Jump to content

coolphoton1234

Members
  • Posts

    52
  • Joined

  • Last visited

Posts posted by coolphoton1234

  1. I have a decent number of new settlements mods*, and I am wondering if anyone knows if mods that add new settlements are ok to merge with merge plugin.

     

     

     

     

    *

    Glowing Sea New Settlement - Relay Site Alpha

    General Atomics Galleria Settlement

    Children of Atom Overhaul

    Nuka Island - Player Settlement

    Settlemods Collection - 13 new player settlements (If I can merge thees I am gonna get the individual mods. There are 2 remarkably anoying bugs with one of the settlements in the pack)

    Bradberton Overpass Settlement

    Breakheart Banks Settlement Season Pass Edition

    Lakeside Cabin Redux

    Mass Fusion Containment Settlement

    Mystic Pines Settlement Home

    Red Rocket Settlements & RRquick fills

    Reeb Marina Settlement

    University Point Settlement Season Pass Edition

    WRVR Broadcast Center Settlement

    Bridgeport Settlement

    Kenmore Subway Station

    Murkwater Farm

     

  2. Not sure if I should necromance this thread, but it is a CoE-Related idea afer all.

     

    I just had a random idea for a sect of the Children of Atom. Basically, this variant is mostly: fusion good, fission bad.

    They see it in the sun, since it runs on nuclear fusion, but also in conception (fusion of egg and sperm), and in more abstract concepts like community or family.

    The sun is to them Atom's gift to the world, for which they thank Him at sunrise services. Things like community and marriage are very important to them. They might be somewhat polygamous, but also homophobic (since there is no conception there).

     

    Fission, on the other hand, is Atom's wrath. The nuclear war was His divine punishment, because He was angry with the old world. Radiation is not worshipped directly, but is supposed to only harm the sinful. Of course, pretty much everyone is sinful, so the devotees irradiate themselves to get rid of sin, similar to how real-life flagellants used to whip themselves. If this ritualistic irradiation kills you, then Atom has taken you to himself. Becoming a ghoul is automatic sainthood (since you are immune to radiation). Becoming feral is still divine punishment, though. It means that you become "a tool of Atom's wrath", which in turn means that there is a lot of sin in the community and not enough of cleansing. If a regular ghoul turns feral, it means he f*cked up REALLY bad, and Atom revoked his sainthood.

     

    They would probably be mostly peaceful towards outsiders, even seem right-out nice, with everyone helping each other, a lot of children running around, etc. But they might decide that their neighbours live in sin, especially if they get attacked by ferals repeatedly, and decide to "cleanse" them with radiation. Also, they might consider it okay to rape childless people in some circumstances. For example, they fight against some raiders, capture a few of them, but afterwards notice that a lot of their men died in the process. So, in order to keep the whole holy conception thing going on, female cultists just "use" some of the male prisoners.

     

    For them, "sin" could be things like: using rad-x/radaway or hazmat suits, homosexuality, contraceptives, abortion, general childlessness, staying away from the sun too much (=Night Person), being too greedy/egoistical or just introverted (you are supposed to "fuse" with your community, after all), plus regular stuff like theft or murder, of course.

     

    Not sure about their interaction with the mainstream CoE. Most probably they would consider each other to be heretics.

    Not sure about super mutants and irradiated animals either. They are immune to radiation, but obviously hostile. They could be again collectively considered to be "instruments of Atom's wrath".

     

    And I have no idea for a good name, either...

    The Atoms Light Heritics.

  3. I am looking for some advice on streamlining my load order. i hand sorted them according to a guide I found, made a few blank place holder esps and ran it thru Wyre Bash. any advice would be welcome.

