Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
[QUOTE=brenz;49295846]What was the mod that doubled your damage output when playing on Survival. I cranked my difficulty up, and holy shit, the sponge-bullets are real. Fucking emptying 10 mags of .50 into a raiders head and he keeps wondering where the fuck they keep coming from.[/QUOTE]
[url]http://www.nexusmods.com/fallout4/mods/222/?[/url]
[QUOTE=ClarkWasHere;49295796]
The Overview of it all
[t]http://images.akamai.steamusercontent.com/ugc/645502556550685889/81357AF4ACDA47305B5DE98C75C299A3B664FC35/[/t][/QUOTE]
Why would you even waste so many resources when it takes so much less to run out of things to buy with all the caps you make
Unless you used godmode to build that in which case why even bother
[QUOTE=Ryo Ohki;49295898]Why would you even waste so many resources when it takes so much less to run out of things to buy with all the caps you make
Unless you used godmode to build that in which case why even bother[/QUOTE]
I didn't godmode that thing, I'm just level 93 and had way too many excess resources at that point. I just wanted to see how high the scale can even go. And it can go really high.
and also thatcrazygman basically challenged his senpai, whom he should have know would have easily stepped it up.
[editline]11th December 2015[/editline]
[QUOTE=Atlascore;49295913]How? Raiders are like one of the weakest enemies in the game, most of my guns kill them in 1-3 hits.
Do you have the weapon perks? Are you upgrading your guns?[/QUOTE]
fighting a super mutant primus at level 93 on survival can be a struggle as they have huge amounts of defense and health.
You'd basically need to use the gauss rifle all the time to be able to kill the fuckers easily.
[QUOTE=Atlascore;49295913]How? Raiders are like one of the weakest enemies in the game, most of my guns kill them in 1-3 hits.
Do you have the weapon perks? Are you upgrading your guns?[/QUOTE]
I have a Recon .50 Sniper Rifle that does 160 a pop. Shot a Raider Waster or something in the head, sneak bonus of X2 applied. Took 20% of his health.
[QUOTE=Atlascore;49295931]All of that and you still get 30 fps? Huh, that's surprising and nice to know, I was expecting Gamebyro to shit itself if too much was built in one area.[/QUOTE]
really it's only because there's like 80 turrets running so that I have more defense, so it's really only a CPU issue.
Where did the in-launcher mod manager go?
[QUOTE=brenz;49295984]Where did the in-launcher mod manager go?[/QUOTE]
it never was there
presumably because bethesda might make their own with bethesda.net or some milarky
It was removed with the latest patch.
[QUOTE=brenz;49295984]Where did the in-launcher mod manager go?[/QUOTE]
[QUOTE=ClarkWasHere;49296001]it never was there
presumably because bethesda might make their own with bethesda.net or some milarky[/QUOTE]
It was hidden on the helmet, but it's been removed now.
You can still enable mods by editing your plugins.txt or by using a mod manager.
([URL="https://github.com/FlakTheMighty/Fallout-4-Config-Tool"]shameless plug[/URL])
[QUOTE=FlakTheMighty;49296010]It was hidden on the helmet, but it's been removed now.
You can still enable mods by editing your plugins.txt or by using a mod manager.
([URL="https://github.com/FlakTheMighty/Fallout-4-Config-Tool"]shameless plug[/URL])[/QUOTE]
Many thanks. I don't have to shoot at enemies who have drank spoiled milk for 200 years, so that their bones are made of unbreakium.
Fuck my feeble mind, I can't figure out it's usage. Do I plop it into main Fallout 4 directory?
[QUOTE=FlakTheMighty;49296010]It was hidden on the helmet, but it's been removed now.
You can still enable mods by editing your plugins.txt or by using a mod manager.
([URL="https://github.com/FlakTheMighty/Fallout-4-Config-Tool"]shameless plug[/URL])[/QUOTE]
really? It was hidden on the helmet? what.
[QUOTE=ClarkWasHere;49296054]really? It was hidden on the helmet? what.[/QUOTE]
On the brow of the T-60 helmet, iirc.
[QUOTE=_charon;49296062]On the brow of the T-60 helmet, iirc.[/QUOTE]
that's really weird, I wonder if it was intentional.
[QUOTE=ClarkWasHere;49296082]that's really weird, I wonder if it was intentional.[/QUOTE]
Probably a low brow joke from an intern.
[T]http://staticdelivery.nexusmods.com/mods/1151/images/5536-0-1449860978.png[/T]
[QUOTE]Replaces Swan's ambushing noise with a clip of Shrek yelling "Get out of my swamp!" and replaces his roar with the one Shrek uses to scare villagers.
The rest of Swan's noises are shared with other Super Mutants, so would give you an army of Super Shreks to fight if changed. (Not that that's a bad thing).[/QUOTE]
[URL="http://www.nexusmods.com/fallout4/mods/5536/?"]It was inevitable that someone make this.[/URL]
[QUOTE=brenz;49296034]Many thanks. I don't have to shoot at enemies who have drank spoiled milk for 200 years, so that their bones are made of unbreakium.
Fuck my feeble mind, I can't figure out it's usage. Do I plop it into main Fallout 4 directory?[/QUOTE]
Just drop it onto your desktop or wherever, it'll say it can't find your installation directory if it isn't in the default steam one, just give it your install path and it'll save it.
[QUOTE=FlakTheMighty;49296135]Just drop it onto your desktop or wherever, it'll say it can't find your installation directory if it isn't in the default steam one, just give it your install path and it'll save it.[/QUOTE]
Figured it out already, but thanks. A neat thing you've got going here, really.
