Fallout 4

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yoyoma3010

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  1. yoyoma3010
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    THIS MOD WILL NOT WORK ON THE NEW FALLOUT UPDATE COMING APRIL 25th. IF YOU WISH TO USE THIS MOD DO NOT UPDATE FALLOUT 4.
    https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482
    Fallout 4 is getting updated April 25th. If you want to use basically any of my mods I've released, you will need to make sure that either
    A. You do not update Fallout 4 via changing your update settings in Steam game properties.
    B. You have a way to downgrade to the previous version.

    The update will break all F4SE mods. In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.


    INSTALL ALL HARD REQUIREMENTS. 
    I've had several users who don't install all requirements, and INNR ruleset injection fails, causing you not to see the condition names on weapons. The INNR injection can be reinjected via console command. Check the MCM for the command.

    Updating requires going to an interior cell. Then wait a few seconds, and sleep. Repeat 3-4 times. Should clear you script stacks from BRAWL.

    IF UPDATING FROM PRIOR TO 0.2.1
    Change an MCM setting, Save, Wait for save to complete, then save again. There was a scripting error and the above will fix it.

    Degradation system and Synthesis patch have been released. 

    Completely compatible with Damn Apocalypse Rad Module, with the newly updated patch.

    Probably not safe to update mid-game from 0.1 to 0.2. If you must update, before updating, go into Sanctuary Root Cellar and save. Then install update, and load save. Then use console command:  `setstage BWS_Debug 0` and wait for notification saying its done updating.
  2. yoyoma3010
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    This mod is no longer being worked on actively.

    I'm currently implementing a new condition mod that will have health values for weapons and armor.

    When I release that mod, I will brand this version of BRAWL as BRAWL Legacy, and release a new version of BRAWL that taps into the mod that has health values for weapons and armor.
  3. yoyoma3010
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    I've had several users complaining about performance issues, and to be fair, the World Scanner with a radius of 1 in tandem with the NPC scanner (and lots of NPCs being scanned) can certainly lag your game if you've got a heavily scripted mod list.

    However, as stated in the description, there are lightweight alternatives to minimize script load which are located in the MCM.

    Try the following steps and then testing in between.
    1. Set World Scanner radius to 0
    If that doesn't help
    2. Turn off World Scanner and Turn ON all Crosshair Scanners if not already on.
    If that doesn't help 
    3. Turn off NPC scanner and, again, Turn ON all Crosshair Scanners if not already on.

    If all of the above steps do not help, you've got other Papyrus issues that are not caused by this mod. Crosshair scanners are extremely lightweight, although they only happen when you hover over the object reference, which is why they're lightweight.
  4. Nierein
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    Hi. An interesting idea. I have a question, if I walk with one weapon, can I fix it on the road without a workbench?
    1. yoyoma3010
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      Nope, you always need a workbench and either adhesive, a repair kit, or both to repair.
  5. nunyahbiznes
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    Quick question - is it possible to exclude an item from the weapons / armor list?

    I'm using Clean Up Your Corpse which relies on a weapon for the functionality. Problem being that it is quickly broken by BRAWL whereas it would be preferable for it to be excluded from BRAWL processing.
    1. yoyoma3010
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      Look in the RobCo patcher folders for the weapon folder, and then find the ini file there.

      Use the FormID and plugin name to remove any BRAWL added keyword/attachment points from the weapon in question. Easy peasy.
    2. nunyahbiznes
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      Thank you, gotta love RobCo Patcher and the foresight to include it!

      I had a quick look at the file and noticed the Vertibird minigun is excluded. However two out of three times I've run the Concord Minutemen mission with BRAWL enabled, the minigun has been broken. It made the Deathclaw fight more interesting as I had to let the Raiders take it down, but the quest itself progressed. Is that the same weapon on the Robco Patcher exclusion list?

