ok, so if i understand how spid works from the description, i had to tweak the file a little, first you can't add perks to races just npcs, that's not a spid thing is from the game, so i had to change to the ability or spell, second i had to add the .esl so it works with any of the files.... (don't know if SPID will derp out if it doesn't find one of them) and i think you don't have to add the .ini to the name of the file (not the extension) so... it needs testing, i'll test it out but if anyone uses it and have results faster, be sure to post it. (also, with other mods, i added abilities to races and such, and didn't see the changes in game, adding spells to npcs works right away, maybe you'll have to wait for the cells to reset?) anyway thanks man i didn't know that mod, super useful!! you are the best!!
Excellent mod, Batuace. If it is feasible I would reccomend to disable the running function, not only reduce the walking speed and remove the jogging.
Would you allow me to upload the non spid version to xbox, with full credits to you and a link to the nexus mod? In this case, would you update the permissions tab in the mod's main page to allow for console porting?
Dude, I have an idea for this mod. Your hands aren't crooked, so it might work. The guy above wrote that it would be nice to generally make the speed of movement when wearing, say, a minigun or gatling laser untethered from everything except power armor, because even in Terminator 2, the main character used a very reduced version of this weapon (and the main character of the game, with all his desire, is not a terminator, but an ordinary person). In addition, you can make sure that without power armor, the spread and recoil increase - there is a logical justification for this, gatling is not designed to shoot from the hands of flimsy people, or indeed any people. Or you can even go to extreme measures - just prohibit even the possibility of equipping heavy weapons like a fat man, a gatling, a gatling laser, a flamethrower (except for a rocket launcher, since it's still not that huge). This would be another reason to play more often from power armor.
I think I have found the solution for to force NPC use your mod
https://www.nexusmods.com/fallout4/mods/48365
https://www.nexusmods.com/fallout4/mods/81413
Maybe you can talk with this authors and colaborate?
Also is it possible to make use endurance and strength to use Heavy weapons without PA - but it will be worse than with Power Armor? Like for situation you have nothing else and it's your Panic Plan D
Example
Strength 7 Endurance 7 - you can use heavy weapons with BIG spay and recoil, to fire you have to stay on ground, but if you use minigun too long, it kicks off you from the ground (player falls like it unconscious and gets up immediately). Firing and walking with heavy weapon dramatically drains AP
Stg 8 and End 8 - You can slowly walk (and need to stop or even more walk slow when firing) still big spread, but you actually can hit something. Long burst from minigun not kicks you but still it will be hell recoil. Firing and walking with heavy still drains AP
Stg 9 and end 9 - you can walk! And even fire while walk! Spread and recoil much better, but still it's better than nothing
Stg 10 and End 10 - You can run with this pale of lead and metal (no sprinting!), but while firing, you can walk, recoil and spread is acceptable, still worse than Power armor Frame. Drains AP.
Great idea! This should have been in the original game. Never understood why you were able to handle heavy weapons so easily. With this, it makes sense to make a bulky character.
I guess the issue itself is what constitutes a Heavy Gun. A Flamer is a Heavy Gun. Shouldn't be hamstrung to use that, just strap a tank onto your back - 140lb guys did that in WWII. A Missile Launcher is a Heavy Gun. It's essentially a clone of the LAW - which a 98lb weakling could use - as long as he knew to check his backblast area before firing..... A Fat Man is a Heavy Gun. It is essentially a rail sled, there is little substance to that weapon.
Then come the real Heavy Guns: Broadsider - essentially a portable ship cannon.... Minigun - for obvious reasons that Stuges explains at the very beginning of the game. Cryolator - the thing takes up an entire display case.... Junk Jet - for obvious reasons - it has to be big enough to handle any sized junk you can insert.
Then there are the weapons missing from the game entirely - which are filled by mods: Heavy Machineguns: aka M60, M2 Browning. The former you don't need to be Hercules to use, the latter Hercules would get a hernia trying to use it like an M16... Anti-Materiel Rifle: None of them weigh less that 30lbs - and there is no bipod/tripod/sandbag firing animation in this game - everything if from the shoulder.
i was just thinking about that, the easy way is just to add the ability to the human race and maybe ghoul (not feral) race...and maybe the human child and ghoul child (i've seen youtubers giving miniguns to billy) ovbiously it would be somewhat incompatible with a lot of mods that alters races... ow man i dont want to make a script that adds the ability to races, i dont want to go any deeper into modding!! the other way would be adding the effect to the ablegendarycreature(i think that ability is in every npc) or... make a cloak spell that adds the effect to npcs in a very big radius.... mmmm i'll see what i can do... but!! there is a catch... bethesda devs are sometimes a little lazy, so maybe they didn't make npcs righ, for example you would see a very beefy boss raider with a minigun, and you think, that guy can handle a minigun... but the devs didn't gave him the strength numbers... or heavy gunner perks... they just maked him look strong and gave him a minigun, so this mod would make almost every npcs slow even if they look strong or are bosses etc.
that's what this does (if you dont have strength 7 or heavy gunner 4)... or... you mean, like, no strength related or perks, always move more slow outside of power armor? you could just delete the requirements not related to power armor with fo4edit.