[URL="http://www.nexusmods.com/fallout4/mods/5509/?"]Someone made a mod that makes the X-01 look like the talking heads texture from FO2[/URL]
[T]http://staticdelivery.nexusmods.com/mods/1151/images/5509-0-1449846939.jpg[/T]
Did anyone draw parallels to the [sp]Courser hunt mission[/sp] and Mass Effect 2's Jack's Breakout/Thane's hunt?
Just played through and it felt a lot like those missions with the guy over the loud speakers and stuff.
If you don't wanna use some custom launcher/mod manager/INI-configuring tool to launch your game, you don't have to.
About the (hidden) mod menu being removed, just make a copy of plugins.txt this file is basically the load order in the launcher menu.
Bear in mind that there are like three Fallout4 folders that are relevant, all of which I have starred on my system for easy access (one of them has plugins.txt, one of them has ini settings, and 3rd of them is the main installation folder) and they're all in different places around the computer, so it might cause headache to some..
Now the plugins.txt. This simple text file containing your mod load order will get wiped every time you open the normal game launcher, [I]if[/I] you don't have it set as read only. Right click, properties, check it.
So, make a backup copy of it, or don't, but you have to keep it as read only, and you have to add in the [I]mod name.esp[/I] on the list each time you install a mod manually. The list determines the load order.
[editline]11th December 2015[/editline]
Doing it this way is going to become more and more inconvenient as your list grows bigger however.. but it can go a really long way, and is pretty fool-proof.
I have a few questions about trade routes:
So Settlement A and Settlement B share resources from a trade route.
Now, if I connect Settlement C to Settlement B, does it receive the resources from Settlement A?
Another question: Settlement B is producing 12 food in excess, and it is trading with Settlement C. Settlement C isn't showing an increase in food over its own base of 8. Does it not display the benefit of the additional food, even though it is trading it?
Are there simple wood pillars in the settlement building menu? I can't seem to find them.
Yes, you just draw nice circle around the commonwealth using trade routes.
[QUOTE=richard9311;49296335]I have a few questions about trade routes:
So Settlement A and Settlement B share resources from a trade route.
Now, if I connect Settlement C to Settlement B, does it receive the resources from Settlement A?[/QUOTE]
Yes, that also includes any weapon mods you have at workshops in A or B.
[QUOTE=richard9311;49296335]Another question: Settlement B is producing 12 food in excess, and it is trading with Settlement C. Settlement C isn't showing an increase in food over its own base of 8. Does it not display the benefit of the additional food, even though it is trading it?[/QUOTE]
It doesn't display it because it only counts the food being produced by that settlement. If it trades with a settlement with excess food, it'll receive the excess food. So you could have a settlement that doesn't make food but works as a trade hub. Personally, I use Starlight Drive In as a trade hub because of it's decent location.
Though in all honesty I just make all my settlements over produce at least one type of food, this makes creating adhesive from vegetable starch easy as hell. Have one settlement do corn, one do tato's, one do mutfruit, and any settlement with water purifiers fulfill the role of creating the purified water supply.
[QUOTE=richard9311;49296335]
Are there simple wood pillars in the settlement building menu? I can't seem to find them.[/QUOTE]
No. Look to Homemaker for that. It's really a decent mod.
[url]http://www.nexusmods.com/fallout4/mods/1478/?[/url]
Speaking of weapon mods, I have a bunch in my inventory. Are those the ones I have on my gun, and if so will removing them remove the mods from my weapons?
[editline]11th December 2015[/editline]
[QUOTE=purvisdavid1;49296375]\
No. Look to Homemaker for that. It's really a decent mod.
[url]http://www.nexusmods.com/fallout4/mods/1478/?[/url][/QUOTE]
Aww fuck. I'll pick it up on my second modded playthrough.
[QUOTE=richard9311;49296384]Speaking of weapon mods, I have a bunch in my inventory. Are those the ones I have on my gun, and if so will removing them remove the mods from my weapons?[/QUOTE]
Weapon mods are attached to the gun. If you have anything in the mods section, I'd throw it in a workshop because all it'll do is clog your inventory and take up weight. Putting them in a workshop allows you to use those mods still, with the benefit of you can use any of those mods at any settlement as long as it's connected through caravans.
[QUOTE=richard9311;49296384]Aww fuck. I'll pick it up on my second modded playthrough.[/QUOTE]
No need, you can just inject it as of now unless you also have SSEx, which if you do they have a patch to make that work with Homemaker.
[QUOTE=Combine 177;49296342]Yes, you just draw nice circle around the commonwealth using trade routes.[/QUOTE]
Yeah..
You try to draw a nice circle around the commonwealth, instead you end up with a clusterfuck of trade routes like mine.
I love how easy to kill deathclaws are with an advanced combat shotgun.
[QUOTE=richard9311;49296384]Speaking of weapon mods, I have a bunch in my inventory. Are those the ones I have on my gun, and if so will removing them remove the mods from my weapons?
[editline]11th December 2015[/editline]
Aww fuck. I'll pick it up on my second modded playthrough.[/QUOTE]
It's an easy install. Also store those spare weapon mods the fuck into the Workshop container, right now.
I can't even imagine how bloated your inventory must be. Do you want to give me a headache?
[QUOTE=Bat-shit;49296415]Yeah..
You try to draw a nice circle around the commonwealth, instead you end up with a clusterfuck of trade routes like mine.[/QUOTE]
I figured this out the hard way. :v:
Making trade routes cross each other fucks with the stats of settlements, making them appear like there are no people, no beds, no food, etc.
Just using 1 trade route between settlements is enough.
Also, what were the power armor mods?
I mean, some paints job or.. something.
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