It appears that F4SE and MCM have updated for NG. So this mod may work on NG, but I will not test it (MCM is test build). https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482 Fallout 4 is getting updated April 25th. If you want to use basically any of my mods I've released, you will need to make sure that either A. You do not update Fallout 4 via changing your update settings in Steam game properties. B. You have a way to downgrade to the previous version.
The update will break all F4SE mods. In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
Nuking the robco patcher folder fixed it, thank you!
Also I'm happy to report that my previous issue from a couple years ago is solved, in which player size would mess up terminal alignment.
If you use FOV Slider and Player Height, that mod readjusts first person camera position for terminals and such. Now my Tyrion Lannister-style genius doesn't need a footstool every time I try to hack XD
I had some issues using this mod on Fallout London, managed to fix it manually adding hidden perks on console I lack the modding experience needed to fix this properly, but I'll leave my solution here
Open console and type player.addperk FE01000A player.addperk FE01000B player.addperk FE010F9B player.addperk FE010F9C
Those commands won't work for others since the "FE010" portion of the Form ID is load order dependent.
I currently can't provide support for Fallout London, as I don't have it installed.
Likely, the quest listener for adding the perks that give Ultimate Hacking its functionality does not work, since Fallout London has different quests. I suspects it completely bypasses or overwrites the intro quests.
The FE for this will work since your mod installs as an .ESL (esl's are always FE.) What people need to find in the load order entrying for ultimate hacking which should show as FE (###), where the #'s will be different for each person then type the following in the console.
Does this mod fix that contentious issue with the "process of eliminating" invalid characters to find the solution. It's irritating when one switches to their big brains and then the technique intended by the developers doesn't seem to do anything past easy difficulty, like it was just released unfinished and forgotten about, "IT JUST WORKS" - (mind lost); then finding basically nobody complaining about it, verify the issue again and realize I'm alone in a world of dissatisfaction and nobody seems to care ?
No, this doesn't change the minigame process beyond how many words there are to guess. I actually wanted Geluxrum to make a mod (F4SE plugin) to switch the 4 letter EASY terminals to the hardest difficulty, and the 8-9 letter HARD terminals to the easiest difficulty.
You can see this argument here for why longer passwords are easier to use elimination process than shorter passwords
Remember, the CORRECT only tells you how many letters you got that are in the word AND in the correct position.
Crazy how so many people made the same mod (skip hacking minigame) and this is the one mod that allows you to make it harder. The only thing I wish it had was semi-permanent lockout if you cheese the game or fail. Something like an in-game month. I’m not sure where to look in FO4edit but I’ll probably figure it out.
EDIT: “ If the MCM max value is too low for you, you can set it higher by editing the .json file in the MCM config folder. look for "Lockout TIme" and then set the max to whatever crazy value you want.“ Not sure how I missed that before commenting.
Editing the perk in xEdit will be difficult because you'd have to know how to replicate the perk entry data correct (it doesn't auto fix it like CK). If you really want to change it, I'd use CK.
Thanks and I assume the number is in seconds right?
Edit: The console command won’t work without Ultimate Hacking right? Unfortunately there’s no patch with True Perks anymore. Is there a way to edit lockout time and the amount of words with just vanilla console commands? Or can I just use Ultimate Hacking with True Perks without a patch?
Its not hard to patch perks in xEdit, you could easily make a patch for True Perks and Ultimate Hacking.
But most of Ultimate Hacking functionality will work even if True Perks overrides the Hacker perk. This is because Ultimate Hacking uses its own unique records for most of its effects.
You will just have gated hacking if True Perks wins conflict on Hacker perk (i.e. you'll need Hacker rank 1 to attempt to hack an Advanced terminal).
The following video demonstrates how to patch perks for S7 in xEdit, but the concepts are similar to what you need to do for True Perks: Video
I was looking for just a simple mod which locks out the player permanently like in older games... Can you tell me which global variable controls this?
This looks like an amazing mod but unfortunately conflicts with (overwrites) "Any terminal any height" mod that I use for my short nerdy wimpy character :(
Been a while since I've revisited this mod. I think there's a perk entry for setting terminal lockout time. You could set it just stupid high so it takes forever to permanently lock out the player.
