I can't seem to build Minuteman artillery. The icon shows up and I have enough resources and all the tools in my inventory, but the icon is transparent and does not do anything. I'm not sure if its a mod conflict or what.
I am using 155mm Howitzer M1 https://www.nexusmods.com/fallout4/mods/25527 and More Realistic Building Time https://www.nexusmods.com/fallout4/mods/54911
Update Edit: It was More Realistic Building, it added a work requirement that was at the bottom of the resources required but was not visible
Guaranteed Blowtorch: Hardware Town (bottom shelf near armorer's workbench -- easy to miss) or USAF Satellite Station Olivia (walk-in closet). Or: there is one at Greygarden, but you must steal it or do the quest first. (Also, loads of them at Saugus Ironworks, as one might expect. But that is not a site I would tackle at lower levels.) Guaranteed Saw: Underneath Lonely Chapel/Federal Ration Stockpile (Weapons Bench) -- south of Sunshine Tidings Co-op. But hacksaws show up several places, and seem to satisfy the requirements. Other tools are pretty common.
I can build beds but can't build chairs. Which perks do I need to build generator and water pump etc. It will be rally nice to read it somewhere so you can plan it.
Edit: Found out that I need the Blowtorche for almost everything.
This is correct. More or less all structures that contain any significant amount of metal require the use of a blowtorch to be constructed. However, there is also a large number of items that don't, such as most wooden structures, and a whole lot of decorations and other utility items.
As far as displaying this in the game menus however, it's a little tricky. On one hand, we have the current system, where you're only shown what you can build with your current tools. On the other hand, there is the idea of making everything visible at all times. While the latter may seem appealing, it would introduce new issues related to quest items and similar, where things that are only supposed to be visible during a certain part of the game suddenly would be visible at all times too. They have normally been kept hidden for practical or technical reasons, only shown while the player is supposed to have access to them. Finally, mixing the two systems together would create even more confusion, as well as making the game feel more "modded".
Yes I undestand you completely. I was thinking more about writen down on your mod page. Like on the bottom perks that will effect your building skills: Perk Sience lvl 2 + Blacksmith lvl 2 will open...Because till I found blowtorch I was lvl 7 and I pick up completely wrong perks and stats and I will need at least 4 more lvl to start building water pump, generator still cant build any defence. Personaly I think it will be more easy for ppl to plan thair builds.
Dose Perk Armorer effect anythink? It is perk about ptotaction. Maybe one of the turrets basic one to be effected from it. So if you play melee build you can build one and If you like guns you can build one with Gun Nuts.For more advance once to be combined with Black Smith / Sience etc.
A full list of required materials, tools and perks would be far too long and impractical, but I guess I could make some clarifications to the part of the description where these features are discussed. With that being said, I tried not to make perk or tool requirements arbitrary in any way, and instead aiming for everything to just make sense and be as realistic as possible. For example, most electric or technology-based items require the Science! perk, and if it's related to nuclear energy, it's also likely to require the Nuclear Physicist perk.
The Armorer perk as you're asking, is as far as I remember not used for anything, but the Blacksmith perk is, such as in the construction of some devices used for water production.
All in all, the actual purpose of this mod is to make water, food, electricity and defense more difficult to set up, which is where the whole idea of tools and new resource requirements came from. Everything else affected by the mod (walls, doors, furniture, decorations, etc.) was primarily changed for the sake of keeping things balanced and proportional. However, that also means that these things didn't receive the same amount of attention to detail as the more important structures, and their perk requirements are usually not as complicated.
Totally aggree with you about the realism. I found it strange that I can build generator and water pump just like that.Need to invest few levels in not combat related perks which also make the game more difficult at the beginning. Yes it will be more easy for me if I have access to clean water, your other mod Stimpaks make me dehydrated with a lot of penalties and clean water is rally important to survie almost every fight. But to build water you need to invest in intelligence which make a lot of sense for me. And with 75 carry waight atm I cant carry a lot of water.
Just some short clarifications for the required item on the end of the text where the features are discussed it will be more then enough. Something like: To see them in workshop menu need blowtorch. Once you see them you will see the perks needed. I read the whole text few time to find where is writen about the item I need. I get lost didnt know where to find blowtorch start wondering and picking random skill in hope that they will pop up in the workshop menu.
