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363rdChemicalCompany

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Everything posted by 363rdChemicalCompany

  1. I guess I lucked out. I bought ym last card a 4080 Super last summer when availability was high and prices were (by todays standards) lowish, and it runs great but when its time to replace it in a couple of years, between likely price and availability issues there may be reasonably priced Intel and AMD cards out that will beat it.
  2. Xander's Aid found a way to add his DLC and keep it 100% accessible from vanlle game map and engine. All the DLCs are too. For me, my best outcomw would be if Cascadia was .163 game version compatible and could be readily accessed through the Fallout 4 map. KInda like a New Lands mod, Maybe find an airplane or soemthing. This would negate the diffculties some users had in making Fallout London work for them
  3. SKK Settlment attacks allows you to have attacks on any settlement even the ones , such as the Castle, that dont get random attack in the Vanilla game. My Castle is a fortress with ten (!) Power Armor equipped guards plus another 5 or 6 guards with other good gear. The Power Armored guards all have heavy weapons such as gatling lasers, upgraded miniguns, etc etc I had attacks with up to 200 Supermutants! I also use Better Settlers, with mortality turned on but only for my males, in exchane they are now Level 40. The females are protected and come from Commonwelath Captives, and other mods, ensuring they are attractive, but it keeps them at Vanilla game settler level of 2. So its extra important for me to have them not run into the fight.
  4. Its a lot of fun to give great gear to your settler guards and watch them actually make use of it! I even put the Guards into all my spare power armors on purpose and equip those particular guys with some of the best weapons I own.
  5. Aha, that's right, thats why I couldnt find Cowardly Settlers on Nexus it's not on here
  6. Yes there is a mod that partially addresses this. but only partially. Since the game does not have a climbing animation, it grants NPCs the power to (after some time elapsed) to appear on the other side of a wall, as if they had climbed. What I do I use all my resources to equip my guards well, but dont bother with the non guard settlers, such as farmgirls, the doctor etc. Then I use a mod called coward settlers. This allows me to put a "safe zone" mat at a spot in the settlement where all settlers that are not actually guards will flee to. I cannot currently find it on nexus even though it was a recent download
  7. This is their latest trailer. They even have Cascadia purpose made Music!
  8. PS: For what its worth I (game version .163) am still using and enjoying the heck out of, Armorsmitth Extended and AWKCR without any issues.
  9. Folks there is no reason to get upset about disagreements or misunderstanding on these subjects. After all it is fiction. When I started this thread I was hoping it would bring people together talking about out shared passion, this game examing the perspective of the Coursers.
  10. there are just too many mods to list. It depends if they use BA2 files or not and if they use F4SE. F4SE has been updated but the mod would still have to be updated to use the new F4SE , I think When you see a mod thats been published well after the date of the update April 27th i think then often it will work on new game version unless stated otherswise.
  11. I do not know how to help you but wanted to say Hello so you can see we read this and not ignoring you. Sometiems folks just dont know the answer.. I know nothing about XBox but when you "delete fallout" do you ahve the ability to into the program files and clean them up0 manually? Often on PC we have found a deletion of the game or a mod may still leave artifacs in your machine that (in severe cases) may need manual removal .
  12. I have not spoken to H2-22. But I do remember conversations with 3rd gen Synths and over hearing Synths speaking normally like normal people when amongst each other. While I respect fraquars opinion I must respectfully disagree. I feel there is a lot of overlap between synthts and people. This does not mean I am a railroad follower ,or dont see thru Dima's sanctimonous drivel, but neither am I a hardcore BoS guy that wants to kill them all.