As for any terminal any height mod, I don't know what the conflict is. Does it use "Add Activate Choice" perk entry? If it does, it's unlikely I can patch it. Otherwise, I don't know how it would conflict.
From that mod author's page, when I mentioned this conflict:
"Yep, only allowed one extra button on the computer terminal and I had to use it in this mod to recreate the hacking system."
So I guess that guy recreates the entire hack system from scratch with an additional script or something? It doesn't matter, I've since uninstalled that mod in favour of yours, I can just open the console for setscale command to use terminals, just a small inconvenience.
In terms of lockout time, what is the "perk" called? "Add Activate Choice"? Would I find that in your mod using XEdit?
Oh I forgot about this: In the MCM, you can customize lockout time, although I think rank 4 of Hacker and Nick Valentine's perk can reduce it.
If the MCM max value is too low for you, you can set it higher by editing the .json file in the MCM config folder. look for "Lockout TIme" and then set the max to whatever crazy value you want.
Hey, that terminal you mentioned on the UF4OP posts page, file a bug with their tracker for it. The post will likely get lost with all the users complaining about stuff that they aren't even responsible for.
That's where I send them stuff I think they can fix from the research and development for PRP.
I really like the concept here. My only caveats are based on old school Fallout play. In the older games Mentats were essential to hacking at low level before you had a chance to gain any skill. Some kind of mechanic, say Mentats helping someone hack novice terminals before they have a perk, would especially help with early game locations like ArcJet Systems where the default mod settings effectively locks one out of completing the quest.
My second caveat is less of a recommendation and just support for the idea of adding something like the Electronic Lockpick from the classic Fallouts. In the old games the base version gave a 20% boost to one's hacking skill. The Mark II gave a 40% boost. They were very rare and expensive. I imagine a translation to Fallout 4's perk based system, an item like this might temporarily add a hacking perk.
A model of the Electronic Lockpick does exist for Fallout 4, but I am not sure if the artist would share it https://www.artstation.com/artwork/2xwLDJ
There's only so much I can do within the Creation Kit. Lot of hacking stuff is hardcoded.
I could alter Mentats to give a bonus, but it may conflict with other mods. Currently, this mod doesn't actually alter too many vanilla records, which I kinda prefer.
Again, if you feel something is unfair, you can easily change it in MCM now. Things are "soft gated" rather than "hard gated". It's quite possible to hack with just 2 password guesses. I do it all the time, which is why I thought it was strange that we started with so many guesses.
As I said at bottom of my description, I thought about hacking picks, but decided against it. That Project Arroyo image is cool though! I saw a clip about the project earlier, loved the old fallouts.
Would it be possible to expose the set values as global variables? I assume you're using scripts to set them, it should be possible for the script to grab a custom global variable, instead of hardcoding it, it'd be a nice thing for customisation to be able to tweak the password numbers for each level of the perk in xedit.
For example, I love the idea of this mod, but it basically makes the museum of freedom quest impossible if you do it early, and haven't found a bobby pin yet. There are a lot of novice terminals that if you can't bypass, you're screwed.
Well, you can change how many guesses you have in xEdit pretty easily. I've basically made it so without hacker perks, you only have one guess. So if you want to hack, you've got to invest in at least one perk.
In terms of password count, I suppose I could try to set global variables, but I'm not exactly sure how to go about it. I think I understand what you're explaining, but I currently don't have the time to explore it (grad school, vacation/travel, and then internship). And even if I gave customizability to the password count, it still wouldn't change the fact that without hacker perks, you've only got one guess (though you can change that in xEdit).
Regarding Museum of Freedom, I have never gotten there either without a bobby pin, or without a hacker perk.
Regardless, I'll consider this for a potential future update, but for the forseeable future (until June), I will not be changing it.
I should also mention that the amount of passwords is a gamesetting, which I do not think I can change into the global variable. If you have suggestions to circumvent this, I'm all ears.
Scratch that, I've racked my brain for a way to implement an MCM for settings through global variables. However, it's going to take time, which I do not have much of currently.
