Fallout 4
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  1. Gojirazilla
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    Here's the link to TSSMSR's new discord server for anyone who is interested.
  2. Gojirazilla
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    Version 3.09 fixed a looping error in the Navy Advanced Training Options.
  3. KamSolastor
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    I really like the look of this, but I have a quick question, with the 'Combat Deployments' section, with 'No Deployments' selected, this will still put your character at level 5, correct? I was just wondering if there would be a way to skip this section in that case (though I know it may seem a bit silly). I like the idea of the character being buffed a bit and having some perks to reflect their military career, but oddly enough I still would like my character to start as 'level 1'.
    1. Gojirazilla
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      I do apologize but there is no way to skip combat deployments as the mod now stands.
  4. Gojirazilla
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    I just uploaded version 3.06 in order to correct some errors involving the Marines, the Coast Guard, the Navy, and the Air Force career selections.
  5. Gojirazilla
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    I'm looking at the possibility of adding a second or third round of advanced training to better reflect actual service members experiences.
  6. Gojirazilla
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    I've been working on a rebuild on TSSMSR for a few weeks and everything that I can get done on my own is almost done. I've removed a couple MOS selections while adding a few, I've switched from giving a number of free PerkPoints to the player and letting them build their character with little to no direction, and I've changed it so that:

    1) The Service Branch Selection will grant a Branch specific custom perk with effects and two perks that help represent that Service Branch's
    training emphasis.

    2) The Commission Selection will grant a Commission specific perk with effects and two perks that best represent either officer or noncom training.

    3) The Rank Selection will grant a Rank specific custom perk with no effects and a number of bonus PerkPoints equal to the rank you selected.

    4) The MOS selection will grant one custom perk with no effects and three perks that I feel best represent that specific career choice.

    5) The Advanced Training will grant one custom perk with no effects and three perks that best represent that specific advanced training program.


    6) The Combat Deployments will grant one custom perk with no effects, one or more custom perks with effects, and a number of bonus
    levels.

    If you want to see the specific perks that have been paired with each selection, I have it all detailed over in the forum section.

    I have been working with Ninja2dan and we're set to start working with a pair of artists to create custom perks icons for every custom perk, but
    that will likely take a little time since there are 336 custom perks so please bear with me. I will be uploading Version 3.01 (without the custom perks) later this week.

    If anyone wants to join in the discussion, help out, or is interested in the design process feel free to join us over on the discord.
  7. Ninja2dan
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    (Note, I currently don't have a gaming PC available, so can't test this out myself yet)

    I managed to see this mod by chance, and it looks very interesting. Seems to be a more "lore-friendly" alternative to using cheats, for those of us on our dozenth play-through and adding in some levels/perks at the beginning. I'm really looking forward to giving this mod a try when I can.

    But I had some questions about the system, that aren't covered in the description and I don't think have been discussed so far. Regarding the MOS selection, does that actually do anything? If not, are there any future plans to tweak it so that your MOS more directly effects starting perks (while giving a few less "free" perk points to spend)?

    From what I can tell so far, you'll be asked within one of the menus which MOS you want for your background story, but other than that your selected MOS has zero effect on your level/points/perks/etc. Is that correct?

    I'm prior US Army (Infantry and Field Artillery), so this seems like a very interesting way to slot in some beginning points to account for the player's supposed military service, without having to just cheat some points in. More realistic, at least in my opinion.
    1. Gojirazilla
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      The MOS selections (and equivalents across the branches) for the most part don't do anything other than give people a guide on where to go and some cool things to look up.

      Up until version 56 each MOS had a specific set of perks assigned; however, there were (if I remember correctly) 14 possible selections available. When version 57 came out the number of options jumped to 79. After the Coast Guard was added the number jumped to 91. For version 57, I decided to add unused PerkPoints to the player so that the player could look some things up if they didn't know what the MOS entailed and have enough leftover so that they could select perks to also represent a backstory.

      And thank you for the compliments Ninja2dan. I couldn't have gotten to this point without input from numerous veterans and non-veterans alike.
    2. Ninja2dan
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      Thank you for the reply and explanation of how the career option works (or doesn't). So what about the stats that each of your choices adds in? Does your mod add a bunch of new perks, each handed out depending on which choices you make? Or is it "simply" doing a one-time boost to your base stats by those values via script?

