Fallout 4
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ghussak

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ghussak

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About this mod

This is an attempt to mix many AID mods.

Requirements
Permissions and credits
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This MAIN mod/patch idea is a mix trying to make these specific mods' AID functionalities cope and also changing, adding and making things more challenging.
.
This is an attempt to mix all these mods:
.
FROST Survival Simulator
FROST.esp
.
Agony
MK_Agony.esp
.
Frost and Agony
xx_FrostAndAgony.esp
.
Better Locational Damage and Optional Gameplay Overhauls
Better Locational Damage.esp
.
Survival First Aid
SurvivalistFirstAid.esp
.
BLD - Damn Apocalypse - Agony Patch and medical overhaul
xxDamnApo_BLD_Agony.esp
.
Some overpowered things (IMHO) were removed like sirurgical kit and firstAidKit.
Some were added like splints for specific limb healing, and the more limbs healed the slower you get (imagine a mummy walking).
Others were modified like the bandages that you find placed everywhere (decaying), and cause more radiation damage.
Only bandage or tourniquet will be required now.
But tourniquet requirement is lethal if ignored for too long.
Tourniquets are heavier and more costy to create, but will heal what bandages would and is always safe to use, so you can carry much more bandages, but if a tourniquet is required, a bandage wont be enough.
Bleedings that requires bandages are stronger but don't last too much.
Bleedings that requires tourniquets are weaker but will probably kill you if you do nothing about it.

.
About the other mods I put here, Many are WIP. Most are unpolished concerning aesthetics (grx,sfx), it is mainly the scripts and mechanics that I try to balance and make it work well, but it is just a lot of things to polish and I prefer to code ;)
I am just out of patience to create a new mod page for each one, so if you like something, feel free to further modify and release it, just put a link back to here, and allow me to copy back and re-release any changes (and assets), or allow me to help you maintain and improve it! ;)
All these mods/patches are somehow integrated, so ex.: lootablecars will cope with lockybastard and scaryunlocking as them all increase the chances of the cars exploding in your face ;). FusionCells are also energy to let many things work like holo-structures and energy shields so, you will find them in terminals (from hacking evolved patch), converting from fusionCores mod, and electric arc traps at least.
.
To safely uninstall (expectedly not leaving things in memory/savegame) type in console:
set giForceTID to -6
then close the console and follow the instructions from the popup or on the log.
But as I only came up with this idea now (2022/05/17) may be (not sure) there are some other things that could be left behind in savegames, but are most probably not bloating it.
.
There is a text file with all mods' dependencies' MD5SUM with the full downloaded filename, so you can be sure you are downloading the mod file I used to implement things here.
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This below is the load order on my Plugins.txt, all here are ESL (just changed a flag with FO4Edit on the header section):
.
##### newMods/patches ####
# INFO:
# + About files at 0.HardLinksToFilesOutsideHere: .pas files should be copied to the FO4Edit subfolder named "Edit Scripts".
#
# + Some mods/patches that should be placed elsewhere will begin with #* here on the plugins list below.
#
# + WIP things may not work as intended yet, for ex. the holo structures floor/wall trick should work like a magic carpet
Spoiler:  
Show
but when you actually use this it works like teleport steps (this flow is disabled tho, it is safer to just place many pallets to create a bridge), because I found no way to let `SetQuestDelay ... 0.1` work as intended, and no way to let MovableStatics to be translated smoothly, and if I try to slowly (speed 200) translate the player it will keep falling as I found no way to temporarily disable gravity for a single Actor (and changing player's race to let it float/fly may break things I guess), and finally, if I try to use an NPC like the eyebot with a pallet mesh/collider, it will ignore the mesh collider and use a capsule for that actor, so it is impossible to step over it. My next try would be an equivalent to the elevators, but I still dont know how to use that, well at least not horizontally.

# ++ Things names that begin with [TEST] or "-" will probably be deleted, and there are a few things with the ingore flag too.
# ++ If you got tips/code/patches for the WIP questions and TODOs it will be very welcome! :)
#
# + The links to patches dependencies were auto-generated based on .esp configured master plugins and downloaded compressed mod packages filenames, so if you find any kind of problem or weirdness tell me, thx!
