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Seashell Salesman posted:Okay that's what I figured initially but I don't understand why anyone would want their UI mod to make all items weightless. The UI mod is editing the item's display string, which is stored of a piece with the item's weight. To avoid overwriting another mod, weightless functionality is often bolted onto UI mods.
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# ¿ Jun 24, 2016 21:20 |
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# ¿ Apr 20, 2024 03:28 |
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Midnight Voyager posted:In less annoying news, a modular Sanctuary-style build set! Neat. Though that page is wrong - there's at least one other prefab development like Sanctuary in the Commonwealth.
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# ¿ Jul 1, 2016 15:26 |
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Deified Data posted:B) A mod that lets you create shops without booths, so you could just have a guy stand inside the Starlight diner and sell alcohol, for example The goon-made mod "Convenient Stores" will do this. It spawns registers (or med kits for doctors) at a fixed Z-height with lots of overlap, so they sit on top of bar counters and other furniture.
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# ¿ Jul 18, 2016 19:01 |
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pmchem posted:Let's say I start a new game with the Season Pass DLC, then just go save Preston, and then just go straight back to Sanctuary and do nothing but let settlers scavenge and build up the town a bit. The worst I've seen is some sort helper mods not affecting the names of items that are either already spawned in the world or statically spawned at the very start of the game.
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# ¿ Aug 3, 2016 18:04 |
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SeanBeansShako posted:And finally something for us now veterans of the game who haven't got the patince to take every single loving item from a location, Salvage Beacon here had you pretty much tell your Settlers to haul junk back to your Settlement while you are busy saving the commonwealth/finding your son/cosplaying as a better Fallout character from the past! You do still have to clean out the location into one container, but your settlers take it from there.
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# ¿ Sep 27, 2016 15:43 |
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Smol posted:Wait, so enemies (or enemy hitpoints?) scale endlessly in this game? Enemies usually exist at distinct level quanta. A bloatfly is level 1, a black bloatfly is level 9, a festering bloatfly is level 17, a glowing bloatfly is level 27. More levels mean more HP and, generally, higher damage resistance. When you enter a map cell, it spawns enemy groups based on your current level, with a minimum and maximum range depending on where you are on the map, usually trending higher as you go south and/or east. These groups include a range of leveled enemies, usually of one or two types. Some enemy types, like Super Mutants (Super Mutant Warlord) and Gunners (Gunner Brigadier) have one enemy with a level that tracks yours, instead of being a fixed value. They show up at the very top of the level range, and generally you won't see them until you get close to triple digit levels. Even then they don't replace everyone -- the running battle that is Quincy has never included even three Brigadiers for me.
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# ¿ Oct 6, 2016 17:02 |
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Deceitful Penguin posted:Also I remembered Preston being way easier to get into liked. MOtherfucker, I just want the castle and your drat perk, then to go and become king of the raiders. :romney: If it helps any I think the mission to reclaim the castle actually triggers when you get a certain number of allied settlements. I think you have to get them allied through quests, but not necessarily Minuteman quests. I got the offer after I converted Greygarden.
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# ¿ Oct 21, 2016 10:36 |
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Sintax posted:Loading times will be bottlenecked by your storage device, always make sure to put Fallout4 on your SSD boys and girls. Yeah, especially if you're running a texture or groundcover mod, and have some ridiculous END and Moving Target 3, you can totally sprint ahead of the rendering engine.
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# ¿ Nov 17, 2016 22:34 |
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Bilal posted:No, the only reason that Fallout 3 or New Vegas needed weapon degradation was to prevent the player from sequence breaking the game by getting a hold of a late game weapon early on. For example, the minigun dropped from the quest in Novac is at almost zero condition to prevent you from getting a minigun that early in the game. I can kind of see the shape of something that might work, though. Like, some kind of cleaning or fitting kit that gives you a decaying buff to accuracy/damage/DR, either per shot in/out or timer-based. You can have tiers of kit and cap them based on final buffed value. Inzombiac posted:I'd like a mod where you can build a settlement thing that makes materials passively. Northland Diggers addresses this. The stations themselves cost about two shipments worth of resources to build and spit out about a fourth of a shipment.
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# ¿ Dec 21, 2016 09:14 |
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sean10mm posted:I haven't played in a long time, what is the best "build more things for your settlement" mod now? I think I used Homemaker last time. I've had a good time with Workshop Rearranged.
