Fallout 4

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GaryOldman68

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GaryOldman68

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71 comments

  1. Genesis1993
    Genesis1993
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    I cannot start the Quest.
    I starting to speak with Lancer-Captain.

    4. How can i help?
    "A city called Goretown is run by an evil Raider King who must be killed."

    After she said that. NOTHING HAPPENS NO QUEST STARTS??

    Does anyone know how to start the Quest?
  2. Faerom
    Faerom
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    For some reason, some enemies aren't aggroing or fighting back in this mod? Anyone have any idea why?
    1. Faerom
      Faerom
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      Seeing as I've gotten no answer, I've reverted back to the old version of Gorelords. Don't know if the newer one is conflicting with another one of my mods as far as AI is concerned but some of the enemies not attacking was immersion breaking for me. Still, good mod though.
    2. kindofsortof
      kindofsortof
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      i had no problems with the newest version ,sounds to me like something has been overwritten. perhaps an behavior mod
    3. MannyCAM
      MannyCAM
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      Yep, still happening in 2023. I hate killing them. lol.   
    4. deleted187206543
      deleted187206543
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      Same issue here. I'm not 100% sure but (at least for me) the problem seems to affect ghouls and melee humans mostly. 
  3. MannyCAM
    MannyCAM
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    Do the enemies respawn ? 
    This way the mod can permanently stay in my load order.
    I would hate to kill everyone collect everything and then have wasted area to explore.
    Love this mod.
  4. Genesis1993
    Genesis1993
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    Hello im getting this ERROR Message in LOOT of the goretown.esp
    "This plugin has a header version of 0.9, which is lower than the minimum supported header version of 0.95."

    And in Wrye Bash im getting this ERROR Message
    "The following plugins have header versions that are not valid for this game. This may mean that they are actually intended to be used for a different game.
    goretown.esp


    Should i be concerned?
  5. JayDizzle001
    JayDizzle001
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    Okay so I'm not sure if this has been answered or not but I could not find an answer on any of the Gorelords mod pages.

    I just recently updated from 1.80 to 2.2 and not only did I load back into the game after the update in the commonwealth when my last save was in Goretown.  But when i took the Vertibird back to Goretown and explored a bit because there is a lot of new stuff that came with the update.. but now when I go back to the beginning(Highway to Hell: The Beginning), the Vertibird to go back to the commonwealth is destroyed? Is that supposed to happen?
    1. apocalypse213
      apocalypse213
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      yes that is the case near the massive sky scraper there's a vertibird around the area one of the "gorelords" has the key for it
  6. Hyudez
    Hyudez
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    Explosives chest with key on top doesn't spawn if you have a mod that changes ground cover. I have Grasslands and Natural Grasses and Groundcovers. 
  7. miwer93
    miwer93
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    such a great mod.



    sorry for my inglish xD
  8. talranoth
    talranoth
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    Do we load the original Goretown and the 2.2 at same time?
    Or I guess question is, does 2.2 replace the original, so original should be deactivated?
  9. inmythoughts
    inmythoughts
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    This mod has potential. I expected the gore part to be more horror-themed with joinable factions, but it took more on a comedic/parody route where everyone just mindlessly kill each other in this Doom-esque gameplay. I did enjoy how much reward this mod provides after completing it, but one criticism I have for the rewards we get out of this mod is that we do get a bit too powerful in the end, with many permanent upgrades that are so powerful it threw the balance of the game out of the window.
    I would love to see this mod further improve, perhaps even give the players the option to side with the gorelords instead of having to kill them as soon as you walk in. It can get exciting to be a baddy.
    The next and the last, but the least valid criticism I have is, Goretown is trying to be a big town with its enormous size, but it's not dense or polish enough to truly feel real. The houses and buildings appear more like cheap props in a no-budget movie, so it does fail to create an immersive experience.
    That said, if you love Doom, and you like big and overpowered rewards, and you don't mind low immersion, then this mod is for you, and you will have fun going through it. I recommend you to jump into Goretown at around level 25 to 30 with a decent combat character build, cause pacifist gameplay won't get you very far.

    EDIT: The Klaw will fly up to the sky and despawn after killing him. If this should not happen, then I hope GaryOldman68 fixes this with a future update.
    1. SolidusArgentum
      SolidusArgentum
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      This happens to me regularly with mods that contain oversized enemies, for example the "final bosses" in Tina's Cookiepocolypse when you activate the Sir Reginald for the workshop expansion of the respective settlements; the same with Outcast and Remnants when you have the task of searching the Gunner facility at the edge of the glowing sea (was that OaR? If not, it is Lima Outpost, i think...) and the giant Deathclaw is defeated.

      My solution:
      Open the console/command input and then click on the enemy or use VATS and if the bullet cam is directed at the enemy, open the console and click on the enemy. Enter the ID in the console, followed by ".openactorcontainer 1", (without the quotes, as always), then ENTER key.
      This opens the inventory of the enemy, close the inventory window and defeat the enemy, then open the console and select the last command entered, which should be the "Enemy-ID".openactorcontainer 1 command.

      This is how you get your reward, even if the enemy, like these oversized ones, travels to other dimensions by hypersonic. Sometimes I use this process when I take out a far-away legendary enemy and am too lazy to wander the way there...
  10. ZeroFoehammer
    ZeroFoehammer
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    At first, I was a skeptic of this, as not many mods that add entire new worldscapes, can do them justice. For the broken mess of freeways, overpasses and what can only be called someone's attempt at a post-modern house, I actually enjoy Goretown as a whole. While the upper levels can be completely devoid and barren of all life at times, it has some of the higher-end loot to be found. And within the "hole" as I call it, it complete and utter chaos and pandemonium, and it's great. firefights are a near constant within the park, forcing a more defensive play out of me, occasional safe havens with chem stations that, once cleared, let me restock on much needed ammo, and the overall variety of enemies, while not massive, is varied enough, you can't really tell what's going to come your way til you're hip-deep in gore bags and bullet casings.

    I do have one point of concern/a question for you though. Is "The Klaw" meant to fall out of the world and thus become completely unloot-able? or is this just an unfortunate thing that has happened to me about 5 times over the last year or so?