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Slickdrac posted:How's that working out for you? I did too much exploring in my game early, and now most enemies are in single digit/teens for levels. I can one or two shot most things, and nothing has decent equipment on them. Diamond City being such a high level seems off putting as that cuts out a large chunk of vendors. It's pretty difficult, but I'm the kind of guy that puts off going to the big city as long as possible, so I haven't been there yet and don't plan on it anytime soon. It's easy to get distracted, there's a lot to find.
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# ? Dec 6, 2015 01:24 |
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# ? Jun 6, 2024 06:30 |
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Practically all bethesda games but morrowind (vivec is awesome ) have me swerve off the mq asap to build a throne of stolen goods in the most idiot place I can. Sorry Nick and that newspaper chick, I have an empire to build. Some dumb asshat recommended mutfruit as the go to crop for selling, Nope. Water. sells for more, and no harvesting needed. although crops are needed for glue. http://www.nexusmods.com/fallout4/mods/3384/ thanks Modder. GROOOOOOOOOOOVY also, if i build 4 generators & store them at settlement a, I'd like to access them at settlement b, c,...z, anyone seen something do this? staberind fucked around with this message at 03:30 on Dec 6, 2015 |
# ? Dec 6, 2015 02:52 |
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Arcsquad12 posted:Is it just the same one I can get from the Skyrim Nexus? https://github.com/TanninOne/modorganizer/releases Might be broken on other games. I just use the alpha specifically for FO4.
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# ? Dec 6, 2015 03:08 |
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Ok...I'm looking for a mod that does two things: 1) Makes all junk weightless; and 2) Automatically picks up all un-owned junk that my character gets near to. Basically the old auto-harvesting mods for Oblivion / Skyrim updated for the Fallout 4 trash-farming.
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# ? Dec 6, 2015 03:19 |
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Wait until the GECK comes out, no scripts until then.
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# ? Dec 6, 2015 03:20 |
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Probably something else the GECK would need to be used for, but I'd prefer if settlers or companions didn't need ammo for ANY weapon, instead of just their default. Keeping them supplied is tedious, especially since they miss all the drat time and they're there as background pieces mainly. Someone to stare in awe as I punch things to death with my bleed effect boxing glove.
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# ? Dec 6, 2015 03:29 |
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Arcsquad12 posted:Is it just the same one I can get from the Skyrim Nexus? Nope, he had to adapt it for the 64-bit FO4 executable or somesuch. Grab it here: https://github.com/TanninOne/modorganizer/releases/tag/2.0alpha1
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# ? Dec 6, 2015 03:40 |
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ulmont posted:Ok...I'm looking for a mod that does two things: Why not just console 999 of every resource into your inventory at this point?
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# ? Dec 6, 2015 03:56 |
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limeincoke posted:Looks like it's supposed to be Johanna from Heroes of the Storm/Diablo 3. Tower Defense when?
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# ? Dec 6, 2015 04:01 |
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https://dl.dropboxusercontent.com/u/32844786/minigun_308_50mg_recievers.esp .50 and .308 Recievers for Minigun Changes: -Actually added mod inventory items for this poo poo https://dl.dropboxusercontent.com/u/32844786/weapon_tweaks.esp Weapon Tweaks Changes -Too many rate of fire changes to list, but more powerful recievers lose rate of fire. -Too many damage changes to list, most damages toned down except shotguns -More automatic reciever damage penalties reduced, Rapid provides +10% damage on top of a 20-30% ROF bonus. -Automatic Plasma Rifle recievers fire slower. -All 3 recievers for Minigun now pierce Anime Schoolgirl fucked around with this message at 04:28 on Dec 6, 2015 |
# ? Dec 6, 2015 04:17 |
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Anime Schoolgirl posted:https://dl.dropboxusercontent.com/u/32844786/minigun_308_50mg_recievers.esp .50 and .308 Recievers for Minigun 70% armor penetration sounds really high for a minigun.
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# ? Dec 6, 2015 04:23 |
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Kea posted:70% armor penetration sounds really high for a minigun. Stuff like sentry bots with 500 DR will still be impenetrable.
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# ? Dec 6, 2015 04:28 |
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Gonkish posted:Nope, he had to adapt it for the 64-bit FO4 executable or somesuch. Grab it here: https://github.com/TanninOne/modorganizer/releases/tag/2.0alpha1 Thanks for this. So much more pleasant.
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# ? Dec 6, 2015 04:32 |
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Anime Schoolgirl posted:The value is actually a -DR points modifier, not a -DR% modifier. This makes me wonder if it'd be possible to make weapons deal a minimum "ping damage" if DR would otherwise cancel all the damage, either now or later on when GECK is available. It seems like it could be a good way to make weapons like miniguns useful against absurd-DR enemies.
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# ? Dec 6, 2015 04:32 |
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Pwnstar posted:Why not just console 999 of every resource into your inventory at this point? No sane reason. The weight is just a time sink, as is picking up the junk, so skipping that seems reasonable, but toggling god mode on for crafting feels wrong.
