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by Carabas Sat Mar 18, 2017 8:11 am

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 Fallout 4 Mods

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Carabas
Pole Dancer Impersonator
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PostSubject: Re: Fallout 4 Mods   Sun Feb 05, 2017 10:04 am

Good ones Kana. I've stayed far away from Survival mode because it looks like way too much hassle for what it is (especially the no saving thing). I mean no fast travel is fine, it's how I like to play but no fast travel and no saving? That's just wasting precious gaming time when you have the misfortune of running into one of those suicide supermutants (I hate those guys).

As for getting your money's worth, my advice would be to treat the game as a sandbox and go for a character that you're invested in (RP wise). I did manage to bring back my FNV character in the game and it made for a much more enjoyable experience so far. I've put together the armour that looks like his modded outfit from FNV so I don't have to worry with the ugly looking F4 gear.

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Kana
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PostSubject: Re: Fallout 4 Mods   Mon Feb 06, 2017 12:46 am

I also downloaded the Survival Options mod that allows you to tweak survival mode to your liking, and configured the game to do an auto-save on travel, so when I enter a dungeon or something, it will save. Between that and the save holotapes, I rarely have to replay too much when I die.

Survival mode does require a certain play style. Stealth is pretty much mandatory, thanks to the aforementioned Supermutant Suiciders. I like the added sense of danger, though, and that the battles tend to be over quickly. I much prefer that to Bethesda's usual bullet-sponge battles of attrition.

I didn't have much luck with role playing. The main story is just too restricting, and the dialogue system too limited. I've decided I might go with the "Sole Survivor is a synth" theory, in which the real pre-war character died in stasis, and your character is a synth created by the Institute as an experiment in creating paternal/maternal instincts in a synth. In this case, the pre-war opening of the game is all a false memory.

This can explain why you spend most of the game completely ignoring the main quest and your poor lost baby. Because the programming failed, and your character goes rogue and does whatever they want, against the programming. It's not great a story, but it's one way out of the main quest without having to ignore all the references to it.

I'm playing Nuka-World now. I like the setting a lot. The exploration is fun, at least. It's a shame the raiders weren't a proper faction integrated into the main quest, though.
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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Mon Feb 06, 2017 12:51 am

Quote :
I'm playing Nuka-World now. I like the setting a lot. The exploration is fun, at least. It's a shame the raiders weren't a proper faction integrated into the main quest, though.

It would have been really bloody nice to see the NW plot affect the main story, I agree.

NW is a blast and well worth it!

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Fri Feb 17, 2017 4:49 am

Here's one for Sue -- CatMeat. Switches Dogmeat for a cat, and you can choose between four colors. I chose the black cat from Nuka World, reminds me of an old friend. It doesn't change the sounds, so it's still a bit strange to hear a cat bark, but it's a nice twist on the old German Shepherd.

T-49 - Armor of the Storyteller

Adds a new power armor. All the needed pieces are scattered around Sanctuary/Vault 111. It makes for a powerful early game armor, up to roughly mid-game. It has a lot of paint schemes depending on your faction of choice. There's also the Desert Recon paint, which switches from batteries to solar power when the sun shines, and the White Death adds a Berry (or is it grapes? I don't use drugs) Mentats-like effect which allows you to see living targets through walls, and it also adds a sweet hood and Predator-like visor.

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Kana
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PostSubject: Re: Fallout 4 Mods   Fri Feb 17, 2017 7:59 am

Yeah, I used the Armor of the Storyteller mod for much of my current character, though now I've got the Quantum X-01 armor from NW. It really helped keep me alive in early survival mode.

Here's another mod that I think is pretty important, now that I've gotten to the point in the game were the BoS shows up in full. Durable Vertibirds keeps those idiot BoS pilots from crashing and exploding seconds after they fly onto the scene.
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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Fri Feb 17, 2017 8:57 am

Yup, those Vertibirds are pretty bloody useless. I can see that mod being useful for a BoS run, but that's not for me -- I shoot those BoS bastards on sight and same goes for the Railroad. Well, after I get ballistic weave that is.

