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Paucey

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Paucey

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21 comments

  1. AkiMinowara
    AkiMinowara
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    "Childkiller" perk is like karma system. K.sys. is a stupid thing. one reson more to not even do Vault 81 quests. like, ever.
    anyway, if i don`t like it i can delete it and no more problem, but still...
    i mean, that -10% hp is not a problem (i have lvl 237 and 3k ph), but that icon in screen corner ...
    it is impossible to get out of vault 81 without being bitten by molerats, even if you use console commands....
    1. KefkeWren
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      I've done it before in the Vanilla game. You just have to be fast, not bring companions, and also save scum.
      Still BS, but totally doable. Use this mod to make it not BS; https://www.nexusmods.com/fallout4/mods/5646?
    2. ImmortalAbsol
      ImmortalAbsol
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      You don't get it if you and your companion not get bitten, I've done it 3 or 4 times now.
  2. KefkeWren
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    The main issue I see with this is that it was already super not worth it to keep the cure for yourself. In the base game, it's already a trap option (even though the way Bethesda implemented the quest made it easy to contract the disease). The only benefit to being selfish is being able to sell the cure for a good amount of caps, if you still have it...except that caps are 1) easy to come by, and 2) not even that useful, as you can loot most things you need without spending a single cap. Meanwhile, giving over the cure gets you a player home, respawning loot (as most things in Vault 81 become unowned), and people in the vault don't treat you like shit. Not to mention not losing companion affinity. If you have the disease, it's the only way to cure it, but the disease is only a minor inconvenience (especially at high level), and it's possible to just save scum (or install a mod that makes it possible to protect yourself) and not get the disease at all.

    Adding the "Childkiller" effect and permanently making dialogue harder is a nasty penalty on an already bad option, and I don't think that just getting +1 END for using the cure is worth it. Maybe if, instead, it added permanent poison and disease resistance, as that is a more rare effect.
  3. instyne49
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    I seem to be having a problem because wrye bash is flagging this. Where in the load order should this go? Armor Keywords is listed as a master but wrye bash won't let me move it down. Does an .esl file have to be at the top?
  4. MidnightSavior
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    I've tried installing this mod three times, but still no Vault suit. I've exited and re-entered the Vault to see if reloading the cell would do it, still no. It's pretty high up in my load order. I didn't realize it was an issue until just before turning the quest in, so that's where my last save was and where I did the uninstall/reinstall.
    1. MidnightSavior
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      Also - no Vault suits in the shop or at the storage area.
    2. Paucey
      Paucey
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      So when you complete the quest / turn it in, Austin is still alive and there's no Vault Suit?
    3. Paucey
      Paucey
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      I just started a new game and ran through the quest and it seemed to work on my end.

      There was a brief period yesterday when the latest version of the Mod had the scripts that are necessary for it to function set to be installed to the wrong place. Check and make sure "Paucey_VS3.pex" and "Paucey_LT.pex" are in your "Fallout 4\Data\Scripts" folder. Also make sure "QF_Paucey_Vault81Rewards_01000FA1.pex" is in your "Fallout 4\Data\Scripts\Fragments\Quests" folder. So it should look like this:

      Fallout 4\Data\Scripts\Paucey_VS3.pex
      Fallout 4\Data\Scripts\Paucey_LT.pex
      Fallout 4\Data\Scripts\Fragments\Quests\QF_Paucey_Vault81Rewards_01000FA1.pex

      If not, they're likely in the wrong place - "Paucey_VS3.pex" & "Paucey_LT.pex" were being installed directly to "Fallout 4\Data\" - if you find them there, just move them to the appropriate place. Same with "QF_Paucey_Vault81Rewards_01000FA1.pex" - it's probably in "Fallout 4\Data\Fragments\Quests\" but should be in "Fallout 4\Data\Scripts\Fragments\Quests\".
    4. autbunout
      autbunout
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      Chiming in here to say same, I have no vault suits either.. they don't even show up in the console, I believe. I checked, the scripts are in the right place. ..I am running a modded game though, so..maybe it's my end. I did, however, move it to the bottom of my load order.
  5. RowanSkie
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    There's a problem with the FMOD. The Scripts are placed in the Data folder instead of the Scripts folder.
    1. Paucey
      Paucey
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      Well that just won't do, thanks for the heads up. Uploading fixed version now. My apologies to anyone that had downloaded the previous version.
  6. Zazuban
    Zazuban
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    Tracking this bad boy to see where you take it with future updates; would be amazing to see all of this being compatible with Armorsmith Extended, AWKCR and Legendary Moficiation if you create the new Legendary mod. (If they aren't already.)
    1. Paucey
      Paucey
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      Thanks :) Good ideas - I'm putting the finishing touches on the randomly spawning version of the mod on Legendary enemies. I'll likely release a version compatible with AWKCR, but I'd like to keep a version that doesn't depend on AWKCR to make the mod as compatible as possible. Still looking at Legendary Modification / Armorsmith Compatibility.
    2. Paucey
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      Just uploaded a new version that spawns the legendary effect on items. Included AWKCR compatibility, but still haven't looked at Armorsmith or Legendary Modification. Maybe tomorrow haha
  7. RowanSkie
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    Man, you're really tugging the strings of what to do with that damn cure, huh? Nice.
  8. IdkWhyImHere222
    IdkWhyImHere222
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    Do you plan on making more
    1. Paucey
      Paucey
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      Already in the process! Just put the finishing touches on the Quest rewards for if you let Austin die during Hole in the Wall, need to test them now to make sure they're working right.
  9. nocthesis
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    Out of interest, how powered is this effect? ie - is the damage reduction substantial? Just wondering because I'm doing a 'hardcore' survival run and don't want to be OP.
    1. Paucey
      Paucey
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      It's a straight 15% reduction in both incoming explosion damage and incoming weapon damage. I'm considering optional variants which lower it to 5% and 10%.
  10. cardamom
    cardamom
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    So you took the IsInDoors check function from the weather and made a damage resistance boost if so. Lmao, simple and clever. Thanks