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Fallout 4

I suspect this is overkill on my part but I am messing around with all of the following mods at the same time (with appropriate patches and so forth): SSEX, Homemaker, Clean Settlements, Snap'N'Build... I don't see any glitches although I feel like I'm seeing some slowdowns and a potential for conflicts. Are any of you using all of these same time? Ideally I wouldn't mind streamlining this down if I could.

All pointers and tips appreciated.
 
Where di you guys find the rest of the x-01 armor? I only found like 3 pieces or something I think. Unless I accidentally stored it away somewhere...
The 2 full complete sets I found were at 35 Court and at a Military checkpoint on the road north of Jamaica Plain and east of the Junkyard.

I know for fact that the one at 35 Court is always a complete set. Not only that it is usually pre-leveled with MKIII armor.

Fair warning: If you go to 35 Court and go to the roof you will be ambushed by 2 legendary robots, an assaultron and a Sentry Bot the second you hit the buttons to get the armor. Set a trap for them with a bunch of mines and you won't have to fight them.

As far as all the locations... there is a really good map on Fallout Wikia. Just search "power armor locations" and you will find it.

-edit- nvm. here's the map:
qPwfEnt.png


Notes:
The full X-01 sets are marked by the blue squares. They are in the 35 Court building in Eastern Boston and the other is the military checkpoint I mentioned just outside town on the south east edge.

The one off the map at the far lower left in red is a cave in the glowing sea that was once a Super Duper Mart. AFAIK, its a Raider Power Armor. The yellow dot in the far southeast is in an abandoned house with a bunker underneath and houses a partial X-01. The other red dot on the north edge of the glowing see will be a full or partial T-60 or a partial X-01 unit. It is literally standing in the middle of the road abandoned at the very edge of the remaining pavement.

There are at least 3 power armors on this map that are submerged and you will have to swim to get. The one in the north central part of the map in the lake near Covenant is likely a complete or near complete T-45 or T-51 unit. It's sitting next to a crashed vertibird. Take a bunch of Rad-X before taking the dive. The one in the swamplands in the south center section is submerged near a crashed vertibird and is likely a partial X-01 unit. The third submerged power armor is that red dot due west of the Atom Cats Garage (which in itself is the green dot in the far south east). This one is also likely a partial X-01 unit.

The yellow dot in Goodneighbor is a partial X-01 unit underground. You get it while on the quest with Bobbi No-Nose.

Most of the X-01's are in the southern half of the map. The only one I remember was in the northern section was at the National Guard Training Grounds, and it was a partial unit. I could be mistaken though.
 
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SSEx and Homemaker overlap considerably. Having them both only bloats your workshop menu and can cause issues. My personal preference is Homemaker with Settlement Keywords patch as SK provides the foundation for menu organization.

For reference, here is my load order which is rock solid:

Fallout4.esm=1
DLCRobot.esm=1
SpringCleaning.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
Snap'n Build.esm=1
MoreCustomEyes.esp=1
MoreCustomEyes2.esp=1
Perk Magazine Material Fix.esp=1
Chem_redux.esp=1
Armorsmith Extended.esp=1
AdvSettleTurretSet-RealNP.esp=1
AdvSettleTurretSet-RealNP-SKPatch.esp=1
DesertEagle50AE.esp=1
Vasstek_Vaultsuit.esp=1
Nanohelmet.esp=1
Personal Jetpack.esp=1
Firelance1.0.1.esp=1
m82a.esp=1
Minigun Gau-19B.esp=1
BetterGenerators.esp=1
Fusebox Generator.esp=1
Siles - ModernBobbleheadRobotModelStand.esp=1
AES_Renovated Furniture.esp=1
Siles - ModernMagazineShelf.esp=1
OCDecorator.esp=1
OCDispenser.esp=1
LegendaryModification.esp=1
LegendaryModification2LM.esp=1
LegendaryModificationCSA.esp=1
LegendaryModificationGroknak.esp=1
LegendaryModificationMisc.esp=1
Screen Flicker Killer.esp=1
Screen Flicker Killer_emit.esp=1
Buildable_PAFrames.esp=1
Dont Throw Stones.esp=1
NoLollygagging.esp=1
DD_Floor_brace.esp=1
DD_Columnsandstuff_1_0.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Crossbow.esp=1
GatlingRifle.esp=1
GatlingRifle-AWKCR.esp=1
SettleObjExpandPack.esp=1
SettleObjExpandPack-SKPatch.esp=1
ImmersiveVendors.esp=1
Scouter_V1.1_by_Ruddy88.esp=1
Scouter_AWKCR.esp=1
CBBE.esp=1
AdvBubbleTurretSet-RealNP.esp=1
AdvBubbleTurretSet-RealNP-SKPatch.esp=1
SR_Settlement_Signs.esp=1
LongerRangeProjectiles.esp=1
eFFoodPlanters - Basic.esp=1
AutomatronCountyCrossingFix.esp=1
DD_MANNEQUINS_OMFG_WOOOT.esp=1
No more monochrome - Color setting for the Pipboy!.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 - Patches.esp=1
Snap'n Build - Real Estate.esp=1
Eysenbeiss_all_in_one_settlement_expansion.esp=1
Move that Workbench!.esp=1
SC_ExpandedScrapList.esp=1
Scrap Everything.esp=1
ScrapDeadThings.esp=1
DD_ROBO-TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp=1

