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In general you can upgrade in place with Horizon I've found. Combat Stimpacks are very rare in the wild, you're supposed to make bandages, which are much easier to make now.
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# ? Feb 21, 2017 16:46 |
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# ? Jun 3, 2024 21:54 |
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That 10mm SMG might be dropping soon: https://twitter.com/kungfuman316/status/833572230378446849 Catalyst-proof fucked around with this message at 17:24 on Feb 21, 2017 |
# ? Feb 21, 2017 17:17 |
Once again, I approve greatly.
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# ? Feb 21, 2017 18:05 |
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I want to toss out a plug for the Crude Blowback weapon mod: http://www.nexusmods.com/fallout4/mods/16657/ It looks like an improvised weapon and has replaced my .38 automatic pipe rifle as my choice for clearing buildings when there's too many enemies for the double barrel shotgun.
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# ? Feb 21, 2017 18:29 |
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Are there any decent mods that add Nuka-World and Far Harbour enemies to the main world without also changing up when regular enemies spawn levelwise?
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# ? Feb 22, 2017 10:20 |
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I've added NPCs Travel to my Horizon build, and it's fantastic. You can't just mindlessly travel from one area to another with the confidence you've cleared the way, because there's all manner of assholes wandering the Commonwealth too. Having more transient traders and doctors is also super convenient. I've also started trying to use Weapons of Fate, but goddamn does it require a mental shift. Actually having to account for distance and gravity makes a sneaky build so much more difficult.
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# ? Feb 22, 2017 15:22 |
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horse mans posted:I've added NPCs Travel to my Horizon build, and it's fantastic. You can't just mindlessly travel from one area to another with the confidence you've cleared the way, because there's all manner of assholes wandering the Commonwealth too. Having more transient traders and doctors is also super convenient. Do you have any recommendations for weapon mods that go well with horizon? I added the crude blowback and the revolver by the same modder but not sure what else would be plug and play with how much horizon modifies.
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# ? Feb 22, 2017 17:08 |
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horse mans posted:I've added NPCs Travel to my Horizon build, and it's fantastic. You can't just mindlessly travel from one area to another with the confidence you've cleared the way, because there's all manner of assholes wandering the Commonwealth too. Having more transient traders and doctors is also super convenient. I'm also using NPCs travel. I came across a group of Minutemen so it was nice to encounter some friendlies for once. Then a radroach crawled up from behind them and for some reason the NPCs were ignoring it. I lit that thing up and the Minutemen became hostile. Had to kill 'em all. (Thanks for the help Preston!) When I looted the radroach it was carrying Minutemen gear! Guess the mod has some glitches, unless even the bugs are answering Freedom's call to arms.
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# ? Feb 22, 2017 17:24 |
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Dick Trauma posted:I'm also using NPCs travel. I came across a group of Minutemen so it was nice to encounter some friendlies for once. Then a radroach crawled up from behind them and for some reason the NPCs were ignoring it. I lit that thing up and the Minutemen became hostile. Had to kill 'em all. (Thanks for the help Preston!) Hahaha The intersection just west of Hangman's Alley, where the named feral ghouls, scavengers, Mr Gutsy and Protectron hang out I can generally avoid by heading into the marsh north of it. Last time I was on autopilot and didn't realize some travelling super mutants had entered the fray as well and honed in on me. Hauled rear end back to Hangman's Alley and reconsidered my approach. OwlFancier posted:Do you have any recommendations for weapon mods that go well with horizon? I added the crude blowback and the revolver by the same modder but not sure what else would be plug and play with how much horizon modifies. I actually haven't taken a look at any weapon mods. I'm not sure what I'd want in one. The 10mm SMG is nice, for example, but I don't really add single item mods like that into my playthroughs. I know there are a couple mods that add in e.g. all the Fallout 2/3/New Vegas favorites, but I'd want to make sure they can be fully kitted out at a workbench, and that everything is balanced well, and that everything is added to loot tables properly, which makes it a bit more trouble than its worth for me.
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# ? Feb 22, 2017 17:32 |
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I hate feral ghouls. They've been my least favorite part of this series of Fallout games. Now that they not only run like Usain Bolt but launch themselves through the air like Wolverine I've found new reasons to hate them.
