To support my work, subscribe to my BitChute channel (older videos). Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.
A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning. 2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning. 3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically. 4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning. 5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active. 6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know. 7. Read The Description: This is pretty straightforward. Read it or else...
Hey I wanted to edit the sound files to replace them with the original sounds but I couldn't figure out how to convert the audio files. I tried a couple converters but they all led to nothing. Would you be so kind to point me in the right direction with what to use?
Would anyone have any idea why this mod would stop vocalizing? I have the MGSV Idroid assitant aswell as press x to speak. I didnt notice when it stopped working unfortunately, the items still show up in inventory and chembench but audio wont play when damaged irradiated or initial consumption of the aid Hek item to trigger the perk and boot audio sequence. Yes a do have a lot of mods but few conflicts so far as ive been pretty patient and meticulous. Cleaning mods etc, not demanding a fix but requesting info/community support. I love this mod and would like it back TT3TT
It's still not something I'm willing to risk this account over but I'm also not stopping anyone from modding this mod.
Files can be changed, dialog can be edited (it's not 100% identical to Half-Life 1), scripts can be modified (you do need to reverse engineer the script files though, I'm afraid I don't have the source code for this one anymore but there are tools to find out how it's made)
i checked and i have all requirements (medic lvl 1 and science lvl 1) as well as all of the components and i haven't made it yet. is there a way to fix this or am i just not paying attention?
It is impossible to meet all the requirements and not be able to craft it. Have you scrolled down to see the full list of items because it's not just the first 5 that are displayed with the default UI. There is more including a Sensor Module which is kinda rare.
Just like NoNameLegion below, I had met all material and perk requirements yet could not craft the HEK. Restarting & reloading, entering/exiting the Chem Station, leveling Medic and Science up to level 2, none of that worked...
Until I added an extra Fiber Optics material to my inventory. (I was consoling in extra mats one by one on a hunch something like this was the issue.) It appears that the HEK requires you to have 2, even though the material list indicates it's only 1.
Now I'm gonna go play around with this mod for the first time. Looks really neat. Wish me luck! :D
38 comments
HEK Mod Preview Video #2
To support my work, subscribe to my BitChute channel (older videos). Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.
A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning.
2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning.
3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically.
4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning.
5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active.
6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know.
7. Read The Description: This is pretty straightforward. Read it or else...
https://tcrf.net/Half-Life_(Windows)/Sounds
Files can be changed, dialog can be edited (it's not 100% identical to Half-Life 1), scripts can be modified (you do need to reverse engineer the script files though, I'm afraid I don't have the source code for this one anymore but there are tools to find out how it's made)
TL;DR - I was having the same issue, but having an extra Fiber Optics (2, instead of the 1 it says is needed) solved it.
Just like NoNameLegion below, I had met all material and perk requirements yet could not craft the HEK. Restarting & reloading, entering/exiting the Chem Station, leveling Medic and Science up to level 2, none of that worked...
Until I added an extra Fiber Optics material to my inventory. (I was consoling in extra mats one by one on a hunch something like this was the issue.) It appears that the HEK requires you to have 2, even though the material list indicates it's only 1.
Now I'm gonna go play around with this mod for the first time. Looks really neat. Wish me luck! :D