I suspect this is overkill on my part but I am messing around with all of the following mods at the same time (with appropriate patches and so forth): SSEX, Homemaker, Clean Settlements, Snap'N'Build... I don't see any glitches although I feel like I'm seeing some slowdowns and a potential for conflicts. Are any of you using all of these same time? Ideally I wouldn't mind streamlining this down if I could.

All pointers and tips appreciated.
 
Need some help, spoilers below


How the fuck do you get into the CIT Institute? Quest says to get a Courser signal but there is no option. I am standing on top of the ruins. In typical garbage modern walkthrough fashion every video/link I've read says to follow the radio signal. There is no radio signal, period. The quest simply says to listen to it but I can't. So what does the game actually want you to do?
 
You don't enter CIT...

You are doing the Hunter/Hunted Quest. If the Courser Signal is unavailable then travel to Greenetech Genetics and enter the building. The quest should update and continue.

Need some help, spoilers below


How the fuck do you get into the CIT Institute? Quest says to get a Courser signal but there is no option. I am standing on top of the ruins. In typical garbage modern walkthrough fashion every video/link I've read says to follow the radio signal. There is no radio signal, period. The quest simply says to listen to it but I can't. So what does the game actually want you to do?
 
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Need some help, spoilers below


How the fuck do you get into the CIT Institute? Quest says to get a Courser signal but there is no option. I am standing on top of the ruins. In typical garbage modern walkthrough fashion every video/link I've read says to follow the radio signal. There is no radio signal, period. The quest simply says to listen to it but I can't. So what does the game actually want you to do?

That is exactly where I left off when I last played the game the damn sound in the game kept on cutting out and I was playing with no sound. SO I re-downloaded the entire game.
 
SSEx and Homemaker overlap considerably. Having them both only bloats your workshop menu and can cause issues. My personal preference is Homemaker with Settlement Keywords patch as SK provides the foundation for menu organization.

For reference, here is my load order which is rock solid:

