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alicethered

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  1. Heyas horouboi. Ok, so from the sounds of it, you're looking for mods that make it more challenging, or more difficult? Just asking, because there is such a seriously wide range of mods that we could recommend just about anything. I guess I'm asking what kind of gameplay that you're looking for. I agree with storm wolf.... If you want it more challenging there are mods that make settlements into conquering settlements... there are mods that add nucular winters... there are mods that add backpacks for sleeping out anywhere.......On the other hand if you want to build settlements instead and treat the game like a sim city you instead need mods that get you more materials , better armor for your settlers, better looking settlement and stuff you want to build like ultra realistic or maybe old castle type.... It all depends on your tastes. There is definately a mod for everything.... I'll recomend https://www.nexusmods.com/fallout4/mods/15842 Finish the quest first then turn off the controls that turn bodies into resources as nessary. https://www.nexusmods.com/fallout4/mods/37988 Havent used it but it definately makes your game harder. https://www.nexusmods.com/fallout4/mods/37000 You should check out every mod for sim settlements at least once .... this on is called sim settlements conquerer. https://www.nexusmods.com/fallout4/mods/35513 This one lets you do a bit of a villainous playthrough instead of the hero. As far as "Power armor more rare" I find that its a useless mod.... If you want power armor to be rare just dont use power armor... I personally find power armor a bit ugly and dont use it at all... That being said I find it prudent to try to steal power armor from raiders by using stealth boys and sneaking up behind them and stealing the fusion core every chance i get. Especially since they are usually armed with FATboys. As far as immersion goes what I do is I find something that is unemersive in the game and find a mod that fixes that. And that's how I chose immersion mods. For instances... Heres what i think of grass...If there was ANY grass then its still living...Your not gonna have a single strand of 'Dead' grass after 200 years. For that matter look at chinoble.... lots of radiation but everything is still green. Now I believe there should be a mix of dead stuff and live stuff but not all dead stuff.
  2. !. set the ownership of the container to the player if using a container. If you want to lock a room use the mod closeable doors. He updated the mod to have doors only be opened by keycards (which I have never use) You can also just use the console command to lock a container to a certain value. 2. keeping settlers in one place. Take all beds and all furniture and put it on the highest level of the building. Turn off settlers ai detecton of enemys 1 by 1. 3. Should be easy this game was build up on the new skyrim engine.... The skyrim engine uses horses.... Just copy and paste...(I'd personally like to see a mountable mirelurk king with sonic attack)
  3. My current modlist and description of why I have it: F4SE - script extender... nessacary for mods to run Unofficial fallout 4 patch... don't know what it does but I hope its working... Homemaker -institute buildings -bunk beds -capsul buildings -better doors and some more random objects added. Snap and build -rarely used but more variety of buildings. Hudframework -better hud armorandkeywordsresource - nessacary for adding weapon stations from other mods. Mod configuration menu - Adds a menu to the pause for other mods. Looksmenu - easy way to change your players looks without plastic surgery. Bodytalk v2 - naked male bodies in ccbe A. Courser X - Power armor for those that just want a body suit CWSS Redux - Working faucets, bath tubs, showers , sinks... ect. Various hair mods. Various eye mods. Voice altering mods. Various mods that add posters Various armor mods. - Because my armorsmith mod works better on NON - vanilla clothing and I have an armor rating of 1180 by putting mark 5 advanced weaves on every glove and coat shirt and sock. Auto doors - Makes doors close like the doors of santary Movethatworkbench - Lets the work bench be moved so you can put a building where it was. Better cooking stations - BBQ outdoors, working stoves... working woodstoves, new reciepies for each. Various mods by DD productions.... there are alot of them. Ground ( makes dirt plots and water plots.... can move them up 1 inch at a time snap function.... can snap stuff to the dirt as it is being moved 1 inch at a time so you can adjuct ANYTHING with this) Windowboards - Boards up holes in windows and floors and ceilings Stackable brickwalls and foundations.... - same solar power - add solar panels to walls and flat areas solar power street lamps - street lamps off the grid. Northland diggers - various workstations that make your settlers bring in anything from nuke material to money to vault 111 "special" medical supplies. To cleaning the floor Precurser suit - because I needed male armor that I could attach a Mark 5 advance weave to that still looked cool from my armor smith. Passive water resources - because I like putting tall water towers on top of my buildings Quieter settlements - Too much noise from generators CS shacks default..... - I forgot what this does >_< Better settlers - because the other settler mod I tried doen't work with calentine or bodytalk or ccbe and this does.... Basically randomizes the race, clothing, and the heads more. O.C. decorator - Oh the decorations! Bodyslide and outfitstudio - ability to adjust outfits to bodys now all armor mods will fit a normal body type and not the unrealistic modders types. CCBE - nude wemon, presets for raiders Vault girl interface - Finally a Pip girl! Pipgirl retexture - Finally a pip girl! Various ccbe compatible TERA outfits A note one of the outfits comes with wings that act as a rocket pack and gives a 789 strength scythe. Sarah rage armor. - Love them gloves. Zero two ccbe outfit... Love them horns. Build your own pool - It takes off your