- [DLC] Add Harpoon Turret - Further balancing and add resources/perk requirement for Normal version - Updated with Creation Kit
Also a new intro video lol
All version (Complete & Non DLC) of this mod has been uploaded to Bethesda.net, including Xbox One & PS4 platform. Remember to show your support in Bethesda.net too!
There was one that was beth.net for XB1 not sure you know it, but it had the name Advanced Settlement turrets but there were a variety of bubble turrets, not sure it is made for PC, would know of it CCMDS. Or could you have it in your other mod? I used with your mod a lot at the time.
Something i learned recently is that the console commands additem, removeitem, drop, getitemcount, placeatme, equipitem, and unequipitem all can use the EditorID as well as the FormID of a name.
The problem becomes that the custom Cryo Cell ammo added by this mod uses the same exact EditorID as the vanilla Cryo Cell ammo: AmmoCryoCell. So if someone were to use the console command player.additem AmmoCryoCell 100 to give themselves 100 cryo cells for use in the cryolator or something, they would find the game gives em the rather useless cryo ammo added by this mod instead of the proper ones in vanilla.
Posts with Turrets on them, for the centre of settlements, or just along paths. The ones I made, glow in the dark, with cool lights along the bottom of them. Using Vanilla Assets only.
It is a Post with a Turret on top, I used a Bubble Turret.
You could have different heights, and either all in one, or snappable posts, for use will all your Turrets.
Does anyone know what the scanner does? Is it just a fancy spotlight, or will it detect stealthed enemies? Because of a mod, the super mutant attacks always includes a Nightkin, which has the chameleon effect and walks right by my turrets. I always have to hunt those guys down myself.
Yes, the scanners scan and I get the cool blue laser effect. I was hoping they would detect stealthed enemies, which the normal spotlight doesn't do. Or are you saying it SHOULD detect enemies using a stealthboy or other similar effect?
428 comments
- [DLC] Add Harpoon Turret
- Further balancing and add resources/perk requirement for Normal version
- Updated with Creation Kit
Also a new intro video lol
All version (Complete & Non DLC) of this mod has been uploaded to Bethesda.net, including Xbox One & PS4 platform. Remember to show your support in Bethesda.net too!
PC - Complete - Bethesda.net
PC - Non DLC - Bethesda.net
XBOX One - Complete - Bethesda.net
XBOX One - Non DLC - Bethesda.net
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Found it here,
Rename the ba2 archive to match the plugin name if you are using the realistic version.
(esp name) - Main.ba2
The problem becomes that the custom Cryo Cell ammo added by this mod uses the same exact EditorID as the vanilla Cryo Cell ammo: AmmoCryoCell. So if someone were to use the console command
player.additem AmmoCryoCell 100
to give themselves 100 cryo cells for use in the cryolator or something, they would find the game gives em the rather useless cryo ammo added by this mod instead of the proper ones in vanilla.Posts with Turrets on them, for the centre of settlements, or just along paths. The ones I made, glow in the dark, with cool lights along the bottom of them. Using Vanilla Assets only.
It is a Post with a Turret on top, I used a Bubble Turret.
You could have different heights, and either all in one, or snappable posts, for use will all your Turrets.
Assets used...
Pillar..... HotelPillarATallLight_On
Turret... LvlTurretBubbleRaider
You'd be using your own Turrets, of course. My Turret is for a Raider Camp, Lynn Woods.
I used them for my Assimilation mod Add-On, Assimilation Beds and Stuff. ( currently, unpublished )
Pictures Download Link...