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#1 | ||
Soaring
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And here we go:
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#2 |
Soaring
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I use these, and trhe sequence is the order in which the game lists them. I am not at Nexus, but use the ingame mod menu. I use more mods than these, but the others are indiovodual companions or wepaons, stuff, that is a quesiton of taste. I marked the mods that especially significantly change the gameplay and make the world much more - well, its a rumble pit, and looks better, and darker at night.
There are severla mods out there that add vegetation back to the worlds. The war is long ago and the planet is supporting life, so why no grass and bushes coming back? Deadly Wasteland Endless Warfare True Storms Coloured Workshop Lights War of the Commonwealth (WOTC, apparently discontinued now) Healthier Commonwealth Deadly Gunners of the Commonwelath Deadly Raiders o.t.C. Everyone'S Best Friend (Dogmeat) Dogmeat doesn't affect stealth Manufacturing Extended Real Nights with shorter Real (something) Settlements Light Out Diamond City Surplus Now Has Everything Snappable Junk Fence closethatdoormod Settlement Management Software Conquest Build New Settlements Lowpolys Settlement Furniture Workshop Rearranged Portable Jetpack Endless Warfare DLC Fixes SKK Instant Battleground Amazing Follower Tweaks AFT Improved Brotherhood of Steel SKK Combat Stalkers Cheat Terminal SKK Fast Start New Game SKK Settlement Attack System Red stuff is the top stuff.
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#3 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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Thanks for taking the time to provide that list. Noted. It would be interesting to know what you like about each one, but no need to expand on it.
Mods disable achievements? I have not installed any mod yet, and I've reached level 15. Mod suggestions are welcome, but the thing I was asking about was settlement tips. Just curious of you had any ideas to streamline that or do them in a better or more efficient way. Like for example how much effort you put in to arming the settlers, how you go about it. I've been rolling with Piper for a few hours. But so far I'm not too keen on the follower thing. It might be cool for the story, commentary, quests and that sort of thing, but from a tactical perspective it's pants lol. Constantly crossing my sight lines during combat which is annoying AF. The companion bonuses are not so strong I can't live without them. I might go back to dog meat and just ignore this. I'll give Nick a go too and then decide. A loner's more my style anyway, so I'm leaning toward going the Lone Wanderer route after all. Made it to level 15 yesterday so moving right along. I wish I had spent my SPECIAL points slightly differently. I would have put a couple fewer points in Intelligence, and more in Luck and Charisma. I thought high Intelligence would pay off with more XP, but then I saw the Idiot Savant perk and that makes up for having low INT, although the trigger sound is also annoying AF. I'd love to replace that sound with something like the objective tone from Thief 2. Luck has the best group of perks for me. I started with 3 Charisma, dropped another point with a book and then trained a fifth point and still have passed a single speech check so far. Knowing what I know now I should have put one less point in Perception and spent it in Agility. Even so I'm still doing fine but with some time in the game I can see a better starting build than what I went with. I like the change that makes energy weapons use the normal perks instead of having its own. I'm dropping points in all three of Rifleman, Commando and Gunslinger. This way any weapon I pick up will be covered with additional damage output and the other bonuses such as ignoring a percentage of armor. The gunplay's pretty good in FO4, at least the free-aim is better than the previous games. In a sense it feels like FO4 is a shooter with RPG elements, whereas New Vegas and FO3 felt more like RPGs with shooter elements.
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#4 |
Scurvy Dog of the Deep
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https://www.nme.com/news/gaming-news...change-2990283
Nexus is the place to go but that's now in question "'Fallout 4' modders are deleting their mods to protest Nexus Mods change. After a change to Nexus Mods which means modders will soon be unable to delete their own mods, Fallout 4 modders are using the one-month grace period to pull their content from the site"
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#5 |
Soaring
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If you use those of the listed mods that turn the environment more hostile and the enemies more potent and numerous, you will like to have some helping hands around.