#
# + For now, decompile papyrus scripts using Champollion as my sources still need a lot of cleanup for easy reading because I am not using any CVS yet and leave a lot of failed tests there... Important comments will still be there who between function's {...}. Btw, I compiled the scripts using Caprica.
#
# + They depend on f4se_0_06_21 at least, for FO4v1.10.163 at least. So, if you are going to further patch these scripts, you will need f4se scripts.
#
# Modder Resource: Base for debug using console commands. Create a bat file and put the globals' config there with detailed info about what they do in the scripts that use them, ex.: "set giDbg6 to 14 ; configures the script int variable iDoSomethingCool". Now at game's console run the bat file and/or just directly modify the globals you want to change your (or my) script behaviour.
*GSKTRDebugHelper.esp
# (1) Depends on: , Scripts) GSKTRDebugHelperScript.pex.
#
# Modder Resource: base to other plugins and patches, contains generic global functionalities.
*GSKTRBasePlugin.esp
# (2) Depends on: a) 11664: Data.layer0047.FO4 Hotkeys - Option 1 - Full, b) GSKTRDebugHelper.esp, Scripts) GSKTRBasePluginQuestScript.pex, GSKTRGlobalFunc.pex, GSKTRCleanCorpsesSafelyQuestScript.pex, GSKTRMGEFPauseGameScript.pex, GSKTRMindControlQuestScript.pex, GSKTRMoreFoesQuestScript.pex, GSKTRScriptCrashCheckQuestScript.pex, holdupeffectscript.pex.
#
# prevents easy heal sources from SOTS, place just after *SOTS.esp
*SOTS-CraftNoHeals.esp
# (3) Depends on: a) 27870: South of the Sea.
#
# sorter/grouper (put just after FROST.esp) there are some def_ui patched files for it too, with tips, patched with
*FROST_SortedIngestiblesPatch.esp
# (4) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, b) 48839: Frost Unofficial Updates, c) 48847: FROST Plus.
#
# sorter/grouper (put just after FROST.esp), patched with
*FROST_SortedGroupedGrenMines.esp
# (5) Depends on: a) 6091: Armor and Weapon Keywords Community Resource, b) 18898: OVERHAUL - FROST - GameplayOverhaul, c) 48839: Frost Unofficial Updates.
#
# damages more but takes much longer. Added also a teleport syringue (it may damage hp, rads and spends fusioncells that are also used to keep the player alive).
*SyringerAmmoImproved.esp
# (6) Depends on: a) 6091: Armor and Weapon Keywords Community Resource, b) 27870: South of the Sea, c) GSKTRBasePlugin.esp, Scripts) GSKTRTeleportDartScript.pex, GSKTRGlobalFunc.pex.
#
# (see this main mod description)
*AIDsReworked.esp
# (7) Depends on: a) 33812: Damn Apocalypse, b) 25600: Agony, c) 3815: Better Locational Damage - GameplayOverhaul, d) 44945: BLD-DA-Agony Patch and medical overhaul, e) 18898: OVERHAUL - FROST - GameplayOverhaul, f) 30388: FROST - Sanity Check Item, g) 48839: Frost Unofficial Updates, h) 45076: Frost and Agony.FROST+AgonyPatch, i) 38314: Survivalist First Aid, j) 6091: Armor and Weapon Keywords Community Resource.
#
# RealThrowindWeapons + SurvivalFirstAid(WeaponsOfFate) patch, adds low to medium wounds to all weakest throwing weapons, this also makes them non-retrievable. Adds Dracula's Fang that causes big wound, also non-retrievable.
*RTW_SFA_Wounds_Patch.esp
# (8) Depends on: a) 35800: Real Throwing Weapons, b) 38314: Survivalist First Aid.
#
# destructible weapons and ammo
*FROST+Dont Shoot the Nuke - All DLC Edition - PATCH.esp
# (9) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, b) 23196: Don't Shoot the Nuke (All DLC Edition).
#
# free dirty water if player is detected as in water or in rain (may not work well on interiors. you can try a console command to move it below a bit ex.: modpos z -20), there is a info txt file btw
*CookingWater.esp
# (10) No dependencies.
#
# only the REMAINING CHARGES! at chemestry/Ammunition. It has it's own mod page tho.
*FusionCoreChargesConverter.esp
# (11) Depends on: a) GSKTRBasePlugin.esp.
#
# integration
*FusionCoreChargesConverter_AutoLoot_Patch.esp
# (12) Depends on: a) 27719: Auto Loot, b) 27870: South of the Sea, c) 18898: OVERHAUL - FROST - GameplayOverhaul, d) 48847: FROST Plus, e) GSKTRBasePlugin.esp.
