is a door it checks if you have power armor on, or if the lock is of a certain level and you meet the STR and/or item requirements (the container "if" has another condition to rule out safes for STR/item checking). If you meet requirements then you open the target and I play a sound effect. If you don't then I post a message as to why.
How exactly does this work? I'm sitting here, pounding a novice-locked chem box with a sledgehammer (STR is 14), and nothing is happening. No alternate means of opening, just the standard lockpick interface. No new perk has been added, either.
Edit: Never mind. For whatever reason, NMM didn't activate the ESL when I installed it.
I would prefer esp since if I use esl in my current game it will change too much, any chance I could just change the extention to esp or does it have to be changed elsewhere, like xedit and save new esp?
from what I've understand it's an light master file which moves item ids and lets you beyond engine esp limits, which is'nt a problem on new games but on current saves, I might be wrong on this, but I have had issues adding .esl into current saves before, so for now I prefer .esp which I can load last and which is'nt conflicting, but xedit opens esl so I guess I can just make this into esp. I have esp's currently which contains about 100 small gamechanging mods, and adjustments to lights, imagespace etc. This mod looks very nice and something I would like to go into my Fallout 4 "core" function, but will add this as esp since I have no trouble with my current load order. Thank you for making this interesting and logical mod ;) all for immersion :)
esl should have zero impact on a current save UNLESS youare switching from a mod that was an esp to an esl. I'm curious as to what esl has given you problems.
30 comments
Strong Approves!
Does he though? :-) Does he approve if you smash open containers and doors or still disapprove like you picked the lock. That was always annoying!
It gives Fatal error EAaccess Violation error code. If I try load it as esl into xedit. If I change the file name to .esp it will load, but clicking on fileheader record flags will only give an option to convert it to ESM. Id rather correctly convert it to esp.
If it works in game I don't mind it remaining an esl, but the error code is concerning.
like my grandpa used to say, a good whacking could always start a machinery. lol. good mod
fixed it
I looked at the source code but I have no idea about code.
Edit: Never mind. For whatever reason, NMM didn't activate the ESL when I installed it.
This mod looks very nice and something I would like to go into my Fallout 4 "core" function, but will add this as esp since I have no trouble with my current load order. Thank you for making this interesting and logical mod ;) all for immersion :)
I too don't use power armor (or carry a sledge hammer) but if I do a power armor game in the future will look back at it again.
thanks for your work.