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# ? Feb 22, 2017 17:36 |
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Dick Trauma posted:I hate feral ghouls. They've been my least favorite part of this series of Fallout games. Now that they not only run like Usain Bolt but launch themselves through the air like Wolverine I've found new reasons to hate them. The charred ones you get in cages are simultaneously great and awful, because they're worth shitloads of XP early on so I cage them just for that (and also to set on raiders for free loot) but they have a shitton of HP. I'm not sure whether the fact that their dive attack looks for all the world like an american football tackle is a plus or a minus. TBH the entire enemy just looks like a roided out angry footballer trying to body check you to death. I err on the side of amazing. horse mans posted:I actually haven't taken a look at any weapon mods. I'm not sure what I'd want in one. The 10mm SMG is nice, for example, but I don't really add single item mods like that into my playthroughs. I know there are a couple mods that add in e.g. all the Fallout 2/3/New Vegas favorites, but I'd want to make sure they can be fully kitted out at a workbench, and that everything is balanced well, and that everything is added to loot tables properly, which makes it a bit more trouble than its worth for me. It is incredibly hard to find stuff that fits with the game and isn't badly balanced yeah. That's why I went with the two I did as supposedly they sort themselves out w/r/t integration and I'm hoping they're well balanced. Why they didn't make the 10mm just moddable into a rifle type weapon by default I don't know.
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# ? Feb 22, 2017 17:41 |
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OwlFancier posted:Do you have any recommendations for weapon mods that go well with horizon? I added the crude blowback and the revolver by the same modder but not sure what else would be plug and play with how much horizon modifies. Not many weapon mods are going to play nice with Horizon due to the fact that the mod effectively halves the amount of levels that the player receives over the course of the game. If you want weapons to show up as intended you'd need to edit their leveled lists to match Horizon's changes.
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# ? Feb 22, 2017 21:20 |
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OwlFancier posted:Why they didn't make the 10mm just moddable into a rifle type weapon by default I don't know. They were waiting for Obsidian to do it for them.
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# ? Feb 22, 2017 22:15 |
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After plenty of trawling through poo poo, I found a few diamonds for my character. Weapons (both have custom animations that look amazing) Remington 870 Sometimes the reload animation glitches a little, but not massively. Easily my favorite shotgun now. M1 Garand *ping!* blamblamblamblamblamblamblamblam *ping!* ...Need I say more? Clothing & Body armor The Mercenary Really nice outfits, and even has some insititute armor which I am hoping higher ranked synths will use. The fact that gunners are often seen wearing some of the clothing and armors in this pack is encouraging. I'm just happy that I found a body armor that looked like it'd fit in with the setting, but also be practical with ammunition and utility pouches. There's also a neat Load Bearing Harness that I sometimes use. Cosmetics Azar Ponytails Only hair mod that I've found that isn't anime to gently caress.
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# ? Feb 23, 2017 01:15 |
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turn off the TV posted:Not many weapon mods are going to play nice with Horizon due to the fact that the mod effectively halves the amount of levels that the player receives over the course of the game. If you want weapons to show up as intended you'd need to edit their leveled lists to match Horizon's changes. Just finished deleveling my sixth merged patch since reinstalling the game, since I kept finding new weapon and outfit mods to add. Also deleveled the encounter lists after installing something that adds DLC monsters, so wish me luck, I keep running into wolves.
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# ? Feb 23, 2017 01:20 |
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I think if Horizon doesn't plan on changing the levelled lists further, a goon made patch with some goon selected weapon/armor/item mods might be worth the time. I can help with this if needed since I know FO4EDIT somewhat, but I'm nowhere near a master and have no idea how to write levelled lists when they don't already exist. Just know how to properly merge them.
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# ? Feb 23, 2017 16:38 |
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I am a big baby who added in the weapon balance overhaul to Horizon just to make things a little spicier and it seems to be working fine. PS The Iron Rose is there any hope of you updating that mod? It's seriously the best.
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# ? Feb 23, 2017 16:53 |
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turn off the TV posted:Not many weapon mods are going to play nice with Horizon due to the fact that the mod effectively halves the amount of levels that the player receives over the course of the game. If you want weapons to show up as intended you'd need to edit their leveled lists to match Horizon's changes. The two I mentioned seem to have integrated just fine and as they're pipe tier weapons that works out well too, they basically integrate more or less perfectly.
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# ? Feb 23, 2017 18:06 |
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Kimsemus posted:I think if Horizon doesn't plan on changing the levelled lists further, a goon made patch with some goon selected weapon/armor/item mods might be worth the time. I can help with this if needed since I know FO4EDIT somewhat, but I'm nowhere near a master and have no idea how to write levelled lists when they don't already exist. Just know how to properly merge them. I don't know basically anything about modding but I'd love to learn to help contribute to this.
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# ? Feb 23, 2017 19:44 |
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CascadeBeta posted:I don't know basically anything about modding but I'd love to learn to help contribute to this. Yeah, absolutely same. I've been modding Bethesda games since Morrowind and I'd love to get a more in-depth look on how to actually make mods.
