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Evi1Panda

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Evi1Panda

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Institute is protecting its technologies : synths explodes its armor after death. Any language. ESL (ESPFE actually).

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Institute is protecting its technologies : synths explodes its armor after death. Why you're need this? I don't know. I think it is too easy to get synth armor. Any language. ESL (ESPFE actually).

You can setup this mod settings using console (or maybe someone will do MCM for it, I'm too lazy).
show [GlobalVariable name] - will show current setting
set [GlobalVariable name] to [value] - will setup value.
To use variables editor's id names instead of form id you should use Baka Framework (actually, I hope it is, I don't remember)
For example type in console : set ExplosionType to 0
And you will turn off the Explosion (if you has low-pc and has a freezes, or if you dislike this option, or anything else).

GlobalVariable Property ExplosionType Auto
{0 - no explosion, 1 - using small, 2 - using med, *3 - using big, 4 - using small and med, 5 - using small and big, 6 using med and big, >6 using all, *default}
GlobalVariable Property PerkInfluence Auto
{0 - no influence, 1 - Robotics01, 2 - Robotics02, 3 - Robotics03, *4 - progressive model (10% for each level), *default}
GlobalVariable Property PercentForEachPerkLvl Auto
{For progressive model, do nothing if progressive is off. Default : 10}
GlobalVariable Property AddItemAfterRemoving Auto
{*0 - don't add, 1 - just add, 2 - add and equip, 3 - randomize from list, 4 - randomize and equip. ItemsToAdd FormList should be filled.}
GlobalVariable Property RandomizeChance Auto
{-1 - use RoboticsExpert perk progressive model and PercentForEachPerkLvl values, 0 - never, 100 - always, 100. Chance to add for each item. This option need to AddItemAfterRemovig was set to 3 or 4 and ItemsToAdd was filled.}

For moders and people needed to patch it for smth else : there is two formlist inside
SEE_DontRemove - put there base ID's for items or keywords, and will not be removed.
SEE_ItemsToAdd - maybe you will want to add smth after synth will die to its inventory. If you will - you should place it here (see AddItemAfterRemoving option).

It is adds additional effect to AbRaceSynthGen1, so it can have potential conflicts, but I don't know any more mods using this records.

UPD: Will it work on nextgen? It is using F4SE, so if it works then mod will work too.

I recommend to use it with Damn ApocalypseInstitute Technology Overhaul and Synth Overhaul - C.A.S.T. (It protects weapon from easy getting to player too).
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