Fallout 4
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Sorrywerefull

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sorrywerefull

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37 comments

  1. Chuc002123
    Chuc002123
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    great mod but is there a way to change where we spawn in? I got killed and spawned in a bed inside a supermutant base. I was killed again before my game even loaded and i got stuck in a loop. This has happened so many times. Waking up to a bunch of raiders shooting me because i was in there bed. Having feral ghouls eat me while i sleep. 

    Great mod but i would like to spawn into one of my settlements instead of a bed. Which is weird because for the first few hours into my save i spawned at sanctuary every time i died but not in a bed but at the fast travel location.
  2. Wurmy2000
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    I don't have any mods that modify damage taken or given, and I'm running the game on normal difficulty. However, the damage-over-time effect inside the dream is still so insanely fast that I usually just die again moments after I enter the dream, or worse, after I already activate the door to leave the dream. It just kills me and sends me straight back, and I almost always end up in a death loop that I can't break without activating god mode. Is there something I'm doing wrong here?
  3. bloxyman
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    Funny story. I was playing hardcore & was killed by a feral ghoul pack while in Lexington. I chose to respawn using this mod, only to be nuked immediately after spawning right in range of the raider with a Fat Man. I was laughing uncontrollably, even though I was infuriated.
  4. FireStar999
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    Still using this, very underrated and overlooked tbh, its no secret how buggy the engine can be with scripts, there is a theory floating around that they actually get transfered between saves, so this should theoretically mitigate that issue as well, I've witnessed it myself though, once I was playing casually , I fell from the top of the trinity towers by accident and just as I hit the floor I pressed esc to re load , my save was just before entering the towers and I had Cait with me, and she spit out a bit of dialogue like "Are you crazy, why did you even jump from there" or something like that, so yeah, gotta be careful when re loading these saves ! the only way to make sure is quit the game, sadly :( or, use this, so thanks ^^, I haven't worried about crashing on re load for a while now!
    1. sorrywerefull
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      Yeah, that's exactly why I made this mod. The reloading function of Fallout 4 causes so many problems
  5. jaderiver
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    Hello Sorrywerefull
    But this mod is causing at least I'm fairly sure its this, a weird / odd glitch with sleeping bags and beds, one I've not seen before, ...
    If in workshop mode I place a vanilla bed or even a mod bed, a sleeping bag is appearing underth wear ever I place it , ?
    and this is happening If I scour rhe wastleand looking for a bed to randomly sleep on..
    The sleeping bagds underneath random beds isnt always there ir dissapears after a few seconds..
    BUt when doing it workshop mode, and trying to scrap it just re appears??
    I use a console mod that gives you more info about id's with mods and anytime I'm able to click on teh sleeping bag its coming up with this mod base id and ref if n such nothing else ?
    Spoiler:  
    Show
    1. sorrywerefull
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      That's how it marks spawn points. If the mod moved you to an actual bed, then you would never be able to get out of it because it forces the animation. That sleeping bag is not interactible, so you can't sleep on it meaning that you don't get stuck in it upon being moveto()d to it. That's why it's there. Keep track of it if you see it, because that's where you will respawn next. It isn't a bug.
    2. jaderiver
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      Ahh, ok, I just thought it was strange it was happening . not seen this before, so naturally thoguht it was a bug, but the sleeping bag thing was happening to all beds weather I looked at them close up or put a bed dpwn workshop mode, and it did get a little annoying on why...
      I've since removed this mod and its stopped, so thank you for this mod anyway ....
  6. Zorkaz
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    Oh this is a neat idea. I'm going to have to try it out soon
  7. RowanSkie
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    Can we soon have a version where we can also use MCM to activate it?
    1. sorrywerefull
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      I don't use MCM with my mods because not everybody wants to download and use that mod so having that as a requirement would make the mod inaccessible to some. I try to make my holotapes as easy to use as possible in turn
    2. RowanSkie
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      You don't really need MCM mod itself, Zombie Walkers managed to do that. That doesn't require MCM but it has functionality.
  8. Wurmy2000
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    There's an incompatibility with the follower revive system mod. That mod allows your companions to pick you off the floor the same way you can pick them off the floor when they go down. Programming wise, it sets you as essential, and whenever you would normally die, it puts you on the floor like any incapacitated NPC. Then it checks to see if you have any surviving companions, and if you don't, it kills you. But, it still checks even if you have no followers at all. So, unless you have a surviving follower, this mod never gets the opportunity to send you to the death room since FRS kills you before it can. I am aware that both mods seem to do the same thing, but it would be an interesting concept if your followers could rush to your aid unless you're alone or your followers are down too, and then it sends you to the death room.

