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Fallout 4

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killbot737
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Re: Fallout 4

Post by killbot737 » Thu Dec 22, 2016 6:35 pm

The best story in the entire game is the Detective's loyalty mission. I'll say some of Far Harbor comes close too, though.
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Blackhawk
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Re: Fallout 4

Post by Blackhawk » Thu Dec 22, 2016 7:10 pm

A look at two of my settlements. The first is County Crossing. Since you can't scrap the shack or the ruins, I decided to integrate them into the design and went with 'Scav Town', a Bartertown inspired town with lots of commerce.

The walls are mixed junk fences from the vanilla game and mods. The bus is my personal home, while the original structures are at the bottom.

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This next one is Starlight Drive-In, my personal 'home base' for this playthrough.

Good luck getting in, random Super Mutants and raiders:

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Inside I have three structures. Since the shack with the workshop can't be moved, I built a warehouse using the shack's front as part of the back wall. It sticks out of the back of it like an office. The warehouse contains all of my workbenches, armor stations, and robot workstation, plus most of my storage. The brick building is my personal house (2nd floor) with all of my collectibles and trophies on the first floor. The building in the back is a lab.

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The lab:

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Warehouse:

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Moliere
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Re: Fallout 4

Post by Moliere » Thu Dec 22, 2016 7:57 pm

Super cool pics Blackhawk. Thanks for sharing. It might inspire me to do more than throw down a water pump and machine gun turret next time I get in a Settlement building mode.
"The world is suffering more today from the good people who want to mind other men's business than it is from the bad people who are willing to let everybody look after their own individual affairs." - Clarence Darrow

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Blackhawk
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Re: Fallout 4

Post by Blackhawk » Thu Dec 22, 2016 8:08 pm

Thanks!

The other 30 settlements have a row of carrots, a water pump, and a few turrets on the roof.

I did build The Castle back up, repaired all the walls and so forth, but I really only put my serious effort into those two.
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TheMix
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Re: Fallout 4

Post by TheMix » Thu Dec 22, 2016 10:26 pm

I had a few attacks near the beginning, but then it quieted down. If the settlers weren't stupid, there would have been almost no issues. I didn't have any mods, so I was limited to the original crafting options. But I put wood walls all the way around with one gate and a side door. Unfortunately, my settlers were incapable of closing the gate at a sign of trouble.... /sigh.

Also, I found that I could use one of the stairs to reach out over the walls. Then I'd put a platform at the top and a rocket turret or two. A couple of those on either side of the gates along with a few other turrets and attacks were no longer an issue. Plus, once you get enough defense, they stop attacking.
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Blackhawk
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Re: Fallout 4

Post by Blackhawk » Thu Dec 22, 2016 10:37 pm

Pulled straight out of the wiki

Each point of defense lowers the chance of an attack by 1%.

Each population unit lowers the chance of an attack by 0.5%, in addition to any other defensive value the settler provides.

Each unit of food and water production at the settlement increases the chance of attack by 0.1%.

Each edible and/or drinkable item stored in a settlement's workbench increases the chance of attack by 0.1%.

The minimum chance of an attack upon a settlement per day is 2%, regardless of defenses. The maximum chance is unknown, but assumed to be 100%.
Short version, have more defense than food + water production, plus whatever gets stored in the workshop. Do that and attacks will be rare. Make settlements attractive to raiders, though, and raiders will be attracted to your settlements.
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Re: Fallout 4

Post by TheMix » Thu Dec 22, 2016 10:45 pm

The one I had the most problem with was the greenhouse (not the greenhouse with the robots... I didn't do anything there). I used the greenhouse originally as one "wall". The problem, of course, is that the raiders could shoot through the walls. I think I eventually went back and walled it all in.

Another trick I found helpful was to use one of the default structures (2 story pre-built "home") in place of a section of wall. That allowed me to quickly get more housing built, while at the same time saving on the resources necessary to build walls.

Of course, I never got anywhere near as fancy as the pics above.
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Tampa_Gamer
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Re: Fallout 4

Post by Tampa_Gamer » Sat Dec 31, 2016 10:57 am

Blackhawk wrote:A look at two of my settlements. The first is County Crossing. Since you can't scrap the shack or the ruins, I decided to integrate them into the design and went with 'Scav Town', a Bartertown inspired town with lots of commerce.

The walls are mixed junk fences from the vanilla game and mods. The bus is my personal home, while the original structures are at the bottom.
Very nice indeed! Just surfacing from a 4-day FO4 marathon with my kids. Thanks again to everyone on the prior pages that made suggestions, and especially your detailed list was very helpful in getting us going with minimal fuss!

