![]() And if we are going to use mods or console commands to increase our Rad Resistance artificially, we might as well just give ourselves immunity anyway. For instance, if you consume 2 different kinds of alcohol, the second one will override the effects of the first one. In order for effects to stack, you need to consume items of different kinds. Does a 95 damage bonus at the cost of 95 of your health sound like a good tradeoff No I. Any sufficiently high number is probably well beyond the maximum obtainable Rad Resistance available in the base game. In your case, consuming multiple squirrel stews will only increase your experience gain by 2. Like the Poisoner effect, the damage does not stack. If you're using the console, you can bring up the console and select an item before typing in attachmod and one of the IDs from this page on the Fallout Wikia. Some unbelievably tiny number that we would round to zero in the real world, perhaps, but not zero. 12 No it isn't - not without using the console, which is currently only available in the PC version of the game. ![]() Basically, you can still see yourself and your weapon (including sights) while 'invisible' to NPCs. ![]() The equation has yet to be determined to the best of my knowledge, but it seems likely that there is no number that will reduce radiation actually taken to true 0. This mod is designed to remove the transparency visual effect displayed during the players use of any Legendary Chameleon armor, while maintaining the proper invisibility rating provided by said armor. 100 Rad resistance is a ~50% reduction, but 200 isn't significantly higher, and you still take rads at 1000. Rad resistance appears reduce incoming radiation by a percentage, rather than flat amount, as in previous games. Immunity to radiation is an existing mechanic, so it should be trivial to make available to the player via mods.įailing that, there are ways to become effectively immune to radiation (power armor w/ lead shielding and mysterious serum work, as do other gear and perk combinations), but due to the way rad resistance works, you can't become absolutely immune to radiation. Failing a direct console command, it will certainly be moddable. It should be easy to find once the GECK is released. This mod is designed to remove the transparency visual effect displayed during the player's use of any Legendary Chameleon armor, while maintaining the proper invisibility rating provided by said armor. Both the 'armor' and 'stealth boy' chameleon effects also come with a few other effects as well, such as the change of lighting (for both), an activation sound (for both but in the case of the stealth boy it's tied to activating the consumable object, not activating the effect), or an additional animation (stealth boy effect only). Melee Weapons: Attacking with an automatic melee weapon, like the Chainsaw, Drill, or Ripper, now correctly drains Action Points. Headwear: The Fireman and Captain Cosmos Helmets now correctly prevent negative effects from airborne hazards. There is almost certainly a console command that will add whatever perk or attribute Super Mutants and (presumably) robots have that renders them immune to radiation to the player, but I can't find the ID online. Headwear: The Covert Scout Armor Mask no longer prevents the Chameleon Mutation from triggering.
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