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Vormina

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Everything posted by Vormina

  1. I can't really tell much difference either, I think I'll stick with my heavily modded steady 55-60.
  2. Some of us are also cannibals, the Pack tasted pretty good... ;)
  3. Don't get me started on Vertibirds, they show up constantly, usually when I'm picking off enemies with a sniper rifle. And they always, always crash on my position when shot down, lol. I can start on the east or west side of Boston, clear everything in a path to the other side, go back to where I started and everything has respawned already. Faneuil Hall is the quickest, I can run to Cabot house and back and it respawns, sometimes I can clear the outside of it, go clear the interior, then step back outside to a fight, lol. The supermutants on the overpass near Goodneighbour respawn quick too, the area between Hub 360 and the med center.
  4. Pretty much all of downtown Boston, every skyscraper, every building, every overpass, every area around Hangman's Alley respawns extremely fast for me, some respawn just from making a loop around the block like Faneuil Hall. I made Hangman's Alley border larger, but the rest of Boston is unmodded. Thicket Excavations and all the other places you mentioned spawn normal for me.
  5. http://www.nexusmods.com/fallout4/mods/17691/? This works great for building level farms, and retaining walls snap to the outside edges.
  6. http://www.nexusmods.com/fallout4/mods/16987/? The NPC's in this visit my settlements, sometimes use workbenches. As far as trade they might visit the bar/restaurant, I haven't noticed, but I do know that NPC's, including your own settlers, will not use any of the other shops ( clinic, trader, etc. ) vanilla or modded, not sure why Bethesda only scripted them for the bar and food.
  7. http://www.nexusmods.com/fallout4/mods/8832/? That lets you build in the Croup Manor basement. Not sure why you would want to build in the Root Cellar, it's super tiny like literally 4 steps across and 2 steps wide.
  8. You must be playing a different fallout 4, mine has slavery, profanity, violence, extreme violence, dismemberment, cannibalism, gore, and drugs galore. My character spends half her time hopped up on Psycho Jet while eating people/mutants/ghouls that she just blasted the gray matter out of. ;)
  9. The first time I went to Vault 88 I built in ever crevice/corner/shaft there, spent a week building, then realized I don't really like underground/interior cells and was tired of the bugfest that is Vault 88. The next playthrough I went to Vault 88, killed the ghouls, killed the Overseer, grabbed the plans to unlock the items, left and never went back. If I could I'd set charges in it and bring the whole roof down, the Commonwealth needs more lakes anyway. ;)
  10. With Place Everywhere, you can turn off "auto exit build mode", build what you want in-border, then pick it up and carry it out of border and place it.
  11. Warehouse 13 (great show)- Different warehouses could be scattered around like the Vaults, each with unique weapons/items that have effects like legendaries. Eureka - similiar to above, could have a lot of interesting npc's. Westworld - reprogram the synths, send them to Nuka World to run the park. ;)
  12. If you're talking about loading a saved game into the CK, I'm pretty sure it's not possible.
  13. Once you complete the Vault 88 quests or just kill the overseer there, it is in the build menu at any settlement.
  14. I read in a post somewhere that the author was just working on an update. Hopefully, cause that is the best castle fix mod imo. :)
  15. Loved the interview, I can't imagine playing Fallout 4 without AE and AWKCR. :)
  16. One does not simply make every object and area buildable... Constructable objects aside, Precombined mesh issues aside, incompatible with most other mods aside, it would take hours just to look through menus to find things, it takes me too long as it is with the mods I have now. Making every object buildable will also need it to be scrappable, there's another can of worms. Making settlements in areas with quests before you complete them, probable conflicts. Not to mention if the cells your building in are not set as that settlement's location, you end up with all kinds of settler/job assigning problems. And then, there's everyone's favorite issue, the pip boy settlement stats page. I don't know about anyone else, but mine goes nuts with just the vanilla settlements and the few modded ones I have, I'd hate to see what it does with a lot more settlements active. As much as I would love to be able to build everything everywhere, as others have stated this game isn't really designed or capable of handling it.
  17. I've also been using NAC and ROA together for months with no slider resets. I have NAC near the bottom of my load order, not sure if that makes any difference. The Northland Diggers message is normal.
  18. Basically, what I'm trying to do is make a settlement out of Mahkra Fishpacking. I assume the exterior will have to be 1 settlement, and the interior a separate one. The interior is pretty spacious but it has a button controlled lift separating the upper and lower levels, trying to figure out an easier way to get settlers to move between the 2 areas without having to rip out the lift and place stairs, although that may turn out to be the easier solution. On a side note, recently made my first settlement and everything is working properly thanks to this thread, and the great advice from all the wonderfully, helpful people here. The help and advice is greatly appreciated. :)
  19. Is that Stemathome's mod? I wanted to recommend it yesterday and couldn't find it. Yes it is, and I agree with geno, I've tried most of the castle mods, and that one is the best imo.
  20. That issue is pretty common, and seems to be caused by any number of things; overloaded graphics card, scrapping things not meant to be scrapped, precombined meshes disabled, and the list goes on. Sometimes exiting game completely, fixes it, sometimes nothing does. I've had it happen in a few places, usually an interior cell, I just strafe a lot until I'm out of the cell and never go back.
  21. I'd like it for the simple fact of knowing if I'm going to hit anything or just waste ammo when trying to snipe a mutant from a tower 4 blocks away. ;)
  22. I would like to have Sam Kinison as a replacement for Preston Garvey... "Another settlement needs help? OH,OH,OHHHHHH!!!"
  23. @geno- thanks for the info, I guess Beth doesn't want or didn't plan on us wanting to make interior/exterior as one. Pity, since they're the ones that opened up this Pandora's Box to begin with. :)
  24. So if you assign settlers to a resource using this method they will travel through the portal to get to it? Sweet and thanks.
  25. It linked workshop buildable resources, but not people, beds, etc. It was like 2 separate settlements with a "provisioner" link just like Fading Signals Basement living. The raiders outside didn't count towards population inside and vice versa.
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