Fallout 4

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me

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Newtonext1234

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About this mod

Add the some types Magic like destruction, healing, cloak, avoiding damage and add special weapons.

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Add the magics by Technomancer super overhauls resoure.

///Instalation
Add the some magic weapon like destruction, healing, cloak types and change effect the technomancer super's each magic.
for get the original magic of technomaner and super, see the original mod page.
from version 1.8, add the special type weapons.
this esp are using the ESL flags so, for get the form id of magic and items, use the help command with item name.
the original technomancer super are not required, if it's installed this already, it will be overwritten.

---If want to change magic motion on 3nd person, use the Flying Animation.
---for no decrease action point cost and keep enemy take down count on pip boy, use Technomancer overhauls.
---the explosion of "original technomancer super magic" are graphic only and damage are nothing.

If sound and animation are not running correctly, please check by editor whether technomancer.esp are master selected.
and if don't have editor, use the thecnomancer overhauls on ver 1.1.

///Install
overwrite from original technomancer super esp to this.

///Unistall
returen to original esp.

///Add new magic
===Normal Range Magic===
this is melee weapon that is custom animation like original.
when attack by this, each projectile are fired like magic.
explosion damage are nothing and effect only.
for get this, use the console.
player.additem [ID]

Bio_zzzExLibtyPrime xxE000841
Bio_zzzExBehemRock xx000844
Bio_zzzExPlasmaFlame xx000848
Bio_zzzExMirelurkKing xx00084A
Bio_zzzExMusketBlueBeam xx00084E
Bio_zzzExBloodBugSpray xx00084F
Bio_zzzExSpark xx000864
Bio_zzzExPlasmaGusBomb xx00087B
Bio_zzzExGammaLarge xx000887
Bio_zzzExBugFlyShot xx000888
Bio_zzzExMirelurkQueenSpray xx00088F
Bio_zzzExPulse xx000893 
Bio_zzzExJack xx0008A2
Bio_zzzExSmork xx0008A6
Bio_zzzExDig xx0008A8
Bio_zzzExDLC4NukeTron xx0008B3
Bio_zzzExDLC4Cola xx0008B4
Bio_zzzExDLC4Water xx0008B5
Bio_zzzExDLC4FireworkCrackle xx0008C4
Bio_zzzExDLC4FireworkGlod xx0008C5
Bio_zzzExDLC4FireworkYellow xx0008C6
Bio_zzzExDLC4FireworkGlod_GlowingExp xx0008C5
Bio_zzzExDLC4FireworkSilver_DeathClawExp xx0008CC


===Chain Lightning Magic===
those are chain effect and damage like tesla rifle of DLC1.

Bio_zzzExDLC1_ChainLightning01 xx00087D 
Bio_zzzExDLC1_ChainLightning02 xx00087F
Bio_zzzExDLC1_ChainLightning03 xx000881
Bio_zzzExDLC1_ChainLightning04 xx000882
Bio_zzzExDLC1_ChainLightning05 xx000886
Bio_zzzExDLC1_ChainLightning06 xx0009D8
Bio_zzzExDLC1_ChainLightning07 xx0009D9
Bio_zzzExDLC1_ChainLightning08 xx0009DA
Bio_zzzExDLC1_ChainLightning09 xx0009DB


===Explosion Magic===
those are including explosion damage, and when equipped those, actor get perk for avoid explosion damage.
if unequipped those, perk are removed and actor get explosion damage normally.

Bio_zzzExDLC4_Exp01 xx0009B2
Bio_zzzExDLC4_Exp02 xx0009B3
Bio_zzzExDLC4_Exp03 xx0009B4
Bio_zzzExDLC4_Exp04 xx0009B5
Bio_zzzExDLC4_Exp05 xx0009B6
Bio_zzzExDLC4_Exp06 xx0009B7
Bio_zzzExDLC4_Exp07 xx0009DF
Bio_zzzExDLC4_Exp08 xx0009E0
Bio_zzzExDLC4_Exp09 xx0009E1

===Normal Range Special Effect Magic===
those has special effect instead of damage.