  13. I have also observed mirelurks opening doors once. But its certainly rare. Dogs (at least dogmeat) can also do it and there is a patch to prevent it, not sure if the patch will just apply to dogs or to all non humans
  14. I think its a great idea, perhaps it could be just a default "influence zone" around each settlement? In this zone, spawn rates of hostile factions are greatly reduced. Maybe by a factor of 5 or even 10? Perhaps the size of the influence zone could be proportional to the number of NPCs in the controllign settlement, or proportional to the number of settlers assigned to guard duties, or proportional to the defense value... This would make intuitive sense. Right now as the wasteland is, I could not send my daughter from Red Rocket to Abernathy Farm by herself to get milk back. Right now, its just too dangerous for a person with near zero combat power, to travel even between closely adjacent settlements. They will always need an armed escort. Perhaps the only exception is Red Rocket to Sanctuary (especially since I have a walled corridor between the two in most playthroughs). I also have 2 mods that send regular Minuteman patrols out from one a settlement to another, which really make the areas more secure. So in my headcanon travel between closely adjacent settlements is now safer, as a non hero NPC (A doctor or a pretty young woman) could just tag along with the next patrol when it goes. Still influence zones or even marked territory (with signs) would be a better solution, IF your faction can back it up with combat power.
  15. I thought this was a really good discussion so I am going to bump it.
  16. I think you found an excellent equivalency. So on the "NG" game version, you can get X-02 or Hellfire Power Armors, very early in the game via an Enclave quest you get confronted with ( with no explanation why u would know about it, or why you would care) as soon as you step out of the bunker elevator inot the wasteland. Presumably still Level 1. One of these armors look like it migth kinda sorta almost fit into the Fallout 4 universe, the other one just looks absurd, almost like someone ported a Skyrim Armor into Fallout. Both these armors are CC added and they are spec'ed to match (slightly exceed I think) the actual endgame Armor X-01. You will be confronted with a fight way above your level, which the average user will save scum his way through destroying game progression and the enjoyment of the more appropiate Fallout lore consistent Armors. Other CC quest additions feature stuff even more absurd (quest reward being the ability to shoot piggy banks as ammunition to name just one example, that totally doesnt fit with the atmophere) One could ignore those quests of course, but ultimately what player will let that sit in his quest counter indefinetly or even for a long time?? ("data" on your pipboy).No one. There are some mods to backgrade the game ( some easy to use, some not so easy) and there are mods to either postpone in game this content or take it out altogether. For some it might be easiest to just buy the game on GOG and download game version .163. And then one can add quality mods that truly add to the game w/o injecting nonsense. Like the New Lands mods from Zorkas: A masterpiece like The Wilderness for example, with purpose composed breathtakingly beautiful music, where you lift a curse on a region bereft of humans (that u can later settle with your own settlers). A real work of art https://www.nexusmods.com/fallout4/mods/53128 Or The marshlands, another work of art. the landscape is ever so slightly surreal w/o being lore breaking and has some people in it, but ultimately you go pursue a quest about a fleeing criminal, but it all turns out different than you think and then there is this huge map to explore: https://www.nexusmods.com/fallout4/mods/48628 BTW I published transfer settlement blueprints for both those. But the most popular settlement asset mod, homemaker expanded settelments which has many useful and beautiful settlement components to use, is a .163 game version mod only. https://www.nexusmods.com/fallout4/mods/1478 (Not everyone likes settlement building, but I enjoy helping "people", more than shooting them dead) Another great example of how to do things right is Xander's Aid. Written many years ago, by Neeher who was also involved in fallout London, a DLC sized quest mod, never updated but still works (at least on .163) nearly 100% w/o bugs: https://www.nexusmods.com/fallout4/mods/17050 And of course atomic World. is another exmaple of something that would have been a no-brainer for Bethesda to approach the mod author, write a small check and just package into every new game downlaod. It adds 100 new locations into the wastelands, some empty, some occupied, some friendly, some neutral, some hostile... just really improves the game experience. https://www.nexusmods.com/fallout4/mods/28713 But no, instead they added "when pigs fly", a halloween mod with (I think) pumpkin helmets or some such nonsense, endgame level Power Armor at lowest levels etc etc etc. Whoever Beth put to work on this update project, to pick what to add, was basically the "C" team and clearly not a fallout 4 fan, or maybe not even a real Fallout 4 player. Because these huge errors in judgement, on what to add to the "update", would not have happend to any even moderatly seasoned, player. And it amounted to vandalizing the game.
