Fallout 4
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jsnider193 - iramike Ragnarr1313 and dannymuncy

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jsnider193

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593 comments

  1. jsnider193
    jsnider193
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    Sticky
    New version of the mod has been uploaded. The d/l contains both a text file and word docu,emt that describe what is in the new version which is a complete redo of the play in the mod. Where to start is in the readme ... outside Vault 111 and a map of all locations is posted to the wall in the control shack for the vault.

    Check out the recent images for some information that may be helpful

    Please report any issues have as run into them, the team tested but is sure we missed some issues here and there.
    1. ARRISTID
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      Great mod, but what is the outfit being worn in the pic "Work in Progress"?
    2. jsnider193
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      Ah that is one of mike's post i'll ask him to answer this question from u ... he gets a lot of his outfits from another site so not sure on this one .. but he is good at passing on the info .. thanx for the question.
    3. MyCart
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      I will have to PM you the site and the information
    4. SkyRaidFuneral
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      I downloaded & endorsed the BETA a long time ago. Around the time you first uploaded. I just read the entire Description page & can't recall the name of the Weyland Yutani auto pistol. HOWEVER! I've recently acquired a new & better PC, & I've just reinstalled the UCMC Colonial Marines BETA. I am going to Download this updated Mod you last updated 27 May 2018. But I'm not going to install it yet!

      Can you please answer for me: I utilized the Weyland Yutani hand gun ALLOT! It was by far my favorite Weapon Mod of all mods. It has it's own unique sound, I only used it in rapid fire & only with explosive tip caseless.

      The Description page says the gun now has a 3 round burst mode. In the BETA the gun fired a burst of more then 3 rounds AND IT WAS AWESOME! Was it always 3 rounds & I just thought it was more? Because that is the only thing really keeping me from installing this mod. I don't want to change the way that hand gun originally worked.

      Please get back to me as soon as you can, thank you.
    5. jsnider193
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      the 3 round in the description is from the wiki .. we did not implement (would have to make the number of rounds 3 for firing purposes) that efect athough probably should have done so to be true to the wiki description of the weapon. If want that let us know and will add to changes plan for update on the mod. If know Fo4edit or Ck and want can make the change ahead of time .. thanx for the input as that one slipped our testing and relook always nice to have other input on these things as we can never catch all the oversights.

      thanx again
    6. SkyRaidFuneral
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      Reads as though you're replying to me, thank you. I care way more about the gun working the way it used to then being true to the wiki. Seems like what you are saying is the Gun still works the way it use to but the wiki says otherwise? Is that correct. I'm dying to go on the UCMC quest/journey etc. So... The gun's the same as in the beta right?
    7. jsnider193
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      same as in beta ... did not set to fire the 3 round burst ... as in the wiki. Just indicated we could but decided not to do it. If folks want could make an update for the weapon via the mod process .. always open to input from the player as some of the best ideas come that way. thanx for the interest

      and yes was replying to u ... enjoy
    8. SkyRaidFuneral
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      Hey! What's up brother. Thx for all your reply's. I'm Back & this time I need to know why I can't craft the M309 Retro Fit Magazine for the VP78. I have 2 to Nuclear Physics, 2 to Science & all the required physical materials to build it, so... My guess is that there are Skill Requirements that are off the page making them unknowable, except by the Mod Creators.

      Can you please help me out with this? I'm trying really hard to just do a play through without Cheating, & because of the BLGuns Mod I've HAD TO Cheat! Great & fun but if you want Gun Nut Lvl4 Mod's off of the guns you find you have to have materials to build the lower lvl stuff. And because it's a Borderlands Gun Mod, TON'S OF GUNS pop out & they pile up till it's annoying! So to get it under control, I cheated so I could junk the guns I didn't want & keep the quality Mods. Sorry if I'm droning on.

      Thx for your attention, I'll look forward to an answer.

