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About This File

Community Restraints Pack


Version 1.2c / 4.2.17

 


This pack is an attempt to unify the available restraints for Fallout 4 into a single dependency in order to make them available to modders and users without the need to distribute them with the individual mods. In addition to the assets, CRP offers a broad range of keywords for identification of items by other mods and implements a dedicated Workshop Bench for all these nice things. Credit has been given where credit is due, check bottom of this post.
I have also taken the liberty and reduced the amount of items due to different color schemes to a minimum. Instead, wherever applicable, the ingame modding system has been put to good use. Most items that come in different colors can be painted at any Armor Workbench in the game.

 

I. Requirements
II. Content
III. Keywords
IV. Mods
V. Credits

 

I. Requirements & Installation
You require a copy of Fallout 4 and all DLCs. Fallout 4 Script Extender is not required.

  • Fallout 4 (Base Game)
  • All DLCs / Season Pass


As per usual, copy the contents of this mod to your Fallout4/Data folder.
Load the .esm before any of the mods that utilize CRP.

 


Be advised: if you have previously downloaded one of the integrated restraints stand-alone version, you will get some override prompts. I strongly recommend not to override files.

 

II. Content
All assets from this mod have been made available from the crafting system ingame at a new dedicated Restraints Workbench for you to build in your settlements. As far as possible, the ingame modification system via the Armor Workbench has been used to allow color switching. Be aware that different mods may use duplicates from this asset pack that cannot be crafted and need to be acquired through means implemented in the specific mod. Refer to the specific mod for help and questions.

 

This mod does not add any functionality to the items in question. Refer to other mods for adding functionality.

 

Recipes

  • New 'Restraints Workbench' available for you to build in your settlements.
  • Base Restraints can be crafted at the new 'Restraints Workbench'.
  • Modifications to restraints can be applied and changed at any vanilla Armor Workbench.


Base Restraints

  • Makeshift Slave Collar (DixiePig's Slave Collar)
  • Makeshift Handcuffs (DixiePig's Handcuffs)
  • Makeshift Ankle Cuffs (DixiePig's Anklecuffs)
  • Institute Slave Collar (Vioxsis; paintable at Armor Workbench)
  • Institute Handcuffs (Vioxsis; paintable at Armor Workbench)
  • Institute Ankle Cuffs (Vioxsis; paintable at Armor Workbench)
  • Institute Belt (Vioxsis; paintable at Armor Workbench)
  • Vault-Tec Collar (Vioxsis)
  • Vault-Tec Anklecuffs (Vioxsis)
  • Vault-Tec Handcuffs (Vioxsis)


Modifications

  • Explosive Charge Module
  • Shock Module
  • Injector Module
  • Paint Jobs for all items that come in different colors.


Balancing

  • All the implemented restraints have sort-of realistic crafting requirements. No perks are needed (for now), but the components vary depending on what technology is behind the restraint in question.
  • The caps value and weight of restraints have been adjusted towards their worth in components and how advanced they are.


III. Keywords
A broad range of keywords has been implemented in this pack, they are applied to the delivered gear and should make it easy for other users to utilize them. They range from simple identification ('crpKeywordGear') that tells mods that the item in question may be worth having a second look at to specific details of what the item is capable of ('crpKeywordFeatureExplosive').

 


Of course these keywords also support dynamic attachment of modules, like the stated Explosive Charge for collars or, if you wanted, plugs or anything really. The system used is identical to the way vanilla Fallout 4 handles modifications.

 

If you have further questions about implementation, what keywords do or how to make your own mod's restraints be craftable from the 'Restraints Workbench' ask in the thread or send me a PM. I will try to respond as soon as possible.

 

IV. Mods
F4: Slavery System

 

V. Credits
Bethesda for Fallout 4 & Creation Kit
DixiePig
Vioxsis

 

Any credits given on the respective credited mod authors pages also apply for this project and the people in question may consider themselves thanked for their work.

 

 

 

Please enjoy, give me feedback about what keywords and stuffs you'd like to have and if you even think having a pack like this is a good idea. If you know of anything I should implement into the pack - let me know in the thread or via PM!

 

Personal Note: this is the first time I work with the new modification system in Fallout 4. Things may not be perfect. Please, don't hestitate to tell me about possible improvements. Also, I hope the blue color doesn't give you eye cancer. If it does, tell me so I can reconsider my choice.


What's New in Version 1.2c

Released

  • 1.2b
  • Added Vault-Tec Anklecuffs + Handcuffs
  • 1.2
  • Added Vault-Tec Collar /w module mods.
  • 1.1
  • Added Institute Belt /w color mods and naming instance rules.
  • 1.0
  • Initial Release


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