Fallout 4
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Red Eye Ragnarok

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RedEyeRagnarokMods

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5 comments

  1. lldiazgonzalez
    lldiazgonzalez
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    Prevision to add the faction in war options?

    danke!
  2. meadman1
    meadman1
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    Would you be able to make a "greygarden" or "Mechanistc" faction pack?
    1. RedEyeRagnarokMods
      RedEyeRagnarokMods
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      Heya!

      Depends. I can't do it immersive / lore-friendly, yet - as I'm lacking knowledge. If you just want the unit models and don't care about any "special" things, you can probably do it yourself with the Faction Leader's Toolkit at https://www.nexusmods.com/fallout4/mods/37975 with a few days. kinggath did setup some beautiful tutorials there that ease you in.

      I'm not 100% sure, but I as far as I know the idea of a mechanist faction hangs around on the builder's toolkit discord. No one really got to it, yet, as they want to make it immersive and lore-friendly by giving you new special buildings, which allow recruitment of robots only via a new Sim Settlements building.

      To summarize: I probably won't do it either, because if I would do it, I would like to do it properly, which is far from my current level of skill.

      Hope that answers your questions!
  3. instyne49
    instyne49
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    Just curious, but will this play nice with "Improved Quest Rewards - Vault 81 Hole in the Wall" https://www.nexusmods.com/fallout4/mods/34286 by Paucey ? My game currently has it running, but I want to see what can be done with yours. I may have to wait.
    1. RedEyeRagnarokMods
      RedEyeRagnarokMods
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      Heya!

      1) As stated a lot, this is an addon pack for Sim Settlements: Conqueror, not standalone - just to clarify and avoid any confusion

      2) I checked the file from the mod you linked, but I'm still too new to modding to be able to tell if it would destroy anything. From what I was able to tell, it shouldn't, but I'm far from sure. I think Paucey didn't change the vanilla and I only hook to the vanilla Quest. Paucey requires no changes to Vault 81 and I create no changes to Vault 81.

      3) That being said, I tried to start the quest "Hole in the Wall", but wasn't able to get it running - not sure why, though. It seems like I missed the quest start trigger? Further investigations might be needed.

      4) All my mod needs from the game is that the console command "getstagedone 22a0a 1000" returns "1.00" if that is the case, it should run fine. Unfortunately I don't know if Paucey made any changes to this stage.

      5) I have no idea how my mod should run into conflict with what Paucey created. If anything, Sim Settlements or Conqueror should run into the same problems, as well.

      Hope this helps