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Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

Dr Snofeld posted:

Which mod would you say has the best implementation of shutting Preston up? Something that deals with all his radiant quests. There's a few on the nexus but I can't make heads nor tails of them.

I've been trying this mod called "We Are The Minutemen", which does a few things to the Minutemen faction:

1) Adds some more templates to the minutemen that you find in random encounters. Some will have heavier armor/better weapons. It seems tied to the number/size of your settlements too.

2) Lets you "Craft" minutemen at the citadel so you can deploy them at settlements as guards.

3) Gives them uniforms, instead of the dirty patchy outfit they have nice blue military style (civil war, I think?) uniforms.

4) Implements a cooldown timer on minutemen quests. You can only do 1 at a time, and the game won't immediately assign you another one as you turn them in.

I'm pretty satisfied with it so far. It toned things down so it's not so crazy, without completely disabling it like many of the other mods do.

http://www.nexusmods.com/fallout4/mods/6443/

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Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf
Here's my picks for Must-Haves:

General:

http://www.nexusmods.com/fallout4/mods/13459/ - Everyone's Best Friend. Have Dogmeat + a regular companion at the same time. Works great.

http://www.nexusmods.com/fallout4/mods/4598/ - Unofficial Fallout 4 Patch: Fixes a bunch of bugs.

http://www.nexusmods.com/fallout4/mods/4042/ - Legendary Modification: Lets you modify the legendaries of your weapons/gear. I prefer the "hard" version where you can't swap out legendary bonuses, only scrap them (for chips) and add them to un-legendary items (using said chips). Makes getting trash legendaries an OK thing, since you can melt them and use them for something else.


Settlement Stuff:

http://www.nexusmods.com/fallout4/mods/5320/ - Scrap Everything: Does what it says on the tin, lets you scrap everything in settlements, even buildings if you want. This one is actually updated, unlike Spring Cleaning, which hasn't been updated for months.

http://www.nexusmods.com/fallout4/mods/9424/ - Place Everywhere (requires F4SE): Also does what it says on the tin, lets you place objects anywhere. Also lets you precisely rotate/position/scale any placeable object too WITHOUT requiring you to setup an Auto-Hotkey script. Super loving useful! :toot:

http://www.nexusmods.com/fallout4/mods/2819/ - Quieter Settlements. Makes generators and turrets quieter, because gently caress are they annoyingly loud.

http://www.nexusmods.com/fallout4/mods/11306/ - Don't call me Settler: Automatically gives settlers names, and shows you what their job is when you hold your reticule over them (e.g. Farmer, Bartender, Guard, etc). Lots of other useful tools as well, in the form of a holotape you can use with your pipboy. Automatically burn corpses, call unassigned settlers to you, etc.

http://www.nexusmods.com/fallout4/mods/12430/ - Uncapped Settlement Surplus: By default settlements will stop generating resources if you have X amount of them. This includes poo poo like scrap which basically renders the scrap station useless. This makes it not useless.

http://www.nexusmods.com/fallout4/mods/2996/ - Power Everywhere: Adds an expensive large pylon that provides passive power over a huge radius. No more stringing wires everywhere just to light up a stupid house.

http://www.nexusmods.com/fallout4/mods/8457/ = Auto Doors: Adds some gizmos that can automatically close/open doors as needed. Includes some keycard thing I've never used. I just use the basic door closer thing so that doors close after 10 seconds.

NPCs:

http://www.nexusmods.com/fallout4/mods/9103/ - Raider Overhaul: Gives raiders more interesting armor/clothing and stuff.

http://www.nexusmods.com/fallout4/mods/11853/ - Super Mutant Redux: Similar to the above, except with Super Mutants. Adds in Nightkin too!

http://www.nexusmods.com/fallout4/mods/6443/ - We are the Minutemen: Overhauls the minutemen faction, making them less useless and also gives you an incentive to build up your settlements, as the stronger they are, the stronger the random minutemen patrols you'll encounter are. Highest levels include dudes armed with Gauss Rifles, and rarely Power Armor.

http://www.nexusmods.com/fallout4/mods/11621/ - More Spawns - Scripted version: Dynamically spawns in more enemies, and it's very customizable. All done in-game too, which is nice. Getting mobbed by like 30 feral ghouls is hilariously fun.

http://www.nexusmods.com/fallout4/mods/4078/ - Adjusted Encounter Zones: Jacks up the minimum and max levels for every area of the game. Makes going into Downtown Boston at early levels VERY dangerous, which is just the way I like it. Pairs well with the increased spawns mod too.

