Fallout 4
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James Bethel

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This mod affects many things in-game. They're all simple corrections and/or additions applied wherever I happen to notice the need for it.

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Fallout 4   FIXES v6.1

This is my general purpose fix it modification / plugin.

added a number of Nuka-Cola machines' REFRs adding their respective LVLI to get pop bottles into them.   however, both Far Harbor & NukaWorld machines have disappeared while overwriting their CELLs' REFR.   i offer this solution to people who need those machines versus getting their bottles; it would be nice to get them all working but:  Using xEdit or other compatible gaming editor one opens up this plugin and removes those abovementioned CELL REFRs contained in the 'header' portion of it.  this will remove all my overwrites getting my leveled lists containing their ALCH products into those machines.

fixed their Trouble Brewin' quest to end when one keeps Buddy.

fixed two traps at  Mass Fusion Bldg; 1st flr. can chimes & 2nd flr. bathroom scale.

all (probably) Institute miscellaneous items (MISC) more scrappable.  i added Dirty Water to constructible objects made from a Purified Water & a piece of Nuclear Material.

scrapping a Synth Component is handy by adding circuitry, nuclear material, gold, screw, copper, crystal, fiberglass & ceramic onto its components list.

power lines are three times (3x) longer.

using Stimpaks is faster by removing animations.

added Robot Repair Kits' chance (1-3) to all Robots; added Biometric Sanners, Military-Grade Circuit Boards & Sensor Modules to Commonwealth Robots.

removed load screen animations; there's some text displayed probably from a script.

containers are more complete, plentyful & varied.   i've overwritten many of their lists adding items and additional embedded lists to cause more food, drinks, weapons, caps, ammo, legendaries, etc.   for instance, i've put soap, toothpaste & toothbrushes (all @ 50%) into medicine cabinets for instance; Synth Component in toolboxes, etc..

eliminated some player's death effects; blurriness, time delays or, camera panning effects.

LEVELED LISTS: overwrote to many to include herein.   shipments are balanced out, they've all got either 25/50 or 100/250; added them to certain items like trashcans, mailboxes, ice chests, newspaper dispenser, etc.

fixed, added or, changed formID list(s) to provide balanced performance.

added all their NukaWorld colas (& Far Harbor's Vim colas) to a leveled list (LVLI) used by many things like Coolers, Lunchboxes, Washers & Dryers, Boss Trunks & Metal Boxes to name almost all of them.

added Nuka-Orange & Nuka-Grape to Nuka-Cola Machines and made it 1 out of 4 (25%) versus their 1 out of 5 (20%) for them showing up at random in a machine.  This only works in the main game, none of the DLCs' machines make it when I overwrite them to include their bottles.  Dammit!  Actually no machine having bottles qualified into them make it; in NukaWorld their videos & sounds do (floating in midair with a disembodied voice); all others are empty or broken and they appear fine, some even have bottles in them as well.  in some cases i've found their bottles stuck behind the machine.

terminals' display speed is thirty times faster (30x) than default.

workshop generators have increased power(s) to 5, 9 & 13 respectively.

power radiating from power conduit connectors & power pylons radiate is increased slightly.   Recruitment Radio Beacon radiates a small amount too.

made the "cap stash" worth around 100caps instead of 20.  usually causes them to be anywhere from 104 to 120+ depending on character's level.

added "Mutt Stew" to recipe soups for making Mongrel Dog Meat more useful.

added "Synthetic Spaghetti" & "Synthetic Steak" to make Synthetic Gorilla Meat useful, especially after i've take the time to include it into double meats.   spaghetti cures Mole Rat Disease with some radiation & health benefits.   steak provides for Mysterious Serum like benefits.

fixed Giddyup Buttercup Toy Parts (quest related item) making them not scrappable.   before one could scrap the item and still manage to complete the quest.

fixed Relay Dish's use of a Sensor Module; now it looks for and removes it when needed.

fixed Mutant Hounds' extra meat including Wasteland Survival Guide's perk.

Mole Rat's extra meat.   they have an extra meat variable (LVLI), but someone forgot to place it into Mole Rats' death item category.

fixed all meat(s) & extra meat(s) categories.   i've done this with all Automatron, Far Harbor & NukaWorld.   including; Synthetic Gorilla, Cat, Bloodbug, Gulper, Angler, Bloatfly, Flying Soldier Ant Swarm, Fog Crawler,  

attempting to keep Valentine's Robco Fun Magazine (BOOK) from respawning.   haven't fixed it yet...  can't seem to find anything controlling it.

increased Minute(wo)men by provided them with a wider selection of clothes, armor & weapons; player's higher levels with reveal Patrolman Sunglasses & Skull Bandanas.   i increased (SPECIALs =5pnts./ea.) NPC_Template's actor values (AVIFs) governing Minutemen think).   i caused them to be classed by weapons (auto vs. non-auto & musket) for their looting (rich vs. poor) too.   occasionly a Minute(wo)man will show up bare assed (men have underwear; Superhero addition onto CBBE; women are nude).   i've no idea where it's coming from; i'm not convinced it's in my plugins.

added a blue bandana to Gunners' dogs; a stars & stripes to Minutemen; a couple (not Gunners') to Raiders and so on.

increased the first two workshop watering sources to 5 & 15 respectively.

OPTIONAL: significantly quieted down: Settlements' Turrets & Generators; NPCs' hammering; Dogmeat's constant whimpering & whining; Perks (Idiot Savant, Grim Reaper & Four Leaf Clover); this is an optional addition.

