0 of 0

File information

Last updated

Original upload

Created by

mmdestiny

Uploaded by

mmdestiny

Virus scan

Safe to use

15 comments

  1. focusingfoundation
    focusingfoundation
    • BANNED
    • 3 kudos
    this requires dlc. hard pass, i'll stick to your dlc free ones
    caved like a sucker. back to using DLC... may gods have mercy on our souls
    1. drevviken
      drevviken
      • supporter
      • 39 kudos
      Lol
    2. focusingfoundation
      focusingfoundation
      • BANNED
      • 3 kudos
      you're two years late replying XD I ended up caving and going back to DLC (like a chump) purely for bugfixes *cries*
  2. ninsect
    ninsect
    • member
    • 1 kudos
    im so late ..just play FO4 few months ago

    for someone who can't find [ coolant ] use this command below
    player.placeatme 000c437f

    and Pipe ..just use pipe pistol/rifle without automatic modified

    __
    for mmdestiny ..i want to thx for the mods (i use this and vendor display and luv it so much)

    i got few issue that well known ..the recipes list 's too long so we can't see what we missing ,but the real problem is when i TAG FOR SEARCH ..somehow i found it's untagged automaticly ..no clue
  3. Siukkola
    Siukkola
    • member
    • 0 kudos
    Pipe, where do I get that?
  4. illuminaughty78
    illuminaughty78
    • premium
    • 2 kudos
    I've been trying to build a mod list for a hardcore survival experience and your mod is perfect, except it doesn't work as well as I'd like with one of my staples - Fallout 4 Loot Overhaul. With coolant being required in this mod, and the loot reduction logic of that mod, coolant has become priceless and is almost impossible to find. It's never in vendors either. I've played a game from levels 1 - 27 with these two mods in tandem and visited Diamond City, Bunker Hill, traveling merchants, settlement merchants and have not seen coolant for sale even once, and I've only found three bottles while exploring and following quests in a logical fashion without metagaming coolant locations.

    While I have enjoyed how difficult it has been to build generators between the two mods, and the impact it has on my settlement building, it's becoming too much mid-game as I more rapidly acquire settlements (frikkin' Preston). I could abuse the respawning loot mechanic and keep looting the same places where I originally find coolant bottles, but that ruins the immersion I've been striving for by not going back to already visited locations outside of quests that ask me to do so.

    So, while I don't like how easy it is to build generators and turrets in vanilla, even with reduced loot from the other mod, the combination of the two mods has simply made it too difficult to build generators. For now, I'll be uninstalling this one. Still, I've given you my endorsement as this is a pretty awesome mod! I'll still be using your turrets, workbenches, and lighting mods, though. Turrets are hard to build between the two as well, but not nearly as hard as generators. I've endorsed them, too. Great work! Thanks!

    If I ever get better at tweaking mods, I might try to adjust the loot overhaul mod to play better with this one. Until then, I'll be keeping an eye out on your mods. Thank you for contributing to the Nexus.
  5. loen999
    loen999
    • member
    • 5 kudos
    This is quite interesting. But i think it may be a good idea to use more amount of scrap to build (make sense that kind of amount) as another version.
    I am using sim settlement as my building sense is so terrible. i don't know if this will have impact or not.
    1. thunderlord2200
      thunderlord2200
      • supporter
      • 3 kudos
      i agree to a point, i wish there some way you could get the needed pieces u need to craft this from the turrets u destroy, the the body of the gun turret ect. then again like you said that might be to hard unless it was placed in the load order like i think alot more should be.. ie cirket boards, copper wire and alot more u would find in junk drawers and took boxes/ maintenance lockers.
  6. thunderlord2200
    thunderlord2200
    • supporter
    • 3 kudos
    love the idea of your mod

    is there anyway to change the recipes?, i find needing 2 pipe guns for the 1st weapon to be meh and and i would think having the better weapon should require some better gun to make it work,
    -but here my thing, nothing really with your mod, i just wish there wa a way to place the weapon u have on the turrent base and have that set up aim and fire, same goes for when it runs out of ammo..
  7. Kojima1
    Kojima1
    • member
    • 0 kudos
    Love this mod - now a collection of mods - fully endorsed and recommend for survival, scavenging play through.
    I'll just add my voice to the previous point about 5.56 ammo. Forces you to think and plan ahead of building that first settlement. 5.56 in the early game is best obtained from npc turrets so you'll have to raid a few outposts and locations. Adds to player/settlement vulnerability. Addition of actual guns to the recipe was a great idea, too. Thank you
  8. poppajq
    poppajq
    • premium
    • 1 kudos
    Hello

    Thank you for making this mod. I am always a fan of all in one's as to reduce my load order. I do have a question. There is a mod I use called Destruction which came out 07 February 2016 so this modder was way ahead of Bethesda's fallout 76 and in fact may have been who they copied.

    https://www.nexusmods.com/fallout4/mods/9089. The mod allows all power sources, water sources, defenses, and crops to be destroyed in settlements by you, or by anything that comes by to raid your settlements. In a world obliterated by nuclear war, one would imagine that the shacks and shanty towns wouldn’t be able to withstand a blow from a mini-nuke, but they can.

    Will your mod work with that one? If not can you either add the ability or perhaps get with that modder and combine the two of yours?

    Just an idea. Again thanks for modding.
  9. Pec
    Pec
    • supporter
    • 0 kudos
    Love the concept, but playing on a hardcore/scarcity play through this is pretty killer. Enhanced targeting cards are hard to come by! But the worst part is not being able to see the whole recipe. Might I suggest making the recipes require less diversity of items (still keep some of the sense to it though), and a greater number of them?  For example, lose the targeting card and biometric scanner on the basic turret:
     
    *2 Pipe Gun
    *35 .38 Ammo
    *1 Fuse
    1 Circuitry
    2 Gears
    2 Oil
    8 Steel
  10. DeathMotif
    DeathMotif
    • premium
    • 15 kudos
    A good idea. However, my biggest problem has less to do with the recipes, and more to do with the fact that most things...like generators...are manufactured, not crafted in some garage or workshop. Ones that are usually come with significant deficiencies...like being fairly fragile. I'd be more impressed with a system of crafting that only allows you to produce such items if your settlement had manufacturing facilities through Contraptions to allow constructing more complex structures. Definitely going to track this though...