This seems like what I was looking for to make the radiation a bit harsher in my game, I have two questions if I may:
- True Storms: this mod has an optional plugin that increases the amount of damage the player takes around the Glowing Sea (the fomod allows you to choose no damage, x2, x3, x4 and x8, the latter for example dealing 48 rads/sec as an extreme option). Would this optional plugin have issues with the way you've implemented the multiplicative environmental radiation damage in your mod? I assume it wouldn't be advisable to use it if I plan to install your mod to increase radiation damage globally, or at most perhaps using the lowest version (x2), because it sounds like if one were to choose the x8 for example, and then in your holotape we configure your mod to deal x2, then the Glowing Sea will end up dealing 48 x2 = 96 rads /sec instead of the 48 rads/sec, but I'm not sure if that's how it would work between both mods.
- I have another mod (a small one made by myself) which actually changes the water you get (or drink) from the basic Water Pump to give you radiation instead of just being purified water that you drink, I figured if you are taking water straight from the ground to drink without any processing it should give you some radiation. I mostly went into the water pump object in the Creation Kit and changed the spellOnDrink effect in its script from WaterFountainCleanDrinking to WaterRadiationDrinking, but I'm not sure if this would conflict with your mod or not.
Just imagine in a world full of nuclear powered cars and everything else on top of the bombs makes the world still a very dangerous place in terms of radiation. Or, just don't bother. It's up to you.
I think in a world full of super mutants, ghouls, laser weapons, et al, if you were looking for realism, you might have chosen the wrong game. =)
LOL yeah my response as well to comments like that. I'm looking to make the game a bit harder but not just by increasing enemy damage and basic things, I'd rather have to make better choices and carry around a radiation suit and things like that.
Does this work with the old radiation poisoning mod?
audiogarden21 has the only legitimate theory, given that the most common fission fallout particle is cesium-191, which has a half-life of ~31 years. All that spent uranium you see all over the place? That s#*! has a half-life of 700 million years (U-235, or uranium fuel) and 4.5 billion years (U-238, or spent uranium fuel).
depending on the bombs and if they were detonated in the air or on the ground then yes, the radiation level would not decrease. Shoddycast had a theory that the bombs were low yield cobalt nukes that were detonated on the ground which explains the massive bomb craters. basically, a cobalt nuke is very radioactive, a low yield bomb going off on the ground would make a lot of fallout. now imagine hundreds of these bombs going off around the world, hard to say what that would be like since it never happened....yet. but there would be hotspots that would last decades if not centuries
I know this is really late but yes it should work with Classic Radiation Poisoning 2 as the mod does not effect how rads are gained just what happens at the different levels of sickness. It first disables the function that reduces your max health by gaining rads and in effect 'seperates' the rad counter from your health bar. Then it gives the player perks based on how many rads you have accrued. So gaining more rads with this mod shouldn't break anything just make the accumulation of rads more of a worry.
Game froze while drinking from water fountain. Settings was 10x environmental & consumable disabled. Prob my load order idk but disabled the mod for now.
But its fixed after I disabled it. Vanilla water fountain give players +3 radiation so I thought this mod might caused it. Tested twice so probably just my game.
Hi I really like this mods environmental rads multiplier! It really makes rad hot spots feel more dangerous. Especially if you combine your mod with one of the immersive radiation mods for instance.
About the stock FO4 rad consumable system, I though it always felt to be less immersive and since I do make my own FO4edit compat patches etc I though I had a look if I could add a Y duration time to the added rad damage magnitude, in CDRConsumableRadsSpell spell effects. As test I added a 60 second duration to the (mods default) 10 added rad damage per consumable, to see if that would work.
But it did not and I am wondering if I have overlooked something, as the structure of you mod seemed rather logical and straight forward to me :) Does the quest need to be stopped/started on an active installation of the mod?
Could you perhaps point me into the right direction?
