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Posts posted by pickers101
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F4se new beta 2 includes a number of encounter zone variables if that's helpful at all?
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All interesting progress and I'm glad to see.
As for modding scene I think rather than being in decline it's still in early stages. With new release for F4SE and new styles of mod like Sim settlements being released I'm sure there is much more to come now that more tools are available.
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Not sure if you have seen this mod (http://www.nexusmods.com/fallout4/mods/21248/?) The maker of raider overhaul is part of the development team. It may have absolutely no impact whatsoever on your mod in terms of placing spawns, however may be some frameworks of interest involved for NPCs themselves.
He also mentions that a large overhaul of his raider mod is being prepared soonish, with some potential tie in to the new NPC mod. Also seems that the restoration patch will be reincorporated into the next version.
Primitive version of Mod menu : http://www.nexusmods.com/fallout4/mods/22491/?
I don't think it's at the stage yet to be very useful but you never know.
Also new beta of F4SE 3.1 released with multiple new functions (again, none may be applicable)
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With a fair number of mods now released for FO4 it's pretty tough for new mods to break into the Top 100 list.
Therefore I wanted to highlight some mods that I feel:
Would have made it there had they been around longer.
OR
Are small tiny QOL add ons/extensions to the vanilla game.
OR
Recent continuations/ updates of older mods
You may have some which you think need adding or simply disagree with my choices. Please let me know about either.
I have kept descriptions very short as you can simply follow the link if you think you are interested.
Crafting
Everybody knows Crafting Workbenches, however you also probably know that it hasn't been updated for a while. Thankfully Crafting Mastery is an updated and continued version of the same mod.
Legendary Modifications and DLC Fixes
Everybody knows Legendary Modifications, however you also probably know that it hasn't been updated for a while. Thankfully this is an updated version of the same mod.
Settlements
Sanctuary Hills - Repair and Clean up
Not everyone's taste but to me it makes sense that each settler would make more of an effort to fix the roof of their house, as well as tidy up the inside a little. As a bonus, adds the ability to place doors in actual doorways!!!
Works great with:
In a similar vein to the previous mod, simply removes some of the unscrappable rubbish from the paths and roads around the town, like a real used town. You may not want to enable these two until slightly later into the game when you feel you have enough settlers to warrant the cleaning work but that's up to you. Make sure to load this after the Repair and Clean up mod, despite what LOOT tells you.
Boston Airport - expanded and irrigated
One of the more obvious fixes changing the workbench to full version, but also comes with the benefits of a slightly increased boundary that includes the upper floor and water access. Meaning no need for cheaty water resources.
Home Plate Workshop Settlement
Finally a single mod that: fixes Home Plate to full workshop, allows supply lines and links all crafting stations in Diamond city to it as well.
More well known than most but I thought worthy of mention nonetheless. Removes the limits and provides options for the number of resources your settlement can generate per day including food, water and caps. Which in the vanilla game is normally reduced to 0 after a few hours of gameplay. Because of how the settlement attack system works, the mod also alters attack likelihood to mirror the changes it makes to resources collection.
Works great with:
When you can't be bothered to defend your base,
From the description:
"From now on you'll need as much defence as your food + water combined. This means that you won't have to build an army of turrets just to ensure that two molerats won't steamroll your simple 5 man village that only produces 10 food and water. It also means that if you have a settlement that produces 600 water and 50 food, then you'll need 650 defence to ensure its safety. It's a system that will allow you to distribute your hard earned scrap according to the defensive needs of individual settlements, it will also force you to upgrade your defences as your production increases and will feel more dynamic and immersive than just using the one and only magic god number that defeats all foes."
Works great with:
When you do fancy a bit of a scrap, you want it to be worth your time setting up all those turrets and sight lines. This mod ups raids to potentially big battles. Can be easily modified with FO4edit, as I have done, if you want to find a happy medium.
Works great with:
And
Settlement Attacks Beyond - Nuka World
Don't you hate it when that raid appears in the middle of your lovely base rendering those walls and turrets absolutely useless? These mods move the spawn points outside of the border and suddenly make turret placement useful again.
Simply increases the range at which settlers are allowed to wander within your settlements. Now they may actually use the far end of your vault, instead of congregating on the same spot all day.
Settlement Workshop
Yes I want loads of military fortifications to build in my bases and yes I want the option of whether they contribute defence points or not and yes I want a massive sentry lookout tower.
Adds snap points and fixes to most workshop items. Also adds some fantastic custom prefabs and other pieces which are not found in other mods without going crazy on adding everything and anything.
I want all the lights in my settlement to turn on and off at the exact times I set. This simple little adjustable switch lets me do that
NPCs
Randomized Diamond City Guard Outfits
Bethesda created other clothing options for the guards but didn't add them to the level lists, this does that.
Works well with:
There are currently only two faces for all the guards in Diamond City, this mod adds another dozen.
Companions suck at everything and are generally just a pain, this mod makes them suck far less, especially in combat situations.
Adds more life to the world with a moderate amount of patrols and travellers without feeling over the top.
Personal preference, but for me it's just a pain when I never know what happens to them.
It seems crazy that in a world with so many monsters lurking on the floor that more people don't take to the top of buildings to survive. Adds a large amount of spawn to the tops of buildings, I used FO4edit to remove some of them as my machine can't handle it let alone it's parent mod "War of the Commonwealth" so you don't need both.
A Minutemen update that isn't broken and doesn't try to do everything in the world. As you get stronger they get stronger. As their presence in the Commonwealth grows so do their resources.
Various Locations Security Patrols
Ever feel like Bunkerhill, Diamond City or Goodneighbor doesn't have the protection they should? These simple mods from the same author add a few extra details to each location.
Combat
To me, a head shot should equal lots of damage, a toe shot not so much.
To me it seems silly that vertibirds are always being shot down by raiders with pipe pistols, not anymore.
MISC
Molerat disease is a killer, there are a number of mods which approach it in different ways. Here I have two of my favourites which don't completely remove it from the game.
Simply use one mysterious Serum to cure it for good.
You're stuck with it, but at least it removes it from sitting on your active effects bar forever and moves it to the perks section.
Help me get up to date with settlement modding?
in Discussion
Posted · Edited by pickers101
SKE is no longer necessary for many mods as most are now script injected and therefore do not have compatibility issues. Anything with a script injection though does require item or holotape use to uninstall correctly.
Master Plan doesn't require SKE but can use it if you select that option on install.
A new mod called settlement menu manager is slowly being integrated which basically allows mod makers to use the script injection method without the worry of incorrect uninstall methods.
I'm personally using SKE for a small number of older mods that require it as they are not using script injection. Also currently have homemaker, vanilla extensions, Snappy housekit, SOE, Housekeeping- scavenging deluxe, sandbag fortifications, ssex, as my main object adding mods at the moment.
Also worth looking at: workshop rearranged, settlement management software, G2M workshop, Northland diggers, thematic and practical