File information

Last updated

Original upload

Created by

Whisper

Uploaded by

bionicyardiff

Virus scan

Safe to use

Tags for this mod

20 comments

  1. streetyson
    streetyson
    • member
    • 146 kudos
    Just returning to check out your update. Well, I'm not using the so-called "next gen" update, but while re-reading the description just spotted you'd asked for feedback on Strong's reactions. Well, I recently took him along (in what I guess will now be called "old gen 4" or "Oldout 4") and he still reacts normally (i.e. dislikes lockpicking). In fact (though I note your description info on known "bugs") I've not noticed any issues.

    Quick query - for those gamers not using next gen, should they avoid the v1.1 plugin and stick to the older v1.0?
    1. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Thanks for the feedback.

      Yah they should stick with the older one - or they can try the mod (dunno what it's called) that lets older games use newer NextGen mods. Utility not guaranteed.
    2. streetyson
      streetyson
      • member
      • 146 kudos
      Cheers. You may mean Next Gen Content for Pre-Update Game. Btw its author now says that is "obsolete" due to a new F4SE plugin called Backported Archive2 Support System (BASS). However, as I don't use F4SE the former would definitely not be obsolete.

      Note to all reading this - I'm using the GOG offline DRM-free version of the game which hasn't (yet) been updated anyway - so I can't download any newer game archives (and not bothered about doing so). Thus I can't advise on if or how well the above links work but am just posting them for other players' information. Happy gaming everyone!

      EDIT 10 Nov 2024: PSA - I've since read some folks have better luck with BA2 Archive Version Patcher.
    3. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Damn I had forgotten that there’s a GOG version. Thanks for reminding me - I won’t archive the older versions of the mods then.

      No support for older versions on older games of course - won’t be possible. /thinking

      I can totally understand why players with older games don’t want to update. It’s difficult. Newer players don’t have that option, and there’s a big influx of them. Don’t need to have my older mods busting their stuff.
    4. streetyson
      streetyson
      • member
      • 146 kudos
      On behalf of all GOGgers, thanks for keeping v1.0 online. No idea when GOG will update - being DRM free there may be issue with CC stuff in the NextGen update. As for support I think your v1.0 works as-is so it won't need further tinkering for us OldGen FO4 gamers.
    5. ThisIsMe84
      ThisIsMe84
      • member
      • 6 kudos
      Hello,

      your mods are a pure treasure trove to me (I especially enjoy the Raze/Clean settlements ones). You are very talented and I'd like to thank you for your generosity in sharing your mods with us.

      I just had a quick question about the difference between your two downloads here (since I'll probably pick your mod over another one to revamp vanilla mini-games).

      I own the Steam version of the game, and downgraded to the previous version thanks to this mod. In effect my game executable is v1101630, but has access to all assets of v1109840 (in particular the CC content). I'm a pre-NG player.

      Since your mod doesn't depend on F4SE (I'm of course using v0.623 which corresponds to FO4 v1101630) or on Papyrus libraries compiled against the latest version of the game/F4SE engine, I think I should be able to use the first version of your mod, labelled "updated for NG". What had me confused (and could potentially do the same for other users of your mod) is the following line in your description :

      "Left the original version for pre-NextGen players - though it *will* eventually get archived.."

      which please correct me if I'm wrong probably should read :

      "Left the original version for Old-Gen players - though it *will* eventually get archived.."

      Forgive me for nitpicking, and if you tell me otherwise I'll bow to your modding expertise, but since I happen to sometimes mingle with other people of the community on Reddit or Discord, not having the same common denominations can cause tons of questions and headaches for everyone :

      - NG = FO4 v1109840 / assets v1109840 / F4SE 0.72 (essentially Steam players)
      - pre-NG = FO4 v1101630 / assets v1109840 / F4SE 0.623 (essentially Steam players who chose to simple-downgrade)
      - OG = FO4 v1101630 / assets v1101630 / F4SE 0.623 (essentially GOG players who because of Bethesda can't upgrade)

      Most importantly, thank you again for everything you're doing for the community through your mods.
    6. streetyson
      streetyson
      • member
      • 146 kudos
      Meh, I'd prefer to call them: DG (or BCCG) - Downgraded Gen (or Borked CC Gen), RG - Rescued Gen, and PG - Proper Gen. The point being "Next Gen" is false advertising - there's nothing generational about it and it seems more a bork/downgrade than an "upgrade".
    7. ThisIsMe84
      ThisIsMe84
      • member
      • 6 kudos
      Whatever is fine to me as long as it's not confusing ^.^

      In this case, I get why Whisper called OG "pre-NG", because the "Simple Downgrade" mod introducing that third option didn't exist at the time.

      There is a near endless stream of questions and concerns about the NG/pre-NG/OG differences on Reddit/Discords, so just trying to add my humble contribution to maybe clarify and help players/Nexus users like me when I can.

      Blame Bethesda for their crappy update policies, not mod authors or mod users, who just want to enjoy the game they've purchased. No one in the community wanted this update, I think, not with all the issues it carries.
    8. streetyson
      streetyson
      • member
      • 146 kudos
      How about DG = Degenerate Gen?

      Anyway, hey look, I wasn't trying having a go at you, I was just trying to be droll. And I get you're trying to be helpfully precise. But the simple fact is there's really now two concurrent versions of FO4. And it's not just version numbers - GOG's is DRM free and has no CC new or old, and likely never will because of the DRM issue. And the ton of mods made since 2015 (and for example the FOLON total conversion) will never be eclipsed by anything 2024-onwards using a "Next Gen" baseline in what is now an ageing game. So, imho, the sooner modders of Steam's rental version get their head around it and just re-upgrade to v1.10.163 the simpler life will be for all.

