Fallout 4

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Mirra - alias DrZelenka

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DrZelenka

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132 comments

  1. DrZelenka
    DrZelenka
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    Hi guys, still not dead (I want to live to see the First Contact anyway ).

    As usual, I've spent the last weeks on playing games (Rimworld FTW) and some vacation. Now it's time for some modding! I've already said it in some answer - ETA for next update is 2-4 weeks. I need 1-2 weeks for my Weapon Mods mod update and some more time for this one. I plan to implement improved scrapping for at least some DLCs. I've quite a good idea how to do that without having too many esps for each DLC, hopefully it will work .

    Thanks, and see you all in the Wasteland.
    1. DevOtorium
      DevOtorium
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      you said on 16 Aug 2016, ETA for next update is 2-4 weeks.. We are now 9th of October and no update yet..

      I don't want to sound impacient or like an asshole, but I would love to see an update to this mod including the vault-tec, Far Harbor and Nuka DLC's.. Any new info on when to expect this?
  2. DrZelenka
    DrZelenka
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    Added version 1.5.0 "Out of vanilla". I have gone through all scrapping records in the base game file and modified them. This means that everything scrappable (everything that cannot be taken into inventory) in the base game should be affected. I have redone some recipes and FormID lists internally so notify me if there is anything that is inconsistent or missing. Speaking about incosistency - I have created a "Lore" patch for this mode. It's even more scaled down than Lite and should fit into the base game without breaking "immersion". Again, if there is something off in this patch, let me know . I have modifed a lot of records now and moved a lot of lists, so I didn't test everything ingame. Also, there is now NMM installer for your convenience!

    One more topic - console mods. This topic has become quite hot and as a fan of Gopher I couldn't miss it. I'm angered that someone is paraziting on the work of others and sad that the whole gaming/modding community is suffering as result. That being said, I've always been PC gamer. I have no consoler. I've never had a console, nor do I plan to purchase one. It simply doesn't fit my needs. Because of that, I won't be releasing my mods on Bethesda.net for consoles. Not because I hate consoles. Simply because I don't dare to release something that I hadn't tested on that platform myself. On the other hand, I'm willing to "outsource" the console versions to someone else, who owns the console, knows about modding and is willing to provide console support (therefore forwarding me only issues comming from within the mod, not console-specific issues).

    So thanks a lot folks, 1250 endorsements is like 1200 more than I expected. I'm gratefull and I hope to see you all in the Wasteland!
  3. ristallderon
    ristallderon
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    Mod that ruins all the lore and simple logics of post apocalyptic world of Fallout.

    Guys do you really think noone was so clever to scrap everything usable from that cars, houses or other stuff over that 200 years your char was frozen in vault 111? Really?? If your answer is "YES" think again. that 5-10 steel u got from framed cars in Vanilla game are the only thing u can get form them in the world where any screw worth its weight in gold for last 200 years and that is 100% logical. I wonder why this mod isnt under the Cheats category coz its not more then real "undercover" cheat. 

    Anyway i appreciate moders work 
    But its Cheat IMHO
  4. Mebantiza
    Mebantiza
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    I am working on a modernized, updated version of this file. (WIP).

    The updates will be based on the 'Lore' version, and will not be featuring the excessive amounts in either 'lite' or the standard file.

    TV's seem to be totally omitted from scraping, which is a curious omission since they would be a good source and logical choice for tech scrap.
    They, now, and will yield proper 'tech' scrap once this goes live.

    In addition, all the 'regular' scrap, will get improved names, new weights, and numerous consistency, and logic improvements and fixes as well.

    DLC support.

    The file will add enhanced and expanded breakdowns for:
    -Automatron - Complete
    -Vault-Tec Workshop Mostly complete, but releasable as is. Could still use a bit more refinement, but its a big improvement over what exists now.
    1. banished1
      banished1
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      I'm looking forward to this.
  5. Weazelsun
    Weazelsun
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    A must-have mod, as I hate how little components vanilla Fallout gives.
  6. charlescraig
    charlescraig
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    This is still one of my all-time favorite mods. It's a must-have in any playthrough that focuses on settlement building.

    FYI: players who use Workshop Rearranged need to place that BEFORE this mod so the new values aren't over-written.
  7. HK227
    HK227
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    This MOD does not correspond to Ver.1.10.26 of Fallout4.exe.
    Resources can not be obtained from some objects.
  8. wysiwyg
    wysiwyg
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    FYI - This mod must be placed after Workshop Rearranged otherwise the recipes revert to vanilla.
  9. Matakor
    Matakor
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    Aw, I was really hoping to see an update. :(
  10. thunderlord2200
    thunderlord2200
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    hi i was wondering if you could move this to weapons and armor and even dead bodys and stuff.. (or in dead bodys case take more out of someone after they die )

    how good is rim world? i gey worried to games that have no ending. i mean i might get addictive to them and just eat sleep in my room... oh wait i already do that xD (my rooms my office earlty only space i have really xD)
    but for real love to know if its any good to get around when it is on sell or w/e
  11. jak2921
    jak2921
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    Is An Update Still In The Works Or Have You Moved On To Other Things?
    1. hoopty
      hoopty
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      I would like to know as well..
  12. Keleigh3000
    Keleigh3000
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    I've been using, and loving, this mod for quite some time now. I'm trying the never leave Sanctuary challenge and I this definitely makes it more fun and less of a chore.
    One odd thing to report, for some reason all I get out of radios is rubber. I checked my load order and nothing is overriding the co recipe for radios. I don't even get the vanilla components, just rubber. Any idea what's going on? I need that circuitry.

    EDIT: OK, I found out the problem was with RadioDiamondCityReceiverOff - which is all of the radios in Sanctuary. As someone else pointed out, it needs to be added to the radio scrap form list. I did that, and all is working well now.