      P.S.
      Do you know of any mods that allow player to see all the stat requirements while in the workbenches?
      YOU GUYS ARE AWESOME!
  2. desertranger2281
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    This may have already been asked, but where is the M41A pulse rifle located?. I had a hard time completing the beach area and all I really want is the guns and armor. I know you're busy, but is there any chance at a mod for just the weapons and armor?. Thank you for reading. I'm on Xbox btw.
    1. jsnider193
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      weapon is placed in a few places in the wilds of the commonwealth in some of the vehicles unique to the mod.  The schematic to build your own is in the ship on the isle in the atlantic.  Armor may be gotten off the dead guy near the entrance/exit to V111 ... start of the search on how to get to the isle.

      few  folks have asked for weapon and armor before u and I hope to get to it at some point once have some of the othr work out of the way .. just can not give a date so yes will do just can not say when
    2. desertranger2281
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      Cool thank you.
  3. JohnnoirAtlas619
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    I just want the pulse rifle and revolver, lol.
    1. jsnider193
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      well does this mean you want them in separate mod or just to add them to your inventory but use this mod ... another of mods that has them (not as nice as in this one) is the JMS Weapons Conversions {https://www.nexusmods.com/fallout4/mods/18636)

      again more then just these 2 but not as large a mod
    2. JohnnoirAtlas619
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      I meant I want a mod that just provided these two weapons. Nothing else.
    3. jsnider193
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      will see if can do but no promises as have a lot of other mods working to make better or add new stuff to the game.  If Nasty had left his stuff up would direct you there but for some reason when moved on took all his mods down and he had done what you wanted.
    4. JohnnoirAtlas619
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      Well, I'll hope you get to it one day.
    5. jsnider193
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      me to as folks keep asking for it ..... so as the pressure builds the desire to do it becomes more certain
  4. Behemoth1911
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    Some of the apc's aren't appearing, and apparently weapons are supposed to appear in some, yet the only weapons I've found are from body loot.  The apc in front of the shop in lexington, for example, only a single wheel has spawned, no vehicle, no door to interact with.  I'm guessing this is a mod conflict, are there any other mods known for not playing nice with this one?  Thanks.
    1. jsnider193
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      a couple have been reported as causing issues by the community ... main one was forthe drop ship that takes you to the isle there was one that placed something in the same location so could not activate the door to get to isle.  For the apc there is a leftover wheel in one location but the apc itself was removed and placed elsewhere .. you may be running into this.

      posted this in another thread .. lazy eye here
    2. Behemoth1911
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      If the apc outside the super duper mart was moved/removed, it might not be a bad idea to also remove those screen shots, to avoid future confusion.
    3. jsnider193
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      good idea that .. thanx for that as no idea why we did not do that in the 1st place
  5. Richta
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    Hello i got the CTD at entering the dropship...
    1. jsnider193
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      The dropship that takes you to the isle?? If so have you tried leaving and coming back and then using again to see if clears .. worked for some.  The other issue is that there is a mod that also placed something there and it sometimes causes the CTD as it interferes with the ship .. i'll see if can find the mod was reported here in the thread just can not recall right now.
    2. Richta
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       Thanks for the answer.  I'll test it, only have the version plus update in it.  However, there are no new Apc.  So far, however, super mod, especially super models.  where else can i get the weapons?
    3. jsnider193
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      can always use the ~ key to go to the cmd prompt and then the player.additem cmd to give your self the weapon .. need to know the proper load order for the mod to get this right.  Can help if want to go that route.

