Fallout 4

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Does anyone else play in 3rd person?
I do, but only becauae I am used to it. Metal Gear Solid V: The Phantom Pain, Assassin's Creed IV: Black Flag and Rise of the Tomb Raider all do it, so it feels natural for me in Fallout 4. If Far Cry 4 offered it, I would use it there, too.
 
Just going back to my 3rd person line of sight issues, it's been frustrating me quite a lot today. I was fighting a bunch a Super Mutants from a roof top and kept wasting bullets while taking hits because the bullets would hit an object like half the screen below my target.
 
Most hated enemy is now the Assaultron Dominator at the Quincy Police Station. Currently doing the Nick Valentine side quests where you have to find Eddie Winter's holo tapes.and everytime, I go there and the damn Assaultron is invisible pops up out of nowhere and kills me straight up.
 
I want to be classy as hell when I shoot Raiders in the nads :lol:

Like this? :D

72C754139AE32F7AD8057F8C963F7FAB8491F4AA
 
Why not just holster your weapons?
There moments where I prefer to leave gun un holstered for instance during conversions in missions ( such as arch jet)
If I played in 3rd person I wouldn't have installed the mod but I prefer first person and for some reason they didn't bother to do the lowered weapon animation.
 
There moments where I prefer to leave gun un holstered for instance during conversions in missions ( such as arch jet)
If I played in 3rd person I wouldn't have installed the mod but I prefer first person and for some reason they didn't bother to do the lowered weapon animation.

My character sometimes puts his weapon to the side when close to others in first person.
They do it automaticly as part of an idle animation I've noticed
 
Man I haven't stolen a single thing in various characters, a first for me :)
Just haven't felt the need to
I stole 1 set of Power Armour and that's it.

But that doesn't count, Tessa tried to kill me first!
 
Damn, Rifleman perk is pretty good, probably better than simply modding your gun. It's starting to get to the point now where I don't know where my perks are most urgently needed. Sure there's a TON of stuff I want and need, but what do I want now? I'm thinking upgrading Charisma may be the way to go, I'm sick of failing speech checks with a 7 Charisma rating.
 
Damn, Rifleman perk is pretty good, probably better than simply modding your gun. It's starting to get to the point now where I don't know where my perks are most urgently needed. Sure there's a TON of stuff I want and need, but what do I want now? I'm thinking upgrading Charisma may be the way to go, I'm sick of failing speech checks with a 7 Charisma rating.
I had that problem, if in doubt it can never hurt to up your SPECIAL stats
 
Damn, Rifleman perk is pretty good, probably better than simply modding your gun. It's starting to get to the point now where I don't know where my perks are most urgently needed. Sure there's a TON of stuff I want and need, but what do I want now? I'm thinking upgrading Charisma may be the way to go, I'm sick of failing speech checks with a 7 Charisma rating.

When you get the Rifleman Perk, can you change your name to "Stephen"? :cheers:

 
Man I haven't stolen a single thing in various characters, a first for me :)
Just haven't felt the need to

Same here. There is so much loot out there to discover once you go exploring. If a story mission or quest takes me to a location, I make a return trip just for all the goods out there!
 
Melee Finishers without VATS - which I think just uses the power attack button

The fist ones will do nicely for my Bruce Lee build :)
 
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So I have noticed a distinct change in my style of play over the past few hours. I am no longer sinking skill points into perks based on SPECIAL, but rather based on the story. I find that I am constantly switching allegiance based on whoever I think will help me get Shaun back; Preston and the Minutemen couldn't help me, so I turned to Nick, who initially led me to Kellogg, but his plan after that seemed pretty specious, so I went to the Brotherhood. Although they want to bring the Institute down, they're sending me off on errands that have no clear connection to my objective, so now I am working for the Railroad. I am spending my skill points on perks related to the SPECIAL attributes that I need for each faction - like strength and endurance for the Brotherhood and charisma for the Railroad.
 
