Old thread I know, but in case you/anyone is still interested in making mines untargetable: the way to do this is to change the type on the Projectile from Lobber to Missile. I just finished implementing this for Caltrops, but a quick test shows that it works fine with mines as well. Missiles are coded not to be targetable in VATS, and as long as at least the "Can be picked up" flag is enabled (and/or the "Can be disabled" flag, I expect) they stick around after you deploy them; though of course for mines those are already on anyway.
For mines, it may need some extra testing to verify that it doesn't have additional unexpected consequences, though I didn't notice any immediate issues. Probably the main thing to test would be how previously placed mines are affected by this, I only tested with caltrops (and mines) I deployed myself. Could be that pre-placed ones react strangely to a change in Projectile type (though at least spawning them in directly with placeAtMe in the console, they seem fine).
I like your rebalance philosophy, it's very similar to my personal changes, untargetable mines, less hp, carryweight and loot, more radiations, tweaked body parts data....just a few small differences like the respawn rate or the nerfed melee. I have a question and some suggestions. The question is more a curiosity, why "HoursToRespawnCell" just 49 and not 50 for example? The suggestion is to set some starting zones like Concord and Molerat Den to "never resets" (RedRocketCaveZone, ConcordZone and ConcordMuseumZone in the encounter zone group) and maybe even remove some loot (in an optional file?), like pumpkins outside the first house, some nuka cola, etc....oh yes, also a generic increase in radiation from food.
Well the untargetable mines is something I want to add but I'm finding that it isn't very easy to do. I figured there was probably just a flag to make something vats target-able but that doesn't appear to be the case. Have you found a solution for it? For the HoursToRespawnCell I think I set it to 49 so that it was just over 2 in game days but to be honest I don't remember and it has been a long time since I made that change. Also no, I don't know why I would have wanted it just over 2 in game days lol. Yeah I've thought about reducing some of the placed loot in the world since you can get stacked with supplies when you first start. I think you can easily have over 100 10mm rounds when you leave the vault. What would be your reasoning for early game places never respawning? My reasoning for not is that the player would then have less incentive to travel back to those parts of the map later on. I may look at radiation damage from food even when cooked. Thanks for the suggestions!
No I haven't, I think VATS targets are hardcoded, for this reason I was talking about philosophy. I've tried many ways, nearly all VATS entries to be sure or editing destruction data, nothing works, maybe I should try again because a few years have passed since the last time. Something strange that I remember is the flag "VATS targetable" to objects like cars, etc.
My reasoning for early game places never respawning? Because at the start it's reasonable to choose Sanctuary or Red Rocket as a base, to rest or simply to store the loot, therefore Covenant is a fixed stop and there are too many useful items, a lot of food, chems. ammo, components and even a respawnable Nuka Quantum if I remember well or I'm wrong because it's been a long time since I took them off and setted the never resets tag. However, I also blocked the supplies of water and food in workbenches, only dirty water from pumps and from what I saw in FO4Edit I have much more punitive settings regarding the loot, so maybe my approach can be a little exaggerated.
Yeah. I came across an in game script that makes the bodies in cryo sleep not targetable in VATs but I don't know if it is even used and if it could be applied to something like a mine. So the mines have a VATs targetable flag you can set in the creation kit but I believe it is for being able to target them when throwing them out like with grenades. I don't know how that would pertain to cars though lol. Yeah I may stop pumps from giving purified water but my only question then is how would the player get purified water? I think it is a common crafting item and I feel like it would be annoying to not be able to craft b/c you can't find purified water. I may make loot drops more restrictive but it is hard to test those changes since it really takes extended play time to see the long term effects.
Personally I've tied the purified water to the presence of water purifiers (GetWorkshopObjectCount in conditions), I've changed their perk requirements to be a better and advanced technology and with one or more of them in a settlement (or if in the Vault 88 cell) I can build clean sinks, dlc ones or from CWSS and Modular Kitchen mods that produce purified water, also setting their dirty sinks to give dirty water. Obviously without mods, you can create a craftable copy of the original pump that gives purified water or viceversa.
