Fallout 4

177 comments

  1. RascalArt
    RascalArt
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    Version 1.2 is out now, mostly just bug fixes. This is probably the final version unless there's something game breaking that needs fixing. Thanks for the support and happy upgrading!
  2. RascalArt
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    If you're suffering from invisible cybermen please check you have loose files enabled (as I don't tend to archive my mods)
    https://fallout.wiki/wiki/Mod:Creation_Kit/Enable_Loose_Files 
  3. darkpanda23
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    I expect compatibility with Fallout London
  4. AtlasInferno
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    n i c e
  5. FalloutPowerArmorGaming
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    i gotta know where the cybermen are known to spawn.
    1. Drguyks
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      I found them in the CIT building.
    2. FalloutPowerArmorGaming
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      yeah they basically spawn wherever generic gen 1 and 2 synths tend to spawn
  6. LpoolGaz
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    Found my first bunch of Ghoul (Aberrant/Reject) Cybermen in Cambridge Polymen Labs :)
  7. Drguyks
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    How do I use the Recon helmet after applying the mod?
  8. LordSpectra
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    Hi, been enoying both Age of Steel and Children of Skaro, I've gotten a full set of Cybermen armour but I cannot repair it at the power armour frame, is there a way to fix this?
    1. FalloutPowerArmorGaming
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      do you have cyberium steel?
  9. Kisuchan
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    Its an amazing mod. I just wish there was like a lite armor version to use instead of the power armor one.
  10. ThorZor
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    Are there not Cybermen in Fallout Who Regenerated?
    1. guywithstuff
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      From DWR:

      Features:

      • TARDIS - A fast travel machine and player home that contains a range of functionalities.
      • Time Lord Perk - Cheat death with the miracle of regeneration, and breathe underwater using your respiratory bypass system.
      • Sonic Screwdriver - A useful tool for bypassing locks, encrypted terminals, and more.
      • 3 Doctor Who related quests and an introductory quest.
      So, no. Doctor Who Reloaded does not add in any aliens/monsters which is why the author made this and Children of Skaro.
    2. CleverCrumbish
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      @guywithstuff Actually FWR adds two DW monsters (which I think are left off the description to avoid spoilers), but they only appear in their respective quests and neither of them is the Daleks or the Cybermen.
  11. ThorZor
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    Why aren't you fixing the invisible Cybermen bug???
    1. RascalArt
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      Because I've stepped away from modding, hence no bug fixes. As you've asked however do you have loose files enabled?
      https://fallout.wiki/wiki/Mod:Creation_Kit/Enable_Loose_Files 
    2. ThorZor
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      Didn't work. Still floating synth heads. Please fix.
    3. ThorZor
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      Well???
    4. guywithstuff
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      Bro tthe author literally said he doesn't mod anymore, calm down. Why don't YOU fix it? Mod records aren't that difficult to edit.
    5. kungfupandawalt
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      did you pay for the mod if not get off your entitled high horse. the modder isn't modding or working on this mod anymore.
  12. ptmc2112
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    Another thing, is for some reason, the cusom projectile used for the cybermen weapons is of type missile, instead of type beam, which is what a laser would be. Same with the Dalek's (specifically the less powerful Daleks, I haven't checked the version with shields) weapon. I'm not sure why it is a missile.
    1. ptmc2112
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      Found a projectile that would be similar in appearance to the original lasers, and it does use missile as well, it's DLC04SpaceLaser in the DLC DLCNukaWorld.esm.

      One major difference is it doesn't use the "Penetrate Geometry" flag

      Though it does use a sound in the same DLC, so you'd need to do your own copy or edit after copying the info from it.