Fallout 4

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FlashyJoer

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  1. FlashyJoer
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    Advanced Needs 76
    a Flashy(JoeR) mod

    v1.88 is now available to download!

    This is a rather substantial update to AN76. Changes listed below:

    • Added ability to make toothpaste to AN76 Crafting Table -> Hygiene Menu.
    • Added ability to make toothbrushes to AN76 Crafting Table -> Hygiene Menu.
    • Added 45-70 calibre ammo to Ammunition Station.
    • Added 7.62mm ammo to Ammunition Station.
    • Healing/Limb Recovery has been retooled and the MCM updated accordingly (be sure to go reset to your preferred settings).
    • Sleeping will no longer heal crippled limbs, when crippled healing is set to Survival.
    • Sleeping will heal damaged limbs though, when crippled healing is set to Survival.
    • Stimpaks will no longer heal crippled limbs, when crippled healing is set to Survival. (**)
    • Added a new healing item, SPLINT KIT (from AN2), found in the AN76 Crafting Table -> Healing Items Menu.
    • Splint kits will heal 25 points towards broken arms and legs, each use.
    • Splint Kits can also be found in medkits around the world, or purchased from doctors or general traders (like Carla, Trudy, etc).
    • Concussions do not have a healing method, aside from going to a doctor, as an aside.

    ** In order to facilitate this functionality, Stimpaks were overidden in AN76, changing the magic effect it originally used to a custom one. Reason for this, the original stimpak has a STIMPAK effect archetype. This is an engine-level item that controls healing rates but it also causes limbs to start healing, even when they arent supposed to. The only way to get around this, so that limbs stay broken, was to use a cloned version of the RestoreHealthFood magic effect, where the healing is the same, and it does take full advantage of the Medic perk tree, so that it completely ignores crippled body parts, just like eating food does.

    NOTE: If you do not want this change or another of your mods makes alterations to the stimpak you wish to preserve, you can easily remove my edit from the mod by deleting the override of the Stimpak INGESTIBLE item via xEdit.

    Toothbushes and Toothpaste were added because when you play on a depleted worldspace like using DA or Looted World (as I do), these two items are near to impossible to find. And since the SS can make nuclear reactors, its not a far stretch to believe they could come up with a rudimentary toothpaste and cleaning apparatus.

    v1.89 Hotfix

    • Removed a debug message from the crippled healing section of the mod.
    • Fixed the crippled healing when sleeping so that crippled limbs won't heal, but damaged limbs will.
  2. FlashyJoer
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    Custom Gasmask Patching Instructions:



    REMOVING HEADSHOT AND BULLET DROP SYSTEMS:

  3. YeastyDynasty
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    It says that the gas mask is right where you pick up the pipboy off that dead guy in Vault 111 but I can't find it anywhere.
  4. LizardCor
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    It's a pity that FlashyJoer is still so stubbornly guided by the fact that food from before the nuclear war is radioactive, and food made from cooked flies or other creature meat is so "healthy" that in fact it is saturated with nuclear radiation.
    How many Nexus mods are there that add pre-war foods and obtaining one is a lot of fun (personal quest - get food for yourself and your settlers), you need to go to Concord, and I won't even mention Lexinton or Boston in general, because with each level, when the cell respawns, there will be more and more new, more dangerous (relative to the player's level) enemies.
    A real example of the scale of irradiation in pre-war food:
    If we look at the map in PipBoy, we see that the atomic bomb fell southwest of Boston - a good dozen (maybe even 20-40) kilometers from Boston. Even west, west, south of Quincy.

    Here is a link to a summarized nuclear map ( Nukemap ) where you can test a nuclear explosion of an atomic bomb. Just pisk Boston in US move ground Zero ( where bomb hit ) west, west, wset, south - little bit below the line with Quincy. Pick from 500 toi 700 megaton nuklear warhead. 

    In the Fallout wiki you can read that the bomb used on Doomsday (nuclear war) has between 250 and 700 megatons.
    I am aware of the fact that dozens, if not hundreds, of atomic bombs fell on Earth that day, but the main wave of radiation did not even reach Quincy and Boston, but only on their outskirts not to mention about Lexington or Concord. 

    Yes, there were definitely radioactive rains, and winds but the food stored in buildings and/or basements did NOT come into contact with radiation.
    I also think that Bethesda's idea of eating meat from creatures in the post-apocalyptic world that FlashyJoer also explores is a total misunderstanding. 