     

     

    GameMode=Fallout4

    Fallout4.esm=1
    DLCRobot.esm=1
    DLCworkshop01.esm=1
    DLCCoast.esm=1
    DLCworkshop02.esm=1
    DLCworkshop03.esm=1
    DLCNukaWorld.esm=1
    ArmorKeywords.esm=1
    SettlementKeywords.esm=1
    HUDFramework.esm=1
    Homemaker.esm=1
    SimSettlements.esm=1
    Snap'n Build.esm=1
    TrueStormsFO4.esm=1
    Loads.esm=1
    FCOM.esm=1
    NewCalibers.esp=1
    EthreonMasterPlan.esp=1
    _____________________________________________________BUG FIXES.esp=0
    HoloTime.esp=1
    CompanionStatus.esp=1
    3dscopes.esp=1
    3dscopes-AddToSpawnList.esp=1
    3dscopes-framework.esp=1
    3dscopes-FarHarbor.esp=1
    3dscopes-NukaWorld.esp=1
    Loads of Ammo - Leveled Lists.esp=1
    OpenOberlandBridge.esp=1
    ShelteredBeds.esp=1
    _____________________________________________________SETTLEMENT BUILDING MODS.esp=0
    AdvSettleTurretSet-Real.esp=1
    AkaWaterWorld.esp=1
    BasementLiving.esp=1
    BalconySupports.esp=1
    BeastWhisperer.esp=1
    BetterShackBridges.esp=1
    BusySettlers.esp=1
    BusySettlersRug.esp=1
    Blight.esp=1
    Conduits and Pylons Various Wireless Power.esp=1
    CREAtiveClutter.esp=1
    CraftableAnimationMarkers.esp=1
    CR_OuthouseCollection.esp=1
    CWSS Redux.esp=1
    cartman1975_warehouse.esp=1
    dinoshelf.esp=1
    DD_AIO Test Mark 1.esp=1
    DLC items to manufacturing.esp=1
    EvilViking13_MinutemenMorale.esp=1
    Eli_Crafting Shiz 9000.esp=1
    ExoticWorkshopCreatures.esp=1
    EoW_FarHarborLights.esp=1
    Farm.esp=1
    FarHarborDecor.esp=1
    g2m_Workshop_Nexus.esp=1
    Housekeeping.esp=1
    IMG_Castle_Wall_Patches.esp=1
    JustDebris.esp=1
    MinutemenPropaganda.esp=1
    ManufacturingExtended.esp=1
    ManufacturingExtendedFH.esp=1
    Northland Diggers New.esp=1
    OCDecorator.esp=1
    OCDispenser.esp=1
    OCDecoratorDLC.esp=1
    RequestTimeAIO.esp=1
    SignsOfTheTimesPosters.esp=1
    Sandbag Fortifications - Version 2C.esp=1
    SettleObjExpandPack.esp=1
    SettleObjExpandPack-LightShadowDisabler.esp=1
    salvagebeacons.esp=1
    Thematic and Practical.esp=1
    VanillaExtensions.esp=1
    Wall Oil Lamps.esp=1
    VertibirdOverhaulHackAndMark.esp=1
    XnjguyFilledMods_AIO.esp=1
    _____________________________________________________SETTLEMENT BUILDING MOD-PATCHES.esp=0
    Homemaker - Bunker Disabler.esp=1
    BeastMaster_ExoticCreaturesPatch.esp=1
    dinoshelf_extra_ammo.esp=1
    _____________________________________________________SimSettlements.esp=0
    Altairp's Animal Farm.esp=1
    PCDugSIMAddon.esp=1
    MJC_Sim_Settlements_Addon.esp=1
    ruined_simsettlement_addonpack.esp=1
    SimSettlements_AddOnPack_Utilities_JtBryant.esp=1
    WVSimSAddon.esp=1
    SimSettlements_AddOnPack_SimTowers_JtBryant.esp=1
    IndustrialCity_Sim_Settlements_Addon.esp=1
    _____________________________________________________SCRAPPING MODS.esp=0
    ImmersiveScrapping_SeasonPass.esp=1
    MoreRobotParts.esp=1
    _____________________________________________________GAMEPLAY TWEAKS.esp=0
    RecruitableSettlers.esp=1
    OutfitSwitcher.esp=1
    Grab and Eat.esp=1