Of course, I am now back with follow-up questions. My kids ended up really getting into Settlement Building. I threw your recommended Settlement Mods into the mix and added a few that provided snap on meshes, since the lack of uniformity in lining everything up was driving everyone in my family nuts (we are a bit OCD by gene pool). Since I am probably using about a 90% subset of what you are using, I am curious to know your complete mod order - if you could provide it in a spoiler or two that would be great. LOOT doesn't seem to be as good as it was in Skyrim and there is no bashed patch available (only manual/auto merged patches which are not quite the same thing). My concern is that I have read enough on the Nexus forums to understand that the Settlement Mods are really a mixed bag and some can be outright dangerous to save game stability by monkeying with vanilla menus, etc. Some are also mutually exclusive and not supported anymore. What I am looking for is a stable, expanded Settlement build experience with snap capability (which I have not achieved yet because I keep everything moving everything around).

We definitely do not want to start over with a new game, on the other hand we are not too far down the path of building so we don't mind losing a few building items now if we have a safe path ahead of us that we will use for the remainder of the play through.

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Blackhawk
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Re: Fallout 4

Post by Blackhawk » Mon Jan 02, 2017 9:56 am

Tampa_Gamer wrote:Since I am probably using about a 90% subset of what you are using, I am curious to know your complete mod order - if you could provide it in a spoiler or two that would be great. LOOT doesn't seem to be as good as it was in Skyrim and there is no bashed patch available (only manual/auto merged patches which are not quite the same thing). My concern is that I have read enough on the Nexus forums to understand that the Settlement Mods are really a mixed bag and some can be outright dangerous to save game stability by monkeying with vanilla menus, etc. Some are also mutually exclusive and not supported anymore. What I am looking for is a stable, expanded Settlement build experience with snap capability (which I have not achieved yet because I keep everything moving everything around).
I will try and do that (I do wish there was an easy way of just exporting a list!), but be warned: I built this mod set with stability in mind, but also with the realization that, for whatever reason, the Fallout 4 mod scene never matured the way Skyrim's did. I figure that there is a very good chance that my mods will break my game before I'm done, and I went in with this in mind.

Let me toss out one good settlement resource in the meantime: Link
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Re: Fallout 4