Bio_zzzExHeatlth xx000869
Bio_zzzExHostileStop 10 minute xx000872

*Bio_zzzExHeatlth
this magic have healing explosion, when hit this, actor that is not hostile can hp and rads healing,also player can heal by this.

*Bio_zzzExHostileStop 10 minute
this magic have hostile stop effect, when hit this to actor that are hostile, the fighting are stopped.


===Throw Type Magic===
those are throw type magic like grenade and mine and actor can throw with unlimited by script.
when equip this for the first time, it are increased quantity.

zzzThrowMagicHealing xx0009D1
zzzThrowMagicStopHostile xx0009D2
zzzThrowMineMagicAvoid xx0009D3
zzzThrowMineAvoidAndHeal xx0009D4
XXXCAUTIONXXX_TargetGetBigDamage xx0009D5
XXXDANGERXXX_ALLTargetTakeDown xx0009D6
XXXDANGERXXX_ALLTargetTakeDownAfterShrink xx0009D7
XXXDANGERXXX_ALLTargetLiteTakeDown xx000916


*zzzThrowMagicHealing
this magic have healing explosion, when hit this, actor that is not hostile can hp and rads healing, also player can heal by this.

*zzzThrowMagicStopHostile
this magic have hostile stop effect, when hit this to actor that are hostile, the fighting are stopped.

*zzzThrowMineMagicAvoid
This is mine type, when use this, player able to get invincible time a bit.
it's convenient to avoid enemy's attacks.

*zzzThrowMineAvoidAndHeal
This is same as "zzzThrowMineMagicAvoid" magic but it's including healing effect that are very high. when player hit explosion if this projectile hit to floor, healing effect run. 

*XXXCAUTIONXXX_TargetGetBigDamage
if hit the explosion, target's hp will be a few. this effect take only the damage to target's hp, it's safe if hit to friendly npc by mistake.

*XXXDANGERXXX_ALLTargetTakeDown
this effect take down target.
This is dangerous grenade, npc that are even if protected after change temporarily essential element will be taken down. 
if use this, keep the save data before using.

*XXXDANGERXXX_ALLTargetTakeDownAfterShrink
This is dangerous grenade, the target size will decrease and change temporarily essential element, if player go to target, this target will be pushed and take down.
if use this, keep the save data before using.

*XXXDANGERXXX_ALLTargetLiteTakeDown
this is grenade type and it's same as "ALLTargetTakeDown" but it aren't going to change the element value of essential, protected and invincible.
so if player use to important npc by mistake, player able to back target by console command "enable" after use prid ID command. 
but this effect might hinder the quest line, so if use this, be careful.


===Cloak type magic===
when equip this types magic, those will give the damage around actor so I don't recommend use this when there are friendly npcs.
if want to take down enemy in water, try to equip this magics also the pipboy takedown count will become your counts.
there aren't this magic's shot projectile because keep fight balance so actually this is custom melee weapons.

Bio_zzzExCloak01 xx0008E1 
Bio_zzzExCloak02 xx0008E5
Bio_zzzExCloak03 xx0008F1
Bio_zzzExCloak04 xx0008F2
Bio_zzzExCloak05 xx0008F3
Bio_zzzExCloak06 xx0068F8

*Bio_zzzExCloak01
this magic are including stagger effect to target.

* Bio_zzzExCloak06
this magic are including Push effect to target.


===Detect Type Magic===
those are dummy armor, when used this, unequipped immediately.
if somebody actor are existing, run the dummy explosion and indicating effect at target actor, next, message box are shown.

