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  1. tamrielenjoyer
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    A few notes:

    • As mentioned in the description, every feature this mod adds is completely optional. Use the MCM menu to decide what works best for you.
    • The plugin is a normal .esp. I will not be making it light as doing so will impose a record limit that I'm not sure this mod will exceed yet.
    • The plugin does not override any base game or dlc records, so there is no need to worry about conflicts with other mods and load order. This pact has been broken in version 1.0.4. The 8 global variables for service costs needed to be overridden to make them not constant for the new Service Cost Fluctuation feature. Overriding any other base game or dlc records will be avoided going forward unless absolutely necessary as in this unfortunate case.
    • Every feature in this mod is a feature that I thought would be great to have while playing the game and I use every single one of them.

    I am open to implementing any ideas you might have so long as they meet the following conditions:

    • It must not be a feature that enables cheating. I like my game to be immersive, lore friendly, and very challenging.
    • It must be possible to implement. The Creation Engine has many built-in flaws and limitations that modders are forced to deal with.
  2. tamrielenjoyer
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    Version 1.0.5 is out! It has been a while since I updated this. I have been making adjustments to many of the features overtime as I use them myself.

    The change log documents every change I made.

    I suppose the main change I owe an explanation for is preventing all explosions from causing you to drop your weapon. I did this because there are too many explosion sources to keep up with. In Fallout, a limb being dismember is an explosion. Mole Rats burrowing up from the ground is an explosion. Breaking a sandbag is an explosion. I even had a crow that was resting next to me be shot which caused me to drop my weapon. I reduced the factor that power attacks and a few other things have on the weapon drop chance, so now adjusting the base chance setting will feel like you have more control of the chance.

    The secondary weapon auto-equip feature has been refined greatly. In the last mod version I stopped using it because of how annoying it was. It's finally working how I always wanted it to.

    Enjoy the update.
  3. bluejay103
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    i think this broke in the newgen update :( which sucks because i was using it for looksmenu
    1. tamrielenjoyer
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      I have been waiting for Bethesda to chill out with the updates before bothering with Fallout 4 again.

      Maybe that will be soon. Playing New Vegas atm.

      Is it really this mod that is broken or LooksMenu?

      Expired said he will be updating LooksMenu soon.
      https://www.patreon.com/posts/looksmenu-next-103838746

      Are the other features from this mod working?
  4. TylerB003
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    Doesn't really seem to work well with Controller, since pretty much all the buttons are already in use and the keyboard is disabled when it's active.
    1. tamrielenjoyer
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      I only use a controller while playing Fallout and Elder Scrolls. Open the Pip-Boy and favorite the "Action" item added by this mod. It can be found under the "Aid" section. Then it can be activated from the Quick Inventory menu using the D-pad.

      Here is a tutorial on how to add an item to the Quick Inventory menu.

      If you don't have the "Action" item for some reason, there is a function under the "Debug" section in the MCM and holotape menus that can add the item. The holotape can be crafted under "Utilities" at a Chemlab.
  5. AniHVX
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    Found this from the automatic lower weapons page. so many neat little quality of life improvements that are typically overlooked. this is certainly a hidden gem. deserves way more visibility. Thank you!
  6. JayRebirth
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    Any chance of a automatic lowered weapon toggle keybind without bringing up the menu every few minutes?
    1. tamrielenjoyer
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      I have an update in progress coming soon. I can get that in there.
    2. JayRebirth
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      Legend.

      Works perfectly.
  7. ChristopherLV
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    This is a wonderful collection of features. Can't wait to try it on my next playthrough (when I finally get done overhauling my mods...).

    Just a quick question. I'm also going to be trying Less Loot and Ammo on this playthrough, which has a feature allowing you to decrease sell prices and increase buy prices by a specified percent when bartering. Am I right in thinking that your price fluctuation mechanic will probably conflict with this so I should choose one or the other mod's price mechanic and not try to have both active at the same time?
    1. tamrielenjoyer
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      The price fluctuation feature in this mod should be compatible with mostly everything else that effects prices. The price change effects will be considered along with other things that effect prices by the game engine to determine a final price.

      I downloaded Less Loot and Ammo to see if I can get an accurate answer for you. The barter plugins change the fBarterMin and fBarterMax settings. I have never adjusted these settings myself. Is it compatible? Yes. My only concern is that you might experience unusually high buy prices and unusually low sell prices as they fluctuate with these barter settings increased.
    2. tamrielenjoyer
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      A mod that I use to make bartering more challenging is Complex Vendors. It limits the items that vendors are willing to buy from you to items that they sell themselves; similar to Skyrim.

      This means you can't walk around with a pocket full of 5mm ammo and buy up a doctor's inventory of medicine with it.

      Complex Vendors also has location based price adjustments that work well with the price fluctuations in this mod.
    3. ChristopherLV
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      Thanks. That looks like my kind of mod. I think I'm going to try that, less loot & ammo and your price fluctuations all at the same time and see what happens!
  8. Incelerator
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    "I personally can't stand watching people play this game, or any shooter, while standing out in the open taking shots so they can deliver some shots. In real life getting shot is not fun. All it takes is one bullet to change your life forever or end it."

    Video games aren't real life. Get a grip.