OPTIONAL: added more player's footstep sounds; this can be somewhat annoying given their loudness; i personally turn it down in their configuration file (Fallout4Pref.ini).

removed their greenish glow associated with Recon & Night Vision Scopes.

OPTIONAL: increased Commonwealth, Far Harbor & NukaWorld maps' contrast causing roads (for one thing) to show up better.

Synth NPCs fixed their 'death item' category containing a "LLD_Raider" LVLI instead of their "LLD_Synth" one; i've also had to fix it because it didn't have anything in it which is why some Synthetics didn't have a component to loot upon death.

added Valentine's body KYWD to some armor addon (ARMA) variables; now he can be clothed (ARMO) with something else.

made their global variable (GLOB) for ChanceLegendary to be what I believe is 20% instead of a 0% chance.   i attempted several other 'chance_none' settings but i misinterpreted their effects and got some interesting results.   nothing unstable, just different like in this case with higher values almost every NPC was legendary; it got to be pretty annoying.

made a leveled list (LVLI) for all NukaWorld's grenades and put it into one specific list calling up all explosives.   i thought about making them all independently listed out and then placing each one(1) of seven(7) into said explosives list.  Two(2) other lists where changed to encompass those extra grenades too.  I separated out their MIRV grenades into its own list with all the rest in another because of another leveled list using even more embedded grenades' lists which caused them to show up more often and in greater quanities.

changed a few more creatures' upon death leveled lists to make them like most of the others; 10% chance for caps; 15% chance for junk; the usual meats plus extra if you've got the perk.   50% chance to acquire items specific to said creature; e.g. Radroaches have a piece of basic raw food while Mutant Hounds have a piece of raw meat; both may show up half the time or at 50%, the same with stingers, glands, eggs, skins, etc..

made "Crispy Iguana Bits" to give Iguana Bits something to do.

made "Swarm on a Stick" ingestible (ALCH) to give Flying Soldier Ant Swarm Meat something to do.   Bethesda created the meat category but didn't put it into the NPC's variable.   Bethesda also didn't have an extra meat variable for it.   Bethesda also had their NPC's 'death item' as their Rad Ant's death item.

overwrote Radroaches' death item leveled list making it similar to Stingwings, Bloodbugs (now), Bloatflies (now), and others.   i haven't checked it; i'll have to go through them and even them out like I've done many of the other leveled lists i've overwritten.   they're all very similar now.

made "Grilled Ghoul" to give Ghoul Meat something to do.   i made an extra meat for it and attached it through the NPCs' as a "death item" .   i caused this to be restricted to one out of five times for their meat and an additional one out of five times for an extra meat to appear.

overwrote all Meats removing crafting sounds and overwriting or add various 'sounds' for crafting and/or picking up.

overwrote their ingestibles for cold beers & sodas to increase their values over their respective warm counterparts.   i noticed their sodas were the same.   i noticed their Quantum soda didn't have its addictiion attached so i attached it and it wasn't simple.

Super Mutants attack damages are doubled from 25 to 50%; i doubled their default value.

fixed Medicine Bobblehead to include Robot Repair Kits besides Radaway & Stimpaks.

included Hand-to-Hand weapon type into Rooted's perk effects.

increased Speech Bobblehead from 100 to 1,000.

fixed Hand-to-Hand weapon type keyword (KYWD) used by Unarmed Bobblehead.

i changed a number of perks associated with damages, chemicals and/or detection making them more efficient.   armor penetration, chemicals' duration, movement detection, falling damages, limbs' damaged, reduced sprinting, weapons' wobble-less.

increased Vendors' incoming caps from 500 & 1,000 to 2,500 & 5,000 respectfully added them via player's Cap Collector perk.

added most of their DLCs' ammunitions into Scrounger perk.

reduced Vendor Markup perk from 25% to 20%.

increased explosions' power / damage; made a few things that blowup into throwable explosives.   missiles, handy fuel & mini nukes are throwable for instance.

companions' attacks have 2× more damages.

Hermit Crab Hatchlings' death item looting is fixed similar to Mirelurk Hatchlings; one piece of meat ignoring player's perk.

overwrote their requirement for Grand Manchester Museum's keyed doors to allow a master locksmith to pick `em.   i'll be doing this for select doors (& safes, whatever, etc.) as i come across inane uses of keys that cannot be dropped or otherwise taken out of inventory.

added bigger caps' rewards to Nukalurk & Mirelurk Queens, Deathclaws, Gatorclaws and, Behemoths.   RE with a scavenger & refrigerator... i've added more caps to it as well.

increased all (GLOB[al]) random encounters' leveled NPCs and their chances.   used a few to just increase their experience and/or wealth.

increased, changed & manipulated many game settings (GMST).   all kinds of settings mostly experience points.   increased default Jumping Height Minimum from 0.9000 to 1.0000

INSTALLATION:
for manual installs only, one merely uncompresses the main .esp file into their Fallout\Data\ directory; i no longer support other versions.   Data\Sound\ directory has a number of alternate sound files for substitution.   one can select whatever one wants and add it to their Data\Sound\ directory; sounds are all optional; chose & use at your pleasure.   if you're bothered by having bottles in place of their machines (not the empties or broken ones; they're fine) in Far Harbor & Nuka World you'll have to manually remove the overwrites contained in the plugin's header portion.   at the bottom of the header there are a number of References (REFR) making those machines show up in various Cell & Worldspace locations with my added leveled lists for calling up those bottles.   just delete them and their machines should (i've never done this myself but i'm 85% certain of its success) show up again albeit without any of their random bottles.