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25 comments

  1. DominationPRO
    DominationPRO
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    Yo what armor set or clothes are you using inthe ss? Looks really good
  2. Abbadon70
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    So I added in https://www.nexusmods.com/fallout4/mods/43686 to give a big variety in the the uniforms...it really works out well.

    The mod needs an update though as you had mentioned...bases and patrols and some tweaking to push it further.

    -Gunner Vertibirds
    -Legendary boss type commanders
    -Different sized patrols
    -New bases/locations
    -Perhaps, some kind of quest or Gunner specific reward items
    -Another idea is an option to join the Gunners
    -Definitely cut down on the amounts of robots.

    Just some thoughts/ideas.
    1. echo5533
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      Look At Me - Gunner Edition at Fallout 4 Nexus - Mods and community (nexusmods.com)
      This outfit replacer is better in my opinion. It makes the gunners look like a legit Mercenary group. 
  3. Thorwulf65
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    On a vertibird flight from Jamaica Plain to Sunshine Tidings game crashes multiple times near ST-settlement. Uninstalling this mod - no crash.
    Sorry for my English.
  4. maxtonlee
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    untouched in all my playthroughs every single base they had have been blow up many of times only problem i have with the gunners is that they keep respawning with in turn lets me keep harvesting high guns to sell in the markets in the real world gunners would have moved out of CW after Most base are wiped and thier hq has been wiped ten times over. in less then 1 year over 2000 men 200 robots 100 Vbirds killed and destroyed by me.
    1. FalloutFan298
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      that's the irony of this! the gunners were strong enough to wipe out the minutemen and all the settlers from quincy, how come they won't attack you (MM) any more? even if you argue that they wanted quincy just for it's strategic location and not for loot, i would argue that some of the settlement are ten times better than quincy, and that's before we build it up to be a fortress! so how come the gunner don't take revenge?
      btw,as for your question, apparently gunner's main base of operation is outside boston so no matter how many times you clear the gunner's plaza they can just sent another squad to occupy the building,my question is,why don't they sent an army to deal with the minutemen once and for all?!
    2. maxtonlee
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      answer is cost vs award remember gunners are mercs starting off it not worth the time or men power to hunt down the few minutemen ie 6 soldiers that left after quincy and the attack showed they are strong enough to take a towns so people ie "towns" are less likely to mess with them ie" not pay them for serves"  like i said gunners are mercs they are only loyal to money not to the gunners every time we hit them they are losing money and people they don't have unlimited gear or men plus its bad PR if your Base keeps getting wipe out over and over again would you join group that most of its bases and getting wipe out every week. at the ending it not worth their time or lives to kick the hornets nest. smaller the group more caps each men makes so that way they only try to hit settlements with small groups.  plus its mc that wipe them out not the minutemen and they always on the move . at attack on quincy the minutemen were at thier weakest one unit came to defend quincy.
    3. FalloutFan298
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      Yes,Caps. apparently our settlements worth a few caps cause the nuka raiders came all the way to commonwealth just to raid them! so why shouldn't the local gunners wanna occupy or raid them? remember that the random settlement raids sometimes include gunners, so it's not like they don't care at all!
      plus, gunners already occupy 5 or more bases in the vanilla game, and the game often hints that their HQ isn't even in commonwealth,btw gunners were present in Fallout3 as well, so they even have bases in Washington! one would argue that have enough manpower to challenge the BOS ,never mind the local Militia with a shirt and a stupid musket called the minutemen! i think Bethesda simply ignored and underestimated the gunners! 

      and i believe what i said in the description makes sense, Cause Depending on which faction u side with, at least two other factions get obliterated! not just their leaders but their HQs as well! but the gunner have lost only a few scouts and mercs! so if you were their general,wouldn't you capitalize on the situation and expand your territory?

