Fallout 4
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b3w4r3

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b3w4r3

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45 comments

  1. semi181027
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    Can add light pillars like The Division? Sometimes the grass is too tall to see the glowing corpses.
  2. cheshiremolotov
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    Takes 1 bottlecap to make and sells for 8 bottlecaps.

    Infinite money.
  3. jlokrantz
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    Thank you SO much for this. The latest beta revision (beta 12) is genius. Never leaving my load order :)
    1. b3w4r3
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      Awesome, glad it's working.
  4. semi181027
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    Using props will increase satiety.
    Compared with the switch type, consumables like Berry Mentats are also good.
    1. SCUD1984
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      I noticed that too.
      Open mod in F4Edit and change Keyword "FoodType" to "ChemType". Delete Keyword "Fruit or vegetable". change that with
      both Items (On and Off)

      Works for me.
    2. b3w4r3
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      Are you sure about this? Items are flagged as medicine regardless of what the key words say. The keywords are just left over from creating a new form and I forgot to remove them. I'm working on an update to address any issues and change the basic functionality of the mod.
    3. semi181027
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      I don’t know the reason, but it is certain that it will crash after driving after using the props.
      https://www.nexusmods.com/fallout4/mods/48426

      https://pastebin.com/NqRnCjxf
    4. semi181027
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      version 11 hasn't crash yet.
      Thank you.
    5. b3w4r3
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      Glad to hear it :thumbs:
  5. Karna5
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    Hi, b3w4r3. Do you mind if I ask you about your comment: "Not happy with using the loop to keep applying the shader as it can get messy when removing the mod, or updating."

    I'm currently using the version beta4 which loops, and through very strenuous testing the last several weeks I'm confident it's both stable and effective.

    For background, a few weeks ago (maybe a month?) I broke my Fallout 4 game horribly to the point it would crash every time I crossed cell boundaries and even crash every time I ran. The problem I had trouble shooting it was I had well over 600 active mods, and I'd made many mod changes and (worse) ini file changes without testing them. And I simply couldn't get the stability back.

    So I moved my 500 gigabytes of Fallout 4 game directory and 400 gigabytes of mod installation cache to a new drive and started the process of reinstalling everything carefully in stable order. I also experimented and tweaked ini files until, finally after almost a month of hours a day trouble shooting got a perfectly stable all-Ultra 4k Fallout 4 game. I'm currently only with around 300 active mods (plus maybe 500 more merged, but that's not a big deal). So I'm a couple of hundred fewer mods than I had, but your mod is one of the on which I currently have installed and which is working great.

    Of mods with loops, I'm also using Random Overlay Framework (spell version, not robco) and a few other mods such as Sanity Framework and the like.

    I also did a test with your mod in which I killed a behemoth, and then when it glowed orange I used the "resurrect" console command on it. It glowed while alive for a while but eventually faded back to normal without issue.

    I like the way you have it now where it polls, and I like that it re-applies the glow after a while when it fades because often I kill a monster, then can't get to the body for a few minutes (or longer). But the way your mod works, when I finally get to the body, even if it's 10 or 15 minutes later, it glows.

    If you change to the FNV method you mention, will the body still trigger the glow effect if I don't get to it for 15 minutes or more (such as if I'm defeated killing half a group of monsters and then kidnapped across the map and have to find my way back to the bodies).

    p.s. Just side note, fyi, what ended up being the problem with stability for me was a combination of ini file changes, the run animation breaking (which I fixed by installing modded run animations), and some of high overhead mods such as baka framework (which I didn't reinstall yet since the game is so stable again, but I'll need to reinstall if I want to reinstall the amputator mod). Also Fallsouls had a lot of overhead which I didn't reinstall. I also use 8k body and 2k face textures and am aggressive on using lots of high polygon and resolution textures and have perfect stability with your mod during all that.
    1. b3w4r3
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      It's really not an issue to continue using the version you have. I assume it's still the original version with the goggles? In that version I didn't make an out to stop the loop (at the time I didn't know it would persist in memory even if the mod is removed). It's easy to fix though using the save editor I linked to in the description, plus that can help you clean saves after uninstalling mods that leave behind stuff...

      As far as playing the shader 15 minutes later, it will be fine. There is a point where dead bodies stop being effected by spells, but maybe that's only for persistent references, not sure. In the end it's up to you, the archived version beta4 has the (off) spell which stops the loop if you ever need to. If you prefer to switch to that one I can direct you to the save record to remove the loop from the goggles version. But honestly as long as you are happy with it thats fine. It won't do any damage either way.

      Oh and here I missed the part where you are already using beta4. In that case the loop for the goggles version is surely stored in save game. My suggestion, uninstall the mod and make a clean save after turning off the shader with the off item. Load that save in ReSaver (after backing the save up of course) and expand the section "Active Scripts". Remove any entries that start with "b3" relating to my scripts, and then save the file. Then you are safe to reinstall the beta4 if you like :)
    2. Karna5
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      Thanks for the detailed answer, b3w4r3, though truly I'm already safely and solidly into the beta4 version. Since installing beta4 I've started several new save games, and any game I had with the goggles version is long gone :) But thanks.

