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[Mod Requests] FO4 Non-Adult Mod Searches and Requests Thread


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Posted

Hello, I've been searching for a mod that removes the stealth visuals from Chameleon Legandary effect items in FO4, but that leaves the sneak boosts in place (I find it silly and unimmersive for something that isn't an actual stealth suit or power armor technical gizmo to make you physically invisible.) I can't seem to find anything like this on the nexus, so I thought I'd ask here. Anyone?

Posted

Plz make this outfit as a mod with physics and bodyslide support for CBBE. YouTuber said he used another outfit and edited it with bodyslide (reply in comment section) . Plz this outfit looks awesome ??

Posted

Ok so, I found a solution to my own last question, here's a new one, and it's tricky:

Now, as we know, in FO4, there are a handful of unique items that get their properties not from an attached omod, but from an integral ench. One example- Agatha's Dress, with it's +3 Charisma rating.

My question is this: is there any way to add ench values to objects using the console, without needing to create a mod to do it?

  • 2 weeks later...
Posted

I'm looking for a type of mod like Better Locational Damage by ZZyxzz but only for Gen 3 Synths. I don't know how many of you have read into the lore for Gen 3s, but they're not just strictly synthetic copies of humans. They are FEV-II modified (also FEV perfected!). Like the Mariposa strain of FEV without the extreme physical changes. So along with not aging, they'd be immune to disease and radiation but also what's said about that type of Super Mutant on the fandom Wiki. Resistance "to trauma, including cuts, bruises and damage from fire, acid or even gunfire".

 

I find the Gen3 Synths in game to be woefully weak, considering the intent was to find Shaun the pure human to perfect a strain of FEV-II along with creating synthetics. Whatever happened to "mankind redefined"? What point is sending out synths which the Institute refuses to admit have free will (but they do), only to have them behave just like humans and offer no alternative to mankind? As mortal. As subjected to damage. Only incapable of aging, and I would assume unable to reproduce due to the sterility FEV gives Super Mutants. It makes no sense. Just un-aging disease-free incapable of childbearing human replacements? Ugh.

 

 Gen3 synths should be as resilient as Super Mutants, I suppose besides being shot in the head due to a chance of hitting the synth component? Or even more durable! A mod that makes all known Gen 3s (every NPC with a synth component that can be looted when they die) as durable as Super Mutants or for added difficulty to have all Gen3s be completely immune to damage besides head shots and tactical nukes. It doesn't matter what synth-story-related faction you favor: Railroad, Brotherhood of Steel or Institute. Such a mod would be awesome to have! Does anyone want to take this on? It could be called FEV-3 Synths or Mankind Redefined! Or whatever you want :)

 

tl;dr - All Gen 3 synths extremely durable or immune to damage besides a headshot or mininuke mod?

Posted

Im hopeing some can help me i had a terminal hard drive faliure some time ago and have replaced most thiungs but one thing im missing, is a mod for fallout 4 i had it on one of my previous playthroughs and now cant find it its the black dress from the chapi jc collection of skyrim here is a picture of my previous playthrough with my character and curie.

20180608141819_1.jpg

Posted
12 hours ago, loopyfuknut said:

Im hopeing some can help me i had a terminal hard drive faliure some time ago and have replaced most thiungs but one thing im missing, is a mod for fallout 4 i had it on one of my previous playthroughs and now cant find it its the black dress from the chapi jc collection of skyrim here is a picture of my previous playthrough with my character and curie.

20180608141819_1.jpg

this is from shino clothes

Posted

Sup there, I would like to know if someone can tell me if a mod that allow u to build enemy turrets (agro to player and allies), on the abductions my character suffers I make her build defenses against the hordes of night time invasions on the abducters in order to survive the waves of ghouls, assaulttrons and other enemies that attack them, said that, i need turrets that dont attack the faction that captured my character, if i deploy a normal turret via portable workshop it inmediatelly gets attacked by the faction and viceversa, if someone can tell me how to asing them to the facion of interest or there is a mod that allows to build such defenses but not friendly to the player i will be grateful, thnx in advance

Posted
On 1/5/2020 at 6:50 PM, Sillius_Maximus said:

I like a green commonwealth (think regrowth or similar).

WHat would be good alternatives to these Skyrim Mods:
1) Hunterborn
2) Cooking alchemy overhaul
3) Wildcat(combat overhaul)
4) Frostfall/Campfire.

5) Ineed
6) Rebalnced zones/world/lists/etc

I looked at frost - but that seems like it wouldnt fit with the green aesthetic

 

3) for this point i cant tell u but just turn down the markers of the compass for the enemies on survival mode and u will have an enormus disadvantage and problems to react to attacks.

4) fallout already have radstorms and are so pesty, u need to get shelter from them if they falll on u, check deadly radstorms, for the camp fire u may want to check the aft folloer system, it includes a camping supply and can be tweaked and upgraded with a quest that sends u to recover parts to improve the camp or pay many caps in order to have it upgraded, have many options for followers and pickup system for ur followers, another option for the camp is campsite, i had both but i removed this one becuz i felt aft camp was fair and sided well with my playing, in order to survive without deploying the aft camp indoors covering from the radstorm i deploy portable workshop and portable workbenches, and deployable turrets because i use Sleepless night

5) this can make combination with the 4) and have the options u may want to tweak for the 3) check advanced needs

6) i think this is how u determine wa mods u can need, i use War of the commonwealth (and its MCM)and believeme, cant play without it but have to tweak it fine in order to avoid overloads on ur game, it spawns enemies everywhere and makes fallout feels more alive, very recomended, I sugest u too the Sleepless night mod too 

 

lemme know if u have any doubt about the experience with those

  • 3 weeks later...
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Posted
On 4/4/2020 at 7:43 PM, suebik said:

Do you know who originally made the mods? or where else to get them? the patroon seems to be removed 

From what I remembered, the person from the patreon was the one who made the mod. There was other DOA characters, DVA from OverWatch, etc but sadly they're now gone. Maybe some people uploaded the mods elsewhere.