I'm not entirely sure what you're asking. You're saying you added a sixty second duration to the 10 rad damage entry on the CDRConsumableRadsSpell and it didn't work? Did you make sure that you had the setting on 10 consumable rads when testing?
If the mod is being altered during a save then that can cause all sorts of problems. The best way to test is to use COC from the main menu via console which will load a brand new character into a brand new world without the game intro. Give that a try and if it works, then you'll know it's not what you did to the mod but the fact that the mod was already running and making alterations or removing mods during a save can cause a whole host of issues.
I see... I don't use Vortex, I use Mod Organizer 2. Also, there are some mods (mods with scripts etc.) where compressing the formids will break the mod, so not every .esp can be flagged as an ESL.
Aye. There's a plethora of potential issues that can arise from it so I've since stopped doing it. I previously did it for people in my Skyrim mods.
This mod comes with an archive and a few scripts, and as such Vortex doesn't recommend it, in fact the button to convert to light disappears if the mod loads an archive so I just avoid it altogether. =)
I just changed the values in xedit again, too bad the multiplier didnt work since that also showed in the pipboy and meant that bubblegum wasnt that toxic. Too bad theres no way to seperate the rad effect from the healing effects
Technically there is but it involves changing each item, which I have no desire to do. This is the best it can be given the limitations of the engine, but I wholeheartedly concur; it sucks, but what can ya do? There are other ways to go about it but this requires the least amount of effort and the reward for the more complex implementation is negligible.
What's the situation with your holotape? There have been a lot of changes so ya might need to clean save.
I put it in the pipboy but nothing happens, its not a huge deal since i set it anyways. I should look into xedit scripting when I have the time, the m8r script collects all the records and appends item tags to them I bet something similar could be done with all ingestibles and radiation effects.
Its this https://www.nexusmods.com/fallout4/mods/48826?tab=description , basically just an xedit script that automatically creates a sorting tag patch esp for your entire load order. Since it goes through all the records and filters them then makes a change I figure something similar could be hypothetically done to create an esp at the end of the load order with all the radiation values increased for every ingestible, Ive done some programming but ive never touched xedit so no idea how difficult this would be.
Interesting script. I don't think it'd do what you're thinking though. I just skimmed over it though so maybe I'm wrong.
If F4SE offered the same functions as SKSE, those being; GetNthEffectMagnitude and SetNthEffectMagnitude?, then this would be easy as I've used it to great effect in my Skyrim SE mods. I haven't found anything similar in the functions list so like I said, this is the best alternative.
Yeah it would need to be pretty heavily changed but I had figured the record loading/filtering code could be somewhat reused, I was more saying that its a proof of concept that its possible. But honestly I just looked at the code a bit because I was curious and its pretty complex, he wrote an entire library so it would still be a pretty huge task to write a radiation patching script even with that as a guide.
Yeah the holotape part was on my end, I messed up a patch. Also for anyone who wants to locally patch in the food radiation this person already did a lot of the work https://www.nexusmods.com/fallout4/mods/27210?tab=description
This reminds me a lot of More Radiation which has been a must-have in my playthroughs for a couple of years now. Aside from being configurable in-game rather than just via a FOMOD installer menu, is there anything else about this implementation which you feel is an improvement over that mod?
I guess one way that it's an improvement is it's approach to modding. My mod only changes one record, which is the magic effect for ingested water radiation damage (had no choice). Other than that it doesn't change anything, whereas that mod changes the radii of the hazard spells, and the actual damage of the spells themselves directly. My mod simply adds a perk that multiplies incoming radiation damage using keywords so only certain types are affected.
It also doesn't seem to affect consumables outside of drinking water contaminated from the ground, etc. Mine does.
As a result of my mod only modifying a single record, it doesn't require any of the DLC like More Radiation.
I believe that covers everything. Let me know if you have any more questions.