Post by Blackhawk » Mon Jan 02, 2017 10:11 am

Ok, I pulled this out through Mod Organizer and cleaned it up a little. It is a 'quick and dirty' list, so if there is something you want to know more about, feel free to ask.
Spoiler:
3DNPC_FO4
[PPE] Wastelander's Cookbook + Mojave Imports [Patch]
AnS Wearable Backpacks and Pouches
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity
AnV Camo Backpacks
ArmorKeywords
Armorsmith All DLCs Patch
Armorsmith Extended
Armorsmith Pack It Up
AtomicRadio
Automatron
Believable Drumlin Diner (no turret)
Better Vendor Stalls
BetterJunkFences
BetterModDescriptionsAE
BetterModDescriptionsLite
BetterModDescriptionsLMHard
BetterNightVision
BetterSettlers
BetterSettlersFarHarborPatchMortal
BetterSettlersNoLollygagging
BTInteriors_Project
BTInteriors_Project_Sorting
Build High - Expanded Settlements
BuildableBurningCampfires
cartman1975_warehouse
Companion Infinite Ammo
CraftingOverhaulTlTlNoWp
CrimeTown
DarkerNights
DarkerNightsDetection
dD-Enhanced Blood
DD_Khassar_De_Templari_Increased_build
Deeper Voice For Super Mutants - Type A2
DIFR - VIS Patch
dinomore
dinoshelf
dinoshelf_extra_ammo
DLCNukaWorld
DLCworkshop02
DLCworkshop03
Dogmeat's Backpack
DynamicInteriorFogRemoval
EasyHacking
EasyLockpicking
EferasShoulderBag
EthreonMasterPlan
EveryonesBestFriend
extendedLightsWS
FAR
Far Harbor
FieldScribeBackpack
FlaconOil HD ReTexture_Quality Pack_Part_1a
FlaconOil HD ReTexture_Quality Pack_Part_1b
FO4Merged
FQ_NoMoreLODFlicker_AIO
FunctionalDisplays
FunctionalDisplays-AID-VIS-WI
FunctionalDisplays-Collectibles
FunctionalDisplays-MISC-VIS
FunctionalDisplays-Patch-DLC-ALL-VIS
Glowing Animals Emit Light
GruffyddsSignsAndPosters
Homemaker
Homemaker - Greenhouse and Bunker Disabler SKE
Homemaker - Streetlights Use Passive Power SKE
HubrisShoulderBags[Chemistry]
ImmersiveGenericDialogues
ImmersiveVendors
ImprovedNuke
InteriorsEnhanced-All-In-One
LegendaryModification
LegendaryModification - DLC Far Harbor
Light Radius Redux AIO
LongerPowerLines3x
Lots More Facial Hair
Lots More Male Hairstyles
ModdedHangmansAlley
MojaveImports
More detailed perk description dlc version
MsRae_BinsOStuff
My_Minutemen
NoCraftingExperienceAutomatron
NX Pro - Farm Core
NX Pro - Farm Core - Far Harbor Patch
NX Pro - Farm Core - Homemaker
NX Pro - Farm Core - Spring Cleaning
NX Pro - Farm Core - Valdacil's Item Sorting
NX Pro - Harvest Overhaul
OCDecorator
OCDecorator - No Experience
OCDecoratorDLC
OCDispenser
OWR
OWR_CraftableDecor
OWR_CraftableDecor_CW
OWR_CraftableDecor_SKPatch
PackBrahminsToEyebots_Settlements
Pip-Boy Flashlight
Publick Occurrences Expanded
QuazVehicleOverhaul
Raider Overhaul - AE Patch-Restored Content
Raider Overhaul - Restored Content-VIS - AE
RaiderOverhaul
RansackedRelay
RealTroughs
SalvageBeacons
SanctuaryRootCellar
SC_ExpandedScrapList
Scrapper Perk - No Glow - Far Harbor
SettlementAttacksBeyond
SettlementAttacksBeyondFH
SettlementKeywords
SettlersRename
SignsOfTheTimesCategorized
Snap'n Build
SoundOfSilence-FBE+DiamondCity
SoundOfSilence-No_HP_Noise
SpringCleaning
SRM
SRM_Corpse6
StumbleUponInteriors
SuperMutantOverhaul
Survivalist Go-Bags_AE_AWKCR
th1nkEyebot
th1nkEyeBot-DLC03DLC04Addon
th1nkEyeBot-FarHarbor
th1nkEyeBot-NukaWorld
TrashcanFix
TrueStormsFO4
TrueStormsFO4-EarlierSunsets
TrueStormsFO4-EarlierSunsetsFH
TrueStormsFO4-FarHarbor
TrueStormsFO4-FarHarborExtraRads
TrueStormsFO4-GlowingSeaExtraRads
TrueStormsFO4-NukaWorld-FH-Compat
Unofficial Fallout 4 Patch
ValdacilsItemSorting - WastelandImports TAGS
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight
ValdacilsItemSorting-Junk+DEF_INV
VanillaExtensions
Wasteland Workshop
Wasteland Workshop Streetlights
Wastelander's Cookbook
WastelandImports_NukaColaCherry
WCB - ViS Sorting Patch
Weapons of Fate
WET
WoodenPrefabsExtended
You Talk Too Much
Z51_MDroid_XPLevelingLinearized
[This space left intentionally blank.]

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Tampa_Gamer
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Re: Fallout 4

