Fallout 4

File information

Last updated

Original upload

Created by

Justy311

Uploaded by

Justy311

Virus scan

Safe to use

Tags for this mod

32 comments

  1. Justy311
    Justy311
    • member
    • 3 kudos
    Sticky
    Due to a comment, I've added a new version.

    No Mess.esp (Test)

    This version removes the iMess settings that were changed so they'll go back to normal, but removes the quest stage from the perk. This should come up with the same effect, but not alter anything else in the game.
    1. jaideep
      jaideep
      • supporter
      • 2 kudos
      So which one should i use? the new (test) esp?

      Cause this mod addresses the issue i have with bloody mess and would like to use it.
    2. Justy311
      Justy311
      • member
      • 3 kudos
      Both should do the same thing.

      On the main file, I changed the iMessExplosion settings, which are looked at by the Perk's 'quest'. Because messing with quests and stuff can be problematic in other ways.

      In the Test file, I left the iMessExplosion settings alone and removed the quest from the perk. This was just a potential 'just in case' because the way a comment was worded on here made me wonder if they were experiencing something I wasn't.

      Personally, I recommend the main file. Since I play with it and I haven't had any problems with it. -IF- you notice that heads are not exploding or something, then you can use the test file and see if that clears the problem.
    3. Justy311
      Justy311
      • member
      • 3 kudos
      Came back after a long break from the game. The mod should be working as intended now (with the 20% being the total amount instead of an additional 20%).

      As for those wondering if I'll put it on for consoles... Uh, maybe? I have no idea where to begin with that, but I suppose that I can look into it. It's a simple mod, and so far nothing has altered Bloody Mess as a perk like some of the other perks have been, so there should be no conflicts with any of the patches or DLCs.
  2. Programmer231
    Programmer231
    • member
    • 0 kudos
    doesn't work
  3. flameshiva
    flameshiva
    • supporter
    • 1 kudos
    Can anyone confirm if this still works please ?
    1. markaleto
      markaleto
      • member
      • 0 kudos
      I downloaded it today and it doesn't work for me
    2. DeathWrench
      DeathWrench
      • premium
      • 95 kudos
      I've made one that edit's the spell for bloody mess instead of messing with the perks/quest. It works, I just tested it will be uploading shortly.
    3. deleted38408205
      deleted38408205
      • account closed
      • 1 kudos
      doesnt work for me.
  4. Aesploder777
    Aesploder777
    • member
    • 0 kudos
    I downloaded the main files but enemies are still getting gibbed. What should I do? It's getting really annoying seeing everything I shoot blow up to bits by a 10mm pistol.
  5. lightbacks
    lightbacks
    • member
    • 0 kudos
    Thanks man!
    Here in Belarus ive got no means to thank you with a couple of bucks :-(
    This mod is what makes Fallout experience more believeable to my eyes
  6. loganmg
    loganmg
    • member
    • 4 kudos
    I can confirm that the 4th rank adds 20% damage on top of the previous 15% from the 3rd rank.
    For example, my sniper rifle goes :
    - Rank 0 : 226
    - Rank 1 : 237 (226 +5%)
    - Rank 2 : 249 (226 +10%)
    - Rank 3 : 260 (226 +15%)
    - Rank 4 : 312 (260 +20%)
    Instead of
    - Rank 4 : 271 (226 +20%)

    In vanilla, rank 3 and 4 are cumulative : damage bonus from rank 3 + effect from rank 4.
    But in your mod, rank 4 is supposed to override rank 3 so you need to add a condition in BloodyMessPerk03 that cancels its effect when you get Perk04.
    (Just like Perk01 and 02)

    I edited your test esp, I can send it to you if you wish.
     
    Edit : Screenshot of what is missing here.
    1. cdqmcp
      cdqmcp
      • supporter
      • 1 kudos
      What I believe the mod is doing is that it's taking the 20% damage increase from the new damage value, and not from the weapon's base damage value. Basically what you wrote, but easier to understand.
  7. XepptizZ
    XepptizZ
    • member
    • 1 kudos
    Nice, I have the same problem, causing me to ignore bloody mess uptill now (level 67).
  8. Ninety9Soulz
    Ninety9Soulz
    • member
    • 0 kudos
    Hi! Do you think you could upload this mod on bethesda.net for Xbox and Playstation users? This mod would be great and it seems you're the only one who has made it. It would be so appreciated, hope to hear from you!
  9. Zephyn
    Zephyn
    • supporter
    • 0 kudos
    Does this work with 1.5? I had to remove all my mods to make the update 1.5 to work properly after a clean install.

    Also the Creation Kit is available, bethesda.net launcher has the software.
  10. Acleacius
    Acleacius
    • supporter
    • 66 kudos
    Thanks again for your work on this mod !

    Would you consider making a similar mod (or combo) to stop disintegration/goo from lasers and plasma?

    Thanks
    1. Justy311
      Justy311
      • member
      • 3 kudos
      I don't have the Fo4 edit knowledge to do this yet. Once the GECK is out, it should be as easier to do. I haven't found a 'goo' or 'disintegrate' setting in the game settings or an actual value in the weapons. Though there are a lot of 'Unknowns' on the weapons and such right now.
    2. reconphil
      reconphil
      • member
      • 0 kudos
      Yes, seriously, what would be nice is if it burned a hole rather than gooify the individual.
    3. mikegrauohr
      mikegrauohr
      • member
      • 11 kudos
      "Yes, seriously, what would be nice is if it burned a hole rather than gooify the individual."
      Oh yeah and buff the damage! in this case i sure sometimes would use those weapons! its just not realistic enough to use in my opinion...
      why dont you write a request in the forum? i think it would be great!
  11. mobaeus
    mobaeus
    • member
    • 2 kudos
    Hello! Love that you made this mod. Not sure if you're still active here, but what is this "quest" portion attached to this perk? I've searched everywhere for an explanation. Thank you for your time, or anyone's time in answering this question!
    1. Justy311
      Justy311
      • member
      • 3 kudos
      Some perks use 'quest stages' for their activation, rather than just modify basic stats. Like the Mysterious Stranger perk, when you take it, you are actually put into a 'quest stage' that has him activate every so often rather than just having a stat that says 'Mysterious Stranger Chance' or something like that.

      It's not an actual quest that you can find in game or anything. It's just a 'flag' in the system that lets the game know you've activated the perk and that it should track and allow you to use the explosions from it, while the damage is just a straight stat modifier.