
Tunneling Enemies
DisableTunneling flag set on mole rats, radscorpions and bloodworms.
Why: This fixes a bug that can sometimes occur in quests, like "Hole in the Wall", in which tunneling enemies will not attack and the quest cannot be completed. Plus, they are just annoying.
General Atomics Factory Quest Fix
Removed "Run Once" flag for quest General Atomics Factory (DN050)
Why: If you enter the factory and then leave before finishing this quest, you will not be able to complete the quest and it cannot be reset using console.
Notes: If you install this mid-game, be sure run the command "resetquest DN050" (without quotes) to reset the quest and allow this mod to take effect (this is not necessary if installing for a new game).
UFO4P Wastelander Outfits fix
Restored changes made by Unofficial Fallout 4 Patch to Wastelander01, Wastelander02 & Wastelander02withHood outfits.
Why: Fixes an issue introduced by UFO4P where settlers and Minutemen and some other NPCs only spawn with Radstag Hide or Scavenger Outfits. Also fixes many mods that use LL_Clothing_Settler_Underwear to inject clothing so that they work as expected with UFO4P installed.
This was done by removing LL_Clothing_Settler_Underwear (a level list containing "Athletic Outfit", "Undershirt & Jeans", or "Flannel Shirt & Jeans") from the Wastelander01, Wastelander02 & Wastelander02withHood outfits.
Most settlers and Minutemen use Wastelander01 and Wastelander02 outfits, which means they will all get either Radstag Hide or Scavenger Outfits.
In addition, there are mods out there like Eli's Armour Compendium, that use LL_Clothing_Settler_Underwear to add clothing to settlers, and removing that from the outfits, Eli's doesn't work as it should if you have UFO4P installed. By restoring it, it fixes these types of mods and allows more variety in the clothing.
NPCs will spawn with an extra outfit in their inventory using this mod, but I feel this is a small price to pay to ensure that mods using LL_Clothing_Settler_Underwear to distribute clothing actually work, and to keep vanilla outfits from only using Radstag Hide, Explorer & Scavenger Outfits, which are hideous.
There's a screenshot that shows this better, as I'm not the best at explaining.
You can also see larger screenshots here that show this issue: Wastelander Outfit UFO4P Patch
Notes: If you install this mid game and come across NPCs with Radstag or Scavenger Outfits, or are naked, open console, click on the NPC and use the resurrect command. I recommend Better Console - F4SE which will show the NPCs name as well as the refID so you know that you have clicked on them and not some fog or something else. If you don't use UFO4P, these records will be ITMs (Identical to Master).

Realistic Ragdoll Force
Added settings for Realistic Ragdoll Force (you do not need this mod as it is included).
Why: Having corpses fly 50 feet in the air just isn't very realistic, is it?

Self-Powered Turrets
Removed PowerRequired actor value and WorkshopCanBePowered keyword and added WorkshopStartPoweredOn keyword to the Shotgun Turret, Missile Turret, Spotlight & Heavy Laser Turrets.
Why: Who wants to run wires to all those turrets? Not me. This makes them self-powered.
Notes: If installing mid game, turrets already placed before adding this mod won't be self-powered. Pick them up in workshop mode, then cancel.
Power Conduits Increased Range
Set PowerRadiation to 1000 (up from 500) to all Power Conduits.
Why: Increases the range of the power radiation from conduits so you don't have place multiple conduits to get electricity to all areas of a building.
Self-Powered Power Pylon w/Switch & Switch
Set Switched Power Pylon & Switch to generate 10 power instead of requiring power.
Why: This gives you a "mini generator" to use. It's handy for powered doors, or to use for radio beacons, etc.
Notes: If installing mid game, switched pylons and switches already placed before adding this mod won't be self-powered. Pick them up in workshop mode, then cancel.
Doubled Light Radius for Settlement Lights
WorkshopHighlightLight01
WorkshopHighTechOmniOrange01
WorkshopHighTechOmniOrangeSmall01
WorkshopHighTechOmniWhite01
WorkshopHighTechSpotWhite01
WorkshopIndCatLight "Industrial Wall Light"
WorkshopLightboxOmni01
workshopLightbulbLight "Lightbulb"
WorkshopMirrorBallLight01
WorkshopNonShadowSpotlight
WorkshopOmniBobbleHeadStand01
WorkshopOmniLight01
WorkshopOmniShadowLight01
WorkshopPylonOmniLight01
WorkshopSpotShadowLight01
WorkshopTurretSpotlightLight01 (also removed NonShadow Spotlight flag, added Shadow Spotlight flag and added SpotlightLensFlare)
Why: Settlement lights are way to dim if you ask me, so I made them brighter. The Construction Spotlight also didn't cover enough area (side to side).
Increased Workshop Wire Length
fWorkshopWireMaxLength (v1.2 this is now configurable via MCM)
Why: Changes the power line length so you can have more space between powered items.
Unlock Workshop Objects
Items locked behind perks, magazines and quests can be unlocked via MCM.
Note: I did not include things like the Molecular Beam Emitter or Electromagnetic Actuators as these types of items are only useful for the quests where you build them. I also didn't include artillery, Mama Murphy's chair, Nuka-World Raider signal flags (it can actually break things unlocking these... been there, done that). I also did not include any of the Vault-Tec stuff that is supposed to only be built in Vault 88.
Unlock Automatron Robot Parts
You can unlock robot parts for Automatron before completing the quest just by clicking a button in MCM. You can also unlock the Nuka-World robot parts.
Note: These parts are still dependent on perks, etc, but you can build robots at level 1 if you wish.
Credits: Shoutout to Robbie922004 for open permissions on Automatron Unlocked which showed me which records needed to be edited to unlock these parts. I just adapted it so it could be unlocked via MCM.

