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Old Nick

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Old Nick

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  1. WardenRens
    WardenRens
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    After playing with a slightly nerfed version (10,30,50) this mod could do with updating to a slightly more balanced/nerfed verisons of:
    5,15,25 and 5,10,20 versions. a nice middleground of your nerfed versions making it effective but not overpowered.
    Only found this mod recently, but it's really good. the only downside is with the version I downloaded, Solar Powered and life giver are almost useless.
  2. Rafsanpantho
    Rafsanpantho
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    There really should be a 1, 3, 5 version.
  3. 2034
    2034
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    i made a nuka world patch if you interested or if its ok ill upload it and link to you. it just adds the nuka world perk
    1. Old Nick
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      Cheers, I can add it here or you can upload it yourself, whichever you prefer
    2. 2034
      2034
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      Alright i uploaded it

      http://www.nexusmods.com/fallout4/mods/24622/
    3. Old Nick
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      Great, thanks for that. Have some kudos
      I've updated the description with a link to your patch

      (Oh and FYI, you can delete everything after "24622/" in your above link)
    4. 2034
      2034
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      thanks man and my bad on the link.
  4. Vorador1980
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    All of the uploaded variants are valuable. Yet I`m inclined to support the 10/30/1000 one. Ghoulish by itself was ment to made the char immune to radiation, as a true ghoul. The reduced healing rate is fairly reasonable. Endorsed.

    And works fine with those playable ghouls mods.

    Observation: It seems, that even 1:5:10 variant is quite enough. Only a few places actually have higher radiation poisoning, even with True Storms mod. And the Hazard suit isn`t too heavy to keep all the time. Direct hit from Mini Nuke kills from the explosion, not from the radiation. The healing, when the character is into any radioactive pool would save enormous amount of stimpacks. A "Must have" mod for sure.
  5. Vurumai
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    I have an idea for how this perk can still remain relevant! Keep the first three levels as they are, and change the fourth level of the perk to add some stat bonuses or boosts while being actively irradiated. Like the Atomic! perk from New Vegas.

    http://fallout.wikia.com/wiki/Atomic!

    It'd even make the perk tree a bit more like bethesda initially promised, that it wasn't just about successions of incremented numbers, but actually about new abilities at higher perk levels.
    1. Vurumai
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      Has this mod been abandoned due to the new perk level?
    2. Old Nick
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      Abandoned? No
      Put on hold? Yes

      P.S. Thank you for your suggestion. I'll keep it in mind
  6. Cosmonaut505
    Cosmonaut505
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    Do you think it'd be possible to just switch some numbers around and maybe have a 1 - 10 - 25 - 50 absorption per perk level? or maybe 1 - 5 - 10 - 25? I looked into it on fo4edit but got a bit lost.

  7. LostLastLife
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    Is this compatible with Nuka World? Ghoulish just added another level. I was using a mod similar to this, but it kinda broke the perk with the new DLC.
    1. Old Nick
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      Thanks for the heads-up, I'll look into it.

      EDIT: OK, Beth added their own Rad healing as a 4th rank, not sure how to integrate that just yet, I'll have to slap a big incompatibility warning on the description for now. Thanks again.
    2. AuroraKet
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      Yeah, I was using Truly Ghoulish and this broke it totally. Hope you can look into it and fix it, I'm not sure the modder for TG is actually working on it anymore, his last post on the mod was January. Will watch in hopes of a fix! ^_^ I'm guessing their rad healing is very low level though, and still causes damage? If so, it's useless.
    3. CasualPig
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      U could always just add a 5th rank of ghoulish to make it more powerful
  8. PrimitivePrimer
    PrimitivePrimer
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    Ghoulish always did seem to be underpowered for a high level perk. The lowest rad resistance seems the most realistic without being game breaking - this also pairs well with 'A Better X-111' mod as that also seemed unfinished in vanilla