Suggestion: dynamically change the amount of bracket types depending on Hacker level, and maybe even gate certain ones behind certain levels (so password reset can only show up with Hacker level 3, for example)
Regarding your suggestion: Unfortunately, that's not something I can control within the Creation Kit or Papyrus. That's an engine level thing, I think. Believe me, if I could control that part of the hacking minigame, I would!
I'm on v3.02, started a new game. When I got to the terminal in the Museum of Freedom (so, novice terminal) with no hacking perks, I only got a single attempt before it locked me out. I'll try to do some further testing tomorrow.
Do you mean you only had one guess for the password? Because that's correct. You start with 1 password guess without perks. You have to invest perks (or get Nick's affinity perk, or get Science bobblehead) to get more guesses. It's highly unlikely you'll hack without at least one perk.
Or did you get my message that the terminal initiated new security measures? If you got a messagebox (a message that pauses game until you select "Begin Bypass") right away then something is wrong with my scripting. The messagebox should occur after 3 resets upon 4th activation.
It's a bit rough, but considering vanilla gives you four guesses (which makes it very forgiving), reducing the guess to 1 by default actually gives value to Nick's perk and the Science Bobblehead. The game is hard coded to 5 guesses max. I added the reset terminal feature for my personal use, but I uploaded it in case others like pain. I'm able to hack novice and advanced terminals with just Novice Hacker (2 guesses), but expert and master are a bit more challenging. It's possible, but you may have to reset the terminal a few times. It was hard to figure out a way to make it more skill based but still give the perks value, especially since the Creation Kit has limited ways to adjust hacking. Unlike Ultimate Lockpicking, you can't adjjust difficulty through MCM and without perks, you have to be super lucky with dud removal and one guess. Still, I enjoy using it XD.
71 comments
It appears that F4SE and MCM have updated for NG. So this mod may work on NG, but I will not test it (MCM is test build).
https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482
Fallout 4 is getting updated April 25th. If you want to use basically any of my mods I've released, you will need to make sure that either
A. You do not update Fallout 4 via changing your update settings in Steam game properties.
B. You have a way to downgrade to the previous version.
The update will break all F4SE mods. In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
If you have RobCo Patcher installed, Mentats (and related 'Tats' chems) will give you additional hacking guesses in minigame for its duration.
Here is the crash log, not sure if it would be helpful at all to you:
https://pastebin.com/zYJiMvzt
Also I'm happy to report that my previous issue from a couple years ago is solved, in which player size would mess up terminal alignment.
If you use FOV Slider and Player Height, that mod readjusts first person camera position for terminals and such. Now my Tyrion Lannister-style genius doesn't need a footstool every time I try to hack XD
I lack the modding experience needed to fix this properly, but I'll leave my solution here
Open console and type
player.addperk FE01000A
player.addperk FE01000B
player.addperk FE010F9B
player.addperk FE010F9C
I currently can't provide support for Fallout London, as I don't have it installed.
Likely, the quest listener for adding the perks that give Ultimate Hacking its functionality does not work, since Fallout London has different quests. I suspects it completely bypasses or overwrites the intro quests.
player.addperk FE###00A
player.addperk FE###00B
player.addperk FE###F9B
player.addperk FE###F9C
You can see this argument here for why longer passwords are easier to use elimination process than shorter passwords
Remember, the CORRECT only tells you how many letters you got that are in the word AND in the correct position.
EDIT: “ If the MCM max value is too low for you, you can set it higher by editing the .json file in the MCM config folder. look for "Lockout TIme" and then set the max to whatever crazy value you want.“ Not sure how I missed that before commenting.
It ended up being highly customizable once I learned scripting better and how to use the MCM.
Player.SetValue UHLockoutTime #
That should do the trick.
Editing the perk in xEdit will be difficult because you'd have to know how to replicate the perk entry data correct (it doesn't auto fix it like CK). If you really want to change it, I'd use CK.
Edit: The console command won’t work without Ultimate Hacking right? Unfortunately there’s no patch with True Perks anymore. Is there a way to edit lockout time and the amount of words with just vanilla console commands? Or can I just use Ultimate Hacking with True Perks without a patch?
