Jump to content

DaedricBard

Supporter
  • Posts

    79
  • Joined

  • Last visited

Nexus Mods Profile

About DaedricBard

DaedricBard's Achievements

Enthusiast

Enthusiast (6/14)

0

Reputation

  1. It must be hard, maybe impossible to do beyond a LooksMenu preset. Other things have been ported over, but not companions. A shame, because some Skyrim followers were vastly superior to anything in FO4. I'd pay real money for "Vilja in the Commonwealth". But only if the original voice actor did it.
  2. Settlement Objects Expansion Pack (https://www.nexusmods.com/fallout4/mods/10075) has angled and curved walls (including glass), but not foundations. What SOE does is give you access to pretty much everything you see in the game, including unique locations such as The Institute and the submarine.
  3. IMO, 90% of gameplay mods are horrible fun-reducers. I'm waiting for the ultimate lazy-player mod, one that just ends every main quest as soon as you leave the vault. Modder SKK50 has made several mods that add to the fun factor. Here are some of my favorites: SKK Random Encounter Manager (https://www.nexusmods.com/fallout4/mods/42081) SKK Settlement Attack System (https://www.nexusmods.com/fallout4/mods/37393) SKK Combat Settlers (https://www.nexusmods.com/fallout4/mods/34693) SKK Combat Stalkers (https://www.nexusmods.com/fallout4/mods/30308) NPCs Travel by win2009 (https://www.nexusmods.com/fallout4/mods/16987) doesn't make gameplay harder, just less predictable.
  4. Two come to mind: The Machine and Her (https://www.nexusmods.com/fallout4/mods/30488), and The Bleachers - A Diamond City Story (https://www.nexusmods.com/fallout4/mods/40267). Both feature better-than-average storytelling, characters and voice acting. The latter has a new chapter pending that continues the story.
  5. I, too, use a mod that stops the vanilla settlement attacks. In their place, I use SKK Settlement Attack System (https://www.nexusmods.com/fallout4/mods/37393), which is a great improvement. Attacks don't happen until I get there, and there is more variety (e.g. a troop of deathclaws). I don't think the settlers turned against me as a result of raider attacks. I think there was some kind of math error in the happiness calculation. Like maybe they got pissed when I scrapped their beds, not taking into account that I'd already replaced them. It's tricky when you're at the build limit, because you have to incrementally destroy the old settlement as you build the new one. That strategy worked fine in Sanctuary, though.
  6. HeyYou, thanks. I was hoping there'd be a way to deal with this short of cheats. So far they haven't been very talkative but I'll keep going back periodically to see if they've warmed up to me at all.
  7. Thanks for the reply, Gunslinger. As far as I know, I've been present for every settlement attack and each time the raiders were easily defeated. So when you lost The Slog, did you ever get it back? Is there even a game mechanism for doing so?
  8. I passed by Finch Farm and noticed that it looked pretty ramshackle, being one of my first settlement builds. So I decided to fix the place up. I built them a nice 4-story concrete building with every conceivable amenity. Outfitted the security team with upgraded weapons and armor. Added a restaurant. Even some of Mary Jane's pot plants, which boost happiness. Gave them a brand-new fusion generator, water pump, upgraded beds and turrets. So how did they react? Their happiness went down to 10, and then they booted me out. I forget what the exact message was, something like "Finch Farm is no longer allied with you". They aren't hostile, but they no longer act like settlers, and Finch Farm is now a generic icon on the map. Prior to that, they had excess food, water, beds and defense. Everything, I thought, to be happy. I haven't encountered this before. What did I do wrong, and how do I win back those settlers? Is there a console command to reinstate the settlement?
  9. I'm curious about this as well. To date I've only tried reviving two NPCs, and both times they became unresponsive zombies. They'd been settlers but I couldn't talk to them after their resurrections and they abandoned their previous settlement jobs. Maybe their scripting is not being restored?
  10. Does the coming update include a volume adjustment? Sometimes, radios are annoyingly loud while in other situations they are barely audible over ambient sounds. I'm asking on behalf of my settlers. They don't complain about much as long as they've got a bed to sleep in, but given that they are basically slave labor the least I can do is let them listen to the radio in the evening.
  11. Spotlights fall under the category of turrets and add to the Defense stat. However, they do not actually contribute to the defensibiity of your settlement. There appears to be no practical justification for using them other than they look cool. Would it be possible to make a spotlight that locks onto and tracks approaching enemies, and give a bump to the accuracy of settlers' weapons and turrets?
  12. Looking forward to it, SJ. Take your time.
  13. ^^^ This is a brilliant suggestion. Want your mod to stand out? Do something that's never been done before. It would entail some custom armor and weapons, but other than that it would be down to personality: a preference for melee (bows for ranged attacks), anachronistic dialog (Deathclaws? Phht. Where I'm from they can fly!), a penchant for ale and song, a fondness of exploration. The Skyrim connection need not be explicit. Doesn't need to be detailed in the backstory, just let users make the connection on their own. And a big YES for having the VA occasionally speak in her own language. Especially taunts and curses toward enemies. Doesn't matter what her native language is, every language can do insults well.
×
×
  • Create New...