    FO4Hotkeys.esp=1
    Binary Speech Checks V.4.esp=1
    BossChestsHaveLegendaries.esp=1
    CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp=1
    Trait Menu.esp=1
    Marmo1233 - PowerArmorAirdrop.esp=1
    Minutemenoverhaul.esp=1
    Better Vendor Stalls.esp=1
    _____________________________________________________FOLLOWER TWEAKS.esp=0
    VisibleCompanionAffinity.esp=1
    Companion Infinite Ammo and Unbreakable Power Armour.esp=1
    More Smarter Companions Mod.esp=1
    llamaCompanionHeather.esp=1
    _____________________________________________________AESTHETIC TWEAKS.esp=0
    Repaired Roofs.esp=1
    FilledBrahminFeedTroughs.esp=1
    Hardcore Deadly Fog.esp=1
    TrueStormsFO4-FarHarbor.esp=1
    TrueStormsFO4-NukaWorld-FH-Compat.esp=1
    TrueStormsFO4-GlowingSeaExtraRads.esp=1
    TrueStormsFO4-EarlierSunsets.esp=1
    TrueStormsFO4-EarlierSunsetsFH.esp=1
    Pip-Boy Flashlight.esp=1
    Rustbelt Flora.esp=1
    Vertibird Faction Paint Schemes.esp=1
    Transportation Droids.esp=1
    DarkerNights.esp=1
    DarkerNightsDetection.esp=1
    BetterNightVision.esp=1
    CROSS_GoreCrits.esp=1
    CROSS_GoreCrits_FarHarborPatch.esp=1
    True Legendary Enemies.esp=1
    _____________________________________________________SETTLEMENT TWEAKS.esp=0
    Settler Sandbox Overhaul.esp=1
    ArtilleryFlare.esp=1
    NuclearDbl.esp=1
    Better Artillery Flares (vanilla weight version).esp=1
    HomePlateWorkshopSettlement.esp=1
    Mechanist Lair Overhaul.esp=1
    Castle Armory.esp=1
    StrongerRaids.esp=1
    UncappedSettlementSurplus.esp=1
    _____________________________________________________ ITEM SORTING.esp=0
    ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1
    _____________________________________________________BODY REPLACER.esp=0
    CBBE.esp=1
    Unique NPCs.esp=1
    BetterSettlers.esp=1
    _____________________________________________________WEAPONS.esp=0
    Gatling Laser Overhaul.esp=1
    GLOAutomatron.esp=1
    LegendaryModification.esp=1
    LegendaryModification - DLC Far Harbor.esp=1
    GaussRifleMk2.esp=1
    3dscopes-xm73addon.esp=1
    GaussRifleMk2 - AWKCR.esp=1
    InsEMPRifleMod.esp=1
    mjp_PTRS41ATR.esp=0
    Yona_Weapon_DefenseGun.esp=0
    AtomicAnnieLagrieGun.esp=0
    ASVektor.esp=0
    BattleRifle.esp=0
    M14.esp=0
    M2216.esp=0
    MikeMooresMCAM.esp=0
    GammaRepeater.esp=1
    MoreUniques.esp=1
    LaserCannon.esp=1
    UniqueUniques.esp=1
    Unique Uniques VIS.esp=1
    RA Restored.esp=1
    _____________________________________________________ARMOR - CLOTHING.esp=0
    NONE - Ballistic Weave Overhaul - Low.esp=1
    NONE - Ballistic Weave Overhaul.esp=0
    Brotherhood of Steel Kit.esp=1
    My_Minutemen.esp=1
    EndorsCustomCombatArmor.esp=1
    EndorsCustomCombatArmor_CFA.esp=1
    EndorsCustomCombatArmor_BoSKit.esp=1
    _____________________________________________________CRAFTING.esp=0
    Crafting Workbench.esp=1
    Crafting Workbenches - Ammo.esp=1
    Crafting Workbenches - Ammo Special.esp=1
    Crafting Workbenches - Automatron DLC.esp=1
    Crafting Workbenches - Faction and Quest Requirements.esp=1