How do you feel about NW, Kana? I had a field day with the "evil" path. It's really a massive shame that Raiders weren't made into a proper faction with a proper story arc affecting the main quest.

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Kana
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PostSubject: Re: Fallout 4 Mods   Sat Feb 18, 2017 2:06 am

The vertibird mod also makes them more formidable if you are enemies with the BoS, though my character is staying neutral, so far. I just get tired of seeing them crash constantly. It's like their pilots are all a bunch of drunks, or something.

I enjoyed NW, and really liked the setting, but it does feel poorly integrated with the rest of the game. I wish Bethesda would stop it with the highly personal main quests. "Oh, they took my baby. I must find him! But first, I'll join this coalition of raider gangs and explore an abandoned theme park. But, don't worry, Sean. I'm coming to get you... eventually... maybe..."

I wish the raiders had been presented as an alternative to the Minutemen at the beginning of the game, as another way to make use of the settlement system, and as another way to build the teleporter to complete the main quest. Perhaps the Gunners could have been a third option, a more mercenary middle road.
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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Sat Feb 18, 2017 2:55 am

Agreed -- the Gunners were a ridiculously under-baked faction and could have been so much more. But trust Bethesda to ram a bad main story with an annoying "default" faction tacked on it. A mercenary faction would have all the potential in the world in this setting, and Raiders just seem a no-brainer as they've always been there since Oblivion with guns, and we got at least part of that with NW, so swings and roundabouts, I suppose.

The Star Core quest in NW was really bloody annoying, though. Not sure which one between the Far Harbor memory quest and the Star Core quest I hate the most. Which gangs did you end up backing, assuming you didn't go for Open Season? I went with Disciples and Operators. The Disciples are a bunch of psychopathic sick fucks, and the Operators are all about money, and that's a combo I like. Don't care about the Pack -- those painted weapons are fugly and so is their armors.

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Kana
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PostSubject: Re: Fallout 4 Mods   Sat Feb 18, 2017 4:28 am

I went with the Operators and the Pack. The Disciples seemed like they would be harder to control in the long run. I figured the Operators would stay loyal as long as the caps kept flowing, while the Pack was all about following the Alpha, and the PC establishes his/her place at the top of the pecking order pretty definitively over the course of the DLC. Of course, I realize none of that makes any difference in the actual game, but that was my character's rationalization. She was betting on the Disciples betraying her at some point, regardless. I did give them the Kiddie Kingdom, though, in what might have been a passive-aggressive insult from my character.

I would have much rather gone with the Gunners over the Minutemen. I'm actually using a mod that makes them neutral, but it sort of breaks some quests. Not in any major way, it's just that some quests that require you to kill them become trivial when they aren't hostile.

I haven't got to Far Harbor yet, but I've seen a lot of complaints about the memory puzzle. I think there is even a mod to skip them, but I'll give them a try at least once.
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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Mon Feb 20, 2017 10:23 pm

Heh, I was expecting the Pack to double-cross me. Sure, they follow the strongest, but I personally feel they're a bunch of loose cannons who don't really do much other than have pit fights and party. To me, they scream rabid animal who needs to be put down. In what was my own version of a passive aggressive insult I gave them Safari Adventure -- bunch of animals who belong in a cage.

Disciples and Operators seem a natural fit to me -- like you said, as long as money flows in, the Operators will remain loyal, and as for the Disciples, as long as they get their share of slaughtering settlers they'd be fine and Nisha/Dixie/Savoy could be kept in line by understanding that a double-cross would mean a fate worse than death at the hands of the PC. Besides, as the SS would say, I find calculated mass murder very soothing. Probably why I enjoy Hatred so much.