    http://www.nexusmods.com/fallout4/mods/15895/?
  9. kadra
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    Thanks for this mod, seems to make the most sense out of other versions of this perk mods out there.
    However, I have a suggestion, though I'm not sure if it can be implemented.
    I don't think that the perk should cure any radiation at all, only absorb it.
    That is when you start taking more rads/sec than you can absorb, you get radiation poisoning (at the rate of incoming rads minus your resistance) that does not go away until you use other conventional means to cure it like Radaway for instance. This would
    make more sense and would not render radiation curing methods obsolete for the most part.
    Do you think it can be done?
  10. ETSubmariner
    ETSubmariner
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    Any chance you might make an optional that reduces intelligence by one point for Rank 2 and then again Rank 3? It would help us who RPG to be more real as a ghoul losing their minds (aka feral ghoul).
    1. Old Nick
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      Yeah OK, I'll do it if I get time.
    2. Old Nick
      Old Nick
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      Which set of rad absorption rates would you like with it, the rates from the main file, one of the optionals I've uploaded or completely different ones?
    3. ETSubmariner
      ETSubmariner
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      I'd just use the ones from your file myself. People can always edit the values themselves I suppose. I would have tried to add the reduction in Intelligence factor myself, but wow, what a mess. The simple values for absorption are easy to manipulate, but adding a whole other effect? Lost me right out the gate.
    4. Old Nick
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      OK, I've added an optional file that should do what you've requested, I've called it Ghoulish Brain Rot
      Unfortunately, I don't have time to test it, so if you could be a guinea pig, I'd be grateful
    5. ETSubmariner
      ETSubmariner
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      I'll test it and let you know!
    6. ETSubmariner
      ETSubmariner
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      Update to Brain Rot: the rads being reduced worked as intended, but the SPECIAL stat was still the same. I wonder if that can even be done. Of course, there are plenty of regular ways to reduce a SPECIAL stat, like chems, alcohol, Survival mode suffering, and I wonder if that might be the way to do it. Did you tell the mod to literally reduce Intelligence by one each rank (like you could do if using the console), or was it part of the regular ways (like having taken a chem)?

      Although it seems like a good idea to reduce Intelligence, the game likely just doesn't give a damn about it. If I had 10 Intelligence at Vault-start, took a few level 8, 9 and 10 perks from that category, then took Ghoulish later, I'd still have those high Intelligence-based perks anyway. Simply removing a rank from a SPECIAL doesn't cause the loss of any perks already obtained.

      Hmmm, brain rot clearing. I wonder. Rather than trying to make the game do something is doesn't give a damn about, how about something that might be easier. Ever notice that ferals sleep a lot? Perhaps a permanent 5 AP reduction per rank of Ghoulish and/or if playing Survival Mode, constantly in a state of "Tired" (there term), which btw does cause that 5 AP reduction and goes up from there. Perhaps combined with a (fake chem-esque) reduction in Intelligence factor (as if you had taken a chem, but constant and not removable)?
    7. Old Nick
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      OK, so did some testing myself, and it is behaving as I designed it. There was an effect in the main Fallout4.esm file called abReduceIntelligence, that I don't think is used in the vanilla game anywhere, but it functions like the opposite of the effect you get from Night Person where you get a boost to intelligence at night-time. It is a de-buff so it does not reduce the base intelligence special but you can see the result on the SPECIAL pipboy screen by the value of intelligence being reduced as you take the Ghoulish ranks 2 and 3, there will also be a minus sign (-) before the number to indicate the de-buff.

      Your ability to take the perks associated with your base intelligence level was not supposed to be affected (like you said, you'd just have to make sure you took them before taking the Ghoulish ranks anyway, which results in meta-gaming).

      The only tangible results of the de-buff I can think of will be a reduction in XP earned (the main thing intelligence affects), and Idiot Savant should trigger more often, meaning you don't need to drink Dirty Wastelanders as often

      If you like I could make the intelligence reduction greater so it has more impact?

      I can look into the AP de-buff you mentioned, but Feral Ghouls look fairly energetic when they're running straight for you so I'm not sure how appropriate it would be

      Thanks for the feedback
    8. ETSubmariner
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      One thing ferals also do when leaping about is fall down a lot! Obviously I am quite happy you kindly opted to help me make an immersion option, but also want to think how others might think and use this optional so it's not restrictive to just myself. I'm sure your work being wide spread wouldn't make you unhappy either! If you are still taking suggestions since this mod actually does work as intended then (I will check that tab in my pipboy when I get home), I thought maybe a series of options all wrapped into this one mod that a player could choose during installation or through an inventory item (menu).

      A player could choose a constant AP reduction with a slightly faster AP recovery, while skipping the intelligence factor altogether on their character, or indeed anything immersive relating to Ghouls. They sleep a lot (always in the Tired state). They leap and bound about, then fall down, so good sprint speed and agility until they can't. They don't use weapons, so maybe melee is affected in some way such as better damage with melee. They charge at people willingly, so maybe a choo-choo-esque bonus without the power armor?

      Anyway, regardless of the future of this optional, thanks a lot. I will check the pipboy to see what's what, and track.