Fallout 4 has actually been out for quite some time now

Lurch2142

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I've been downloading mods in the leadup to my eventual FO4 replay, and I am so confused. Am I better off just going with a collection on NexusMods or should I go willy nilly with all the cosmetics I want (and Ranger armor)?

I also said I wouldn't do FO4 since NV was still fresh in my head and I don't want that Quality Bethesda Storytelling clouding my judgement, but time makes fools of us all.
FWIW, I installed A Storywealth collection for my replay, and it's generally worked pretty well. The install process takes a little while though.

Currently at level 11 in a Gunslinger build.
 
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Happysin

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A Nexus collection promises a curated experience with good compatibility and reduced uncertainty. Whether or not it delivers on that is a separate question.
I had good luck with collections in Fallout 3 recently. My take is find a collection you want, then add stuff you want. If you're looking for armor and cosmetic add-ons, likely you can start with the collection and just throw down with your extras without conflict.
 

CPX

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I've been downloading mods in the leadup to my eventual FO4 replay, and I am so confused. Am I better off just going with a collection on NexusMods or should I go willy nilly with all the cosmetics I want (and Ranger armor)?

I also said I wouldn't do FO4 since NV was still fresh in my head and I don't want that Quality Bethesda Storytelling clouding my judgement, but time makes fools of us all.

Sim Settlements 2 thus far's been quite fun, and I am taking the highly unrecommended route of picking up my old save instead of starting anew. But you could basically play SS2 and completely ignore the main game.

The FO4 version of the Ranger armor looks...wrong. Plus the way FO4 does outfits vs clothing and armor really encourages clothing and armor.
 

DarthSlack

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That GPU is a couple of years newer than the game, and quite powerful in it's day so of course it's fine.

But he could be on even older, lower end card.

A touch lower, I'm still rocking a 1070. Unfortunately paired with a similar vintage i5, so while it does run FO4, a big mod like SS2 causes the whole thing to wheeze a bit.
 

pauli

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A touch lower, I'm still rocking a 1070. Unfortunately paired with a similar vintage i5, so while it does run FO4, a big mod like SS2 causes the whole thing to wheeze a bit.
I've been deliberately holding off on my next Fallout 4 run, as the last one was more than this i7-9700k cared for. Come on, 15th gen...
 
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CPX

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A touch lower, I'm still rocking a 1070. Unfortunately paired with a similar vintage i5, so while it does run FO4, a big mod like SS2 causes the whole thing to wheeze a bit.

Eh, I think the chug comes regardless of the system when you reach certain levels of SS2 development. Vault 88 crashes every few minutes and I have two or three whole plots.
 
Game runs great without mods. No crashes so far. There was one really long load time, but it eventually got through it.

Kinda getting stuck on BoS radiant quests. Was helpful to do some power like levelling though. Going to do some other quests to move things along. Been over the Far Harbour a few times as well, but just ignored any quests or interacting with anyone until I'm ready to go over there properly.

I was thinking the drive in theatre might be the best location to setup my base and get away from Sanctuary. But I've amassed such a large amount of stuff and stored it there, moving it all might be a pain.

Enjoying this playthrough!
 
Game runs great without mods. No crashes so far. There was one really long load time, but it eventually got through it.

Kinda getting stuck on BoS radiant quests. Was helpful to do some power like levelling though. Going to do some other quests to move things along. Been over the Far Harbour a few times as well, but just ignored any quests or interacting with anyone until I'm ready to go over there properly.

I was thinking the drive in theatre might be the best location to setup my base and get away from Sanctuary. But I've amassed such a large amount of stuff and stored it there, moving it all might be a pain.

Enjoying this playthrough!
You can link settlement work benches together with the Local Leader perk,it allows you to set up supply lines between settlements letting you use the resources of all linked settlements.
 

Tom Foolery

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I was thinking the drive in theatre might be the best location to setup my base and get away from Sanctuary.
The Drive-in is one of my favorite places to build a large-ish base, because it has large swaths of reasonably level ground, that irradiated pond in the middle for water production, and lots of high ground to place turrets and guard posts. Plus, it has that room at the back of the projection screen that you can set up your own digs, with a nice bed and some storage for the things you want to keep and maybe upgrade/alter to work into your loadout, later. It's better than most places for building from scratch, in my opinion.
 

CPX

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I was thinking the drive in theatre might be the best location to setup my base and get away from Sanctuary. But I've amassed such a large amount of stuff and stored it there, moving it all might be a pain.

