Fallout 4
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Lovelace

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AlyLovelace

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About this mod

Just a page for any random mods/tweaks/etc I don't want to make a full mod page for, and a central hub to detail various project stuff.

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Lovelace's Consortium of Odds and Ends
As stated before, this is simply here to catch the random bits and pieces that I don't want to release as their own mod pages, such as small tweaks, small mods/edits in my LO's, betas I want to work on more before giving their own Nexus page, etc, etc. This also allows me to have somewhere to track the various things I'm doing modding wise and upload permission images should I feel the need/someone want to check them.

Currently comprises of:

Skeleton Ball: Gets rid of the spawn mechanic that the original Skeleton Ball possessed which flooded the game with them and destroyed saves, and makes a few other tweaks. Unfortunately I hate dropping random spawns into the world, so until I decide what I want to do spawn wise this will simply sit here as they're not integrated into the game. Primarily designed to be used with my REM/CS patch as they'll show up through it's systems.
  • There are complaints about them being too tanky on the original mod, but that could be an issue with the original mod spamming so many of them. If they still feel really tanky let me know (and preferably let me know which skelly) and I'll tweak health values. 
  • This edits a lot of armor addon records so that skeletons can wear them. If patches are needed for things like ECO let me know and I'll look into it. However, I don't use AWKCR so I don't intend to patch for it, presuming it's needed (though if you want to it's perfectly fine by me). 

Neutral Children of Atom: A test file to see if making the CoA faction neutral to the player causes them to stop attacking on sight, moved over from my Friendly Norwegian Crew mod. ESL flagged ESP.
  • Note: As stated, this is a test file. I've not had a chance to extensively test it, but 23 people have downloaded and I've not heard anything so... 
  • All this does is make one record change to the CoA faction, nothing else. As such it should leave FH alone, shouldn't mess with quests, etc. 

Weapon Stagger System
(Beta): A test ESP that adds a stagger effect to shotguns and melee weapons utilized by the player. When I have the time I'd like to fine tune the magnitude and draw up a SPID distribution .ini so that NPC's using shotguns (and possibly melee) can stagger as well (had one, but lost it with my SSD). Might also look at other weapons as well, but works off a keyword system so might need custom patching etc for that. Deathclaws (and PA users IIRC) are immune to staggering (via condition check), and for anyone who wants to patch things, simply adding my "NoEnable" keyword to the NPC entry should stop them from being affected as well.

Standalone Russian Stimpak: When I asked for perms to make the Russian Stimpak standalone I missed a single animation file that the mod replaces (the meshes/textures didn't replace vanilla, so just a minor overlook) and thought that due to all the files being unique I could easily set it up... Which I sorta did, except the animation file needs to be renamed in order for it to be used. I've had reports of issues but don't have them on my end so basically can't support it currently. Hence being moved over here, the instructions for renaming the anim file are below:



End user needs to unpack the main archive from the original mod (if you have the CK downloaded Archive 2 can be found in the Tool folder inside your Fallout folder -- Steam\steamapps\common\Fallout 4\Tools\Archive2), simply drag the BA2 folder into it, extract to the folder the BA2 was in. Alternatively you can use Cathedral Asset Optimizer ofc.

After that navigate to the 1st person animation folder inside the original mod, my example path is below:
D:\Gaming\mods\FO4 - MO2 Work folder\mods\Russian Stimpack Replacer\Meshes\Actors\character\_1stPerson\Animations

Rename the file "UseStimpackOnSelf.hkx" to "AB-UseStimpackOnSelf.hkx".

If you want, repack the main folder into a BA2, but works with loose files as well. (Also make sure that my modified ESP is the one being loaded, you just need the assets from the main mod).