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# ¿ Jan 4, 2017 00:53 |
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Diabetes Forecast posted:I installed Super Mutant Workshop but i can't seem to find the Supermutant manager. The Ghoul manager shows up in the Special list, but the Supermutant manager won't show up. Is this a common issue or would a mod cause this sort of thing to happen? How many other mods have you installed that affect the workshop menu? It's got kind of weird limitations in how many things can fit under one thing and tends to randomly lock off categories to make room.
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# ¿ Jan 21, 2017 19:32 |
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Falken posted:What settlement building mods do you chaps use? Last time I was playing I used Snap'n Build 1.9, but the creator has abandoned it. Workshop Rearranged is my weapon of choice. Adds a lot of snap points to things, includes struts so you can sink one foundation block, run out floors, and then prop those floors up on the ground.
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# ¿ Feb 18, 2017 18:02 |
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horse mans posted:Is there any way to prevent the BoS from being hostile to my settlements? I'm a BoS member and doing the Minutemen quests for the time being. Random BoS patrols probably shouldn't be aggroing on your settlements. If they are, maybe it's because you've used cages and beta wave emitters to tame creatures that passively emit radiation? That tends to get them treated as hostile.
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# ¿ May 6, 2017 15:00 |
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horse mans posted:I appreciate that, but I don't want to do that. I hate wandering all over creation looking for corpses. Especially in my WotC playthrough, an attack on my settlement may involve three or four raiding parties all drawn to my settlement at once, with many dozens of corpses to deal with afterwards. Have you got Scrapper Corpse Highlighting? One rank of Scrapper will highlight corpses when you draw your weapon. I think they have to have been killed by you and not friendly fire or environmental damage, though.
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# ¿ May 9, 2017 12:55 |
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MikeJF posted:Anyone got a mod suggestion to let me set up places where I can ship items back to my main home (preferably to a special drop-off chest rather than the main workbench) instead of me having to travel back to Greygarden each time I want to clean out? Salvage Beacons let you queue up deliveries of anything you can stick in a container, but it all winds up in a workbench at the end.
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# ¿ May 11, 2017 05:47 |
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Prop Wash posted:I really wish Bethesda had gone back and put in the effort for Sanctuary that they put into the new DLC homesteads. The nasty-rear end clutter and debris in those goes away whenever you scrap the nearby scrappable items, and then things look nice and clean again. I suggest Immersive Fast Travel if you'd like an alternate settlement-to-settlement traveller that has a cost (in oil). Still got to get to civilization to use it though, and enabling fast travel is good for other things like fast traveling to where you currently are if the LOD that includes the actual doors hasn't loaded in yet. Dick Trauma posted:I've been waiting for Sim Settlements to develop a little bit before I restart my game, but how hard is it to get NAC looking good? I usually only do a weather enhancement mod and avoid ones that play with color balance, etc. Is the revamped interior lighting part of NAC? Sim Settlements has got industrial add-ons that produce water, power, ammo, and tunable types of scrap, a tool that lets you select which plot you want, and no longer conflicts with any vanilla assignable roles like guards or (I think) provisioners, though check your supply lines on that last one to make sure. It's got room to grow, sure, but it's significantly more functionality than curiosity at this point.
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# ¿ May 20, 2017 16:57 |
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bazomatic posted:I don't seem to have any issues, but *are* there issues between Settlement Keywords Expanded and Sim Settlements? I can't find anything one way or the other. The latest versions of Sim Settlements inject themselves as a top-level menu if you have Settlement Menu Manager. It works out well for me, but like most people who mod my settlement menu is a shambling monstrosity made of scrap metal and baling wire. So take that with a grain of salt.
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# ¿ Jun 24, 2017 18:15 |
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SeanBeansShako posted:Diverse Dogs adds more dog breeds to the Wastelands using the workshop somehow. I think it needs the Workshop DLC because that's the one where you could catch dogs for your settlement.
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# ¿ Jul 19, 2017 20:30 |
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CaptainViolence posted:I'm pretty sure you're thinking of "Don't Call Me Settler" which from what I can tell got taken down by the author because the included scripts had the potential to gently caress up the job assignment system when combined with other mods. I've never had any problems with it, myself. When I googled it, a lot of people said that despite his claims, the author wasn't going to fix it and just took it down so people would stop spamming his author page over their save getting messed up. The name thing got moved to Immersive Settlers, but not any of the other auto-assignment functionality.
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# ¿ Jul 21, 2017 13:29 |
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Vargatron posted:Can someone suggest to me a mod such as SkyUI that unfucks the inventory management in Fallout 4? DEF_UI is still kind of state of the art there, as far as I'm aware.
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# ¿ Aug 1, 2017 19:33 |
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Tatos, gourds, and silt beans... might make pretty good dip?