Starlight is probably the best for plenty of mostly-level ground, no rendering conflict with other settlements/swaths of Commonwealth, and the left-behind structures don't eat up too much if the usable space. Downside is that it's mostly open all around. You'll probably get Rust Devil attacks coming from the entry sign all the time, but they're manageable with defense. The protruding shade wing of the theater box office makes an excellent turret placement.

Spectacle Island is bigger but super hilly with mirelurks spawning anywhere on the island. Sanctuary, if built fully along with Red Rocket and Abernathy Farm, can crash the game. I've also gotten attacks from multiple sides. It's oddly harder to see attackers on the woodline.

Either way, the best early vanilla defense system I found was to use the wooden shack foundation and stairs to build a tower with spiraling stairs. You can also do it (much better, with safety railing) with the concrete foundation from the Wasteland Workshop DLC, but wood is much easier early on. Stack as high as needed, with turrets and construction lights to taste.
 
You can link settlement work benches together with the Local Leader perk,it allows you to set up supply lines between settlements letting you use the resources of all linked settlements.
Oh yes, I have that all working. What I mean is all the other stuff. Like oodles of PA, all the special weapons and armour. I've them stored in other containers. Can I dump them into the workbench and pick them up at another settlement? (obviously not PA).
 

CPX

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You can link settlement work benches together with the Local Leader perk,it allows you to set up supply lines between settlements letting you use the resources of all linked settlements.

Couple of notes about this:

1. Vanilla has zero distance limitations. You can setup a supply line from Nukaworld to Far Harbor.

2. Every link provides the full resources of the entire network. If you have a single contiguous line snaking all the way from Far Harbor to Nukaworld, you have the full resource pool available.

3. Linked settlements share food and water at all times. Been awhile since I played vanilla but network-wide shortages should affect importing settlements first. Definitely easiest to set places like Sanctuary, Spectacle, and The Fort as major water producers. Garden plots let you farm anywhere. Mutfruit is probably the only crop worth planting from efficiency, even if it seems repetitive.

4. Linked settlement workshops share inventory for construction only. You still have to visit individual work benches for a settlement's production of food, water, junk, and caps.
 

fitten

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The Drive-in is one of my favorite places to build a large-ish base, because it has large swaths of reasonably level ground, that irradiated pond in the middle for water production

IIRC, the pool isn't irradiated. There are some radioactive waste barrels in it that you can scrap in builder mode and then no radiation. I'll have to check on it later when I can play, but I'm pretty sure I did that and there's no radiation in there now.
 

Tom Foolery

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IIRC, the pool isn't irradiated. There are some radioactive waste barrels in it that you can scrap in builder mode and then no radiation. I'll have to check on it later when I can play, but I'm pretty sure I did that and there's no radiation in there now.
You are correct, I was referring to its original state, with barrels of nuclear waste floating in it. ;)

But once those are gone, you can throw a couple or three water purifiers in there, and be set for the whole settlement.
 
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Sim Settlements 2 thus far's been quite fun, and I am taking the highly unrecommended route of picking up my old save instead of starting anew. But you could basically play SS2 and completely ignore the main game.

The FO4 version of the Ranger armor looks...wrong. Plus the way FO4 does outfits vs clothing and armor really encourages clothing and armor.
I think the mod I have backported the 76 version so we'll see how bad it is.
 

DaveSimmons

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Oh. I should have known. SS2's included city plans count on all vanilla assets remaining in place. I scrapped the house at Kingsport Landing a long time ago.

In other news, Vault 88 is unstable as all get out now and I don't even have that much in it.
It was playable on my 680 GT when FO4 first came out, but I upgraded to a 980 GTX to improve the framerate at 1080p. At most they might need to drop the resolution down to 720p and for a really low-end ancient card maybe turn down some settings.
 

DaveSimmons

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I've been downloading mods in the leadup to my eventual FO4 replay, and I am so confused. Am I better off just going with a collection on NexusMods or should I go willy nilly with all the cosmetics I want (and Ranger armor)?

I also said I wouldn't do FO4 since NV was still fresh in my head and I don't want that Quality Bethesda Storytelling clouding my judgement, but time makes fools of us all.
What I did when I last modded up FO4 was to look at the mod lists in the collections to get ideas. I found most collections included some mods I wanted, and some I did not.

