Invulnerability flag added. Health reset to normal. Tested multiple times with melee weapons, lasers, pistols and every other weapons and fatman and MIRV launchers, and spawned multiple deathclaws and raiders to test the turrets. Suffice to say... this worked extremely well, with none of the turrets harmed at all. I wish I had known about this invulnerable flag earlier!
To do: - To get the actual working INVULNERABLE mines. For post-release of CK: - Look into the possibility of scaling tower defences through an option in a custom menu.... So multiple versions won't need to be released.
Wishlist: Have turrets stick to the wall and ceiling //Fulfilled by ccmads
hi there im having a couple problems, when i have the invincible moar turrets alone they wont work without power, when i install moar turrets mod they will but i get two of every turret -.-
NOTE: You do not need to use original custom turrets alongside the modded custom turrets as it is not required. You can just use the invulnerable versions by themselves, and of course, you can just skip my invulnerable turrets and just use invulnerable versions of custom turrets. The only reason why I have invulnerable versions of custom turrets listed as optionals was purely for organisation, to keep them seperate from my versions.
-- I've made this clear in my initial post. The one I've made is not an override patch, but an invulnerable version of that original mod author's custom turrets (with credits given to him/her, as soon as he/she gave me a permission to do so) This is to prevent my mod and invulnerable versions of other authors' mods from taking up load order space, in part to hearing that when you go beyond having 10 .esps in load order, there can be some issues. I don't know if it has changed by now though.
Now, as for working without power, I've never said anything about taking out power. I only made the turrets invulnerable. The only turrets I've taken the power requirements out of, was my cheat versions of the vanilla turrets. Not the others. I would've said "Removed power requirements" if I did take them out from versions. This is a reason why I called this mod page "Invulnerable Turrets", not "No-Power Required Invulnerable Turrets".
Layman's term: You do not need original MOAR turrets just for the invulnerable versions. You only need invulnerable version, that's it. Not an override thing. (I want to keep it to a single ESP, not original ESP with override ESP.. just for load order optimisation)
Also. I didn't f*#@ around with any of MOAR turrets' power requirements.
Wow, dude. That's awesome You have no idea how much I wanted a mod like yours, man. That s#*! is amazing I didn't even expect them a mod like yours to show up before Creation Kit! That is a work of a genius.
@thingy123, I'm very grateful that this mod has been shared for standalone vanilla turrets. (endorsed)
*I find them lasers very annoying, whereas just enjoying them bullets flying around, top or bottom placements. Don't like missiles, too dangerous, expect with mod active, very FUN to use! ^_^
I love this mod, thanks so much! Any chance of getting a version that does the same for the turrets added by Modular Simonov PTRS-41 Anti-Tank Rifle (https://www.nexusmods.com/fallout4/mods/11925)? Because those turrets are really powerful, and as such are essential to my settlement defense.
I looked at that mod just now and didnt see any screenshots of any turrets ? But those guns , Lols they are and look ridiculously way too long even for rifle style , really I'm no gun person in rl but that just ... lol
Oh, yeah. They don't show any screenshots, but the mod does provide turrets. I'm not using the mod currently, because it messes with something else, but my last playthrough I had it installed. Those autocannons are pretty impressive. Watching waves of attackers getting blown up into the air just made my little black heart smile. :)
I have the invulnerable advanced bubble turret regular damage and the main file for advanced bubble turret (i chose realistic / no power). The problem is on the plugin tab of NMM it is showing the invulnerable as to have a missing file "advbubbleset.esp - missing"
in the load order they are as advbubble turretset - realnp.esp invulnerable advbubbleturretset.esp
Kinda works.. kinda don't. Machine gun(both types and all marks) and spotlights are invulnerable but laser(both types) and missile turrets are NOT (they blow up just as easily as base)
Weirdly, same effect with the other invulnerable turret mod (Except other mod does not have any effect on custom turrets)
About this mod Basically makes your turrets invulnerable and not require power/wire to function
the mk111 type ones are always fine and dont use the light ones due to light on and off bug, but the others I still need to power them to work So was wondering on the description in we dont need these Advanced Bubble Turret SetAdvanced Settlement Turret Set to work do we ?