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# ¿ Aug 10, 2017 02:47 |
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SeanBeansShako posted:For those who wish the music of the game had more well, a old school Fallout bite to it now but don't want to simply reuse the music from Fallout 2/FNV a modder and composer has created a perfect old school sounding unique score for Fallout 4. Check out the videos on the mod page for Faded Glory. It honestly fits real well with the setting and old style music! Yeah, this is pretty boss. I was clearing out Jamaica Plain and when I heard one of the new tracks I had to stop and listen.
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# ¿ Aug 21, 2017 16:56 |
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marshmallow creep posted:I mean, you may want to start the game fresh for a few reasons, but the two I imagine most pertinent would be so A) you have a frame of reference to know where a lot of the criticism is coming from, and B) so you better know the difference between a mod working as intended and when it's done hosed up. Yeah, most of the mods are fortunately not of the "only with new game or ETERNAL FAILURE" variety, so you can just plug one in and keep going..
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# ¿ Aug 21, 2017 16:59 |
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Scrap Everything takes apart every prebuilt clutter object in settlements. Sim Settlements spawns in extra geometry that doesn't count toward the limit. Pick one, or your machine will poo poo itself trying to render your settlement when you walk up to it.
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# ¿ Sep 6, 2017 00:26 |
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Phrosphor posted:I think sim settlements needs the dlc as well? It uses stuff from manufactury I think. I think they were pushing more for the Minecraft angle, what with the rube goldberg ball tracks and manufactories and battle arenas and confetti cannons. Sim Settlements is great for people who want game mechanics stuff out of their settlements. Which is a decent number of people, me included!
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# ¿ Sep 14, 2017 17:56 |
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RagnarokZ posted:Anyone got some recommendations for Display mods? The cases the DLC comes with, have some issues were the junk I shove into them, sometimes load BEFORE the cases actually load, which is a bit of a problem. You may want Functional Displays? It looks like it inherits from the bobblehead/magazine rack idea, and I've never had one of those drop out on me.
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# ¿ Sep 18, 2017 18:00 |
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Your Computer posted:Thanks! I'm not entirely sure how to read the info but I think it looks like pretty much all of it is insignificant (an item getting a slightly different name or a perk getting a slightly different description text). I guess I'm sorted! Sim Settlements is pretty cool, but whether or not it's Must Get depends how much you liked that part of the game.
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# ¿ Oct 12, 2017 14:49 |
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Your Computer posted:Does it require a lot of materials to do anything fun with it, or can you start making settlements pretty early in the game? Eventually you're probably going to run through your initial stock of sensors, and extra ones will need crystal and fiber optics to craft. Those aren't easy to come by. Then again, he's also dropped buyable sensors on a lot of the junk merchants in the game, so maybe it'll be easier to keep up.
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# ¿ Oct 15, 2017 05:32 |
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Saint Sputnik posted:Ffffuck! twice now I've lost loot because I put it in a container to come back for it, and the container respawned as soon as I walked away. What is this bullshit? Salvage beacons?
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# ¿ Oct 17, 2017 22:16 |
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hup posted:Yeah, but how does he know dogmeat? What adventures of the dog do we not see? If you deliberately ignore Dogmeat, when you get to the point where you need him to track something Valentine says he's calling an old associate and then dogwhistles. Dogmeat: crime-solving adventure dog, and also somehow the Norm of the post-apocalypse. Everybody knows Dogmeat!
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# ¿ Oct 20, 2017 02:29 |
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horse mans posted:I feel a very slight twinge of nostalgia for Fallout 3. Good music, and reasonably decent atmosphere. TTW is worth setting up. DEF_UI and FrameworkHUD along with a sorting mod like Valdacil's will make inventory a lot easier to manage. Faded Glory is a nice soundpack that adds some tracks inspired by older Fallouts to the non-radio soundtrack. True Legendary Enemies names a whole bunch of legendary spawns. It's a fun little touch. Salvage Beacons is a slight tweak to vanilla gameplay, but it basically leverages your settlement network to transfer the contents of any container to a settlement workshop. Saint Sputnik posted:Guess now's a good time to ask this: What am I doing wrong that TTW won't start? I mean it boots up to the title screen but won't start a new game without loading or freezing or something. I feel like I'm forgetting an ini edit I'm supposed to make. You'd probably be better off asking in the New Vegas thread, which is still active. Glazius fucked around with this message at 07:44 on Oct 24, 2017 |
# ¿ Oct 24, 2017 07:27 |
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Slowpoke Rodriguez posted:Can anyone recommend some good Sim Settlements add-ons? Or at least ones to avoid? You can actually curate mods from within Sim Settlements, with both global and local banlists. The one mod that install or no is up to your own personal taste is Always Free, whose entire point is that sometimes your settlers build rogue defense towers or bring rabid molerats home, and you might come back to your settlement to find it imploding.