From the collection you get a list of mods that are supposed to play nice together, then you cross off some (that are not required by the others) to match your own tastes.
 

CPX

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It was playable on my 680 GT when FO4 first came out, but I upgraded to a 980 GTX to improve the framerate at 1080p. At most they might need to drop the resolution down to 720p and for a really low-end ancient card maybe turn down some settings.

Yeah, but what's weird is that I've been places like Nordington Beach which slow to a crawl with SS2. Vault 88 is buttery smooth, just CTDs.
 

Nauls

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In my last playthru I established my main settlement at Kingsport Lighthouse, which is a little underrated IMO. It’s not a big settlement, but the sea provides a natural defense barrier and the topography of the rest of the land area is slightly elevated, which makes it easy to build a walled perimeter and set it up to where attacks will pretty much just funnel up the road. The lighthouse and docks are also fun to expand upon.
 

CPX

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In my last playthru I established my main settlement at Kingsport Lighthouse, which is a little underrated IMO. It’s not a big settlement, but the sea provides a natural defense barrier and the topography of the rest of the land area is slightly elevated, which makes it easy to build a walled perimeter and set it up to where attacks will pretty much just funnel up the road. The lighthouse and docks are also fun to expand upon.

Kingsport Lighthouse was one of my favorite Sim Settlements 1 areas because of the pier. I will probably have to cancel the SS2 city plan because of the lack of house.
 

CPX

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My favorite part of Kingsport Lighthouse was putting as many missile turrets as I could around the top of the lighthouse. When enemies attacked they had about 3 seconds to figure out where they wanted their gibs to land.

Rocket turrets kept killing me. The laser turrets were ineffective and the standard sentry turrets (non tripod) have a "random level" effect.
 

CPX

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You can see the level when you place them. It's pretty trivial to build and deconstruct them until you get a high level one.

I know, but the bigger point is that a base builder should never have parts that work like that. I went and downloaded a turret mod put of spite. Institute Lasers, Gauss, and Liberty Prime Beams are all more satisfying, consistent, and less prone to exploding me.
 
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CPX

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Follow-up on the turrets: the game never explicitly tells you about the turret randomization. The randomization only affects its value in attended settlement defense, not as part of the idiotic math game on settlement attacks...a mechanic that even at maximum defense still has a fucking 30% chance of the defense failing and almost cruel spawn locations that often make defenses non-sensical compared to geography.

So yeah, the base game turrets can kind of go fuck themselves.
 

Tom Foolery

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Follow-up on the turrets: the game never explicitly tells you about the turret randomization. The randomization only affects its value in attended settlement defense, not as part of the idiotic math game on settlement attacks...a mechanic that even at maximum defense still has a fucking 30% chance of the defense failing and almost cruel spawn locations that often make defenses non-sensical compared to geography.

So yeah, the base game turrets can kind of go fuck themselves.
Which is why I like to beef up defenses with Assaultrons and Sentry bots, once I have enough robot parts to craft them. They are moving, roving turrets and I can craft them with good weapons. Takes a while to get enough parts to help all of the settlements, though.
 
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CPX

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Just rediscovered Vault 88. Would be a good base if it was more exposed.

As did I...and it would be a good base if Bethesda hadn't half-assed the entire experience.

For starters, the multi-load-area is absolute hell for anything above and beyond vanilla settlers. Everyone basically needs assigned to a bunk and a job in the same segment...which is all kinds of fun in Sim Settlements 2. But it's easily modded out for us PC players. That modding requires additional modding to prevent classic Hall Of Mirrors glitches. The good news for me is that the HOM fix mod did give me a much more stable Vault 88.

But the real rage-inducing oversight is the electricity and lighting. The electricity needs Vault power boxes which can feed exactly one entire Vault segment in every direction. It DOES snap to all the Vault pieces...except the wide corridors. You will have to add a power box to the outside and manually wire it to have any electricity in the ironically most-utilitarian of service corridors. I have no idea why the Vault walls can't simply function as power on their own. I truly hope that was a hack for stability's sake because the entire effort feels shitty otherwise...especially on the wide corridors.

The electrical would be bad enough but then there's the fucking abysmal lighting options. The unmodded-unscrappable junk Bethesda just loves to force on the player with major lighting bleed through and overwhelm the thoroughly underpowered lights, for starters. But the height of laziness is how absolutely none of the Vault Workshop lights snap into any of the Vault pieces...and this includes all the Vault signs identifying areas like the Overseer's Office or Clinic.