    Todd Howard has a mess in his head, and we players of The Elder Scroll and Fallout trilogy know exactly what it's like... It just works... and that's it.
    And honestly, I'd rather venture into Lexington's dangerous warehouses and basements once a few weeks to get food and medicine than cook meat whose DNA has been deformed by radiation.,... What we eat and drink, our DNA it absorbs and is built from it... so eating such irradiated food would be extreme bad. Not to mention our protagonist who suddenly comes out of the "fridge" and his/her the stomach absorbs it without much problem such cooked food... we would throw up in the blink of an eye because our stomach would not be adapted to it... or even die in next few days. 
    To be more precise, google whether the human stomach in today's supposedly relatively clean world can digest ordinary, green grass? The answer is NO. Our stomach cannot digest ordinary grass, let alone irradiated, mutated meat.

    Flashy(JoeR) goes deep into immersion, like brushing teeth, ect and the main core of survival, which is consuming products, is just completely ridiculous.
     
    Using someone else's mod is a privilege, not an obligation, so yes, I'm very grateful for AN76 & AD2 mods that Flashy provided, and it's the best survival mod at the moment. Nevertheless, as I mentioned earlier, there are a lot of mods that add pre-war food, which could be better used as a container to supplement human needs than consuming irradiated/mutated creature meat... It would probably be better to eat a human... but Bethezda has such an option didn't make it possible. After all, this isn't RimWorld, where we can eat people and make coats and bags from their skin... Until... some maniac appears here on the Nexus... First people crucify him, and then he becomes an icon of Nexus society and you know exactly what I'm talking about... AAF plus all this kinky stuff for Ghoul, Supermutants and other perversions. Yes, I use it and thank tyou LoversLab community for it...
    1. Calzien
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      I'm just going to point out here that if it's a problem for you making your own patch that removes radiation from food objects is fairly easy to do. Alternatively the lead belly perk I believe negates any effects from radiation consumption.

      EDIT: Bethesda's Fallout universe is hardly realistic either so complaining about radiation from 200-year-old pre-war food that would make anyone sick or may even kill them is pretty silly. Also you'd be surprised with what radiation can seep into, I seriously doubt that even if food from 200 years ago avoided all other forms of contamination and was still somehow edible, that it wouldn't have picked up some kind of radiation fallout. Food deep underground like in a sealed vault? Sure, it's still free from radiation, but not somewhere like somebody's pantry or a supermarket shelf.

      But if we really want to talk about realism, any pre-war food should have been either consumed a long time ago or straight up spoiled making it inedible. You couldn't just make a trip to the pre-war ruins down the road and stock up whenever you wanted so having to rely on grown irradiated crops and eating mysterious meat from mutated creatures is a neccessity. The only reason Bethesda likely made cooked food free from radiation is so the player would have a reason to cook and consume food. Having everything you eat give radiation would just destroy any purpose of it if you gained rads no matter what.
    2. LizardCor
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      In this matter, we can both argue endlessly about who is right and who is wrong. I'm not going to do that....May your road lead you to warm sands Friend ;)
      Regards
    3. BlazingTommy
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      @Calzien I believe Mel says something like "Any food that is that looks that preserved after 200 years" when you see a port-a Dinner saying he can't trust that food. Even they are aware no pre-war food should stay edible after so long. And this is a game with tons of illogical things, picking on the details about nuclear radiation doesn't really make much sense. 
    4. Calzien
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      That's what I was doing, pointing out how silly it is to complain about pre-war food having radiation. The original post went on about how eating pre-war food over meat or plants harvested from modern day sources makes more sense, because it shouldn't be radiated and is somehow more realistic.
  5. yuk75
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    Thanks for your hard work on this mod I love it! I have a couple of requests if you don't mind looking :D


    • Can we please have an MCM setting to remove the helper notification on tiredness? I've played enough to know the yawn means I'm tired, having it pop every day is starting to make me block out notifications for everything.
    • Can we please have settings for the walking debuff on tiredness? Setting how much it impacts me and what rate would be helpful because slow walking across the commonwealth to find a bed takes hours and I'm here to chill. I'd like to walk normal speed (not run) if possible, the slow down is a bit too much for me.
    • Can we please have a debug option to reset needs? A couple of times I've gotten off the toilet too fast and it's resulted in toilet needs spiking for hours until I can go again. I tried eating a bunch of food to force it but it didn't work lol.
    • I would love so much if the prep station worked by insertion like the Universal Disassembler does? We can insert the food we want to prep and after time it is ready (maybe have a cook button or make the pot the cook button? Ooo a slow cooker?)? Or maybe add recipe options like add 25 x/y/z meat or 25 x/y/z veg instead of just "prep" taking everything. I hate accidentally clicking that and all my high value meat and veg is gone, and moving things in and out of my inventory is also just a pain that would be great not to have to do :).

