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> Project HOBO
Lopov
post Sep 13 2019, 03:33 PM
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From: Slovenia



I decided to bring my legendary wanderer from the Capital Wasteland to the Commonwealth. I'll copy some notes I've been making here, writing about it will give me some more ideas.

SPECIAL and STATS:

S 8
P 5
E 10
C 1
I 5
A 8
L 5

I'll boost his SPECIAL with the console, so it'll be the same as in FO3. I'll also boost his initial damage resistances and rad resistance (console command modav.radresistexposure).

The Hobo's far from a r00kie, so I'll also give him some perks from the very start, namely regarding guns, rifles, explosives, melee, lockpick, animal friend, weapon crafting.

Inventory:

That is where I almost lost my entire enthusiasm. Since the roving trader outfit was never ported to FO4, I had to search for something else, something that'd fit an old tramp. As much as I like various outfits from the Nexus, and sometimes have troubles deciding which of them to use for "Snake" Logan, it was a completely opposite experience when finding the appropriate outfit for the Hobo. Not to mention that 50% outfits are meant for almost naked women, even other outfits weren't appropriate for him. It also bothered me that 99% outfits are super clean.

I should have had more trust in the vanilla game. Browsing the outfit page on the Wiki, I came upon the explorer outfit. First the name caught my attention, then the looks. It's not perfect, but it'll do.

If I had troubles finding the main outfit, I was very happy when I found out, that the Chinese General Hat was ported to FO4 as a mod.

There weren't any problems with finding a similar-to-FO3 looking backpack, because there's lots of backpack mods available. He'll use the most left one.

Weapons he'll start with, are listed below - it's more or less the same assortment as in FO3:

-Hunting rifle (with the long barrel - add Reba with the console, then rename it)
-Shishkebab
-Railway rifle - download a mod for craftable railway spikes
-a regular knife
-some grenades
-some mines
-Dart Gun? - if it exists

Knowing the Hobo, he'll soon find some other weapons but the first three weapons on the list will always be his main ones.

Other stuff:

-RadX
-RadAway
-Stimpaks
-Cigarettes
-Random food and drink
-Lighter - download a mod for a flickering sound when firing up a cigarette
-Lantern - download a mod for craftable and wearable lanterns

I won't add junk to his inventory except some stuff to eat food with, because he'll stockpile lots of junk on his own.

Radio:

The Hobo can't live without listening to the Enclave radio, and fortunately there's a mod for this too.

Appearance:

Shouldn't be too much of a problem recreating his face. He's older now, close to 70s, so I'm thinking of adding him glasses, because his vision worsened.

Starting place: somewhere in the northwest.

That should be all for now, maybe I'll think up of more stuff later on.


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SubRosa
post Sep 13 2019, 04:17 PM
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From: Between The Worlds



Haw Baw!


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mirocu
post Sep 13 2019, 04:20 PM
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I remember Hobo. Cool to see he's still around biggrin.gif


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Lopov
post Sep 14 2019, 07:58 AM
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QUOTE(SubRosa @ Sep 13 2019, 05:17 PM) *

Haw Baw!


HAW BAW!

QUOTE(mirocu @ Sep 13 2019, 05:20 PM) *

I remember Hobo. Cool to see he's still around biggrin.gif


Nice that you remember him.

The transition was successful, I had to switch the explorer outfit for the scavenger outfit. Both look the same except that the first one has a hood that was clipping through the backpack, whereas the second one is without the hood. Speaking of backpacks, the one I wanted to use, is no longer available, but his current one is kinda small, considering all the junk he will carry around. So I must find a bigger one for him.

The rifle I added to him with console commands, came with a short scope attached, but his rifle should be scopeless. Apparently it's possible to remove the weapon mods with console commands, but it didn't work for me, so we removed the scope at a workbench.


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SubRosa
post Sep 14 2019, 05:55 PM
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Using the console to change weapon mods can be tricky.

First you need to find the ID of the mod you want to attach. This can be difficult with the console, as so many are generic. Especially something like Iron Sights, since pretty much every gun has them. You need to input the exact name of the mod as it is displayed in the workshop. Even then, you will probably get dozens of options.

Help OMOD 4 [Name]

That will give you all the omods with that name. Remember those for future use.

Next drop the weapon the ground, then pick it up with the grab command. That way it is floating in the air in front of you.

Open the console and select it. This is the hardest part, since the game wants to select everything else, including the fog in the air instead. If you cannot select it, then use this command:

GetPlayerGrabbedRef

That will give you the ID of the weapon.

Then do

Prid
[weapon ID]

If you could select it normally, just skip to this part.

