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11,699 downloads
PREMABLE (aka Important Information To Note Ahead of Downloading) This mod is NOT intended for ongoing games where you already have all settlements claimed, not if you wish to use modified settlements functionality. You can disable that upon the mod being installed and thus only have access to player farming, if that is your wish. But you should not install this mod for use on ongoing games with settlement outposts enabled. My whole-hearted recommendation is for new games only. It should also be said, as advisement, that I have modified a few of the vanilla scripts relating to Minutemen Radiant Quests and how they interact with owned settlements. All modifications are tested and function as expected. This warning is given so that you are aware that 1) I have modified core game scripting to allow this mod to work as written and 2) so that you are aware there will be scripts you need to ensure are removed should you ever uninstall this mod. There is a section below that highlights the modified script names and where to find them. Don't worry - I am a seasoned pro with this game's scripts and engine - the modifications are sound, tested and will not break your game. NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions. About Settlement Solutions: This mod came into being to expand upon those brave souls who once demoed Survival Mode on Youtube, where they did not take settlements or settlers and tried to survive in that way. While those survival mode playthrough vids were an inspiration for what I am doing with this mod, you are most definitely not limited to using it in survival mode - it can be used in ANY game mode. I expanded upon this idea by allowing you to take five settlements where only one of them can be an actual settlement with settlers summoned via a radio beacon tower. You will only be allowed to build ONE recruitment beacon and this settlement build item will be locked off from your menu for the rest of your game with that character, so it is important to choose your settlement location carefully, for once the transmitter is placed, you need to keep it in the settlement - if you scrap it, you will not be able to build another one. This was done to prevent people from having five settlements, as the intent was to have one and have four private places to do what you need to do whilst running around the Commonwealth, such as restocking, crafting, tending your crops and to sleep in safety. You can assign supply routes to these outposts so that your workbenches are linked, sharing resources. After you reach five owned settlement locations, all remaining Commonwealth locations are locked and you will not be able to activate them to claim ownership. If you have Automatron DLC installed, this mod will account for The Mechanists Lair as well. Suffice it to say, the note below about using the Removal Tool is very important should you wish to continue a saved game after removing this mod! A note about settlements and outposts. Should you opt to not claim Sanctuary when you come down from the vault and just go to rescue Preston and company from the Museum, their quest automatically assigns Sanctuary Hills upon speaking to Preston once he arrives there when they leave the Museum. So... if you do not want Sanctuary as one of your five allocated outposts, simply never go back there to talk to him. If however, you claim it or allow it to be auto-owned upon speaking to Preston, it will count as one of your five allocated outpost locations but it will NOT count as your settlement - just because the five of them are there does not qualify it as your settlement. Placing the recruitment beacon is what proclaims a settlement and forever blocks further beacons from being built. Just a headsup on that aspect of the mod and the games quests. This mod also gives you, the player, the ability to farm your own crops! No more do you need settlers to have produce items growing. Using the FARMING settlement build menu, you can place player farmed crop items. When placed, you will need to TEND to your crop in order for it to produce an item of food. Each planted crop item has its own need of being tended and has its own cycle of replenishment. You can adjust the length of time it take between tending and harvesting via the MCM. Crop items are not linked to the workshop, so do not generate happiness or food. They are also immune from settlement attack damage. The workshopobjectsscript was not altered in any way for these crop items - I simply removed it from my cloned food items and created my own script. Sadly, I could not link this script to the WorkshopParent script for the above resource tracking and damage as the WSParent script calls back directly to workshopobjectsscript and would not recognize my custom script on compiling. No big deal. This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. More will be added as the mod grows. It is very important that you use the Removal Prep Tool in the MCM should you wish to remove this mod after trying it out, so that it can unlock any workbenches that have been blocked and also to correct the settlement build menu. IMPORTANT NOTE: This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership. Available Mods That Use RSE II's ESM: RSE II Combat Surrender and Abductions RSE II Wastelander's Rash RSE II Random Shenanigans RSE II Advanced Needs Requirements: A functioning install of AAF. MCM -> https://www.nexusmods.com/fallout4/mods/21497 Legal: The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account. -
