Fallout 4
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LoneRaptor

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LoneRaptor

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  1. LoneRaptor
    LoneRaptor
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    Version 2.2.4 is now available.

    -Changed the way the rad resist works with the tailgate closed to use the ImmuneToRadiation perk. (no more <1 rads).


    A clean install is only required if upgrading from a version before v2.2.1
    To make a clean install:
    - Make sure no important items are in the containers or they will disappear
    - in NMM disable the esp('s)
    - load your latest save.
    - make a new save
    - Back in NMM enable the esp('s) again
    - load the save you made before it should now work
  2. ryanmaidenfan
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    Looks like FUN! XD Perfect for my soldier build! ;) Just wish it was an actual tank :( BUT, beggars can't be choosers, and it makes sense for multiple followers, as that what APC's are for IRL. Gonna try it out! :) HOOAH! SEMPER FI!
  3. Adrob77
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    Really like this mod (About a year ago, I previously used the lone wanderer mod, which was awesome) playing a Depravity/Diary of a Madman -no settlements playthrough and the firing turret is the part that makes this for me!
    Would it be possible to have a mini chem workstation? The trouble is you need to use a chem bench to make ammo..but have to go elsewhere then come back to load shells in the APC.
    Apart from that - Awesome!
    1. RedRocketTV
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      You might consider using fadingsignal's Mobile Mechanic (https://www.nexusmods.com/fallout4/mods/18262) and leaving a portable workbench and chemistry kit in one of the APC containers. You can also craft weapon, armor and scrapping kits if you want. This has worked well for me in my current no settlements run. Of course, you need to initially craft the workbench and kits at a chem station, but that is a one-time thing.
    2. Adrob77
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      Okay- Cheers for the pointers. Good idea RR. BTW- I also use your courier stations in my 'Book of Eli/I am Legend' style playthroughs as pit stops.
      I don't want to spend hours building a town to then travel down the map and never see it again. I don't want to look for Shaun either. (for the 20th time) Just like in Hollywood, I'm a mysterious stranger, I drift through from place to place and help out folks or usually find trouble.
      With the amazing modding community- I have managed to play FO4 in so many different ways. For some reason that's addictive? :D
    3. RedRocketTV
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      Oh, cool! I'm also using Mobile Mechanic with the Courier Stations...leaving one with a scrapping kit in the shared storage so I can break down junk in whichever station I'm in.
  4. meadman1
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    This mod is a MUST have for me. Would you be able to add mechanist lair and vault 88 parking spot? above ground or somehow underground would be badass
    1. LoneRaptor
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      Vault 88 is already available but it's labelled as Quincy Quarries. I didn't add one for the mechanist lair because there is one at county crossing already which seemed close enough.
  5. Outcognito
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    Why didn't you use perk ImmuneToRadiation [PERK:000A2775] instead of hazmat suit effect? It removes radiation completely without annoying "<1 Rad". Also it would be nice if you made a version with interior cell as well. Just put a bulkhead door with re-imagined vertibird interior inside. You don't even have to decorate it, just put a workshop and let players do it themselves with the help of mods such as "Place anywhere" and "Smaller workbenches". That'd be certainly cool.
    1. Outcognito
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      UPD: I changed perk myself. Works like a charm. DM me if you need tweaked files since it's a pain to upload this to nexus 'cuz i needed to recompile main .ba2 archive AND main .esp.
    2. LoneRaptor
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      I didn't use that perk because I was unaware of it. I'll change the mod to use that perk. Thanks for letting me know.

