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  1. robotized
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    Version 1.2 has modifications available at the Armor Workbench. Since I used Blacksmith1 and Science1 as the rocketpack's crafting requirements, I decided to use next levels of these perks for some of the modifications, which made more sense to me.

    ============================================================

    If you use DEF_UI and don't have icon for the rocketpack, then try the following:

    • head to \Fallout 4\Data\Interface\DEF_CONF
    • open DEF_INV_TAGS.xml
    • somewhere under  -- Clothes --  add the line(refer to creenshot):
    tag hidetag='true' icon='jetpack'    keyword='Jetpack'

    Note: Follow the formatting of the file and put the line in brackets, like the other entries. For some reason, if I directly copy the line from the xml and paste it in this comment, it will not display properly.

    ============================================================

    The INNR does not include rules for Legendary modifications. If you use a mod, which makes legendaries craftable and add one of them to the rocketpack, it will not be reflected in the name. I just didn't want to overcomplicate things. You should still get the star symbol in front.

    ============================================================

    Known issues for non-PA jetpack:

    • If you enter PA with the rocketpack equipped, then exit the PA, the flames of the rocketpack will stop working. To fix just re-equip the rocketpack.
    • Changing the weight of the character or even changing to a different face preset, using an outfit switcher while the rocketpack is equipped, will change the scaling of the model - make it wider or narrower and it will not match the flames very well. The fix again is re-equipping the rocketpack, this will reset the model. However this fix is only applicable to apparel without body slot, it will probably not work for other non-PA jetpacks.
  2. robotized
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    Tip: When falling from great heights, do not hurry to use the jetpack. Wait until you get closer to the ground and then quickly tap the jump button 2-3 times.
  3. DoritofaceTrip
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    Does the F4SE version need to be updated for the new Fallout 4 version?
    1. robotized
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      Crude Rocketpack v1.3 F4SE doesn't need to be updated, but it needs a working Script Extender. I don't think the update of the Script Extender is out yet.
    2. robotized
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      Te be honest, I haven't updated my game. So I can't properly test anything even if the new Script Extender version comes out. I'm getting a deja vu all over again, like the previous update, when they changed the version of the plugin header. But this time feels worse :( .
    3. DoritofaceTrip
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      According to F4SE's changelogs, 0.7.0 added support for game version 1.10.980, so I think it's updated already. The sticky post there did mention that they'll work on another F4SE update once Bethesda releases the hotfix on the 13th, so that might be a good time to test F4SE if you ever update your game. Thanks for answering my question BTW.
    4. robotized
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      No problem. Probably not going to update my game. Not right now at least. If F4SE is out and working, then the script functions that come with it should also be working, as long as you launch the game through the f4se loader. I just hope they haven't messed something else, I mean beside breaking F4SE, that will make mods(released before Next Gen) unplayable.
    5. DoritofaceTrip
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      The 1.10.980 update broke dll plugins. I don't see a dll file associated with your mod, so I assume you're right.
  4. allen8023
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    Your mod is great, this is one of the mods I must install, I have a suggestion, the backpack is so powerful that it will affect the balance of the game, I think the backpack should consume some kind of material, such as adding The nuclear power core provides him with energy, or oil, or whatever.
    1. robotized
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      One of the reasons for adding jump height increase and fall damage reduction, is because the visual effects(flames) are triggered on jump event. Beside these effects, the rocketpack is not so different from your standard PA jetpack. Well, on other hand, if you have mods overriding game settings to make flying higher and consume less/no AP, then it could somewhat affect the balance. But it depends on your preference and personal view I guess, one person can consider it cheating, other can consider it just a way to increase the fun.
      I don't know how or if it is possible to create new type of fuel for the jetpacks. I know in PA fusion cores can be switched to fuel instead of AP, but outside of PA it is not possible, because fusion core cannot be equipped. When someone figures it out and finds a way to successfully create new fuel, I'll certainly patch the rocketpack to use it. Until then, there's nothing I can do about it.
  5. amarthgurth
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    First of all i'm amazed to see you've turned one of your screenshots in a freely availaible mod for everyone, that's amazing.
    secondly i was wondering if there is any way your animation patch for the cross jetpack could work on this one? and how hard would it be to implement it
    1. robotized
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      I'm puzzled about what implementation you are talking about. My patch to make jetpack use jump animations and at the same time not interfere with PA animations, is already "integrated" into the Crude Rocketpack mod.  There is small difference in terms of the animation event, which triggers the jump animation. CROSS Jetpack uses "jumpFall", for the rocketpack I used "Jump Start". If that's what you mean, this can be changed with FO4Edit, easier than with the CK.
    2. amarthgurth
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      I was asking cuz i had some T-posing issues and no real idea where it could come from
    3. robotized
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      I tested CROSS Jetpack, Animation Patch Variation 1 and Crude Rocketpack together. I was not aware of it, but load order did have some influence in terms of the animation event I mentioned earlier. If I move Crude Rocketpack before CROSS and the patch, it ends up using "jumpFall" instead of "JumpStart", which is not a problem. Other than that though, there was no T-posing on my end.
    4. amarthgurth
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      tried the mod by itself, with cross jetpack enabled  (alone)  then with animationpatch v1; animationpatchV2 and still got the vanilla fall animations when in flight. Did i misunderstood what your animation mod does I thought it gave a different animation in flight?
    5. robotized
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      In Fallout 4 there are no behavior and animations for jetpack outside of power armor. The best solution so far is to use jump animations. After jump comes fall, so yes it's completely normal to see a falling animation.

