Adds green light and radioactive hazard to brain and glowing fungus.
Requirements
DLC requirements
DLC name
Automatron
Wasteland Workshop
Far Harbor
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
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File credits
Bethesda
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Changelogs
Version 005
COBJ : workshop_co_ScrapFloraFungus## was added
FLST : workshopScrapRecipe_ScrapFloraFungus## was added
REFR : Flora (scrappable) was set "Persistent" - NOTE: This is needed to allow Light and Rad Hazard to scrap probably in settlements.
REFR : Linked References, LIGH and HAZD was modifed for FLOR in settlements - NOTE: Taffington Boathouse, Sunshine Tidings Co-op and Egret Tours Marinas was modifed.
REFR : TaffingtonBoatHouseExt, WorkshopStackedItemParentKEYWORD [KYWD:001C5EDD] was added to Flora
REFR : SunshineTidingsExt02, WorkshopStackedItemParentKEYWORD [KYWD:001C5EDD] was added to Flora
REFR : 0000DF0E, WorkshopStackedItemParentKEYWORD [KYWD:001C5EDD] was added to Flora
REFR : EgretToursMarinaExt02, WorkshopStackedItemParentKEYWORD [KYWD:001C5EDD] was added to Flora
Version 004
LIGH : FungusBrain now uses "Effects\CausticLightMotion.nif", was Pulsing - NOTE: Experimental
LIGH : FungusBrain radius was lowered (56)
LIGH : DefaultLight##, remaining vanilla light was disabled - NOTE: Interior and Exterior world space is now alot more darker
MSTT : Glow##/Mist## emmiting green light was disabled
#### : Processed Records: 3241, Errors found: 0
Version 003
#### : Cleaned Plugin
#### : ITMs were removed
#### : UDRs were removed
#### : Plugin name was changed
LIGH : Fungus Glowing radius was lowered (32)
LIGH : Fungus Brain radius was lowered (96)
WRLD : Light to remaining Fungus Glowing/Brain was added
Version 002
HAZD : FloraFungusBrain radius was set to 6
HAZD : FloraFungusBrain damage was set to 5 (was 10)
Version 001
CELL/WRLD : Default light in interior was removed
CELL/WRLD : DefaultLightGreenFungus## was set into flora place
CELL/WRLD : FloraFungus##Hazard was set into flora place
HAZD : RadiationMarker„ RadiationHazardLight256 was added
HAZD : FloraFungusGlowing, radius was set to 3/9 (full effect/max)
HAZD : FloraFungusBrain, radius was set to 3/6 (full effect/max)
HAZD : Effect RadiationHazardLight "Light Radiation" [SPEL:0009252C] was added to flora
HAZD : Lifetime was set 0
Adds green light and radioactive hazard to brain and glowing fungus since i think some flora should trick its environment, similar to flora in Far Habor. The simple reason is that the more side effects there are per action, the more options and uniqueness the game has.
Lighting depends on your setup though. By default, vanilla Fo4 uses Bloom and HDR to destroy every atmosphere available in an instant, so my advice is to use a darker ENB or else. The images i have uploaded use a very dark shp setting, thus these are not vanilla. The ingame lighting is set to a small radius.
Radioactivity, expect small flora to be more aggressive in terms of radioactive damage, to balance radioactive intensity, radius for bigger flora is wider than smaller flora. Damage is:
10 max for glowing fungus
5 max for brain fungus
Radioactive damage is based on distance. As soon as your in area of effect player char will get hit, more damage is dealt when player char is very close to the flora. Expect small amount of damage approx. 1 - 3, to get max you must stand on top of the fungus.
Radioactive hazard and light per flora in a settlement should probably scrap once the flora is scrapped.
The Mole Rat Den near Sanctuary Hills is probably total overkill now.