Kurr de la Cruz fucked around with this message at 20:17 on Jun 21, 2016

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

Smol posted:

Wait. I'm thinking of getting back to FO4 (never managed to finish it when it came out), but noticed some uproar about mods disabling achievements. This still true?

Yes, it's true. But it's easily circumvented by installed F4SE (script extender) and then installing this mod: http://www.nexusmods.com/fallout4/mods/12465/

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

staberind posted:

Waaaaaitaminute : f4se has not been updated to the latest exe of fo4. so please yao gui that in mind, although silverlock is usually pretty quick with updates, right now nothing works with f4se requirements.

It's been updated for weeks. They put the new patch for Contraptions out like 2 weeks ago, well before they launched the actual DLC. Same as they did for Fah Hahbah.

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

7seven7 posted:

Normally F4SE will tell me it's out of date with the latest version of Fallout and I'll have to play without mods that use it until F4SE updates, but I installed Contraptions last night and all my mods that use it are working a-okay.

Yeah same here, I never got any kind of indication that they patched (again!) for no reason. Oh well. At least it's easy to roll back.

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

Back Hack posted:

Simply Modular Housing

This mod is either going to end in obscurity or be the foundation for all future settlement mods. Probably the former but you never know.

Really cool looking mod, but I can't seem to find any answers to the #1 most important question: Is it navmeshed? There's no point in using it if the NPCs can't navigate through it.

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

SeanBeansShako posted:

Considering this madness came from a terrible sub reddit named after a really bad escapist nazi propaganda joke, I'd totally agree with this theory now.

Anyway, lets talk about mods because Nexus creepiness/drama is really loving boring to talk about constantly!

Ever wanted a way to recharge and recycle Fusion Cores? now you can with this station looking thingy!

This one is interesting, a companion that learns, adapts and takes care of itself! and not only does he have voice acting, he's not a real doll or obnoxious YouTube tribute character! BONUS!

Holy poo poo, that Companion/scavver mod sounds amazing! I wonder if it could be extended/applied to settlers too?

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf
The "More Spawns" mod is actually really good. It comes with a holotape with a bunch of presets (low, medium, high, insane) and then you can go and further customize the spawn amounts on a per race basis, humans, wildlife, mutants, ghouls, even flying bugs (by default, all profiles are set to 0 because the guy hates them or something) -- I've only had one issue with it during the silver shroud quest you have to temporarily disable it with the holotape, because otherwise the raiders it spawns gently caress up the quest. After that, I just turned it back on and went on my merry way.




The medium setting is adequate for me.

Oh it also has a clean up script so it automatically tidies up the extra spawns so it doesn't gently caress your save or kill your computer.

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

Seashell Salesman posted:

Who is DDProductions83 and are his mods funny haha or funny off-meds? Eg. http://www.nexusmods.com/fallout4/mods/15842/

They make fun of CBBE in their fixable castle walls mod, so they're ok in my book.

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Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf

Reb posted:

Doesn't that like require other mods to work? Like ones that allow you to create "fake" versions of the gun you want to holster and then you have to link them in order to holster them? Making it meaningless for any weapon that doesn't have a mod that adds a fake version of it (ie any vanilla weapons someone didn't bother with or any modded weapons) If so, wake me up when a "just works" mod is out that just loving holsters weapons like it was in fallout 3. Nothing pisses me off then taking poo poo out for no loving reason.

Yes it does, and it kind of sucks since it doesn't show mods.

I have hope, however, that with the release of contraptions and the scripts to make the weapon on the display board appear with all the mods, that something could be done to accomplish the same thing, but I'm not a modder so I can't really say.

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