Fallout 4

File information

Last updated

Original upload

Created by

Nekoyoubi

Uploaded by

Nekoyoubi

Virus scan

Safe to use

Tags for this mod

47 comments

  1. Draglorr
    Draglorr
    • member
    • 1 kudos
    This sounds like a great mod, but could you add an option on whether or not the magazines give you perks or not? I want to use them as decoration items(because they look awesome!), but not actually gain any SPECIAL points from them. Thanks!
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thanks much for the feedback and kind words!

      I'm not sure if I'll add that right now, as I'm not currently in FO4, but I will certainly consider it when I return (I always do).

      I can say that if you're just talking about the S.P.E.C.I.A.L. perk mags (not the randoms), when you craft them they are not automatically learned. They either need to be read from your inventory or from the world. I believe you could simply craft and store them on a display rack without gaining their perk, if you so choose.

      I hope that helps. I will also post a reply to this again in the future if this gets added. Thanks again!
    2. mrudat
      mrudat
      • premium
      • 11 kudos
      How about a set of alternate crafting recipes that depend on you already having the perk, and yielding the appropriate perk magazine?

      Perhaps something like this?

      Edit: The thought being that the perk magazines are idempotent; they won't add a second instance of the perk if you've already got it, so the extra perk magazine is pure decoration.
    3. DerpsterO
      DerpsterO
      • member
      • 0 kudos
      You could honestly just make the things and then use the console to remove the perks they give you. It's more involved sure, but it works just fine.
  2. Troleja
    Troleja
    • member
    • 0 kudos
    Ok, I had an older version of this, then upgraded to 2.0.0. All of the craftable SPECIAL magazines are showing me purple textures as if they're missing. I've dL'ed through Vortex like 3 different times and still have the issue.
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      The strange part about this is that I've not heard of this for anyone since releasing the 2.0.0 in May, but other than not having the BSAs (which show up in the file preview here), I'm not sure what else could cause this on the mod's end. Does the last non-DLC version (just before 2.0.0) present the same way, or is it just the latest? Also, do you have all of the DLC?
    2. DreadCthulhu
      DreadCthulhu
      • member
      • 0 kudos
      Nekoyoubi,
      I just downloaded this for the first time a few days ago. I love the mod, but I was also getting the purple missing texture. I corrected it by extracting the texture BSA into the texture folder.
    3. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      So the BSA from the most recent version is missing the textures, and you extracted the textures from an older version, or simply extracting them from the same BSA resolved the issue?
    4. Vermi77
      Vermi77
      • supporter
      • 712 kudos
      I'm getting purple textures on almost all SPECIAL magazines too. Not really sure why. It's not a big deal to me since the magazines don't appear in the world. I downloaded and installed the mod through Vortex if that makes a difference. Will try to redownload the mod when I get the time to see if that might fix the textures.

      Other than that, excellent mod ^^
    5. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thank you for the feedback. I have no idea how the BSA would have gotten messed up, but it apparently did. I guess the files are still there, as DreadCthulhu mentioned correcting the issue by extracting the files from the BSA. So strange. I am not currently playing/modding FO4, but I may need to knock some dust off to see if I can get this BSA issue fixed. I make no promises, though. Thanks again for your feedback and kind words.
    6. DreadCthulhu
      DreadCthulhu
      • member
      • 0 kudos
      Terribly sorry for the late reply. The textures were in the newest version that I downloaded, all I did was extract the ba2 file and copy to the data folder.
      Still loving the hell out of the mod BTW. I just started a hard run where I started with base SPECIAL stats and I'm limiting my perks to what I can get from the magazines.
      Holy crap is it hard! I'm currently at level 13 and I just managed to get my second perk.
    7. mrudat
      mrudat
      • premium
      • 11 kudos
      I unpacked the textures archive, which made the textures work.

      I created a new archive with the right settings for textures, and it stopped working again.

      Edit: I'm going to try a not texture specific archive and see if that works any better.