Post by Tampa_Gamer » Mon Jan 02, 2017 10:17 am

Thanks - much appreciated Blackhawk. FWIW, my load order is in the spoiler below (under the LOOT menu options there is an option to copy load order to clipboard):
Spoiler:
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 Arbitration - Resources.esm
10 a TrueStormsFO4.esm
11 b Homemaker.esm
12 c SpringCleaning.esm
13 d Snap'n Build.esm
14 e ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
15 f Faster Terminal Displays (20x).esp
16 10 NoCraftingExperienceAutomatron.esp
17 11 Realistic Death Physics - ALL DLC.esp
18 12 Arbitration - Button Lowered Weapons.esp
19 13 SMC.esp
20 14 dD-Enhanced Blood.esp
21 15 OCDecorator.esp
22 16 OCDispenser.esp
23 17 OCDecoratorDLC.esp
24 18 OCDecorator - No Experience.esp
25 19 WorkshopRearranged.esp
26 1a TrueStormsFO4-FarHarbor.esp
27 1b TrueStormsFO4-GlowingSeaExtraRads.esp
28 1c TrueStormsFO4-FarHarborExtraRads.esp
29 1d TrueStormsFO4-EarlierSunsets.esp
30 1e TrueStormsFO4-EarlierSunsetsFH.esp
31 1f DarkerNights.esp
32 20 TrueStormsFO4-NukaWorld-FH-Compat.esp
33 21 DarkerNightsDetection.esp
34 22 BetterNightVision.esp
35 23 LongerAreaRespawn.esp
36 24 Pip-Boy Flashlight.esp
37 25 Build High - Expanded Settlements.esp
38 26 Armorsmith Extended.esp
39 27 Armorsmith All DLCs Patch.esp
40 28 SuperMutantOverhaul.esp
41 29 dD - MoreBloodandBits.esp
42 2a PilesofCorpses.esp
43 2b BetterSettlers.esp
44 2c BetterSettlersNoLollygagging.esp
45 2d BetterSettlersFarHarborPatch.esp
46 2e BetterSettlersCleanFacePack.esp
47 2f DD_Khassar_De_Templari_Increased_build.esp
48 30 LongerPowerLines3x.esp
49 31 Binoculars.esp
50 32 SalvageBeacons.esp
51 33 SatelliteWorldMap.esp
52 34 RaiderOverhaul.esp
53 35 ValdacilsItemSorting - Raider Overhaul TAGS - AE.esp
54 36 EveryonesBestFriend.esp
55 37 CompanionWhistle.esp
56 38 Campsite.esp
57 39 Campsite-Full-Sleep.esp
58 3a Campsite-AWKCR.esp
59 3b Companion Infinite Ammo.esp
60 3c DogBed.esp
61 3d K9TacticalHarness.esp
62 3e AnS Wearable Backpacks and Pouches.esp
63 3f AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
64 40 AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
65 41 AnS Wearable Backpacks and Pouches - AWKCR.esp
66 42 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
67 43 AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp
68 44 SC_ExpandedScrapList.esp
69 45 InteriorsEnhanced-All-In-One.esp
70 46 First Time Merged Patch.esp
I think the two biggest Settlement annoyances so far are not knowing the range of each turret (to show where gaps are) and not having a hover tooltip over "power" showing total energy electricity produced and used. They could have done so much more with settlements, what a wasted opportunity for another DLC!

[edit] sorry - I should have been more clear in my request above, I was just curious about your mod load order (not total list) so I could spot check a few conflicts I was having. Thanks!

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Re: Fallout 4

Post by Blackhawk » Mon Jan 02, 2017 10:30 am

Tampa_Gamer wrote: [edit] sorry - I should have been more clear in my request above, I was just curious about your mod load order (not total list) so I could spot check a few conflicts I was having. Thanks!
Oh, well that's easier. I thought you wanted a mod list. This is 95% just Loot's load order, with a minor tweak here and there. I haven't had any major conflicts that I've been able to detect, save for a couple of mods that went and modified the same door.