      In any case, it looks pretty straightforward to exclude a weapon, so thanks for including the option.
  6. ianc4ever
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    Coming back to this mod and FO4 after 6 months away. 
    Great that you're keeping it updated, its an absolute must in every load order. So Thanks again!

    nb: For anyone updating this to v0.3 beta (or MID GAME), I suggest you read a few pages. yoyoma3010 has done all the hard work, check youve installed all the requirements listed, install this mod, then Hotfix, then run the Synthesis patcher to update INNR records so everything plays nicely with other.  
    1. yoyoma3010
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      The next iteration of this mod will be better. It will have health values for condition, and even if item does not have instance naming, you will still be able to see its condition, thanks to extensive help from Scrivener with ActionScript3 coding and work (basically a UI hack). It will be compatible with FallUI, still.

      Its still in early development. 

      Utlimately, BRAWL is no longer in active development. There are bugs/issues I'd like to solve for BRAWL, but I'd dedicating my time to the new condition mod.
  7. Sranger
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    Hi yoyoma.
    Will your new version of this mod have the ability to repair weapons with other weapons, similar to FNV and FO3? 
    1. yoyoma3010
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      Currently, the plan is to use the weapons workbench. I need to see how much I can hack into the UI (ExamineMenu). I'd like to be able to configure it so you spend components and repair the weapon/armor a certain percentage. This way, I can expose this to Papyrus for other modders that have skill systems with Repair, so it gives Repair more utility.

      If all else fails, I may have to script something like what you're describing, but we'll see.
    2. Sranger
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      Ty for the reply.
      I would like it if there was the ability to repair with duplicate weapons similar to the older games. I think it's a good way to make use of all the dupe pipe pistols and such you gather without heading back to the workbench.

      Best of luck in your new version!
    3. yoyoma3010
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      It's not on the list if I can get my original design plan for crafting menu working. If I can't, I'll then consider it.

      If you're tired of duplicate weapons/armor, I suggest trying S7 Skill System. Scrapping is made very important in S7 because it rewards Skill XP for various crafting perks.
  8. TANTRUM27X0
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    Do you expect your new version of this mod will be made for current version or for the April 25th updated version? I understand all things are open to change but was just curious for current thoughts?
    1. yoyoma3010
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      At this point in time, the WIP condition mod only has 2 requirements: Synthesis and F4SE.

      I'd assume that F4SE would get updated the quickest, and Synthesis should work regardless of the Fallout 4 update(but I cannot guarantee that either).

      But this is talking way way in the future. The condition mod I'm making is still in very early stages, I'm not even at ALPHA testing stage, I'm simply trying to get a proof of concept working.

      It's also the most complicated project I've taken up to date. It requires me to use 3 different coding languages (two of which I'm very unfamiliar with), communicate between two of those coding languages, understand and hack into various UI menus (ContainerMenu, PipboyMenu, ExamineMenu, and BarterMenu), and use more complex Papyrus coding than I've ever done before.

      The final product will be worth it though, its just a long haul. It will still be a Papyrus solution at its core, but to date, there is no functional health condition system for armors and weapons on the Nexus. I'll just be happy when I can actually get it to ALPHA testing phase. Not even really close to there yet.

      So yes, when F4SE updates for the new Fallout 4 update, (and assuming Synthesis also still works, which it should), then the new condition mod will be fully functioning with the update coming out April 25th. The mod will not be ready by then though.
    2. TANTRUM27X0
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      Wow. That is a big undertaking. Thanks for the reply! I really hope you are able to accomplish what you've set out to do. It sounds awesome! Also, thanks for this mod. Its about time we had a decent condition mod out. Never understood why Beth left it out. That and skills... Anyways, thanks again! 

      Good luck!
    3. ORIONOX
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      I'm so stoked for this to eventually come out
  9. LX6R
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    Do I understand this wrong or right, if I use the world scanner, can I disable all the other scanners?
    1. yoyoma3010
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      If you use the World Scanner, you don't need to use the Crosshair Ref scanner for Containers.

      You should leave NPC Scanner on usually.

      If you're experiencing Papyrus lag, the most lightweight option is to use ONLY the Crosshair Ref scanners and turn off NPC and World Scanner.