[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)
Guest posted a topic in Downloads - Advanced Animation Framework
[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19) View File PREMABLE (aka Important Information To Note Ahead of Downloading) This mod is NOT intended for ongoing games where you already have all settlements claimed, not if you wish to use modified settlements functionality. You can disable that upon the mod being installed and thus only have access to player farming, if that is your wish. But you should not install this mod for use on ongoing games with settlement outposts enabled. My whole-hearted recommendation is for new games only. It should also be said, as advisement, that I have modified a few of the vanilla scripts relating to Minutemen Radiant Quests and how they interact with owned settlements. All modifications are tested and function as expected. This warning is given so that you are aware that 1) I have modified core game scripting to allow this mod to work as written and 2) so that you are aware there will be scripts you need to ensure are removed should you ever uninstall this mod. There is a section below that highlights the modified script names and where to find them. Don't worry - I am a seasoned pro with this game's scripts and engine - the modifications are sound, tested and will not break your game. NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions. About Settlement Solutions: This mod came into being to expand upon those brave souls who once demoed Survival Mode on Youtube, where they did not take settlements or settlers and tried to survive in that way. While those survival mode playthrough vids were an inspiration for what I am doing with this mod, you are most definitely not limited to using it in survival mode - it can be used in ANY game mode. I expanded upon this idea by allowing you to take five settlements where only one of them can be an actual settlement with settlers summoned via a radio beacon tower. You will only be allowed to build ONE recruitment beacon and this settlement build item will be locked off from your menu for the rest of your game with that character, so it is important to choose your settlement location carefully, for once the transmitter is placed, you need to keep it in the settlement - if you scrap it, you will not be able to build another one. This was done to prevent people from having five settlements, as the intent was to have one and have four private places to do what you need to do whilst running around the Commonwealth, such as restocking, crafting, tending your crops and to sleep in safety. You can assign supply routes to these outposts so that your workbenches are linked, sharing resources. After you reach five owned settlement locations, all remaining Commonwealth locations are locked and you will not be able to activate them to claim ownership. If you have Automatron DLC installed, this mod will account for The Mechanists Lair as well. Suffice it to say, the note below about using the Removal Tool is very important should you wish to continue a saved game after removing this mod! A note about settlements and outposts. Should you opt to not claim Sanctuary when you come down from the vault and just go to rescue Preston and company from the Museum, their quest automatically assigns Sanctuary Hills upon speaking to Preston once he arrives there when they leave the Museum. So... if you do not want Sanctuary as one of your five allocated outposts, simply never go back there to talk to him. If however, you claim it or allow it to be auto-owned upon speaking to Preston, it will count as one of your five allocated outpost locations but it will NOT count as your settlement - just because the five of them are there does not qualify it as your settlement. Placing the recruitment beacon is what proclaims a settlement and forever blocks further beacons from being built. Just a headsup on that aspect of the mod and the games quests. This mod also gives you, the player, the ability to farm your own crops! No more do you need settlers to have produce items growing. Using the FARMING settlement build menu, you can place player farmed crop items. When placed, you will need to TEND to your crop in order for it to produce an item of food. Each planted crop item has its own need of being tended and has its own cycle of replenishment. You can adjust the length of time it take between tending and harvesting via the MCM. Crop items are not linked to the workshop, so do not generate happiness or food. They are also immune from settlement attack damage. The workshopobjectsscript was not altered in any way for these crop items - I simply removed it from my cloned food items and created my own script. Sadly, I could not link this script to the