      Edit the second: A generic archive full of textures also does not work.

      Edit the third: Next thing to try; a post suggested that perhaps the material files aren't quite right. I opened one of the material files (.bgsm), which was in text mode, and noticed that the texture path has both forward and backslashes; loading that up in Material Editor canonicalises the texture path. I'm going to try doing that for all of the material files, repacking the main archive instead, using the original texture archive, and see if that works as it should.

      Edit the fourth: Re-saving the material files in Material Editor, and re-packing seems to have done the trick; also reduced .ba2 from 864kB to 81kB; I've made a copy available here. I resaved the textures as DXT1, which shaved only a little off the size of the ba2 (about 20MB), and you can get a copy here.
  3. davethepak
    davethepak
    • member
    • 40 kudos
    This is a great mod.
    I totally 100% understand this sentiment;
    "never appreciated was having to know that 90% of my characters in Fallout were going to have to have at least six Charisma, six Intelligence, and four Perception to perform what I consider base functionality of the game. "

    Yeah, after a while this got old, with every character needing certain perks for core game functions.

    thanks for the mod.
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thank you! I figured I wasn't the only one who felt this way. ;) Your feedback is very appreciated. Also, I apologize in advance for "purple textures." I'm not sure what happened to the BSA, or why it's not reading things right, but if you run into the same issue, try extracting the textures as DreadCthulhu mentioned in another comment; apparently that fixed it.
  4. Grundz
    Grundz
    • member
    • 1 kudos
    Great mod, I love being able to focus on a certain weapon type and still craft up the first few ranks of the others. :D

    Got a problem now though, started a new game with the Unbogus Fallout Overhaul. Due to the perk list changes the chemistry bench freezes the game into crashing.
    Tried to do a little FO4edit, but I'm kinda stumped with it. Seems it would be a lot easier to remove all the perk recipes instead of changing them, then create a new recipe for a consumable that grants a single perk point. Trouble is, I can't figure out how to make this happen! :o

    Edit: Nevermind, I'm an idiot script newbie and now have it working. haha
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Glad you got it working, and thanks much for your feedback!
  5. Iefo
    Iefo
    • supporter
    • 0 kudos
    When I craft a random magazine, I dont seem to actually acquire the perk. Even when I drop the magazine on the ground and pick it up it does not give me the perk.
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Are you sure that you haven't already received the perk from the world (or previous crafting)? As the crafting is completely random, there's nothing to stop you from creating a magazine that you've already discovered. Also, is this happening with a particular category, or any random perk mag? I ask because I've not modified that process since the birth of the mod (that I can remember), and I've used the random magazine crafting to get things like the hacking additions in many playthroughs.
    2. Iefo
      Iefo
      • supporter
      • 0 kudos
      Nevermind, I was looking at a magazine I obtained previously. The ones from the mod have the word "Magazine" in front of them. Thank you for the response, I really like the mod so far. The progression is not too fast or OP, but also not too slow. Great work!
    3. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thanks! I was really hoping for that kind of balance. I hope you continue to enjoy it. Let me know if there's anything I can do to help in the future.
  6. olvelsper
    olvelsper
    • supporter
    • 5 kudos
    For some reason I can't create armorer level 1 magazines. Aquaboy too seems to have the conditions to craft it be 'get Armorer 1'. Local Leader isn't an option for the magazine crafting either. Has anyone else run into this issue?
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      A condition of crafting the perk magazines is that you do not have the skill, but have the level requirement. If you have the skill but meet the level requirement, you will be able to see the magazine, but not craft it. This was a feature by design in order to not have people upset that they just crafted something useless to them, as they would have already had the perk. If you do not yet meet the level requirement, then you will not even see the recipe. This seems to be an engine limitation, but I apologize for any confusion caused by it either way. Beyond those two things, you should be able to create Armorer 1 magazines regardless (as the level 1's don't have a level requirement, and you obviously don't need a prerequisite skill). This is perplexing, as I know Armorer is one of the magazines I have used on a couple of playthroughs now without issue. I'll see if I can't open things up tomorrow after work and see if I can find anything.
    2. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Well, I looked into the CK, and everything appears to be exactly how I remember it. As I said, I know I've crafted those exact magazines myself on multiple playthroughs, and per the following screenshot, you can see that there is no requirement on Aquaboy for Armorer, and no additional requirements on Armorer 1 than _not_ having Armorer 1. If you're just referring to the little skill glyphs that pop up on the sides, they don't appear correctly when used for negative checking, so it may 'appear' as though you can't craft them, when you actually can. This is, as well, an engine limitation that this mod will not be able to overcome. Whenever the engine sees a skill involved with a requirement, it (graphically) assumes that you need to have that skill, when that's not at all what the condition actually says. Hopefully that helps, and I'm sorry for any confusion this (*cough* Bethesda *cough*) has caused.