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# ? Feb 23, 2017 19:55 |
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Editing and adding items to the leveled lists through scripts is pretty easy, just grab this: http://www.nexusmods.com/fallout4/mods/17782/
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# ? Feb 23, 2017 19:59 |
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I'll look into that when I get home tonight. The thought just hit me: Is there a good blues station available or am I going to have to make my own?
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# ? Feb 23, 2017 20:43 |
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CascadeBeta posted:I'll look into that when I get home tonight. I made this if you like your blues old and dirty http://www.nexusmods.com/fallout4/mods/11087/
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# ? Feb 24, 2017 00:34 |
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Saint Sputnik posted:I made this if you like your blues old and dirty I have this mod (along with the expanded soundtrack pack) and it's a good mod. Thanks for making it, you've made exploring Far Harbor so much more moody (in a good way)!
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# ? Feb 24, 2017 01:42 |
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Saint Sputnik posted:I made this if you like your blues old and dirty Perfect. Exactly what I was looking for. Thanks!
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# ? Feb 24, 2017 04:57 |
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10mg sg is out. http://www.nexusmods.com/fallout4/mods/22223/
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# ? Feb 24, 2017 06:58 |
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mpyro posted:10mg sg is out. http://www.nexusmods.com/fallout4/mods/22223/ Level 6 in Horizon is like more than a couple hours in.
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# ? Feb 24, 2017 13:42 |
I'm putting that in my suggested list and dropping one of those lovely generic real world guns because my god that 10MM remaster is glorious. This weekend I'll get around to making a good list of lore friendly firearms for first time Fallout 4 mod goons.
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# ? Feb 24, 2017 14:16 |
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mpyro posted:10mg sg is out. http://www.nexusmods.com/fallout4/mods/22223/ This gun has the fire rate of an SMG, can do as much damage per shot as an assault rifle, and is more accurate than a hunting rifle. That's, uh, pretty interesting.
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# ? Feb 24, 2017 14:53 |
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https://www.youtube.com/watch?v=hqCLVcTxh34 Yeah, it's pretty overpowered looking. If I get this installed, I'm going to nerf it a bit for my playthrough. That's a huge issue for me with modded weapons. The authors always make them more powerful than the vanilla weapons.. Also, that guy in the video has the right idea. Set up a training ground to test weapons. Love the killhouse. Whilst I'm here, does anyone know of any mods that add new water purifiers? Something a little more industrial, and less... Macguyvered together? Falken fucked around with this message at 15:50 on Feb 24, 2017 |
# ? Feb 24, 2017 15:33 |
I feel the power creep isn't helped with the need to soak every weapon a million mods too.
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# ? Feb 24, 2017 15:49 |
I haven't messed around with the guns enough to know if there's a vanilla one that completely invalidates all the others like the Rockville Slugger does for melee (conceivably, a 40% vats reduction machete might be better since I could put Khrem's Tooth on it), but it seems the weapon balancing in general isn't great in this game.
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# ? Feb 24, 2017 15:51 |
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Falken posted:Also, that guy in the video has the right idea. Set up a training ground to test weapons. Love the killhouse. Well poo poo now I know what I'm doing with Spectacle Island.
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# ? Feb 24, 2017 15:52 |
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SeanBeansShako posted:I feel the power creep isn't helped with the need to soak every weapon a million mods too. I wish that there were more support for weapons of fate bullet drop when it comes to new calibers. I had to modify the wonderful 9mm Pistol to fire 10mm just so I could continue using both mods together. If you haven't tried the 9mm pistol, you really should. It's so loving satisfying to use, and the animations are top notch. https://www.youtube.com/watch?v=i9oJkKeRffU
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# ? Feb 24, 2017 15:52 |
Honestly instead of soaking a custom weapon with a poo poo load of mods, they should consider a few prototype and old/new variants or even a unique version to get from a quest or boss NPC instead. And yeah that mod testers firing range was pretty cool.