      First example, if I choose the "Army" option in the Basic Training portion:

      Army Basic Training
      +1 Strength, +1 Endurance, +1 Perception, +10 Action Points, +75 Carry Weight, +75 Health, +10 Damage Resistance, +10
      Energy Resistance, +10 Radiation Resistance.

      Are those stats added to a new "Army Basic Training" perk? Or are those stats just directly "injected" into the player's base stats via script? If it's not a perk, is that something you might consider at some point in the future?

      All SPECIAL stats are "soft-capped" at 10, meaning we generally can't increase a SPECIAL skill above 10 unless through a temporary buff (from chems, etc), or by SPECIAL-boosting armor buffs (like legendary mods). We can also get "gift" SPECIAL points via script-injection using objects (like a bobblehead), BUT something many don't take into consideration (or just don't know) is that items like the bobbleheads can only boost your SPECIAL above 10 if you already have 10 points in that specific stat. Meaning if you find the Luck bobblehead while you have 7 luck, you'll increase to 8 luck and still be capped at 10 luck. But if you find the luck bobblehead while you have 10 luck, you will actually increase to 11 luck. An odd exception is the "You're SPECIAL" book, which can potentially increase a stat to 12, but it's an exploit method.

      If we are given those stats listed above as some sort of script-injected bonus before we have maxed a stat, that means our SPECIAL stats are still limited to 10, and our "training" is more-or-less just getting us closer to the max a little sooner than normal. On the other hand, if we were given a perk that increases a SPECIAL stat, sort of like "Night Person", then we can potentially increase that stat's max above normal limits. For example, if I have 8 Perception, and the Night Person perk (which boosts +3 PER during night hours), it will boost my Perception to 11 for the duration that perk is "active" (for that perk, it's only active during the evening). But even while that perk is active, and my displayed PER is 11, I can still add up to 2 more SPECIAL points into PER because my "true" base stat is only 8. This means with the Night Person perk, I can potentially raise my PER to 13 by having 10 points base + 3 points from the perk. You could do something similar with your mod, giving each option as its own new perk.



      My personal opinion, or suggestion/request, whichever you want to call it, would be adding in the "Basic Training" points all as simple script-injected one-time increases (which is how I assume you are doing it already?) This would help us get our character skilled up a little faster, meaning they are more combat effective from the start, but it's not going to allow them to become more skilled at max level than anyone else. That's because these points add to your base stat without increasing the base limit in that stat. After all, this is just for completion of "Basic Training".

      But, a change from that method should (if possible) apply to the awards from the "Combat Deployment" option.

      Medium Combat Deployments
      Character Level 11, 6 + Rank level Additional Perk Points 15 additional SPECIAL Points, Purple Heart, Bronze Star

      So your character level would be increased, your additional perk points and SPECIAL points added in the same script-injected one-time manner, but the awards are actually a perk that's permanently added to your character. Each medal award has their own perk. This would make your character a little more combat effective end-game because they can potentially increase their SPECIAL stats above normal. This is considered a "reward" for their exceptional service, and it would make those awards feel more important. If you just "injected" a bunch more stat points at the beginning, that's only going to be getting the player even closer to max limit on SPECIAL points.

      I just feel that making those awards/medals as perks would make the bonuses they give much more important and recognized by the player, and actually make them feel like an "achievement" of sorts. Of course, the player themself didn't do jack as an "achievement" other than install a mod and select a few options. But this mod is sort of intended to Roleplay our character into a further-developed military veteran war hero.


      This would require a bit of work, because you'd have to create the code for each perk, as well as get the graphics for pip-boy icons.

      Purple Heart (All branches share the same award)
      Bronze Star (All branches shared)
      Silver Star (All branches shared)
      Distinguished Service Cross (Army), Navy Cross (USN, USMC), Air Force Cross (USAF), and Coast Guard Cross (USCG)
      The Congressional Medal of Honor comes in 3 versions, Army, Navy, Air Force. USCG and USMC fall under the Navy version.

