Fallout 4

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DarthWayne

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DarthWayne

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59 comments

  1. BryanBreynolds
    BryanBreynolds
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    The whole vanilla random settlement attack mechanic is beyond lame and those who are not using SKK Settlement Attack System, should install it and get a way more immersive, and benefical gaming experience.
    And do yourself a favor and activate attack markers , adapt your denfese setup, rather than placing a shiteload of turrets in random directions and in the line of fire of your purifers and crops. 
    And or install Move Workshop Markers by SSK, move said markers and don't have random Deathclaws spawning in the middle of your settlement.

    To the creator: this seems like a neat mod and something that shoul've been in vanilla. 
    And I would install, if I wasn't using listen mods above.
  2. criana24
    criana24
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    Good morning sir.
    I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation. 
    If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city .
    my idea would be :
    Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent.
    Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies
    Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near
    Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters .
    Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
  3. ucren
    ucren
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    Any possibility to spawn automatrons from the latest DLC?
    1. DarthWayne
      DarthWayne
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      Not yet. But it could happen that I add them next week.
    2. RandyEischer
      RandyEischer
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      So how's that update coming?
  4. RandyEischer
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    Though the file hasn't changed in four years, it no longer works as advertised for some reason. The "melee" fighters used to be just that, but now they all have guns and lasers.

    So did the game change?

    An update is necessary.
  5. cdgfanatic
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    Love it!
  6. RandyEischer
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    Since DarthWayne isn't modding anymore, does anyone want to take a stab at adding more combatants, like Mirelurk Kings and the other variants added in the DLC?

    A separate button for Super Mutant suicide bombers would be awesome, since ending a Blazing Saddles-style melee battle with a enormous explosion never ceases to amaze.
  7. Krazyman999
    Krazyman999
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    It will come in handy for my weapons testing, with my new gun mods I'm making...

    I was getting sick of spawning in Deathclaws, that sometimes appear behind me.

    Edit... I didn't want over 6,000 objects spawned into Sanctuary, so I tried your mod without the NEEDED REQUIREMENT on the main page and it worked perfectly.

    It was a lot of fun to use it, especially for weapons testing. I'm thinking of making a proving ground, on one of my not so good settlements.


  8. SwissSanchez
    SwissSanchez
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    OK, so let me start by saying that the mod works, does what the description says it does. But I do have to question the layout of it, specifically having a wired connection to the spawn point.

    My reasoning is this: you're going to want to have enemies spawning at a reasonable distance from your gates / defences / whatever. This means you're going to be stringing wires or routing conduits out past the workshop perimeter, which is going to require additional mods (Place Everywhere in my case). Whining about MUH IMMERSION aside, building outside the workshop limit can be a real PITA depending on the terrain and scenery you're working with.

    Would it be possible, instead, to have the spawn point wirelessly linked to the switch? Or even change out the switch for a holotape or dedicated terminal? Then just plop the spawner down somewhere on the edge of aggro range, tap a fey keys and off you go. I've no idea how any of this stuff works so I may well be talking bollocks again.

    That said, thanks for the effort on the mod - like I say, it works as advertised. Now if only my settlers weren't so goddam stupid as to abandon my lovingly crafted defences and go running off in to the woods >.<
    1. Grafparagraf
      Grafparagraf
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      Y meny ne pishet po russki izveniys'/ Vernus' k teme, pri podklychenii k vkrlychately, ne poyvlyetsy okno spavna. Chto delat'?
  9. PissJuggernaut
    PissJuggernaut
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    These stopped working all of a sudden and I hadnt made any changes. I tried them from a clean game and they still wouldnt work. Any suggestions?
  10. Goldenscale001
    Goldenscale001
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    I can't find the spawners at all....
    1. txgamepro
      txgamepro
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      It is in the ' Defense' Tab. Look among Traps and Guard Posts to try and find it, I forgot where I found mine.