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  1. The settlement system in Fallout 4 seems to be lacking. I know the 'Sim Settlements 2' mod further enhances settlements, but I want to custom-build all settlement structures. I hope to enhance structure building with new modular parts. I hope to improve the settlers with better AI and behaviour, perhaps AI markers. I want to be in better control. I want parts to snap together more easily. I want to easily and nicely flatten terrain for building. It would be cool to manage settler names and settler uniforms and clothing, too. I've discovered that 'Rename Everything' mod can have issues with FallUI mods. I really like renaming NPCs, for example 'Barry (Farmer)'. I want my settlement to have purpose and feel lived in. What mods and tweaks would you suggest?
  2. I know "best" is subjective so my criteria would be: Least amount of bugs, if not 0 bugs Doesn't affect and/or conflict with other mods Light on the load order/engine I've narrowed it down to 3: Quincy Ruins Full and Red Rocket Settlement Quincy Ruins Settlement Expansion Quincy Settlement If not the ones I listed, got any other recommendations and why?
  3. Just want to get a feel for what the user base here thinks on this idea. I have a plethora of pin... mods that update settlements and workshop items together in a Deep Clean series. My mods Currently they are listed under category Craft-Home Settlement. Would it be better to have them listed under category Settlements? What do you guys think about the options there category-wise? Thanks in advance, V.
  4. An request for the prydwen spotlights. I managed to tcl very fast and close to the prydwen and it turns out that the Prydwens lights when it arrives are invisible turret stands with an VERY enlarged lense, with the behavior of how it swivels slightly changed, and then put on an invisible rail so they'd follow the prydwen. My request is very very simple: Adding the Prydwen Spotlight as a cosmetic defense for maximum illumination, under Defense > Turrets > Next to "Spotlight" [Workshop Menu] > Defense > Turrets > "Prydwen Searchlight", "Spotlight"
  5. Dear Modders, I have personally enjoyed settlement mods, such as Lynn Woods and many, many others. I know modding isn't easy especially when you are new. But there are some things that are a pain in some of the settlement mods; 1. Please make everything scrappable at the location. Sometimes the "Scrap Everything" mod doesn't get it for some reason. 2. Please make the settlement so the player can populate and add their own shops. 3. I really, really hate the Wicked Shipping site as a settlement. Thanks for all you do. Rob
  6. I'm still rather new to Fallout 4. I don't play it very often because my computer is old, so my frame-rate is usually fluctuating between 7 and 12. It's cool, though. I treat it as a zombie apocalypse and just move slowly and stealthily through the many areas. Since my texture settings are set as low as they can go, a lot of places tend to look exactly the same (muddy and grim), so it often happens that I find myself completely lost. I've never been to Concord, never spoken to the great quest-giving beast wearing the cowboy hat, so I felt quite safe from being exposed to the settlement system. After exploring a good bit of the map, however, I'm starting to receive notifications from various places saying they need my help. "Finch Farm" and so forth. What's the deal? I don't have any settlements! I don't WANT any settlements. Yeah, I saved someone's kidnapped wife from raiders once, but that doesn't mean that their whole family pod should suddenly be entrusted to my care! "What? Where? Who? When I did ever...?" :wacko: I am so confused. And slightly irate. Does FO4 just force you to take part in the settlement system no matter what?
