Fallout 4

428 comments

  1. ccmads
    ccmads
    • premium
    • 315 kudos
    Sticky
    UPDATE v2.5

    - [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

    Like my works? Support me on Patreon!
    1. SGTDRE
      SGTDRE
      • supporter
      • 23 kudos
      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.

      Found it here,
    2. Forover
      Forover
      • member
      • 0 kudos
      It's showing it needs an update in Nexus Mod Manager even though I have the latest version.
    3. Arrownight
      Arrownight
      • member
      • 13 kudos
      Sent you a message in the forums, I guess that's a no?
  2. ccmads
    ccmads
    • premium
    • 315 kudos
    Locked
    Sticky
    NOTICE:
    Rename the ba2 archive to match the plugin name if you are using the realistic version.
    (esp name) - Main.ba2
  3. NiftyPower
    NiftyPower
    • member
    • 6 kudos
    Is there a version without disintegration effects from the turrets, or just a way to remove it myself?  It is not a deal breaker; I'm just wondering.
  4. ptmc2112
    ptmc2112
    • supporter
    • 7 kudos
    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.
  5. SmoKKz0r
    SmoKKz0r
    • member
    • 0 kudos
    i have a problem where Turret weapons not showing up..?? 
  6. Krazyman999
    Krazyman999
    • premium
    • 66 kudos
    Idea... Turret Posts.

    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...
  7. fumino
    fumino
    • member
    • 9 kudos
    Magnificent.
  8. GlowManGaming
    GlowManGaming
    • supporter
    • 4 kudos
    Turret weapons not showing up on more than half of them. Also all of them are breaking down and needing repair for no reason at all. 
  9. Fatelephant19
    Fatelephant19
    • member
    • 0 kudos
    lmao love this mod, endorsed
  10. fescoviks2
    fescoviks2
    • member
    • 0 kudos
    hello, friend. would it be possible to have a version where we can choose the towers to install? thx
  11. firsTraveler
    firsTraveler
    • premium
    • 2 kudos
    Thank you.
  12. Omegacron
    Omegacron
    • premium
    • 30 kudos
    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.
    1. RickyTheOx
      RickyTheOx
      • supporter
      • 146 kudos
      They work as the "normal" search lights... but .. as U said... more fancy  =)
    2. Omegacron
      Omegacron
      • premium
      • 30 kudos
      Ah, well - was hoping they detected movement somehow. Thanks for the reply!
    3. RickyTheOx
      RickyTheOx
      • supporter
      • 146 kudos
      But they do work ... U must have some other issue ?
    4. Omegacron
      Omegacron
      • premium
      • 30 kudos
      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?