Fallout 4
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KennedyMadeIt

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  1. KennedyMadeIt
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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.
    • 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:

    1. It must not be a feature that enables cheating. I like my game to be immersive, lore friendly, and very challenging.
    2. It must be possible to implement. The Creation Engine has many built-in flaws and limitations that modders are forced to deal with.
  2. KennedyMadeIt
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    Considering removing the "Read Last Note" feature. Notes that have text replacement data and aren't persistent object references can lose that data when dropped using the DropObject function. I haven't found a way around this and only allowing the feature to work with notes that don't have this problem would be kind of lame and confusing to people.
  3. mexicanget2kill
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    really been enjoying the accidently droping the weapon system.. but sometimes is imposible to find the weapon. you lose the weapon completely, i get that you drop it, but why disapear it ? anyway cheers.
    1. KennedyMadeIt
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      I feel your pain. I lost a nice P220 this way when I dropped it in a grassy area. Running a grass mod will make it harder to find dropped weapons.

      Not something I would use myself as I don't mind the consequence of not being able to find a lost weapon, but I will consider having a simple recovery quest start that marks where your dropped weapon is.
  4. Aeon9221
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    Hey, this is great! Thanks for making it!
  5. 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. KennedyMadeIt
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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.
  6. Dang0628
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    Just an idea,  I've been looking for something like this on the nexus, but have yet to find anything, lol so maybe its not possible. I've just now getting to reading the ck wiki and have not yet learned what can cant be done with this engine, so my apologies if I'm wasting space here.... It would be real cool if companions could be set to guard duty like in shifts or something while player slept, idk maybe player can take turn in the shift too, some scripts so who ever is on guard duty (based on stats) could actually catch a thief or some other kind of evil doer. Better yet if it was integrated with other mods like campsite or an2( lol could actually catch that squirrely thief taking off with all caps and stims) 
    1. KennedyMadeIt
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      No need to apologize. All ideas are welcome here.

      I have been wanting to do something where the player can be pickpocketed or have goods stored at settlements stolen. Anything that can help balance out the immense amount of resources the player tends to end up with and hardly a chance of losing any of it will be a good thing in my opinion.
  7. mexicanget2kill
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    I think this is pretty cool and handy mod. I dont remember a mod other than wheel menu that delivers such a fast menu of options for your character etc. But this mod rather than focusing on items, it focus on the player actions with consecuences, and this is awesome, but I think more features could be added buddy. The idea of the pushups is great. Also the weapon drop.I know where your going whit the weapon droping and i loved it, I think you should feel a bit more the heat of battle, and have more consecuences so there are tons of options to make it more visceral, more like a real fight.  You could add some more stuff like that... here some toughts: There are tons of animations  that could be called due to  certain conditions... for instance the coughing animation could be called when a dust storm or a rad storm. theres also thebroken limb and broken torso animation states.. you could play with that.. i dunno maybe play the animation when players just been shoot, just for a few seconds as as small penalty no stimpack allowed to fix it... just 5.. to 10 seconds.. .. also you have the sound files.. maybe after being shot several times you could call the psycho sound.. u know? thw - waaaarrrr - or the I can kill!!  just as to show some emotion in her for being in a firefight... kinda like GTA4 haha i dunno.. sky is the limit. what im saying is good work u have something good that could be even better. cheers 
    1. KennedyMadeIt
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      Thanks for the feedback and ideas. More features will continue to be added to this mod. Some of the most seemingly simple things can take hours or days of work, learning more about the Creation Engine, and of course testing.

      I have a development version that I'm always trying new things with and if something turns into a feature that I think other people will like it will end up in the next release.
  8. lefttounge
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    Hey bud, can you post an ingame video of all this in action please?
    1. KennedyMadeIt
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      I have never done a game recording before. I'll consider doing one and I understand that having one will help a lot of people determine if they want to try the mod out or not.

      I'll link a volunteered video if someone does one before I do.

      In the meantime, I'm a professional software engineer if that inspires any confidence at all in the mod.
    2. lefttounge
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      Not that i don't trust at all bud
      I just like seeing the mod in action do that I can open up and see what's cooking.

      What college did you go to?
      I actually didn't realize I was class of Pandemic year 2020
    3. KennedyMadeIt
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      I'm self taught. There is no need to waste time and money on college when there are more than enough free resources to learn software development.
    4. lefttounge
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      That's beautiful bud, though most jobs want a degree by requirement for the big stuff where they give away large sums of money to
    5. KennedyMadeIt
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      I'm an engineer for one of the most successful recent startups in the U.S. and make a very large amount of money. Degrees don't have to be a requirement.
    6. lefttounge
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      Yes they do...
    7. Tivoko
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      They really aren't, as KennedyMadeIt just proved. Have a good resume that shows how experienced you are and that will get you far in life. Unless you are wanting to be something along the lines of a doctor or a lawyer.
  9. KhaoMaat
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    Sounds like neat additions! Would it be possible for you to add a holotape as well to toggle features on and off? FO4VR unfortunately doesn't support MCM and I'd like to try this in VR.
    1. KennedyMadeIt
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      I didn't know that was a limitation VR users were facing. I'll make it a priority for the next release, but you will have to do the actual testing in VR. I might also add a hotkey to open the action menu.
    2. KennedyMadeIt
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      Version 1.0.1 is up and has a holotape that can toggle the same settings as the MCM.
    3. KhaoMaat
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      Wow, that was fast! Awesome, I'll try it asap. Thank you.
  10. SinSinNatiJerms
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    Since this mod offers many useful and immersive actions, such as dropping one's weapon when hit, I thought I would post what I am seeking here: the option to drop the most recently picked-up item with a hotkey. Occasionally remaining munitions reside in the dropped weapons of the dead. And picking up the weapons results in taking that leftover ammo. The quick action of dropping the picked-up weapon, or any item, provides convenience for the player and portrays the act of the player's character quickly deciding to discard what was grabbed.
    I thought I would bring up the idea here in case the mod author or anyone might have an idea if such a mod exists or if anyone is interested in making one. I am learning to use the Creation Kit, but I am still a beginner. My other creation idea is to make a homemade parachute as a lore-friendly way of getting off highway overpasses or buildings, which would include a possibility of the parachute being ruined by projectiles while using it. I have no interest in ownership of the ideas - I just want the mods. Thanks
    1. KennedyMadeIt
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      I have also always wanted a way to pull the ammo out of weapons without having to take the weapon. Some people might find dropping the weapon from the action menu in this mod useful as long as they remember to do it before picking up something else. Just dropping the weapon from the pipboy isn't too much more effort unless you have tons of weapons to scroll through.

      I sometimes accidentally pick things up and hate having to dig through the pipboy to find and drop it. Sometimes I pick things up by accident without noticing what it even was.

      I will consider adding this feature.
  11. Nacka
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    Interesting mod. The mcm text contains strange symbols. Thank you
  12. schoolboichris
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    Will it work if use this with regular npc like for fcom or just escort quests?
    1. KennedyMadeIt
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      The companion healing features work for companions that don't auto heal in Survival mode like Preston, Dogmeat, Cait etc.

      Most npcs that follow the player temporarily for a quest heal on their own without aid items if they go down, even in Survival mode.

      I should update the description with those details.
    2. KennedyMadeIt
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      All I play is Survival mode. I tend to forget that other modes exist and that some game features are exclusive to Survival.