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# ? Dec 6, 2015 04:33 |
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Roadie posted:This makes me wonder if it'd be possible to make weapons deal a minimum "ping damage" if DR would otherwise cancel all the damage, either now or later on when GECK is available. It seems like it could be a good way to make weapons like miniguns useful against absurd-DR enemies. They allready do I believe, but its 1 point or so.
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# ? Dec 6, 2015 04:35 |
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So my favorite parts of this game so far is when I come across two factions fighting, usually when the Brotherhood of Steel are harassing the gently caress out of raiders or Synths with Knight drops and a Vertibird. Is there anything that makes this happen more often, or adds poo poo like more Synth and Brotherhood patrols? Or am I hosed till the GECK comes out? I'm like level 50 at this point and I feel like I've killed literally every bad guy in the Wasteland so walking around is dull as gently caress now.
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# ? Dec 6, 2015 04:36 |
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Kea posted:They allready do I believe, but its 1 point or so. fPhysicalMinDamageReduction is the "chip damage" multiplier. By default, it's set to 5%. This sounds neat, but then you realize half the enemies later on have 200 DR. (replace "Physical" with type)
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# ? Dec 6, 2015 04:40 |
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Anime Schoolgirl posted:5%. WHen I was playing I had nearly 2000dr, miniguns were like a light rain.
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# ? Dec 6, 2015 05:06 |
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whoever wanted that wearable squire outfit thing i ended up realizing that the game reads off armor addons for the models and went 'welp' so uhh i guess here that is http://www.mediafire.com/download/c8n6a58ybaq2uds it's got 25 resist and 'bos disguise' whatever that is + is moddable with ballistic weave edit: there's a weird rear end bug w/ this where it disappears on loading a save. anyone know how to fix that? edit2: nevermind just loving around w/ adding stuff to match up w/ other armors in fo4edit fixed it, uploaded fixed version Fereydun fucked around with this message at 05:48 on Dec 6, 2015 |
# ? Dec 6, 2015 05:23 |
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Well gently caress. I was happy to have Mod organizer for FO4 but now none of my saves are kept when I close a session. The notes say that local savegames don't work. How would I get around that?
Arc Hammer fucked around with this message at 05:38 on Dec 6, 2015 |
# ? Dec 6, 2015 05:29 |
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Are there any mods out to fix the buggy settlement resources reports in the pipboy? It's setting off my ocd like crazy when I see happiness dropping because the game decided I suddenly have 0 water and 22 settlers.
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# ? Dec 6, 2015 06:19 |
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Anyone else getting crashes from the Increased Enemy Spawns mod? Whenever I load a save with it active it just goes straight to desktop when it should finish loading.
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# ? Dec 6, 2015 06:56 |
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Alabaster White posted:Anyone else getting crashes from the Increased Enemy Spawns mod? Whenever I load a save with it active it just goes straight to desktop when it should finish loading. yeah, disabled it and moved the load order around and it doesn't do it as often. I'm using it with the AdjustedEncounterZones mod.
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# ? Dec 6, 2015 08:40 |
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limeincoke posted:Looks like it's supposed to be Johanna from Heroes of the Storm/Diablo 3. if you download it and open up any of the batch files you'll easily be able to make your own for Spectacle Island, most of what he's doing is manually console spawning a few groups of 5 NPCs on static objects like so: StaticObjectRefID.placeatme NPCRefID Count just run around spectacle island and click on stuff in the console until you find some that start with 00 to spawn at and off you pop. (you'll still need the ESP that increases active NPCs allowed from his mod if you plan to spawn a lot of NPCs.)
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# ? Dec 6, 2015 10:00 |
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staberind posted:http://www.nexusmods.com/fallout4/mods/3384/ thanks Modder. GROOOOOOOOOOOVY I downloaded this, started following Professor Goodfeels, and on our way we found some ghouls - my explosive shotgun turned him hostile to me, and now he's hostile to me and unkillable. I downed him, ran back to Sanctuary, slept for 72 hours, and he's still in the same place and he's still aggressive against me. Just as an FYI for anyone who decides to try this out - don't try to play God, y'all.
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# ? Dec 6, 2015 14:33 |
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Otacon posted:I downloaded this, started following Professor Goodfeels, and on our way we found some ghouls - my explosive shotgun turned him hostile to me, and now he's hostile to me and unkillable. I downed him, ran back to Sanctuary, slept for 72 hours, and he's still in the same place and he's still aggressive against me. Just as an FYI for anyone who decides to try this out - don't try to play God, y'all. try using stopcombat
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# ? Dec 6, 2015 14:44 |
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Worked! Thanks. Somehow managed to console command him back to Sunshine Tidings and was able to put him back into his patrol state. Here's hoping he doesn't vanish or die again.
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# ? Dec 6, 2015 16:02 |
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SplitSoul posted:lovely tattoos, but not Bethesda lovely: Thank god for jailhouse tattoos, these own actually.
