Fallout 4

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GaStuSage

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GaStuSage

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23 comments

  1. S0ldier0fG0d96
    S0ldier0fG0d96
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    Does this mod affect accuracy for the turrets?
  2. KamichamaKevin
    KamichamaKevin
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    Indeed looking for a bit more durable and more powerful turrets.

    But I dunno what do you mean by "not to have spamming 100 of them"?! ö.Ö

    Even for vanilla stats one of the white heavy MG turret for example already giving 8 protection. 
    And it's equal 1 protection per settler, means you can already have 8 settlers before they "feel unprotected".
    2 of the heavy MG Turrets are already 16 Protection, means it'll cover 16 settlers already- and if you didn't install any mod to increase the amount of max settlers you won't ever have that many at all.

    Also especially the self powered MG turrets are pretty shitty in vanilla state if you don't set them up somewhere for the enemy hard to reach, because they'll get destroyed super fast and depending on which MK doesn't even deal much dmg... (That's why I'm here at all)
    - So actually you most likely would want to use either heavy laser or missile launcher turrets which even giving more protection even on vanilla base, or you indeed have to spam them even if it's pretty "overporotected" to create a save environment for settlers if you want to use them for successful defending.
  3. Ian1013
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    Does this buff the HP or DR of enemy turrets? I find that by mid game the soul survivor can basically one shot most enemy turrets and that really hurts the challenge of facing them. Also will this work with " a manual for turrets " by Zorkas? Yeah maybe I'm a mad man but I use the mod "Man Made Turrets" so making it a good challenge to get legit military grade turrets sounds fun to me. 
    1. GaStuSage
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      Should work with a manual for turrets. I want to use that mod myself! Although, I'm on console for this playthrough and will have to wait. So I haven't tested it, but I don't see why it wouldn't work. If you use them both, and don't mind letting folks know whether it works here, I'd be happy to hear it!

      As far as enemy turrets, no, unfortunately not. The only turrets I changed were the workshop ones. I may be able to make a version that does. All I can say for now is that I'll look into it though.
  4. ChiqueRox
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    This is a great mod, thanks. Was being lazy and looking for something that can quickly buff my turrets against SKK's spawns since I'm going through a relatively hardcore playthrough right now. Makes perfect sense to me that in a game I've already balanced drastically in the favor of NPC enemies, that it would take me some effort to defend against those changes by gaining experience in the Commonwealth and not overextending myself too quickly. And if I'm not making those difficulty changes, then a little extra time getting that experience isn't going to prove fatal anyway.

    If I have any personal adjustments I'd like, I'm sure I can use the relatively little brainpower it takes to open xEdit/zEdit and make them myself. Will endorse when I can. 
    1. GaStuSage
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      Glad you enjoy it! And thank you!
  5. deleted100232623
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    Since when is science needed to work on something purely mechanical. That's like saying I need a chemist to fix my car engine.. Reading a schematic doesn't take a degree in science. It's more wrench turning and less splitting of the atom. I've always thought science in this game was misused. 
    1. GaStuSage
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      noun: science

      1. the systematic study of the structure and behavior of the physical and natural world through observation, experimentation, and the testing of theories against the evidence obtained, "the world of science and technology"

      2. archaic: knowledge of any kind, "his rare science and his practical skill"

      Copy and pasted thanks to Google. All hail technology.
    2. deleted100232623
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      Not much of a rebuttal bro. Let me just say that I was interested in using your mod, until I got to all the requirements. I don't want to wait to use gun turrets, especially when they are pretty much needed from the start of the game.  You're screwing up the balance with your silly perk requirements. Duh !!
    3. GaStuSage
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      The reason I chose the Science perk for this mod is because these turrets obviously use some form of technology to detect movement, and then aim. There is a lot more going on with these turrets than just the gears. 

      Plus, where is this schematic you speak of?

      Plus plus, are not mechanical things, car engines and such, willed into existence through one form of scientific study or another?
    4. GaStuSage
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      If you can read a schematic, than you can read a description:

      "The trade off is that now these turrets require more resources and skill to build. It never made sense to me that the sole survivor could throw together prewar Mk 1 turrets, or even jury-rigged versions, as soon as they strolled out into the Commonwealth. Now, you'll have to gain some scientific knowledge, as well as other appropriate perks pertaining to the type of turret you're trying to build, plus a good grip of resources."

      This mod may not be useful to you then, Adelusion. Sorry if you downloaded it expecting something different.
    5. deleted100232623
      deleted100232623
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      I need my gun turrets right away, because of other mods I'm using. Like SKK mods. Your mod is worthless to me in it's current form. I could just not talk to you and edit out your genius decisions in xEdit, but I thought maybe recommending in a not so obvious way, that you should make a version without all the bs requirements, may be an option.  I didn't seem to penetrate that idea into your cranium though.

      On another note, according to the wiki, the gun turrets are all left overs from corporations and the military. They are not built from nothing. They are put together from existing parts, that the lone wanderer and others find. Imagine, if you will, a box... containing a sensor array. It detects movement. It comes with a set of two screws and a "schematic" showing how to install said part. All that is required is a screw driver. No science needed at all.  What part of that don't you understand?  I'm done here. 
    6. GaStuSage
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      Then why didn't they put them in the game that way?

