Mod Updated V1.2 I remade it in the creation kit and moved the location, you can now find it under the bridge on the way to Sanctuary. Let me know if there are any issues with the new update
compared to some of the starter packs i have seen i would consider it to be alot more balanced. it would only really be overpowered for the first little bit of the game, mid to late game its not overpowered at all, and if your playing on survival you will go through the ammo and stimpacks pretty quick.
Mod ain't as overpowered as some of the stuff out there. I got a starter pack that gives me 6 unique miniguns with 15000 rounds of 2mm and 5mm with 15 stims and more. Best part is: the pack respawns EVERYDAY.
lol.... you god dang casual. 10 stims, 300 45 mil rnds, combat rifle and combat armor pieces, gg? m8... hmu when you get good enough to play on survival
I do play on survival, i have 100+ stimpacks and thousands of rounds of ammunition legit, 300 rounds and 10 stimpack's really inst much. This pack is not overpowered at all if you play on survival.
might be a NMM issue, but this is the only mod I've seen it happen to... If i reinstall it then uninstall it disappears but the next time i launch NMM there it is, in my plug-ins list at the bottom, unchecked.
For the life of me I cannot make fallout recognize this mod and use it. I had NPs pre The robot DLC but now in my Survival run(with limited mods) I cannot make it work even via the * method. Any light on this would be appreciated as I stopped my level 90 Char to do a survival run and from past experience I am not willing to endure the 200 odd deaths just to find a combat rifle.
Not sure if this applies to you or not, but when i first started a survival playthrough I couldn't get it to work either cuz I had already looted the dresser next to shaun's crib and I had no mods that reset the sanctuary cells. i started over and had this installed before vault 111 and it put identical starter packs in both rooms with a crib (Shaun's room and the house near the Circle street thingy). If u have any mods that cause the cell reset bug then it refills everyday I think.
Thank you for that reply but it doesn't work as I have started the game fresh, started the game from before leaving the vault and there is still SSFA in the game. My plugins list has it asterisked and my load order has it . But when I check with Loot the game still has not accepted it, I have booted it withh F4SE and the game load exe and still it wont recognize it. 12 hors wasted so far. I am so tempted to install the console and just stop wasting my bloody time.
Fixed it. No idea as to what I did right as I must have used about 20 attempts....but who cares? Thank you anyway. BTW I have had experience with pipe weapons in PNG and I really do not like them as IMO they are very dangerous. But the PNG Raskals love them. Nothing quite like having a water pipe barrelled shotgun stuck in your face with a rubber band nail in wood hammer trigger. I often wonder if he ever blew off his own head.
Its good you got it fixed! I decided to do a complete non-cheat survival play through as well and all i allowed myself was a starter kit! for some reason i like it better this way than with a fast travel here and a console there - going days without eating or sleeping in game lol. much more appealing to me now.
never liked pipe weapons in game, wouldn't mess with em for real neither! stay safe!
Great A Basic Lore friendly Starter Kit .it would be better say in the master bedroom ,also do you know it spwans in the house with the safe under the cot in sanctuary .Thats 2 families the keep the guns with the kids you've got to love america LOL .Anyway a good place to start thank you very much
I have tried many things but i can't make this mod functional,perhaps to much mods for Sanctuary... So can i ask you to move all the stuff in the bag near the statue right after Sanctuary bridge please !
hmm i can see what i can do, the problem is i am not that experienced with FO4edit so i am not sure if i will be able to find the bag in FO4edit but i can look into it.
"-Full set of combat armor -Combat rifle -300 45 rounds -10 Stimpacks"
Not my definition..
rebillion76 wrote: compared to some of the starter packs i have seen i would consider it to be a lot more balanced. it would only really be overpowered for the first little bit of the game, mid to late game its not overpowered at all, and if your playing on survival you will go through the ammo and stimpacks pretty quick.
otstarva wrote: Mod ain't as overpowered as some of the stuff out there. I got a starter pack that gives me 6 unique miniguns with 15000 rounds of 2mm and 5mm with 15 stims and more. Best part is: the pack respawns EVERYDAY.
LethalThreat wrote: It's certainly balanced for a soldier-esque character, now if it was a couple thousand rounds and a hundred or so stimpaks - then yeah, I'd agree.
TabeTheLeecher wrote: Would probably be a lot more balanced if you used the army fatigues instead, also 5 stimpaks.
Lobstersaurus wrote: lol.... you god dang casual. 10 stims, 300 45 mil rnds, combat rifle and combat armor pieces, gg? m8... hmu when you get good enough to play on survival
I do play on survival, i have 100+ stimpacks and thousands of rounds of ammunition legit, 300 rounds and 10 stimpack's really inst much. This pack is not overpowered at all if you play on survival.
34 comments
Let me know if there are any issues with the new update
"-Full set of combat armor
-Combat rifle
-300 45 rounds
-10 Stimpacks"
Not my definition..
Also it says you downloaded it lol
*poke*
"You're lead to me"
never liked pipe weapons in game, wouldn't mess with em for real neither! stay safe!
So can i ask you to move all the stuff in the bag near the statue right after Sanctuary bridge please !
Huh? I don't think I've downloaded it.