      The purpose of the animation patch is:

      • to replace T-pose with jump animation without overriding vanilla records
      • to keep the PA jetpack animation and its flame/smoke effects unaffected

      Without patches, CROSS Jetpack does the first one, but it is overriding vanilla records and by doing so it changes PA jetpack animations and breaks the visual effects.
      With animation patch v1, all non-PA jetpacks in your load order will use jump animations, nothing will be broken for PA. This may require a different way of attaching visual effects to some of the non-PA jetpacks(by using script with detection of animation events for example).
      With animation patch v2, only CROSS jetpack will use jump animation and no other non-PA jetpacks will be affected, again nothing will be broken for PA.

      I tried Crude Rocketpack with CROSS and the animation patch and found nothing wrong, there is no T-posing and it's using jump animation as intended. Load order only matters if you are using animation patch v1. If Crude Rocketpack is before CROSS and the animation patch, then it will use "jumpFall" animation event, instead of "JumpStart".

      Excluding the Crude Rocketpack, if you play with CROSS Jetpack only, you can use animation patch v2. It doesnt matter where you put the Crude Rocketpack plugin.
      Excluding the Crude Rocketpack, if you play with CROSS Jetpack and also Jetpacks FAO, then use animation patch v1. In this case there is little difference where you put the Crude Rocketpack plugin, I suggest after the animation patch.
    6. amarthgurth
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      thx for your explanations :)
  6. JedBurger
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    Looks and works great. I'm using it with 'Improved Jetpack Flight Model' which slows down AP use to start with.  Regarding straps, no need for them.  It sits tight to your back anyway, and if using chest armour, looks spot on. Or, wear the Bandolier.   I used console commands to get it early coz I never invest perks in Blacksmith.

    Nice job. Cheers
    1. robotized
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      Thanks.
      Also, I just released another jetpack mod :) .
  7. robotized
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    I was wondering if I should try to enable the Efficient Build modification of the rocketpack for the non-F4SE version. There are two possible ways this could be done, but both make the character to have big advantage regarding the Action Points.

    1. Simply add something like 100-120 AP with the properties of the Object Mod. However, from the increase of AP will benefit not only the rocketpack, also sprinting, VATS, scope aiming, etc.

    2. Using Magic Effect to restore AP.  This would be too powerful. A restriction can be added in the form of condition check - magic effect works only while the character is in jump state. To match the reduced AP drain of the F4SE version, here I would have to set the magnitude of the magic effect to something like 32 or even more. Even with the condition, depending on the value, this could restore the AP bar while(or before) you fall to the ground. Or, if you deplete half your AP bar by sprinting, simply jumping will fill it very fast.

