Fallout 4

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Terenor

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Terenor82

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34 comments

  1. Te4mRaZeR
    Te4mRaZeR
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    Does it work with Minutemen NCR Overhaul? https://www.nexusmods.com/fallout4/mods/26520
  2. Jaysanira
    Jaysanira
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    Just what i needed, thankyou
    1. Terenor82
      Terenor82
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      Great to hear that you like it. Sadly its not updated to the newest version of salvage beacons. The seperate version might still work.
  3. knightblazerEX
    knightblazerEX
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    What would be the chances of the Enclave getting one?
    1. Terenor82
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      Hey there. I am sorry but there will be no enclave version from my side. I never played with an enclave mod and i am not interested in them as a faction.

      In case you wanna do it yourself you have to change the outfits in the salvge beacons mod to some enclave armor mod. Salvage beacon will then depend on that mod. You probably want to change the weapons as well. I don't know much about the enclave but my guess is that the BoS weaponlist should fit well.

      Hope this helps you.
  4. c0c0c0
    c0c0c0
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    So, I use Orphans of the Commonwealth - I like the immersion of adding to kids to the world. They're mostly useless, which adds to the immersion. Anyway, the core Salvage Beacons mod has a problem with using these kids as part of the salvage teams, but attempting to dress them in outfits that won't work with kids. The result is a bunch of kids in their underwear. And sometimes bald. A little creepy and far less immersive.

    I've posted this over on Kinggath's mod page, but he isn't terribly active with Salvage Beacons these days. Seems to be focused on Sim Settlements. So I tried your mod to see if would prevent the spawning of kids as parts of the teams, but unfortunately, it does not. I'm using the Minutement variant, and about 30% of those end up being bald half-dressed kids. Do you think this might be something that can be addressed from your mod, or will Kinggath have to fix it? Assuming he cares about compatibility with other mods.
    1. Terenor82
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      Hi, sorry haven't looked in the comment section for a while.

      Your problem is that in the main mod and in my variant the scavengers are based on the settler template. I don't have fallout 4 running right now (have to rebuild everything atm).

      When it's up an running i will take a look. Or if you the creation kit yourself you can open the mod and see if you can change the settlertemplate to another one. Scavengers should work.
  5. Kittyofpathos
    Kittyofpathos
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    Any chance I could get that mod list? looks amazing in the pictures!
    1. Terenor82
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      Hi there,

      keep in mind i run Fallout 4 in 4k on a 1080 ti with mostly ultra setting. I use decay reshade (get it here on the nexus, comes with 4 presets, not sure which one i am using). ENB is only the framework i believe....
      The loadorder is taylored for a hardcore survival minutemen playthrough (high damage modifiers for all and increased weapon damage). loot overhaul and some assembly required are edited in many ways.

      Plugin list:

      https://modwat.ch/u/Terenor/plugins

      the hole modlist is too long for the comments, i'll try to put it into articles.

      Edit: modlist should now be under articels
  6. ArtMurder
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    /sad institute player walks away
    1. Terenor82
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      whoa an unhappy customer. i wont accept that. Here have a mod update with a synth version : )
    2. nability
      nability
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      For this comment alone, you get my endorsement.
      Good work.

      EDIT:

      Any chance of a AIO FOMOD install?

      EDIT 2:

      With the BOS soldier version, would it be possible to maybe add the crates, sacks and all that shizzle to his back to it looks like he's actually hording s.h.i.t?

      PS. I haven't actually checked it yet so I have no idea if you've already done that.
    3. Terenor82
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      Thank you for endorsing. Since the download section gets a little crowded a fomod installer would make sense. Never made one but i will take a look at it.

      Concerning the BoS Soldiers: two of them are fieldscribes (or should be), and i believe they got backpacks on their uniform. The soldier is based on a template i found in the creation kit, don't think he will spawn with bags. In the basegame there are no standalone backpacks as far as i know, so i can't add those. Creating my own is beyond my capabilites right now.
    4. Terenor82
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      AIO FOMOD (with 4 more factions) added, hope it works
  7. davidsalter
    davidsalter
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    any plans to add the nuka world raiders and farharbermen?
    using regardless but those would definitely be a nice touch :)
    1. Terenor82
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      i have to admit that despite having over 1500 hours on my gameclock i haven't been to farh harbour yet. Without spoiler, would a brahmin fit that faction? I will try to add those factions, but not sure when i get around doing it.
    2. davidsalter
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      i would say no the island just isnt fit for a brahmin hell most of the island isnt fit for humans so theres that, but ofc the harbormen turn up at every settlement so they travel at least :)
    3. Terenor82
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      All three Nuka World Raider Factions now included in the FOMOD installer (hope it works)
      Harbormen.... well i didn't find any Lists or Outfits so i created a version with 3 guys/girls with rain/fsiher clothing an trapper weapons. Hope you like it
  8. MrNeedles
    MrNeedles
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    "Vault-Tec/Vault 81:

    two guars with vault suits, vault security armor and 10 mm Pistols + brahmin"

    Nice callback to Morrowind - Made my day ;) Guars in vault suits would be bloody adorable!
    1. Terenor82
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      Vault tec can't be that bad if they saved the poor guars ;) sadly had to fix it
  9. Lukstar123
    Lukstar123
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    On your previous mod why didn't you make the settlers that are sent essential.
    (Salvage Beacons)
    1. Terenor82
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      The original Mod is not made by me. Kinggath is the author. I looked in FoEdit again and both salvagers are flagged as essential on my end, not sure about the brahmin though. Did you see your saalvagers die?
    2. Lukstar123
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      no i just watched the previous one when he said that the settlers don't grab the items if they were to come across enemies
      i thought that you made both mods
  10. Lukstar123
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    And in the next update could you add the Mechanistic robots as a faction.
    Love your mod.
    1. Terenor82
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      Thought about that myself, but since i am fairly new to modding i am not sure if i am able to that. But i will take a look.
    2. Terenor82
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      hey update the mod, DLC robots and vanilla robots now available
    3. UrgeNexus
      UrgeNexus
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      That might be the fastest transition from "Not sure I can do that..." to "Done!" I've ever seen.

      I'm going to grab the Minutemen version and have a look, I'm starting to watch the amount of plugins I have now, but this seems worth it to add to my immersion.