      anyways, my plan for the next installment is to create several small and large bases for the gunners, now as you get closer to their bases they get more aggressive, but the ones near your settlement won't be as aggressive as before... and their raid rate will definitely increase as well so you might enjoy that version better...
    4. maxtonlee
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      no they weren't in fallout 3 that was the Talon Company that was a other outfit.Gunners do not take prisoners and will kill everyone who gets in their way so they wouldn't leave any one alive to generate more caps just look at Quincy so they would get a one time score. my point is just like the raiders the gunner respawn do to Bethesda need targets for the mc to shot at in the real world they would have a limited number of men and gears to arm them. if they were left alone they would have able to take some locations but because of the mc attacks on them would have forced them leave some their posts do it not worth loss the man power and money to hold them and at some point their write off the Commonwealth because they would be blooding too much money and men to make the commonwealth operation worth it. anyway i hope you the best with your mod it will less give me more targets to hunt and more stuff to sell
    5. SinSinNatiJerms
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      The lore of the Gunners might be they are soldiers of fortune loyal to the highest bidder, but the vanilla game operates the faction as if it is an army seeking to take over the Commonwealth. An older mod attempted to create the mercenary persona where the Gunners are neutral toward most factions: https://www.nexusmods.com/fallout4/mods/15054
      I have never tried it, yet. But the idea of the Gunners being a faction seeking to dominate the Commonwealth is believable and would be a hell of a good time playing it.
    6. illuminaughty78
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      Tracking this. A lot of interesting gunner mods out there that start to address the incomplete faction that Bethesda didn't have the time to follow through with. Another instance of big plans and rushed development, I think.
  5. Ojref
    Ojref
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    It's kinda cool till you realize the scripting engine is taking an absolute beating, other things within the game will start breaking, especially if you have other mods that use the scripting engine to get things done. I suggest possibly implementing a holotape menu that can set variables for spawn rates, difficulty, etc. I haven't even looked to see if this mod hacks the game base scripts, which really should be avoided as it can have unforeseen implications down the road.
    For certain, If you have a CPU that has poor single-threaded performance then you'll likely see it tank and crater rather quickly.

    I like the concept but seems like a bit more development needs to be done. 
     
    1. Abbadon70
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      Well, the author does say in the description

      "for this mod to reach it's true potential, it requires a lot of work and i know it !"

      You are right though, it does need some work.

      Fun mod with lots of potential in my opinion.
  6. Abbadon70
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    Excellent idea.

    For my playthrough, i have MM and BOS patrols and plenty of raiders all over the place so some fun battles are
    happening. Heading out with my merc squad can really end up in quite the
    fire fight.

    Love it.

    If i was add my 2 cents though...maybe more gunner  infantry and a few less robots. Thats just my thought.
    Also, some custom Gunners instead of or alongside the plain old gunners
    (maybe the merc pack gunner armor or something of that nature as an
    option) for some variety.
    1. FalloutFan298
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      oh that's nice, that's how i play fallout4 as well! 
      Nothing feels better than killing a bunch of enemies,after a long day of building settlements!

      I'll make sure to consider your suggestions and address all of your concerns
      as i said in the descriptions, this is just the beginning of this mod! i'm waiting for my next day off so that i can enhance and expand this mod...
    2. Abbadon70
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      I also import large fortress style blueprints for most settlements so if the Gunners come in close...thats fun too. No problem there.

      For me, this makes all that work...fun.
    3. deakblack1
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      Hi, may I ask that do you use any mod to get more BOS patrols or just vanilla patrols? I think vanilla BOS patrols are so few so I'm looking for a mod that increases them
    4. FalloutFan298
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      https://www.nexusmods.com/fallout4/mods/52934
      adds BOS patrols and and modified weapons(to buy from tegan)

      https://www.nexusmods.com/fallout4/mods/53056
      adds minutemen patrols
    5. Abbadon70
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      I use this for Minute Men
      https://www.nexusmods.com/fallout4/mods/36780

      and for BOS
      https://www.nexusmods.com/fallout4/mods/41998
  7. NicotineCaffeine
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    Or, you can do as i did, disable their respawn, and then kill each one of them. Gunners no more. Easy.
  8. kenal2
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    Mod Proposal (Morally gray villains, RPG story)

    I have a quest mod suggestion about exploring gunners story. I was thinking of a special spies division of gunners which gathers information on the main factions which they can either use A) that info to sell it to other factions or businessmen, B) They steal from the rich factions then sell it to vendors, C) They use that info in their conquest of expansion of the commonwealth (I wonder who really rules the commonwealth: a bunch of knucklehead soldiers or a bunch of rich capitalist businesspeople that want dream of a new capitalist civilization?). This quest mod makes the main gunners base non-hostile because the spies report and some operate there.