![]() I tend to establish bases outside the pre-set places allowed by the game, the Conquest Build New Settlement mod allows that. I tend to cheat a lot, because building a new castle, garrison, whatever is most of the fun, and as I said: the environment can become very hostile with these mods, you also get a lot of loot if you survive and do not let others survive. ![]() I also like to use Abarnathy farm, and equip the settlers there, reinfoce their place, and give them additional guards. Well, the possibilities are endless. I m ostky play sneaky, stealthy, hiding and using silenced sniper rifles. There are more mods I use, I did only list those with really decisive changes on the gameplay and general feel. I tend to cheat for additonal guards in bases, and tend to have them kind of uniform per place. For exmaple this place only this kind of cloathing or armour and this or that type of weapons only. Collecting the needed stuff if part of my gameplay. I also sometimes trigger an onslaught of the AI with 8x8 hostiles, in an urban place at night, and then its hide and seek and cats and mice all night long. Great fun. Go for the Jetpack early. Its a life insurrance, and also gives you access to a complete new world - that world several floors above your usual playing ground. Check the mods carfully. Some of them come with setup menus you want to carefully tweak to your needs. --- On the Hunter games, I play Classic since almost ten years now. I recommend to enjoy the immersion they allow, and play them as a relaxation. Do not be noisy, do not stand tall in the open, do not run around, and all in all do not do things you would not do in real hunting life as well. In COTA you must expoect to see aniumnakl aI ehaving odd and robotic, unfortunately. You kill one deer in herd, the herd flees for 20 seiocnbds,m then turns 180° and slwoly wlaks back, you klill the next, and it all repeats. If you do not stop yourself from douijng so, you can massacre the whol herd that way withoth needing to move yourself. Well. they have not fixed this since years and and they will not fix it. So, just dont do it, you have more fun that way. Shoot, kill, and then behave as if no more animals are there, harvest the torphy, leave the place and start new somewhere else. Its realistic, though not enforced by the game. Use any kind of binocular a lot, often the fur of animals is such that they are incredibly hard to spot if you do not "binucularise" them. Beware some of the species. While some can maul you in defence (elks for exmaple), others can actively hunt for you once you shot at them (wolf packs for exmaple in COTW). None of these games is perfect, but I find them very relaxing and satisfying if not trying to abuse their weaknesses and not pushing them beyond their envelope. I just allow to get immersed in the looks, especially COTW. I recommend all the reserves for it, they look different and are really beautiful. Its okay for me if I play one or two hours - and have not shot anything. Can happen. On other times I have had two dozen kills in 3 hours. ![]()
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If you feel nuts, consult an expert. Last edited by Skybird; 08-23-21 at 02:33 PM. |
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#6 |
Soaring
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P.S. I once wrote a beginners guide for Classic Multiplayer, you can find it here:
https://forum.thehunter.com/viewtopi...daeb703ae84a4b or here: https://steamcommunity.com/app/25371...4934365625266/ Note that the viewing range of the game meanhwile got increased, due to improving PC specs. Also, several aspects are no longer valid since the game has changed its business model fundamentally some time ago. There is the COTW wiki: https://thehuntercotw.fandom.com/wik..._the_Wild_Wiki And the Classic Wiki: https://thehunter.fandom.com/wiki/Animals
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#7 | |
Soaring
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#8 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
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I've not seen a jetpack, nor had any mention of it that I recall. Maybe I'll stumble on it and avoid spoilers for now. I'm level 23 now.
I appreciate the mod advice, but so far I'm unmodded. Frankly, I need to play a game for a while to know what I might like to change. No mods for modding's sake. FO4 isn't the most stable game I've played, it's crashed a few times already, usually when fast traveling, and adding mods won't do anything to reduce this. There are a few I will probably install at some point, but at 50 hours in I'm not feeling compelled to do so yet. I'm having a good time with this game. It had been years since I had played a Fallout game and it's cool to do it again. So many neat touches that appeal to me. I got ballistic weave after reading about it on the 'net. I probably wouldn't have done so otherwise. That is a big boost to armour rating. On a different forum I talked about how I regretted my initial build, the way I spent my SPECIAL points. Having gotten in to the game it became clear how I should have done it. Anyway, this is what I wrote there and just adding it here If I were to do it over this is how I would have spent my initial SPECIAL points. Since levels have no cap, and points and perks are not limited (until you run out of perks), it isn't that big of a deal. But if I had paid more attention, and knew what I know now, this is how I would have gone at the start. Strength (3) -- To get to the Armorer perk. Not too concerned with melee, and while additional carry capacity is worthwhile, each SPECIAL point only raises the capacity by 10, which isn't worth a point to me. Perception (4) -- To get the Locksmith perk, which is very useful. Five points would get Demolition Expert, and that was my plan. But I hadn't realized you cannot throw grenades in VATS any longer, which sucks, and so I'd keep it at 4. This affects VATS accuracy too though. Then again, with better shooting mechanics in FO4 VATS is not so crucial any more. Endurance (1) -- Dump stat. The perks in this tree are mostly centered around survival, damage resistance, chems and so on. Useful, but for me the least important tree and points are better spent elsewhere. Charisma (4) -- The target is Local Leader at level 6, but not needed right away, and the first You're Special can be spent to raise it to 5. Then train, find another book or find the bobblehead to get to 6 to get Local Leader, which networks your settlements and allows higher-tier buildings. Can be ignored if you ignore the settlement side to the game. But if you don't you'll want the Local Leader perk. Intelligence (4) -- To get to Hacker. I made the mistake of sinking 7 points in to INT, because I thought that was a good idea to get more XP. But with the Idiot Savant perk (Luck tree) this really wasn't necessary, and I don't care about the level 5, 6 and 7 perks (Scrapper, Science, Chemist). This would have given me three points back. This decision nags at me. It's the sort of thing that usually makes me start over eventually. But since points are unlimited in FO4 I'll stay the course and can correct this over time. Agility (5) -- To get to Action Boy. VATS is less vital for me in FO4, but it's still fun to use and can be a life saver in tight situations against mobs. 3 points to get to Sneak is bare minimum. Sneak is very powerful in Fallout. Luck (7) -- To get to Critical Banker. Aside from Bloody Mess (level 3) I like every perk in this tree and if I were to eventually max one out it will be Luck.
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