Yes, that's what I really was looking for- at least for turrets to have more HP, but invulnerable is ok, too.
Simply: because all the time, I'm playing on Ultra hard difficulty- lv118 now, if you don't put the turrets on high hills or towers, they are always instant broken, even never killed one enemy before, besides if enemies got guns, it's pretty useless, too... So I asked myself, why even bother to set these useless crap?
May this mod help me. Hope it works fine though I already saw the Bug section.
The difference is that VAN DEFF W = Vanilla Defences Wired while the VAN DEFF = Vanilla Defences Wireless. Pretty much means the W means you need to wire up the turrets.
121 comments
To do:
- To get the actual working INVULNERABLE mines.
For post-release of CK:
- Look into the possibility of scaling tower defences through an option in a custom menu.... So multiple versions won't need to be released.
Wishlist:
Have turrets stick to the wall and ceiling //Fulfilled by ccmads
NOTE: You do not need to use original custom turrets alongside the modded custom turrets as it is not required. You can just use the invulnerable versions by themselves, and of course, you can just skip my invulnerable turrets and just use invulnerable versions of custom turrets. The only reason why I have invulnerable versions of custom turrets listed as optionals was purely for organisation, to keep them seperate from my versions.
-- I've made this clear in my initial post. The one I've made is not an override patch, but an invulnerable version of that original mod author's custom turrets (with credits given to him/her, as soon as he/she gave me a permission to do so) This is to prevent my mod and invulnerable versions of other authors' mods from taking up load order space, in part to hearing that when you go beyond having 10 .esps in load order, there can be some issues. I don't know if it has changed by now though.
Now, as for working without power, I've never said anything about taking out power. I only made the turrets invulnerable. The only turrets I've taken the power requirements out of, was my cheat versions of the vanilla turrets. Not the others. I would've said "Removed power requirements" if I did take them out from versions. This is a reason why I called this mod page "Invulnerable Turrets", not "No-Power Required Invulnerable Turrets".
Layman's term:
You do not need original MOAR turrets just for the invulnerable versions. You only need invulnerable version, that's it. Not an override thing. (I want to keep it to a single ESP, not original ESP with override ESP.. just for load order optimisation)
Also. I didn't f*#@ around with any of MOAR turrets' power requirements.
*I find them lasers very annoying, whereas just enjoying them bullets flying around, top or bottom placements. Don't like missiles, too dangerous, expect with mod active, very FUN to use! ^_^
But those guns , Lols they are and look ridiculously way too long even for rifle style , really I'm no gun person in rl but that just ... lol
in the load order they are as
advbubble turretset - realnp.esp
invulnerable advbubbleturretset.esp
Weirdly, same effect with the other invulnerable turret mod (Except other mod does not have any effect on custom turrets)
the mk111 type ones are always fine and dont use the light ones due to light on and off bug, but the others I still need to power them to work
So was wondering on the description in we dont need these Advanced Bubble Turret SetAdvanced Settlement Turret Set to work do we ?
Love the mod. Have a question - The Modular Simonov PTRS-41 Anti-Tank Rifle mod adds a pair of turrets. Any chance of a patch to include them?
Thanks!
Simply: because all the time, I'm playing on Ultra hard difficulty- lv118 now, if you don't put the turrets on high hills or towers, they are always instant broken, even never killed one enemy before, besides if enemies got guns, it's pretty useless, too...
So I asked myself, why even bother to set these useless crap?
May this mod help me. Hope it works fine though I already saw the Bug section.
cleared a headache after 2 houres of wondering whats going on and what is what. thanks for pointing this out. somewhere in the nowhere
http://www.nexusmods.com/fallout4/mods/11465/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D11465%26preview%3D&pUp=1