Are there any patches for creation club content? I tried uninstalling and reinstalling the game to get rid of them, but Bethesda seems to have clamped down on player agency. Can't undownload or uninstall, and I don't have the patience to fiddle around with a text editor.
I hate that I have to live with this, but hey, I didn't think too much about what Bethesda wanted to shove down my throat back when It WAS possible to disable CC content. The only positive is that I got it all when it was free.
Are you saying that there are structures that were added with the Creation Club, which you can't remove from your game, and which presumably have requirements that aren't exactly balanced compared to this mod? No, there are no such patches, nor are any of the files in this mod related to the Creation Club at all.
But can't you just remove Creation Club content by deleting what I would assume should be their ESP-files?
In my experience, the trouble I have is finding saws. Of course saws are tricky little buggers. Flexible, hard edges, ideally quite thin to avoid getting caught up in the material being cut. But if you can add a serrated blade to a knife, you oughta be able to craft a saw.
This looks amazing. I had some ideas for you to maybe consider, feel free to ignore them though.
1. A misc complete toolbox or toolbag item? Maybe crafted from several tools like screwdrivers, hammers, saws, wrenches and cloth or steel? The steel toolbox could use the smaller vanilla toolbox and a tool bag could use the canvas bag, similar to the "Power Tools" item in Far Harbor. It could reduce inventory clutter. It could also be a nice misc item to purchase from appropriate vendors.
2. Books, magazines, holotapes or schematics required to construct some things in addition to necessary perks? I can see Nate and Nora knowing basic carpentry, mechanics, gardening, etc. but constructing a generator, radio or a television? Nate was an infantryman in the army, Nora a lawyer. It would make sense that complex items like turrets, powered water pumps, etc. required some sort of guide. I imagine such guides could be carried by appropriate vendors and maybe sometimes show up as loot in appropriate places like toolboxes. The guides would be useless without the appropriate perks. At the same time, this makes me wonder why Bethesda didn't add some constructible objects as something that could be purchased and delivered like bulk goods as opposed to making everything.
3. Purchasable constructible objects. If one has the caps, I could see generators, radios, turrets, beds, and powered water pumps/purifiers having a market. I imagine they would be expensive, well maybe not beds, but the rest definitely expensive.
4. Helpful Mr. Handies. They are essentially robot toolboxes who know how to not just clean, but build, repair, and maintain things. I have no idea how this would work mechanically, but the basic idea could be if you have one at a settlement you might be able to build some things you normally would need tools, perks or schematics for.
The first suggestion is interesting, and where there certainly are aspects about it that seem good, the technical implementation is not one of those, which is why I don't see this particular idea happening. As some form of consolation however, I have been thinking about potentially renaming the tools to start with brackets, to something along the lines of "[Tool]", "[B Tool]" or "[Build Tool]", in order to make them appear at the top of the menu. The main reason it hasn't been done is because I'm unsure whether there is some form of established standard among other mod authors for how to use brackets and names like that for these types of purposes.
The second suggestion is interesting as well, but it's also in the game already, at least to an extent. I do realize that you're referring to a more general system however, rather than a few decorative objects. As far as the implementation goes, I have a few clues how it could be done, but it would require a bit of testing. For the time being, this idea will have to be answered with a "perhaps later on".
As far as the third and fourth suggestions go, the implementation is again the biggest obstacle. Unlike the others though, where I had some ideas for how it could be done, these are in a completely different category, and I have absolutely no idea how it could be done. On the technical side of things, even though they may seem related, they would presumably be tied to a completely different part of the game, which I haven't edited. On the other hand, if we just ignore the technical aspect and look at it from a gameplay perspective, these things sound like really fun features.