Far Harbor is fun. The puzzles aren't very hard, they're just bloody annoying. Think you'll have a good time with it. It's nice finally getting some background into the Children of Atom, plus there's multiple endings. I especially enjoyed the "fuck everyone" ending.

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Thu Feb 23, 2017 8:58 pm

Scrap everything

Does what it says on the tin. You can tear pretty much everything down like the houses in Sanctuary, and have yourself a very nice blank slab of land to build on.

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Kana
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PostSubject: Re: Fallout 4 Mods   Fri Feb 24, 2017 7:46 am

I just found out my favorite thing about Nuka-World. After becoming Overboss of the Raider, Preston Garvey refuses to speak with you! That, alone, makes all that carnage worth it.
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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Fri Feb 24, 2017 9:13 am

You still bother talking to this arsewipe? I leave him and his crew of ungrateful bastards to rot in Concord. I'd rather deal with the Railroad than to hear "Another settlement needs your help, I'll mark it on your map". Well, actually, I remove their essential tag and slaughter them all.

He's got a short memory, though -- if you do Open Season and kill the Raider bosses it's like nothing ever happened. So I heard, at least, I never bothered doing Open Season.

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Sat Mar 04, 2017 7:20 am

Alien Assault Rifle

A highly customizable rifle version of the Alien Blaster. Can be modded into a shotgun, sniper rifle, assault rifle, SMG or even a powerful beam rifle and it even support the Project Cobalt upgrades from Nuka-World. Can be converted to fusion cells also, and it also has several upgrades that can up damage, unlike the alien blaster.

Great weapon, highly versatile.

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Thu Mar 09, 2017 7:44 am

Fusion gun

Highly customizable, a variant on laser weapons, really nice looking weapon and I like the custom firing sound. This thing is THE best bloody sniping weapon I have ever seen -- properly upgraded, it has a range of 503 and you can pull some ridiculously long-distance sniping.

Here's a video trailer which shows it in action. That rifle is the duck's guts.


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Carabas
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PostSubject: Re: Fallout 4 Mods   Wed Mar 15, 2017 7:44 pm

Start Me Up - Alternate Start and Dialogue Overhaul gets rid of the stupid obligation to play a parent. I haven't tried it but this is definitely worth checking out if you're starting over!

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Fri Mar 17, 2017 6:06 am

Nice find, Carabas. I don't bother with the main quest so it doesn't really matter to me, but it's nice to know I have the option of NOT being forced into a role.

Synthetic love

Adds a synth version of Nora as a companion, complete with affinity dialogue and a romance perk. Dialogue feels a bit disjointed, though. Cait is great, but I'd rather have a lass I can completely customize.

Tesla X-01

Converts one of the guaranteed X-01 spawns into a Tesla armor.

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Carabas
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PostSubject: Re: Fallout 4 Mods   Fri Mar 17, 2017 6:31 am

It was highlighted on the Nexus. It seems that it edits the lines in order to get rid of all the parent stuff without actually removing quests. I don't see myself starting over but it's a good thing such a mod actually exists.

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BlackZarak
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PostSubject: Re: Fallout 4 Mods   Fri Mar 17, 2017 11:52 pm

I tried it, and it's nice that you get to pick an origin outside the vault. You then get a quest aboot the vault, explore it, find a dead version of yourself and a holotape and the rest of the quest progresses sort of normally though why some random raider would give a shit aboot some vault dweller's spawn, or why Father would give a toss aboot said random raider kind of adds plot holes. But it is what it is, and it's pretty good for what it does.

Though inexplicably there is a random, immortal and unkillable Venison outside Vault 111. Unlike other radstags it doesn't run and just chills near the entrance.

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Carabas
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PostSubject: Re: Fallout 4 Mods   Sat Mar 18, 2017 8:11 am

Bethesda games have the weirdest glitches when it comes to mods. Laughing

Good to know it works as it says on the tin. I hate main quests in those games!

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