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Fallout 4

You don't become director until after the Mass Fusion quest mission IIRC. So if you wish to continue the Railroad option you will have to turn against the BoS in the Mass Fusion mission.
 
Lock Joint is my favorite syringe. Shoot a deathclaw once or twice then while it is immobilized have at it with whatever weapon you got.

Speaking of weapons, one of my favorite custom weapons is the Gatling Rifle coupled with Legendary Modification - explosive. It rips through just about anything. Close combat excluded unless you like dying a lot by your own hand. :p

-edit- I noticed you mentioned the Syringer Rifle. I keep that thing in storage just in case. I don't see the point, but then again I haven't really messed with it. Maybe it's my play style. Anyone got any interesting uses out of it? If I shot a guy and he acted like he was on PCP trying to chew off his own foot, that would be funny. But if it's just generic they get high and sit still or just become a crazy ghoul eating or killing their buddies, I probably won't use it.
 
I'm finally crafting Robots =) Well just a modded Ada but gave her a flame thrower =)
DLC is fight small robots get their parts make a robot and fight bigger Robots..... I'm level 18 now I think I should be a few levels higher but the damage is good yet.

I haven't used Power Armor for the reason I hate how it looks with the pip boy ect..


I had a bug with the Sound last week it was switching monitors around the game started at 1080P
then I switched it back to 1440P it just switched back it was causing the sound the crash in gamen when I was jumping and stuff.
 
Found this for Robot Armor going to try it a few times...

Meh, it's not like the DLC is that hard anyway. There's a few challenging spots, but stacking a bunch of Troubleshooter pieces will just make it mundane.
 
Dumb Snap'N'Build question:

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
CBBE.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Power Conduits and Pylons - Increased Radius x3.esp=1
Faster Terminal Displays (100x).esp=1
BetterGenerators.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Roofs.esp=1
SnB - Windows.esp=1
Snap'n Build - Metal windows.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Real Estate.esp=1
Snap'n Build - Immersive Modular Doorways.esp=1
Snap and Build - Greenhouse.esp=1
Snap'n Build - Patches.esp=1
CleanSettlement.esp=1
CleanSettlement Beds.esp=1
CleanSettlement Greenhouse.esp=1
CleanSettlement Homemaker Greenhouses.esp=1
CleanSettlement Snap'n Build - Windows Roofs and Doors.esp=1
CleanSettlement Snap'n Build - Greenhouse.esp=1
SnB - Greenhouse - Homemaker - SSEx.esp=0


Per my load order, if I understood this correctly we are supposed to install the main mod here:
Snap'n Build at Fallout 4 Nexus - Mods and community



I did that but if I read it correctly I still needed to go off and get these as well:

Snap'n Build - Windows at Fallout 4 Nexus - Mods and community
Snap'n Build - Metal Windows at Fallout 4 Nexus - Mods and community
Snap'n Build - Immersive Modular Doorways at Fallout 4 Nexus - Mods and community
Snap'n Build - Roofs at Fallout 4 Nexus - Mods and community
Snap'n Build - Greenhouse at Fallout 4 Nexus - Mods and community


Do I have any unecessary duplicates or redundancies there?

I really like the way this mixes and matcher with Homemaker and Clean Settlement and I'm mostly sure I've installed these correctly but I want to double check. :)
 
Q-BZ Per the Snap'n Build Main page:

Includes latest:
If you don't like vanilla textures, I recommend using Clean Settlement Shacks by dgulat with patch for Snap'n Build!

The main module includes the mods listed as well as Greenhouses. He consolidated that way you get to choose what you want during the main file install without having to install each one-at-a-time. (y)
 
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GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
CBBE.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Real Estate.esp=1
Snap'n Build - Patches.esp=1
CleanSettlement Snap'n Build.esp=1
SC_ExpandedScrapList.esp=1

My game freezes and CTDs now when I go to load a save file so I screwed up something. All I did was uninstall the redundancies that I mentioned. My last post has the previous load order.

If you see anything I did wrong here let me know while I go troubleshoot.

EDIT ADD: Looks ok. I had three saves with work that I had done prior to changes with my redundancies and the game didn't like that. I went back past those... it was only about an hour or so of fiddling work that I lost...and everything seems ok. It's running better, too. :)
 
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I'm almost though the DLC I'm level 19 now just got to build a Body for Jezz but I'm lacking Parts...I suppose I missed them in the last spot cause it so dark.

I haven't had this much fun with DLC since Dead Money for Fallout New Vegas
 
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I put 75 hours into this game when it first came out and haven't touched it since. That being said, I am taking some time off next week and want to do a new play through with mods this time. I skimmed the thread and see the different load orders so I have a pretty good idea of what you guys are running for a start, however I am wondering if there are any "must have" mods at this point. I found this on reddit https://www.reddit.com/r/Fallout/comments/3tygf8/fallout_4_mods_to_improve_your_experience_as_of/ as well and I'm wondering if it is still a good list since it is 5 months old.