Fallout4.esm=1
DLCRobot.esm=1
SpringCleaning.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
Snap'n Build.esm=1
MoreCustomEyes.esp=1
MoreCustomEyes2.esp=1
Perk Magazine Material Fix.esp=1
Chem_redux.esp=1
Armorsmith Extended.esp=1
AdvSettleTurretSet-RealNP.esp=1
AdvSettleTurretSet-RealNP-SKPatch.esp=1
DesertEagle50AE.esp=1
Vasstek_Vaultsuit.esp=1
Nanohelmet.esp=1
Personal Jetpack.esp=1
Firelance1.0.1.esp=1
m82a.esp=1
Minigun Gau-19B.esp=1
BetterGenerators.esp=1
Fusebox Generator.esp=1
Siles - ModernBobbleheadRobotModelStand.esp=1
AES_Renovated Furniture.esp=1
Siles - ModernMagazineShelf.esp=1
OCDecorator.esp=1
OCDispenser.esp=1
LegendaryModification.esp=1
LegendaryModification2LM.esp=1
LegendaryModificationCSA.esp=1
LegendaryModificationGroknak.esp=1
LegendaryModificationMisc.esp=1
Screen Flicker Killer.esp=1
Screen Flicker Killer_emit.esp=1
Buildable_PAFrames.esp=1
Dont Throw Stones.esp=1
NoLollygagging.esp=1
DD_Floor_brace.esp=1
DD_Columnsandstuff_1_0.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Crossbow.esp=1
GatlingRifle.esp=1
GatlingRifle-AWKCR.esp=1
SettleObjExpandPack.esp=1
SettleObjExpandPack-SKPatch.esp=1
ImmersiveVendors.esp=1
Scouter_V1.1_by_Ruddy88.esp=1
Scouter_AWKCR.esp=1
CBBE.esp=1
AdvBubbleTurretSet-RealNP.esp=1
AdvBubbleTurretSet-RealNP-SKPatch.esp=1
SR_Settlement_Signs.esp=1
LongerRangeProjectiles.esp=1
eFFoodPlanters - Basic.esp=1
AutomatronCountyCrossingFix.esp=1
DD_MANNEQUINS_OMFG_WOOOT.esp=1
No more monochrome - Color setting for the Pipboy!.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 - Patches.esp=1
Snap'n Build - Real Estate.esp=1
Eysenbeiss_all_in_one_settlement_expansion.esp=1
Move that Workbench!.esp=1
SC_ExpandedScrapList.esp=1
Scrap Everything.esp=1
ScrapDeadThings.esp=1
DD_ROBO-TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp=1

Thanks for the help here. My preferences match yours so I was on the bubble about SSEX and this was the confirmation I needed. You have some other mods listed there I'll have to check out.


Dumb question: If I want to show my load order how do I go about doing that so I can copy and paste mine here?
 
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The yellow dot in Goodneighbor is a partial X-01 unit underground. You get it while on the quest with Bobbi No-Nose.

At level 43, that one was a T-60 for me.

Most of the X-01's are in the southern half of the map. The only one I remember was in the northern section was at the National Guard Training Grounds, and it was a partial unit. I could be mistaken though.

Location means nothing for what type of power armor will spawn. It's all a weighted random roll based on level. Hell, even 35 Court isn't guaranteed to be X-01. It's only guaranteed to be a full set, so make a save before you go in.
 
You don't enter CIT...

You are doing the Hunter/Hunted Quest. If the Courser Signal is unavailable then travel to Greenetech Genetics and enter the building. The quest should update and continue.

Thank you. Could not get the signal. That worked. Now I have a more particular question:


Thanks to the worst inventory management and menu system in video game history I accidentally sold my Champion right arm piece of armor. I would now like to respawn it back. How can I find the item ID? Or at least for a piece of armor that is similar. To be clear I need the right leg.

And is this the correct command:

player.additem <base_id> <amount> <flag>

With <amount> being one and what about the <flag> part?


The fact that you're constantly jumping around doing the game developers work is maddening. There is no way this game should have been released in the state it is in. The whole menu and control design is alpha at best as far as I am concerned. There aren't even fucking scroll bars. Whoever designed the pipboy and everyone else related to the menu and control design should be dragged out and shot. It would be a disaster for the industry if they got rehired elsewhere.

Stupid dumb bastards can't even make quests sensible. "Support Brotherhood Recon Team". Good job assholes, tell us where the fuck to go or what to do. There is a big fucking map and you expect us to turn over every damn pebble to figure how to do this quest? Well fuck you to you lazy shitstains. Hope someone goes postal at your studio.

Maybe this will be the last bullshit cookiecutter game I play. Too many games shit on quality to stuff in a lot of junk. 95% of the items you pick up in this game are useless yet they weigh you down. Complete garbage artificially lengthened to make people think they're playing a long game. You can be 30 hours into the game and you've actually only played 10. The rest was spent fucking around in a broken menu system and fixing the game because the developers were so incompetent they forgot to make the game work and instead added in 30 varieties of food that should have been never been in the game in the first place.
 
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If you are using Nexus Mod Manager then click on the plugins tab then click on the second to the bottom white paper with the arrow on the right side of the paper. Once you do that you'll have an option to save the load order text file. After the file is saved, open the text file, copy the contents then when posting here, past the contents then wrap it with spoiler tags. It'd be like this (minus the spaces between the letters, brackets and equal sign):

[ spoiler = Load Order ] Load Order [ /spoiler ]

Load Order

Dumb question: If I want to show my load order how do I go about doing that so I can copy and paste mine here?