      Oh and sorry but I can get a bit triggered by anyone using foul language - i.e. "Discord"... Anyway, that's my daily rant done. Apologies.
    9. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Updated the description - I may as well leave the OldGen version up for forever.
  2. killermouse1974
    killermouse1974
    • member
    • 1 kudos
    great mod.  works perfectly.  much better than the quick turn of the guaranteed successful lockpicking.  alternative similar mod that used to work for me doesn't now, so great to get this one.  thank you.

    sorry, but i haven't taken strong, or really any companions, anywhere with me, so don't know how he, or others, respond[s]
  3. kevkas
    kevkas
    • premium
    • 239 kudos
    Do you happen to know if it's compatible with Fallock?

    I love the idea of being able to get to a point where you have the option of automatically bypassing the mini games if you invest in perks, but I also would like the journey to get there (at least in regards to lockpicking) to be a bit harder, so in the past I was using that mod which makes the lock sweet spots tighter.

    Any idea if that mod is compatible with yours?

    Edit:
    - I've checked with FO4Edit and they don't seem to touch the same global settings, so I believe they should be fine together...? If you can check and let me know I would appreciate it, if not no worries.

    Also, small request if I may:
    - I like having to actually use bobby pins, I use the mod LootBalance which makes the game give you much less stuff when looting so that you have to actually buy stuff, or manage your equipment, or survive with what you have at the moment. Bobby pins are one of those things I used to have a ton of in the past, but with that mod they were harder to find, which was exactly what I wanted cause I would end up buying them from vendors every time I saw them, and I would take care of them when lockpicking to prevent them from breaking if possible. Since your mod adds automatic options for lockpicking, would it be possible to add an MCM setting that allows us to configure how many bobby pins are used when doing each level of automatic lockpicking? (for example automatically lockpicking novice locks could be so easy that you'll never break a bobby pin, but automatically lockpicking expert locks could require you to waste 2 or 3 bobby pins as a 'cost' for not having to deal with the mini game).

    I guess an additional setting could be to not only be able to configure in the MCM how many bobby pins are consumed by each level of automatic lockpicking, but also a percentage chance attached to each, so that there is a chance that they might break or not, but I don't know if that overly complicates things for you coding wise.

    As for hacking.. I guess the percentage chance of failure could waste 'attempts' at hacking as well. 
    1. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Yeah, this mod doesn’t touch global settings - it’s a perk-tweak with papyrus back-end.The Fallock mod will not clash.

      Regarding “costs bobbypins” - nah. The decision-matrix to implement that would be a real pig. Besides which, the maxed Locksmith skill gives unbreakable bobbypins anyway.

      i have no way of tweaking the “attempts” at hacking.
    2. kevkas
      kevkas
      • premium
      • 239 kudos
      Fair enough, the mod is straightforwar so I agree, no need to overcomplicate it.

      Thanks for replying, glad I can use this with Fallock then, but I'm even more glad you posted this mod cause as I said, I was using a couple of different mods in FO3 to achieve the same and I missed the progression to get to an automatic point for the mini games in FO4.

      Endorsed! ^__^
    3. kevkas
      kevkas
      • premium
      • 239 kudos
      I've been playing with the mod for a few weeks now and I have to say, this is what I've been wanting for Lockpick and Hacking for a long time. Pretty well integrated, makes investing in the different Locksmith/Hacker perks better than just having access to higher tier locks/terminals, it also gives a quality of life bonus so that I don't have to keep doing the minigame over and over, there's only so much one can take from that minigame over the years from Bethesda games.

      I did end up tweaking the scripts based on what I had mentioned in my first comment (thanks for including the source scripts btw), I tweaked the Locksmith scripts so that for Novice auto-lockpick it consumes 1 lockpick, for Advanced it consumes 2 lockpicks, and for Expert it consumes 3 lockpicks (and I clarified this in the perk descriptions). I also made sure to check if you have those amounts in your inventory before letting the auto-unlock go through, otherwise the script will just act as if you don't have enough bobby pins. I didn't add any bobby pins consumption to auto-lockpicking Master locks because the rank requirement coincides with the unbreakable bobby pins as you mentioned so it wouldn't make much sense probably, I feel if you have to be level 41 to get that rank, you've earned the right of not having to deal with bobby pins micromanagement anymore.

      I like this approach as it makes finding and buying bobby pins still interesting, and I feel like I'm using them for the convenience of automatically lockpicking, which is exactly what I wanted.

      Overall I'm quite satisfied with the result and how you mod works, pretty well integrated and works as intended.
    4. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
  4. streetyson
    streetyson
    • member
    • 146 kudos
    Actually, Thuggyfied's Grind-free plugin still produces companion reactions to lockpicking & hacking, but I like the sound of your idea better. However, I think your description needs to clarify "godrays.txt" as the vast majority of players won't know what that is - possibly a NAC X file?
    1. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Yeah, I know the Easy Hacking and Easy Lockpicking mods - have used them in the past. In my current playthrough I decided that they were a little too "cheaty" and went looking for other mods - which didn't do companion affinity at all. So I put together this one.

      Good point about the "godrays.txt", I'll put a link to the mod which does that.

      -edit-

      And done, cheers!
    2. streetyson
      streetyson
      • member
      • 146 kudos
      Cool. I'm already mostly-high level (master pick, expert hack) so yet to find anything above that but can confirm the mod's main "auto function" works (despite my not having MCM for changing settings back to classic, nor the F4SE that needs). I see in the perks chart you also amended the statement to say the player auto resolves easier locks/hacks. Anyway, endorsed. Thanks for sharing.
    3. bionicyardiff
      bionicyardiff
      • premium
      • 299 kudos
      Thank you and have a good game.