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MisterRection

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Everything posted by MisterRection

  1. I used to play Fallout4 quite a bit, but then I got a new job which required a LOT of overtime. I'm back to play now after a couple of years and come to find that all of my mods are all horribly out of date, so I made the decision to uninstall the game and I'm going to just reinstall and add mods from scratch. Yay. This'll be fun... One mod that I'm not able to find a newer version of though is Place Anywhere. Has this been replaced by some other mod? Also any general mods you guys would recommend would be more than welcome. I'm mostly looking for building mods as the few outfit and weapon mods that I used to use still seem to be OK. Thanks for the assist.
  2. Hangman's Alley isn't my settlement so I really couldn't tell you anything about that one. While I don't have the official word on expanding settlement build areas, Eskarn did give me the go-ahead to do so on the settlement I was working on at the time (Outpost Zimonja), but I came up with a design that I think works well enough to save him the extra hassle. Personally I'd be more interested to see the vanilla navmeshing fixed in Hangman's Alley, now that you mention it though. But like I said, that one's not mine and I have MORE than enough to keep me from spending time worrying about what other people are doing. As far as settlements still open to be built? Here's the list: Abernathy farm Tall height limit - 20 storiesRoom for 15-20 settlersPredominantly food productionSmall amount of tradeCounty Crossing Medium to large - creativity requiredRoom for 15-20 settlersFood productionManufacturing potentialNeed protectionPotential for trade'All-rounder'Egret Tours Marina MediumRoom for 10-15 settlersGood manufacturing potentialTrading hot-spotFinch Farm MediumHigh height limit - 13 storiesRoom for 15+ settlersFood productionNeeds protection from forgedOverpass mainly militarySanctuary Hills LargeRoom for 20+ settlersTownBit of everythingSomerville Place largesentry bot nearby - defenses neededRoom for 15-20 settlersFood production with Military defenseSunshine Tidings Co-Op largeRoom for 20+ settlersMostly military defenses but with a town feel to it (think town of Senoia in Walking Dead)Warwick Homestead LargeRoom for 20+ settlersMostly manufacturing so some tradeSome military defenseIf you (or anybody else) is interested in working on one of those, I'd say your best bet would be to make the one you're interested in (please use only in-game assets), and submit a video and/or photo gallery giving a good tour of your settlement. I'd recommend messaging it privately to Eskarn here or on Steam, since I'm not sure how often anybody else would come by and check these forums, so they can let you know if you make the cut. We've got the talent to get ALL of these settlements done as is, but the more people we have working on it, the more differing styles we get (so each settlement feels more unique, like it was a separate group of settlers who designed each one) - and the faster the project gets finished. However, I personally would LOVE to see applicants posting it here to allow for some feedback. Hope to see your ideas here and good luck.
  3. Actually, I'm one of the people who's working on this mod and I can tell you it absolutely has NOT been abandoned. Myself & a number of people who (unlike me) are actually GOOD at base building have been hard at work creating bases for pretty much every settlement in the commonwealth, many of which have to then be RE-created in the GECK. Since we're not taking the easy route and making all these bases cookie-cutters, each base is going to be unique to that settlement, making this a pretty big task (and arguably one of the most extensive mods for the game to date). To the best of my knowledge, the plan has always been to wait until the last DLC had come out anyways (to minimize potential issues with conflicts/bugs/updating). This means that we're still firmly on schedule. Our main author though HAS ran into some issues w/ the GECK and it's use of navmeshing when recreating these bases in there. If there's anybody who's particularly skilled at that who'd like to get in touch with him (even if you're not willing to commit to helping with the recreations themselves), please feel free to reach out to him as I'm sure that he would appreciate any expertise or insight you could provide. Thanks for helping to spread the word and for your continued support.
  4. When I first started playing this game I heard horror stories about how bad it was on systems not made for gaming (my machine WAS made for gaming, but tbh was made about 4 years ago and was only a middle tier kind of gaming rig then.), so I decided to get the absolute best performance I could out of it and sacrificed the aesthetics for it. The problem was that after 3 or 4 months of playing this game I got tired of everything looking all potato so I downloaded an ENB - because I'm an idiot and didn't realize it was the texture files that I needed to get replaced. Right after I installed the ENB I figured this out and got the new textures installed and everything looks awesome... except with both the higher textures and the ENB my frame rate is terribad. I've pretty much resigned myself to the fate that I'll have to uninstall/reinstall and I'm OK with that. I've already backed up my save files, but I came across something that said that even doing a complete uninstall/reinstall of the game, won't fix the frame rate problem in my save games because they were saved using the ENB settings. So what I'm wondering is: Is that true? And is there a way I can just set everything (ENB settings and textures) just back to defaults without losing my save games?
  5. One word of warning though: the targeting works fine on everyone, but the corpse detection doesn't work so well against legendary enemies (iirc). Once you remove w/e legendary they have in their loot, the body immediately glows as normal bodies do so it's something wonky w/ that in the coding. The synth detection works flawlessly too, and even lets you sniff them out in places where you don't have a terminal set up to use the holotape (wait, can you use that other mod on your pip-boy?).