The turrets have a really long range, generally further than the enemies actually spawn during a settlement attack, but yeah - I really wish there was a way to see more detail about power usage. You can have dozens of items hooked up, run out of power, and the only way to tell is to see that one of them suddenly isn't functioning. Hell, a toggle for 'show unpowered or damaged settlement objects' that threw up quest markers would have been handy, too.
Spoiler:
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 TrueStormsFO4.esm
10 a Snap'n Build.esm
11 b SpringCleaning.esm
12 c EthreonMasterPlan.esp
13 d SettlementKeywords.esm
14 e Homemaker.esm
15 f RealTroughs.esp
16 10 FlaconOil HD ReTexture_Quality Pack_Part_1b.esp
17 11 FlaconOil HD ReTexture_Quality Pack_Part_1a.esp
18 12 dD-Enhanced Blood.esp
19 13 OWR_CraftableDecor.esp
20 14 OWR_CraftableDecor_CW.esp
21 15 OWR_CraftableDecor_SKPatch.esp
22 16 DarkerNightsDetection.esp
23 17 BetterNightVision.esp
24 18 DynamicInteriorFogRemoval.esp
25 19 DIFR - VIS Patch.esp
26 1a extendedLightsWS.esp
27 1b Light Radius Redux AIO.esp
28 1c ImprovedNuke.esp
29 1d Armorsmith Extended.esp
30 1e Armorsmith All DLCs Patch.esp
31 1f Survivalist Go-Bags_AE_AWKCR.esp
32 20 BetterModDescriptionsLite.esp
33 21 BetterModDescriptionsAE.esp
34 22 CraftingOverhaulTlTlNoWp.esp
35 23 Deeper Voice For Super Mutants - Type A2.esp
36 24 You Talk Too Much.esp
37 25 Companion Infinite Ammo.esp
38 26 th1nkEyebot.esp
39 27 th1nkEyeBot-FarHarbor.esp
40 28 th1nkEyeBot-NukaWorld.esp
41 29 th1nkEyeBot-DLC03DLC04Addon.esp
42 2a DD_Khassar_De_Templari_Increased_build.esp
43 2b FunctionalDisplays-Collectibles.esp
44 2c FunctionalDisplays.esp
45 2d ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
46 2e ValdacilsItemSorting-Junk+DEF_INV.esp
47 2f FunctionalDisplays-MISC-VIS.esp
48 30 dinoshelf.esp
49 31 dinoshelf_extra_ammo.esp
50 32 VanillaExtensions.esp
51 33 BetterJunkFences.esp
52 34 dinomore.esp
53 35 MsRae_BinsOStuff.esp
54 36 cartman1975_warehouse.esp
55 37 FAR.esp
56 38 TrueStormsFO4-FarHarbor.esp
57 39 DarkerNights.esp
58 3a TrueStormsFO4-GlowingSeaExtraRads.esp
59 3b TrueStormsFO4-FarHarborExtraRads.esp
60 3c TrueStormsFO4-EarlierSunsets.esp
61 3d TrueStormsFO4-EarlierSunsetsFH.esp
62 3e TrueStormsFO4-NukaWorld-FH-Compat.esp
63 3f LongerPowerLines3x.esp
64 40 Lots More Male Hairstyles.esp
65 41 Lots More Facial Hair.esp
66 42 Z51_MDroid_XPLevelingLinearized.esp
67 43 More detailed perk description dlc version.esp
68 44 GruffyddsSignsAndPosters.esp
69 45 SignsOfTheTimesCategorized.esp
70 46 BuildableBurningCampfires.esp
71 47 Wasteland Workshop Streetlights.esp
72 48 ImmersiveVendors.esp
73 49 SRM.esp
74 4a SRM_Corpse6.esp
75 4b 3DNPC_FO4.esp
76 4c BTInteriors_Project.esp
77 4d MojaveImports.esp
78 4e InteriorsEnhanced-All-In-One.esp
79 4f CrimeTown.esp
80 50 Build High - Expanded Settlements.esp
81 51 FQ_NoMoreLODFlicker_AIO.esp
82 52 ValdacilsItemSorting - WastelandImports TAGS.esp
83 53 Believable Drumlin Diner (no turret).esp
84 54 ImmersiveGenericDialogues.esp
85 55 QuazVehicleOverhaul.esp
86 56 NX Pro - Farm Core.esp
87 57 SuperMutantOverhaul.esp
88 58 WET.esp
89 59 RansackedRelay.esp
90 5a ModdedHangmansAlley.esp
91 5b SettlementAttacksBeyond.esp
92 5c StumbleUponInteriors.esp
93 5d Armorsmith Pack It Up.esp
94 5e FieldScribeBackpack.esp
95 5f SanctuaryRootCellar.esp
96 60 AtomicRadio.esp
97 61 OWR.esp
98 62 Weapons of Fate.esp
99 63 TrashcanFix.esp
100 64 EveryonesBestFriend.esp
101 65 FunctionalDisplays-Patch-DLC-ALL-VIS.esp
102 66 WoodenPrefabsExtended.esp
103 67 Glowing Animals Emit Light.esp
104 68 D.E.C.A.Y.esp
105 69 RaiderOverhaul.esp
106 6a Wastelander's Cookbook.esp
107 6b SalvageBeacons.esp
108 6c Publick Occurrences Expanded.esp
109 6d Raider Overhaul - Restored Content-VIS - AE.esp
110 6e Raider Overhaul - AE Patch-Restored Content.esp
111 6f Scrapper Perk - No Glow - Far Harbor.esp
112 70 SettlementAttacksBeyondFH.esp
113 71 EferasShoulderBag.esp
114 72 HubrisShoulderBags[Chemistry].esp
115 73 AnS Wearable Backpacks and Pouches.esp
116 74 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
117 75 AnV Camo Backpacks.esp
118 76 Dogmeat's Backpack.esp
119 77 SC_ExpandedScrapList.esp
120 78 NX Pro - Harvest Overhaul.esp
121 79 NX Pro - Farm Core - Homemaker.esp
122 7a NX Pro - Farm Core - Spring Cleaning.esp
123 7b NX Pro - Farm Core - Valdacil's Item Sorting.esp
124 7c NX Pro - Farm Core - Far Harbor Patch.esp
125 7d Homemaker - Streetlights Use Passive Power SKE.esp
126 7e My_Minutemen.esp
127 7f WCB - ViS Sorting Patch.esp
128 80 FunctionalDisplays-AID-VIS-WI.esp
129 81 [PPE] Wastelander's Cookbook + Mojave Imports [Patch].esp
130 82 WastelandImports_NukaColaCherry.esp
131 83 OCDispenser.esp
132 84 OCDecorator.esp
133 85 Better Vendor Stalls.esp
134 86 OCDecoratorDLC.esp
135 87 Homemaker - Greenhouse and Bunker Disabler SKE.esp
136 88 LegendaryModification.esp
137 89 BetterModDescriptionsLMHard.esp
138 8a LegendaryModification - DLC Far Harbor.esp
139 8b Pip-Boy Flashlight.esp
140 8c NoCraftingExperienceAutomatron.esp
141 8d OCDecorator - No Experience.esp
142 8e EasyHacking.esp
143 8f EasyLockpicking.esp
144 90 BTInteriors_Project_Sorting.esp
145 91 PackBrahminsToEyebots_Settlements.esp
146 92 BetterSettlersNoLollygagging.esp
147 93 BetterSettlers.esp
148 94 BetterSettlersFarHarborPatchMortal.esp
149 95 SettlersRename.esp
150 96 FO4Merged.esp
151 97 SoundOfSilence-No_HP_Noise.esp
152 98 SoundOfSilence-FBE+DiamondCity.esp
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Moliere
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Re: Fallout 4