      also can get to the isle with (i think) the cmd COC and the designator the the place .. if want to pursue that let me know and will dig up the proper method for u on it.
    4. jsnider193
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      a couple have been reported as causing issues by the community ... main one was forthe drop ship that takes you to the isle there was one that placed something in the same location so could not activate the door to get to isle.  For the apc there is a leftover wheel in one location but the apc itself was removed and placed elsewhere .. you may be running into this.
  6. DJNazeem420
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    Is this mod abandoned on Xbox 
    1. jsnider193
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      Have given OK to folks to convert it to XBOX as the member of the team that did that (and supported it) has left FO4 world.  So I am deoendent on someone else to convert as I am unable to support on that platform.  Hopefully one of the folks that asked to do so will eventually get it up over there.
  7. GeoPiroi
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    Guys I need help. After exiting the vault I found Hick's body with the Ripley's Bastard, armor and his log, I played the log but no journal entry, no map marker.
    Where to go next for the mod to continue?
    1. jsnider193
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      check the map on the wall (in the control both near the vault exit) it has all the locations that have to hit.  Also for a better view look at the images posted here in the mod as one or 2 back above will find a real clear image of the locations .... hope tht helps
    2. GeoPiroi
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      I will do that, thanks for the reply.

      In the next update, can you please make it as a quest mod so we will visit the 8 location (in correct order)  with a map guide ?
    3. jsnider193
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      yah will do so ... no idea why we didn't but for some reason back then decided to just do a map ... oh well live and learn.
  8. Firewildant
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    Hello.

    First of all, I just want to say that this mod looks cool as hell, and you and anyone that has worked on it have done a great job. However, I seem to be having a problem, though I may just be dumb and might not be understanding stuff.

    So I have recently started a new game from a clean install, but this mod does not appear to be activating for some reason. As soon as I exit Vault 111, LT Hicks body is not in the little shack next to the entrance, nor is the poster with the APC locations on the wall. However, I did see in the mod description you recommend disabling the mod and then re-enabling it after waiting three in-game days. Would that only apply when updating to the new version, or for complete new users as well?

    I would appreciate your help on this, as I would really like to try this mod out, but if you can't, that's fine as well.
    1. jsnider193
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      The wait is if activate in an existing game not a new one.  How did u activate the game ... via a mod manager like NMM or some other one??  .. as it is entirely possible that it is not active in your mix.  If used Vortex then even if checked it -- it really may not be turned on.  I am not an expert on vortex but someone else indicated that had to activate it on some separate screen from where listed .. ?? vague I know but do not use this MM so not sure how all the parts work.
    2. Firewildant
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      Thanks for the fast reply.

      It turns out, I'm just an idiot and just like you said, I forgot to sort your mod in my load order in Vortex after I downloaded it. It's working fine now, the body and poster have shown up. Sorry about the confusion
  9. Markkuboi
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    How would one go on to seperate and isolate just the M41A as individual mod? After all this time I find myself not really bothering with anything else in the mod anymore.

    It's a great package otherwise. Best of regards.
    1. jsnider193
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      Hmm be a lot of work to do just that ... if recall one of the folks here did a separate mod that took some of the weapons out and retext'd them.  Just checked and brammcnasty deleted the stand alone M41A.  How about touching base with me via PM and we can go over whats and hows .. if know Fedit then can probably get something done in a few hours .... be delete delete and more delete.

      Also the weapon is in my Foundry mod along with a bunch of others .. so still not a standalone but if just want weapons might look at that.
  10. heg236
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    I`m in great trouble. M41A`s sound is not like a movie. what should i do?...X(
    1. jsnider193
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      if know how to mod then can replace the sound we use with one that is based on the movies.  we did not use these sounds for potential copyright issues and used something close but not that close so was obvious not based on the movie.

      if u need to know how to do this for your own use please PM me as the open forum should not be used for this ... hope enjoying the mod other then the sound.
    2. heg236
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      I understand. Thank you for answering :)
  11. freekusmageekus
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    Your mod is one of the best I've ever experienced. Your team does great work: Well thought out, well executed-an excellent balancing of story, combat, and treasure hunting. I really enjoyed the first version when you launched it and now this hugely expanded update- very challenging even with the crazily modded load out I used. And I was impressed with the sensible, logical story symbiosis between the Alien lore and the straight vanilla FO4 milieu. Thank you for a great gaming experience.
    1. jsnider193
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      appreciate the input and glad that u enjoyed our effort ... have a wonderful dyas