Love this mod. When I now open up a settlement, best I can hope for is to fortify a small defendable space with moved furniture or existing fences so that I am not overwhelmed before I can gather enough tools and resources/defences for legit walls. Well done. Makes me feel like I am just existing in a beaten down world.
im fairly certain this isnt compatible with https://www.nexusmods.com/fallout4/mods/28222 Be exceptional as i always run this mod and i wanted to use yours to make crafting more immersive but the above mentioned mod changes all the perks you require to craft in your mod making it impossible to build beyond the basic items also a thought i had was possible making a unique set of tools instead of converting all vanilla ones, h@h tools would be a good reference and that way we dont end up with 35 wrenches in our pockets by the time we get past concord
After taking a look at its description, that mod does indeed seem to make some rather drastic changes to the game. It being compatible with HSC-SB seems very unlikely – now as well as in the future. So you are indeed correct there. I don't know enough about this to say if or how this could be solved.
In regards to your suggestion however, I should mention that a big part of the idea to introduce tool usage was to give all those tools you can find out there in the game some use, rather than just being junk, scrapped for parts. If a unique set of tools were made, not only would they be extremely difficult to implement properly, but they would also undermine the concept of using the tools already present in the game world.
I have actually considered the idea of adding something along the lines of "[Tool]" before each tool's name, to make them appear at the top of the Miscellaneous page in your Pip-Boy, and thus be easier to find. However, I am uncertain how to do so in a way that looks clean, professional and in line with the design of the game overall. We certainly don't want the game to have the "modded" feel to it.
I would like to make a suggestion. You say that most quest-related stuff is perk free. I think it would be good to note the very important exception to this rule: requiring Local Leader to build beacons -- a core part of the minutemen line. This is helpful to know before making ones build, as it took me four levels to boost CHAR from 3 to 6 and then grab LL.
It's a good point, and definitely something that could be added to the description. However, I should make you aware that the Recruitment Radio Beacon does not count as a quest-related or special item, seeing how it's technically available to be constructed right at the start of the game. In order to be considered quest-related or special, the item must have a build condition bound to the completion of at least one quest stage, or have other specific conditions that must be filled which can only be achieved after playing through certain parts of the game. To bring up a few examples, the parts of the Signal Interceptor, and a bunch of items from the DLCs fit into that category.
"Along with this, the Local Leader perk is now used for the construction of more logical items related to settlement management, for example the Recruitment Radio Beacon."
54 comments
I am using 155mm Howitzer M1 https://www.nexusmods.com/fallout4/mods/25527 and More Realistic Building Time https://www.nexusmods.com/fallout4/mods/54911
Update Edit: It was More Realistic Building, it added a work requirement that was at the bottom of the resources required but was not visible
Guaranteed Blowtorch: Hardware Town (bottom shelf near armorer's workbench -- easy to miss) or USAF Satellite Station Olivia (walk-in closet).
Or: there is one at Greygarden, but you must steal it or do the quest first.
(Also, loads of them at Saugus Ironworks, as one might expect. But that is not a site I would tackle at lower levels.)
Guaranteed Saw: Underneath Lonely Chapel/Federal Ration Stockpile (Weapons Bench) -- south of Sunshine Tidings Co-op. But hacksaws show up several places, and seem to satisfy the requirements.
Other tools are pretty common.
Edit: Found out that I need the Blowtorche for almost everything.
As far as displaying this in the game menus however, it's a little tricky. On one hand, we have the current system, where you're only shown what you can build with your current tools. On the other hand, there is the idea of making everything visible at all times. While the latter may seem appealing, it would introduce new issues related to quest items and similar, where things that are only supposed to be visible during a certain part of the game suddenly would be visible at all times too. They have normally been kept hidden for practical or technical reasons, only shown while the player is supposed to have access to them. Finally, mixing the two systems together would create even more confusion, as well as making the game feel more "modded".
Dose Perk Armorer effect anythink? It is perk about ptotaction. Maybe one of the turrets basic one to be effected from it. So if you play melee build you can build one and If you like guns you can build one with Gun Nuts.For more advance once to be combined with Black Smith / Sience etc.
The Armorer perk as you're asking, is as far as I remember not used for anything, but the Blacksmith perk is, such as in the construction of some devices used for water production.
All in all, the actual purpose of this mod is to make water, food, electricity and defense more difficult to set up, which is where the whole idea of tools and new resource requirements came from. Everything else affected by the mod (walls, doors, furniture, decorations, etc.) was primarily changed for the sake of keeping things balanced and proportional. However, that also means that these things didn't receive the same amount of attention to detail as the more important structures, and their perk requirements are usually not as complicated.