      I do get your point though about some folk needing turrets earlier because of their mod builds. I do have a saved esp that has most of the defensive changes, but no requirement changes. But, didn't post it because, for one it wasn't finished, and two, as another person posted, it's really easy to make changes to this type of mod using FO4Edit.

      If enough people ask, I might post the other version too. Not today though.

      But, I will say that I myself plan to use a mod called Handmade Turrets on my next playthrough. It adds pipe turrets to the game, and they look awesome! After looking at these in the CK, I decided to loosely scale this mod to kinda sorta fit with these. The idea I was running with is that the base game turrets reflect more technical skill, and therefore should require more knowledge to create, but should also provide more of a defensive bonus.

      I like my turrets too and don't want to see them impossible to build, thus the above mentioned mod. But, I also like the challenge this mod provides in regards to building better defensive turrets. Hope that clarifies why I chose to mod the base game turrets this way.

      I may, after my next playthrough, come back to this mod and make some changes. Stay tuned as they say.
  6. seraphael
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    Thanks! Looking at the numbers, I generally like the balancing. Only thing I question is the balancing between laser and machine gun. If I remember correctly, the heavy laser is equal or a little inferior to the Mk5 MG in vanilla (despite requiring power and higher perks), yet you have buffed the MG dmg but not the heavy laser as far as I can see? 
    1. GaStuSage
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      Yes, I left the heavy laser alone for a couple of reasons. The vanilla MG turrets change their Mk rating depending on where you place them. If you place a vanilla MG turret in Sanctuary, you'll only ever have a Mk 1. To get a Mk 5, or better, you have to set them in a settlement further away. The MG turrets act kinda strange. Mk 1's are basic pea shooters... more like acorn shooters with this mod installed. The Heavy Laser is a house no matter where you build it, and can incinerate basic Deathclaws in a matter of seconds. It's the cream of the crop in consistent damage, in my opinion.
  7. cubbyman1
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    it would be cool if they were even more beefy than what you have done already, it would be cool if they had some kind of shield emitters that would turn on during combat situations, but i guess that would be a bit harder to make happen, i know some modders take advantage of other mods that do this sometimes, where they will barrow ideas from other modders and implement it within their own. 

    so the shield would come from another mod and then placed in yours and the credit of what you used to make it happen is in the description, but ultimately it works like this. 

    like the shield health is more like 20 or 30 then the fall back would be the health of the turret and once that's gone, it's a dead turret that needs to be replaced. 
    1. seraphael
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      The workshop turrets are around 50% stronger with this and better balanced as far as I can see. But it's very easy to adjust those numbers with FO4Edit.

      A more immersive but balanced alternative could be Settlement Repair Bot which lets a bot repair turrets and such. Part of a series including police, medic, and cleaner bots too. Pretty cool stuff :)
    2. cubbyman1
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      oh i thought i read in your description that it was set to 10, but now it's 50% so i guess that is pretty beefy. 
      anyway, thanks for letting me know about the other mod, it's kind of cool to know about that, and i don't use FO4 edit, it's just something maybe a bit too advanced for my modding skills at the moment. 
    3. seraphael
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      I'm not the mod author...just a random voice on the internet haha. Defense rating is about the likelihood of the settlement being attacked and not directly correlated to actual strength in combat.  I promise you FO4Edit is really easy to learn on a basic level so I urge you to give it a shot :)
    4. cubbyman1
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      oh, my bad, i was getting your comments mixed up with another dude who is the modder of the mod. this website looks all the same to me, so i forgot who i was talking with, sorry.
    5. GaStuSage
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      A shield like that is well outside the scope of my abilities. Plus, in all honesty this mod was primarily made for console gaming. Increasing the capabilities of a single turret on console can help lighten the load of scripts running in the game and can therefore grant a bit of stability. Basically, having less turrets in a settlement is a good thing for stability, not so great for defense though. This mod helps remedy that a bit.

      I shared the mod here because I've been a member of the Nexus for much longer than I've been a member on Beth.net, and I wanted to have a spot for others to use it, and comment. Ideas are welcome :)
    6. GaStuSage
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      Very cool mod, seraphael! I should have stated in the description that this mod was made for console, where limited space is a big issue.
  8. cubbyman1
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    so i'm using a mod that makes my whole game really dangerous, and when i say it's dangerous it's really dangerous when i begin, it's actually kind of crazy just how fast the conflict starts, there is gunfire all the time and there are moving enemies all around the map and there is almost nowhere safe to go, you have to run away a lot and figure out how to do things that could help serve you in the beginning as your resources are low and you have no friend NPC's and everything is chaotic depending on where you chose to start in the game.

    so attacks on settlements are crazy as well. problem is, late game is too easy as your armor is way too good you have more than enough of everything and friends to help combat every other NPC, but you can be caught off guard from time to time, it's just not much of a challenge anymore.