    1. tamrielenjoyer
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      Watching someone breeze through a game without much of a challenge is boring. Video games are supposed to be fun. I enjoy making them more fun.
    2. tamrielenjoyer
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      There are millions of people playing games where driving a truck for miles is done with extreme levels of realism. Can we at least have "try not to take too many bullets to the face" as an expectation in a game with gun combat?
  9. xxCOSMOCRATxx
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    This is the kind of mod which you never thought you wanted but needed the most. So useful and adds extra layer of realism.
    1. tamrielenjoyer
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      I'm glad you're liking the mod. I have some new features that are almost out of the testing stage.

      Which features of the mod have you enjoyed the most so far?
    2. SinSinNatiJerms
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      I think the neatest features are the price fluctuations - it adds an idea to supply and demand, along with the occasional "drop weapon" if wounded, and being able to throw stimpaks/ robo repair kits to fallen companions. I voted this mod for Mod of the Month for Jan 21. Thanks a lot.
    3. xxCOSMOCRATxx
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      Weirdly I didn't get notified when you replied back, this is happening often nowadays.

      Anyways I like entire mod, my fav is economy fluctuations and weapon drop. Though I think it would have been much better if that feature also disabled getting arms crippled, because that combined with weapon falling chance can lead to annoyance to weapon frequently falling sometimes :)
  10. tamrielenjoyer
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    Version 1.0.4 is out. Game save file size and performance was on my mind which led me to implementing the Discard and Teardown power armor frame features.

    Every item stored in a container or on a character takes up memory. Place any items you want to throw away in a trash can and select Discard. This is also a great way to safely get rid of items from another mod that you safely want to uninstall. You can also just place items on a dead body that will be removed automatically by the game, but this gives you more control.

    Power Armor frames were getting left everywhere from NPCs Travel and those take up memory as well. They are also containers that hold power armor parts, a fusion core, etc. A single suit isn't much, but they can add up to be a lot during longer play-throughs.

    ------------------------------------------------------------
    I use a controller and trying to walk slowly, or like a normal person, feels awkward as it requires tilting the control stick upward slightly. This inspired the new Walk menu that let's you choose between 3 tiers of slower than normal walking and 3 tiers of faster than normal walking if that's your thing.

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    I was tired of seeing the exact same prices for everything all day every day. I started work on the economy by adding price and service cost fluctuations. Check out the description for more details.

    ------------------------------------------------------------
    Remember that every feature this mod offers is entirely optional. Normally every feature is disabled by default and will never effect your game unless you decide to allow it to. I could make a  separate mod for every feature, but I like doing it this way better. Barley anyone has the space for plugins anyway.

    ------------------------------------------------------------
    There are now Settings that let you tailor the Action menu to your needs. For example I usually travel alone, so I hardly have a reason for the Throw Item menu most of the time. Each top level item can be toggled on or off under the Action Menu section of the settings.
  11. geala
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    I find the weapon drop very intriguing and will try your mod. Is it very script heavy or are scripts only used shortly?

    The idea of throwing a stimpak to your companion is awesome, however I use Knockout Framework and companions lay unconscious, so I don't think that feature would work.

    Question: I was using for a longer time a mod which from time to time destroyed weapons and armor when you got hit with a random factor, to battle the obscene amount of loot you get of these things which sadly cannot be ruled by LLD lists. The mod has disappeared from the Net and I'm a bit uneager to use it any longer. Would it be possible that you could achieve something similar or is that beyond scripting possibilities?
    1. tamrielenjoyer
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      Every feature in this mod so far is scripted, but done in a nonintrusive and efficient way. Every feature will be optional and can be turned on or off at any time.

      If there ends up being 100 features and you only care about 2 then your game will only carry the burden of those 2. I need to add more toggles for some of the follower features.

      I have a prototype for a mod that adds weapon degradation and maintenance requirements that I scrapped. I learned a lot from doing it though. The trick is doing it in a way that doesn't require patches for other mods that effect weapons or add new weapons.

      Weapon and armor quality is something I am currently brainstorming on and will be experimenting more with.
    2. geala
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      Thanks for the answer. A mod dealing with armor and weapon degradation would be fantastic. Although for me it would be more about destruction instead of wearing down.

      For armor it is relatively obvious, an armor riddled with bullets can usually be seen as wasted and no longer usuable. So "ok" and "destroyed" would be fine for me.

      For weapons maybe it's a bit more complicated. Often degradation in games is a kind of constant decrease of x. But guns normally do no degrade in such a way, at least not nearly as quick as they do in some games. A constant degradation with constant repair for me is more an annoying burden than a feature, but the chance a weapon could be destroyed by a hit (or set temporarily out of order) would be a nice reminder that combat is dangerous.
    3. TheKinglyRabite
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      I don't know if you're still considering this, and this may sound silly, but could such a system work the way power armor attaches health to its pieces, with the pieces just being the individual weapon mods, carted of to some hidden chest or whatever when they "break"? Or is that not feasible?
  12. ImmortalAbsol
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    Hmm, I like the one that helps you read the last note you picked up but I won't get much use of anything else.

    Being able to use stims/repair kits on anyone would be cool.
    1. tamrielenjoyer
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      I use NPCs Travel and have encountered injured wanderers and wished I could help them out with a stimpak. Good idea to try out.

      If I can figure out a way to execute the read last note feature safely I will add it back.
    2. ImmortalAbsol
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      =D