#
# chems last much longer, so you have time to think what to do. Added a Steady chem. WIP-TODO:make steady chem not depend on sanity >= 0;make radawaydrops damage happen slowly
*ChemsReworked.esp
# (13) Depends on: a) 6091: Armor and Weapon Keywords Community Resource, b) 26375: Better Manufacturing, c) 18898: OVERHAUL - FROST - GameplayOverhaul, d) GSKTRBasePlugin.esp, Scripts) GSKTRMGEFMindControl.pex.
#
# seeds from edible too, not only from spoiled vegetables. cooking/ExtractSeeds
*SeedBagsReworked.esp
# (14) Depends on: a) 33812: Damn Apocalypse.
#
# fixes missing ghoul heads if you put SurvivalistFirstAid after FROST.
*PatchFor_FROST+SurvivalistFirstAid.esp
# (15) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, b) 38314: Survivalist First Aid.
#
# Using the script file will bring chaos if your luck is low tho. but you can configure the globals gfTRRAMaxFoesPerHour and pgiTRRAForceLuck (if 0, will use your luck stat to create the challenge).
*RudeAwakenings-Nightmare.esp
# (16) Depends on: a) 15928: Tribute - Rude Awakenings, b) GSKTRBasePlugin.esp, Scripts) tr_SleepQuest.pex, GSKTRGlobalFunc.pex.
#
# craft molotov from fuel and fuel from mrHandy fuel
*MolotovCocktailFromFuel.esp
# (17) Depends on: a) GSKTRBasePlugin.esp.
#
# mr biscuit... be a good cat and keep the doors closed!
*JustACatWontOpenDoors.esp
# (18) Depends on: a) 29139: Just A Cat.
#
# converter to a cartridge that would be just junk.
*FixFilterCartridge.esp
# (19) Depends on: a) 44945: BLD-DA-Agony Patch and medical overhaul, b) 18898: OVERHAUL - FROST - GameplayOverhaul.
#
# lose no components when dismantling bullets, just an easy trick to 'recover gunpowder' and re-craft the ammo you want.
*PAC_BulletsRecycleUtopy.esp
# (20) Depends on: a) 22175: Professional Ammo Crafting.
#
# many changes, making it more challenging and less rewarding (no caps), and will restore usability like being able to sell the rewards. Craft hologram guardians at chemestry/HACKING. Added adjustments to work with mods like with FROST too. Drainable terminals' energy. If it stopped working, type on console: stopquest PlayerHackSuccess WIP-TODO: find a way to make these foes look more holographic (cyan) the same way we can randomly see when loading a game on the 3d object, or the effect that is applied to containers that have wanted components. Fix hologuardians attacking neutrals, how?
*hackingevolvedPatch.esp
# (21) Depends on: a) 13660: HackingEvolved, b) GSKTRBasePlugin.esp, Scripts) ActorFollowPlayerScript.pex, AutoHackAddPerkScript.pex, AutoHackScript.pex, GSKTRGlobalFunc.pex, Fragments/Perks/PRKF_AutoHack_0100080E.pex, FusionGeneratorSCRIPT.pex, WmHackScript.pex.
#
# the mod provides now +150 carry weight for each leg.
*PowerArmorLegModCarryMuchMore.esp
# (22) No dependencies.
#
# changed placed models and name prefix.
*CraftingToolsPatch.esp
# (23) Depends on: a) 6091: Armor and Weapon Keywords Community Resource, b) 11783: Portable Crafting Tools, c) GSKTRBasePlugin.esp.