WorkshopParent script for the above resource tracking and damage as the WSParent script calls back directly to workshopobjectsscript and would not recognize my custom script on compiling. No big deal. This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. More will be added as the mod grows. It is very important that you use the Removal Prep Tool in the MCM should you wish to remove this mod after trying it out, so that it can unlock any workbenches that have been blocked and also to correct the settlement build menu. IMPORTANT NOTE: This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership. Available Mods That Use RSE II's ESM: RSE II Combat Surrender and Abductions RSE II Wastelander's Rash RSE II Random Shenanigans RSE II Advanced Needs Requirements: A functioning install of AAF. MCM -> https://www.nexusmods.com/fallout4/mods/21497 Legal: The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account. Submitter Flashy (JoeR) Submitted 07/02/2019 Category Sexual Content Requires RSEII_Resources.esm, AAF.esm, MCM -
[WIP] Traps, Pitfalls and Dangerous Things View File Traps, Pitfalls & Dangerous Things Known Issues If you are not encountering any traps at all please try cycling the setting for "Trap Clearable Areas" in the MCM and make sure the "Trap Layer" is active If you are seeing lots of Debug Messages then you can now turn them off in the MCM Massively Negative Skill Values People using versions before V0.91 may encounter a bug where your skills end up and as a hugely negative number. This was because some of the spells applied a stat modifier which wasn't being cleared after the spell had ended. To return your skill value to normal use the following console command. player.restoreactorvalue xxx 1000000 where xxx is the skill e.g. player.restoreactorvalue sneak 1000000 When Upgrading Please use the options "Restart MCM" and "Restart Quest" debug options. This will shutdown the quests and refresh any altered scripts. Clean Installation To do a clean installation... 1. Remove this mod from your load list. 2. Start Skyrim and load up your current save and ignore the warning that this mod is no longer available. 3. Once loaded, save your game and exit out of Skyrim. 4. Re-enable this mod in your load list and start Skyrim and load your save game. The mod will reinstall and all scripts and quests will be reset. Overview If you've ever thought that the dungeons and crypts of Skyrim are too predictable then this mod should help change that. It is designed to add random events and traps while you are venturing through these areas so that you'll never know exactly what will happen. The mod currently has two main parts... 1. Auto Trap Layer This spawns an invisible NPC who will "super speed sprint" around the current dungeon at random dropping traps and extra mobs as they go. You can configure the ratio of traps to mobs as well as the frequency of their creation. The traps triggers are visible so you can avoid them if you are paying attention. Have a look further down this page for a list of currently working traps. 2. Random Events These work on a random timer that will then roll to see if an event takes place. Not all events are bad, some are good (if you're lucky!). You can configure the min and max amount of time before a new event will take place. Events are designed to happen infrequently, they are random and unavoidable. Current Status The trap laying system is in and working. It will detect suitable trappable areas and plant random traps where ever it can! The new trap system allows the mod to build its own traps based on a selection of trap effects. Trap effects range from simple alarms all the way up to spawning ghostly guardians and equipping devious devices. Traps can have 1 or many effects and some may even be able to kill you outright! There is also a very very small possibility that a trap will not do anything. Traps take many forms. Some are obvious such as Pressure plates and Runes. Others may not be so obvious such as general clutter. Traps can also take the form of Critter Traps. These use critter related items such as egg sacs to create critter ambushes. In addition to traps, the trap laying system can also spawn in mobs of new enemies based on the current location type making every adventure different and unpredictable. The MCM allows you to configure the density and ratio of mobs to traps as well as many other things. Dependencies 1. All DLC for Skyrim 2. Fuz Ro D'oh 3. Latest Version of Sexlab Soft Dependencies 1. Devious Devices - Integration and all dependencies Current Traps Effects Standard traps can have 1 or more of the effects listed below. Alarm Trap All traps trigger an alarm, but the strength is randomised - maybe you'll get lucky and it won't alert every single monster to your location! Damage Trap Instantly applies a random poison, lightning, fire or frost damage effect. Spell Trap Fires a random spell which may apply a disease, do damage or some other effect! Guardian Trap Spawns a ghostly guardian which attacks you on sight! Paralyse Trap Paralyses you for a short period of time Naked Trap Strips you of your main armour and locks your inventory for a short period of time Devious Trap Will equip a random magical devious device on you for a configurable length of time. The device will also apply a (realistic) magical debuff for the duration! Thanks To... All those involved with the SexLab Framework and Devious Devices mods user9120975435 for helping with some of the ideas Everyone who's downloaded and helped troubleshoot my other mods Submitter JimmyJimJim Submitted 11/22/2016 Category Quests Requires Special Edition Compatible