Just some short clarifications for the required item on the end of the text where the features are discussed it will be more then enough. Something like: To see them in workshop menu need blowtorch. Once you see them you will see the perks needed. I read the whole text few time to find where is writen about the item I need. I get lost didnt know where to find blowtorch start wondering and picking random skill in hope that they will pop up in the workshop menu.
Thank you for your hard work.
Wish you all the best.
I hate that I have to live with this, but hey, I didn't think too much about what Bethesda wanted to shove down my throat back when It WAS possible to disable CC content. The only positive is that I got it all when it was free.
But can't you just remove Creation Club content by deleting what I would assume should be their ESP-files?
1. A misc complete toolbox or toolbag item? Maybe crafted from several tools like screwdrivers, hammers, saws, wrenches and cloth or steel? The steel toolbox could use the smaller vanilla toolbox and a tool bag could use the canvas bag, similar to the "Power Tools" item in Far Harbor. It could reduce inventory clutter. It could also be a nice misc item to purchase from appropriate vendors.
2. Books, magazines, holotapes or schematics required to construct some things in addition to necessary perks? I can see Nate and Nora knowing basic carpentry, mechanics, gardening, etc. but constructing a generator, radio or a television? Nate was an infantryman in the army, Nora a lawyer. It would make sense that complex items like turrets, powered water pumps, etc. required some sort of guide. I imagine such guides could be carried by appropriate vendors and maybe sometimes show up as loot in appropriate places like toolboxes. The guides would be useless without the appropriate perks. At the same time, this makes me wonder why Bethesda didn't add some constructible objects as something that could be purchased and delivered like bulk goods as opposed to making everything.
3. Purchasable constructible objects. If one has the caps, I could see generators, radios, turrets, beds, and powered water pumps/purifiers having a market. I imagine they would be expensive, well maybe not beds, but the rest definitely expensive.
4. Helpful Mr. Handies. They are essentially robot toolboxes who know how to not just clean, but build, repair, and maintain things. I have no idea how this would work mechanically, but the basic idea could be if you have one at a settlement you might be able to build some things you normally would need tools, perks or schematics for.
The second suggestion is interesting as well, but it's also in the game already, at least to an extent. I do realize that you're referring to a more general system however, rather than a few decorative objects. As far as the implementation goes, I have a few clues how it could be done, but it would require a bit of testing. For the time being, this idea will have to be answered with a "perhaps later on".
As far as the third and fourth suggestions go, the implementation is again the biggest obstacle. Unlike the others though, where I had some ideas for how it could be done, these are in a completely different category, and I have absolutely no idea how it could be done. On the technical side of things, even though they may seem related, they would presumably be tied to a completely different part of the game, which I haven't edited. On the other hand, if we just ignore the technical aspect and look at it from a gameplay perspective, these things sound like really fun features.
Be exceptional as i always run this mod and i wanted to use yours to make crafting more immersive
but the above mentioned mod changes all the perks you require to craft in your mod making it impossible to build beyond the basic items
also a thought i had was possible making a unique set of tools instead of converting all vanilla ones, h@h tools would be a good reference and that way we dont end up with 35 wrenches in our pockets by the time we get past concord
In regards to your suggestion however, I should mention that a big part of the idea to introduce tool usage was to give all those tools you can find out there in the game some use, rather than just being junk, scrapped for parts. If a unique set of tools were made, not only would they be extremely difficult to implement properly, but they would also undermine the concept of using the tools already present in the game world.
I have actually considered the idea of adding something along the lines of "[Tool]" before each tool's name, to make them appear at the top of the Miscellaneous page in your Pip-Boy, and thus be easier to find. However, I am uncertain how to do so in a way that looks clean, professional and in line with the design of the game overall. We certainly don't want the game to have the "modded" feel to it.
This is helpful to know before making ones build, as it took me four levels to boost CHAR from 3 to 6 and then grab LL.
"Along with this, the Local Leader perk is now used for the construction of more logical items related to settlement management, for example the Recruitment Radio Beacon."