In console, type help champion 4 ARMO. That will list every champion armor object in the game. Once you find the particular piece you want, make note of the alphanumeric base_id then type:

player.additem base_id 1.

You do not need to add the flag to the end of the command string.

Thank you. Could not get the signal. That worked. Now I have a more particular question:


Thanks to the worst inventory management and menu system in video game history I accidentally sold my Champion right arm piece of armor. I would now like to respawn it back. How can I find the item ID? Or at least for a piece of armor that is similar. To be clear I need the right leg.

And is this the correct command:

player.additem <base_id> <amount> <flag>

With <amount> being one and what about the <flag> part?

No problem helping you all out. That's what I'm here for as I'm a Fallout Series addict through and through. :p

Let me know if you all have any other questions. :)
 
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Tell us how you really feel...

This game fucking pisses me off. Even if you ignore the issues more prop up. And this is what, half a year after release?

Let me know if you all have any other questions. :)

More questions. Doing Taking Independence. Says I need to power up a transmitter or some nonsense, but doesn't tell you how. Made a generator, connected it to the 3 points that can connect. Threw a switch, walk up to the generator and the character continuously mumbles about powering up the generator. Map doesn't point where the hell I am supposed to go. Even if it did, its entirely illegible. Just a bunch of green lines (fucking dumbasses, most useless map in video game history).

So what else am I supposed to do? It would be nice if the game even gave you a slight clue. Do I need to craft something? Level up? Talk to someone? Connect something to something else? "Power up transmitter" is too vague. That is like saying "go find the man in China". There over 500 million people in China. Some help that is.

10 minutes doing the quest. 50 minutes trying to decipher how to throw a fucking switch. Such gameplay. Fuck around with tin cans for hours so you can press E and hopefully listen to some wooden diolgue written by a retard. So wow.
 
Flogger23m store each generator then replace and reconnect the wires. That should fix the bug.
 
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At level 43, that one was a T-60 for me.



Location means nothing for what type of power armor will spawn. It's all a weighted random roll based on level. Hell, even 35 Court isn't guaranteed to be X-01. It's only guaranteed to be a full set, so make a save before you go in.
You are right. However, what I said is generally true only because of the natural order of exploring in this game. The threat levels are lowest in the northwest where you start at Sanctuary, and highest in the south and east. The further south and east you go, the higher your rank will be simply by natural game progression. The X-01's don't even begin spawning unless you are at level 28...therefore you are likely to be at that level or higher the further south and east you explore. Obviously, this isn't the case for everyone. I didn't explore the far east of the map until I hit about level 35 or so, which is probably about the time I went through the National Guard Training Yard and thus getting a partial X-01 there.

That being said, everything I have read and every video I've seen on the net all suggest 35 Court as one of the most likely spots for an X-01 complete set, assuming you are at level 28 or higher when you explore it. Another funny thing about 35 Court is that there is a known bug on the console versions of the game that it will render a T-45 in that spot, be labeled as an X-01, and when you get inside the suit it re-renders as an X-01.
 
ParjaCaptNumbNutz

Another location is Mass Bay Medical center. A full set of PA can be found in there. Normally during playthroughs I don't hit MBM until I'm around 50 to 55 so the PA is almost guaranteed to be a X-01 at that level.
 
I can actually shoot in this game without VATS. That is already a massive improvement lol.
Playing it on PC and just hit Concord. Very early onto the game. Plays so much better on PC compared to the PS4.
 
Just did the BoS ending. Liberty Prime was pretty epic. "Democracy is non-negotiable. Death is preferable to Communism. Let Freedom Ring." He then picks up a super mutant behemoth by the head, slams him down so it's decapitated by the bridge railing. He then follows it up by chucking a nuclear bomb like a pro quarterback. LMAO.

I'm going to re-load and do the Railroad ending next, only because I want Elder Maxson's laser gatling.
 
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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
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

Here is what I'm running with currently. Any and all recommendations, criticisms, etc. welcome. I'm still seeing a little bit of a performance issue although getting rid of SSEX did help things. Basically what happens is I will open the workshop and it takes several seconds, up to 10, before all the images and everything load up in it to build and there have been times where I wondered if the game was going to freeze and choke on me.