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- random events
- encounters
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Version v0.96f
15,129 downloads
Traps, Pitfalls & Dangerous Things Known Issues If you are not encountering any traps at all please try cycling the setting for "Trap Clearable Areas" in the MCM and make sure the "Trap Layer" is active If you are seeing lots of Debug Messages then you can now turn them off in the MCM Massively Negative Skill Values People using versions before V0.91 may encounter a bug where your skills end up and as a hugely negative number. This was because some of the spells applied a stat modifier which wasn't being cleared after the spell had ended. To return your skill value to normal use the following console command. player.restoreactorvalue xxx 1000000 where xxx is the skill e.g. player.restoreactorvalue sneak 1000000 When Upgrading Please use the options "Restart MCM" and "Restart Quest" debug options. This will shutdown the quests and refresh any altered scripts. Clean Installation To do a clean installation... 1. Remove this mod from your load list. 2. Start Skyrim and load up your current save and ignore the warning that this mod is no longer available. 3. Once loaded, save your game and exit out of Skyrim. 4. Re-enable this mod in your load list and start Skyrim and load your save game. The mod will reinstall and all scripts and quests will be reset. Overview If you've ever thought that the dungeons and crypts of Skyrim are too predictable then this mod should help change that. It is designed to add random events and traps while you are venturing through these areas so that you'll never know exactly what will happen. The mod currently has two main parts... 1. Auto Trap Layer This spawns an invisible NPC who will "super speed sprint" around the current dungeon at random dropping traps and extra mobs as they go. You can configure the ratio of traps to mobs as well as the frequency of their creation. The traps triggers are visible so you can avoid them if you are paying attention. Have a look further down this page for a list of currently working traps. 2. Random Events These work on a random timer that will then roll to see if an event takes place. Not all events are bad, some are good (if you're lucky!). You can configure the min and max amount of time before a new event will take place. Events are designed to happen infrequently, they are random and unavoidable. Current Status The trap laying system is in and working. It will detect suitable trappable areas and plant random traps where ever it can! The new trap system allows the mod to build its own traps based on a selection of trap effects. Trap effects range from simple alarms all the way up to spawning ghostly guardians and equipping devious devices. Traps can have 1 or many effects and some may even be able to kill you outright! There is also a very very small possibility that a trap will not do anything. Traps take many forms. Some are obvious such as Pressure plates and Runes. Others may not be so obvious such as general clutter. Traps can also take the form of Critter Traps. These use critter related items such as egg sacs to create critter ambushes. In addition to traps, the trap laying system can also spawn in mobs of new enemies based on the current location type making every adventure different and unpredictable. The MCM allows you to configure the density and ratio of mobs to traps as well as many other things. Dependencies 1. All DLC for Skyrim 2. Fuz Ro D'oh 3. Latest Version of Sexlab Soft Dependencies 1. Devious Devices - Integration and all dependencies Current Traps Effects Standard traps can have 1 or more of the effects listed below. Alarm Trap All traps trigger an alarm, but the strength is randomised - maybe you'll get lucky and it won't alert every single monster to your location! Damage Trap Instantly applies a random poison, lightning, fire or frost damage effect. Spell Trap Fires a random spell which may apply a disease, do damage or some other effect! Guardian Trap Spawns a ghostly guardian which attacks you on sight! Paralyse Trap Paralyses you for a short period of time Naked Trap Strips you of your main armour and locks your inventory for a short period of time Devious Trap Will equip a random magical devious device on you for a configurable length of time. The device will also apply a (realistic) magical debuff for the duration! Thanks To... All those involved with the SexLab Framework and Devious Devices mods user9120975435 for helping with some of the ideas Everyone who's downloaded and helped troubleshoot my other mods-
- random events
- encounters
-
(and 3 more)
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