Obviously most mods are preference so really I guess what I am asking for is bug fixes and texture packs. You guys have any favorites?
 
For those who haven't played the Automatron DLC as of yet, here is a little hint for ya...

Do the Silver Shroud quests first. Ensure that you do not have any targeting mods on your weapons or in the form of headgear (such as the scouter mod).
 
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Here you go...

If you want to complete the final Silver Shroud quest successfully then it is advised to not wear any clothing or aim with a weapon which has a targeting HUD as it could cause the final quest to bug out.

More Information: Silver Shroud - check Bugs section

What's the significance of the second part of your spoiler?
 
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On many websites I've read that there needs to be a good ten or more settlers to contribute to settlement happiness. In the back of my mind I didn't think that was true so I tried an experiment at Starlight Drive-in using my new character.

1 Settler
28 Food
25 Water
30 Power
56 Defense
1 Bed
1 Structure

No Stores
No Radio
Settler equipped with Assault Rifle, Ten rounds of ammunition and nothing else but the clothes they had on.

Happiness started off at 60 and climbed quickly. In a couple of in-game days happiness was up to 95% and still climbing. After one in-game week, 100% happiness:

AceGoober_FO4_0134.jpg


The trick to this is from some odd website where I read that defense must be equal to or greater than food + water combined. I think I'll do this to several other settlements with two settlers and bare basics to see if I can achieve the same results.
 
AceGoober

Reporting back on the Water purifier issue. I stored the wire and scrapped the generators. My 4 purifiers in Sanctuary are now cranking out 120 units a day again. Thank you!


========

Finally installed some mods last night. I'm going easy on them since there are a few things I want but don't want to go overboard and break my game or saves. I made my first mod building last night. I call it the Clark Mart, "Clark" being my name. I love that they now have floor mats for vendors. You can build an entire actual store and not have to use those stupid looking shacks that look like they were built from toothpicks. I even have actual cash registers. I just now assign the settler to the floor mat.

I will get screenshots later.

Clark Mart is 3 floors built on an empty house lot. Built using Institute walls, floors, ceilings. First floor, 2 entrances, stairways on far walls. Windows on all sides.
1st floor: Centralized Cash Registers/Customer service area built with Diner counters with the entrances/exit and 2 cashiers on either side. Left side of store has General Goods and Clothing, right side has Armor and Weapons/Ammo. I built some display cases that house a basic Laser Rifle, Combat Rifle (.45) and a Revolver Pistol (.44). One wall has ammo boxes with ammo of every caliber. Various Armor Pieces on display on shelving units.
2nd floor: Restaurant and Grocery Store. Currently Unfinished.
3rd floor: Dormitory with 5 rooms for each of the Vendors and restrooms/showers. They wake up each day and simply walk down the stairs to their respective store.
Roof: Fusion reactor powering everything. I will switch it to solar power once I start finding makeshift batteries for parts.

Next on my list to build:
-Hospital/Science Center for Curie
-Bar and Boxing for Cait
-A Greenhouse for the bitchy Asian woman in my settlement so she stays the fuck away from me. Seriously, everytime I go near my workbenches she has some new complaint. She and her nut-less husband are going to farm for the rest of their digital lives as punishment for being the worst NPC's I've ever met.
-Rebuild my own personal house with Vertibird landing pad on the roof and MASSIVE Batcave...err power armor workshop and garage.

Then I'm going to Rebuild Starlight Theater into my own version of Super Duper Clark Mart. I wonder if there is a mod for a projector screen to actually get a movie going at the Theater?
 
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CaptNumbNutz Glad the solution fixed your water problem. (y)

Post pics of your buildings when you can. I'm always looking over other people's structures to get ideas for buildings in my game.
 
CaptNumbNutz Glad the solution fixed your water problem. (y)

Post pics of your buildings when you can. I'm always looking over other people's structures to get ideas for buildings in my game.
I forgot to ask....

With the new mods, do I still have to string power conduits and wire or do they have this built in? In other words, can I build the building with any of the mod materials (snap 'n build, homemaker, etc) and simply putting a big generator nearby means everything gets power?

It would be nice to get rid of this eyesore on my buildings.
 
CaptNumbNutz The building parts don't come with integrated power. The only way that I endorse to get around the issue is Conduits and Pylons Various Power Ranges coupled with Better Generators mods.

Beware of the conduits. If you place one of the modded conduits then decide to move it you'll find your framerate hitting the floor due to the game trying to update every object that gets power from that conduit.

