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Zuhl3156
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Re: Fallout 4 2016/09/05 10:16:08 (permalink)
whiskers54
 
The following is from the link you provided:
 
"you gain +5% more XP per kill and +10 Damage Resistance."
 
Based on this it is a really great bonus. I have to keep this on the front burner and go back there. Thank you.


Not only that, I get to 'Romance' that Goon at the end too. Woo hoo!


whiskers54
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Re: Fallout 4 2016/09/05 10:27:45 (permalink)
Zuhl3156
whiskers54
 
The following is from the link you provided:
 
"you gain +5% more XP per kill and +10 Damage Resistance."
 
Based on this it is a really great bonus. I have to keep this on the front burner and go back there. Thank you.


Not only that, I get to 'Romance' that Goon at the end too. Woo hoo!






 
I'm no touching that. 
 
I'm going to correct your English however: "'Romance' that Goon at the end too." I believe that should be: 'Romance' that Goon in the end too. Just saying.  
Zuhl3156
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Re: Fallout 4 2016/09/05 10:36:05 (permalink)
Nah, I saw the Romance video and nothing happens except some flirting. Afterwards you get to 'Feel your Lover's embrace' whenever he is nearby when you sleep. Cait doesn't always jump into bed with me. Sometimes she just stands guard like Nick Valentine used to do when I went to sleep.
whiskers54
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Re: Fallout 4 2016/09/05 13:11:16 (permalink)
Zuhl3156
Nah, I saw the Romance video and nothing happens except some flirting. Afterwards you get to 'Feel your Lover's embrace' whenever he is nearby when you sleep. Cait doesn't always jump into bed with me. Sometimes she just stands guard like Nick Valentine used to do when I went to sleep.




 
Cait will sometimes crawl into a different bed than the one that I am in. Two things that I can think of that will cause a woman to do that and (1) she's not angry with me.
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Re: Fallout 4 2016/09/05 20:20:13 (permalink)
Hey Ducky,
 
That mod works sweet. The explosion at the work bench sent a coffee pot across the room. LOL  I set it for the max. Thank you!!!!
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Re: Fallout 4 2016/09/06 01:27:23 (permalink)
So, what's up with this Vault 1080? is it any good? Does it require any latest expansions?

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whiskers54
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Re: Fallout 4 2016/09/06 03:34:30 (permalink)
stalinx20
So, what's up with this Vault 1080? is it any good? Does it require any latest expansions?





At this point in time I'm only aware of one member here that has played it and he wasn't impressed. As far as requiring any latest expansions, I would like to know that also. I wish I had more info for you.
 
 
Update:
I went over to Bethesda's site and found "Vault 1080" mod. It's estimated that this mod brings about an hour of additional play. Not many players are happy with the issues they seem to be encountering. You may want to do some research before going through the motions.
post edited by whiskers54 - 2016/09/06 03:59:21
Zuhl3156
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Re: Fallout 4 2016/09/06 05:45:25 (permalink)
whiskers54
Hey Ducky,
 
That mod works sweet. The explosion at the work bench sent a coffee pot across the room. LOL  I set it for the max. Thank you!!!!


Which mod is it? I haven't felt like playing for the last several days anyway and I still can't find my phantom noise in my PC.
Dukman
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Re: Fallout 4 2016/09/06 06:45:12 (permalink)
whiskers54
Hey Ducky,
 
That mod works sweet. The explosion at the work bench sent a coffee pot across the room. LOL  I set it for the max. Thank you!!!!




And you can set each settlement at a different level or not at all.   I actually had to put the mod to use last night  for the first time as well.  I've had it loaded for some time, but always chose the "not now" option.   Last night while building my masterpiece in Vault 88 I had to activate it.
 
Zuhl, it's a mod that allows you to expand the building budget on your settlement(s). 
 