    They are basically corrupt Railroad agents who have special skills in being spies to get rich in the wasteland so they joined gunners although some of them still help Railroad and its funding. This explores the politics in the commonwealth and how rich businessmen exploit the war between the factions, the conflict of ghouls and racist humans in Goodneighbor and Diamond City to their advantage A) to get free equipments which they can sell to smaller businesses B) to destroy "lucky" competitions in the market C) to help form raider gangs which they use to fend off Super Mutants from the cities which they conduct business.

    Please let me know if you like it.







    Could be for Part 2. Part 1 flesh out the premise and story of the spy gunners. Part 2 kind of concludes what will happen to the bigger picture. 


    The capitalists have 2 or 3 main families that are united to be overlords of the commonwealth with vast army of gunners and capital from traders. One of the families feed chems to settlers to become raiders so they can use them to fend off supermutants from huge settlements where they make money for at lowest capital as possible. Another family is one of ex-supporter of Minutemen who didn't like where the last government created and their decisions so they tried to end CPG and then eventually the Minutemen. The last family is lead by a ghoul who was a criminal mastermind in the past and had experience of running criminal organization for OVER 200 years. They are the most feared family because they are elusive like the institute and the ghoul grant people's desire to be payed by another time. So nobody is safe from this family since those who break to pay the favor they ask are punished more severely than death and they have fearful reputation especially the ghoul so those who asked favor can't resist paying back.

    The Sole Survivor can choose to side with, kill, spare, or surgically remove key figures which have cons and pros morally, and for the main characters, and the story. 

    The choice can be open ended with quest for villain's Plan B in next parts. 

    I was aiming for story of hopelessness, relationship development, betrayal, and open ended ending

    This is for Part 3 of my mod proposal. You are tasked to sweep the floors of Trinity tower after you clear it with Super Mutants(you are required to rescue Strong in one of the quests in earlier quests of earlier parts) since you failed to kill this ghoul boss after a certain choice you can make which are to kill the 3 families or surgical assassination. 

    The boss is now on top of the Trinity tower protected by a battalion of hired guns and black ops gunners. After you climb the tower, you talk with the boss and depending on the dialogue choices, you can either A) convince the boss that you deliver justice and he should die honorable B) convince the boss to be your companion (by killing a main character you liked in earlier quests), C) You can fight naturally then he boss will frame you and make you enemies with Diamond city, Goodneighbor, and Minutemen(You can't kill them in their local areas or you will permanently be hostile so instead you can gain back your good reputation through the help of the main character and companion to redeem yourself. 

    You are sent to escort VIPs, talk with key figures, reveal Mayor McDonough as a synth, reveal the families' double agents in Minutemen, Goodneighbor, Diamond city, BOS, and Railroad to cut the tentacles of the 3 families once and for all. 

    (If you end it with bad term with the boss)
    (If you are in good terms, he will not ask you to kill this synth clone)

    After you do it, you are kidnapped. You see the ghoul boss which you thought you killed, speaking to you personally.

    He revealed his Plan B and is now on a synth body. Depending on your choices, your friends from the gunner spies division and acting family leaders you sided with (if you choose surgical assassination from the last quest mod) will break you out of the lair and kill the ghoul boss once and for all.

    (notes: if you choose to make the ghoul boss companion by killing of your spy gunner companion who is a main character from previous mods, the other gunner spies and the the acting family leaders will turn their back on you in assaulting the synth boss' lair. Then they will try to ambush you when you go to Sanctuary or Vault 111, the LAST BIG FIGHT of the mod as you fend of the waves of Deathclaws(which they gathered to assault you), lots of ghouls (huge walking dead scenario), and some of the most bad ass hired gunner they are friends with then finally themselves.
  9. MoreLikeVicky
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    How does this affect Performance?

    Does it break PreCombines? As far as I know, even loading in a cell and selecting an object can break them.

    Does it cause crashes? If yes, how often?
  10. R4bisco
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    It's fun but there are too many spawns of them close to settlements. This lends to battles after battles. Maybe you should remove the spawn near settlements.
    1. FalloutFan298
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      my friend that's the whole idea! the gunners have declared war on the minutemen!  i suggest you download a mod such as "Pre-Walled Settlements" to increase the physical safety and security of your settlements against gunner attacks
      and for the next update, i'll try and reduce the number of gunners around settlements...
    2. FalloutFan298
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      .