    Crafting Workbenches - Junk Items.esp=1
    Crafting Workbenches - Power Armor.esp=1
    Crafting Workbenches - Pre War and Manufactured.esp=1
    Wastelander's Cookbook.esp=1
    Craftable Adhesives.esp=1
    autoweapons.esp=1
    RobotFactionPaint.esp=1
    Nuka World Bot Fixes.esp=1
    ModdableRobotSettlers.esp=1
    Live Action Handy - With GlowMap.esp=1
    th1nkEyebot.esp=1
    th1nkEyeBot-FarHarbor.esp=1
    th1nkEyeBot-NukaWorld.esp=1
    th1nkEyeBot-DLC03DLC04Addon.esp=1
    WaterShipments.esp=1
    CROSS_Cybernetics.esp=1
    MoreOrLessXP-Crafting.esp=1
    FO4 NPCs Travel.esp=1
    _____________________________________________________WEAPON MODDING.esp=0
    AHPlus.esp=1
    Super Laser.esp=1
    Laser Musket Mods.esp=1
    _____________________________________________________ARMOR - CLOTHING MODDING.esp=0
    Craftable Armor Size.esp=1
    Craftable Armor Size - Fix Material Requirements.esp=1
    LegendaryModificationMisc.esp=1
    LegendaryModificationCSA.esp=1
    LegendaryModificationGroknak.esp=1
    ScarfMask.esp=1
    Dogmeat's Backpack.esp=1
    FieldScribeBackpack.esp=1
    AnS Wearable Backpacks and Pouches.esp=1
    AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1
    AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1
    AnS Wearable Backpacks and Pouches - AWKCR.esp=1
    AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp=1
    AnV Camo Backpacks.esp=1
    EferasShoulderBag.esp=1
    HubrisShoulderBags.esp=1
    Armorsmith Extended.esp=1
    Armour Categories.esp=1
    Armour Categories Add-Ons Utility.esp=1
    Armour Categories - All DLCs.esp=1
    EndorsCustomCombatArmor_AE.esp=1
    TNR Shoulder Lamp.esp=1
    TNR Shoulder Lamp - Settings.esp=1
    TNR Shoulder Lamp - Alternate Slot.esp=1
    CF_AtomicWarlord.esp=1
    Survivalist Go-Bags_AE_AWKCR.esp=1
    Armorsmith Pack It Up.esp=1
    Armorsmith All DLCs Patch.esp=1
    Eli_Armour_Compendium.esp=1
    Eli Armor Compendium AE VIS Patch.esp=1
    EndorsCustomCombatArmor_WATM.esp=1
    Armour Categories Add-Ons Utility - Immersive Mod Descriptions.esp=1
    Jetpacks Unlimited Master.esp=1
    Armour Categories Add-Ons Utility - JetPacks Unlimited Patch.esp=1
    JU Original (V-Wing).esp=1
    Weaponsmith Extended 2.esp=1
    My_Minutemen - AE - Valdacils Item Sorting Patch .esp=1
    _____________________________________________________New Settlements.esp=0
    settlemods_compatible_collection.esp=0
    BradbertonOverpassSettlement.esp=1
    Bridgeport.esp=1
    BreakheartBanksSettlementSPE.esp=1
    Children Of Atom Overhaul.esp=1
    FizztopGrilleWorkshopSettlement.esp=1
    GeneralAtomicsGalleriaV2.esp=1
    KenmoreStation.esp=1
    LakesideCabinReduxExpanded.esp=1
    MurkwaterFarmSettlement.esp=1
    MysticPinesRetirementSettlement.esp=1
    MassFusionContainmentSettlement.esp=1
    RelaySiteAlpha.esp=1
    UniversityPointSettlementSPE.esp=1
    Reeb Marina Settlement.esp=1
    Red Rocket Settlements.esp=1
    RRSQuickfFill.esp=1
    settlemods_collection104.esp=1
    WRVRSettlement.esp=1
    TransferSettlements.esp=1
    Bashed Patch, 0.esp=1

