Fallout 4
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Tectonis

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Tectonis

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35 comments

  1. vvk78
    vvk78
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    • 80 kudos
  2. thecomedyking64
    thecomedyking64
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    Still works perfectly. Great mod.
  3. reveredpharmacist
    reveredpharmacist
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    I have no idea why Bethesda didn't make it like that by default.

    Thanks a lot.
    1. nomoremmo
      nomoremmo
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      The game play become very easy with this mod active cause it will highlight aggressive monsters in far distance so you can prepare your assault.
      I used VATS to identify my target in distance and it's quite annoying to do that all the time. I also killed s#*! load of friendly NPCs in the front line battle cause its hard to know which one is foe, friend when bullet fly everywhere
  4. Groovess
    Groovess
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    Tested working. if its not working for you exit and re enter your power armor. Endorsed.
  5. Koolavinein
    Koolavinein
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    Hey cool mod bud, I've been thirsty for a mod like this for a while. Only thing is I don't use bitchness power armor in FO4...anyway you could add it too eye-wear, or is there a way to do in via console commands? Thanks
  6. highhthere
    highhthere
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    Ahhh so much better, thank you!
  7. Flowerguy360
    Flowerguy360
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    http://www.nexusmods.com/fallout4/mods/2498/?
     
    You should collaborate with this guy.
  8. jialinhe7758
    jialinhe7758
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    emm~~~i'm just want to report something, i don't know it is bug or not, seems like using this mod may affact some npcs force turn into hostile. In dimond city the uptown bar, there's a little event that a npc's wife always go to the club, maybe cheating her husband and have some exctramarrytal affairs with the barkeeper BLABLABLA, however it should have a choice to solve it peacefully, but i was under attack when i get in the bar, even no dialog, same as the general atomic shopping plaza, with a bowling alley(I play CN version, I don't know the exacttly name), all robots just attack me and no dialog or event, anyone got any similar situation? however, thanks for making this mod ,it's great and useful!!!!
    1. Tectonis
      Tectonis
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      Yeah, that's a bug with Fallout 4 itself. There's an invisible, silent projectile that hits all targets and despite being flagged as "painless" it can still trigger them to become hostile.
  9. Flowerguy360
    Flowerguy360
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    In response to post #31615510.


    Spoiler:  
    Show

    swatti wrote: QUESTIONS:
    - Is it possible to create two separate items, once highlighting friendlies and one highlighting enemies? That would help finding those pesky slav... *ehem* settlers.

    - Is it possible to highlight CORPSES with loot on em, or just corpses. Need a rather long range too. If lootable only, awasum, if not, any corpse will suffice.


    ANSWERS:
    - My spare-time project right now is adding a second item that will identify friendlies. You could then conceivably have both equipped and get enemies in one color and friendlies in another.

    - Yeah, you can highlight corpses, there are two checks performed right now. One to see if the target is flagged as hostile to the player, and a second to check and see if the target is alive. Removing the "GetDead" check will do what you want there. As for loot I don't know if there's a conditional that'll check for loot (maybe GetItemCount) but in that scenario the effect wouldn't fade out once the target was looted.
     


    http://www.nexusmods.com/fallout4/mods/4380/?
  10. swatti
    swatti
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    QUESTIONS:
    - Is it possible to create two separate items, once highlighting friendlies and one highlighting enemies? That would help finding those pesky slav... *ehem* settlers.

    - Is it possible to highlight CORPSES with loot on em, or just corpses. Need a rather long range too. If lootable only, awasum, if not, any corpse will suffice.
    1. Tectonis
      Tectonis
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      ANSWERS:
      - My spare-time project right now is adding a second item that will identify friendlies. You could then conceivably have both equipped and get enemies in one color and friendlies in another.

      - Yeah, you can highlight corpses, there are two checks performed right now. One to see if the target is flagged as hostile to the player, and a second to check and see if the target is alive. Removing the "GetDead" check will do what you want there. As for loot I don't know if there's a conditional that'll check for loot (maybe GetItemCount) but in that scenario the effect wouldn't fade out once the target was looted.