#
# changed placed models and name prefix.
*CampingPatch.esp
# (24) Depends on: a) 11118: Camping.
#
# backpack uses same slot as FROST
*BountiesPatch.esp
# (25) Depends on: a) 25664: Bounties For You.
#
# shows only message on loading screen
*No 3D Objects - RudeAwakenings.esp
# (26) Depends on: a) 15928: Tribute - Rude Awakenings.
#
# Weaker shields: no rad nor poison resistances. Disabled rad damage protection, to re-enable type in console: set gbNeoEnergyShieldsProtectRadDmg to 1; Will also consume one fusioncell for each recharge step. WIP-TODO: check why player.getav fireresist may be around 500 with the energyShield unnequipped, do not know when it happened, may be while I was swapping shields to test'em, so you may not have this proble at all. If you do, for now just fix it in console with: player.modav firesist -500
*WastelandEnergyShieldsPatch.esp
# (27) Depends on: a) 15181: Wasteland Energy Shields, b) GSKTRBasePlugin.esp, Scripts) NeoEnergyShieldsMainQuest.pex, NeoEnergyShieldsNPC.pex, NeoEnergyShieldsPlayer.pex.
#
# Shoots slower and stronger, and shows remaining ammo for that turret while on pipboy list. Ammo ammount will also be shown with fo4hotkeys patch in the message. WIP-TODO: if you have no ammo for that turret and try to deploy it, instead of throwing that mine object and it being auto picked up (as originally designed by the mod creator), now it will glitch and not fall but stay in your hands, so just change to another grenade/mine to fix that, but you would not be able to use the turret w/o it's ammo anyway, so it is just an annoyance not a big problem. May be, a script to auto unequip that mine object if there is no ammo could do the trick.
*DeployableTurretsPackPatch.esp
# (28) Depends on: a) 11465: Deployable Turret Pack, Scripts) Turret_RetrieveSCRIPT.pex, GSKTRGlobalFunc.pex.
#
# more crafting options
*AutoMinesPatch.esp
# (29) Depends on: a) 50241: Auto Mines.
#
# big projectile teleport basketball to better place the player.
*TeleportGrenadePatch.esp
# (30) Depends on: a) 13660: HackingEvolved, b) 19065: Blink Grenades, c) hackingevolvedPatch.esp, Scripts) aablscriptUnique.pex, GSKTRGlobalFunc.pex.
#
# after using No 3D Objects mod
*FROST_RestoreLoadScreen3DObjects.esp
# (31) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul.
#
# short time access to other perks at chemestry/DRUGS WIP-TODO:make duration not be affected by perks
*PerkMagazines.esp
# (32) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul.
#
# now most cars are locked, they were randomly locked using a FO4Edit script in a toplevel worldspace entry (like commonwealth): "FO4EditScripts/Fallout4 - Add XLOC.pas". Put just after IV_LootableCars_Misc_Stable.esp
*LootableCarsPatch.esp
# (33) Depends on: a) 13139: Lootable Cars And Trucks, b) 48847: FROST Plus.
#
# replaces atrophy and monkeys 3D models (with alt vanilla) but keeps the NPCs and AIs working WIP-TODO: super mutant faces are still missing (couldnt restore them like I did with some ghouls), no idea why yet
*GSKTRMsAbominationsPatch.esp
# (34) Depends on: a) 22823: MsAbominations, b) 25664: Bounties For You, c) GSKTRBasePlugin.esp.
#
# place a barrier anywhere (prefer melee hit to retrieve it to not spend ammo), craft at MINES section WIP-TODO: find a way to make these models look holographic
*DeployableBarrier.esp
# (35) Depends on: a) 21521: Spliterz - Breakable Wooden Doors, b) GSKTRDebugHelper.esp, Scripts) DeployableBarrierRefreshScript.pex, DeployableBarrierScript.pex, GSKTRGlobalFunc.pex.
#
# improved missile launcher targeter
*Self-Guided Sniper Bullets DLC Support Patch.esp
# (36) Depends on: a) 45748: Self-Guided Sniper Bullets, b) 7251: Self-Guided Sniper Bullets.
#
# You can keep FO4Edit running with just this mod loaded, to easily edit the custom map marker's names. But this mod can also be updated using this linux bash script (that can be run using cygwin or linux in a virtual machine), the script must be placed at Data folder. You will see the new map marker's names only after restarting the game, and they will be the same to all savegames (as you are editing a plugin). To run the script, the index is from 1 to 50 and the comment is up to 100 chars, ex.: ./cartographerCustomName.sh 1 "General Store"; this script will create an updated file without ".init", that you need to put on Plugins.txt WIP-TODO: a windows easy binary patcher (help wanted)?