I am running the latest SKSE as well.


Aside: Was there ever any tips for improving load times for the game? It's not the end of the world but if I missed something I'd like to know about.
 
Last edited:
Yeah the load times seem a lot worse than last time I played...which admittedly was quite some time ago.
 
Q-BZ that is normal considering the huge number of objects present in those settlement mods. On average I would guess it takes six seconds to load on my system; sometimes a little less, sometimes a little more depending on the sub-menu I'm in. Add in 2k/4k textures (which I've been doing for the last week) and it'll take a little longer since the game has to read every loose file mesh/texture for every object that has a custom texture.

Regarding your load order, you need to run LOOT to sort your load order. Take a snap-shot of your load order prior to running LOOT as it doesn't encompass every .esm/.esp mod made.

One other thing to note: there is an issue with Power Conduits and Pylons - Increased Radius x3. If you place a conduit then grab it again, Fallout 4 will slow to a crawl. The issue isn't with the mod, it is with Fallout 4 as when you try to move the conduit the game tries to update every light or any other object within the conduit radius that draws power. The workaround is to As of right now there isn't anything that can be done about it. Maybe when the GECK/CK is released then there might be a fix made.

Q-BZ
MavericK
CaptNumbNutz
Flogger23m

As far as overall load times go, on a bone stock install of Fallout 4 after patch 1.3 load times were practically instant. Once mods were added the load times increased depending upon the type of mod installed. There are other factors involved so here are a few rules I follow to keep the load times and save file bloat down to a minimum:

1. First, and most important, ensure you have the ini files configured properly per this Wiki page. Much improvement over the old way.

2. Fallout 4, as with FO3/FO:NV, keeps track of every object whether it be weapons, clothing or whatnot and since patch 1.4 these objects will stay where they were dropped. This will effect will increase load times and introduce save file bloat. If you see a weapon, piece of clothing, etc that you don't want/have no need for pick-up the object, carry it to a settlement that you are actively building or expanding. When you create a piece of building, furniture, workbench, etc and an object stored in the workbench has what it is needed, the workbench will break down the object, use what is needed then store the remaining sub-components of the object in the workbench.

3. Establish supply lines between settlements you are actively building in to keep the number of objects stored in any workbench down to a minimum.

4. Keep any hoarding tendencies down to a bare minimum. Yeah, sure, it is cool having one or more versions of each weapon, article of clothing or whatnot in the game but it becomes a bad thing especially if the collection is duplicated across multiple settlements. My base rule of thumb is to set-up one settlement as home base to house my collection. Any other location is used for testing new building mods or money making.

5. Careful of scrapping mods, especially when using them in Sanctuary! Scrapping the wrong terrain patch can - and will - cause performance issues. This is especially true in Sanctuary Hills which is divided into 10 different post-war cells. To patch these cells together, Bethesda used several different terrain patches, the most common being the grass mound. Scrapping any one of the grass mounds covering a seam will expose the void worldspace underneath. I found this out the hard way on my second character and coupled with the early adoption of mods made with Alpha mod tools had to trash the character. I now make a manual save prior to scrapping anything in any of the settlements. If it is a large settlement then I hard save every few minutes to keep the work loss to a minimum.
 
This is what I hate about starting a Bethesda game, you have to go through and do all of these INI tricks and varying mods to improve QoL.
It's nice that it's an option but it would be better if the games didn't suck from the beginning.

Just reinstalled the game and apparently all of my INIs are gone after I uninstalled a few months ago. :(
Gonna take hours to set everything back up.
 
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Nah, it's not mods...with the exact same modset as before my load times are objectively longer since the last patch or two.
 
This is what I hate about starting a Bethesda game, you have to go through and do all of these INI tricks and varying mods to improve QoL.
It's nice that it's an option but it would be better if the games didn't suck from the beginning.

Just reinstalled the game and apparently all of my INIs are gone after I uninstalled a few months ago. :(
Gonna take hours to set everything back up.


Exactly. I love modding their games, don't get me wrong but its not something we should HAVE to do every damn time. Its getting really old. That being said I think I'm done with this game for the time being, Its really stale and I just can't bring myself to care about it. That and it feels like their forcing me to play Minecraft. This one is pretty high on my list as far as disappointments go. Welp, back to The Witcher 3.
 