    So both methods seem a little bit like cheating, one adding more AP, the other quickly restoring them. What do you think?
  8. seraphael
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    Despite always having liked the scrappy fallout-y style of the rocketpack, I never tried the mod simply because it lacks *i-m-m-e-r-s-i-v-e* shoulder straps. Pretty please with sugar on top, update the mod with some solid ones and it shall become a permanent fixture in my load order.

    While making requests, I might as well add another. Sorry Robotized! Wouldn't it be cool with a mechanic to match its scrappy look? Thinking about a critical failure mechanic making the rocketpack a little less reliable (but potentially more fun) than your average jetpack. For instance having a tiny chance of being ignited when hit by shots and sling the player Boba Fett style into the nearest wall, roof or Sarlacc pit.

    :)
    1. robotized
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      Despite always having liked the scrappy fallout-y style of the rocketpack, I never tried the mod simply because it lacks *i-m-m-e-r-s-i-v-e* shoulder straps. Pretty please with sugar on top, update the mod with some solid ones and it shall become a permanent fixture in my load order.
      Too many issues and headaches with adding straps. Mostly clipping related. They will be obstructed by torso armor. In order to even get them attached the same way as the rocketpack, I'd have to reduce the bone weights to only Chest_Skin and Chest_Rear_Skin. But then every player movement introduces more clipping around the shoulders. It's not worth it, I'm sorry. You can take a look at my earlier example mod. The rocketpack is part of an outfit mashup, it has straps. Sadly it only has male variant and none of the upgrades of the Crude Rocketpack.


      While making requests, I might as well add another. Sorry Robotized! Wouldn't it be cool with a mechanic to match its scrappy look? Thinking about a critical failure mechanic making the rocketpack a little less reliable (but potentially more fun) than your average jetpack. For instance having a tiny chance of being ignited when hit by shots and sling the player Boba Fett style into the nearest wall, roof or Sarlacc pit.
      I doubt anyone would want their rocketpack exploding while in the middle of a fight with enemies. And I'm not that advanced mod maker, I haven't got slightest idea if this is possible and how to do it. Sorry.
    2. seraphael
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      Figured clipping would be the issue. Then again, being able to craft two variants one with and one without, wouldn't be amiss especially if the straps were thick enough over the shoulders to negate most clipping issues. It doesn't matter though, loads of even immersive mods like holstering weapon on back aren't perfect that way.

      As for the unreliable mechanic, I had accidental discharges in mind. Short jump burst that could possibly lead to ragdoll if hitting large objects. Probably better for the movies lol. Will give your mod a chance as I like the crude looks and the crafting, thanks!
  9. focusingfoundation
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    I was wearing the pack with the hazmat suit and using a flamer and two things occured to me:
    is it possible to make the rocket pack part of the the hazmat suit?
    is it possible to make the rocket pack part of the flamer? as in the visual representation of the flamer is the rocket pack?
    oh and this is my fav non PA jetpack mod. well done.
    1. robotized
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      is it possible to make the rocket pack part of the the hazmat suit?
      I think it is, either to the original or to make a brand new instance from it. You'd have to add keywords from the rocketpack to the hazmat suit, which are necessary for the jump animation to work and for rocketpack upgrades on the armor bench. Also mix the enchantments of hazmat suit and rocketpack into one(the rocketpack's enchantment is where all the magic happens and the one for hazmat suit I think is responsible for the radiation protection). The hazmat suit's model may need edits, like removing the oxygen tanks in order to avoid clipping issues.

