• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
I wish i could be a nexus moderator so i can cull all the broken and trash pre-creation kit mods that flood the nexus.
Yeh, the whole system by which popularity of a mod is determined seems to benefit mods that have mainly been around the longest. I tend to unendorse mods that I no longer use, so I can just go back to my dl history to find the ones I want to use, but I don't think most go to that effort.
I'm using ZW's currently, it works fine for me. I made a thread on the fo4 modding reddit a while ago asking about the same, from the ones they linked ZW's seemed by far the best. [url]https://www.reddit.com/r/FalloutMods/comments/5xshmo/fo4_power_armor_mods_that_makes_it_feel_like/[/url]
Ah k, if it still works I might as well still use it. Making good progress on installing all these bloody mods finally.
I'd definitely suggest using these too if you're gonna be using power armor at all: [url]http://www.nexusmods.com/fallout4/mods/2537/?[/url] [url]http://www.nexusmods.com/fallout4/mods/21622/?[/url] [url]http://www.nexusmods.com/fallout4/mods/18591/?[/url]
Already got the frame rebalance, but damn that hud one is sexy. Normally i'd use a mod that just makes the greebly bits invisible. Never felt the need for a power armour airdrop mod before, as I usually start a trek to clear an area from a settlement, then return to sell all the crap and drop the armour off; but it could very well be handy.
[QUOTE=The Rizzler;51995333]Nice work, I'll take it off your hands if noone else does, in case someone on the modding discord wants to have a go at it. FBX would be great[/QUOTE] Not too many sites out there for upload, so I went with the most obvious one [url]http://www.nexusmods.com/fallout4/mods/22950/?[/url]
[QUOTE=Sgt Doom;51996070]I rather liked the tweaks ZephyrWarrior's mod made; particularly balance tweaks and more applicable armour mods, but it hasn't been updated for so long that there's all sorts of bugs cropping up apparently.[/QUOTE] That and if you have a lot of building mods half the features don't work.
[QUOTE=yellowoboe;51997039]That and if you have a lot of building mods half the features don't work.[/QUOTE]What, as in settlement mods, or workbench mods?
[QUOTE=Sgt Doom;51997108]What, as in settlement mods, or workbench mods?[/QUOTE] Stuff that adds new buildables. SSEx, Homemaker, etc.
set fDiffMultHPToPCTSV to 10.0
[QUOTE=Xubs;51997204]im sorry im not swedish, repeat that in english please[/QUOTE] Just enter "setgs fDiffMultHPToPCTSV 10" into the console and all will be well.
Joke. Unless you're masochistic in which case I would recommend setting it to 100.
Looking at these mods currently for weapons overhauling. WRO includes GSE, but i'm not sure if it'll play nice with LoA. I'm hoping since the weapon mods for e.g. calibres are just vanilla calibres, and not new types, that the mod'll recognize when a e.g. 10mm pistol gets horrifically mutilated into a .50BMG wrist annihilator. Loads of Ammo [url]http://www.nexusmods.com/fallout4/mods/9057/?[/url] Professional Ammo Crafting [url]http://www.nexusmods.com/fallout4/mods/22175/?[/url] Gunsmith Extended [url]http://www.nexusmods.com/fallout4/mods/14847[/url] Weapon Realism Overhaul [url]http://www.nexusmods.com/fallout4/mods/21322/?[/url]
How does everybody prefer to fortify Red Rocket Stop(if you use it as a small home/base of operations like I do). I just have a small shack house on the top of the building with a bed, storage, terminal connected to power lines and turrets watching each blind spot. Set up some walls here and there to force any invaders to expose themselves to the turrets line of sight. I also have a doghouse for Dogmeat to chill at whenever I have to take someone else. I may or may not build some shacks for settlers and make into a full blown settlement or renovate the whole place into a fort until I get to the The Castle.
[QUOTE=yellowoboe;51997135]Stuff that adds new buildables. SSEx, Homemaker, etc.[/QUOTE] Haven't had that problem, what exactly breaks for you with ZW's mods when using it with those?
[QUOTE=Crimor;51997379]Haven't had that problem, what exactly breaks for you with ZW's mods when using it with those?[/QUOTE] I've since gotten rid of it but only like the explosive vents and headlamp mods were there, Paints and decals wouldn't exist no matter what, and the jetpack was nonexistent in any form. I figured why bother because I'd rather have building mods to power armor mods since I don't use it that much.