  7. Right of the bat, if mod such as this what i am about to request already exist, i apologize for my ignorance and would appreciate the link to the *sauce*...captain? The mod i would like to request is in a nutshell rather simple. You see, I loved the Wasteland Workshop DLC i was thrilled to find out now we can mass produce stuffs, ammo, clothing, guns, food, "soylent green"...*khm* However, after assembling neat production lines i realized something...why am I doing this in first place? There is no real reason why you should ever build a whole factory. Its not like Diamond City economy is gonna collapse if they don't receive tons of ammo, medical supply's, food shipment or armors on monthly bases...right? Well it should, and so should the Goodneighbor too if they don't get booze, jets, med X, food etc. I would like to see this take effect at Bunker Hill also but, since it is a acquirable player settlement i don't thing that it would work properly so..skip that one. OK, Short story, we get a special quest giver NPC to the DC and Goodneighbor that will contact you when you enter town. This person will be your handler so to speak. In short, he/she will give you shipment orders of items that town is dire need of. The need for items will change every week and so will the prices. The item orders will always be in bulk. Example: 5000 5.56 ammo, 500 shotgun shells, 500 Rad X, 200 Rad Away, 500 Corn etc. This person is not a merchant, but a merely warehouse manager. All the things you are delivering to him you are not delivering to HIM per se, but to the local merchant storage space. Ammo is in fact for Arturo's part of warehouse, Booze is for Bobrov's bros. Meds are for doctors etc. As time progresses the supply from warehouse will start to run out as the stuffs are being transferred into the store area. However, if the supply run out the respective merchant will have very slim. Selling inventory namely the items that were supposed to be delivered 2-3 weeks ago but they never didn't now they are not available for purchase and will remain so until they get them. You could use those moments to wait until they are ready to pay like 200% of the base price for a delivers of goods. However, wait for too long and you will witness the consequences. Example: if there is no ammo in circulation all guards will carry melee weapons and turrets outside DC will be shut down. If there is no armor available, the guards will walk around without armor. If there is no food, there will be less people on the street, no alcohol and doctor will inform you about increased number of patient he currently have suffering from withdrawal effects. All those things would give player a reason to build and maintain an active factory producing large amounts of requested items. I can already see a radiant quest line and all but for now, i am more interested if such thing even exist on nexus because, i was not able to find it yet. Found a lot of similar stuff but still way off from what i described here. I hope that there is a bigger interest for such mod and not just me. I understand that this mod is basically economy overhaul request and i know such things are not to be taken lightly. Still, there is my request. Thank you for reading
  8. As the title says, I love this SA80 mod: https://www.nexusmods.com/fallout4/mods/24619 https://mods.bethesda.net/en/fallout4/mod-detail/4261829 but I was rather dismayed at the fact the weapon can't be displayed on weapon racks. Would it be possible for someone to create a patch to allow this to happen? Thanks
  9. OK, so, I've recently been using Flashy JoeR's Gun For Hire mod, and I really liked the concept of the mod. It brings longevity to the game and gives you a reason to go back and play long after completing the main story. That is what's inspired my idea. Playing as a gun for hire is good and fits in with the game's lore, but hired guns are ten to the dozen in the commonwealth. Therefore, would someone be willing to create a mod, using inspiration from GFH, but you role play as a Private Detective, with your own Detective agency, rather than a PMC, as Detectives are rare in the commonwealth. The quests could get based around investigation style radiants, like recovering stolen property, finding missing persons, hostage rescue, capturing fugitives, raiding Raider outposts, rescuing damsels in distress and generally being the quintessential hero type. Maybe there could be a couple of new outfits added, like Valentines trenchcoat, and a version without the coat, so you can wear a kevlar vest over it, and some disguises, like in GFH, so you can go undercover.
  10. There is currently a mod available on Bethesda.net for Xbox called Prisoner Bindings https://bethesda.net/en/mods/fallout4/mod-detail/4237064 I'd be really grateful if someone could create an accompanying mod to go with this, something that adds furniture, which settlers can be asigned to permenantly, (like the guard posts), similar to Prisoner Shackles: https://bethesda.net/en/mods/fallout4/mod-detailanimations Prisoner Shackles is good, and has lots of prisoner animations, but only contains the two vanilla restrained prisoner animations. What I'd like is for someone to create a mod that has more variety of restrained poses and animations, to make the Prisoner Bindings mod more useful. I'm not interested in any NSFW content, (i play on Xbox anyway) Its primarily for the aesthetics of raider settlements / outposts and settlement prisons, improving the immersion of a lawless dystopian future Thanks for your time Edit: I spoke with the OMA of the Prisoner Shackles mod some time ago, and he was happy for someone to add more / new poses / animations to the mod.
  11. (Copied and pasted from NexusMods general Forums) I'm moving over from one laptop to another. Currently I have both open and side by side so that I can compare my old NMM F4 mods to the mods I am currently in the process of downloading to Vortex. One mod in particular is proving rather elusive. Its contents (when the mod is downloaded and installed) would be found under Structures> Concrete> Stained. It has a range of different concrete walls to peruse: - Stained - Rusty - Worn - High Density - Lightweight - Painted - Mods (this is where the vanilla concrete elements are) Any ideas? I've tried searching NexusMods F4 for keywords like "Concrete", "Walls", "Stained", and even "Textures". No bites. The really frustrating thing is that when I load F4 on the old PC, the mod in question is still there. But I can't seem to locate it on the corresponding NMM mods list. Any help is greatly appreciated. - Pat (P.S. There is a good chance that I'm probably going about this the 'wrong' way; EX "Why don't you just do X,Y, and Z instead??". Let's just say that I'm in the AARP age range and leave it at that.)
