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199 comments

  1. Illovivacadi
    Illovivacadi
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    Hello I installed the mod and its alright it works but i have a minor problem, im trying to have a couple of minutemen patrolling the castle in power armors, every time i get them on the powerarmor the walk for a bit but then they suddenly stop patrolling, i like to see the guards of a settlement patrolling, any help would be nice thanks!
  2. g4Bri3l721
    g4Bri3l721
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    I can't get the settler out of the PA anymore.

    I could've ignored the fact that they're unable to stand still on guard posts (even if it's a really needed feature for this mod), as i found a way to get them back there, at least for some time.

    but now i just end up in a dialogue loop for trading things with them, and i only got the special dialogue to make them exit once.
    I them tried pickpocketing their fusion cores, but they turned hostile with the PA somehow still working.

    Either someone please tells me how to fix this, or this mod needs some polishing done.
  3. randalllrrmiller
    randalllrrmiller
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    .
  4. 2Ferrox
    2Ferrox
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    Is it entirely impossible to have a settler wearing power armor stay in a specific spot?
    1. 363rdChemicalCompany
      363rdChemicalCompany
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      If its a guard station, then yes.
      I have had that happen beofre but do not know if its reliable 100%.
      but I usually like it that they walk around the settlment to me that is patrolling.
    2. Listerx
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      the Mod Constructible Guards, is the only way I have found to achieve this. Things to note is that, these settlers will count toward your city count, but cannot be assigned to anything else, and will interfere with SS2 for this reason, and will clip through floors and surfaces if you try to place them higher than vanilla original floor/ground. But other than that, they will stay put 100%, and you can switch their gear if you are so inclined, for flavor/theme purposes.
    3. IGorkaI
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      You can use mod "Dynamic Guard Mats"  --  https://www.nexusmods.com/fallout4/mods/55103  --  to assign guards to a specific spot. They can stay in only one spot or in multiple spots by moving from one to another (personally, i cant figure out how to do that).
  5. 363rdChemicalCompany
    363rdChemicalCompany
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    Recent snaps of ym settlers in PA via this mod:










    1. oberlin23s
      oberlin23s
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      do the settlers repair their armor ?
    2. 363rdChemicalCompany
      363rdChemicalCompany
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      No.
      But I have a mod that reduces armor breakage by 75% for everytone.
      So even though NPCs have triple the amor breakage rate than player, it becomes quite reasonable and I almost never have to repair their armor.

      Also its easy to walk up to them take thier armor peices via trade (and if thats broken console command) fix them and give them back to thier inventory fixed.
      But I almost never have to do that only exception was when I took 2 settlers made them followers via anotehr Mod to act as my escort when attacking larger Children of Atom Armys bases (also from a mod) in the glowing sea.
      and after a few trips their armor was getting down in HP.
    3. linkem59
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      what's the mod for the soldiers?
    4. 363rdChemicalCompany
      363rdChemicalCompany
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      In the top pic I recruited a settler to become a follower while I patrolled/discovered a new worldspace via this mod (he is in T45, I am in T51)
      Amazing Follower Tweaks: https://www.nexusmods.com/fallout4/mods/26976

      in 2nd and 3rd pics
      The Power Armors are almost vanilla T60 and X-01, the only exception is in all pics I added a Flecktarn paintjob via this mod:
      Camouflage Power Armor paint jobs
      https://www.nexusmods.com/fallout4/mods/31734
    5. Joefred
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      what is the mod for reduced armor damage for npc's?
    6. 363rdChemicalCompany
      363rdChemicalCompany
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      This mod will apply to NPCs and player alike bringing the accelerated breakage rate more in line where the player would be without the mod ( actually slightly better than where the player would be w/o the mod. The player himself will enjoy a signifcantly reduced breakage as well)
      https://www.nexusmods.com/fallout4/mods/3852
  6. vvk78
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    I know this isn't totally relevant or perhaps feasible for this mod, but I have a request...

    REQUEST:
    Can someone make a mod that allows the player to summon the last equipped Power Armor? 

    (Remember how in the MCU movies, Tony Stark can summon his exoskeleton suit/armor to wear it quickly to become Iron Man) 

    We don't need fancy animations for the summoning/recreation (but if someone could do them, that would be awesome), but at least the Power Armor should appear where the player has pointed the crosshair at (maybe with some restrictions, e.g., summoned spot is not in water, or high above ground). I'm guessing this summon would work like a PLACEATME or MOVETO command.

    This would be perfect for a survival playthrough, when the player suddenly encounters overwhelming odds.

    This would go well with below mod:
    Immersive Deployable Shields - Standalone

    When under heavy fire from strong or many enemies who are gloating as they cornered the player, then the player can take cover behind an instant shield, summon his/her Power Armor, get into it, and then emerge into the open battlefield to lay waste with the minigun or gatling laser to the suddenly panic-stricken enemies. 

    ALTERNATIVELY:
    If summon Power Armor is not possible due to game engine limitations, can this "Move Store and Assign Settlers to Power Armor" mod have an optional file that allows to recreate the stored Power Armor, even without a Workshop Workbench nearby (I think that would need the whole mod to be redone from scratch though, as it likely relies on the workshop mechanics)?

    There is a portable Workbench mod (The Mobile Mechanic - Portable Workbenches and Junk Scraping), so the player could drop a portable workbench anywhere, and then recreate the stored Power Armor, and then use it for the combat, and then stow it away into the workshop and recover the portable workbench, but all this is still a clumsy way to do things, but it could definitely work I think.
  7. randalllrrmiller
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    Crash Log Auto Scanner shows this mod is the cause of alot my "CTD"'s.
    Please any help , any ideas?
  8. LAUGHINGxHYENA
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    Ok i got 2 things one is for players and the other is for mod author.

    1) Players: People that are saying "Settlers don't stay in the power armor" make sure you are not trying to put named NPC settlers like Marcy, Mama Murphy, Sturges, etc. it is only working for SETTLERS.

    2) Mod Author: Only bug i see so far is Settlers will not move if they are in power armor and have a job. When they are unassigned they walk around normally in power armor.

    Also if you could make it so named settlers could stay in power armor that would be cool.
  9. Listerx
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    For those commenting this mod does not work, I just tested it in several locations including Sanctuary. I tested vanilla NPCS, 3DNPCS, and SS2 setlers. I used vanilla power armor and sevral mods including a Starcraft 2 PA. Thank you for the mod.
    1. 363rdChemicalCompany
      363rdChemicalCompany
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      Yep Mod works great.
      very valuable for immersion.
      I tried it in Sancturary a few times though and eventually I would find the PA empty.
      Maybe because I have Codsworth do your Job Sanctuary mod which I am sure does something with the navmeshes.
  10. TheDivineHustle
    TheDivineHustle
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    Doesn't do anything, which I didn't expect a mod updated 7 years ago to but figured I'd try.
    1. 363rdChemicalCompany
      363rdChemicalCompany
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      Maybe experiment a bit with your load order.
      It works for me 90% of the time.
      Exception is Sanctuary for some reason where it does not seem to work but i have some location mods on Sancturary so perhaps that is why.