*CartographersMapMarkers Commonwealth MyCustomNames.init.esp
# (37) Depends on: a) 12581: Cartographers Map Markers.
#
# may spawn enemies and explode after unlocking. craft drones at chemestry/ScaryRecipes WIP-TODO: optionally use eyebots instead of laser drones to not depend on msabominations, in case someone prefers that. Prevent foes' spawns if in water? Fix myLaserDrones attacking neutrals, how?
*ScaryUnlocking.esp
# (38) Depends on: a) 33812: Damn Apocalypse, b) 13660: HackingEvolved, c) 22823: MsAbominations, d) 18898: OVERHAUL - FROST - GameplayOverhaul, e) 48839: Frost Unofficial Updates, f) 48847: FROST Plus, g) LootableCarsPatch.esp, Scripts) ActorFollowPlayerScript.pex, ScaryUnlockingScript.pex, GSKTRGlobalFunc.pex.
#
# Added explosives options. Integrated with ScaryUnlocking (needs to overwrite it's .pex scripts). Quick lockpicking may not work with some vehicles (kick distace, you can change global var "set LB_ShootKickDistSwitch to 125" (default 95) tho but will make the game easier) unless you find the exact place for some of them (TIP:
Spoiler:  
Show
try the holo structures on them to reach the quick unlock hot spot :)
), but that is good as you will need to shoot to not use the minigame and they may explode :). Auto fix shooting locks becoming more and more easier after every save and then just load the game. Actions: To fix broken lock: stay close + crouch + holster weapon. To quick lockpick if not broken: stay close + stand up + holster weapon. To detonate (can be broken): stay close + crouch + show weapon. To kick door (can be broken, no crippled leg): stay close + stand up + show weapon. To shoot (can be broken): stay far + crouch or stand up + show weapon.

*LockyBastardPatch.esp
# (39) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, b) 13380: Locky Bastard, c) GSKTRDebugHelper.esp, Scripts) AutoLockpickScript.pex, GSKTRGlobalFunc.pex, Fragments/Perks/PRKF_AutoLockPick_01000811.pex, Fragments/Perks/PRKF_LB_LockyBoom_0100EC17.pex, Fragments/Perks/PRKF_LB_LockyKick_0100EC18.pex, Fragments/Perks/PRKF_LB_LockyShoot_0100EC16.pex, Fragments/Perks/PRKF_Locksmith03_00052401.pex.
#
# Glitch Glue grenades and mines craft at chemestry/Grenades|Mines, moves almost everyone (including you) to where they were when hit by it. Beware, it may last a long time to break free if your char has low strength TIP
Spoiler:  
Show
but it has a maximum effect range so it is not impossible to break free instantly using the teleport grenade.

*GlueExplosives.esp
# (40) Depends on: , Scripts) GlueScript.pex, GSKTRGlobalFunc.pex.
#
# Craft the gun at chemestry/UTILITY to build temporary holographic bridges. (TIP:
Spoiler:  
Show
spawn a floor, crouch on it, spawn a wall not too far away and wait (spends 1 fusioncell/s) and may be dangerous.
), beware they are unstable.
WIP-TODO: make them actually look holographic, cyan transparent, like we can see when grabbing/pickingup some structure on workshop to place it elsewhere, another shader available is when there is a container highlight for searched items, but how to use effectshaders on movablestatic objects?!?! Let structures be improved by using new weapon mods.
*GSKTRHolographicStructures.esp
# (41) Depends on: a) GSKTRDebugHelper.esp, Scripts) DeployableBarrierScript.pex, GSKTRGlobalFunc.pex, GSKTRMovingFloorQuestScript.pex.
#
# A patch to always say what item was equipped (and also make it's sounds).
*GSKTRFO4HotkeysPatch.esp
# (42) Depends on: a) 11664: Data.layer0047.FO4 Hotkeys - Option 1 - Full, Scripts) HotkeyControl.pex.
#
# sorter
*PANPCPatch.esp
# (43) Depends on: a) 30140: Pack Attack NPC Edition.
#
# Frost+ToggleNightVision patch adding toggle nightvision to gasmasks. After install, just unequip your gasmask, exit pipboy and re-equip it to nightvision be activatable. There is a new global var default 0.999, `set gfTNVImodStrength to 1.03` to try a bit darker effect, if set to 1, the sky will be bright, as not 1 prevents that by providing a dark sky, but I dont get very well how it works as if you try 0.5 it will become very bad and limit the vision, so I suggest stay between 0.990 and 1.05
*GSKTRFrostTNVPatch.esp
# (44) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, b) 29586: Toggleable Night Vision, Scripts) TNV_IMADandSoundEffectSCRIPT.pex.