Post by Moliere » Tue Jan 03, 2017 2:19 pm

I finished the game taking over the Institute and killing everyone with the BoS and Railroad. I then reloaded the game and completed all the BoS quests up until the retrieval of the Mass Fusion. I got to the building and saw it was the exact same thing except now I was playing for the other team. I might be officially burnt out on the game and not willing to escort the robot to the Institute and watch the BoS win. Is it worth winning the game a second time or should I just delete and start Witcher 3?
"The world is suffering more today from the good people who want to mind other men's business than it is from the bad people who are willing to let everybody look after their own individual affairs." - Clarence Darrow

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Octavious
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Re: Fallout 4

Post by Octavious » Tue Jan 03, 2017 2:44 pm

I finally grabbed this during the holiday sale. Am I crazy to just go straight into survival mode with no mods? That's what I'm doing so far and it's feeling a bit like Dark Souls as I'm dying A LOT. I'm sadistic so I'm liking it. :lol: I fear if I start diving into the mods I won't ever actually play the game. :x
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Re: Fallout 4

Post by Grifman » Tue Jan 03, 2017 3:45 pm

Octavious wrote:I finally grabbed this during the holiday sale. Am I crazy to just go straight into survival mode with no mods? That's what I'm doing so far and it's feeling a bit like Dark Souls as I'm dying A LOT. I'm sadistic so I'm liking it. :lol: I fear if I start diving into the mods I won't ever actually play the game. :x
If you are planning to play SM, then it's probably best to start with it, as you won't have to unlearn any bad habits from player normal mode.
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Re: Fallout 4

Post by Octavious » Tue Jan 03, 2017 4:50 pm

I must resist the urge to mod until the second playthrough. I spent like a month perfecting my Skyrim install. I just don't have time for that.
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Re: Fallout 4

Post by Grifman » Tue Jan 03, 2017 9:57 pm

Longfellow's Cabin is now my main operating base on Far Harbor:

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This is a view of my fish farms (via a mod) and my water purification system:

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Re: Fallout 4

Post by Tampa_Gamer » Wed Jan 04, 2017 5:31 pm

Octavious wrote:I must resist the urge to mod until the second playthrough. I spent like a month perfecting my Skyrim install. I just don't have time for that.
Just keep playing, soon enough you will have too much time invested in this character/playthrough that you will not want to break your save game by heavily modding it.

Since I am doing a first playthrough myself in survival (with mods), I will say that if you do continue with survival you may at least want to install the mod that re-enables the console. There are certain instances where I have found it invaluable to deal with real life (allowing me to save the game to respond to some crisis within my household/kids/dogs without relying on the quirky exit save) and resolving certain bugs/glitches within the game itself (e.g. getting myself or NPC unstuck from a structure, etc.)