  • 3 weeks later...
Posted

Hello. I'm trying to apply this mod's head parts into children using fo4edit. It's not as easy as I tought. I think I manage to do it, but the default head is a black missing texture preset, all children are like this. How can I make a decent overhaul without them all looking the same. Also sorry for bad english.

 

EDIT: so I found my problem by using geck, it appears that additional head parts which is what this mod is very reliant at are missing. I do not know how to implement them, and geck does not seem to have an option of adding them. It's probably a scrip problem, if anyone can help me I'd be glad.

Posted

UPDATE 2 - Another lesson learned: Don't try to mod weapons with scripts attached to them. I think. Whenever I tried to regularly mod these weapons through the game, they lost their "endless ammo" scripted ability. Very odd. Also, I accidentally left out the last few lines in the code below. All you really need is "Endif" and "Endevent" and you're done. I don't even think you need the "else" in there; I think that was left in from prior objectives that I was trying to achieve (such as debug notifications). BTW, if you're so lucky to put a never-ending legendary mod onto an automatic laser rifle that has the infinite ammo script below... It's really fun. Really fun.

 

UPDATE 1 - Lessons learned: When testing out your mod, always use a "clean" savegame. As in, "Has this savegame ever experienced this mod before?" If the answer is "no," use that savegame to test your mod. Apparently, I did not know this very important point. Now I do. Now everything works. Beforehand, I was just using any old savegame to test this out. Using any old savegame gave me the seemingly erratic results that I was getting.

 

Anyway, for those of you who want to create your own "somewhat crappy but functional enough recharger weapon," here's the code:

 

Scriptname [Whatever You Want to Name Your Script] extends Quest
{Intended Effect: One pull of the trigger, one additional unit of ammo in player's inventory}

Ammo Property pAmmoFusionCell Auto

Weapon Property pZZZLaserGun Auto

Event onQuestInit()
RegisterForAnimationEvent(game.getplayer(), "weaponFire")
Endevent

Event OnAnimationEvent(ObjectReference akSource, string asEventName)
If (akSource == Game.GetPlayer() && asEventName == "weaponFire" && Game.GetPlayer().GetEquippedWeapon() == [Property Name for the Editor ID for your weapon])
Game.GetPlayer().AddItem([Property Name for the Editor ID for what you want to add to your inventory], 1, true)
Else

 

The items in [brackets] shouldn't be added literally; They are placeholders for what you really want to add. Also, don't include the brackets. For example, "[Whatever You Want to Name Your Script]" could be "MyGreatMod" (without the quotes, obviously).

 

There are two properties (as clearly seen above): One is for the weapon, one is for whatever you want to add to your inventory. They will change based upon what you want to add.

 

At any rate, there is the code. It is placed inside of it's own Quest (which seems to be quite popular with scripters far more fluent in scripting than I). Either make your own mod with it or you can wait with baited breath to see if I pull it together enough to clean up my mod and make something fancy and post it here. Also, it goes without saying that you should use this on a weapon that has the "Never-Ending" legendary mod attached to it (which should really be called "Never Reloading" because that's exactly what it is; It doesn't give you more ammo, it just means that you don't have to reload). Making one of those, though, is an entire post all by itself and there are already good resources elsewhere in how to build one of those.

 

Next Goal: Timers and delays (that would be nice).

 

Original Post Below ---

 

This is both a request and request for assistance in scripting... Either one would do at this point.

 

I have been attempting to create the simplest facsimile to a "recharger weapon" from the Fallout New Vegas game that I can.

 

I have been trying to create a script that, when a particular weapon is fired (I am using an unique laser pistol that I built in CK for my attempts) and it uses up one unit of ammunition (fusion cell), a new unit of ammunition appears in the player's inventory. Combined with the "Never-Ending" Legendary Mod, that combination of features should be pretty close to a recharger weapon. This script should have been simple enough to code. I have been failing miserably for reasons that I do not understand despite multiple viewings of YouTube tutorials and scouring the Internet for assorted clues.

 

I have seen vaguely similar mods on Nexusmods but they don't appear to be exactly what I have been searching for and those mods that are closer than not all have .PEX files instead of PSC files, meaning that I can't examine them to see how close / far away I am from a solution.

 

If anyone wants my failed code, just let me know and I'll list it. Otherwise, if someone who is far smarter than I with Papyrus scripting could please create a PSC file or even an entire mod, that would be very generous. Thank you. 

  • 1 month later...
Posted

Does anyone know if there are any mods that add face masks similar to what the White Glove society wore in Fallout New Vegas?  I've seen the countless raider, gas, and bandana style masks out there but I'm trying to find ballroom masks.

Posted
9 hours ago, mercplatypus said:

Does anyone know if there are any mods that add face masks similar to what the White Glove society wore in Fallout New Vegas?  I've seen the countless raider, gas, and bandana style masks out there but I'm trying to find ballroom masks.

I second this! I've been wanting something like this for FO4 for a while now.

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