    3. olvelsper
      olvelsper
      • supporter
      • 5 kudos
      Gotcha. Those skill glyphs really threw me off. Thanks for letting me know.
  7. i have had the mod for about 2 days and have been fighting gunners ghouls and other animals but have yet to get a single Torn Magazine Page is there something else i have to do to find them?
    1. No, gunners should drop them (albeit, at a low rate), but I will start up a game now and test that to make sure I didn't screw up on the LL I expected them to be injected into.

      Also, after two days of play, I would have expected you to see them in a random locker, trash can, mailbox, desk, etc. at least a few times. I started a new toon to play with the settings as they are now, and I've also been playing it for an evening or two. In that time I've almost gotten enough for a S.P.E.C.I.A.L. magazine (I think I have ~15 currently), and I would say probably 70% of them came from dead raiders.

      Let me look into this for you, but do you know if you have any mods that affect loot lists in a way that would either remove them from the game, or possibly blanket them with an artificial "none chance"? Basically, difficulty mods or heavy loot/enemy affecting mods.

      EDIT: I forgot to mention that you shouldn't really be seeing them on animals, but ghouls should have a low drop chance. But again, I'll look into this for you, and let you know what I find.
    2. Yeah, gunners do appear to be dropping them for sure. Ghouls, on the other hand, do not (at least not the 30 feral stalkers, and 10 legendary I just killed). I will look into getting them in the injector though. I may have swapped them for something else at some point on accident; all apologies. But in multiple days of play, you should have seen more than a couple. I'm worried that it's something with your LO, perhaps. Also, try going to areas that had not been previously loaded before the installation of GPM; that would account for not finding them right away. The cells would need to regenerate.
    3. ok i did install after i started game that might be it as for mods that might affect difficulty mods that might affect i have
      FCOM
      We Are The Minutemen
      Militarized Minutemen
      i dont think any should affect though i am thinking of restarting as some of my mods aren't working as i wished
    4. Yeah, I currently use We Are the Minutemen and Militarized Minutemen, so I don't think those would cause any issue. I don't use FCOM (though, I think I might going forward), but it doesn't seem to affect anything drop-related.

      If you don't mind running a quick test, try toggling God Mode (`tgm), spawning in a bunch of gunners (`help gunner 4; `player.placeatme _______ 20), and just seeing that they do drop the pages. If so, I'd say it's just that your cells need to reset. If not, try dropping GPM to the bottom of your LO and see if that solves it.
    5. disabled all other mods and started a new game ran to concord looted everything got the minigun/power armor spawned 20 gunner privates not a single page but i can see the recipes in the chem station i dont know what else to try
    6. With no other mods, that rules out mod conflicts. By killing spawned gunners, that rules out cell load issues. Two things enter my mind.

      1.) There is a possibility that in my initial testing for your issue, I jumped the gun on the drops from gunners. On the toon I used to test (it was stupid, I realize now), I had the Scrounger perk. That may have given a false positive on the gunners, as they are affected by Scrounger. This was intentional, but shouldn't be the only source of the LL check; Scrounger should merely add to it.

