Mods that raise settlement height limitations make the rooftops around Hangman’s Alley buildable.
Finally got the mod to re-enable achievements to work. Now to find a way to make rooftop access easier and put a manufacturing facility up there…
I’ve started a fifth character but have yet to do much with him. Word is that meeting Preston after helping the Nuka-World raiders invade the Commonwealth makes him neutral and initiates Open Season so I’ll be playing this new guy as a sociopath, caused by witnessing the murder and kidnapping, but redeems himself by helping the Minutemen. His name? Rocky Rockatansky.
Starting plathrough #2. Heavily modded again, I think I have 30 installed. Want to try more settlement building this time.
I really have no intention of finishing the game again; I’m going to play until I’m leveled up enough to handle the DLC then hit those, since I didn’t last time through.
If you haven’t already, look into a mod called Sim Settlements. It’s supposed to enable settlers to do their own building, with three levels of complexity depending on how happy they are and you charging rent for the plots they build on. I’ve not been able to get it to work.
Eyeballing that one, along with one called I think “Better Settlers” that if I recall also makes them a little more autonomous. Biding my time until I level up enough for the Local Leader perk, which I didn’t have the Charisma for last time.
Other things I’m doing different this time around…not worrying about lockpick. I’m always a lock picking fool, but I did realise don’t get THAT much cooler stuff.
Less sneaking. Also, usually a sneaking fool.
No VATS. A suggestion I read to make it more immersive. However…I couldn’t resist trying a bullet time mod, and that’s fun as shit. Keeping it.
Going for armor mods out of the gate…didn’t use them until an afterthought last time around.
I’m really trying to want to use power armor. I promised I would, then I just picked up the hulk near the veetibird by Red Rocket, and after tooling around in it for twenty minutes it’s like sigh. Stupid power armor.
Used an alternate start mod too, which was great fun and I’d recommend it to anybody. The main story was stupid…oh, your kid is missing, but you’re still gonna find time to look for that lost locket and see if you can get corn to grow? No. Alt start makes things more reasonable.
ETA other favorite at the moment…color satellite view Pipboy map.
I found a mod on Bethesda’s sever for making settlers stronger. Two drawbacks with Superb Settlers: some of them show up with buggy power armor, making them impossible to be interacted with, and disabling the mod results in any equipment granted by the mod getting stuck in their inventories.
Better Settlers w/Leveled Settlers seems to do the same thing as Superb Settlers. Will try that instead, hoping it won’t have the power armor bug.
I see Sim Settlements is now on Bethnet. That should work better than the one from Nexus.
Works After latest patch 1.9+
I thought I’d share this so someone can find it through a search engine. It seems there are a million videos on how to do these glitches, but no text based instruction and the videos tend to talk about glitches that do not work anymore.
THIS DOES!
So I thought I’d post this for anyone who wants to start a new build with a rush. I somehow had cloud sync not working/turned off and my external drive crapped out. I found a decent fix, and it takes about an hour and a half. Requires Automatron. XBOX ONE (should work on others)
After setting up the new save and designing your face and whatnot, play the game for a while until you meet *(SPOILER ALERT):
ADA and have to build a robot workbench. By this time, make sure you have 10 of Aluminum, Circuitry, Ceramic, Rubber, Screws, and have Dogmeat (preferably) or another companion.
Once you build it, open the Robot Workbench and change ADA’s head to Protectron.
Get your companion to stand right next to the workbench computer. Next, you will want to empty your Regular (red) workbench and your inventory into a container thats safe (build one). SAVE. Go the workbench area and select the dialogue option with your companion. Now the tricky part. Select the Trade option with the companion, and before it pops up, access the robot workbench computer and pick ADA (if the trade menu pops fast, try again until there is a delay). If done correctly you will see the overlay of the workbench over the trade menu. Pick “Head” for ADA and select Assaultron. If you hear a mechanical/constructing noise, it works, Just keep selecting Assaultron head Ad Infinitum (as long as you can) or about 30-45 minutes. You won’t see it happen but each click stacks XP. You can test it by backing out, but you will have to load a save and start over, this only works in one session. It took me approximately 25 minutes of ferocious button tapping and I went from Level 5 to 75. Hope this helps someone out there, and it’s great to get back from where you lost progress, since its not too game breaking considering you can only do it once. So make it count.
BUMP
What’s the Straight Dope on the Season Pass at 40% off. Everyone seems to agree that at full price it isn’t worth it. Factor in that I’m a long time fan of Bethesda TES games and Fallout games in general. Should I wait for a 75% off, or is it worth it at 40%? Right now, the only potential issue I have is that some mods I might like to try require the DLC, though that is minor quibble to me.
IMHO, most of that comes from Bethesda jacking up the price at some point. Might have been right after the first DLC was released. 40% off puts it at about where it was originally so, yeah, that’s a pretty good deal.
The Contraptions DLC alone is most of the cost, if you like Settlement-building.
And apparently I do. I have run out of interesting things to kill, so I’m reduced to something akin to my 6-year-old’s doll house. With the settlement-enhancing DLCs, numerous Nexus mods for MOAR SETTLEMENT STUFF, and good “scap anything” and “build anywhere” mods, I have built my lovely Curie and me a wonderful pre-war-style house, except much larger and lavish, with a big swimming pool and a rec room and bar and formal dining area and gourmet kitchen and stuff.
Sheesh. I go out and kill stuff once in a while just to prove to myself I’m not just playing dollhouse. :dubious:
Wasteland Workshop is good, too. Nothing like having 5 miurelurks scuttle around Warwick Homestead for defense and the Docile achievement. It’s also the only way to get the decontamination arch unless there’s a mod for that.
Dion DiMucci is suing ZeniMax as he feels that his song “the Wanderer” shouldn’t be associated with “repugnant” violence. His suit says it’s “to safeguard himself against the potential loss of goodwill from being associated with the immoral images in Defendant’s scripts.”
Which is really weird, because I didn’t remember the trailer being overly violent and, at least the version I can find just… isn’t. It shows a nuclear blast going off in the sky, which is part of the background of the game - how can you could complain at showing a nuke in the commercial for a post-nuclear-war game is beyond me. Other than that, the protagonist shoots at a radroache and some obviously hostile super-mutants - neither of which seems to hit ‘repugnant’ levels of violence. There are no humans being killed, what does shot is either an obvious pest (giant roach) or a hostile creature (super-mutant) and there’s no blood or gore. I thought it was going to have exploding bodies and killing cowering settlers, but it’s really tame.
The suit seems like a money grab to me, if the trailer I saw is too violent for you to want to be associated with, I don’t think you should be licensing your song for any kind of shooter, RPG, survival game, or strategy game. There’s a LOT more violence than that in the genre, and at least some of it has to make it to a trailer to interest the target audience.
https://www.youtube.com/watch?v=9TL1o_NYDGU is the trailer I think they’re talking about.
The supermutant isn’t even killed. Isn’t even visibly hit by the shots the Wanderer takes at him.
But no, no, I think I see DiMucci’s point. Supermutants are unfairly demonized by the entire Fallout franchise. They are innocent victims of a horrible disease. They are treated as monsters and shot on sight, when really they should be considered more akin to mentally handicapped children. We even know that it’s possible to cure FEV, but instead of doing so the Wanderer massacres innumerable supermutants for no better reason than to loot some crap .38 ammo from the corpses.
Truly repugnant.
Wait till a supermutant tries to kill you. It ain’t fun. We know there were only two truly innocent supermutants anyway.
Although one supermutated himself.
FEVophobe!