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Re: Fallout 4

Post by Blackhawk » Wed Jan 04, 2017 7:18 pm

I agree with that. Bethesda RPGs are buggy, and the console (especially the TCL command, which toggles collision) is vital for solving them. You don't want to be two hours from your last save and get permanently stuck on a piece of terrain.
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Re: Fallout 4

Post by Grifman » Sun Jan 08, 2017 1:04 pm

Ugh, who decided that putting not just one but five puzzles to
Spoiler:
decode DIMA's memory
into my RPG was a good idea. If I wanted to play Minecraft or Portal I would have bought those games. Just terrible, IMO.
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Re: Fallout 4

Post by dbt1949 » Sun Jan 08, 2017 1:25 pm

I gave up on that one.
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Re: Fallout 4

Post by Suitably Ironic Moniker » Sun Jan 08, 2017 4:59 pm

There's a mod on Nexus (really a batch file) that will complete the quest and give you the appropriate award without having to do it. I chose this route.
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Re: Fallout 4

Post by Lassr » Mon Jan 09, 2017 4:36 pm

Speaking of Mods, I use Nexus and the ammorefill mod because I got tired of running out of ammo. Very handy.

But when searching through other mods the naughty side me thought I'd try the nude MOD for kicks. I add it to the mod list but when I played the characters were not nude, I just chalked it up to not working and continued to play. Well, a week later I am changing Pipers armor and add some new leg and arm armor and when I go back to the game she is standing there naked with leg and arm armor on. It was kind of funny watching her fight naked.

Of course then I turned it off as it would probably be hard to explain to my wife why one of the characters is running around with no clothes.
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Re: Fallout 4

Post by Matrix » Tue Jan 10, 2017 12:06 am

Blackhawk, thanks for mods recomendations. Got many of them. Atmosphere one is really good.
I finally decided to give this game a whilr about a week ago, and its great. Added the weight mod recently as i was getting tired of playing tetris.

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Re: Fallout 4

Post by Octavious » Tue Jan 17, 2017 2:25 pm

Because I can't help myself and it wasn't that hard I installed most of the mods that Blackhawk listed and started over. I don't plan on adding from there as the survival mode + the mods covers most of what I want. I am running the survival mod that allows you to save and change the rate of food/drink/sleep. I thought it was a bit overdone how quickly it increased so I halfed them all. Seems to be a good balance now. :horse:

Just got to the raider base they send you to attack. Holy crap the combat in this is so much fun. Glad I finally picked this up. 8-)
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Re: Fallout 4

Post by Grifman » Thu Jan 19, 2017 11:27 am

If there is one mod I would recommend (and there are many), I would recommend Tales of the Commonwealth. This is a quest/story mod. It adds a number of individual stories/vignettes, and companions. The whole thing is for the most part, very well done (I have run across one quest which was a bit lackluster), with voice acting (!!!), which in this case unless most mods, is EXCELLENT! My favorite part is running across and assisting a certain group of characters (not named so no spoilers), and then following them around. At some point, they break out into not just one but THREE different marching songs, which are very well done and utterly hilarious (imagine post apocalyptic military songs about sex with ghouls and you get the point!). So this mod not only has voice acting but it has singing! Following this group around was one of the best things I've done in the game so far. I'd highly recommend this mod.
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Re: Fallout 4

Post by Lassr » Fri Jan 20, 2017 3:03 pm

I'll give the Tales Mod a try tonight, I just finished Far Harbor. I hated the memory puzzle part so I would recommend a mod to skip that if you play it. Took me out of the Fallout feel of the game and gave me motion sickness. Luckily you only have to complete the first 3 and can skip the last 2.
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Re: Fallout 4

Post by Octavious » Tue Jan 24, 2017 1:58 pm

Grabbed that mod + the Atomic radio. Man the radio is freaking fantastic. Are some of the songs it plays original?
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Re: Fallout 4

Post by Lassr » Tue Jan 24, 2017 4:07 pm

so do you have to start a new game for the Tales mod to work? I added to the end of my game after I finished Far Harbor and I've seen no difference.
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Re: Fallout 4

Post by Grifman » Tue Jan 24, 2017 4:43 pm

Lassr wrote:so do you have to start a new game for the Tales mod to work? I added to the end of my game after I finished Far Harbor and I've seen no difference.
No, I loaded it after I started the game and it integrates itself fine. That said, it's got maybe a dozen or more quests scattered throughout the wasteland and you just have to stumble across them. You need to explore - and since you added it at the end of the game, that probably means exploring places you have already been. If you don't want to do that, there is one location that will tell you about most of them:
Spoiler:
Go the the Post Office (added by the mod) in Nahant for details.
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Re: Fallout 4

