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Found 6 results

  1. Ok, so now we have the framework (yay!) Now, we need everyone to gather together so that we can convince our Dark Lord and Master to upload the blueprints to his completed settlements. http://www.nexusmods.com/fallout4/mods/22442
  2. Many may probably have already noticed this, but it seems like Bethesda bolloxed up the engine a fair bit with the 1.6 update. With a modded game, it may start to happen that (some) settlers recruited via radio beacon unload as soon as you turn your back on them, which results in them teleporting about and changing outfits/inventory at random, as well as being unassignable and it's not possible to enter dialogue with them. Even named NPCs can be affected, while they won't change their inventories they'll start teleporting about at random as soon as they're out of sight. This issue can also be accompanied with massive stutters when entering the settlement areas. Sclerocephalus and Arthmoor have done a lot of investigating and testing with this issue, and have found that even just recompiling the original WorkshopParentScript with no other changes can be enough to start triggering this bug. More details on this issue can be found on the official Bethesda forums: https://community.bethesda.net/thread/53871?tstart=0 as well as the Unofficial Fallout 4 Patch Nexus page. Just thought I'd post this here so people know what they're dealing with if and when they encounter this issue.
  3. UPDATE 1.1.0 is live for "-Turrets". The Turret recipes now require the weapon they shoot as well! ________________________________________________________ Hey Minions! I just put my first mod up on the Nexus, "Realistic Construction Recipes - Turrets". If you're like me and wish more crafting recipes actually required specific junk items, and or thought the turret recipes were way too lenient, you should check it out! Feedback is appreciated! http://www.nexusmods.com/fallout4/mods/16120/?
  4. So this thread is for everyone who builds Settlements. Post pictures or show off Videos. I'll start us off with a few.
  5. This is an overhaul of the economy and gameplay of Fallout 4, similar in scope to the Fallout 3 Wanderer’s Edition and the Fallout New Vegas Project: Nevada. Unlike those two overhauls, however, this one focuses on one of Fallout 4’s most underused assets- the settlement system. Bethesda’s addition of settlement building into Fallout 4 could have been a radical change for the series, instead, it was simply a way of making your own house. This overhaul intends to change that, by adding incentives to build settlements, and implementing systems into the game world that support these incentives. Industry, trade, more cities, ammunition types, and improved enemies all work together to create a deeper and more engaging game world that allows the player to have an impact on the wasteland through more than just his or her actions in the main storyline. War may never change, but it is my hope that Fallout can, through the efforts of the large bethesda modding community. Now, I’m sure that many people, upon seeing a project of this magnitude, would simply decide that they don’t want to have to deal with all this. They would much prefer to simply play the game, and explore the world that bethesda has created for us. To them, I would like to say this- I have designed this mod so that if a player decides they don’t want to make settlements, they don’t have to. The mod is designed to work with any play through, any faction, and any player who wishes for a slightly more realistic experience. What this mod intends to do is implement the underlying systems that are implied to exist within the world of Fallout- economics, long distance trade, manufacturing of supplies and resources, organized scavenging- but have not been implemented by the developers. These systems are what make the world work, and this mod not only adds them to the world, but allows to the player to interact with them and shape them, should he or she wish to do so. In true Fallout style, the choice is yours. However, I am not a modder. I have limited experience with computers, and I don’t know how much, if any of this is feasible within the bounds of the engine and the tools we have available. This will become more clear with the release of the GECK, but even then, I will not be able to do this myself. This post is more of a proof of concept, a pet project, if you will. My best case scenario would be a modder teaching me how to do what I need to do in order to make this mod myself, but as of right now, this is simply conceptual. I would like to see how much support there is in the community for a project of this nature. Now that all that is finished, feel free to look around. Please comment on what you see! I greatly appreciate feedback, though I cannot guarantee that I will implement your idea. As you can see, this mod is separated into sections, each with subheadings detailing certain aspects of that particular section. The three main headings (Settlements, Trade, and Gameplay) all have four subheadings with details. The fourth is focused on Resources and has six subheadings. The final headings are my ideas that I am pretty sure cannot be implemented, even with the GECK, (such as integration with factions or a slavery system), or would not be received well by the community (such as schematics for settlement structures), but would like to detail here regardless. Currently, the sections available in this post are Settlements. -braddensbane Settlements Overview The settlement system in Fallout 4 is, in my opinion, one of the most innovative things that bethesda has done. Never before in an open world RPG has the player been able to have such a visible impact on their environment, and I have spent hours building shantytowns to my heart’s content. However, this system lacks something that every gameplay mechanic needs- an incentive to invest in it. Players who decide to not use the settlement system lose out on nothing in the game, besides the pleasure of trying to make walls around sanctuary using junk fences. This mod intends to change that by adding numerous incentives to build and invest in your settlements, all of which are fully integrated with gameplay and the other aspects of this mod. In short, settlements are now your source of resources and caps, as well as providing powerful bonuses to those who invest in them. Basics Defense Farming Industry Power Resources That's it for the settlement section. Next week, I'll post the section on trade, followed by gameplay the week after.
  6. I can see from the episodes #1 up to #46 that you have some of the same frustrations I have experienced. In Episode 46, defend a settlement. Yes. I have built up defenses in excess of 100 rating, and yet if I am not there and return to the settlement later, all the turrets are broken. It appears that the settlers cannot be killed, the number are still there. If I had not repaired the turrets, they might have left. It is also frustrating that settlement A is in need of my help. I help them. I report back to Preston afterwards. He then gives me another assignment, settlement B is in trouble. I fix this one, report back to Preston and then he tells me that settlement A is under attack from the same spot. I have not attempted to ignore all the attacks and see if the settlers leave the area and go away or go to another settlement. I am not sure I dare to. Very useful videos. I have gotten a lot of ideas from watching you. I have also begun to look at the mod videos. I have installed a few, mostly dealing with adding stuff to build in settlements. Finding the resources to build is so very difficult. I wanted to see some buildings, so I cheated to get the supplies, just to see what it what be like. Now, going through the ruins like you, getting excited at finding a stupid aluminium can, desk fan, and stupid clipboard.
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