Anyway to get a food only version, maybe even a 3x food version (if its just a few variables in xedit i can do it), eating cram and raw meat can make survival kinda easy. I tried to do it in f04edit but I'm afraid of breaking things by removing the quest and perks
You didn't have to remove anything. You can just leave the settings on default. The entry you're looking for is the one that uses the keywords HC_IngestRads and CDRWaterRads.
I'll make an update to increase food/water rads, and the ability to turn that on and off.
I've released an update, v1.01, that will allow you to change consumable radiation levels independently from 1x all the way up to 10x in the settings holotape. Enjoy.
It shouldn't conflict as I don't actually change any food or water. It'll just multiply whatever the food radiation value is. So stock raw Mirelurk Eggs with my mod go from 12 to 24. If that mod increases it to 24, my mod will double it to 48. It's really up to you if that's okay but it's not exactly a major conflict.
47 comments
- True Storms: this mod has an optional plugin that increases the amount of damage the player takes around the Glowing Sea (the fomod allows you to choose no damage, x2, x3, x4 and x8, the latter for example dealing 48 rads/sec as an extreme option). Would this optional plugin have issues with the way you've implemented the multiplicative environmental radiation damage in your mod? I assume it wouldn't be advisable to use it if I plan to install your mod to increase radiation damage globally, or at most perhaps using the lowest version (x2), because it sounds like if one were to choose the x8 for example, and then in your holotape we configure your mod to deal x2, then the Glowing Sea will end up dealing 48 x2 = 96 rads /sec instead of the 48 rads/sec, but I'm not sure if that's how it would work between both mods.
- I have another mod (a small one made by myself) which actually changes the water you get (or drink) from the basic Water Pump to give you radiation instead of just being purified water that you drink, I figured if you are taking water straight from the ground to drink without any processing it should give you some radiation. I mostly went into the water pump object in the Creation Kit and changed the spellOnDrink effect in its script from WaterFountainCleanDrinking to WaterRadiationDrinking, but I'm not sure if this would conflict with your mod or not.
2. I don't think so.
I've been checking your other mods, I've downloaded quite a few already.
I think in a world full of super mutants, ghouls, laser weapons, et al, if you were looking for realism, you might have chosen the wrong game. =)
Does this work with the old radiation poisoning mod?
About the stock FO4 rad consumable system, I though it always felt to be less immersive and since I do make my own FO4edit compat patches etc I though I had a look if I could add a Y duration time to the added rad damage magnitude, in CDRConsumableRadsSpell spell effects.
As test I added a 60 second duration to the (mods default) 10 added rad damage per consumable, to see if that would work.
But it did not and I am wondering if I have overlooked something, as the structure of you mod seemed rather logical and straight forward to me :)
Does the quest need to be stopped/started on an active installation of the mod?
Could you perhaps point me into the right direction?
My thanks!
If the mod is being altered during a save then that can cause all sorts of problems. The best way to test is to use COC from the main menu via console which will load a brand new character into a brand new world without the game intro. Give that a try and if it works, then you'll know it's not what you did to the mod but the fact that the mod was already running and making alterations or removing mods during a save can cause a whole host of issues.
This mod comes with an archive and a few scripts, and as such Vortex doesn't recommend it, in fact the button to convert to light disappears if the mod loads an archive so I just avoid it altogether. =)
What's the situation with your holotape? There have been a lot of changes so ya might need to clean save.
Not sure what "m8r" script is.
If F4SE offered the same functions as SKSE, those being; GetNthEffectMagnitude and SetNthEffectMagnitude?, then this would be easy as I've used it to great effect in my Skyrim SE mods. I haven't found anything similar in the functions list so like I said, this is the best alternative.
It also doesn't seem to affect consumables outside of drinking water contaminated from the ground, etc. Mine does.
As a result of my mod only modifying a single record, it doesn't require any of the DLC like More Radiation.
I believe that covers everything. Let me know if you have any more questions.
I'll make an update to increase food/water rads, and the ability to turn that on and off.
Should this be included in either a merge or bashed patch?