To avoid the issue store the wire, scrap - do not store - the conduit then build another one, place and connect to generator.

Also, if you don't like the bulky generators noising up the neighborhood there is a Fusebox Generator which is completely silent and takes up little space. The only issue with it is it doesn't add to your settlement power rating otherwise it works great.
 
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14 hour sleep cycle? Meaning, gotta get sleep after 14 hours of in-game play time? Unsure as I'm not using the BETA. Anyone care to enlighten me?
 
14 hour sleep cycle? Meaning, gotta get sleep after 14 hours of in-game play time? Unsure as I'm not using the BETA. Anyone care to enlighten me?
Yeah that sounds sensible, enough time for a wash, change of clothes, fend off parents/friends, phone work to pull a sickie, grab some food. Even a quick shag maybe.
 
14 hour sleep cycle? Meaning, gotta get sleep after 14 hours of in-game play time? Unsure as I'm not using the BETA. Anyone care to enlighten me?
I asked on Reddit a few days ago, some people said it means the max 24-hour sleep timer has been reduced to 14 hours. Other people said it now takes 14 hours before your character gets the tired debuff.

Dunno which one it is, can't get a straight answer. I'm not playing the beta, either.
 
CaptNumbNutz The building parts don't come with integrated power. The only way that I endorse to get around the issue is Conduits and Pylons Various Power Ranges coupled with Better Generators mods.

Beware of the conduits. If you place one of the modded conduits then decide to move it you'll find your framerate hitting the floor due to the game trying to update every object that gets power from that conduit.

To avoid the issue store the wire, scrap - do not store - the conduit then build another one, place and connect to generator.

Also, if you don't like the bulky generators noising up the neighborhood there is a Fusebox Generator which is completely silent and takes up little space. The only issue with it is it doesn't add to your settlement power rating otherwise it works great.

To the best of your knowledge do any of these cause CTDs?

I loaded one of my saves andn went on a little clean up run. I got rid of a lot of my generators and conduits and redid some things with this set up. I was all but spamming 100 point fuseboxes and then stringing them to occasional large pylons and then suddenly a CTD. It was an experimental save so I didn't lose a bunch of work or anything.

I'm not sure which of these would do it but my Sanctuary power rating was 999 (?!) right up before the CTD.

Incidentally I am also trying out the crossbow mod.


I love the concepts of all of these working together if I can get away with it. :)

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
Fusebox Generator.esp=1
BetterGenerators.esp=1
Conduits and Pylons Various Wireless Power.esp=1
Conduits and Pylons Various Wireless Power small size options.esp=1
Crossbow.esp=1
CBBE.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Real Estate.esp=1
Snap'n Build - Patches.esp=1
CleanSettlement Snap'n Build.esp=1
SC_ExpandedScrapList.esp=1
 
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Do'h! One particular detail I didn't include...don't let your settlement power rating max out. From my experience after a week of running that way my saves corrupted and I had to reload prior to the time power hit max. Apologies for that.

btw, there is a new abreviation for Fallout 4 Creation Kit: F4CK :p
 
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Apologies for double-post but I just had to share because it is friggin' hilarious!

I took Cait to the Boston Mayoral Shelter for the first time. When we got down to the very bottom where the recreational area is, she blurted-out:

"This must be where the mayor played with his balls."

I totally busted-out laughing when she said it and am still laughing. :p
 
Huh, so finally bit the bullet and upgraded to Win 10 over the weekend. Holy cow, huge improvement in load times!

"This must be where the mayor played with his balls."

Ha, with that thick Irish Brogue of hers, that had to be pretty good.
 
CaptNumbNutz The building parts don't come with integrated power. The only way that I endorse to get around the issue is Conduits and Pylons Various Power Ranges coupled with Better Generators mods.

Beware of the conduits. If you place one of the modded conduits then decide to move it you'll find your framerate hitting the floor due to the game trying to update every object that gets power from that conduit.

To avoid the issue store the wire, scrap - do not store - the conduit then build another one, place and connect to generator.

Also, if you don't like the bulky generators noising up the neighborhood there is a Fusebox Generator which is completely silent and takes up little space. The only issue with it is it doesn't add to your settlement power rating otherwise it works great.
I will just deal with power conduits. I don't want overly complex. Just having access to the Institute building parts seems to be enough of a clean look and simple build that it fills most of my modding desires.

So I finally got the Clark Mart building done, assigned to the 5 vendors to the 5 apartments on the 3rd floor, and come sleepy time all the vendors walked up there, opened the door to their apartments, and proceeded to walk indefinitely straight into the door frames instead of going into the rooms. *Facepalm*
I could even see them stop and adjust their direction at slight angles trying to get through but they never do. I checked in with them at 8am, sure enough none of them went to bed they just turned around and went back to work.

