- Name changed to 'Portable' Turret - Flamer clone bug fixed - More balanced/reduced turret fire power - Extension that Add menu for 'store', 'self-destruct' (after 3 secs), 'scrap' option (Full credits to fireundubh's scripts and help) - Bigger explosion upon death/self-destruct
PLEASE REMEMBER ENABLE BOTH esp FILES and place the scripts correctly to let the menu work!
You can use 'A' (controller) OR 'E' key to open the menu Menu with 3 options
1. Store (recollect the turret) 2. Self-destruct After 3s (RUN AWAY IMMEDIATELY!) 3. Scrap
For realistic version, the menu function require Perk 'Robotics Expert' to work (this is the original idea of fireundubh as its more realistic)
REMEMBER ITS fireundubh's scripts and extension LET THE MENU MAGIC WORK! please remember to give him credits and take a look of his mods!
Examining your files, it looks like the realistic version is standalone. Am I correct in this assumption, or do I need to install the main download first? The file description is not clear on this issue. Thanks.
I credit this mod as being 99% responsible for me surviving the Far Harbor Challenge (i.e. teleport to Far Harbor at Level 1). It also makes Point Lookout, Maxwell's World, Children of Ug-Qualtoth, and other places where you're not allowed to bring followers a lot less stressful. Plus it's much more fun to say, "enemies ahead, let's put down a few turrets and watch the fireworks," instead of saying "enemies ahead, let's hope my followers don't give away my position and/or throw their grenades at me instead of the enemies."
Just remember to check your inventory from time to time, as I've noticed that re-stored turrets can sometimes appear as different items from non-deployed turrets, which can be a problem if you use a hotkey to select them. It's a minor problem.
Fun fact: upon returning to the Commonwealth after finishing all the major FH quests (thus I was level 30), talking to Codsworth for the first time made the dialog go completely differently.
Does anyone know of a mod that makes the turrets look less rusty that only changes the appearance and not this or any of CCMADS other mods? I was thinking that if we have to craft them, why do they look so dirty/rusty? A coat of paint maybe.
For those that are considering this mod. It does still work, even in my heavily modded game.
If using the realistic version make sure you have the robotics perk.
The turrets deploy like you are dropping a mine / tossing a grenade. If you simply drop the turret, you get an incomplete, mis-positioned, static object that you cannot interact with.
Just a bit confused about whether or not the turrets disappear if you leave and then later return to the area. I was thinking about using this mod to set up more turrets around Diamond City to help with attacks from mobs added by the NPCs Travel mod, but that wouldn't work if the turrets disappear after a while. (I know there are mods that increase DC's defences, but this seemed like a simpler solution.)
kevkiev, In my experience, portable turrets will disappear if you leave the area. Which is a damn shame. I first encountered this issue after I placed a few portable turrets in key ambush locations outside the ConcordMuseum of Freedom (to help with a pending raider/deathclaw attack), then I stepped inside the museum to aid Preston and crew.
When it was time to go back outside to fight the raiders and deathclaw, I was surprised and saddened to discover all my carefully placed turrets were now gone! Worse, the turrets didn't return to my inventory nor were they found destroyed, they simply ceased to exist. Hope that helps.
One of the portable workshop mods, such as Mobile Workshop by SKK https://www.nexusmods.com/fallout4/mods/43493, will give you the ability to craft turrets that persist when you leave the area. Details are in that mod's description.
For some reason, I'm not able to interact with turrets I've placed, and that's with the mod at the end of the load order. Thankfully, the lower cost version of the mod makes them essentially disposable.
Update: Looks like Sether0's workaround works. Thanks for that!
hey guy"s,mayby a stupid thing but how do i place those turrets with wich key,because i try it the hole day now and i don't get it how i must place those things,i have craft them already. update:i findt out how its works:)
Use Advanced Portable Turret Set v1.1 I press e and i do not get a menu. Game version 1.5.210.0 ---------------------------------------------- upd: problem solved added perks through console: player.addperk 0004d889 player.addperk 00065e64 player.addperk 001acf96
ccmads and fireundubh, I would be excited to see a portable Tesla turret added to the mix. I currently deploy them for protection at my settlements via Advanced Settlement Turret Set, but it sure would be great to have a portable version to drop at my next major firefight.
65 comments
- Name changed to 'Portable' Turret
- Flamer clone bug fixed
- More balanced/reduced turret fire power
- Extension that Add menu for 'store', 'self-destruct' (after 3 secs), 'scrap' option (Full credits to fireundubh's scripts and help)
- Bigger explosion upon death/self-destruct
PLEASE REMEMBER ENABLE BOTH esp FILES and place the scripts correctly to let the menu work!
You can use 'A' (controller) OR 'E' key to open the menu
Menu with 3 options
1. Store (recollect the turret)
2. Self-destruct After 3s (RUN AWAY IMMEDIATELY!)
3. Scrap
For realistic version, the menu function require Perk 'Robotics Expert' to work (this is the original idea of fireundubh as its more realistic)
REMEMBER ITS fireundubh's scripts and extension LET THE MENU MAGIC WORK! please remember to give him credits and take a look of his mods!
Just remember to check your inventory from time to time, as I've noticed that re-stored turrets can sometimes appear as different items from non-deployed turrets, which can be a problem if you use a hotkey to select them. It's a minor problem.
Fun fact: upon returning to the Commonwealth after finishing all the major FH quests (thus I was level 30), talking to Codsworth for the first time made the dialog go completely differently.
Does anyone know of a mod that makes the turrets look less rusty that only changes the appearance and not this or any of CCMADS other mods? I was thinking that if we have to craft them, why do they look so dirty/rusty? A coat of paint maybe.
If using the realistic version make sure you have the robotics perk.
The turrets deploy like you are dropping a mine / tossing a grenade. If you simply drop the turret, you get an incomplete, mis-positioned, static object that you cannot interact with.
In my experience, portable turrets will disappear if you leave the area. Which is a damn shame.
I first encountered this issue after I placed a few portable turrets in key ambush locations outside the Concord Museum of Freedom (to help with a pending raider/deathclaw attack), then I stepped inside the museum to aid Preston and crew.
When it was time to go back outside to fight the raiders and deathclaw, I was surprised and saddened to discover all my carefully placed turrets were now gone! Worse, the turrets didn't return to my inventory nor were they found destroyed, they simply ceased to exist.
Hope that helps.
Update: Looks like Sether0's workaround works. Thanks for that!
update:i findt out how its works:)
I press e and i do not get a menu.
Game version 1.5.210.0
----------------------------------------------
upd: problem solved
added perks through console:
player.addperk 0004d889
player.addperk 00065e64
player.addperk 001acf96
I would be excited to see a portable Tesla turret added to the mix.
I currently deploy them for protection at my settlements via Advanced Settlement Turret Set, but it sure would be great to have a portable version to drop at my next major firefight.
Thank you both for your hard work.