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# ? Feb 24, 2017 15:58 |
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Lurdiak posted:I haven't messed around with the guns enough to know if there's a vanilla one that completely invalidates all the others like the Rockville Slugger does for melee (conceivably, a 40% vats reduction machete might be better since I could put Khrem's Tooth on it), but it seems the weapon balancing in general isn't great in this game. Weapon balancing is terrible because the new DR formula is insane, on top of the fact that the perks to increase damage make balancing anything a nightmare. I'd really like to make a mod at some point that would get rid of the damage bonuses of perks and replace them with bonuses to weapon handling instead, and then rebalance the rest of the game to remove health scaling and work more with DR and DT. STALKER does a really good job with this where humans have small health pools, but larger amounts of armor, while mutants have small amounts of armor and lots of health. This means that different weapons are much more suitable for certain enemies and situations depending on their armor penetration and overall damage. Shotguns with buckshot, for example, deal a good amount of damage, but have poor armor penetration, so they're a good option for dealing with mutants and a not so good option for guys in power armor. If you want to use a shotgun against armored targets, however, you can bring along lower damage, higher armor pen dart (iirc) ammo that can deal with human targets, but aren't as effective against mutants. The way Fallout 4 works right now is largely that more damage = more better, since the amount of damage received is tied to the amount of damage resistance applied to the shot. This means that low damage shots receive a greater relative amount of DR than high powered shots because of reasons. This system is completely terrible and backwards and is a large part of the reason that the end game of Fallout 4 is so goddamn boring.
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# ? Feb 24, 2017 16:23 |
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turn off the TV posted:Weapon balancing is terrible because the new DR formula is insane, on top of the fact that the perks to increase damage make balancing anything a nightmare. How difficult/impossible would something like that be to accomplish?
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# ? Feb 24, 2017 16:39 |
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CascadeBeta posted:How difficult/impossible would something like that be to accomplish? I'm not sure how easy it would be to modify the perks as I'm not familiar with Papyrus scripting and I'm unsure if recoil compensation can be applied to a perk. I know that it exists, as there are stocks which have that effect. Rebalancing the weapons and enemies should be fairly technically straight forward as there is an existing mod on the Nexus which adds a DT mechanic. The hard part would be applying the appropriate changes to all of the weapons, armor and actors in the game. This would require a lot of time and testing to get right.
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# ? Feb 24, 2017 16:52 |
Go for it man. I wouldn't say no to a system like STALKER. It makes sense. When I first started tooling around with Fallout 4 and once I got used to how the game did things compared to the past modern titles, I found myself slightly saddened that for some reason certain weapons were dropped or merged as mods with the base games ones for time or asset reasons I suspect. I was also quite annoyed really as well at the lack of a few classical weapons or rehashes from the games lore. Thankfully modding has solved these issues. Anywho, here is a list of weapons from previous Fallout games with a few lore friendly extras thrown in for anyone dipping their toes into modding and just wants to add a few extra weapons for oomph. Some of these aren't exaclty well balanced so YMMV or try and do some GECK work I guess. So if you missed a certain favourite weapon from Fallout 1/2/3/New Vegas that you wish to use in Fallout 4 here they are. Ensure you have AWKCR installed before you start downloading these. Fallout 1: Classic Fallout 1 & 2 10MM Pistol now? 10MM SMG (Nuka World DLC required) Watzz Laser Rifle DKS-501 Sniper Rifle Watzz 2000 Laser Carbine .223 Revolver (That Gun) Mauser Pistol Fallout 2: Grease Gun SMG The Bozar The Avenger Minigun Desert Eagle Fallout Tactics: The 9mm Browning Pistol MP-40 Fallout 3: Chinese Assault Rifle R91 Assault Rifle Fallout New Vegas: The Bumper Sword Chainsaw Shock Baton .45 Auto Pistol and A Light Shining In The Darkness Unique China Lake Grenade Launcher & Holo Rifle Varmint Rifle M1 Garrand .38 Silenced Pistol Laser RCW! (The laser firing tommy gun) AEAR-1 Prototype 45-70 Hunting Revolver (Standalone) (Far Harbour Needed) Nuka Breaker Lore Friendly Uniques: YonaTaku's DefenseGun Replacer for Pipe Weaponry basically replaces all Pipe Weaponry in the game to the randomised single shot, semi and automatic WW1/WW2 style SMGs from the DefenseGun mod Tomahawk Punk Crowbar Mad Can Fury Bean Can Club Handmade Revolver Crude Blowback The Pipe Shotgun Makeshift AT Rifle Plasma Cycler Vaut-TEC MPl SMG Fusion Gun The AEAR-1 - An Automatic Laser Assault Rifle Plasma Swords Watzz Electrics Gauss Rifle prototype! SeanBeansShako fucked around with this message at 04:38 on Feb 26, 2017 |
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# ? Feb 24, 2017 17:17 |
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# ? Jun 3, 2024 21:54 |
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To me, the hardest part with making a system like that would be making a version or patch that also works with horizon because I'm basically dead set on never playing Vanilla FO4 again.
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# ? Feb 24, 2017 17:18 |