    Regardless, I like this mod a lot. Good work, bro.
    1. sorrywerefull
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      Unfortunately, that mod probably uses the killessential() command, which ignores essential status. I can't really do anything about that. The follower revive system mod would have to be changed. As far as I know, both mods scripts revolve around the onbleedout() event, so there wouldn't really be any way to make them compatible. You just have to use one or the other, because the moment you go dowm, my mod decides its time to go to the death room, and the other mod decides its time for the companion to pick you up.
    2. Wurmy2000
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      I am pretty much inept when it comes to programming, but unless I'm understanding you wrong, all I'd need to do with FRS and this mod to make them work together as I mentioned would be to replace the killessential command in FRS with whatever script you use to transfer the player to the death room. FRS would handle situations where the player is killed but has active teammates, while your mod would handle situations where the player dies without active teammates.
    3. sorrywerefull
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      It is not possible to do that without having the original esp and uncompiled scripts of the follower revive system mod
  9. TheGodfather1311
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    Hi. Thanks for good mod, but it has problems.

    First, I deactivated the mode, but player is still essential, and never get up. So, I can't remove this mode.

    Second, when I active this mode, stimpack heals rad damage. I like hardcore play, so it's not good....

    1. sorrywerefull
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      I said on the mod page that you have to deactivate the mod from the holotape before uninstalling

      Stimpaks healing rad damage has nothing to do with this mod, it's something else you have going on in your save
    2. TheGodfather1311
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      I deactivated the mode from the holotape. And now I think I know the reason. Stimpack heals 'essential' npc's rad damage immediately(fo4edit check), so it heals rad damage of 'essential' player.

      If my comment offended you, I apologize. I am not good at english, and I really love this mode.(ofcourse I endorsed)

      So now, I disabled the function of stimpack(healing essentials' rad damage), and everything is fine.

      Please, just check about the issue that deactivating mode from the holotape doesn't work.

      I will keep using this mode, so it doesn't matter to me, but sustained essential condition can be a problem to others.


    3. sorrywerefull
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      It appears that I mistook you saying "mode" for mod, which changed how I would normally respond.

      I am looking into all of this right now. Hopefully these problems will be resolved with an update. It appears that there was a coding error for essential deactivation. I see that Stimpaks automatically remove radiation for essential NPCs.

      I am also going to be adding a turret to the death room in case Warlike bugs out and spawns anything weird in there. Along with this, I will be adding a stats interactable object into the room which will tell the player how many time he/she has died.
    4. sorrywerefull
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      All of the problems you listed have been fixed in version 1.1. Also, you can now see how many times you have nearly died. The number does not increase if you permanently die.
  10. jaderiver
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    Ok first of I thought it wasn't working, but then relised I hadn't remembered to turn it back on after reloading, then when I did and died I was sent to red dream room, when there are 3 options death wake and save ? so clicked save and then wake and woke up at sanctuary o.O ?
    So how does it choose where to wak you up at , does it see what settlements you have which have beds and which do not ?
    Tracking Endorsed Kudo'd Thankyou..
    1. sorrywerefull
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      When you first load the mod, it might not have picked a nearby bed for you yet. When a bed is not found, it sends you to sanctuary.
    2. jaderiver
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      Ahh ok no worries , thank you ..