     

  4. Well their happiness is capped at 50, to be more precise, so even if they do a job that increases happiness you wont be able to get 100% happiness out of your settlement. Oxhorn suggested having robot only settlements to prevent robots from reducing the effectiveness of human settlements. I suppose there might be a way to mod that out, ideally setting their values to the average of all human settlers somehow, but idk.

    The only other idea I came up with is add happiness directly to the automaton in a similar way to the defense addition of Automatron - Weapons System Overhaul. Say +30 Happiness per clank to compensate for the difference between clanks and meatbags.

  5.  

     

     

    There are several hints(a holotape and a computer entry I think) that suggest that the institute was involved with the CPG but was utterly incompatible with the councle-based organization. Oxhorn has a video on it that explains/highlights the information (what little there is). What it boils down to is that the CPG was a representative democracy and the Institute is a totalitarian dictatorship, too forms of government that are mutually exclusive. So when the Institute got sick of the arguments inherent in a democracy they wiped it out.

     

    The argument could be made that the only way for the CPG to be re-founded is for the MM to wipe out all other factions. the Institute for the aforementioned reason, the BOS because of there fanatical technopillia (They are not space marines. They are adeptus mecanicus with power armor) and the railroad because of there 'pro synth and to hell with the rest of you' ideology. On the other hand, once you have all the settlements under your thumb, you have personally supplanted the CPG with the MM. All you need to implement is a council/cabinet, taxes, and a sucsetion and you have a (theoretically) stable government. A government from the MM (with a Diamond City tie in) would probably be simpler to implement than a full fledged government spawned from the aether.

    Really, that makes no sense. The Minutemen aren't hunting down synths nor have any plans to so the railroad wouldn't care, the BoS only go after unclaimed tech and as I stated before they would have a friendly relationship with settlers due to the fact that the BoS fights raiders, super mutants and ferals as well as use their vertibirds to protect trade caravans. At most the Institute would probably be a problem but even then it's all situational. The whole point of the minutemen is they aren't setting up a government or trying to go to war with the other factions, the point is they're a volunteer army that only goes after things that attack settlements.

     

    The railroad would probably be fine I agree... until an active CPG began a publicly demanded hunt for synths. And the public would. They are still terrified of them. And your description of the BOS forgets that they take any thing they want especially technology. There are even indications they crippled or wiped out Rivet City to build the Prydwen. There is also a radiant quest were you go force a settlement to give them food. Including MM settlements. The institute could posably be reshaped with enough time and effort, but the BOS, at least the ones on the airship, are almost universally xenophobic, techrophiliac, fanatics and, without the ability to supplant the leadership (this was cut), will need to be purged or they might decide some settlement has forbidden tech/something they just want and cripple the settlement or even wipe it out. They might even start wiping settlements out because of the population there. Like the Slog for example.

     

    Except people were mostly afraid of the institute and not the synths entirely. They don't trust synths but and the Institute is why the Railroad moves synths OUT of the Commonwealth, with new faces. It's also important to note that it's near impossible to tell who is a synth and who isn't without fatal surgeries.

     

    The BoS in fact don't take whatever they want from whoever they want. This is never shown anywhere in the games besides non-canon endings. You say they "crippled" rivet city or wiped it out but you back that up with zero information and all we know is the BoS has an upgraded version of it's reactor. Nothing in game states the BoS stole it, the most likely case is the BoS scavenged it when Rivet city, a aircraft carrier filled with rust and is actively falling apart in Fallout 3 became to damaged to actually be lived in. The radiant quest you bring up can totally be ignored and the quest giver specifically states that it's off the books, you also ignore the fact that the quest can be completed by passive means like talking the settlers into (no force required) and buying the supplies. Teagan even states that most of the supplies the BoS gets is from trading with settlements which is also how the BoS got supplies in all the other games.

     

    In the history of Fallout there isn't a single case of the BoS attacking passive settlements or demanding tech from people, even the outcasts in fallout 3 won't go hostile if you don't give up advanced tech and will pay in caps and ammo for any tech you bring them. This is how the BoS has always operated and it's the same situation in 4. You clearly don't know what you're talking about.

     

    I used the words 'hint' and 'indications'. The rest of it I got from the horse's mouth, as it were. You know... all those speeches and awkward xenoist commits that the BoS npcs say in passing, and the absolute loyalty to the elder and his personal brand of fanaticism. Remember, he managed to bring the outcasts back in to the fold and reestablish positive contact with the west coast 'horde it all and don't learn anything new' nutters, and you cant do something like that without convincing a lot of people you agree with them.

  6.  

