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REQ: List of Settlement Building Mods That Do Not Use Scripts


QuantumBios

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I'm setting up my game for a fresh start with the new Sim Settlements expansion. I still want to be able to build some cool secondary structures and decorate. I'm hoping to cut down on script load, because I fell in love with War on the Commonwealth and consider it a must-have, so I'm trying to shave off some other settlement building scripting mods so that the engine doesn't get too bogged down and settlers actually move around. Any suggestions appreciated. Hoping to keep Thematic and Practical, as well as Northland Diggers.

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@QuantumBios.

I would recommend waiting just a little longer for v2 of War of the Commonwealth,

SMB92 SMBNinetyTwo-er is doing a FANTASTIC job overhauling that phluppin legendary mod.

it will be worth the wait, and they're nearly at testing stage so,

it's coming together. Register your interest, and send em a NMM private message,

volunteer to test etc, and they'll show you a few different directions the new version is heading hehe.

 

 

 

I cannot support SMB92 more; I didn't envy them their task of taking on the War of the Commonwealth after v1,

as much as I love v1, it was trundle-y and bloat-prone and not as efficient, but hey, it was an awesome proof of concept and good fun!

Seeing SMB92's approach though, they're doing a fantastic job, and we're in for a treat if we liked v1.

 

I can appreciate the situation though;

underboston, enclave returns and war of the commonwealth,

can be taxing on mid to low-tier installs, and there's not much more room for a decent framerate and fun.

let alone other mods for weapons or settlement futzing, or quests and new lands etc...

though, new versions of all of those are coming along,

so it'll be possible to get them all interoperable,

to really make FO4 shine as an FORPG game.

 

the red-rocket settlements,

and the new Beantown are very good for low script usage and high precombine and precull quality,

I cannot recommend those enough; they achieve a lot of awesome on a shoestring really.

I hear chucksteel is preparing a 'lite' version, allowing select install for low-end installs to have some of the Beantown,

or to prevent mod conflicts where multiple mods might alter the same area.

 

the next best are "better aquatic spelunking";

these are Witcher-esque underwater caves that are not too taxing.

v3 of that will begin to implement 'procedural iterative random caverns", in large part learning from

War of the Commonwealth (v2, v2 I hear some folks already worrying about v1's bloat-y trundle 'style')

and from the Underboston cavern system.

 

 

-----

War of The Commonwealth is a key linchpin in making FO4 FORPG-able.

i like seeing the interoperability between large overhaul mods,

and this will be a core framework for sure.

 

I think, with the settlement sharing mod frameworks,

bounty board and ambient quests,

AGI Games-Master,

AGIXML "talking heads",

dialogue overhaul

choice and ending overhaul

NPC overhaul

and embeddable livestream audio and visual nodes...

we're looking at the makings of some higher quality machinima and FORPG

which will make FO4 more consistent with past titles

 

I think it will be an even better experience in FO4VR,

and with VR being more accessible, such as with mobile devices...

we'll hopefully see more folks enjoying FO4VR too.

it really is like a holodeck, it's the next best thing to being there!

and Beth and Zenimax are awesome at VR stuff.

 

beth-streaming via cloud stuff might be the way to go to get that to happen,

and you just use your smart-phone on a viewer frame and with the neckbrace.

that way, you're not constantly buying the title outright, or high-end peripherals such as dedicated deluxe VR rigs,

and have more fiscal left to incentivize the mods on CreationClub.

VR gaming can be achieved on a budget, and it's awesome to see Bethesda

catering to so many different segments of the gaming market.

 

 

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