Fallout 4
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robotized

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About this mod

The radiation emittance of glowing creatures will cover wider area.

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While playing around with the cloaking ability, I noticed something about the Radiation Cloak spells. The developers set the Area of the spells to either 20 or 40 units, depending on how big the creature is. I'm not sure what they were going after. I can guarantee you one thing though - when using "Cloak" as Archetype of the magic effect, the Area of the spell has no effect, the Magnitude is what actually controls the radius. I created overrides for Radiation Cloak spells and set the Magnitude to 20 or 40. The radius of the radiation emittance of glowing creatures should be increased. I'm even more uncertain if they were going for different damage amount, so I haven't touched that aspect.

On the screenshot you can see a character within the 40 unit range of the cloak. Without this increase, the glowing radstag's radiation emittance was not doing anything. Only for one radiation cloak I increased the radius from 20 to 40, that was for the glowing deathclaws. Also if you think that the distance is too much, you can easily lower the magnitude to your liking with the help from FO4Edit.

The file is marked as light plugin. Would conflict with anything that edits the same forms. Install only one of the main files.


Important Notice and Update

It turns out that there is a hole in my fix, to the point of halting your progress in a few interior cells. Many thanks to fellow Nexus user bigEZchad for reporting about this problem and helping me with ideas and testing probable solutions. While you are in the range of the cloak, you can't enter terminals. If the enemy is behind a locked door, which requires unlocking with terminal, you wont be able to open it. To counter this I've updated the mod with two variants, each with and without the DLCs.

Variant 1 - the cloak spell has two magic effects, one for interior and one for non-interior creatures. The interior one will have magnitude(in this case area of the cloak) same as vanilla. The other effect will have the increased radius. I figure this variant is your safer bet, because you wont have to bother with console commands.

Variant 2 - same as the first one, there are two magic effects. Both have the increased radius. For the interior one, the cloak should only work, when the creature is in combat and not asleep. I say "should", because it seems that the conditions added to the magic effect, don't have influence for enemies lying in ambush. Before they are triggered, you will still get damaged by their radiation cloak and thus will not be able to enter terminals in certain places(Wattz Consumer Electronics, Cambridge Polymer Labs for example). If that happens, you can fix it by using commands, meaning you are able to use the console. Using tai to turn AI off is a good solution. After unlocking the terminal, use the command again to enable the AI processing. Other option is to turn off clipping(tcl) and walk through the wall/door, to dispose of the glowing/legendary enemy. Or use killall to kill anything left alive.

This has turned from a simple fix to a complication. I'm sorry that I don't have a better solution.