pipboy when you swim but I made a hotkey to put it back on. Fo4 hotkeys - read the above.... also good for adding a hotkey to set falldamage to start after 500,000 feet. Take cover - makes smarter enemys that take cover as well Bullet time - make VATS time normal time. Good for out runing settlers that are trying to run away... for finding the location of enemy spawn points...and running away from supermutants with a bombs.... and most importantly slowing down flight when you have a mod that makes it possible to fly more than 5 feet in the air. Armorsmith extended - Make any normal clothes into armor and wear armor over normal clothes. More of where that came from - more music Fo4 seasons spring - Because green is better! Vivid fallout all in one - Because the vanilla system is render heavy this lowers the load and make it look better. Ero selene fo4 - Because this has a wing mod that acts like rocket pack. No negitive afinity and no cooldown - because a certain supermutant doen't like it when I use computers or pick locks. advance bubble turret set.. I like turrets that attach to the underside of walls and the sides of walls as well. Also the vanilla turrets were breaking for no reason even without an attack. Tinas cookie apocalypse - Because DD productions put alot of his stuff in one mod and I NEED the ramps. This mod is quest breaking though if you leave on the mod that turns bodies into resources because of quest items. (You can turn it off as soon as you finish the short quest line) Improved map with visible roads - I like seeing the roads... ETSGS - Find stuff easier because it glows. SkJalert - Makes a popup for attacks on settlements No limits jetpack - I CAN FLY! Now I need to hotkey a command for no damage from falling every time I start a game... Safe SSEX homemaker fix - Not what you are thinking - it fixes a bug with homemaker crashing when you try to build a fence. Scrap everything - Scrap grass, scrap rocks, scrap debriss decals, and especially scrap animations that can ruin building plots. Various mods concerning weather. Various mods that adds pets and stuff and pet armors.
  4. Most of these there is already an existing mod for. 1. For the family mod there is stuff for marriage and player interaction and married settlers (Those are adult class mods though and not on this site. Anything that deals with relationships will end up as an adult class mod.) 2. For the chickens wandering download better stores.... (Not for the stores for the chickens, rabbits, radstags and mirelurks that replace farming) 3. For crafting stations with animations... Northland diggers. There is also a mod for placeable animations. Creative clutter use O.C. decorator. Also better stores miscellaneous items. 4. Again O.C. decorator. Hot tubs.... build your own pool. Ground because it has water type and you can build a cement ground with water for a pool. CWSS redux for anthing batroom related with working tub and sink animations. 5. Removeing grass - Scrap anything mod. Nuff said. If you however want better grass looking into seasons mod and better grass. 6. Homemaker for a few more lights that you mentioned.... DD cookie apocalypse for interesting lights that I feel should be mentioned.
  5. Here is my suggestions for building new settlements. Keep you buildings below 3 stories (skyscrapers will fill up low-process background scans of your settlements) Find where enemies come at settlements using bullet time mod (so that you have to mark their locations), build turret around those areas , pay special attention to where enemies spawn in areas like gardens ... move the plants or get rid of them... then build around such areas or wall them off with turrets. Bramin and other creature like to teleport next to the player... sit down on stairs... and lay down in the very middle of crowds of people even if it is the 3rd or 4th floor of a settlement. I suggest putting them in water... because they get stuck in water.... or turning off their AI... Preferable after sticking them in water. Side Note *If you stick chickens or rabbits underwater they drown in this game... but if you stick rad-stags underwater they breath the water without dying.... Side note *If you stick a certain irritable companion robot that kept bugging you to join to the point of actually pushing you off a stair then blocking the stair, and put him underwater, then turn off his AI, he will stay there till the area gets attacked .... then his AI will turn on and he will escape the water... Enemys always need a way into your settlement.... If it is completely closed off they will just teleport in. The path doesn't have to be nice though you can make it maze like on the first floor and normal on the second floor. Turrets can have extended range by being on the second floors always put turrets up high... The more stuff you have built the longer the load time, It make take a while for turrets to start attack.... sometimes turrets wont attack at all till enemys either attack you, or the turret gets hit by a bullet, or attack a settler. I once saw a Super Mutant kill 3 turrets on the ground before they started fireing at him.... DO NOT place turrets on the ground where they can be Hit with just a baseball bat. Do not build "GLASS" skyscrapers.... Glass has refraction... It eats away at frames rates. Separate rooms by walls if you are building wide rooms. This is so you dont "render" wide areas. The hanging bulb is the most render friendly, because it doen't cast shadows. The vanilla square office lights are also pretty render friendly. (You have not seen frame rate drops till you make a 8 story building with Institude windows, then fully light it with shadow type lights, then try looking at it from outside) Gunners tend to not be recognized by turrets till they are shot at or they shoot a settler. Ghouls have a lunging attack that avoids bullets now and are the fastest creatures of the wasteland traveling several hundred feet in one lunge. Robots can strife left and right faster than alien weapons blob shots, (also certain other enemies) making shots out of vats irritating. Super Mutants are still stupid and slow... You only have