Another mod I keep forgetting to mention is one that allows you to lock your doors and container.  And keep them locked.   So that keeps the settlers from helping themselves to your prized possession.  And keeps a them from rifling through your Grognak comic book collection.

Heatware



 
 
Zuhl3156
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Re: Fallout 4 2016/09/06 06:47:26 (permalink)
It's called "F4SE"?
Dukman
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Re: Fallout 4 2016/09/06 06:58:11 (permalink)
No sir.  F4SE is the Fallout 4 Script Extender.   That is, well a script extender.  It goes into the main file and allows other mods using scripts to be built on top of it.   Much like SKSE gave us the abilitiy to modify mods and such inside the menu, F4SE does much the same.  
 
Mods like Place Everywhere and several others are reliant on F4SE, which is why I am usually unable to play after and update and version change.  F4SE and therefore the mods based on F4SE are version centric.  
 
The mod Whiskery51.3 is referring to is called "Increased Build Limit Enhanced 4K" and allows you to expand a settlement's budget on a settlement by settlement basis.
 
The mod that allows you to lock stuff up is... Hang on, Im looking...   Locksmith

Heatware



 
 
Zuhl3156
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Re: Fallout 4 2016/09/06 07:08:31 (permalink)
Thanks, I'll look into it later. Time for a nap.
whiskers54
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Re: Fallout 4 2016/09/06 08:39:37 (permalink)
Zuhl3156
whiskers54
Hey Ducky,
 
That mod works sweet. The explosion at the work bench sent a coffee pot across the room. LOL  I set it for the max. Thank you!!!!


Which mod is it? I haven't felt like playing for the last several days anyway and I still can't find my phantom noise in my PC.




Courtesy of Ducky Want A Quacker located on page 75:
http://www.nexusmods.com/fallout4/mods/13779/?
 
If nothing else you can redo your settlements in concrete and trash/scrap the bad looking shacks and the wooden erections you call a building. Settlement perimeter walls also.
I am really having fun with that horrible settlement site with the hole in the ground. I'm currently 5 stories up and building away. I don't know if there is a height cap but I do know the defensive lasers have a range. Also, I am scrapping the old vendor stands and modernizing them to the new, sleek looking, lower in height so that I can tuck them into a lower level area without making contact with the ceiling and giving them better protection.
 
 
whiskers54
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Re: Fallout 4 2016/09/06 08:48:01 (permalink)
Dukman
whiskers54
Hey Ducky,
 
That mod works sweet. The explosion at the work bench sent a coffee pot across the room. LOL  I set it for the max. Thank you!!!!




And you can set each settlement at a different level or not at all.   I actually had to put the mod to use last night  for the first time as well.  I've had it loaded for some time, but always chose the "not now" option.   Last night while building my masterpiece in Vault 88 I had to activate it.
 
Zuhl, it's a mod that allows you to expand the building budget on your settlement(s). 
 
Another mod I keep forgetting to mention is one that allows you to lock your doors and container.  And keep them locked.   So that keeps the settlers from helping themselves to your prized possession.  And keeps a them from rifling through your Grognak comic book collection.




 
From what I saw that is a one time set. I set mine to the max and never saw anything that would allow you to change it after that. Unless you know something I don't.
 
I was wondering about the Vault and how far you could go in general.
 
I noticed that when using this mod you do not collect achievements. Is this what all the mods do? 
whiskers54
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Re: Fallout 4 2016/09/06 09:11:09 (permalink)
Dukman
No sir.  F4SE is the Fallout 4 Script Extender.   That is, well a script extender.  It goes into the main file and allows other mods using scripts to be built on top of it.   Much like SKSE gave us the abilitiy to modify mods and such inside the menu, F4SE does much the same.  
 
Mods like Place Everywhere and several others are reliant on F4SE, which is why I am usually unable to play after and update and version change.  F4SE and therefore the mods based on F4SE are version centric.  
 
The mod Whiskery51.3 is referring to is called "Increased Build Limit Enhanced 4K" and allows you to expand a settlement's budget on a settlement by settlement basis.
 
