UPDATE v1.1 - fixed rare issue when smoke bombs would stop working after resetting animation events on the player (for example having a plastic surgery) - fixed rare issue when smoke bombs got unequipped after auto-saving you from dying - added dynamic VIS-G compatibility - code cleaning - added optional ESL version
Whenever I'm in Power Armor, and throw any grenade or throwable, I get a message saying I can't throw smoke bombs in power armor, despite not even equipping them yet. It's not game-breaking, but it is kinda annoying.
I have the same problem as many others, the schematics are not appearing next to Takahashi, even after a new game.
My guess is that maybe the injection scripts starts when in character creation (pre-war, at least in my case) maybe it bugs the quest to inject them at takahashi (as the author said: "...the script also requires Takahashi to be alive and at his bar cause the way it works it first places the item at Takahashi's reference..."). IIRC when i installed the mod mid-playthrough, the schematics spawned as intended when i visited Diamond City, but not when i started a new game. A direct placement maybe should fix that.
Did you activate the mod before or after leaving Vault 111 for the new game? I loaded mine mid-playthrough and it worked fine, if you don't wait to activate mods like this until after the intro scene and you've left the vault it will cause issues exactly like you're experiencing. General rule of thumb never activate mods before leaving the vault unless they specify otherwise, the placement has nothing to do with it. The method used is for compatibility sake, otherwise it would have to edit a vanilla cell directly which would potentially cause conflicts with other mods.
Yap that's what happened, worked fine when installed mid-playthrough, not there when started a new game. This & the Plunger Gun works the same, so activating them after exiting the vault is the solution.
SO AMAZING I felt it required some capslock lol. I f*#@ing LOVE this mod, the game needs more ninja/samurai lore and content IMO... given the heavy Chinese and not-so-heavy Japanese infiltration presence in the Commonwealth (and the country in general) due to the war of 2077. You have an absolutely fantastic lineup of mods with glorious and unique concepts and functionalities, so many fun toys! Thanks for all your work, having a blast going through your mod list.
Works as advertised even in a 700+ load order, the Ninja perk modifications are all functional and the death prevention @ 20% worked flawlessly. Found the schematics without issue, love that placement btw. Mild spoiler related to the location of the schematics -
Spoiler:
Show
Takahashi is my favorite robot next to Buddy and I thought this was a hilarious, even if not intended, subtle hint that Takahashi might be a Japanese spy in disguise, hidden after all these years unable to report back due to the breakout of the war.
I'm curious what I would need to edit in order to raise the bar on the death prevention trigger from 20% to 30%? I already have Nerd Rage in my current playthrough and I think having this trigger beforehand would be ideal compared to having them both trigger simultaneously... it was a slightly lag-inducing Superman/Flash-like experience. Having a MCM menu or holotape for changing the trigger values would be an awesome addition, otherwise great mod. 10 out of 10.
First of all...love the mod. Perfect for when I wanna roleplay Batman. However, the schematics never appeared where they are suppose to. Does anyone know how to console them in? What's the add item #? Thanks :)
Try typing help "xxxxx" 4 into the console wherein "xxxxx" (use the quotations in console) is the keyword of the file...perhaps smoke bomb, ninja smoke bomb, or smokebomb, or ninjasmokebomb, etc. If you get the keyword right, then the console will spit a bunch of info out including item id's
I have a mod that fixes Ninja perk to allow it to buff melee abilities as well. Will this mod conflict / overwrite that effect. If so is there any plan to release a version of this that doesn't edit the ninja perk ?
I'd really like to use this mod but I don't want to lose the benefits of this: https://www.nexusmods.com/fallout4/mods/6666/?tab=posts .
For example one idea I have is you could have a version of this mod that adds Ninja perk 1 as a requirement to make tier 1 bombs, Ninja perk 2 to make tier 2 bombs, and Ninja perk 3 to make the tier 3 bombs (the ones that stop you from dying at 20%). That way the actual perk doesn't have to be edited itself and makes the mod not have to edit the Ninja perk itself.
72 comments
- fixed rare issue when smoke bombs would stop working after resetting animation events on the player (for example having a plastic surgery)
- fixed rare issue when smoke bombs got unequipped after auto-saving you from dying
- added dynamic VIS-G compatibility
- code cleaning
- added optional ESL version
My guess is that maybe the injection scripts starts when in character creation (pre-war, at least in my case) maybe it bugs the quest to inject them at takahashi (as the author said: "...the script also requires Takahashi to be alive and at his bar cause the way it works it first places the item at Takahashi's reference..."). IIRC when i installed the mod mid-playthrough, the schematics spawned as intended when i visited Diamond City, but not when i started a new game.
A direct placement maybe should fix that.
This & the Plunger Gun works the same, so activating them after exiting the vault is the solution.
lol
Thank you for this.
TEENAGE MUTANT NINJA TURTLES
Works as advertised even in a 700+ load order, the Ninja perk modifications are all functional and the death prevention @ 20% worked flawlessly. Found the schematics without issue, love that placement btw.
Mild spoiler related to the location of the schematics -
I'm curious what I would need to edit in order to raise the bar on the death prevention trigger from 20% to 30%? I already have Nerd Rage in my current playthrough and I think having this trigger beforehand would be ideal compared to having them both trigger simultaneously... it was a slightly lag-inducing Superman/Flash-like experience.
Having a MCM menu or holotape for changing the trigger values would be an awesome addition, otherwise great mod. 10 out of 10.
I'd really like to use this mod but I don't want to lose the benefits of this: https://www.nexusmods.com/fallout4/mods/6666/?tab=posts .
For example one idea I have is you could have a version of this mod that adds Ninja perk 1 as a requirement to make tier 1 bombs, Ninja perk 2 to make tier 2 bombs, and Ninja perk 3 to make the tier 3 bombs (the ones that stop you from dying at 20%). That way the actual perk doesn't have to be edited itself and makes the mod not have to edit the Ninja perk itself.