      is it possible to make the rocket pack part of the flamer? as in the visual representation of the flamer is the rocket pack?
      Not sure if I understand what exactly you mean. When I read the question, one example comes to my mind - the Ballistic Fist, for which I made patch a while ago(this is from the mod Classic Unarmed Pack). So the ballistic fist has script attached to it, when you equip the fist, this triggers the script and a hidden armor is also equipped. This hidden armor is always visible, regardless if the weapon is ready or holstered. I guess it is possible to do the same for the flamer. With the right script commands, the hidden armor will be removed from the inventory, you'll never know  it was there. To make it invisible in the inventory, I think you need to give the armor only Editor ID, but don't give it a name.
      Example: Armor_CrudeRocketpack "Crude Rocketpack" [ARMO:FE000F9A]
      *Armor_CrudeRocketpack --> Editor ID(not visible in the UI)
      *Crude Rocketpack --> Name(this is visible in the UI)
    2. focusingfoundation
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      thx for indulging me.
      at some point I should take yet another crack at the creationkit. it's... a bit heavier than stellaris modding

      I suspect the ballistic fist is a good example.
      I think another way to put it is, what if the flamer was the new vegas type wear it has a backpack
      (i know f4 weapons are invisible when unequipped, i'm using a mod that makes them all visible and forgot that's not base game)
      so the idea was: if when you equip the flamer, it equips a fueltank like in newvegas, but the fuel tank/flamer contained the jetpack enchantment.
      It does seem like u understood this correctly.
      to expand the idea was that flamer=fly, but also consumes flamer fuel
      this part of the idea i don't have the slightest clue how feasible it is due to a lack of knowledge on how these scripts work and therefore isn't that important
    3. robotized
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      Making the jetpack consume something else than AP is going to be very hard if it's possible at all. If it was easy, then someone would have done it already, that's what I figure :) . I don't have a clue about it. As for the script that's attached to the weapon and will be used to equip the armor, I've got a working one. I did it some time ago, because I think the one from the Ballistic Fist is not perfect, it doesn't remove the hidden armor from your inventory(I'm not sure if the hidden armor stacks up with each equipping of the fist).
      If you are interested, here's the code from my script:
      Scriptname RBTZ_WpnAutoEquipArmor extends objectreference

      Armor Property myArmor Auto
      int myArmorCount

      Event OnEquipped(Actor akActor)
       akActor.EquipItem(myArmor, true, true)
      EndEvent

      Event OnUnequipped(Actor akActor)
       myArmorCount = akActor.GetItemCount(myArmor)
       if myArmorCount != 0
       akActor.RemoveItem(myArmor, myArmorCount, true)
       endIf 
      EndEvent
      The only property you need to fill, when adding the script to the weapon, is myArmor.
      myArmor = the armor of your choice. On equipping the weapon, myArmor is also equipped. On unequipping the weapon, the script checks how many instances of myArmor you have in the inventory and removes them. You can change RBTZ_WpnAutoEquipArmor to something else(that is if you decide to use it), this is just how I named it. This name and the name of the psc file must be the same. Then you can compile it through the CK. Don't ask me about scripts though, I don't know how much help I will be. I only know very basic stuff and piece things together thanks to examples from the wiki.
      Edit: in the current state of the script, the hidden armor can't be unequipped by other armor on the same body slot.
  10. Jeffpocolips
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    Your Mod is just amazing. I won't play without this mod. Thanks for making! No, really Thank you. I know how much time you spent and your cool enough to give your work to all of us for free! Thanks again! Great mod
    1. robotized
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      Thank you for the kind words.
  11. iodt2k
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    Is it possible to make a patch or guide me into making a patch that uses fuel instead of draining ap? 
    1. robotized
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      Sorry for the late reply. I know for sure you can exchange AP for other hardcoded Actor Values. Like for example you can make the jetpack drain fusion core, when you are inside PA. You can make the jetpack drain health, or even drain your accumulated rads. Creating new Actor Values for the jetpack, I tried it once a while ago, it didn't work for me. Wish I could make fuel for the jetpack, but this is beyond me.
  12. RequiredUsername
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    This is perfect, thanks! It'd be cool to also find one of these out in the world somewhere. Like maybe one in the control room at Arcjet - I mean, whoever built the junkjet, you know that guy definitely tried to build a rocketpack as well.
    1. robotized
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      Will keep that in mind if I decide to do more updates. Thanks.