Fallout 4
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Mat1024

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Mat1024

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36 comments

  1. BigBozat
    BigBozat
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    I am intrigued, and would really like to implement [parts of] your mod, but...

    Echoing comments from the past... 

    "... everything in this mod seems to touch n other mods out there..."
    Yeah, untangling this from, e.g., Poet's FATE and/or Thumblesteen's Real.AI & add-ons, or a whole slew of other mods that touch the same things is going to be a challenge.  Modularity is your friend.

    "... 
     a version with MCM support would be amazing..."
    Yes!  And not just limited to multipliers, but enable turning on/off whole parts of the mod so users can run just the parts they want/don't conflict w/ their other mods.

  2. GrimmSpecter
    GrimmSpecter
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    A.can you add an MCM for multipliers, and B. does the additional damage resistance have an indicator on the UI?
    1. Mat1024
      Mat1024
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      A: I like to keep mods free from any dependencies, but what you suggest in A is interesting, I'll consider it.
      B: if you mean the Pipboy then yes.
    2. Electrohead1
      Electrohead1
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      • 7 kudos
      I would also like to know that. Are new damage resistances displayed in pipboy like that:

      https://imgur.com/a/Dd8C8IK?
    3. Mat1024
      Mat1024
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      Yes, they do, but that's more a question for Perk Rebalance.
    4. FunktaviousRex
      FunktaviousRex
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      Having a version with MCM support would be amazing should you decide to go though with that. Especially since your mod touches on quite a few different aspects of the game
  3. asebw
    asebw
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    Is Perk Rebalance already added to this mod, or is it something that has to be downloaded and installed seperately? Description is a little confusing on this part. 
    1. Mat1024
      Mat1024
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      Hello! It has to be downloaded separately.
  4. Ian1013
    Ian1013
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    • 5 kudos
    This is a great mod but a version without NPC edits would be a lot more compatible for me. I appreciate the work either way
  5. BlazeStryker
    BlazeStryker
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    Could you do a patch with the Armor Keywords numbers including Mythic Legendaries?
  6. asebw
    asebw
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    NPC edits are causing issues. Having an issue where the dialogue in the museum of freedom is breaking. Goes about halfway through  garvey & Sturges bit before the dialogue interface locks up. Edits to enemy behaviour are also wonky. Instead of trying to flank, they tend just try to run away at odd angles after taking a hit or two. I feel like it might be better to just skip the npc edits, or at least separate them from the rest of the mod. Otherwise, it's good work so far. 
    1. Mat1024
      Mat1024
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      This Museum of Freedom bug is most likely caused by either Sim Settlement 1 or Creation Club content, not by this mod.
      I do not have the issues you describe with flanking.
  7. xHEINZx
    xHEINZx
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    • 1 kudos
    Will endorse.
    But state in the description the impact, compatibility and tweaks-workarounds related to other mods. Saying because everything in this mod seems to touch n other mods out there and may push some plyers away.
  8. LogitechQ
    LogitechQ
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    • 2 kudos
    Can we have an optional file stripped down to just "Damage Enhancement" + "Damage type" + "Damage resistance" Would be much appreciated
  9. Laptoprocker
    Laptoprocker
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    Does this fix/nerf molotov coctails?
    1. Mat1024
      Mat1024
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      Not sure what you mean by fix, but burn damage now lasts longer.
  10. mealyman
    mealyman
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    • 6 kudos
    This mod begs for an MCM interface to turn on/off changes, modify multipliers, etc.
    Tracking...
    1. ShinsFortress
      ShinsFortress
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      • 8 kudos
      Yeah, that would make it even better.