000XXXDangerXXXDetectTakeDownToken_ThisTakeDownNPC xx00091F
000XXXCautionXXXDetectTypeDisableGhostTokenThisUnlockGhostAFew xx000921
000XXXDangerXXXItDetectTakeDownAllNPC xx000927
000XXXCautionXXXDetectTypeDisableSmallAreaGhostTokenThisUnlockGhostAFew xx00092A
000XXXDangerXXXItDetectSmallAreaTakeDownAllNPC xx00092B


*000XXXDangerXXXDetectTakeDownToken_ThisTakeDownNPC
if select the "yes", target actor will take down even if target are Ghost element.
this effect might hinder the quest line, so if use this, be careful.
if want to return the actor, use the console command "Enable" after use prid target ID.

*000XXXCautionXXXDetectTypeDisableGhostTokenThisUnlockGhostAFew
this effect are unlock ghost only a few second instead of take down, so it's safe.
if want to avoid the attack from hostile ghost actor, decide by your choice take down or hostile stop(it attached to this mod) after use this.

*000XXXDangerXXXItDetectTakeDownAllNPC
this is same as "000XXXDangerXXXDetectTakeDownToken_ThisTakeDownNPC", but it change temporarily target element such as essential.
so the target are taken down even if invincible.

*000XXXCautionXXXDetectTypeDisableSmallAreaGhostTokenThisUnlockGhostAFew
this is same as "000XXXCautionXXXDetectTypeDisableGhostTokenThisUnlockGhostAFew" but detect area is small.

*000XXXDangerXXXItDetectSmallAreaTakeDownAllNPC
this is same as "000XXXDangerXXXItDetectTakeDownAllNPC" but detect area is small.

===Special Weapon===
Those are using for any test, but it's useful so I created.
each weapon are including any effects.

zzzDLC_PaddleBall xx0008D1
zzzDLC04_ThirstZapper xx0008D2
zzzDLC4_AcidSoaker xx0008D5
zzzDLC_ColaHandmadeGun xx0008DA
zzzFlameAlianBlaster xx0008DB
zzzGunStagger01 xx0009BC
zzzGunStagger02 xx0009BD
zzzGunStagger03 xx0009BE
zzzGunStagger04 xx0009BF
zzzGunStagger05 xx0009C0
zzzGunPush01 xx0009C2
zzzGunPush02 xx0009C3
zzzGunPush03 xx0009C4
zzzGunPush04 xx0009C5
zzzGunPush05 xx0009C6
zzzHealingLauncher xx000910

*zzzHealingLauncher
this weapon are healing effect, so it's not damage.


===ArmorToken===
those are invisible armor and include special effects.

000TokenAvoidExp xx000899
000TokenDisableRads xx00089D
000TokenEND100 xx00089E
000TokenEND400_STR100 xx0008A1
000TokenAvoidDmg xx000928
000TokenLevitateTCL xx00092F
000TokenAvoidMotion xx000932
000TokenRadsProtect xx000935
000TokenDetectResurrect_Resrect the Target xx000937

*000TokenAvoidExp
when equip this, disable the explosion damages.

*000TokenDisableRads
when equip this, disable radiations.

*000TokenEND100
when equip this, actor's END increase 100.

*000TokenEND400_STR100
when equip this, actor's END and STR increase 400 and 100. 

*000TokenAvoidDmg
when equip this, actor will get the invincible time only a few time.
if use from shortcut after assign this to shortcut, we avoid damage while character can not move by such as falling or push.

*000TokenRadsProtect xx000935
when equip this, actor get effect same as effect of vanilla hazard suit.

*000TokenlevitateTCL
when equip this, the collision will disable so player can levitate like.
this effect are easy and same as console command "tcl".

*000TokenAvoidMotion
when player jump after equip this, player get the invincible time only a few seconds.
it's very simple and useful for enemy attack that are impossible for avoiding or sudden explosions.
default invincible time are 0.5 seconds, if want to change, use the any editor. 

*000TokenDetectResurrect_Resrect
when equip this if there are down npc, message will show and you can chose whether resurrect this npc.
the detection area short and if select resurrecting npc, this npc resurrect from cell of initial position because turret type are static.

Credit:
Thank you for upload mods.
aerysthemaddovahking
Gogy28