    There are several hints(a holotape and a computer entry I think) that suggest that the institute was involved with the CPG but was utterly incompatible with the councle-based organization. Oxhorn has a video on it that explains/highlights the information (what little there is). What it boils down to is that the CPG was a representative democracy and the Institute is a totalitarian dictatorship, too forms of government that are mutually exclusive. So when the Institute got sick of the arguments inherent in a democracy they wiped it out.

     

    The argument could be made that the only way for the CPG to be re-founded is for the MM to wipe out all other factions. the Institute for the aforementioned reason, the BOS because of there fanatical technopillia (They are not space marines. They are adeptus mecanicus with power armor) and the railroad because of there 'pro synth and to hell with the rest of you' ideology. On the other hand, once you have all the settlements under your thumb, you have personally supplanted the CPG with the MM. All you need to implement is a council/cabinet, taxes, and a sucsetion and you have a (theoretically) stable government. A government from the MM (with a Diamond City tie in) would probably be simpler to implement than a full fledged government spawned from the aether.

    Really, that makes no sense. The Minutemen aren't hunting down synths nor have any plans to so the railroad wouldn't care, the BoS only go after unclaimed tech and as I stated before they would have a friendly relationship with settlers due to the fact that the BoS fights raiders, super mutants and ferals as well as use their vertibirds to protect trade caravans. At most the Institute would probably be a problem but even then it's all situational. The whole point of the minutemen is they aren't setting up a government or trying to go to war with the other factions, the point is they're a volunteer army that only goes after things that attack settlements.

     

    The railroad would probably be fine I agree... until an active CPG began a publicly demanded hunt for synths. And the public would. They are still terrified of them. And your description of the BOS forgets that they take any thing they want especially technology. There are even indications they crippled or wiped out Rivet City to build the Prydwen. There is also a radiant quest were you go force a settlement to give them food. Including MM settlements. The institute could posably be reshaped with enough time and effort, but the BOS, at least the ones on the airship, are almost universally xenophobic, techrophiliac, fanatics and, without the ability to supplant the leadership (this was cut), will need to be purged or they might decide some settlement has forbidden tech/something they just want and cripple the settlement or even wipe it out. They might even start wiping settlements out because of the population there. Like the Slog for example.

  7.  

    honestly, I would prefer ride-able brahmin. From a lore perspective, it looks like, at least in the U.S., all equine are extinct. So ride-able brahmin, maybe rad stags, Yao guai, or basic mierlurks as mounts but no houses or donkeys.

     

    edit: This also removes all of the hurtles Ethreon listed except "make player animations and code them specifically to interact with the horse"

    According to Avellone, most animals are gone.

     

    I was checking the wiki. there was a donky in FO1 and was one of the last ones.

     

    As I was thinking about it... kneeling(an animation I have seen in game) on a basic mirelurk and a script to mount up and control it. Wouldn't that be the most expeditious way to get a living, lore-friendly mount? Mind you I'm not a modder so I have no idea, it was just a thought. Or maybe a chair and a bunch of duct tape....but that would require modeling.

  8. honestly, I would prefer ride-able brahmin. From a lore perspective, it looks like, at least in the U.S., all equine are extinct. So ride-able brahmin, maybe rad stags, Yao guai, or basic mierlurks as mounts but no houses or donkeys.

     

    edit: This also removes all of the hurtles Ethreon listed except "make player animations and code them specifically to interact with the horse"

  9. There are several hints(a holotape and a computer entry I think) that suggest that the institute was involved with the CPG but was utterly incompatible with the councle-based organization. Oxhorn has a video on it that explains/highlights the information (what little there is). What it boils down to is that the CPG was a representative democracy and the Institute is a totalitarian dictatorship, too forms of government that are mutually exclusive. So when the Institute got sick of the arguments inherent in a democracy they wiped it out.

     

    The argument could be made that the only way for the CPG to be re-founded is for the MM to wipe out all other factions. the Institute for the aforementioned reason, the BOS because of there fanatical technopillia (They are not space marines. They are adeptus mecanicus with power armor) and the railroad because of there 'pro synth and to hell with the rest of you' ideology. On the other hand, once you have all the settlements under your thumb, you have personally supplanted the CPG with the MM. All you need to implement is a council/cabinet, taxes, and a sucsetion and you have a (theoretically) stable government. A government from the MM (with a Diamond City tie in) would probably be simpler to implement than a full fledged government spawned from the aether.

