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pilfit

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pilfit

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20 comments

  1. RedSarge
    RedSarge
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    Doesn't seem to be working.. tested with Rad Scorpions.. no damage. :(
  2. dantekral
    dantekral
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    needs update hopefully covers all DLC mobs
  3. Genesis026
    Genesis026
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    Question, would this work for modded creatures? for example from popular mods like Feral Ghouls Expansion pack, or RADICAL who hads new and bigger creatures?
    1. pilfit
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      it will work out of the box for any modded creature that uses those base unarmed weapons. or you can add support for them as described in the comments below with the ini files.
    2. Genesis026
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      got it thanks for answering im going to test to see if it does work with  all modded creatures i have installed or if there is one that doesn't get affected
  4. PaddytheDaddy
    PaddytheDaddy
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    Hey so if I wanted to add high pen to the hermit crabs from far harbor, I would create an ini file named "DLCCoast.esm.ini" in the same folder as the Fallout4.esm.ini, then I'd add:

    "filterByWeapons=DLCCoast.esm|080A6:keywordsToAdd=BastionCreaturePen.esp|003"

    Right?
    1. PaddytheDaddy
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      Okay so I did that for the nuka world and far harbor creatures, and I also did it for automatron robot weapons and it seems to be working if I'm reading the log file correctly.

      I have a different question. You could theoretically add these keyords to any weapon, right? Like if I wanted to add penetration to melee weapons, or a weapon that uses an ammo type (like, say, the salvaged assaultron head) that doesn't get penetration from bastion or one of the penetration expansion mods. I could just add those to the ini?
    2. pilfit
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      yep, I had considered adding the deathclaw gauntlet and super sledge but thought it would be out of scope for this mod. if the weapon uses an ammo then you dont need to use my custom keyword you can just directly add the ammo unless you dont want all weapons using that ammo to have pen. so for fusion cells like the Asautltron head uses it might be a good idea to use the keyword instead. I should probably add the DLC creatures to the pen list as well.
    3. PaddytheDaddy
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      Well if you do want to do melee weapons it could be its own mod. If you're taking suggestions for creatures to include, here is what I added/changed
  5. EMC2144
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    Really good work.  Would you mind explaining how you went about doing this from the beginning, in case we wanted to add some of our own?  Can we not edit an INI file for Bastion in MO2 to add items for penetration in a more streamlined way?
    1. pilfit
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      For most things you can just add the ammo or weapon type to a robco patcher INI and add them to the bastion list with that. but the only way to do that for creature damage was to add the entire Unarmed weapontype to the list. that would mean all creatures and unarmed humans would have the same armor pen. the system works of keywords that is what the weapontype thing is, but I could not find an existing keyword that was exclusive to each of these creatures unarmed weapons. so what I did was add 3 new keywords to a plugin and then distributed them with the robco patcher to keep from breaking compatability with other mods. after that its the same as you would normally do to add an ammo or weapontype keyword to the bastion list. you can add the pen keywords I created to any unarmed or melee weapon by editing the ini file so its very easy to expand on. I considered adding super sledge and deathclaw gauntlets to this as well but felt that was out of scope.
    2. EMC2144
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      I'm trying to figure it all out, it sounds like I can just create a new INI using the RobCo Patcher template (F4SE\Plugins\RobCo_Patcher\formList\[Mod Name]\[random_filename].esp.ini) and then put it in a Zip and then load via MO2, no other stuff required in anything besides NotePad, basically?

      In terms of how it's all worded, any line that has // at the beginning is essentially just text for reference of the person reading it, right?

      And if, for example, I wanted to make 5.56mm have low penetration, I could just type a line that says this:
      filterbyFormLists=Bastion.esp|001:formstoAdd=Fallout.esm|0001F278

      What if I want to reference ammo from a separate mod or DLC, for example, Nuka World's 7.62mm?  Is it always "FE" in place of the first two digits?  For example:
      filterbyFormLists=Bastion.esp|001:formstoAdd=DLCNukaWorld.esm||FE037897

      Thanks in advance for trying to help a complete doofus navigate this.
    3. pilfit
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      might find better help reading the articles on the Robco Patcher page but yeah that sounds about right. you can actually leave off the loadorder part of the ID, that is what I did in mine. keep in mind that this is the first robco patch I have made and dont know a huge amount about it. there is also a munitions ammo patch for Bastion that does exactly what your talking about for some of its ammos, can use that as a refrence. I actually made a patch for all the ammos I use but I did it in xedit by editing the formID directly because I just found that easier.
    4. EMC2144
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      Yeah, I don't use Munitions so I was a little left out, but I used it a bit for the syntax. The RobCo Patcher page had some info on the formatting, but I couldn't find anything that really said how to turn it into a "patch" that could be utilized via mod managers, etc.  That Robco Munitions patch had a ".md" file at the top of the folders, and I saw that yours has a .esp file at the top, so wasn't sure if I was missing a step there.
    5. pilfit
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      the md file is just a readme, dont need anything other then the ini in the right folder structure. you can also turn on debug mode in robco patcher, in its settings ini I think, and that will give you extra info in its log file to let you know if your patch is working.
  6. fraquar
    fraquar
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    Came across this when I realized I needed to make a patch for LEO and Bastion.
    Nice fix.
  7. Wakelessrex
    Wakelessrex
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    Thank you for this patch! :)
  8. Chris346logo
    Chris346logo
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    How would I edit this to per-say have radscorpions with low-pen attacks?
    1. Chris346logo
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      I think I may have figured it out, please correct me if wrong, the numbers 001, 002, and 003 refer to different pen values so if I change the numbers for a creature in "Fallout4.esm.ini" to a different number the pen values will also change.
    2. pilfit
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      the numbers are the ID for the keyword, I put them in order like that to make it easier. so yeah just changing the 003 or a 001 in that ini file should move them to low pen.