      I won't be changing the interior to a workshop. This is not possible with the way the mod is set up and would require me to completely remake the mod.
    3. Outcognito
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      Ah it's a pity... It would be nice to have a proper interior cell.
      But it works so good as a mean of transportation if you have one stationary main base that i really want to give my thanks to you, LoneRaptor.
    4. jaderiver
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      @ Outcognito
      If you want a workshop inside some place like this try uing the Camp 76 mod that provides a workshop anywhere,
    5. Outcognito
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      It's not about being able to use workshop inside APC it's more about having interior cell with a proper loading screen. it'd provide protection against wasteland and feel cozy at the same time. Also you would be able to drive your APC while actually being inside it and you would be able to decorate it to your heart's content if workshop is present.
    6. jaderiver
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      I asked a mod author about how it'd be kinda cool to mactually drive3 this , but he said that the game engine or game somethinbg or rather couldnt handle the animation for that
    7. Outcognito
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      If you want something drivable there is "Driveables of the Commonwealth - Semi Trucks" mod. It's clunky, buggy and feels like walking instead of driving, but it's there. And i think you didn't get what i meant by "proper interior cell" and "driving it from inside". I want it to function similarly to "APC Home on the Move" or "VTO Redux" with interiors and "driving" using a terminal inside. But as i said before i guess it's fine as it is now if you have one main settlement and use APC for fast travel mostly.
  6. Drapo
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    So just a quick question.

    I left a suit of power armor inside the APC for a few minutes while i went and did something else. I got back to the APC, got into my power armor then fast traveled to my base, and put my power armor into a station. Every time i fast travel with the APC now it takes my power armor from my base and puts it back inside the apc. is there anyway to fix that so it wont?
    1. LoneRaptor
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      The mod checks the inside of the APC for the presence of a power armor when you leave an invisible triggerbox inside. This might have failed the last time you used it. Try entering the APC and walking to the end (the mirror) and the leaving again. This should clear the reference to the PA.
  7. Vallangaard
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    When did you change this from open Download to where you now have to have 2 other mods? And one is FS4E? Really?
    I ditched that a long time ago because I dont want to wait for two weeks after every patch until they 'update' it.
    Ill Pass. Good luck
    1. LoneRaptor
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      The only optional requirement is the MCM but if you read the information next to it you'll see that it only provides some sliders/mcm menu instead of preset values in the holotape for the settings. The mod will work without any other mods.
      Also its not the fault of the mod authors that Bethesda constantly updates the exe for their creation club.
    2. herd
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      del
  8. Panopheles
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    Loving this mod! The best out there! And I've tried all sort of fast travel mods: teleports, airships, etc. I love the convenience it gives without going over the top. My only complaint is probably the settlement list that's not alphabetical lol! But definitely 11/10! :D
  9. LizardCor
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    Maybe is stupid, but would be nice I we can keep inside APC old pre-war motorcycle from yous other mod. I think there is enough place for that old motorcycle.
    Why ? Well to use for Far Harbor. PAC have access only to Nakano residence.
  10. Florisvideler
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    not sure what causes this but when loading any nsave with this mod on it will ctd when it loads, i turn it off and its just fine. but i can live with it i guess, if anyone has a suggestion though, i'd love to know.
    1. LoneRaptor
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      This has to be a mod conflict as no one else has reported the same issue. are the saves that ctd all from the same place if so do you have any other mods installed that alter that location or any mods that alter vanilla meshes/Textures that are used inside the APC?
  11. GmrMod
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    A great mod especially for survival, when combine with mobile mechanic you can set up a full mobile base (https://www.nexusmods.com/fallout4/mods/18262). I would like to see some addition storage for organization, a gun box for guns (or two one for energy the other for ballistic like the ammo boxes) , clothing and armor separated, a safe for valuables, etc. Still a great mod, thanks for the hard work, endorsed.
    1. Grifman
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      I would echo this - right now we have storage for things we don't really need and lack storage for things we do need:

      1) We don't need two ammo boxes and another for fusion cells (I think). One ammo box is anough
      2) We need a container for weapons
      3) We need container for armor/clothing
      4) Don't really need one for just comics, a miscellaneous one would do for a bunch of stuff
      5) Container for scrap would be good too

      I'd also like a new location - we badly need a Lexington stop - there's so much to do there between the raiders and ghouls, and some mods give some additional stuff to do there also.