      2.) The gunner type you spawned may be somehow missing in the LL path. If #1 is false, then this becomes more likely, and would indicate that I just need to find a better target for the LL for gunners.

      I will test both cases right away. If you wouldn't mind giving me the id you used to spawn the gunners, that would be awesome. Though if there are only one or two "Gunner Private" forms, and I can figure it out. If I did manage to get the gunners all screwed up, I will certainly push a new version very soon (next couple of hours, tops) if I can get it all figured out.

      Thanks much for your patience, and for taking the time to let me know about the issues you're facing.

      EDIT: I just tested it with `player.placeatme fd3a0 20 on both a toon with the Scrounger perk, and also without. Sadly, I got many drops in both cases (they spawned at a skull level for me), with a few extra on my Scrounger toon (as intended). The one thing that I haven't done was to try this starting from level 1; at least not since I've been testing this issue for you. The scrounger toon I mentioned was started specifically to test the level 1 and up progression, though, so I have certainly seen this working at low levels as well. I will continue to think about this, but I'm quickly running out of ideas, friend.
    7. the code i used was player.placeatme 000FD3A0 20
      edit
      i had no Scrounger
    8. Not that any of this should matter, but just to rule out odd discrepancies...

      1.) Do you have all the DLC, some of them, or are you on vanilla?
      2.) Do you use F4SE?
      3.) When you said all other mods were disabled, was that ALL other mods, or did you leave a couple for things like quick-starting, et alia. If so, could you post your LO in [*spoiler][*/spoiler] tags (without the asterisks)?
    9. 1.) i have all the DLC,
      2.) yes i use F4SE?
      3.) i am going to remove all mods from Nexus Mod Manager add them to vortex so i can disable the last and retry as not all disable on my last attempt i notated that the vault suits where n7

      edit
      i believe i manged to disable all other mods ran in F4SE spawned 20 gunners still no torn pages
    10. Okay, well the last thing I can think is that the .b2a (which contains the single script used in this mod; used to populate the leveled lists) either isn't there, or isn't loading.

      This could be confirmed by looking at one of the S.P.E.C.I.A.L. magazines in the crafting bench. If they look like Grognaks, flat sheets, etc. (anything other than what they look like in the first image on the screenshots here) then the .b2a is the problem.

      If that's the issue, and you're using Vortex, could you uninstall > re-download > re-install > re-enable GPM. If you're using NMM, could you attempt to download it manually and put both the .esp and .b2a in the data folder.

      This is the only thing left that even remotely makes sense. I'm sorry for any trouble you've had with this, but it doesn't seem that others are having an issue with the LLs not being populated, and I can't seem to replicate the issue in any way. I just can't think of anything else, friend.

      EDIT: I was wrong; there are two scripts in this mod (I forgot about my randomization of base game perk magazines).
    11. they do show a Grognak mag i removed the mod from vortex and reinstalled three times all showed the same i then tried manual download took both files dropped in data folder still the same result
    12. Okay, so the .b2a is the problem! Yes! Now that gives me something to work with. Thanks so much.

      I will put together another build right now to get you some loose files. I can't imagine what would cause you to be the only one that the .b2a isn't working for, but this temporary solution should give me a bit of time to figure it out.

      Give me just a couple of minutes here to put that build together. Thanks again!

      EDIT: While I was putting together the loose files deployment, I noticed that the .b2a had to have been empty weighing in at a few kilobytes as opposed to the 8 megs of the loose files; archival is good, but not that good. I must have screwed something up with the archive creation, and I will attempt to tackle that here shortly, but I've pushed the new build, so if you could give it another shot (preferably on a save that hadn't previously loaded it), this should resolve the issue. Thanks so much for your patience and efforts in working with me. Please let me know how things go.
    13. i have done so i did try using my old file after 20 gunners nothing started a new toon after 20 gunners she had 4 pages so that seems to have worked thank you for the help:)
    14. No, thank you! This has been a tremendous help. I sent kudos accordingly. I hate thinking that so many others have experienced this issue as well, but since no one brought it to light, I had no idea (as the author, I always have the loose files and the archives).