      That means there would be a total of 10 different perks, although 5 of those perks are using the same stats as others, just different artwork for pip-boy. Not a huge amount of work required there, as long as someone has the skills to create the necessary images and knows how to generate custom perks. The "problem" is that you would need to create more perks for the other variants of your mod, because those variants (Normal, Moderate, Minimalist) have different values. At least all mods would share the same perk artwork. Just an idea/request if that's something you're interested in working on later.

      But then again, I'm not sure yet which method you are currently using to add everything to the character, so it's even possible you are already using custom perks. Maybe I just typed out a bunch of stuff that you already knew, and I look like a moron
    3. Gojirazilla
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      My mod adds custom perks to the player and the SPECIAL points awarded by the mods are boosts. The SPECIAL points listed in Combat Deployment are available at character creation. I just needed a place to list them. As for your specific example, Army Basic Training is a custom perk that currently has all the listed effects and it is added to the player when they choose Army as their service branch.

      I have never thought about or looked into script injection before so I could look into that and see how complex it is. It is possible that method might be a better option for basic training and officer/enlisted training.

      I looked into doing custom graphics for the pipboy icons and ended up deciding against it. On the one hand most if not all the images would be directly based on military crests, insignias, and seals. Sadly using these without permission would be a violation of the Lanham Act and the Pentagon is not going to authorize their usage without a good amount of money being paid to them. On the other hand there are (if I remember correctly) 237 custom perks, so that is an enormous amount of work to create unique pipboy icons for all necessary perks.

      You don't look like a moron, you brought up a idea/method that I hadn't considered. You also went into depth on how certain mechanics work, to further clarify points. You sound like someone who wants to understand the nuts and bolts of how things work.

      If you are curious, the TSSMSR Scripts file contains both the pex and psc files in case people wanted to see how I wrote the controlling scripts or wanted to make personal modifications.
    4. Ninja2dan
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      First off, wow. I didn't think you would have gone the route of all perks because of the amount of complexity it involves, especially when you have multiple versions of your mod that changes nearly every perk. That's very impressive, further goes to show how much work you've put into this mod.

      Regarding the perk icons for the combat service awards, you might have overlooked a factor. Fallout 4 is set in a fictional "alternate universe", with some differences in both military and technology. That means you are free to change the design of those awards as you personally see fit. Because there is no canon in the game so far that has provided any factual reference to military awards or their appearance, you are free to create your own designs without "going against" known lore and canon. So if you wanted to create your own perk images at some point, you're free to do so using images of your own design. That means you don't require permission from the real US government, because your designs would be different enough. Using royalty-free assets means zero cost.

      I'm not an artist, but I might be able to find some royalty-free graphic designs that come close enough to matching the theme of the award's title and looking military-like enough that it could easily pass off as a sensible pre-bombs military award that blends in with FO4 story and lore. I've seen tutorials in the past for creating custom pip-boy icons, including perk icons, and I still have an active sub for Photoshop. I could give it a try, and if the results are acceptable, you'd be free to use them at any time you feel like updating your mod.
    5. Gojirazilla
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      If you want to try to make royalty free pipboy icons for the service medals, be my guest.

      Allow me to clarify the scope of the mod. Every single rank has a custom perk. Every MOS has a custom perk. Every service branch has a custom perk. Officer/enlisted training have custom perks.

      What changes between variants is usually the abilities of the basic training and officer/enlisted perks and the primary script.
    6. Ninja2dan
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      Yep, that's a LOT of perks lol. Should be no problem to create at least some of the simpler icons.

      Awards can be a medal-like icon that represents the award title, without infringing on US military copyright. For example, Purple Heart would have a different design in the center. Maybe the "Cross" awards would use the same icon for simplicity. And I can come up with Branch icons that, again, are similar to real seals but different enough that it's safe to use. The Basic Training and MOS perks could all use the icon representing their branch. Rank insignia aren't really copyright, as they are shared by other nations as well as different agencies like police departments and private security companies. And I can probably come up with a few different "tiers" of icons to represent the various combat deployment choices.