  12. Do the mods Homemaker and USO clash? Is it redundant to have both in your LO? Would it be better to just have one activated? Would it be a better choice to just use USO instead of Homemaker?
  13. OK, so as most know, there are mods out there which contain poses and animations, which you can use on NPCs via console commands, rings that you equip them with, or via menus activated by your pip boy. Well, what if you were able to pose and animate NPCs yourself, In game? This would be great for bringing a bit of extra life to your settlements. I know this is a long shot, and I don't even know if it's possible, but hear me out anyway. So would it be possible to use a framework, similar to the Cheat Terminal or Amazing Follower Tweaks, which is activated via the pip boy after aiming at an NPC, then loading a widget or holotape, or by adding conversation options to NPCs which give you an option to pose and animate. This then opens up a command state similar to character customisation, but for the targeted NPC. From this state you can then manipulate the NPCs hands, feet, limbs, head and torso to create your own poses. Once you''ve placed the NPC into the desired pose, you then lock in that pose, to prevent the NPC, from being able to sandbox as per normal once you resume playing. You could than have an option to move the NPC so you can place a posed NPC anywhere you want and rotate them on all axis, to tweak the placement, as per Amazing Follower Tweaks. So if it's possible to pose an NPC, why not take it further and animate them. If you activate a posed NPC, it gives you an option to reset the NPC, ie, have them resume normal sandboxing, unposed, or, animate the posed NPC. I'm not sure how this would be possible, but perhaps by manipulating the limbs / torso etc, one at a time, during some form of recording phase, so you do one movement, set it, then a second limb, set it, then a third, and so on until you've made all the movements you want, then set those movements so they happen simultaneously. You can then do a second set, and however many you want, before finalising the whole manipulation so it repeats the movements when you resume playing. As I said, I don't even know if this is possible, if it is, or anyone knows an easier way to do it, I'd be interested to hear.
  14. My thought suggestion is this. Some brand new settlements with purpose, function and realism. I thought they could be built of vanilla assets. Attention to detail to ensure these settlements look fantastic. Some settlement purposes: Mining settlementFishing settlementFarming settlementLife stock settlementRaw materials settlementStructures could include: A ManorChapel, with grave yardBlacksmithShopsHousesFarm HousesPurchasable player HomesA Mine / MineshaftStableTavernBook StoreA Estate ?DockFarms / Fields / VineyardsSome features could include: Voiced NPCsNPC AI tasksMerchantsUpgradeable home(s)Imaginative questsSettlements expand the more you help them? Like CropsFord is built
  15. There are loads of awesome settlement mods out there, which add hundreds of building items to workshop settlements on Xbox. Examples include Snappy House Kit, Snap n Build, USO, Workshop Rearranged, Vanilla Extensions, the list goes on.... And therein lies the problem. I'll download one of these awesome mods, and out of the 1000 items within the mod, I'll use maybe 10. Whats needed are more mods made available to Xbox users that add single building kits, like what you'd get from the Atomic Shop in Fallout 76, for example, a mod that only adds a brick retextures, or rustic stone retextures etc. That way you can pick and choose what building texture kits you want without having to have the 1000 other items that come with the mod. Examples below include: *I'm aware that the Adobe House kit is available on Xbox. https://www.nexusmods.com/fallout4/mods/12168 https://www.nexusmods.com/fallout4/mods/9205?tab=description https://www.nexusmods.com/fallout4/mods/29475 https://www.nexusmods.com/fallout4/mods/23840 Thanks for your time
  16. An idea to save time when building settlements. I know there are a couple of mods that add prefab buildings already, but the selection is limited, (with the exception of Sim Settlements) and they usually they come as part of a larger mod with other, often unwanted content. Basically, a mod similar to sim settlements, but simplified, for people who want the simplicity of prefab buildings and room plots, but without big changes to workshops, gameplay, UI, HUD, AI, and the myriad of other changes that ambitious mods such as sim settlements brings. Or a mod that adds prefab buildings and plots, without the 10,000 other workshop items and decorations that come with it. A series of prefabricated buildings and shacks, which you could select from a menu and plop down in your settlement, some looking scrappy and thrown together, others looking a bit more sturdy. Then snap a room plot into said building, or two or three, if it's a bigger building, or multi floord building the bedroom plots should have a bed, which you could assign settlers to. You could also have plots with more than one bed, for smaller settlements. You could also add other room plots for settlers to use, like living room plots, kitchen-diner plots, bar / recreation plots and store plots. The plots could also have a few other bits of furniture and some clutter to make them look "lived in". I just think there needs to be a simple mod, that adds the above to the workshop menu, for people who want something similar without big game changing alterations, or thousands of other clutter items. Thanks for your time.
