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mmdestiny

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mmdestiny

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About this mod

Have you ever wanted to be a superhero? This mod introduces the weapons, armor, perks, and powers necessary to let you play as Daisy Johnson - the Inhuman superhero Quake from Agents of S.H.I.E.L.D. This was developed with roleplay in mind and is recommended for a new game (though not technically necessary).

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Agents of SHIELD Daisy Johnson Quake mod by mmdestiny/Big McLrgHuge

Have you ever wanted to be a superhero?


I'm a huge fan of Marvel, especially their TV show Agents of S.H.I.E.L.D.  For the longest time I thought it would be cool to have the superhero-like powers of Skyrim's magic in the Fallout universe to be able to roleplay as my favorite superheroes.  Then, with Agents' landmark 100th episode approaching, I decided to finally do something about it.  I was going to make a Fallout 4 character become Quake.

This mod was for me.  It started out as a personal project, one that I never intended to share.  It was, for me, a gargantuan undertaking, as my knowledge of Papyrus was elementary at best.  However, when I finished, after I'd say close to 100 hours of work and testing, I changed my mind.  I was so proud of my creation I decided to put it on the Nexus.  That was in December.  Then it slipped into the ether.

With the 100th episode today, I'm making good on my commitment.

What It Does:
This mod adds all the gear you need to roleplay as Daisy Johnson, the Inhuman known as Quake:
  • Quake Power unarmed weapon, which allows you to "quake" enemies/objects (think Fus-Roh-Dah, for the uninitiated).
  • Functional Quake Gauntlets, which help to mitigate the strain Daisy's powers put on her body
  • Inhuman Rebel Outfit and Cap* - Daisy's outfit from the Ghost Rider pod of Season 4.
  • Inhuman Finesse trait and Inhuman Training perk tree - perks to help increase the efficiency of your powers, even allowing you to fine-tune the vibrations to shatter locks.
  • An lore-friendly location to find Daisy's gear.  I don't think she'd keep her Secret Warriors S.H.I.E.L.D. outfit at home where Nate could find it.

The Quake Power, the bread and butter of this mod, is an unarmed weapon that allows you to use Daisy's "quake" abilities, throwing enemies in front of her back and doing slight damage.  When successfully blocking melee attacks as well, she can unleash a small nova, throwing melee attackers away.  However, this power comes at a cost.  Every use of the ability drains your AP significantly and wears her arms out slightly.  Her powers put a tremendous strain on her body, and although you can use them without enough AP, doing so will cause trauma to her health and her arms.  

The toll of her powers can be mitigated by wearing Quake's Gauntlets.  Although these (fully moddable) pieces of arm armor offer only modest protection, they significantly cut the AP cost of using her powers (although the penalty to her health and arms still applies if the power is abused).  This makes the relatively lower defense of the gauntlets pale in comparison to their utility with the power.

The power was never meant to be used as a main weapon.  Instead, it is a support weapon, allowing you to blast enemies onto their back (or off buildings, or into traps, or...) then follow up.  However, with the right perks (Inhuman Training, Demolitions Expert), the power itself can become quite formidable.

How it works:
This mod is intended to be used for a new game**.  That's how it was designed, that's how I used it (again, this was originally a mod for me alone).  Although I don't foresee any issues, I would still strongly urge this to be used for it's own playthrough and profile on Nexus Mod Manager.
**The best practice with any mod that adds content to the world is to wait to install until just after you have left the Vault.  The game has real issues with adding perks/traits/items before you have the Pip-Boy.
When first booting the game up, so long as the mod was installed after exiting the Vault, the Quake Power item, an associated hidden trait that help it work, and the Inhuman Finesse trait should be added automatically.  You'll see a message confirming this.  If the Quake Power isn't added (because you installed too early) you can still find one, or spawn it with the console (more below).

Where to Find the Gear:
I don't want to spoil the fun of locating the gear, but Daisy is an Agent of S.H.I.E.L.D.  She kept her gear in her locker at work.  Let's just say it's in a classified government facility she can see from her home.  (Don't worry if you're not catching on, you go here very early for a quest that's available the minute you leave the Vault.)

Uninstalling:
Since the mod edits the perk tree and the power involves running scripts, it's a good idea to do a little save cleaning before uninstalling the mod.  I've added the recipe "Quake Uninstall to the Chemistry Station "Utility" menu.  This item will refund any perk points you've invested in Inhuman Training, as well as forcefully unequip and remove the Quake Power item.


Recommended Mods to be Used With:

Compatibility and Known Issues:
  • This mod edits the locksmith perk tree.  Any other mod that edits this perk tree will conflict.  All other content is unique records, and SHOULD be fine.
  • As of right now, to my knowledge F4SE does not allow for the editing of game settings through script.  As such, the "increased jump height" description of Inhuman Training 3 is just for show.  I can't do anything about this, so don't ask.  The effect can be added through the console/custom ini though.
  • The Quake Power item has no physical mesh.  I would recommend not dropping it, you won't be able to pick it back up and will have to spawn a new one from the console.
  • *I did my best to add hair via script to Quake's cap and remodel the mesh to accommodate it.  Due to physics though, clipping is inevitable in 3rd person when moving.  Can't do anything about that, and I don't play in 3rd person so I don't really care.  More importantly, in order to get the hair back to normal, the script had to have a hairstyle hard-coded in to return to.  In other words, when you unequip the hat, no matter what hairstyle you originally had, it will revert to the one I was using.  Since I made the mod for me, the hard-coded hairstyle is the one I was using - the one that looks most like Daisy's.  This can't be changed.  If you want a different hairstyle, either use the vanilla hat, or get a haircut/use the console after wearing the cap.  Again, nothing I can do about that.

Special Thanks:
I'd like to thank the following users for their guidance in regards to my papyrus/Creation Kit questions - thank you so much for your help!:
  • Kayomm
  • Rollout
  • ThoraldGM

***I always appreciate seeing your screenshots/videos!***

My Other Mods:
All-In-One Realistic Construction Recipes

Guard Posts and Towers with Spotlights
Anarchist's Cookbook Vol. 2
Robotic Prosthetic Arms - made from scratch
Looksmenu Presets - Agents of S.H.I.E.L.D. Pack 1 - Coulson, Daisy, YoYo, and Mack
Yo-Yo's Super Powers - Super Speed Then Warp Back (Agents of S.H.I.E.L.D.)

Shotgun-Axe (Agents of S.H.I.E.L.D.)
Anarchist's Cookbook Vol.1
Stocked Vendor Counter Display Cases

Settlement Armory with Rifle and Handgun Racks
Realistic Construction Recipes - Turrets
Realistic Construction Recipes - Generators
Realistic Construction Recipes - Workbenches
Realistic Construction Recipes - Lighting
Waterpump with Bucket aka Water-Collector 9000(tm)
Powered Waterpump with Bathtub aka Ultra-Deluxe Watercollector 9001(tm)
Filled Brahmin Feed and Water Troughs
Stocked Vendor Counter Display Cases