to worry about the one holding the nuke... Knowing all the traits of your enemy now counts in defense of settlements and gun emplacement, and what weapons you should pick for arming your settlers. For arming settlers you should not use rocket launchers.... Bullets are better than lasers in this game...and they feel like they were Nerf-ed beyond realism... The vanilla armor options are pretty low key as well... For armor and weapon I suggest abandoning the vanilla system and using mods. The more settlements you have with lots of stuff the more your low-process handling queue fills up (and low-midprocessing) these processes are what turns on your turrets though. After you have made 4-5 settlements with too much stuff the game can get buggy and the game should have really spent more time pre-loading than what it does. If this is the case you may want to press escape and let the processes catch up or use bullet time and walk around a bit till turrets turn on. If you have enemies spawning into your base on fast travel you should move your spawn location using the fast travel mat. Get to vault 88 as soon as possible, then set the projects made for maximum happiness and add them to your settlements. (The power bike 1000 is worthless I set it to electric shock just for laughs then just dont ever add it to my settlements) There is a mod for almost everything get one for ramps.... I recommend DD productions and ground. Save your game often. Saving the game then reloading will fix alot of buggyness. Side notes: *Learning the console command to kill all hostile is nessisary to finish some quests because enemys can spawn in walls.... *Some people in quests can't be talked to unless they are sitting down... *Some people in quests can't be talked to unless they are standing.... If all else fails when reaching encountering a bug in a quest... set the quest to the next quest stage via console commands. Console commands everyone should learn: Moveto - move reference to a set location Additem - add reference item to an inventory Removeitem - remove reference item a inventory Equipitem - Equip item to an inventory Unequipitem - Unequip an item from an inventory placeatme - Place an 'actor' at a specified location openactorcontainer 1 - Open any specified 'actors' inventory Showinventory - Shows an actors complete inventory, even showing hidden items like the pipboy or even hidden or locked items. Help - gives help on a given word..... Use quotes on multiple words Setscale - make a fake size for an actor if you jump your head wont touch the roof though, showing your size is still the same.... Setsize works but only in the library?? changesex - male or female Showlooksmenu.. cheaper than plastic surgery player.tcl - toggle collision menu.... only works if you have nothing seleted tfc - toggle free camera..... move your camera anywhere ... good for showing the looks menu to change your character look or to see the full map of the area to find that one enemy stuck in the wall. Kill - kill the seleted KAH - kill all hostile Markfordelete - good for removeing bodies that just won't scrap disable - good for removeing bodies that dont work with mark for delete..... (WARNING save before use... and if you disable something didn't want to disable type "ENABLE" immidately before you select something different)
  6. I use the better stores mod strictly for the animals that can be used without farming for food. That being said it would be nice if I could cage them up to stop them from roaming. These animals seem to think that its best if they teleport right in the room im in even if its the roof of the settlement, without even trying to walk-path. I don't have the problem with settlers teleporting much (they usually get stuck in the ground and stay there when they get into trouble) Now i've seen mods like "no rad scorpion tunneling" and "No more teleporting creatures" Where they have just shut off a keyword for the tunneling-teleportain.... Is there a keyword for normal teleportation? Has it already been used by settler mods? -( I know that teleportation in fallout 4 started as a workaround for companions for elevators but adding it as a spell to every creature of the wasteland was a HUGE mistake....Fallout 3 never had teleporting enemies and it worked just fine....)- If you can turn off the keyword for teleportation spell then it would also be nice to add that to all the enemies in the game. (because when the pathing fails when they attack settlements they teleport right next to you, regardless of weather you have the room closed or not, or even if you are on the roof)
  7. If you are useing the pc, the easiest way is to open the consol with the ~ key then click on the actor that you want to trade with and type Openactorcontainer 1 . As a side note for items that are hidden like the pip boy you can use the command Showinventory 1 . Like if you wanted to do this on the player ... since the players refrence is 14 you could type 14.Showinventory 1 . Other usefull commands are EquipItem (caps sensitive i don't know why...), additem, and removeitem. And its use on the player would be like: 14.additem (item ref number) 14.EquipItem (item ref number) 14.removeitem (item ref number) Now if you want to make a settler permently trade with you (like a child which is set to not trade... or a settler that you have used actorrecycle on) There is probubly a " setpv " command for that but I don't know it.... The commands I do know are setpv bCommandable 1 setpv bAllowMove 1 setpv bAllowCaravan 1 setpv ownedbyplayer true On a side not someone told me that setpv bCommandable 1 makes them tradable you just have to resurrect the character afterwards then save and restart or teleport away and back. Now for no actors responding most like just restart an old save, check mod list order, and try actorrecycle. As a final note if you assign someone as a "Doctor" the recycleactor function doen't work unless you assign them to something else, also using resurrect on somebody that is still alive will reset their inventory and force them to wear clothes the had in the begining.
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