  17. Please would someone be good enough to port this mod to Bethesda.net for Xbox. It allows you to snap glass into the windows for concrete walls. https://www.nexusmods.com/fallout4/mods/23060 I can't do this myself as I don't own a PC Permission has been obtained from the original mod author, maximluppov, a screenshot can be sent on request Thanks
  18. I'm after some stuff to make my xbox raider playthrough better and more immersive. In the vanilla game, the only things that differentiate a raider settlement from a normal settlement are a few small cages and some metal spikes, some of which have bodies on them. There's not a great deal of mods out there for xbox which add anything for raiders, even with mods such as Unlocked Settlement Objects. I'd really appreciate it if someone could create some stuff to make Raider settlements more immersive and have better aesthetics. The sort of things I'm talking about are: Paintings / posters, wall decorations, and foor decorations, to give raider settlements that raider aesthetic. Idle interactive settlement objects, that raiders will use when not raiding, cause let's face it, they ain't going to have jobs. Pool tables, bar items, target ranges, punch bags and weight training sets, to keep the raiders entertained when not raiding. prison and interrogation / torture decorations and holding cells, again for the raider aesthetics. Assignable animated prisoner and interrogation / torture furniture, to go along with the decorations, so Raiders can extract information form their newly captured wastelanders and to simply torment and humiliate them, and entertain your raiders when they're not out raiding. drug dens, for raiders to chill out in after a hard day's raiding, bbq's made out of half an oil drum, just because they look bad ass, Etc, etc Think of how vikings would celebrate and party after a raid, and the sort of stuff raider types would have in a lawless dystpoian future. Thanks for your time.
  19. So, I've always wanted to he able to build basements in my workshops, that are navemeshed and useable by settlers The reason being, having an underground storeroom seems like a much more secure way of sorting valuable crops and resources, ammo etc. But I also want to assign a settler to a act as an inventory manager or something. They are also useful for settlers to flee to in case of an attack, or somewhere to duck into during a Radstorm. However, all the mods i've found, that add basements, add them as seperate interior cells, that settlers cannot enter, and you cannot assign them workstations inside, because they are not park of the actual workshop, they are more like Home Plate, So, my idea, which came from Fallout 76, where players used a glitch to be able build vast camps underground: would be to create a foundation block with stairs attached going down inside of the block, a bit like the shack staircase, but as a foundation. Once placed, it makes the ground only inside of the block invisible, and removes the collision, so although it doesn't delete the ground, it makes it passable for settlers using the navmeshed foundation block, from there using snap points attached to the foundation, you can add normal floor wall and ceiling pieces, in effect creating a building under the ground thats part of the normal workshop and fully useable by settlers. Or will this cause my xbox to explode? Thanks for reading
  20. I've had an idea to bring more life and immersion to your settlements. Placeable sound effects. For example, have a sound effect attached to an item, in a similar way to a mod called lights with shadows. This mod has placeable invisible light bulbs, which emmit shadow casting light. But instead of emitting light, the item produces a sound effect that when placed plays on a continuous loop. The sound effect could be anything, the sound of people chatting, dishes clinking, people using hand saws, hammering, sewing machines, electric drills, water dripping, farmyard animals, wild animals, creepy sound effects, like monsters, ghosts, ghouls etc. The possibilities are endless. Having placeable sound effects which you can put where you choose, would add a whole new layer of immersion to settlements
  21. Now, I love designing settlements, but I find having to furnish and decorate every room for every settler to be quite tedious and time consuming. So a fix for this would be for someone to create a mod which allows you to place a pre-furnished and decorated room piece. For example, when you need to add a bed to a settlement, for a settler, you select the bed, but it comes as a room set containing a bed, a bedside table, a lamp, a set of drawers and a few bits of decorative clutter all on some kind of invisible rug. This set the snaps to a large floor piece or just straight onto the ground. So you plop this down and voilà you have a furnished and decorated room, which counts as a bed If you have a building that's say 2x4 large floor pieces in size, you can put 8 of these pieces down to create a kind of dorm room. Maybe they can come as twin versions with two beds, or bunk beds or double beds for smaller settlements. The amount of beds in each piece, counts as the corresponding amount of beds for your settlement You could create the same thing with snappable pieces for other rooms, like kitchens, dining areas and living areas. The kitchen could come with a cooking station and they could come in different sizes, from small kitchenettes to large mess halls and could even count as a bar. There could also be multiple themed pieces, for example, wasteland settlement, military, raider, established settlement etc. This way, you can create lore friendly, immersive, vibrant and lived in settlements, without it taking half of your life. I'm aware that Sim Settlements does something similar to what I've proposed with small settler homes, and it's a great mod, but all together, it's just not for me. Thanks for taking the time to read this.