      I had just asked because it looked like you were thinking of changing away from the beta4 version which confused me since beta4 is working so well :)
    3. Karna5
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      I just tried your latest version of I See Dead People (Beta-11), and it's brilliant. Instead of the infinite loop looking for dead bodies, you provide us with automatically replenished alchemy item called "I See Dead People" which we can hotkey as a favorite item.

      Then when we can't find a body, we just hit the hotkey to trigger the highlight. By default bodies are not highlighted until we need help and hit the hotkey.

      With this way it's not only efficient, but you provide maximum immersion by not adding the glow unless we really need it.

      Thanks a ton for this :)
    4. b3w4r3
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      You're very welcome Karna5. It's much simpler this way and uses less resources too. I find as I level up I'm not as concerned with finding every body, but still want to loot the legendary actors. So I added the new shader to be able to find them faster.

      Have a great day, and thanks for all the support!
  6. somnambulist80
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    Ran into a minor problem -- much like the (old) bug with the targeting hud and berry mentats the highlighting effect can make certain NPCs hostile. e.g., when confronting Skinny Malone after saving Nick having the highlight effect enabled caused Skinny, his goons, and Darla all to immediately switch to hostile once the script to apply the highlight ran. Disabling the highlight before entering the room with Skinny fixed the problem.
    1. b3w4r3
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      I'm going to be changing the way the mod works, and I'll change settings which may make npcs hostile.  Basically I'm going back to the way it worked in FNV where there is only one item and it triggers the shader for one minute. Not happy with using the loop to keep applying the shader as it can get messy when removing the mod, or updating.
  7. eLucifer
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    Can I request a version?

    Can you make it so every dead body is highlighted automatically and it only goes away after I loot them? Without any need for extra items?
    1. b3w4r3
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      I should be able to do the first part from a quest script. The second part not sure at the moment.
  8. Karna5
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    Hi, b3w4r3, this is in response to your conversation with xenon4ever, but I'm using a new thread in case you wish to answer (Nexus only alerts the author of the message and you).

    I'm pretty sure the way you're doing this (with an armor record and no armor addon needed) you don't have to use a slot. In fact, in my game I deleted the armor addon records from your dead goggles so I can see my character's face.

    But with my Color Changers mod some time back I played around with removing the slots on armor records, and it works fine. I don't usually do things that way, though, because you have to manually unequip something if it's got no slot (you cannot displace it with something else).

    So for your mod, you could have two armor records. One could be the Dead Goggles exactly as you have them with eye slot and with dog goggles armor addon record. I recommend you not change that as it's perfect.

    But you could also make a second, optional armor record with no slot and no visible appearance (so you blank out the slot settings and remove the armor addon records). Your scripts should still trigger when you equip them and should also trigger when you remove them.

    This would essentially behave much like the consumable you said you did in another Fallout but would be something you can manually control by equipping and removing.

    Post script: The only confusing thing you might run into (and the reason I didn't use this method with color changers) is what happens if someone tries to equip both versions of your goggles at the same time. It should be fine, but your scripts could get confused when you have two on at once.
    1. b3w4r3
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      Thanks for the tips. I'll do some testing with no slot and see how it goes. Would be nice if it works with PA helmets equipped. Thanks :)
    2. Karna5
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      I just had one more idea, but it would be more work than the no-slot method. Though your mod is so sophisticated and complex I have a feeling it would not be daunting to you, haha.

      You could pick one of the helmet power armor modifications (I'm not familiar with them as I don't use power armor). But you could copy the records into dead versions of them, and you could make a power armor helmet modification which someone can add to any power armor helmet and which would have the dead effect.

      For instance, I recall there's a recon addon record for power armor helmets. That shows living enemies, and that could be duplicated into showing dead bodies.

      Alternatively, you could simply override the recon addon and make it show both living enemies and dead bodies. That might be much easier to hijack in your mod.
    3. pizzafor0dollars
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      I did the same thing for an Oblivion mod, like, 5 years ago. Don't need a body slot, mesh, or texture for the equipment's effects to apply. In fact, idk if this is possible, but making the equipment invisible to the player (doesn't show up on body or in pipboy) would be ideal, imo, though I never did figure out how to do that.
    4. Karna5
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      Cybertop, with regard to: "In fact, idk if this is possible, but making the equipment invisible to the player (doesn't show up on body or in pipboy) would be ideal, imo, though I never did figure out how to do that."

      There are two methods. You can point the armor addon record to an empty NIF (I do that method with Color Changers). Or you could simply have no armor addon record pointed to in the armor record.

      Sometimes there are advantages to having armor addon records because some things are set there which you cannot set in the Armor record. But if you don't actually care about the armor addon settings, then an Armor record without Armor Addon reference is easiest.
    5. b3w4r3
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      So removing the armor addon works. Have to keep the eye slot though or it breaks, not sure why. It's fine though. Someone may not like to see the goggles equipped anyway, like you Karna5 :P As Far as "sophisticated and complex" goes lol I'm really struggling with this Papyrus scripting. I know what I want to do and how to do it in the older games but that's not a lot of help here.