So I take it from the pic you need a base strength of 7 (unless in power armour or have heavy gunner rank 4). Can I suggest removing heavy gunner perk as a direct requirement - for if you're not strong enough to wield a heavy gun in the first place the perk should be meaningless. Plus, wouldn't your current setup mean if a player was 5 or 6 strength, the first 3 ranks of heavy gunner would still leave them hamstrung?
Instead maybe consider increasing the min strength to start accessing the Heavy Gunner perk from 5 to 7 as well, then it doesn't need to be in your strength calculations anyway as its already accounted for. Or set everything at 6, not 7. Either way, good idea and thanks for sharing.
honestly i was going to make heavy gunner 3 the option, i mainly put it there as an alternative, an escape of the mod, you have to think in other players and playstyles, and give them an alternative, for example, a player that doesn't want to put too many perks in strength but want to sometimes use heavy guns and dont want all the slowing, at level... 35 (somewhat high) he will be able tho ditch the slowing with some perks, and doesnt need to invest any more in strenght... also, the heavy gunner perk its like (roleplaying) ok you train and treain, and have more and more experience with heavy guns every day, so even if you are not very strong you know efficient ways to handle those guns, some muscles would compensate and such and of course you'll be stronger, sadly i dont know how to make that the player gets stronger just using heavy stuff... like in oblivion or skyrim, you would get higher in the skills just using them. (anyway, you dont have to take heavy gunner 4 if you dont want to, or you could delete the requirement or change it in fo4edit [see picture] its really pretty easy) its not a direct requirement, if any of those are not met, you'll walk or run normally. anyway, maybe i'll upload a version without heavy gunner.
23 comments
(also, with other mods, i added abilities to races and such, and didn't see the changes in game, adding spells to npcs works right away, maybe you'll have to wait for the cells to reset?) anyway thanks man i didn't know that mod, super useful!! you are the best!!
Would you allow me to upload the non spid version to xbox, with full credits to you and a link to the nexus mod? In this case, would you update the permissions tab in the mod's main page to allow for console porting?
Thanks!
https://www.nexusmods.com/fallout4/mods/48365
https://www.nexusmods.com/fallout4/mods/81413
Maybe you can talk with this authors and colaborate?
Also is it possible to make use endurance and strength to use Heavy weapons
without PA - but it will be worse than with Power Armor? Like for
situation you have nothing else and it's your Panic Plan D
Example
Strength 7 Endurance 7 - you can use heavy weapons with BIG spay and recoil, to
fire you have to stay on ground, but if you use minigun too long, it
kicks off you from the ground (player falls like it unconscious and gets
up immediately). Firing and walking with heavy weapon dramatically
drains AP
Stg 8 and End 8 - You can slowly walk (and need to stop or even more walk slow when firing) still big spread, but you actually
can hit something. Long burst from minigun not kicks you but still it
will be hell recoil. Firing and walking with heavy still drains AP
Stg 9 and end 9 - you can walk! And even fire while walk! Spread and recoil much better, but still it's better than nothing
Stg 10 and End 10 - You can run with this pale of lead and metal (no
sprinting!), but while firing, you can walk, recoil and spread is
acceptable, still worse than Power armor Frame. Drains AP.
With this, it makes sense to make a bulky character.
A Flamer is a Heavy Gun. Shouldn't be hamstrung to use that, just strap a tank onto your back - 140lb guys did that in WWII.
A Missile Launcher is a Heavy Gun. It's essentially a clone of the LAW - which a 98lb weakling could use - as long as he knew to check his backblast area before firing.....
A Fat Man is a Heavy Gun. It is essentially a rail sled, there is little substance to that weapon.
Then come the real Heavy Guns:
Broadsider - essentially a portable ship cannon....
Minigun - for obvious reasons that Stuges explains at the very beginning of the game.
Cryolator - the thing takes up an entire display case....
Junk Jet - for obvious reasons - it has to be big enough to handle any sized junk you can insert.
Then there are the weapons missing from the game entirely - which are filled by mods:
Heavy Machineguns: aka M60, M2 Browning. The former you don't need to be Hercules to use, the latter Hercules would get a hernia trying to use it like an M16...
Anti-Materiel Rifle: None of them weigh less that 30lbs - and there is no bipod/tripod/sandbag firing animation in this game - everything if from the shoulder.
but!! there is a catch... bethesda devs are sometimes a little lazy, so maybe they didn't make npcs righ, for example you would see a very beefy boss raider with a minigun, and you think, that guy can handle a minigun... but the devs didn't gave him the strength numbers... or heavy gunner perks... they just maked him look strong and gave him a minigun, so this mod would make almost every npcs slow even if they look strong or are bosses etc.
i believe its .esl flagged too so doesn't take a load order slot
Instead maybe consider increasing the min strength to start accessing the Heavy Gunner perk from 5 to 7 as well, then it doesn't need to be in your strength calculations anyway as its already accounted for. Or set everything at 6, not 7. Either way, good idea and thanks for sharing.
its not a direct requirement, if any of those are not met, you'll walk or run normally. anyway, maybe i'll upload a version without heavy gunner.