  10. I was looking at cdante's wonderful new Transfer Settlement Blueprints mod and realized that it was perfect for me. At one settlement. I alwase build Sanctuary up the same. Some times I add a better version of a wall or add an experimental bastion(not that my guards use it effectively, or at all for that mater.), but the plan never changes much. It got me thinking of my personal settlement building habits. For example: I alwase build a storage room to explain were all the crap in the workshop is being put.

     

    Anyway, I was wandering if anyone else has developed little habits that make all there settlements feel much muchier?

     

  11. Has anyone found a way to get guards to stay at there post? I'm getting sick of replacing my (mortal) guards because they want to buttstroke a star paladin/behemoth/deathclaw/ect. with a Gauss rifle instead of sniping it from there third story guard-post. I mean, I feel guards look better/more realistic than a dozen missile turrets, but they go from Imperial Guards strait to Khornite loonies as soon as they see an enemy...I just want them to bunker down and use there ranged weapons at range.

  12.  

    If I actually start learning Blender etc, I will bring back the American Assault Rifle from Fallout 3. I can't stand Fallout 4's Assault Rifle. God I miss the American Assault Rifle.

    The R91 assault rifle was an early HK G3/CETME .308 making it a German gun...fallout has some weird thing that started in Fallout 3 where apparently the US Gov't phased out the M series rifles in favor of the R series <check the wiki for the full detail on that> but in Fallout New Vegas there's several AR-15/M16 variants as well as the M16A1 making in appearance in both Fallout 1 and 2 meaning that for some reason they decided to backtrack and adopt the already outdated G3 pattern in place of the M16 -because lore?- who knows...but ya the R91 and Chinese Assault Rifle of F3 as well as the Service Rife [and variants] from FNV were far more fun to use and dont feel out of place whereas the clunky pile of tubes and whatever mess of a lewis gun abortion that birthed the F4 assault rifle needs to die. asap.

     

    My best head canon guess is an unmentioned change/update to the National Firearms Act (or Fallout universe equivalent) allowing the manufacture and sale of the covered guns to civilians after the introduction of power armor and what were seeing with the seemingly random distribution are regional civilian preference. The FO4 'Assault Rifle' actually is a Luis gun, after 210 years of jerry rigging and shoddy repairs. I can't explain the uniformity of the appearance though. My big complaint with the guns in FO4 though has to be the complete lack of M2 browning 'Ma Duse' guns. they are literally everywhere in today's U.S. military and are built in mounted (for settlement defense) and man portable versions. They would be a heck of a lot more reliable than the dismounted Gatling gun witch are massively inaccurate even when mounted.

  13. As an update I have decided on the M54 Gatling Rifle (named or leader NPCs), gamma gun, small melee{knives} (Civilians), radium rifle, MK14 EBR, large blunt melee{Super sledge, sledge hammer} (Guards) for the CotA with all the balistic weapons firing depleted uranium rounds and/or with the Irradiated or Plasma Infused legionaries.

     

    the M54 Gatling Rifle because it seems to match up with the marine armors bleeding edge prewar tech, sort of a light Gatling gun to go with the pseudo powered armor

    Basically the same logic goes for the MK14 EBR.

  14. So as I play, I find plants(Carrot flower, Thistle, Wild Razorgrain, Ash Blossom, Gourd blossom, Melon blossom, Mutated fern flower, Tato flower, Wild corn, Wild mutfruit, and Wild Tarberry) I cant use because they are only used in Survival mode for drugs that aren't needed without it. I would love for someone to make some consumables or something that uses them. On that note I would also love some sort of drink that adds massive radiation (like 200+) to the user. The last Ghoulish perk and Solar Powered are thematic for a CotA playthru, but together they functionally render the Inquisitor's Cowl, Atom's Bulwark, and any Rad Powered gear you happen to find useless. This rad drink could help with that.

  15. ....Regarding energy weapons for the Institute I was disappointed in the base game's selection and I haven't really seen any mods yet that spoke to me....