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# ¿ Oct 24, 2017 21:47 |
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Terrorforge posted:Do you mean the MrJoseCuervo addon pack? If not please tell me because one way or another that sounds like an excellent addition to my planned Raider-themed "do drugs and kill people with blunt objects" run. Yes, that's the one. To spread out a little, one addon you should get, mechanically, if you lean Minuteman, is Brae's Defenses. It includes some 2x2 martial plots with integrated cannons that count for your Minuteman salvos. Wasteland Venturers contains some neat alternate shops and farms and such. Industrial City doesn't use the tech tree much but it does let you spit out highly tunable scrap. Ruined Homes And Gardens has a bunch of garden plots without a giant subterranean dirt hill, for parking on high places.
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# ¿ Oct 25, 2017 00:39 |
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Ygolonac posted:Edit: stripping weave didn't change things, removing most of my armor didn't either. Guess at this point the game considers this effect (added by Legendary Overhaul) to be OP: This is the same effect you can vanilla put into power armor helmets. It makes them a red wireframe, right? I remember early bug reports where it was sometimes considered a hostile act. If that's still true, it may just be that NPCs are registering being attacked but have no idea how to deal with it, so they're running.
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# ¿ Nov 20, 2017 21:08 |
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Terrorforge posted:So along the the 1.4 update of Horizon, the author is (in a few hours) releasing a whole other mod called Architect and it's a bit of a doozy. The marquee feature is a Sim Settlements-like system where you plop down a controller object that spawns in a prefab building with toggleable beds, decorations and stuff. It has small townhouses and giant gently caress-off department stores, and even placeable roads and terrain features, all of which seem to largely bypass the finicky building placement mechanics those things usually run into. Wow! Wow. drat, that's a great pack-in for Horizon, and basically for anybody who doesn't want to get invested in Sim Settlements.
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# ¿ Dec 6, 2017 02:24 |
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staberind posted:same. they can't write for toffee. "oh, your son's missing, i guess you want to get right on that, do you mind going in the opposite direction and being killed in a car factory for some idiots first though?" I will not defend the protagonist's on again off again relationship with the importance of family, but the car factory is probably the least bullshit derail of them all. It and the BoS outpost are pretty much in line with your path down to Diamond City, and you even loot a key to a storage pen in the factory from one of the raiders attacking Concord.
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# ¿ Dec 8, 2017 17:59 |
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I was going to say, it sounds like you need to download the latest sim settlements. That sounds like a desk from a previous version.
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# ¿ Dec 30, 2017 15:16 |
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TaintedBalance posted:So started my new game of Horizon with the new Sim Settlements and its going a lot better now that I have a better idea going into it. Thanks for the advice thread! How well do the new interior plots fit into some of the Architect buildings?
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# ¿ Jan 3, 2018 17:03 |
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Seashell Salesman posted:What the gently caress. Dogmeat cannot be a city leader in Rise of the Commonwealth? Who the hell else is fit to lead Red Rocket (aka the best settlement)? As an alternative, since all the craft benches are also available at the Red Rocket down the road, just use that as a base while Sanctuary is level 0? Pretty sure all the craft benches come back when it hits level 1. (or alternately, leave Sanctuary as is while the Red Rocket goes from 0 to 1, same caveat applies I think) Also, just level 1 is goddamn ridiculous, especially in Sanctuary, I cannot wait to see where the hell this ride is going to go for level 2.
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# ¿ Jan 4, 2018 10:13 |
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# ¿ Apr 20, 2024 03:28 |
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Ygolonac posted:Hmmmm. I'd been noticing a "hitch" when looting Pre-War Money from containers - I was also getting the same delay on Legendary items, and the readable comic books from a mod I added - and found that trying to transfer the money to a container would lock the game up. (Well, $9k or so out of the $10.4k in inventory.) Went to an much earlier save, same issue. Same early save, buy from a merchant and pay in that same $9k-ish Federal buttwipe, there's a hitch... and the game continues. Seems the Legendary delay is gone as well. If a script is running on every item, especially during a transfer, the scripting engine can get overloaded independent of the game. Have you done anything to increase the amount of resources allocated to Papyrus in your ini?
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# ¿ Jan 9, 2018 08:00 |