    Thanks for checking these out, appreciate it :D.
    1. onerous1
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      @yuk75 - Regarding tiredness debuff, in the meantime you can use the camping system in the mod to rest and remove the debuff if not constricted by roleplay reasons.

      @FlashyJoer - I also want to second suggestion #4 so the prep station works like the composing bin where you can select items from your inventory to convert into prepared food. I have converted produce items that I intended to plant at a settlement by mistake on multiple occasions.
    2. yuk75
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      The other mods I play with make it too dangerous to sleep outside of settlements so camping wouldn't solve that, it's more about the walk speed being infeasible for real world time spent to get anywhere. Even if It trips as I walk into my house in sanctuary on the way to bed it takes FOREVER to reach my bed. It would make sense if I'd been out of bed for well over a day for that to be as strong as it is but not so much for just bam at the end of the day. Hell a warning yawn an hour before it hits would help.
  6. nlwalker487
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    Okay. I love the idea of this mod and love all the features, but the needs are kind of insane. I'm dropping dead after a very unrealistic amount of time. Yet, I can't change anything because the maximums aren't high enough. Heck, I'm thinking even if I change the value for how long it takes to get hungry/thirsty after I consume something, the amount of time it takes to get even hungrier/thirstier is not editable. I just finished Concord and I'm too tired to run and I had to eat some stuff because I was dropping dead. That part is more or less fine, but I got to that point after like 8 in-game hours. Humans can go so much longer. A video game should exaggerate that on steroids even if it is a survival game. You know, because it has to be fun. If I could get like a couple of days before I eat to drop dead that would be great and water and sleep like half that. If anyone knows of a fix or an edit I can do that would be fantastic because I like this mod, but it's unplayable for me. Hopefully, the mod author takes this the right way if they see it. This is a pretty big issue in my mind. The difficulty curve is insane. Especially with mods that make loot less common. Hopefully I'm not ignorant of something. I'm not trying to waste anyone's time
    1. nlwalker487
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      I say all that, but I think the real issue is the amount of time it takes for the needs to progress. Like 5 hours to get hungry makes sense, but dying after like 8 is the crazy thing
    2. 425321962
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      I felt similar to you, if I didn't change those time stuff in the MCM, I would have used up all the pure water in my pack while exploring the Olivia Satellite Station, so I changed all three time values to max and then my exploring experience was so much better, though I do agree that the default hunger & thirst rates are a bit unrealistic.
    3. yuk75
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      I'd love to see the hunger damage affect you more and more over time so you could go 2-3 days without water or food as well, instead of having blurry screens and dropping dead so fast.
  7. kpips
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    Can't find the hut with the mre magazine. Looked behind sanctuary. Do I have to be a certain level?
  8. grimlust
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    Can you disable radiation sickness? Trying to do a ghoul roleplay character.
  9. dillinger111
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    how to cure radiation poisoning?
    edit: looks like if you have 0 rads but still have rad poisoning, you need to get rads and then talk to doc to cure
  10. Dyrohc
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    Hello, I've noticed that all water sources in my settlements, including the water purifier, are producing only dirty water even tho the "dirty water sources" is turned off in the interactions section, is there anything I am missing? thanks
  11. RikimaruLDR
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    always a red flag when the bugs section is gone
    1. Stillsnow1234
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      Generally yes, but for this mod (and others from FlashyJoer for that matter), I can say from experience, that you don't have to worry.
      They are very well polished and implemented. 
    2. FlashyJoer
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      Always a red flag for other people, maybe. Here? 99.9% of issues people report are not "bugs" but Pebcak issues, which I can't solve. You're safe here.
    3. RobWed
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      Gotta agree with you on that Joe. The amount of bug reports I've read where the reporter would know their issue is not a bug if they simply read the instructions or the comments...

      Plus people complain in the comments section anyway...
  12. ericeagle
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    Why is it that alcoholic drinks quench thirst? In real life, alcohol dehydrates the body and this feature also leads to some side-effects, such as Simple Smokes being able to quench thirst because it's based off of alcoholic drinks.
    Could there be a setting to change this that I'm missing?
    1. Allnamesinuse
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      The alchol content in beer is not enough to cancel out the hydration from the water, regular low abv beers are net hydrators.