  22. Good evening everybody! I was just wondering how all of you deal with settlements, especially when during a playthrough you usually start to get involved with settlements. And if you pick settlements that already have people living there (the Slog, Nordhagen Beach, ...) or the ones that are uninhabited (Croup Manor, Jamaica Plains, ...). Do you keep one or more settlements just as a "player home", so no random settlers there, just a base for the player. The reason why I am asking these questions is because I recently started a new playthrough. Like always, I used the mod "Start Me Up" to start at a random location (at level 1 with no gear or weapons, except some clothing). I started on one of those boat wrecks near Spectacle Island. Long story short, I ended up swimming over to Fort Strong and after sneaking past the supermutants there (found a gauss rifle in that guardhouse that usually has power armor, at level 1) I reached Nordhagen Beach. Usually I "settle down" at the first settlement I come across (technically Spectacle Island, but the Mirelurk Queen there is a bit too much at level 1, even with a gauss rifle ...). So Nordhagen Beach is now my "home settlement". As much as I love building stuff at settlements, it changes the gameplay A LOT. As soon as I get a settlement I start picking up all sorrts of stuff because I need building materials. And the game goes from "oh crap how do I deal with those supermutants at level 1 with almost no ammo" (which is exciting) to "slowly walking back to the settlement because I am carrying too much / running back to the settlement to store all the scrap for the 100000th time" (very tedious, feels like "work"). Just turning on godmode while in the settlement feels too "cheaty". I know I am not the only one who has this "problem", so let me know if you have a solution for this, or if you want to just say whatever ...
  23. A useful time saving mod would be to have pre-furnished houses / shacks / homes for settlers. A bit like what you have in Sim Settlements, just without everything else that comes with it. The house counts as a bed, or multiple beds depending on its size, and is fully nav-meshed, so essentially you're placing a sheltered bed in your settlement, that's surrounded by a furnished house. Or snappable room plots for settlements that already contain buildings, like sanctuary. Just plop one down in one of the room in the sanctuary houses, and you have a furnished and decorated bedroom. Also made available for xbox
  24. Hello, guys! I want to order the creation of my own mod for version 1.2.9 of the game. I also use the Calradia expanded mod. I created almost everything for the mod myself: factions, clans, banners, lords, heroes, a line of troops. But I can't get the mod to work. The game keeps crashing. So, who is good at this, I want to order my own mod. Work not from scratch, as everything is ready, you just need to make the mod work. Who can help, please respond. There's not a lot of work, but I'm willing to pay! Briefly about the mod: except for Battana and the Empire, all factions are divided into 2 parts. Each faction consists of 10-13 clans. This is the main part. + small factions and bandits also need to be rebalanced. I will write all the details separately to everyone who agrees to help. Thank you for your attention, guys!
  25. hey guys, after a long time,about 5years, ive decided to play fo4 again. i got pretty much into building, again. this time i wanna be an opeerator. what i need is new settlements 4 my nuka gangs to raid. (so i do not need to raid minutemen settlements). hope you awesome people have some nice suggestions 4 me!
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