      The other method, are you talking about an Object Mod? I can't add a script to those.

      Anyway I need some sleep. I'll work on other ideas after I've had some rest.

      Thanks again for the help.
    6. Karna5
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      Just remember that you already made a perfect mod. Anything else is purely new and not to worry about if it's not feasible because you already made what you intended without flaw and with perfect economy, b3w4r3 :) Sleep well, and congratulations on your success! :)

      p.s. Most of the scripting I've gotten to know was the Devious Devices, making personal variations on those. So to keep within the bounds of working purely with Armor records, another option might be to make Dead Goggle versions of each type of Power Armor Helmet. That would be several records, and instead of automatically adding them to an inventory you'd probably need to either end up making Constructible Object records (not too hard once you do the first one) or adding them to an NPC's shop. Personally I think you might find being able to construct them in a chemistry workstation might not be so bad and would open the door to several variations of your dead google.

      But again, your mod is already perfect. Good night :)
    7. pizzafor0dollars
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      Oh, making it invisible on the body I can do just fine, Karna, it's making it invisible in the pipboy that's a mystery to me. I suppose I wasn't particularly clear on that, my bad.
    8. b3w4r3
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      So... I reworked things a bit. Goggles are replaced with an Aid item "I See Dead People" and "I See Dead People(off)". Trying to make it as painless as possible it can be started from a fresh install, or a current game. Goggles will be removed on startup and the ISDP item will be added.

      Consuming the ISDp item will start the shader and add the (off) item. It's circular so you always have one or the other. I also added both items to the Chem Station, and they can be crafted for 1 cap each (in case you lose it).

      Power Armor, and people that don't like goggles, friendly this time.

      Shader will now refresh at a rate of 2 seconds adding newly dead people to the shader effect faster.

      I'll do some more testing to make sure everything's in order and update the mod by the weekend.

      Thanks for the input and feel free to comment bad or good about the planed changes.
    9. Karna5
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      I think that's a brilliant change, b3w4r3. The fact is I've not removed the goggles since your mod came out (making me glad they have no cosmetic aspect the way I have them *laughs*). So making it so consuming an item lets it run permanently (with an ability to disable it) is the best possible solution. Bravo :)
    10. Karna5
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      This consumable version works great, b3w4r3 :) Thanks a ton for it.

      It's nice that it doesn't use a clothing slot as many mods have perks which only work if you're not wearing anything at all.
    11. b3w4r3
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      I appreciate you giving it a try. I set the shader timer back to 28 seconds (tried 2 seconds initially) but xenon4ever reported an FPS drop at the faster refresh rate. It didn't effect my game but If some people have problems best to err on the side of conservatism. The setting is in the b3SpellScript this line...

      Utility.Wait(28.0)

      You can try 2 if you like, or whatever you find works best :)
    12. Karna5
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      I think 28 seconds is more than fine. I have 388 active plugins plus somewhere between 500 and 1000 more mods merged, and my Fallout 4 game directory is half a terabyte. So even if 2 seconds is fine, being conservative with resources is worthwhile since even small increments add up when you have 500 to 1000+ mods :) I also play in 4k resolution all-ultra.

      One of the reasons 28 seconds is fine is we don't really need bodies to glow as soon as they die. We need them to glow when we can't find them *laughs* and without your mod I've spent 5 or 10 or more minutes looking for bodies. Heck, a few days ago I spent more than half an hour before I installed your mod. I'd been defeated in battle and sent to a far away location with the Bound In Public mod, and then I went back to try to find the bodies of who I killed before being defeated, and that took a long, long, long time to find the bodies. Your mod would have made it so much easier :)

      28 seconds keeps us from being stuck unable to find a body, and it has no impact on performance.

      2 Seconds might be fine. I'm pretty sure there are other mods like Random Overlay Framework or the like which also kick off scripts, some every couple of seconds, some every 10 or 15 or whatever. Alone there's no performance hit, but in a fully modified game, being conservative helps.

      On a side note, for me your mod gets its own plugin. I like it enough, and it's complex enough, not to get merged.

      Thanks again :)
  9. xenon4ever
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    Thanks! Works as advertised. Just wondering, would it be possible to make it work with power armor or maybe while wearing power armor?
    1. b3w4r3
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      I hadn't thought about power armor, that's my fault. I'll rethink things and see what I can come up with. In New Vegas I used a consumable, but I wanted it to be more convenient here. Thanks for pointing it out.
    2. b3w4r3
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      I changed a few settings for the Goggles and they work with PA now, however you will have to switch between the PA helmet and the goggles. Can't use both at the same time unfortunately.
    3. xenon4ever
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      Switching between the goggles and PA helmet is not much trouble because it lets you control when the shaders appear but maybe the suggestions above can help. Thanks!
  10. NaliSeed
    NaliSeed
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    I See Dead Gunners.