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# ? Dec 6, 2015 16:13 |
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I'm on a quest to turn Sanctuary into a massive fortress city. I wanted as many settlers as possible so I used the console to set charisma to 30. In theory this should set settler limit to 40 (thank god I can craft clothing and hats) yet my number never seems to go higher than 23. I've got 35 goddamn settlers at Finch Farm who stand around and pick their nose but I can't seem to get Sanctuary higher. Anyone know how to spawn settlers?
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# ? Dec 6, 2015 20:13 |
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Deadmeat5150 posted:I'm on a quest to turn Sanctuary into a massive fortress city. I wanted as many settlers as possible so I used the console to set charisma to 30. In theory this should set settler limit to 40 (thank god I can craft clothing and hats) yet my number never seems to go higher than 23. I've got 35 goddamn settlers at Finch Farm who stand around and pick their nose but I can't seem to get Sanctuary higher. Just tell your Finch Farmers to move to Sanctuary.
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# ? Dec 6, 2015 20:18 |
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Deadmeat5150 posted:I'm on a quest to turn Sanctuary into a massive fortress city. I wanted as many settlers as possible so I used the console to set charisma to 30. In theory this should set settler limit to 40 (thank god I can craft clothing and hats) yet my number never seems to go higher than 23. I've got 35 goddamn settlers at Finch Farm who stand around and pick their nose but I can't seem to get Sanctuary higher. I think the radio beacon scripts bug out sometimes, I usually turn them off/fast travel away/travel back/turn on/sleep 24h. Check if the radio signal is working and turns on/off right too.
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# ? Dec 6, 2015 20:46 |
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https://dl.dropboxusercontent.com/u/32844786/minigun_308_50_recievers.esp - Minigun .308 and .50 Recievers Changes: -.308 rate of fire increased to 1500 RPM. -Ammo capacity for .308 reciever decreased to 200 -Ammo capacity for .50 reciever decreased to 80, making reloading an actual threat. -Damage modifier now changed to a flat +bonus instead of a percentage, to prevent severe imbalance with mods that change the base minigun damage value. -.308 reciever now increases damage by 30. -.50 reciever now increases damage by 70. https://dl.dropboxusercontent.com/u/32844786/weapon_tweaks.esp - Weapon Tweaks -Damage reversions have been reverted. -Minigun rate of fire increased to 2000 RPM standard, 3000 RPM with Accelerated Barrel, and 1500 RPM with Tri Barrel. -Gatling Laser rate of fire increased to 2400 RPM standard, and 500 RPM for charged barrel (this was already done, but I just listed it now.)
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# ? Dec 6, 2015 21:48 |
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http://www.nexusmods.com/fallout4/mods/4826/ The mod we never knew we needed or wanted.
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# ? Dec 6, 2015 21:50 |
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Anime Schoolgirl posted:https://dl.dropboxusercontent.com/u/32844786/minigun_308_50_recievers.esp - Minigun .308 and .50 Recievers I changed miniguns to 5000 RPM like some real world versions. It auto-balances itself because of the insane ammo use. It's like throwing caps directly at monsters.
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# ? Dec 6, 2015 22:13 |
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Possible nexus database breach, you may want to change your info. Hard to say anything for sure right now. http://www.nexusmods.com/fallout4/news/12670/ quote:Things became more suspicious yesterday when three Fallout 4 mods from three separate authors had their files changed by the author's themselves, but the file change contained a .dll file that while it isn't being reported as a virus by our Virus Total system (that scans files using 56 different virus scanners), it is still highly suspicious, and the authors have reported it wasn't them who did it. Indications suggest these author accounts were compromised. Which, once again, isn't conclusive proof of a total database breach, but is rather damning. quote:The three files affected were: Owl Inspector fucked around with this message at 22:18 on Dec 6, 2015 |
# ? Dec 6, 2015 22:16 |
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Hammerstein posted:I changed miniguns to 5000 RPM like some real world versions. It auto-balances itself because of the insane ammo use. It's like throwing caps directly at monsters.
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# ? Dec 6, 2015 22:17 |
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The Fallout minigun as-is actually makes sense as a power armor portable infantry support weapon. It's meant to spit out lead and and suppress while the rest of the squad moves into position for flanking. It's even chambered in a round that might be sane to carry around in vast quantities! I've always thought that it was one strange nod towards realism, actually.
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# ? Dec 6, 2015 22:17 |
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Pvt.Scott posted:The Fallout minigun as-is actually makes sense as a power armor portable infantry support weapon. It's meant to spit out lead and and suppress while the rest of the squad moves into position for flanking. It's even chambered in a round that might be sane to carry around in vast quantities! I've always thought that it was one strange nod towards realism, actually. The upgraded gattling laser is for when you want things to die.
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# ? Dec 6, 2015 23:09 |
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# ? Jun 6, 2024 06:30 |
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Rhjamiz posted:The upgraded gattling laser is for when you want things to die. Also it can be a lot cheaper to feed than the minigun.
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# ? Dec 6, 2015 23:13 |