      In order of most taxing to least taxing Papyrus wise:

      1. World Scanner
      2. NPC Scanner
      3. Crosshair Ref Scanner (this is super lightweight compared to other options)

      The Crosshair Ref Scanner can get everything, but it only scans when you look at the container/dead NPC/object reference (weapon/armor out in world). The World Scanner scans when you enter a cell, and the NPC scanner scans when within range of an NPC.

      I always recommend to have the Crosshair Ref Scanner on for Object References, so if something doesn't get scanned, you can drop item and it will roll for condition.
    2. LX6R
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      Havent encountered papyrus lag yet, at least I guess. Only time I would recall some sort of script lag is with SS2, but that can happen by its own with no other mods installed as well so I dont think disabling the world scanner would really improve on that. 

      I basically want to go for the option that works best for scanning.

      Thanks for the tips. And sorry for spamming the comment section so much :D
  10. beestback
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    please make a video how to run this mod i just can nooooot make it works :(((((((((((((((
    1. yoyoma3010
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      There are plenty of videos that describe how to install mods properly. I recommend using Mod Organizer 2 as a mod manager.

    2. beestback
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      but i just need to know how install this mod. im despered. I just dont understand it at all. OMG... 
    3. yoyoma3010
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      Installing this mod is the same as any other mod.

      If something isn't working, it's likely because you have not installed all the requirements properly. That's the most frequent issue users have when they install this mod. They either forget a requirement or they have not installed the requirements properly.
    4. beestback
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      im sorry but this is not helpĂșing at all. Its too complicated i tried install everything i also have the mod edit in fallout menu but i can not see condition of the item a was trying to make the sroter works but i do not understand how to install it 
    5. yoyoma3010
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      The help I can provide you on Nexus is greatly limited. If you need further assistance please find my channel through Discord: https://discord.gg/pF9U5FmD6w

      Its s7skillsystem-legends-lair.
  11. stef5186
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    First of all, thank you for creating this great mod~ All the weapons in one of my weapon packs don't take effect, I tried to go to the RobCo_Patcher's ini to add the ID according to the instance inside, but it doesn't work, I don't know if it's correct, can you provide a detailed example of adding, thank you ·
    1. yoyoma3010
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      Do the weapons have the condition slot in the weapons workbench? If they do, RobCo Patcher is patching them fine.

      If they're not showing condition in name, its an instance naming rule issue. There are a handful of weapons and armors that won't work for some reason sometimes. It boggles my mind.

      You may need to reinject the INNR if you installed the weapon mod mid game
  12. zero145
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    Hello I have a problem where the mod doesn't start automatically after exiting the vault so I did the setstage command and that took care of mostly everything, just that the vendors when I go and try and open their menu it fades to black for one second or less and it doesn't show any of the INNR on any of the weapons and armor they're selling. 

    Any tips?
    1. yoyoma3010
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      Its likely not grabbing the vendor container reference or linked container reference to it. I can't do much without seeing your debug logs if you have papyrus debugging toggled on.

      Honestly, I'm doing a completely different weapon/armor condition mod right now, one closer to classic fallout. Once I make that, I'll probably revisit BRAWL and apply the system to here too.
    2. zero145
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      I have a couple of logs called BrokenVendorSystem from 0 to 3 which one is the one to look for? also on an unrelated note does an alternate start affect the mod in any way? thanks
    3. yoyoma3010
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      The numbers are just from a save/load. If you interact with a vendor in one of those, you can send me that log via Discord. or via Nexus messages.

      I'm not sure how all alternate starts work, but basically my mod checks if MQ102 is past stage 7. If its past stage 7, BRAWL should initialize. I used SKK fast start and that works fine.
  13. mermeTypewritter
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    My spider sense tells me that this textures would fit perfectly with CRAP

    https://www.nexusmods.com/fallout4/mods/53003?tab=posts&BH=1

    EDIT Make a fade with vanilla textures for different degrees of rust
    1. yoyoma3010
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      I don't do texture work.

      And BRAWL applies to all weapon mods, and those rust textures wouldn't work on many mod added weapons.
    2. mermeTypewritter
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      Let me change my words. Maybe ask CSEP for a collaboration using their textures.
      Still, I'm not sure what script I would use to change the texture after degrading.