      I have repackaged the .b2as and uploaded, so those should be working as intended now. Not that the loose files should cause any issue, but if you would rather, it's there. There shouldn't be any need for the whole restarting bit, as the quest LL injection script has already ran for you, but it's purely a preference thing.

      Thanks again, friend. I'm so glad it's now resolved, and again, I apologize for all inconveniences caused.
    15. I just wanted to say that I really appreciate both of you figuring this out and coming up with a solution. The past few days I've been having the same problem but I thought it was just really low drop rates. I saw this thread when I was checking into the issue and downloaded the fix, now I'm dropping pages finally. Thank you so much for fixing this!
    16. Thanks for letting me know that it is working for you now. I also noticed that you downloaded the repackaged archives (1.0.2), so thank you for the confirmation of the archives version working as intended this time around. All apologies for the inconvenience.

      Now that you can properly use it, I hope GPM becomes a permanent entry on your LO. And please don't hesitate to provide any feedback; I'd love to see this be what the community feels it should be.

      Thanks again!
  8. ihlyana
    ihlyana
    • member
    • 3 kudos
    Finally got around to test this, droprate seems good to me, but then again I mostly face ghouls in my game due to Zombie Walkers. Was pleased to see you didnt touch the actual perks themselves making your mod work with for instance Perks Unleashed without conflict.

    edit; endorsed =)
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thanks much for the endorsement! I'm very glad to hear that it's working out for you.
  9. kat1004
    kat1004
    • premium
    • 21 kudos
    First, I love the idea behind this mod. Absolutely wonderful concept. But I was wondering, would a Horizon-compatible version be possible? This mod, in my opinion, would work great with Horizon by its nature, but Horizon changes the perks a lot, including their descriptions. Because of that, I was thinking of maybe loading it before Horizon, but the perk descriptions in the magazines would still be different.
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      Thanks so much for your interest. I'm confident that a Horizon patch could be made. Sadly, I know nothing about Horizon (never played, that is), so this may take some time. Obviously the more interest that's shown in that as an option, the more likely it will be for me to make. I will look into Horizon, though, and see if it might be something that I should give a go; if so, I would obviously get right on a patch.
  10. ihlyana
    ihlyana
    • member
    • 3 kudos
    I love this idea, was thinking about doing something similar myself but instead change some of the bobblehead-effects. For instance Melee-bobblehead would give you a rank in Blacksmith or some such like that. Never got around to do it though.

    OT; I guess you changed LLs for some NPCs and containers with this mod, as well as some of the perks, seeing as you removed SPECIAL requirements for the affected perks? Am at work atm so cant check it myself.
    Reason I ask is I use heavily modified LLs, making NPCs and containers drop pretty much nothing at all to increase the difficulty of the game, as well as changing some of the perks so I fear there'll be conflicts with your mod.

    Anyways, I really like this idea, and I'll see if I can get it to play nice with my own LO
    Keep up the good work!
    1. Nekoyoubi
      Nekoyoubi
      • premium
      • 17 kudos
      LLs are script injected (meant to put that in the Compatibility section of the description; all apologies), so there shouldn't be any conflicts with other LL modifications. As for the drop rate potentially being too high for your tastes, I may be able to patch in a higher "none chance" for people if it seems necessary.

      Best of luck to you in getting it going, and thanks much for the kind words!

      EDIT: I also forgot to speak to the perk modification issue; so sorry. No perks were modified by GPM, so you should be good there. The only (soft) conflict you may experience would be if your perk level requirements are different from vanilla. In that case (since your mods add difficulty), you would probably just have access to craft a S.P.E.C.I.A.L. magazine before your mods would have intended. Hope that helps.