The mod that allows you to lock stuff up is... Hang on, Im looking...   Locksmith




 
I watched the video Locksmith and it has bugs in it. Apparently the characters, after they have been locked up, can get out as was demonstrated on the video. This would also allow them into a secured room.
 
Are there any furniture mods that run like the expansion mod? Not worrying about issues when FO 4 gets updated.
stalinx20
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Re: Fallout 4 2016/09/06 13:25:23 (permalink)
whiskers54
stalinx20
So, what's up with this Vault 1080? is it any good? Does it require any latest expansions?





At this point in time I'm only aware of one member here that has played it and he wasn't impressed. As far as requiring any latest expansions, I would like to know that also. I wish I had more info for you.
 
 
Update:
I went over to Bethesda's site and found "Vault 1080" mod. It's estimated that this mod brings about an hour of additional play. Not many players are happy with the issues they seem to be encountering. You may want to do some research before going through the motions.


"Issues", eh? I guess I'll have to see for myself.

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whiskers54
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Re: Fallout 4 2016/09/06 17:02:53 (permalink)
Anyone find the metal door in the ground that can be partially opened but you can't go in? It also gives you a choice of blowing (detonate) it up or closing it. I blew it up and now it disappeared. It is located north of Costal Cottage next to that Death Claw that usually has 2 Yao Guais (spelling). I checked online but it wasn't much help. 
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Re: Fallout 4 2016/09/06 17:05:10 (permalink)
stalinx20

"Issues", eh? I guess I'll have to see for myself.




What did you find out? I read the messages posted at the bottom and they weren't very positive. 
donta1979
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Re: Fallout 4 2016/09/06 17:09:46 (permalink)
whiskers54
donta1979

It's there not sure under what tag but I got it... nvidia just pumped up every gameworks feature they could... =/ To the point it looks pretty bad in many spots




 
Anything special needed to run this?


Shadow boost helps a great deal.

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Re: Fallout 4 2016/09/06 17:12:12 (permalink)
whiskers54
Zuhl3156
donta1979
Zuhl3156
Has anyone tried that "Vault 1080" mod from GeForce yet?


Yes it sucks... you can run though it, nothing new or amazing.... lots and lots of gameworks about sums it up... SMH


I searched for it in the Mods section and came up empty. I'm going to kick Cait to the curb for a while and travel with Porter Gage. There is a nice Perk to be had once you reach max affinity with him.




What is the perk? I haven't gone back into Nuka land yet. LOL
 
Are you going to play along with all the factions or wipe them out?


perks to one from an npc, another for building stuff, there might be one more for killing stuff not sure, if you do not play along with being a raider, thats it DLC over the end.

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whiskers54
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Re: Fallout 4 2016/09/06 18:03:44 (permalink)
donta1979
whiskers54
donta1979

It's there not sure under what tag but I got it... nvidia just pumped up every gameworks feature they could... =/ To the point it looks pretty bad in many spots




 
Anything special needed to run this?


Shadow boost helps a great deal.




 
Did you run into any problems when downloading and playing this? The reviews weren't all that favorable.
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Re: Fallout 4 2016/09/06 19:17:25 (permalink)
whiskers54
 
 
I watched the video Locksmith and it has bugs in it. Apparently the characters, after they have been locked up, can get out as was demonstrated on the video. This would also allow them into a secured room.
 
Are there any furniture mods that run like the expansion mod? Not worrying about issues when FO 4 gets updated.




 
I've been using it for months and have yet to see that happen.  I accidentally locked the Vault-Tec Rep inside my house once and there he remained until I came back.  This was several game days later and after several loads and reloads of the game. Any door or container I lock remains locked.   In fact, I'll forget that I locked a container and have to unlock it.     
 