Vault 88 is demonstrative of all the vanilla settlement issues.
 
.I have respect for the players that can make settlements and FO 76 camps look good. I don't have the patience to fight with the awful design tools and use hacks / glitches to force them to make something nice so "usable" is about the best I achieve.
Kinda the same way. I like the idea of it but the implementation is kinda terrible so when I start I lose interest. Plus the fact the things I want to make, I don't have all the materials for it.....
 

CPX

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.I have respect for the players that can make settlements and FO 76 camps look good. I don't have the patience to fight with the awful design tools and use hacks / glitches to force them to make something nice so "usable" is about the best I achieve.

Kinda the same way. I like the idea of it but the implementation is kinda terrible so when I start I lose interest. Plus the fact the things I want to make, I don't have all the materials for it.....

Sim Settlements 2 feature entire city plans. Assign a settler (including base game companions) as mayor, choose the plan, and then you just need to send an adequate number of settlers. SS2 comes with a slew for most, if not all, settlements. They also ran a city plan contest with results all over Nexus Mods.

If you have Scrap Everything, don't use city plans in places you scrapped that which the devs never intended. But otherwise, great option for people who want the benefits without that level of hands-on patience required.
 

CPX

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I do wish SS2 had some better signposting about doing things the right way to get things as self-managing as possible. My last playthough, I had major issues with things just... not happening.

Yeah, I think the mod could use a bit more rails on the part of at least Chapter 1 to get you to City Plans.
 

CPX

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Got to the end of SS2 Chapter 2. I like that the quests try to embrace some FONV-esque moral ambiguity, though the dialogue system often only leaves room for two options. I liked the Nightingales being a less stupid/more aware FOTA. The CPD...decent story but absolutely silly uniforms that aren't designed well at all. The "riot gear" looks like garbage and the CPD markings not only look childish but often float off the rest of the model. Kudos to the dev team for making the Gunners an interesting faction. Atom knows Bethesda did fuck all with them, the Rust Devils, the Atom Cats, and others.

And boy that final Chapter 2 mission...it's not Second Battle of Hoover Dam big, but it's damn satisfying in that same vein. Best part is the ability to concurrently recruit all four major Commonwealth factions to aid you in battle. The Brotherhood Star Paladin tanks a shit ton of damage and the Railroad agent hits hard with a Gauss rifle.
 

CPX

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It's been some time, so figured it's time for an update. Went to go clean up my Far Harbor settlements. I'm through Longfellow's Cabin, Visitor Center, and finishing up Dalton Farms. I guess SS2's caravan network connect is part of Chapter 3? Still mainland connected by a vanilla supply line. But I've got enough space between four sites to run all four industrial gathering types with some extra plus even conversion and production so we're giving that a shot.

Something weird happened though. I had vanilla recruitment beacons active at Acadia Visitor Center and Dalton Farms still connected to vanilla generators and thus active. I had 72 and 48 settlers at the respective locations with nothing. :flail:Spent quite a bit of time using the Vitomatic and console to clear out generic low stat settlers. But Dalton Farm has a ton of room for some of the massive SS2 objects like a lighthouse and multistory hotel for interior plots and plenty of water access for pier-type construction. You can use the vanilla shack floor or hit up the WRK for extending the concrete pier. I do recommend dropping down after the vanilla concrete pier ends so any attached plots can sit/float in the water rather than midair. I'm not a fan of how ruined the Visitor Center is but I'll see if I can do something with it. I'm amazed I didn't scrap the thing. I wish vanilla included "repair building" options. I don't need "good as new" but anything more than trying to rotate boards or metal plates to fit blast/decay holes.

Gonna clean up Echo Lake Lumber Mill before heading out to Nukaworld.
 
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pauli

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I saw some chatter about a Mass Effect total conversion for Fallout 4, but all of the links were dead. If it's real, and doesn't get ground out of existence by copyright issues, I'm sure better information will pop up.


The article is bottom-tier coverage, taking far too long to explain what exactly it's talking about.
 

CPX

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I saw some chatter about a Mass Effect total conversion for Fallout 4, but all of the links were dead. If it's real, and doesn't get ground out of existence by copyright issues, I'm sure better information will pop up.


The article is bottom-tier coverage, taking far too long to explain what exactly it's talking about.

Not sure I really dig ME's super clean aesthetic (and coincidentally super clean technical execution) in an engine built for ten tons of junk and grime on screen at once.