Krenum A team of one hundred workers on one project can't think or implement every little enhancement that the gaming community thinks of and meet project deadlines. One hundred minds vs. several million. No contest in that regard though it would be nice if Bethesda did address the many of the bugs experienced on all platforms; not just PC.
 
Q-BZ that is normal considering the huge number of objects present in those settlement mods. On average I would guess it takes six seconds to load on my system; sometimes a little less, sometimes a little more depending on the sub-menu I'm in. Add in 2k/4k textures (which I've been doing for the last week) and it'll take a little longer since the game has to read every loose file mesh/texture for every object that has a custom texture.

Regarding your load order, you need to run LOOT to sort your load order. Take a snap-shot of your load order prior to running LOOT as it doesn't encompass every .esm/.esp mod made.

Noted and will run LOOT.


One other thing to note: there is an issue with Power Conduits and Pylons - Increased Radius x3. If you place a conduit then grab it again, Fallout 4 will slow to a crawl. The issue isn't with the mod, it is with Fallout 4 as when you try to move the conduit the game tries to update every light or any other object within the conduit radius that draws power. The workaround is to As of right now there isn't anything that can be done about it. Maybe when the GECK/CK is released then there might be a fix made.

I got rid of that. I'd rather build a few extra pylons and conduits then have to deal with that nonsense.





As far as overall load times go, on a bone stock install of Fallout 4 after patch 1.3 load times were practically instant. Once mods were added the load times increased depending upon the type of mod installed. There are other factors involved so here are a few rules I follow to keep the load times and save file bloat down to a minimum:

1. First, and most important, ensure you have the ini files configured properly per this Wiki page. Much improvement over the old way.

Thankfully all set here.


2. Fallout 4, as with FO3/FO:NV, keeps track of every object whether it be weapons, clothing or whatnot and since patch 1.4 these objects will stay where they were dropped. This will effect will increase load times and introduce save file bloat. If you see a weapon, piece of clothing, etc that you don't want/have no need for pick-up the object, carry it to a settlement that you are actively building or expanding. When you create a piece of building, furniture, workbench, etc and an object stored in the workbench has what it is needed, the workbench will break down the object, use what is needed then store the remaining sub-components of the object in the workbench.

3. Establish supply lines between settlements you are actively building in to keep the number of objects stored in any workbench down to a minimum.

I think I have some issues here and at this point some of it is irretrievable.



4. Keep any hoarding tendencies down to a bare minimum. Yeah, sure, it is cool having one or more versions of each weapon, article of clothing or whatnot in the game but it becomes a bad thing especially if the collection is duplicated across multiple settlements. My base rule of thumb is to set-up one settlement as home base to house my collection. Any other location is used for testing new building mods or money making.

Good tip. I've mostly gone that way but it was over time so I can guarantee you I'm not in as good a shape on this as you likely are.


5. Careful of scrapping mods, especially when using them in Sanctuary! Scrapping the wrong terrain patch can - and will - cause performance issues. This is especially true in Sanctuary Hills which is divided into 10 different post-war cells. To patch these cells together, Bethesda used several different terrain patches, the most common being the grass mound. Scrapping any one of the grass mounds covering a seam will expose the void worldspace underneath. I found this out the hard way on my second character and coupled with the early adoption of mods made with Alpha mod tools had to trash the character. I now make a manual save prior to scrapping anything in any of the settlements. If it is a large settlement then I hard save every few minutes to keep the work loss to a minimum.

Thanks for the warning. I mostly have eliminated occasional stray dead trees and junk like broken tires but I will make a point to not do this.

Thanks for all the troubleshooting help. :)
 
This game fucking pisses me off. Even if you ignore the issues more prop up. And this is what, half a year after release?

Honestly, roughly half of your complaints are due to you clearly not paying attention to the information provided. Do you just skip all dialog and not read/listen to any of the supporting information?

Regarding your recurring UI complaints, have you tried any UI mods?
I'm a big fan of this combo...
DEF_UI at Fallout 4 Nexus - Mods and community
Valdacil's Item Sorting at Fallout 4 Nexus - Mods and community
Armor and Weapon Keywords Community Resource (AWKCR) at Fallout 4 Nexus - Mods and community
 
AceGoober or anyone else
Any ideas as to why my settlements with extra water purifiers are no longer producing extra purified water to sell? I have 4: Sanctuary (4 industrial purifiers), Lighthouse (2 industrial purifiers), Warwick plantation (2 industrial purifiers), Spectacle Island (3 industrial purifiers). I've double checked the purifiers and the generators are running and weren't blown up by raiders.