Any ideas on how to fix stupid NPCs? I'm going to try a different door and frame tonight. What I can't figure out is that I'm using the exact same institute door and door frame for the entrances to this building and no NPC has problems with it including the retarded Brahmin that somehow get in. How do the god damned Brahmin have better AI than other NPC's? Even they eventually force themselves out of stuck situations.

I will get you pics soon. I've been busy this weekend.
 
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CaptNumbNutz Do the doors swing out or in? Best if doors swing in as NPCs have a real difficult time when mounted the other way. Also best to leave the door open as NPCs aren't all that bright anyways.

Brahmin need brahmin feeding troughs (look like busted bathtubs) which are under Resources ==> Misc. Place one for each brahmin you have wherever you want them and the brahmin will stay near the trough no matter what.
 
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CaptNumbNutz Do the doors swing out or in? Best if doors swing in as NPCs have a real difficult time when mounted the other way. Also best to leave the door open as NPCs aren't all that bright anyways.

Brahmin need brahmin feeding troughs (look like busted bathtubs) which are under Resources ==> Misc. Place one for each brahmin you have wherever you want them and the brahmin will stay near the trough no matter what.
The doors don't swing. They slide open Star Trek style. Same doors used inside the institute. I did notice that you could technically attach this door panel on the outside or inside of the door frame even though the doors themselves slide sideways.
I will try flipping them around. Thanks for the suggestion. I will report back with the results.

As far as the Brahmin, I'm specifically referring to the trade caravan ones packed with 2 stories of junk strapped to their backs beverly hillbillies style, not the ones my settlers use for hamburgers. They always get brahmin troughs and behave. :D
 
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Oh! Those doors...I know the ones...don't use them. There is a pre-built entrance with integrated institute sliding doors farther right on the list the NPCs will use properly.

The doors don't swing. They slide open Star Trek style. Same doors used inside the institute. I did notice that you could technically attach this door panel on the outside or inside of the door frame even though the doors themselves slide sideways.
I will try flipping them around. Thanks for the suggestion. I will report back with the results.

Trader brahmin also have bathtub trough with a tent covering and such to use. It should be the third or fourth on the list as the bathtub trough. If it isn't then you need to do a couple of questions for Bunker Hill for it to show.

As far as the Brahmin, I'm specifically referring to the trade caravan ones packed with 2 stories of junk strapped to their backs beverly hillbillies style, not the ones my settlers use for hamburgers. They always get brahmin troughs and behave. :D
 
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Oh! Those doors...I know the ones...don't use them. There is a pre-built entrance with integrated institute sliding doors farther right on the list the NPCs will use properly.
For some reason I don't have the pre-built entrance with integrated institute doors. I figured they would be with the other stuff in homemaker. Oh well. You have a mountain of more mods than I do.

Nevertheless, I ditched them, found another sliding door that was non-institute, and it worked perfectly. 3rd floor dormitory works,NPC's are now going to bed and don't get hung up on objects. 4 bedrooms on one side. On the other side are 2 stairwells, 1 bedroom centered, a bathroom/shower on one end and laundry on the other.

Learned something else interesting... apparently you can't have doorways directly across from each other in a hallway and still have a ceiling bridging them. I guess it has to do with how the ceiling/floor tiles connect. I tried it with the regular institute floor (thinner) and the institute upper floor (thicker). The small institute door frame looks like it's a few inches taller, taller than the indoor wall, but shorter than the multi-story wall (outside wall). Put the door frames across from each other and suddenly there are at least 2 sides the ceiling tile cannot connect to. Have only one door frame on a side, and it still has 3 sides it can connect to and the texture overlaps that extra edge of the door frame like it isn't there.
 
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I'm Really disappointed from the DLCs...
The season pass cost 50€ like a new game and what does it offer?

Automatron is a DLC that can be finished in 3 hours without running.
10€ for 3 hours? we are talking about 3 hours of fallout not 3 hours of COD.
time in fallout and RPG in general passes differently from other games so 10€ for 3 hours is too much.

And what about the next DLC that will cost 5€? Do you call that a DLC?

Do they fooling us?
It seems a joke more than a season pass.
 
DLC is still 'downloadable content', right? Wasteland Workshop definitely fits that bill as does the Automatron. Building new robots with some backstory, a new work shop area, new companions, etc? Fair enough. Set dressing, traps, new monster actions, etc in round 2 for half the cost of the first? Most definitely fair. A third one with a whole new chunk of territory to tear through?! Boom!

I mean the alternative is you can hold off for a year or so and snag the 'Game of the Year' edition with all of these for the price of the game and be happy.. or not pay them any mind.
 
I think the level of criticism here is going to be higher due to the deliberate price increase of the Season Pass, and rightly so IMO.
 
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