Fallout 4

73 comments

  1. cheshiremolotov
    cheshiremolotov
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    Does your mod add a base resistance (like 50 cyro and fire resistance and 200 to legendaries) as a fall back to any creature that is not specified? Your mod may cause others like Mutant Menagerie's high level enemies to be easily dealt with by Molotov Cocktails.
  2. Mantoniospam
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    I love the mod in theory, but I'm very close to uninstalling it because molotovs still seem far too powerful. I'm finding myself stuck in a death loop early game because the moment a raider throws one, it's game over.

    I think the big problem is that you health drops too quickly to react. With a regular grenade there's time to move away, but not with a molotov. If the DoT was slower, you might have a chance to apply a stimpack
    1. CrimsonKnight77
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      I feel like that's always an issue in the early game, but I do see how it would be exacerbated with this mod. I'll take a look at the DoT when I get the chance.
  3. Cheems97
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    Are super mutants Aggro record changes intentional?
    1. CrimsonKnight77
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      Which super mutant, exactly? If I did change aggro records then it was an accident, but I can't see any changes.
    2. Cheems97
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      000EDCC6 - EncSuperMutant01Rifle. No other record around it changed so I guess it's a mistake.
    3. CrimsonKnight77
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      I didn't do that on purpose, but upon looking at other super mutant entries, they have the same data there already. I don't know how it happened, or what it does, but I don't think it's a problem.
    4. Cheems97
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      Yeah I guess so. Its parent record is set to false anyway. I was just patching through my load order and merely found it. Didn't mean to accuse you or anything.
  4. maleficscholar
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    is there a method of using this mod and armorsmith extended without conflicts? I'm losing a bunch of customization options with this installed. ( making stuff invisible for example)
  5. Slackboy407
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    anyone know if someone patched the Cryolance and M2 Flamethrower?
  6. kuroyure
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    your mod conflicts with ECO it makes it impossible to make armor invisible, and it also screws with some legendary effects, can you look into that? i love this mod cus i love cryo but i also enjoy not looking like a clown in the endgame
    1. CrimsonKnight77
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      What legendary effects specifically do you mean? I did change a few, but those were on purpose.
    2. lolcatjunior
      lolcatjunior
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      Equipment and Crafting Overhaul(ECO) is basically like AWKCR, Armorsmith extended and Weaponsmith Extended without the imcompatibilites and 100+ plugin requirements for mods comined. It allows legendary modification on all weapons and armors and I guess some of these legendary effects might require a patch to work with ECO. The guy has a guide on adding custom legendary effects.
    3. CrimsonKnight77
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      I doubt the legendary effects are the issue, since they're all brand new and don't impact anything else. It'll be the fact that I edited armour resistances, I bet. I'll think about looking at ECO, since if it truly is an improvement over all those things (and I really hate all the dependencies), it's probably worth accommodating.
    4. AtomicTEM
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      Yes the Dank raft legendary injector script conflicts with ECO's same injector script.
    5. CrimsonKnight77
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      Well, yeah, the script can't run twice at once. You'd need to use it for one of the two mods, save, then use it again for the other mod. Or are you referring to something else?
    6. PointbreakEnder
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      Is the mod still incompatible with ECO? and as a side question... assuming you have to add fire and cryo resist to every modded npc and armor you add to your game for balance sake, is there a shortcut you use? Batches of new NPC records like in mutant menagerie are daunting to look at time wise lol.
    7. CrimsonKnight77
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      Anywaysayhi made a compatibility patch for this and ECO, which can be seen on the requirements section of the description tab. As for editing NPCs, lol I wish there were a shortcut. However, some NPCs are set up to borrow their stats from other NPCs, which definitely saves time. For example, legendary super mutant warlord NPCs have their stats imported from regular super mutant warlords, so I only have to edit the one record there. I was prepared to make a patch for a mod that makes all creatures in the Glowing Sea glow, but thankfully the mod author set them up in that same way so I didn't actually have to do anything.
    8. novastark
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      Looks like that ECO patch no longer exists on Nexus. Any chance anyone has a copy of or or of an official one being created?
  7. Wulfheart1820
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    Fantastic Mod, absolutely necessary for every playthrough! Any Chance for an Xbox port?
    Love this on PC, but I really miss it on my Xbox Playthrough. I used Damage Type Variation
    before, but I like this mod much more, as it adds Resistances to Enemies, too, which is
    absolutely awesome. Thanks alot!
    1. CrimsonKnight77
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      What concerns me re: Xbox porting is the presence of the legendary effects I added. I used an external script to get them working, and I don't know if that prevents an Xbox port. I could, I suppose, simply cull the legendary effects and remove the script, and port that to Xbox. They're hardly that necessary now that most armour types have the new resistances.
  8. Ausarq23
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    could you add this functionality to the nexus versions of the X-02 and X-03 by Unoctium (i don't use the cc versions) and unoctium's versions seem to be the most popular (also not everyone like creation club)
  9. CaptainCrazeh
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    Is it possible use this mod without the Unofficial Fallout 4 Patch?
    I don't need the glowing hound texture fix, etc.
    I solely need melee heating coil modifications to set enemies on fire, you know?
    Is there a way?
  10. PJMail
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    Fantastic to now have more fine grained resistances and effects than just 'energy'. Permanent part of my mod list.

    Would you consider adding some optional patches for various creature mods? Geckos, Cazadors, Nightstalkers etc?
    Or at least give us some idea of your resistance scaling so we can add them in ourselves.
    Basically for an animal's given 'energy' & 'damage' resitance how have you apportioned it off into Cryo, fire, etc resistances?
    1. CrimsonKnight77
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      Might be worth looking into those creatures, actually. As for how I work it out, my general rule of thumb was that the cryo and fire resistance would be half of the energy resistance. However, if the creature existed in 76, I would try to follow the same resistance ratios presented there.
    2. PJMail
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      Sounds as good as any "rule of thumb" but I will leave it up to you for now and track the mod.
      Those other animals are quite rare and at my current level with my 'Powerful Automatic, armour piercing, legendary explosive" Assault Rifle I make mince meat of them reguardless of their resistances (Bethesda really messed up explosive effects I think - but... It's fun!)