I suspect it is a bug or some aspect about the settlements causing the issue. My settlements with shops also don't seem to be producing many caps either... 50 or so after a week of game time when before I would have 500+.

I have not installed any mods at all or ever. I was waiting until I finished the main quest to install mods.

FWIW, I do have an awful lot of junk in storage that I use for building. Also, all my settlements are linked with trade routes. Some, but not all, settlements are overbuilt utilizing the weapon storage glitch (particularly Sanctuary). Maybe storage is getting too full? Should I take all the junk out of storage then start scrapping it instead? Should I build more storage? Maybe run fewer purifiers?
 
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are you removing and selling the water?
I do, when it's actually there. But it's never there anymore.

I know there was a period where I didn't, I had 10k+ caps and then did a bunch of quests. Then I got a few more settlements, kept running out of steel and aluminum and bought every single shipment from vendors I could (which was quickly used). I tend to overdo my settlements with walls and 200+ defense because I don't like raiders. Now that my cap stash is running low, I want to sell water, but have none to sell. Fortunately I have 500+ stimpacks that sell for 30+ apiece. I never use them because I use power armor.

Forgot to add. I have not installed any mods at all or ever. I was waiting until I finished the main quest to install mods. I've been hesitant because I broke my Fallout 3 install with mods and being 200+ hours in it killed my desire to restart the game.
 
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CaptNumbNutz Store the wire, scrap the generator, build another generator the connect to purifiers. It is what I had to do in order for the purifiers to start producing again.
 
CaptNumbNutz Store the wire, scrap the generator, build another generator the connect to purifiers. It is what I had to do in order for the purifiers to start producing again.
Ok. Will do. Thanks!
It's weird that its a bug with power, because there is tons of power and everything is running. I will report back later with the results when I get home from work.

Just curious, is it possible this same power bug manifests itself with the spotlight turrets that don't shine light anymore, or indoor lighting/ceiling fans that stops working?
 
It is possible though I don't know for sure. By the way, you don't have to scrap the lights to get them to work again. All that is needed is to activate build mode, grab the light then place it and the light will start working.

Just curious, is it possible this same power bug manifests itself with the spotlight turrets that don't shine light anymore, or indoor lighting/ceiling fans that stops working?
 
Awesome - Wasteland Workshop drops the 12th. I just wrapped up the mechanist and was thinking about rebuilding Hangman's Alley into a more functional, lofted, settlement. This may help.

Plus animal kumites are fun for the whole family!

Bethesda.net
 
I'm looking forward to the new revamped Survival difficulty. Loved playing the Frostfall and Realistic Needs mods in Skyrim and been wanting something like those for Fallout.
 
I like having moral choices to make in the quest line, but sometimes the game takes everything you want and shits on it.

For example, I was replaying the ending to do the Railroad ending. I ended up getting in a fight with the Brotherhood. Scribe Haylen was there, and since she was cool to me earlier in the game I wanted to spare her. After several unsuccessful tries, I successfully killed everyone else by standing in the hallway and blocking Deacon, Tinker Tom, and my companion Cait. I then walked up to Scribe Haylen and successfully got her to surrender using Day-Tripper to up my charisma. Deacon then charges out and puts a full mag into her while her hands were in the air. *sigh* oh well.
 
So, I never actually finished the main quest line in this game, and now I'm having an issue.

So, I've gotten to the point in the quest where you try to free Synths from the Institute, but the current step is just "Continue working with Father" with no waypoint, no nothing.

I am also at the point in Mass Fusion where I have to either relay to Mass Fusion from the Institute or inform the Brotherhood and jump in a Vertibird to go intercept. Either action will make me a permanent enemy of the opposite faction.

My question is, is there any way to complete the freeing Synths quest at this point? I read somewhere online that after the meeting in the Institute where you lead as director (which I thought I did already...?), an NPC is supposed to run up to you and progress the Synth saving quest. No such thing has ever happened to me.

What do?
 
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