Friendly Radstags
Added PlayerFaction and PlayerFriendFaction as Friend to RadStagFaction.
Why: Got tired of wasting ammo on deer... and having my companions going running after them.
Notes: If you come across Radstags while following Dogmeat during Reunions, he will still go after them since he isn't a companion during that quest.
Hacking
iHackingMaxWords set to 1 (v1.2 this is now configurable via MCM)
Why: Some might say this is a cheat, I say it is Quality of Life. After so many hacking mini-games, I'm over it.
Lockpicking
Changed the sweetspot on all difficulties of locks to 800 (the entire area), so it will open no matter where the bobby pin is. You still need the perks to be able to unlock more difficult locks. (v1.2 this is now configurable via MCM)
Why: Same as above with hacking.
Terminal Display Rate
iTerminalDisplayRate set to 1200 (v1.2 this is now configurable via MCM)
Why: Who wants to wait for terminals to finish loading? Speeds up the terminal display rate.
Weapon Blur Effect Removal
fIronSightsDOFStrength set to 0 (v1.2 this is now configurable via MCM)
Why: Removes the blurring effect in the background aiming.
A Hotkey to Toggle Combat Music
You can set the hotkey in MCM
Crafting Background Blur Effect Removal
Removes the blurring effect in the background when crafting.
Why: For one, when crafting armor, you can see the changes on the fly.
Power Armor Doesn't Harm or Aggro
Removes Hostile & Detrimental flags from ImpactLandingStaggerEffect, PA_ImpactLandingAggroDamageEffect and PA_ImpactLandingAggroEffect.
Why: Keeps NPCs from going aggro and keeps your friends safe if you jump in Power Armor around them.
Notes: I don't use power armor that much, so I do not know if this change will affect the perk (Pain Train) that allows you to run into enemies with PA to damage them.
Low health screen effects
Increases the duration from 1 to 2
Increases Bloom, Saturation, Contrast & Double Vision Strength (makes the effect more noticeable)
Adds DoF
Changes color
Why: Saved my life a few times when chatting in the Glowing Sea and being irradiated.
Notes: I got the idea from this mod which has more options. If you want to use it for different settings, just load it after this one. Better Low Health
Vendors have lots more caps
Changes vendor records so they have at least 10,000 caps.
LL_Caps_Vendor_Base_Small
LL_Caps_WorkshopVendor00
LL_Caps_WorkshopVendor00b
LL_Caps_WorkshopVendor01
LL_Caps_WorkshopVendorPlus50
VendorCovenantDeezer
VendorDCPowerNoodles
Why: I don't like spending a bunch of time picking and choosing what to sell when the vendor didn't have enough caps, so I made it a number where I wouldn't have to ever worry about it. Messing with inventory is one of my least favorite things to do. I'd rather spend my time in the story than those mundane tasks. There is an optional file that greatly reduces this number (Vanilla x2). I will work on getting the configurable via MCM.
Don't scrap some misc junk items
Removed ability to scrap valuable/quest/sentimental items and added NotJunkJetAmmo keyword (to items that didn't already have it). These items are also weightless.
Knight Astlin's Holotag
Paladin Brandis' Holotag
Scribe Faris' Holotag
Knight Varham's Holotag
Initiate Clarke's Holotag
Knight Rylan's Holotag
Brotherhood of Steel Holotag
Cigar Box
Box of San Francisco Sunlights
Cigarette Carton
Undamaged Cigarettes
Pack of Cigarettes
Preserved Cigarette Pack
Lit Cigarette
Cigarette
Lit Cigar
Cigar
Lit Stogie
Stogie
Wooden Soldier Toy (also corrected spelling as vanilla game spells it "Solider")
Dog Tags
Pre-War Money
Synth Component
Why: Some examples: Pre-War Money gives you 1 cloth or 8 caps, synth components are 1 plastic or 20 caps. Much better to sell them than to scrap them. And how would MacCready feel if you scrapped his Wooden Soldier Toy to build a chair for an ungrateful settler?

VATS Engage Distance
Configurable via MCM using a dropdown with the following choices: Disable (completely disables VATS), Vanilla, 1.5x, 2x
Notes: I got the settings to change from VATS Tweaks which has more options for changing VATS besides engage distance. Most settings are available in this mod and since the settings are applied during game load, VATS Tweaks is no longer compatible.
VATS Time Passage During Targeting
You can set how fast or slow time passes while targeting in VATS.
VATS Damage Reduction
The Player takes a 90% reduction in damage while in VATS. You can change this via MCM.
VATS Critial Hit Bar Refill Rate
How fast the bar refills can be set via MCM.
VATS Hit Chance
You can increase the chance of hitting body parts.
Notes: This does not affect the head. Headshot chance is changed by editing human body part data and I didn't want to hard code it using the plugin.
1 comment