But most of Ultimate Hacking functionality will work even if True Perks overrides the Hacker perk. This is because Ultimate Hacking uses its own unique records for most of its effects.
You will just have gated hacking if True Perks wins conflict on Hacker perk (i.e. you'll need Hacker rank 1 to attempt to hack an Advanced terminal).
The following video demonstrates how to patch perks for S7 in xEdit, but the concepts are similar to what you need to do for True Perks: Video
This looks like an amazing mod but unfortunately conflicts with (overwrites) "Any terminal any height" mod that I use for my short nerdy wimpy character :(
As for any terminal any height mod, I don't know what the conflict is. Does it use "Add Activate Choice" perk entry? If it does, it's unlikely I can patch it. Otherwise, I don't know how it would conflict.
"Yep, only allowed one extra button on the computer terminal and I had to use it in this mod to recreate the hacking system."
So I guess that guy recreates the entire hack system from scratch with an additional script or something? It doesn't matter, I've since uninstalled that mod in favour of yours, I can just open the console for setscale command to use terminals, just a small inconvenience.
In terms of lockout time, what is the "perk" called? "Add Activate Choice"? Would I find that in your mod using XEdit?
Thanks for replying!
(double post)
If the MCM max value is too low for you, you can set it higher by editing the .json file in the MCM config folder. look for "Lockout TIme" and then set the max to whatever crazy value you want.
Always a pleasure to find such a helpful mod authour :)
I'm guessing this is still affecting by perks? (Not that it matters at this point...)
That's where I send them stuff I think they can fix from the research and development for PRP.
My second caveat is less of a recommendation and just support for the idea of adding something like the Electronic Lockpick from the classic Fallouts. In the old games the base version gave a 20% boost to one's hacking skill. The Mark II gave a 40% boost. They were very rare and expensive. I imagine a translation to Fallout 4's perk based system, an item like this might temporarily add a hacking perk.
A model of the Electronic Lockpick does exist for Fallout 4, but I am not sure if the artist would share it https://www.artstation.com/artwork/2xwLDJ
I could alter Mentats to give a bonus, but it may conflict with other mods. Currently, this mod doesn't actually alter too many vanilla records, which I kinda prefer.
Again, if you feel something is unfair, you can easily change it in MCM now. Things are "soft gated" rather than "hard gated". It's quite possible to hack with just 2 password guesses. I do it all the time, which is why I thought it was strange that we started with so many guesses.
As I said at bottom of my description, I thought about hacking picks, but decided against it. That Project Arroyo image is cool though! I saw a clip about the project earlier, loved the old fallouts.
For example, I love the idea of this mod, but it basically makes the museum of freedom quest impossible if you do it early, and haven't found a bobby pin yet. There are a lot of novice terminals that if you can't bypass, you're screwed.
In terms of password count, I suppose I could try to set global variables, but I'm not exactly sure how to go about it. I think I understand what you're explaining, but I currently don't have the time to explore it (grad school, vacation/travel, and then internship). And even if I gave customizability to the password count, it still wouldn't change the fact that without hacker perks, you've only got one guess (though you can change that in xEdit).
Scratch that, I've racked my brain for a way to implement an MCM for settings through global variables. However, it's going to take time, which I do not have much of currently.Regarding Museum of Freedom, I have never gotten there either without a bobby pin, or without a hacker perk.
Regardless, I'll consider this for a potential future update, but for the forseeable future (until June), I will not be changing it.
I should also mention that the amount of passwords is a gamesetting, which I do not think I can change into the global variable. If you have suggestions to circumvent this, I'm all ears.
Suggestion: dynamically change the amount of bracket types depending on Hacker level, and maybe even gate certain ones behind certain levels (so password reset can only show up with Hacker level 3, for example)
Regarding your suggestion: Unfortunately, that's not something I can control within the Creation Kit or Papyrus. That's an engine level thing, I think. Believe me, if I could control that part of the hacking minigame, I would!
Or did you get my message that the terminal initiated new security measures? If you got a messagebox (a message that pauses game until you select "Begin Bypass") right away then something is wrong with my scripting. The messagebox should occur after 3 resets upon 4th activation.