[QUOTE=yellowoboe;51997390]I've since gotten rid of it but only like the explosive vents and headlamp mods were there, Paints and decals wouldn't exist no matter what, and the jetpack was nonexistent in any form. I figured why bother because I'd rather have building mods to power armor mods since I don't use it that much.[/QUOTE]Ah, might be crafting station fuckery. Might be fixed with a different load order. Had settlement mods and the power armour mod working fine before, but that was many months ago. [QUOTE=LtKyle2;51997316]How does everybody prefer to fortify Red Rocket Stop(if you use it as a small home/base of operations like I do). I just have a small shack house on the top of the building with a bed, storage, terminal connected to power lines and turrets watching each blind spot. Set up some walls here and there to force any invaders to expose themselves to the turrets line of sight. I also have a doghouse for Dogmeat to chill at whenever I have to take someone else. I may or may not build some shacks for settlers and make into a full blown settlement or renovate the whole place into a fort until I get to the The Castle.[/QUOTE]Usually I just wall off the entire area and have turrets on top of the building itself, if I can be bothered. Have never experienced a raid since I have defence well above food and water supply for all my settlements, but iirc raids usually just spawn in the middle of the place; looking into mods to fix that.
[QUOTE=yellowoboe;51997390]I've since gotten rid of it but only like the explosive vents and headlamp mods were there, Paints and decals wouldn't exist no matter what, and the jetpack was nonexistent in any form. I figured why bother because I'd rather have building mods to power armor mods since I don't use it that much.[/QUOTE] Ah, I have the decal part of that, thought they were unlocked from collecting stuff or something.
how do you guys even manage to get on top of the RR truck stop :v:
[QUOTE=Sgt Doom;51997410] Usually I just wall off the entire area and have turrets on top of the building itself, if I can be bothered. Have never experienced a raid since I have defence well above food and water supply for all my settlements, but iirc raids usually just spawn in the middle of the place; looking into mods to fix that.[/QUOTE] I have my Red Rocket set up similarly except with turrets along the walls, but whenever it's ever come under attack, the bandits or Super mutants always attack from outside the settlement, usually from the trees across the road.
Do loose files take priority in loading over a .bsa? I was going to install the Texture Optimization Project, then put Optimized Vanilla Textures on top of it, only to find out that the latter is now packed instead of being loose files.
[QUOTE=kijji;51997425]how do you guys even manage to get on top of the RR truck stop :v:[/QUOTE] Stairs?
[QUOTE=kijji;51997425]how do you guys even manage to get on top of the RR truck stop :v:[/QUOTE] Stairs/tcl take your pick.
[QUOTE=gk99;51997462]Do loose files take priority in loading over a .bsa? I was going to install the Texture Optimization Project, then put Optimized Vanilla Textures on top of it, only to find out that the latter is now packed instead of being loose files.[/QUOTE]Yep. Bit annoying, but the creation kit's archive tool is rather simple to use. Just set archive type to dds and make sure max archive size is less than 2gb (apparently the game does not like it when they're larger) Alternatively you could unpack OVT and overwrite, but iirc TOP covers everything OVT does already.
[QUOTE=kijji;51997425]how do you guys even manage to get on top of the RR truck stop :v:[/QUOTE] You make stairs. :v: [QUOTE=Sgt Doom;51997410]Ah, might be crafting station fuckery. Might be fixed with a different load order. Had settlement mods and the power armour mod working fine before, but that was many months ago. Usually I just wall off the entire area and have turrets on top of the building itself, if I can be bothered. Have never experienced a raid since I have defence well above food and water supply for all my settlements, but iirc raids usually just spawn in the middle of the place; looking into mods to fix that.[/QUOTE] I've had super mutants on a different save spawn outside and just waltz in through my gate while I was in build mode, and on my current save a lone raider spawned from the road/trees just ran up, threw a molotov and was immediately mowed down by one of the turrets. Haven't experienced a inside spawn yet, although I doubt they'd get anywhere since I got turrets for days watching the stairs.
What kind of gameplay mods is everybody using?
Since we're talking Red Rocket builds, here's mine from my last playthrough. Made possible through Scrap Everything, Place Everywhere and a mod that effectively removes the settlement budget. [t]http://i.imgur.com/Oz5ofTT.jpg[/t] [URL="http://imgur.com/a/FhTY2"]more images here[/URL] as not to clutter up the thread
I wouldn't mind the build limit if it wasn't so stupidly low. Either that or make it so objects already at the settlement not count towards it. Spectacle Island is a good example of how the build limit fucks you over. The settlement budget is already 50-60% used up before you even place anything.
[QUOTE=Kurahk;51997647]Since we're talking Red Rocket builds, here's mine from my last playthrough. Made possible through Scrap Everything, Place Everywhere and a mod that effectively removes the settlement budget. [t]http://i.imgur.com/Oz5ofTT.jpg[/t] [URL="http://imgur.com/a/FhTY2"]more images here[/URL] as not to clutter up the thread[/QUOTE] I see you have heretic toilet paper.
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