  17. I did the exact same for a while but did not trust it after a while based some reports in the community of Steam shanigans like this one. So I went to my games .acf files and set it to "read-only" never wanting to deal with fixing my hard earned modslist. And low and behold despite me having the same steam setting you just described and only starting via F4SE I now get "update failed" messages every time I start the game. In other words, they attmepted to "update" (ie degrade ) it and my read only .acf file prevented it. Hopefully that last firewall will still hold for a while.
  18. Sorry about the typos, It was late at night in my time zone when I wrote this (Am an averseas contractor), I edited it a little bit for clarity. I will be happy to answer questions you may have. Understand there are some real power houses in this forum and compared to them I am a little fish.
  19. I am on steam but have had my .acf file locked to "read only" since right before the udpate, so steam is not able to update my game and as a result I am still on game version .163 Here is my take on it, based on my over 6000 hrs game time and my 1200 mods downloaded, 10 very small mods of my own published, and am currently playing with approx 350 mods enabled: The pre NG (game version .163 aka "Old Gen") IMO, is stable, still offers more working mods. Especially some that I do not wish to play without. Even now quite a few mods still come out, made specifically for .163 The NG game version (version .984) fixed some bugs no one had ever heard of and introduced new ones, while breaking the patches for the old bugs that the game community had built. In all fairness, the fan community patches have mostly caught up now with the New Gen aka .984 game version and the number of mods for NG is becoming more everyday and most of the Major mods have been updated. We also now even have some very few mods that purport to work on .984 game version ( "NG") only. One thing though, that I absolutely DESPISE about the new game version: The obnoxious and non lore, CC quests, they are spamming onto new players on leaving the vault. With no explanation why the character would know, or even care about these quests. The is the kind of whimsical stuff that when you have beaten the game 10 levels ago and get really bored, you might download and mess around with. It's incredibly unbalanced for low level characters, new players wont know any better and either get frustrated from always getting killed,, or "savescum" (repeat save-resurrect to "win" each Fight) , totally breaking immersion, their way to end game level gear, they should have not seen the likes of, for another 30 or 40 levels or so, as progression is a big part of the game fun. So new players will get their Fallout experience broken in 3 ways: -A forcing function to savescumming, which breaks immersion, -endgame level gear available at single digit levels which destroys progression, -and ridiculous content (shooting flying piggy banks, TVs for helmets! (and dont get me started on the not lore consistent new Power Armors ). This all destroys the grim, desolate, retrofuturistic, and almost horror, atmosphere that is a must for any Fallout game. On the forums I take every opportunity I can, to link new players, to the mods that strip the new CC content out, if they have already udpated and a rollback is too much hassle. If you decide you must stay on .984 ( and there are some mods that make backgrading super easy) then take the mods that remove the new CC content. It will more than be made up by the TONS of .963 mods that are now available to you. PS: Its not just F4SE driven mods that may not be compatible between version but many mods that use BA2 files as well. For example a huge settlement mod, that I use for assets when I build my transfer settlement blueprints, will not work on new Gen foe this reaoson. Its a huge mod and IMHO the majority of the biggest and best mods have already been written and written in .163 game version, as game version .163 was so common for so many years. Thankfully some modders have started publishing a choice of files that works on both, but that is not the norm. New mods that come out often are made for either .163 (the old one) or .984 (the new one) game version.
  20. Update: Problem solved. -Took one of my stable guy playthroughs -Cloned it to another profile -subtracted all the extra armor and weapons and Quest and new lands mods, typical of a classic RPG/First shooter playthrough -Added extra clothing mods -(AAF and supporting mods are already active on my male playthroughs) -Enabled two female specific quest/behaviour mods, with an eye towards social playthrough. - Added higher female protagonist voice mod for immersion. -Started New Game with Charisma maxed out and minimal points in all other SPECIALS. (in my headcanon she will not have the great abilities with firearms and power armor of her war hero husband, likely struggles to even hold the 10mm handgun, never mind the even bigger weapons contraptions in this Universe. So she HAS to go throught the CW very different, lots of sneaking, hiding, running away, talking and convincing) -No issues with the bug
  21. Quite a few other mods i have , have it as a requirement. And its been on my loadout for aocuple of years now so I no its not harmful. DFS on the other hand has givne me CTDs in the past that were only fixed by disabling it.
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