#
# More challenging. Mines may still trigger. Damage reduction will be at most 80% on perk lvl 4.
*GSKTRPerkDucknCoverPatch.esp
# (45) No dependencies.
#
# Less bright flash light
*GSKTRFlashLightPatch.esp
# (46) Depends on: a) 10840: Pip-Boy Flashlight.
#
# Opening global stash now consumes energy, much more if in combat. Can be configured using globals: giEnergyReq and giEnergyReqCmbt
*GSKTR_SKKGlobalStashPatch.esp
# (47) Depends on: a) 41511: SKKGlobalStashScrapping.
#
# Did poisons from animals was not working at all? this tiny mod is a workaround. Btw, the only hint that you are poisoned is a shader on your skin and a frying(?) sound. To cure it you need antivenon medicine (or just use some stimpacks as you need), and it may take some time to cure. You will know you are cured when the shader stops for some time. The antivenon will last for a long time, but will be slowly consumed and become less effective if you get poisoned too many times, so you may need to use another antivenom. Beware tho, you can get poisoned w/o being attacked first too (apparently if there are stinky rad dogs nearby) and seems to depend on where you are standing, so just move away! WIP-TODO: apply poison after detecting animal OnHit to avoid the random poison w/o being hit first?
*GSKTRPoisonsReworked.esp
# (48) Depends on: a) 18898: OVERHAUL - FROST - GameplayOverhaul, Scripts) GSKTRPoisonDamageAMGEF.pex, GSKTRGlobalFunc.pex.
#

CHANGES:
======== 0.3.0 ========
- AidsReworked: better bleeding alerts, now you will know what to use to stop bleedings.
- AidsReworked: Less bleeding chances, so not every shot will cause bleeding.
- AidsReworked: Only bandage or tourniquet will be required now. But tourniquet requirement is lethal if ignored for too long. Tourniquets are heavier and more costy to create, but will heal what bandages would and is always safe to use. So you can carry much more bandages, but if a tourniquet is required, a bandage wont be enough. Bleeding that requires bandages are stronger but dont last too much. Bleedings that require tourniquet are weaker but will probably kill you if you do nothing about it.
- BasePlugin: fixed wrongly adding temporarily friendly NPCs (survivors that talk to us before attacking) to permanent followers.
- BasePlugin: while using any workbench game time will pass faster, but portable workbenches will pass even faster as they are harder to use
- BasePlugin: improved safe spawn spots
- BasePlugin: possible ambush after fast travel
- BasePlugin: run this bat w/o quotes (it shall be copied to game main folder) in console if something is not working: "bat batGSKTR_Stop", save the game, reload it, the run this "bat batGSKTR_Init"
- BasePlugin: reworked the script timers/tasks and properly added globals to disable specific functionalities.
- CraftingToolsPatch: added portable ammo crafting toolbox and changed most to the tiny 3d model
- MoreFoesMod: improved spawning (more stable) and added some new globals and cooldown between waves, so you wont see endless ghouls in-doors now, sorry..
- MoreFoesMod: improved foe detection, so you will see more foes when it felt almost empty before
- NeoEnergyShieldsPatch: improved script stability when there are a lot of NPCs using it
- AutoMinesPatch: increased forward move speed x2 now
- chemsreworked:mindcontrol: a new log file now shows a lot more info per foe. That info is used by a (linux/cygwin) script to help on choosing and appling the mind control on a specific foe. An equivalent alternative may be implementable on windows, no idea how tho.
- chemsreworked:mindcontrol: fixed chance to control the foe and chance to turn foe into friend
- chemsreworked:mindcontrol: fixed in case the pipboy is opened, will wait you close it
- GSKTRMsAbominationsPatch: replaces atrophy and monkeys 3D models with alt vanilla, but keeps the NPCs and AIs working.
- GSKTRMsAbominationsPatch: Raider vehicle is 0.5 scale now, being much more able to move around. And now they can move thru doors too!
- GSKTRMsAbominationsPatch: Dolphinians are 0.75 scale, being able to climb the narrow ladders/ramps.
