Hello, just wondering where can I get the "Ballistic Weaponry Recipe" needed for crafting. I tried everything, the magazines, the perks, doesnt seen to add and I cannot craft any turrets because of this requirement.
Heya, when I try to deploy a turret nothing happens, no little grenade poke-ball/box comes out or anything, the turret just disappears from my inventory :(
Also, if I manage to get it to work, is the unlimited ammo thing called the DTP in the tech lab? just making sure before I go ahead and craft it, looking for all that elusive titanium alloy grade 8 and zirconium alloy and such.
Hey, I read that there is a holotape that makes the turrets not need ammo at the red rocket? however I have already set up a settlement there and i cant find anything in the molerat tunnel.
Could you tell me where it is if not there? or just tell me how i can spawn it?
Hi. I love this patch and thanks for your work. Btw your new contribution of adding Raider Tinker and their makeshift turret series has a bit a problem....or bug. I was passing through Graygarden where I haven't taken as a settlement yet and found that huge raiders include raider tinkers attack robots. After the battle, there were few makeshift turrets remained, alive, but seems not hostile since robots not attack them and looks 'peace' via VATS. So I walked close to loot dead raiders then suddenly those turrets attacked me. I counter attacked them and then...ALL Graygarden robots attacked me as well. They become permanent hostile after that, I should load previous save. I highly doubt that tinker's makeshift turrets may will become permanent asset of settlement when they deployed in boundary of settlement. Therefore robots or existing settlers assume them as friendly but still turrets are hostile to player. I've tested few more time and can confirm this.
Edit: Found the problem. The makeshift turrets have the turrets faction on them. And the turret faction is ally to the robots (duh..) that's why nearby robots attack you as well. This is fix on the 1.6 coming soon.
i was going to give this a miss at first but it looks awsome i trust thare made the same way as Horizon mini turrets? also do thay require any type of ammo i need to know incrase i have to craft extra ammo :D
Yes, 38 Machine turret needs .38ammo, Shotgun turret needs Shotgun shells etc etc. And it should tell you, before you craft it, that it need this type of ammo to fire. Theres a Hototape to give them Unlimited ammo. But I cant tell you where it is. :p
I dont think anyone would ever tell you to take it down, it just means you love the authors work! Nothing wrong with bringing two great mods together in my opnion!
22 comments
Also, if I manage to get it to work, is the unlimited ammo thing called the DTP in the tech lab? just making sure before I go ahead and craft it, looking for all that elusive titanium alloy grade 8 and zirconium alloy and such.
Could you tell me where it is if not there? or just tell me how i can spawn it?
Thanks.
Btw your new contribution of adding Raider Tinker and their makeshift turret series has a bit a problem....or bug.
I was passing through Graygarden where I haven't taken as a settlement yet and found that huge raiders include raider tinkers attack robots.
After the battle, there were few makeshift turrets remained, alive, but seems not hostile since robots not attack them and looks 'peace' via VATS.
So I walked close to loot dead raiders then suddenly those turrets attacked me. I counter attacked them and then...ALL Graygarden robots attacked me as well.
They become permanent hostile after that, I should load previous save.
I highly doubt that tinker's makeshift turrets may will become permanent asset of settlement when they deployed in boundary of settlement. Therefore robots or existing settlers assume them as friendly but still turrets are hostile to player.
I've tested few more time and can confirm this.
Edit: Found the problem. The makeshift turrets have the turrets faction on them. And the turret faction is ally to the robots (duh..) that's why nearby robots attack you as well. This is fix on the 1.6 coming soon.