 

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Re: Fallout 4 2016/09/06 19:36:12 (permalink)
Dukman
whiskers54
 
 
I watched the video Locksmith and it has bugs in it. Apparently the characters, after they have been locked up, can get out as was demonstrated on the video. This would also allow them into a secured room.
 
Are there any furniture mods that run like the expansion mod? Not worrying about issues when FO 4 gets updated.




 
I've been using it for months and have yet to see that happen.  I accidentally locked the Vault-Tec Rep inside my house once and there he remained until I came back.  This was several game days later and after several loads and reloads of the game. Any door or container I lock remains locked.   In fact, I'll forget that I locked a container and have to unlock it.     
 
 




 
Maybe it was updated since then. All I know is that he locked a cat up in a room and locked some characters in a cage, came back later and they were gone. He even commented on that. He didn't say how long he was gone either.
 
 
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Re: Fallout 4 2016/09/06 19:59:37 (permalink)
I seem to recall that as well, that the mod would only keep things locked during the session in play.   That might have been on an earlier version of the mod. 

Heatware



 
 
whiskers54
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Re: Fallout 4 2016/09/08 16:30:31 (permalink)
donta1979
perks to one from an npc, another for building stuff, there might be one more for killing stuff not sure, if you do not play along with being a raider, thats it DLC over the end.




 
There is a segment in the beginning that the woman tells you to kill the other raiders and it will list their names. If you kill these named targets will that be the end of the DLC or does it continue?
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Re: Fallout 4 2016/09/08 16:32:44 (permalink)
Dukman
I seem to recall that as well, that the mod would only keep things locked during the session in play.   That might have been on an earlier version of the mod. 




 
Is this a mod that will have to be reset if updates to FO 4 get released?
 
Also how do you tell if mods are or are not affected by updates from Bethesda?
Zuhl3156
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Re: Fallout 4 2016/09/08 17:10:17 (permalink)
whiskers54
donta1979
perks to one from an npc, another for building stuff, there might be one more for killing stuff not sure, if you do not play along with being a raider, thats it DLC over the end.




 
There is a segment in the beginning that the woman tells you to kill the other raiders and it will list their names. If you kill these named targets will that be the end of the DLC or does it continue?


I found a video about that earlier. If you want, I'll try to find it for you. There were a lot of ifs, ands, buts, and other options that came and went depending on your decision.
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Re: Fallout 4 2016/09/08 19:17:34 (permalink)
whiskers54
 
 
 Also how do you tell if mods are or are not affected by updates from Bethesda?





When they don't work anymore.  
 
You basically have to take into account what the mod does or does not affect in the game world.   Most are not affected by updates or bug fixes.   Mods like Homemaker (a truly epic mod) will continue to function after and update, but will not affect or add more items until it's been updated to reflect the new content.   So the majority of the mods will continue to work just fine even though they are no longer being supported or updated by the mod author.
 
And to answer your first question, Locksmith is not affected by the version updates because it affects things that are already in the game.  It's possible that if new lockable objects are added it won't affect them.  But I don't think it works on and item by item basis.   I think it affects the lock/unlock situation that all lockable objects address.  

Heatware



 
 
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Re: Fallout 4 2016/09/08 19:21:18 (permalink)
And I've been spending hours and hours in Vault 88 trying to build the ultimate stronghold.  I've torn things down and started rebuilding several times now.  
 
Truth be told, I kind of like the whole settlement building thing.  At least building the settlement and structures.  Babysitting the settlers constantly, not so much.
 
Still can't decide if I want to move my base of operations to Vault 88 or Spectacle Island.   But I'll have the infrastructure in place either way.  And Vault 88 is the first settlement that I've had to activate the workshop mod on so far.  
 

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Re: Fallout 4 2016/09/08 19:55:44 (permalink)
whiskers54
stalinx20

"Issues", eh? I guess I'll have to see for myself.




What did you find out? I read the messages posted at the bottom and they weren't very positive. 


Nothing, I haven't bothered with it yet.

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