There is this fantastic mod called Spell Perk Item Distributor "A F4SE plugin that can be used to add spells/perks/items and more, to every NPC in the game, using config files." https://www.nexusmods.com/fallout4/mods/48365
Spell Perk Item Distributer or SPID, is kinda like Robco Patcher, but not as comprehensive. It's an F4SE plugin that will read an ini a mod author needs to distribute with their mod. So users do need to have it installed. It will distribute all kinds of things to NPCs at runtime and/or NPCs loading in all depending on the config of the ini without directly editing leveled lists which also increases compatibility. I like it cause it's compatible with VR and NG which Robco is not.
So weirdly enough I haven’t been able to figure out why the animation is like that since I’m using the same script for it. But if anyone knows why I would be happy to know I have a feeling it might be because of the behavior I’m using for the animation but not a 100% but willing to fix.
Thanks, this is great for characters that a bit more serious or military. The vanilla buffs are all like legit DRUG drugs. I want my solider injecting combat intended super steroids, not nuclear meth.
Definitely can make a patch if you want i don’t use depravity in my current LO so i have no interest in adding it but i welcome any patches people wanna make.
Currently, it doesn't like mess up anything but you can still use C.E.C.S I plan on using for my next playthrough on top of this but also yes hopefully we can either get someone kind enough to make a Maim patch or after I find some time from my current projects I can make it but I wouldn't guarantee it for a while
sir, this mod is lit, but I must know, what was going on with the TG-12? Also AHF1?
was going through FO4 edit and letting the stims borrow animations from IAF, and noticed that extra one in there that seems to have a function as addictol! (I think, antidote injector it said so i'm unsure exactly what it is an antidote for) my fo4 character has pumped so much MT-6 it's unreal btw, those side effects are the reason why the drugs are addicting, either take more and see again or be patient and navigate the world with a brain hemorrhage until a raider pops my ass cheek with a .38
I don't know what kind of plans or features you have in mind for this mod, if you plan on going further with it, but it's a great addition to my mod list, thank you for the time you put into making it
E-MT stim saves my life a lot also, counteracts (doesn't stop) my bleeding to death when I can't use bandages n shi mid firefight at times
So the unused chems actually are designed and put in there for future patches or implementation into Maim they are Anti Bleed stims and should heal bleed instant when taking them with some other small buffs and debuffs. Technically anyone can take my mod now and make a maim version so i left them in there and believe i hooked up animations to them as well. Also the MT-6 vision effect does eventually wear out but during a gun fight it’s as close to my amateur skills could get to tunnel vision at the time. In the future i wanna add more stims right now working on a few other projects but eventually i will come around again and update this. I super appreciate the comment it means a lot and if you notice anything not working correctly please let me know :)
(looks at his survival save that shows the destroyed Institute)
Welp, guess I'm not getting any new drugs anytime soon without cheating them in or making a new game for the who knows how many times. Any chance of making them or not at all?
In the future I’ve def thought of a way to get them made but as of right now i don’t wanna create a crafting recipe in the chem station for them. They are designed for institute runs. Eventually I’ll either place them on institute members / Gunners (maybe) or I’ll make the Med Tek office have some as well :).
The little lore terminal i made kinda insists they can’t be replicated but eventually there will be a way to create them or have them made but currently they do replenish in the Med Tek boxes every 24 in game hours but i am hoping to incorporate something that feels rewarding for the player to get them in the future.
34 comments
"A F4SE plugin that can be used to add spells/perks/items and more, to every NPC in the game, using config files."
https://www.nexusmods.com/fallout4/mods/48365
Optional file would be ideal.
For the spell perk mod, i believe its a tool only for modders, no need to download from users.
was going through FO4 edit and letting the stims borrow animations from IAF, and noticed that extra one in there that seems to have a function as addictol! (I think, antidote injector it said so i'm unsure exactly what it is an antidote for) my fo4 character has pumped so much MT-6 it's unreal btw, those side effects are the reason why the drugs are addicting, either take more and see again or be patient and navigate the world with a brain hemorrhage until a raider pops my ass cheek with a .38
I don't know what kind of plans or features you have in mind for this mod, if you plan on going further with it, but it's a great addition to my mod list, thank you for the time you put into making it
E-MT stim saves my life a lot also, counteracts (doesn't stop) my bleeding to death when I can't use bandages n shi mid firefight at times
Welp, guess I'm not getting any new drugs anytime soon without cheating them in or making a new game for the who knows how many times. Any chance of making them or not at all?