     

    ...Giving the Minutemen older standard issue weapons isn't a bad idea though, especially if you assume that all the modern military stockpiles would have been cleaned out or claimed by a major faction long ago.

     

    As I am using the Weaponsmith mega mod I have found the CROSS Plasrail to be...sufficiently high tech to go with the institute. It is even hard hitting enough to almost qualify as a heavy weapon.

     

    On the Minutemen, that was basically my thought as well, the other thing is that these designs are old, well tested, widely distributed, and they could conceivably be manufactured with relative ease. I could picture Stuges and/or Ronnie setting some small scale manufacturing up for spare parts if nothing else.

  16. So as an update I have settled on WW1 & 2 and Korean war era heavy production US military weapons: the 1918 BAR (Provisoners), M1 Grand, the M 14 (Guards), and the Colt 1911(Civillians), as well as the laser musket and the Gauss rifle (named or leader NPCs) for the MM.

     

    I would still love more input.

  17. The Weaponsmith Enhanced 2 mod adds a huge number of weapons and realistically increases the damage braced on round and muzzle length. Someone with a hunting rifle is a real threat not just an annoyance, and that same rifle can one-shot mooks with torso shots.

  18.  

    Preston is a follower with a strong sense of honer. You saved his life and those he was sworn to protect. The only thing he has left to give is loyalty, but he is obsessed with the idea of the minutemen. So instead of calling you 'master' he calls you 'general' and then expects you to live up to his personal ideal of what that should mean: protect the people and stabilize the Commonwealth. The thing you have to keep in mind about him is that he is suffering from PTSD and is obsessed with the minutemen to the point of mania. There nearly a religion to him. Honestly the MM are the only faction that your rise in rank makes much sense.

     

    This is an intriguing premise. Technically, he could be suffering from PTSD, though if this is the case, Beth has done a truly terrible job of portraying it. I've never known anyone who has suffered from PTSD, but I have known plenty of people with clinical depression, which is not so different. In this respect, Jun and Marcy Long are far better characterized - which is why they can be so damn annoying. :tongue:

     

    That all said, I agree with qwertyzeldar: the Sole Survivor becoming the General so early in the game just doesn't work and feels very forced. What you've come up with here is a good reason for why Preston offers you the job, even though he knows virtually nothing about you. But it doesn't explain why the Sole Survivor accepts the job, nor does it explain why he/she seems to have an innate respect for Preston (who initially has done nothing to earn that respect). Basically, this whole part of the plot is badly conceived and contradictory, like it was just thrown together without any real thought.

     

    The whole 'I would have found a way to get killed' speech he gives and an obsession with an edifice -from childhood I might add- that he just watched die around him are the only thing I'm basing it on. On your second point, the two fridge logic explanations I can come up with are 1: 'humoring the crazy person' and 2: The sole survivor just went thru the intro with you. The same problems that Preston has the SS might have as well. They just have different focuses(Shawn vs the Minutmen) It's really aggressive group therapy.

  19. I get that the Minutemen are inspired by their historical counterparts, but I think the analogy can sometimes be taken too far (particularly by Bethesda).

     

    The laser musket strikes me as a very eccentric weapon (both in appearance and performance). It's basically the pipe-gun equivalent to a laser gun. The thing to remember is that the historical Minutemen did not use muskets for symbolic reasons but because that was the standard weapon of the day. The equivalent in today's world would be a basic semi-auto rifle, something like an off-the-shelf Colt AR-15. If Fallout 4 happened tomorrow for real, that's the weapon that real-life militias in the US would be arming themselves with.

     

    So in terms of the game, I would say the vanilla Combat Rifle is the most thematically realistic weapon. The Assault Rifle looks a bit too militaristic and bulky, by comparison, while the Handmade Rifle is too 'gangster'. You could supplement this with Combat Shotguns and Double-Barrel Shotguns (if the latter, maybe download Hallgarth's Shotguns mod, which adds a Triple-Barrel Shotgun).

     

    As for Gauss Rifle, it feels a bit too high-end for the average Minuteman guard, though maybe Preson and Ronnie Shaw might use it to show their higher status.

    This is basically what I came up with myself. Its just that combat rifles feel very generic.

×
×
  • Create New...