      Overall, getting all of the icons completed shouldn't be too hard, just a little time consuming. Whether you choose to implement them is up to you, no hard feelings if you decide it's too much work.
    7. Gojirazilla
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      If you want to create icons for TSSMSR (and assuming I like them) I would be more than happy to implement them.
  8. lefttounge
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    This is very immersive for vanilla playthroughs my good man.
    I kinda just use the as playthrough, so I dont even get past the bathroom point before the screen fades and Im a mercenary
    But I do like this mod.
    Fo you have one for Nora as well.
    If so, you should vombine this mod with that one
    1. Gojirazilla
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      This mod is for both Nate and Nora. I always assumed that Nora had military experience based on her reactions to combat early in the game.

      And thank you very much for your kind words.
    2. Howknight
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      i always assumed she was JAG
      shelf holds a law degree in the start sequince
    3. Gojirazilla
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      That is a possibility Howknight, but also remember she seemed to be trained in how to operate Power Armor and heavy weapons.
    4. MadTurin
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      Remember, in-game, there is evidence that drafts were in effect for both genders up to Bomb Day. 
      (q.v. - the discarded holotape in Arcjet for the recording telling us as much)

      So I suspect Nora was drafted relatively early on, and our "Nora" could have earned her Juris Doctor while in service before "Nate" knocked her up.
    5. Gojirazilla
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      Thanks MadTurin, I hadn't heard anything about that holotape. Good to see you again, by the way.
    6. lefttounge
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      Groovy vanilla tales my good dudes.
      By law, I think she might actually be leaning toward the lawyer side, with some training of course in law enforcement (like a cop) though she wanted to be a lawyer.
      Not that that degree will do her any good, with the lawless wasteland
      So she kinda wasted her degree.
      I played Falloiut 4 for years, and tbh I never saw anything hinting Nora was in the military, or dealt with the military. I thin she might know some police work, which explains why she's good at combat, typically you have to study both fields before you can lean toward being a lawyer.
      Which is how she's able to shoot straight.
      Nate being in the military does the same thing.
      I like the story of Nora being a mercenary, that ones cool! 
    7. Magickingdom
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      @ lefttounge
      There is cut content that refers to her military past. There is a mod on nexus that restores that.
      @MadTurin
      Where is this tape? been in there several times and never seen it.
    8. Ninja2dan
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      The holotape mentioned is "Discarded ArcJet worklog"
      https://fallout.fandom.com/wiki/Discarded_ArcJet_worklog

      Line begins with:
      Janowski: So what? We've been drafted anyway.
    9. lefttounge
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      That's not nora, aint that somebody else? Im not sure if everybody was drafted, just those dudes
    10. Ninja2dan
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      Yes, that wasn't related to the Nora character. It was an NPC that was part of a holotape with voice dialogue. The NPC that said they had been drafted were both male and female. But you do see a lot of various things around the game that discuss the draft. That holotape is just one item of many that is intended to show the player how supposedly bad things were before the bombs fell.

      The whole "Nora in the military" bit is complicated, because there is a lot of content from Bethesda that verifies Nora served in the military at some point, but all of the content was cut from the game therefore I wouldn't consider it canon. The existing cut content that does mention it doesn't make a lot of information clear, probably because the content was cut and further story development for that plot point was stopped because it was deemed no longer necessary. I'm not sure why the writers decided to ditch that character background and instead just replaced it with "she's a lawyer".

      But I do NOT consider the ability to "use" power armor as some kind of key identifier that someone is highly trained to use it, therefore she must have been in the military. You don't need to be a trained NASCAR driver to climb into a Ferrari and drive it around. You don't need to be a trained multi-deployment soldier to grab an M240 and start popping off rounds. Fallout 4 is the first game to release power armor in this form, and in doing so they have sort of changed the way people think of it. I mean, you can order companions and even those nasty ass settlers to hop into some pimped out power armor and they'll run around like they were born in it. Plus all of the times you come across some grubby raider in power armor.

      I've worked as a PC game developer for many years, as well as writing, acting, scripting, artwork. I see this kind of thing come up quite often, where the lore and canon has many wholes or contradictions, and players/fans get into these long discussions about stuff that doesn't actually exist. I could talk about it a lot further, but that's something best left in another topic.