  6. Any chance somebody could port this Skyrim mod over to Fallout 4? http://www.nexusmods.com/skyrim/mods/74542/? A color change would be nice if you could manage it too.
  7. Even better: http://www.nexusmods.com/fallout4/mods/14484/? synth infiltrator detection & enemy highlighting w/o the occasional aggro glitch from friendlies & corpse detection for when you explodify mobs.
  8. OK I know this is a few months old and I've gotten through this part in the quest before w/o it glitching, but for some reason it's doing it to me this time. So as Isingalong has tried to get this same point across a couple times, let me try as well:: When you first approach the gate you're SUPPOSED to hear Piper arguing with Danny Sullivan, the guard over the intercom. She is standing outside of the gate ALONE (except for you obviously). If you try to talk to her she just gives you the canned answers about how Diamond City is the great green jewel of the commonwealth, nobody talks to anybody, blah, blah, blah. There are no dialog options. If you try to click on the gate, it just says inaccessible. The mayor never comes outside of that gate regardless of whether the quest is bugged or not. The ONLY way to get Piper and the mayor to have their little argument is she has to start by talking on the intercom. If she doesn't talk on the intercom, then neither of you tell them that you're a trader, the gate doesn't open, you can't get into the city, and she never has the talk with the mayor. tl;dr - The talk w/ the mayor is the step AFTER the gate opens. This means squat if the gate never opens because she doesn't have the convo on the intercom first.
  9. OK, that's possible. I'll buy that. If nothing else I'm not fixing to start up a game from scratch and run around setting up 3 settlements just to verify it, so we'll just roll with that. lol Oh hey and I just noticed that was Gruffy who answered me! I got your poster mod, mate. Thanks. But no, Kev - I may have been wrong on how the supply lines worked as far as the rest, but they're definitely not sharing food and water like that. And that's easy to check: just add an extra water pump to a random settlement and then go back to somewhere like Greygarden (if you haven't built it way up) and delete the water pump there. It says 0 water even though you JUST built an extra one at another settlement. You may be able to access the crops they've picked and the purified water that they've made in the workbench, but that doesn't do the settlers at another settlement any good. I want to be able to set up one or two settlements that take care of the water for ALL the settlements, and 2 or 3 settlements that take care of the food for ALL of the settlements. The Castle is supposed to be a military fort. I got soldiers there. They need to be carrying guns, not a freaking garden hoe. Synths go busting in there and the next thing you know Preston's crying like a baby because somebody shot his tato plants. lol
  10. So I was going through the forums when I came across this thread, and while it seems pretty cool, there was one thing that it seemed to overlook that I've been looking for in a mod for a while now: linked supply lines. When you set up a supply line from say... Sanctuary to Starlight Drive-In; if you go to Starlight Drive-In and then set up another supply line going to The Castle, why can't the provisioner carry supplies from The Castle to Starlight Drive-In, and then hand them over to the provisioner heading to Sanctuary (or vice-versa)? Nope. Have to set-up an additional supply line directly from Sanctuary to The Castle in order to make use of the items stored there. If there's 30 settlements you can set-up (before mods), that means that in order to have each settlement with a supply line running to every other settlement you'd need a total of 900 (I think the math's right on that) provisioners. It just seems really wasteful to have all these settlers running to/from all these out of the way places in order to keep them properly supplied. Right now it's like: "Hey Bob, heading out to Sanctuary now?" "Sure am, Jim. What's up?" "Well Preston's over at The Castle, and he gave me this important intelligence that he needs to get to the General, but I'm assigned to stop here at Starlight." "I'm going to Sanctuary. I could give the General that intel." "Sorry man, but because there's no direct supply line, now the General can't get the intel and everybody's gonna die." "Wow, sucks to be them. Oh well..." I'd like to see this so you could pool food & water resources too. You'd still have to manage the beds, defense, and happiness for each settlement (as well as making sure that you have enough food and water for ALL your settlements), but this would cut down SO much on HAVING to have crops and water filtration at each place. It would still be a good idea to have some of them at each settlement, in case your provisioners get ambushed along the way (which is something else that I'd love to see in this mod). You could even have them be like the caravans that the game already has so you could have a couple guards go with the provisioner to protect him. You could equip them with armor and weapons just like you can any other settler currently (1 provisioner + 2 guards x 30 settlements still comes out to 90 settlers you'd need to assign to this, but that beats the hell out of 900). I know that this would mean some major changes to the way that settlements work, so this probably wouldn't be something you could do until the CK comes out (if even then), but I think it would add a ton more realism and immersion to the game. I know this is more for empire building than individual settlements, but think about it: wouldn't you be a lot less aggravated when Preston asks you to help some rinky-dink settlement with only 4 or 5 people there, if they were the ones that provided ALL the mutfruit, or purified drinking water to ALL your settlements? Anyway, just an idea from a guy who knows squat about modding, but really appreciates all the work that you mod authors do. Thanks and keep up the good work.
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