With the weapon selected in the console (or by Prid) type in:

amod [ID of the OMOD you found in the original search]

That's it, it will automatically attach the mod to the gun.


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Lopov
post Sep 15 2019, 10:14 AM
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From: Slovenia



I did it all as you said, but when I wrote the final command, namely:

amod [ID of the OMOD you found in the original search]

, a message appeared in the console command, stating:

parameter must be object mod type

I googled it up, came upon several threads, where people were posting of this same problem, but the solution was never found.

Now I'm thinking that it was because I chose the wrong OMOD, but IIRC there was only one short scope for a hunting rifle present, I couldn't choose anything else.




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SubRosa
post Sep 15 2019, 04:25 PM
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I just tried replicating that, and when I tried to use a MISC mod type short scope, I got the same error message. When I used an OMOD from a different rifle, it still attached it normally. So I think you are just not using an OMOD. Make sure you put the OMOD in your initial Help command. When the results come up, it will say OMOD or MISC next to the item name.


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Lopov
post Sep 15 2019, 04:35 PM
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Yes, that was an issue, I just checked it now, I was inserting the ID of MISC instead of OMOD. Thanks!

SubRosa, since you're a known animal friend, do you have any recommendations which mod to use to make the same type of enemies, that can be befriended with the Animal Friend perk in FO3 and FNV, friendly in FO4? I mean animals like dogs, mole rats, ...

The AF in FO4 is kinda pointless because you have to pacify every individual animal, and I haven't found any replacement for it on the Nexus. There is one mod, but it makes all animals and creatures friendly, including mirelurks and deathclaws, which I don't want.

The Hobo is a known animal friend, so I want something simple for him, not that he has to pacify every animal he comes across.

EDIT: Nvm, I found your link to the Ironman Survival Tweaks in another thread, which is exactly what I was looking for.

This post has been edited by Lopov: Sep 15 2019, 04:50 PM


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SubRosa
post Sep 15 2019, 05:19 PM
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I do not bother with mods for making animals friendly. You can do it much easier with the console, and that way make specific animals friendly or hostile. Without screwing with their records in the construction kit.

Use this command:

SetAlly [faction] [faction] 1 1

One of the factions is going to be the PlayerFaction = 1C21C
The other faction is going to be each specific animal type you want to be friendly. I have a batch file I run at the start of every new character.

CODE
Set Timescale to 10
Set RailroadClothingArmorModAvailable to 1
Set RailroadClothingArmor_ChanceNone to 0
SetAlly 1c21c 1d15b 1 1
SetAlly 1c21c 267bf 1 1
SetAlly 1c21c b3d82 1 1
SetAlly 1c21c 030140f1 1 1


It makes Wild Dogs, Radstags, Yao-Guai, and Wolves friendly.

It also sets the timescale to a slower one, and makes ballistic fiber available to build without doing the Railroad questline.


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Lopov
post Sep 15 2019, 06:42 PM
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Thanks.

I'll use your commands instead of using the Ironman Tweaks, also because in that tweak bloatflies are included. I'll install some other tweaks from that mod, so it was a good find in any case.

I use a bit unusual timescale value - 17.5. An odd value but I find it to be the best for my roleplays.

I found another good mod for the Hobo - the shopping cart. laugh.gif Of course he'll also need a four-legged companion. He had Mutt in the Capital Wasteland (the Hobo's name for Dogmeat), but he passed away in between. I don't want to use the same Dogmeat as Logan has, so I installed a re-skin of Dogmeat, now it's a glowing vicious dog instead, albeit friendly.

This post has been edited by Lopov: Sep 15 2019, 06:49 PM


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SubRosa
post Sep 15 2019, 06:52 PM
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The shopping cart is brilliant!

Is his new dog named Glowstick? Nite Lite? Westinghouse?



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Lopov
post Sep 15 2019, 06:59 PM
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They haven't met yet, but knowing the Hobo's creativeness, he calls all his dog followers in the same way - Mutt.


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Renee
post Sep 18 2019, 03:34 PM
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Wicked awesome! Nice to see THE Hobo has made it to Boston. I think he'll totally be at home there, since it's more of a city than the wasted Capitol Wasteland. I mean, to me it seems that Boston has less enemies per cell than the downtown D.C. area.



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Lopov
post Sep 18 2019, 09:21 PM
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Thanks Renee.

The Hobo will eventually make his way to Boston, but it'll take a while - he moves around slowly, now even more, that he has his own shopping cart, and he likes to "squat" in abandoned places for a while before moving on.

The Hobo is a nice change from both Logan and Vinnie. There's much less combat in his game going on (at least for now), instead the focus is on stockpiling junk, crafting stuff and lazing around.


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