      Sorry about bloating your mod comments feed about a non-mod related topic. I just happened to notice that comment and thought my reply would help point in the right direction for their question, even though it wasn't mod-related.
    11. Gojirazilla
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      No worries Ninja2dan. I have always assumed that both genders have military experience due to, in part, the lack of difference when it comes to using Power Armor at the start of the game, which since at least Fallout 3 the player has required training to even wear the armor much less move around in it. That leads
      me to believe that both Nate and Nora have already had that training which was only available pre-war through the military. Either gender reacts cool under fire from the start of the game, and seems perfectly capable of utilizing advanced military hardware. So Nora had to have been in the military around 2075 when the t-45 was deployed in China, but got out probably in 2076. Based on the apparent ages of the starting presets (I
      would say early to mid thirties) Nora could have served in the military for a decade while still having gotten her degrees in conjunction with her military service, and been discharged/retired, subsequently passed the BAR exams and gotten pregnant and nothing would be lost story wise.

      As for your analogies, while you're correct that you don't have to be a NASCAR driver to drive a Ferrari, those same skills wouldn't translate to driving an Abrams. In Fallout 3 we hear dialogue from member(s) of the Brotherhood of Steel training people/person how to properly operate it.

      But at the end of the day, this is Bethesda we are talking about here. It is entirely possible they forgot or disregarded the lore.
    12. lefttounge
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      If the power armor thing were true, how are mindless raiders able to use the armor I know in fallout 3 you had to have special training, but bethesda wanted to make some power armored enemies, and so they steered away from that concept.
      Nora and Nate tbh dont really do anything much. They are kinda ordinary in nature. In fact, Nate may be in the military, but the way he plays ingame, for all we know he could'a just stole the military outift and gun  
      Without him saying anything about military, you'd never know from his dimeneor. 
      I think it would'a actually made sense making Nora's occupation a police officer, that would explain her abilities to use a gun, she had the training. That way both would have that combat experience that seems believable, lawyers don't fight, they read and stuff. 
      Their concept design is all just weird to me.
      Preston Garvey, to me, is one of the most iconic characters, and memorable. He looked like a convincing black person, and it was cool he was one of the first supporting characters you see.

      His backstory is pretty interesting, he was with the minute men, but the minute men kinda broke apart, and you as the protagonist are actually helping to make everything whole again. 

      If it wasn't for those settlement quests, he probably would be an even more beloved dude ingame. However the tediousness of trying to rebuild the broken af commonwealth by building, I actually did that, but to do that with every save? It's so mind boggling, and takes a long, long time to accomplish. I kinda wanna pick and choose which place I'd build up, and once it is, the results combined with mod usage, is stupendous, moreso than what I thought the first time I heard Bethesda talk of it. 
      Even Nora and Nate's voices are monotoned, and kinda lifeless. It's funny stuff. 
      You can shut off the lights and they could speak, and you'd barely know they were there talking, even if you didn't know somebody was in the room at first.
  9. privateer3
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    I have usually used CGF to add perk points and setlevel to make myself 20. But this is a lot more organic way to do it. Endorsed.
    1. Gojirazilla
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      Thank you very much privateer3.
  10. Alge0
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    Just wondering if there's any benefit to non NCO/Officer choices? Aside from deliberately making for a more difficult start to the game.
    1. Gojirazilla
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      I've never had a question quite like this, kudos.

      In this version of TSSMSR you will have 15 additional special points and 6 + military rank extra PerkPoints. 

      There is a chest I placed in the Sole Survivor's house with some basic equipment (a combat rifle, a couple 10mm pistols, two swords, a couple other items, and some relavent ammo) that a veteran and mild gun enthusiast is likely to have (based on my Marine Corps vet brother).

      So the enemies will be leveled, but you can be more than prepared to deal with that as your character is an experienced war veteran.
  11. Frazzlesnap
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    This is so incredibly awesome for character backstory! I love it! Thank you so much!
    1. Gojirazilla
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      You are very welcome Frazzlesnap.