- GSKTRPerkDucknCoverPatch: more challenging duck'n cover perk.
- GSKTRFlashLightPatch: much less bright (pipboy) flashlight
- SKKGlobalStashPatch: the global stash will now only open if not in combat
- CartographyMMScriptPatch: (Linux/cygwin) will log the last custom marker set. Then using the helper script it can popup a OS dialog to change it's name.
- RudeAwakenings: foes may spawn from your nightmares now, so prepare well the place you are going to sleep!
- AutoLootPatch: will consume fusioncells to send items to workshops
- AutoPauseOnLoad: now also detects (somehow) fast travel and entering doors that lead to new cells (moments when the game goes to the loading screen and you may want to eat something irl :))
- GSKTRPoisonsReworked: did poisons from animals was not working at all? this tiny mod is a workaround. Btw, the hint that you are poisoned is a shader on your skin and a low sound. To cure it you need antivenon medicine, and it may take some time. you will know you are cured when the shader stops for some time. The antivenon will last for a long time, but will be consumed and become less effective then, if you get poisoned too many times, so you may need to use another antivenom.
- ETC: fixed missing dependency info (on this mod's description) about GSKTRGlobalFunc.pex for any scripts using it's global functions. Not a problem in case you already used the requested dependencies for GSKTRBasePlugin.esp

======== 0.2.28 ========
- chemsreworked:mindcontrol:fix for foes that dismember torso wont kill, like death claw

======== 0.2.27 ========
- chemsreworked: new Mind Control chem that can frenzy foes up to 5000 distance, may kill or become friend when releasing the foe, may damage player HP and rads
- fix:chemsreworked: if teleportdart torso explosion fail, enemy is skill killed now
- autoloot patch: traps are all owned now, preveting them getting auto disarmed! (just disable auto loot for owned stuff of couse :), never more be unsurprised by a disarmed trap again! xD
- scaryunlocking/lockybastartd patch: auto single fire while sneaking. no more multiple exp gain and multiple traps/spawns
- deployturret patch: fixed multiple turrets pickup when activated multiple times

======== 0.2.26 ========
- lockybastardpatch: shoot/kick/detonate now has a kind of progress, the lock (or broken lock) will weaken the more you try to damage it. Also trying to prevent concurrent shots issues with a kind of multiThreadLock most probably only a problem on potatoPCs like mine.
- GSKTRFrostTNVPatch: hazmatsuit now has NV and good gaskmask effect too.
- SyringerAmmoImproved: new CallAbomination dart (works like BloatFly larva syringue, use FO4Edit if you would like to see more abominations there xD)
- SyringerAmmoImproved: teleport dart now has a small chance to fumble ;), and is more hazardous (to the player) if the target is too strong
- chemreworked: new RadImmunity chem (in case you do not like rad immunity equipment)
- ActorFollowPlayerScript.pex: move followers away if they are too close
- GSKTRBasePluginQuestScript.pex: added simple foes multiplication script (more spawns) that copes with other mods here, to try it run the accompained bat batMoreFoesInit on console
- holdupeffectscript.pex: temporary followers like from intimidation, hacking etc, will now become permanent (not immortal, just will/should follow you until they die), run batMoreFoesInit to start it. need to make peace(friendly action 90% chance) by sheathing your weapon. still trying to make them follow properly (how to set the followplayer package from script?).
- GSKTRMGEFPauseGameScript.pex: added pause game on loading if in combat feature (armor), run batMoreFoesInit to add it
- hackingevolvedpatch: fusion cores on reactors are quite dangerous to pick up now
- rudeawakenings: custom look for foes distance, default now is twice then vanilla, to revert: set glTRRALookForEnemiesDistance to 8192

======== 0.2.25 ========
- added teleport syringue, beware it may damage hp, rads and spends fusioncells
- added NecroSense chem to detect corpses
- telegrenades uniques now consume fusioncell, may damage rads and spawn hackingevolved guardians
- fix:chemsreworked: fixed steady chem to work with FROST insane mode
- scaryunlock: improved booby traps
- baseplugin: improved translate player interpolation precision placement near target
- fix:holostructures trick floor/wall bridge now wont randomly glitch, and creates a bridge somehow
0.2.23
- fixed: structureFloorWall to teleport the player trick fixed endless falling bug
- new patch: GSKTRFrostTNVPatch.esp, to let gasmasks have nightvision
- fo4hotkeyspatch: shows ammo on message if it is a weapon (or deployable turret)
- molotovplugin: create flamer fuel from gas canister
- aidreworked: create limb splints at chemlab too now
0.2.22
- deployturretpatch: fixed ammo dup (engine)bug and turret mine stuck bug
0.2.21
- fixed: quicklockpick and quickhack better positioning player near locked container/terminal, for Potato PCs like mine.