Post by Lassr » Tue Jan 24, 2017 5:12 pm

Grifman wrote:
Lassr wrote:so do you have to start a new game for the Tales mod to work? I added to the end of my game after I finished Far Harbor and I've seen no difference.
No, I loaded it after I started the game and it integrates itself fine. That said, it's got maybe a dozen or more quests scattered throughout the wasteland and you just have to stumble across them. You need to explore - and since you added it at the end of the game, that probably means exploring places you have already been. If you don't want to do that, there is one location that will tell you about most of them:
Spoiler:
Go the the Post Office (added by the mod) in Nahant for details.
ok thanks. From what I had read I thought you could start it from anytime but I just had not run across anything yet. I just keep getting missions form the minutemen.
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Re: Fallout 4

Post by Lassr » Wed Jan 25, 2017 11:49 am

I found no Post Office in Nahant, now I wonder if my mod is even loading correctly. I use the NexusMod autoloader. Atomic Radio and Tales is checked to install. I have the Atomic Radio available on my PipBoy. hmmm.
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Re: Fallout 4

Post by Lassr » Wed Jan 25, 2017 11:49 pm

Lassr wrote:I found no Post Office in Nahant, now I wonder if my mod is even loading correctly. I use the NexusMod autoloader. Atomic Radio and Tales is checked to install. I have the Atomic Radio available on my PipBoy. hmmm.
ok, I may have figured out the problem, the file I downloaded called Atomic Radio and Tales of the Commonwealth only included Atomic Radio. Why have both titles in the file name if it only includes one of them? Anyhow, I found another file buried on the page which is the one i need.
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Re: Fallout 4

Post by Daehawk » Fri Jan 27, 2017 12:25 am

Not checked this thread since I finished FO4 so maybe this has been posted. If you love the move The Iron Giant like me then this mod is for you.

It turns Liberty Prime into The Iron Giant. You can also use him as a overpowered companion :)

https://www.youtube.com/watch?v=N48szU6Y12c

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Re: Fallout 4

Post by Tampa_Gamer » Sat Jan 28, 2017 2:19 pm

Blackhawk wrote: This next one is Starlight Drive-In, my personal 'home base' for this playthrough.
Blackhawk, did your personal home (and especially the rounded corner window with the Christmas tree in it) come from mods (if so which one) or the magazines scattered about the wasteland?

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Re: Fallout 4

Post by Octavious » Sat Jan 28, 2017 11:58 pm

Starting to think playing on survival mode to start off with was a bad idea. Holy crap I just die ALL THE TIME. :grund:
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Re: Fallout 4

Post by Blackhawk » Sun Jan 29, 2017 2:13 am

Tampa_Gamer wrote:
Blackhawk wrote: This next one is Starlight Drive-In, my personal 'home base' for this playthrough.
Blackhawk, did your personal home (and especially the rounded corner window with the Christmas tree in it) come from mods (if so which one) or the magazines scattered about the wasteland?
I believe it came from this one.
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Re: Fallout 4

Post by Tampa_Gamer » Sun Jan 29, 2017 7:18 pm

Blackhawk wrote:I believe it came from this one.
Thanks - I have that one installed as well and really like it, but was having trouble tracking down some of the building pieces that make up your home - like that corner bay window. I will keep looking - thank you.

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Re: Fallout 4

Post by Blackhawk » Sun Jan 29, 2017 8:31 pm

Tampa_Gamer wrote:
Blackhawk wrote:I believe it came from this one.
Thanks - I have that one installed as well and really like it, but was having trouble tracking down some of the building pieces that make up your home - like that corner bay window. I will keep looking - thank you.
Ok, I went and looked for it. I was wrong - it is part of Homemaker. Sorry! :oops:
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Re: Fallout 4

Post by Tampa_Gamer » Sun Jan 29, 2017 8:53 pm

Blackhawk wrote:Ok, I went and looked for it. I was wrong - it is part of Homemaker. Sorry! :oops:
Ah, that explains it. I have Homemaker as well, but it had many conflicts with "WorkshopRearranged" which is a newer mod someone has been updating every few weeks so I let the latter win the conflicts. I guess I lost some building pieces. No worries, appreciate you looking - thanks!

[edit] I really do miss the batched patch from Skyrim.

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