In case the character is not an expert in technology....then his/her problems! He/She can always boil it, buy it, or drink dirty water....and I think that's right
For extended gameplay I can say that with my punishing settings, for example in my current run, I'm at level 20 and I have only 1000/1500 caps to spend wisely, I have stored few stocks and I'm still waiting for the better weapons because I slowed down also the spawning levels. After a beginning in survivalist style, things start to move and only now I can face the wasteland dangers with more confidence. I remember my first run in a vanilla game and at 20th level I had power armors (now the starting one and some raider PA pieces), dozens of fusion cores (now 1 full and 2 partially used), missiles and mininukes to declare a war (now 0), etc......I'm really having fun.
Yeah I really want to figure out how to make this happen but unfortunately it doesn't appear to be a simple flag you can turn on and off for things. I haven't completely given up but I think I'm going to need to learn some more Papyrus scripting before I can make it happen. In the mean time I am working on making spamming vats and not targeting anything cost ap like in Fallout 76. This would at least provide a cost to scanning for enemies, traps, and mines.
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For mines, it may need some extra testing to verify that it doesn't have additional unexpected consequences, though I didn't notice any immediate issues. Probably the main thing to test would be how previously placed mines are affected by this, I only tested with caltrops (and mines) I deployed myself. Could be that pre-placed ones react strangely to a change in Projectile type (though at least spawning them in directly with placeAtMe in the console, they seem fine).
I have a question and some suggestions. The question is more a curiosity, why "HoursToRespawnCell" just 49 and not 50 for example?
The suggestion is to set some starting zones like Concord and Molerat Den to "never resets" (RedRocketCaveZone, ConcordZone and ConcordMuseumZone in the encounter zone group) and maybe even remove some loot (in an optional file?), like pumpkins outside the first house, some nuka cola, etc....oh yes, also a generic increase in radiation from food.
For the HoursToRespawnCell I think I set it to 49 so that it was just over 2 in game days but to be honest I don't remember and it has been a long time since I made that change. Also no, I don't know why I would have wanted it just over 2 in game days lol.
Yeah I've thought about reducing some of the placed loot in the world since you can get stacked with supplies when you first start. I think you can easily have over 100 10mm rounds when you leave the vault.
What would be your reasoning for early game places never respawning? My reasoning for not is that the player would then have less incentive to travel back to those parts of the map later on.
I may look at radiation damage from food even when cooked.
Thanks for the suggestions!
I've tried many ways, nearly all VATS entries to be sure or editing destruction data, nothing works, maybe I should try again because a few years have passed since the last time. Something strange that I remember is the flag "VATS targetable" to objects like cars, etc.
My reasoning for early game places never respawning? Because at the start it's reasonable to choose Sanctuary or Red Rocket as a base, to rest or simply to store the loot, therefore Covenant is a fixed stop and there are too many useful items, a lot of food, chems. ammo, components and even a respawnable Nuka Quantum if I remember well or I'm wrong because it's been a long time since I took them off and setted the never resets tag. However, I also blocked the supplies of water and food in workbenches, only dirty water from pumps and from what I saw in FO4Edit I have much more punitive settings regarding the loot, so maybe my approach can be a little exaggerated.
So the mines have a VATs targetable flag you can set in the creation kit but I believe it is for being able to target them when throwing them out like with grenades. I don't know how that would pertain to cars though lol.
Yeah I may stop pumps from giving purified water but my only question then is how would the player get purified water? I think it is a common crafting item and I feel like it would be annoying to not be able to craft b/c you can't find purified water.
I may make loot drops more restrictive but it is hard to test those changes since it really takes extended play time to see the long term effects.
In case the character is not an expert in technology....then his/her problems! He/She can always boil it, buy it, or drink dirty water....and I think that's right
For extended gameplay I can say that with my punishing settings, for example in my current run, I'm at level 20 and I have only 1000/1500 caps to spend wisely, I have stored few stocks and I'm still waiting for the better weapons because I slowed down also the spawning levels. After a beginning in survivalist style, things start to move and only now I can face the wasteland dangers with more confidence.
I remember my first run in a vanilla game and at 20th level I had power armors (now the starting one and some raider PA pieces), dozens of fusion cores (now 1 full and 2 partially used), missiles and mininukes to declare a war (now 0), etc......I'm really having fun.
In the mean time I am working on making spamming vats and not targeting anything cost ap like in Fallout 76. This would at least provide a cost to scanning for enemies, traps, and mines.