- holostructures can move the player now: spawn a floor, crouch on it, spawn a wall not too far away and wait (spends 1 fusioncell/s) and may be dangerous. The interpolated step position may vary if the script lags as I found no way to let `SetQuestDelay MovingFloorQuest 0.1` work as expected.
- neoenergyshieldspatch: nerfed more, no resistances, just the shielding against hits
0.2.20
- neoenergyshieldspatch: now every recharge step consumes one fusion cell, and there is no protection against radiation damage by default (but can be restored)
- fixed:quicklockpick animation
- fixed:quicklockpick and quickhacking player distance to locked target
- fixed:glue grenades and holo structures end time (GameTime) in case you open console or open the game menu (RealTime)
- deployableturretspatch: now, on pipboy, when chosing the turret (mine), it shows the related remaining ammo (still has a bug tho, see patch description)
- holostructures: floors and "walls" are better positioned and rotated now
- player guardians wont suffer fall damage now
- added many sorters to many patches
0.2.19
- new mod: holographic bridge builder
- lockybastard fix is automatic now (no need to use the console)
- fixed glitch glue delay time
- there is a holo barrier now (light weight item)
- new patch: fo4hotkeys now says (and sounds) what was equipped
0.2.18
- new: craftable hologram guardians
- quicklockpick now may be costy (may spend many bobbypins)
- laserdrone companions auto follows player now
- new: generic debug globals to use in scripts
0.2.17.1
- scaryunlocking: esp cleanup, that also fixed eyebots and laserdrones broken combat (they were not turning around to fight)
0.2.17
- lockybastardpatch: quick lockpick doors now too
- hackingevolvedpatch: added option to drain/restore terminals' energy
- newMod: glitch glue mines and grenades
- other minor adjustments
0.2.16
- lockybastardpatch: added quick lockpick option, only play the minigame if you want now
- deployableturret flamer and cryo got nerfed
- other minor adjustments
0.2.15
- scaryunlocking: improved foes spawning placement; added craftable laser drone (hack it to follow u)
- lockybastardpatch: fixed shooting locks becoming too easy over game reloads' bug
- other minor adjustments
0.2.14
- newMod: scaryLockpicking,may spawn foes and explode on unlocking
- newMod: deployableBarrier,fixed placement direction and height
- hackingevolvedpatch: quick hacking activate option to skip hacking minigame
- other minor adjustments
0.2.13
- fixed new stimpaks recipes
- fixed ingestible sorters
0.2.12
- hackingevolved, it broke because I forgot to let the quest stop, sorry :/, fixed now but you will have to type at console: stopquest PlayerHackSuccess
- other minor adjustments
0.2.11
-(mainMod) vanilla stimpaks are now set with Expired data, highest grade can still be crafted or found randomly tho
-(xtraMods) any scratch will trigger slow car explosion now, good when shooting a lock to open it
-other minor adjustments
0.2.10
- new: deployable/destructible barriers mini mod
- other minor adjustments
0.2.9
- fix(aidMod):all new stimpaks qualities working well and coping with medicine perks now
- fix:hackingevolved foes wont attack each other now
- other minor adjustments
0.2.8
- release the FO4EditScript: replace string at Full - Name
- adjustments to balance some craftings(bad stimpaks,addictol,thorazine) vs vendor prices
0.2.7
-PerkMagazines.esp short time access to other perks
-LootableCarsPatch.esp now most cars are locked
-minor fixes to other patches
0.2.6
-new minor things and a few new patches for other mods:
-improved hacking evolved to provide less giveaways
-deployable turrets repairs now require repair parts (somehow)
-grouped many FROST items where possible
-etc
0.2.5
-new minor things and a few new patches for other mods:
-fixed hacking evolved foe spawning
-teleport basketball alternative to grenade
-etc