I have been getting a lot of bugs/glitches at the moment. I cannot complete the 'Taking Independance' quest as it will not let me build, even though I have everything and more.
So decided to wander and came to a Deathclaw, and I could not use a weapon, or anything.
Later I saw two Vertibirds come crashing to the ground in flames, went for a look and met Mutants every where, two were Legendary and equiped with miniguns, and they never stopped firing for 5 minutes solid.
As for companions, I've had all I can take, going solo from now on.
I'm normally a mercenary style player, now gone to Terminator mode.
 
@CoolColJ Thanks. I'll add this to the list of mods to make the game difficult. I will post my difficulty setting later as I have finished testing some of them. And will start a new game.
 
Sorry for double posting but I think this need a separate post.

Here's my custom difficulty settings.



1)
DARKER NIGHTS

Make the game darker than vanilla. Makes travelling at night extremely dangerous. Almost 0% visibility if you're not using Pibpoy lights at night. Best paired with Realistic Lights.

Link: Darker Nights- http://www.nexusmods.com/fallout4/mods/191/?



2) ARBITRATION

A. Better Combat AI
-Made AI (including companions) attack things all the time instead of waiting to be shot half the time (wildlife, power armor, and some special NPCs left untouched).
-Made ranged AI focus on flanking (companions focus on dueling to protect you).
-Ranged AI will flank, circle, and fall back more when in close range. I should note that I have witnessed falling back, but I can't vouch for the efficacy of adjusting the close range flanking and circling. Things "seem" to be better with these adjusted. Falling back is important as it keeps them from advancing to the point of idiotic suicidal.
-Increased odds of strafing for ranged AI.​

B. Stealth Overhaul (Not main "Stealth Overhaul). I used the optional one. Here's the description)
-Sound impact on stealth greatly reduced (less "what was that" from people 40 ft away).
-The farther away you are the less likely you'll be spotted.
-Longer Stealth Search Time.
-Reduced indoors light bonus to match outdoors - more detectable.

C. Molotov Cocktails Fix
-No longer kill by explosion, but by immolation.

D. Better Fall Damage

-Reduced fall damage
-Greatly increased fall leg damage
-Can only survive up to 3 floors.
-The Adamantium Perk doesn't affect fall damage in any of the fallout games. This file fixes that for my fall damage mod. Use for rank 1,2, and 3 of the perk.

Link: http://www.nexusmods.com/fallout4/mods/2037/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=2037&preview=&pUp=1


3) DEADLY RADSTORMS



4) HARSHER COMMONWEALTH

A. Combat change

Combat.esp
-VATS max engaging distance is reduced.
-NPC HP increased especially high level NPC.
-More devastating explosives.
-Enhanced strong enemy (I.e Sentry bot, Deathclaw, behemoth...)
-Weapon adjusting
-Max damage reductions are adjusted.

B. Tempo change
Tempo reverse.esp
-You gain less exp when you play harder difficulty
-Legendary item drop rates decrease with difficulty.
-Harder lock picking and speech gives you more exp.

Tempo slow option.esp
-No exp from crafting

Tempo marathon option.esp
-No exp from crafting
-Increased required exp for level up
-Increased new discovery exp

C. SPECIAL & Perk & Companion Adjustment
S.P.E.C.I.A.L.esp
-Base carry weight reduced and carry weight per strength increased.
-Base action point reduced and AP per agility increased.
-Hard speech is affected by charisma than vanilla.
-Now Level HP bonus is determined by END only.
-PER has more effect on VATS.​

Perk.esp
-Some Perks are adjusted. No NERF

D.Economy
Economy.esp
-Civilian has more item especially for the rich.
-Now Workshop gives you less water.

E. Hardcore Mod
-Hardcore.esp
-Healing from food reduced
-If food have special ability, they enhanced.
-Bobby pin has 0.02 lbs weight
-Cap has 0.01 lbs weight.

F. Monster Leveling
Nightmare.esp
-Minimum and Maximum level of Every Encounter is adjusted.
-Min : 30~31
-Max : 61~99
-Warning : I recommend if your level under 25, don't use it.

Link: http://www.nexusmods.com/fallout4/mods/1295/?


5) LESS LOOT AND AMMO

A. Less Legendary Items
-The chance of drop legendary items is at 50%. The chance of appearance legendary enemies is unchanged.

B. Less Settlement Resources
-Reduces the amount of resources from settlement production by 50% from initial production.

C. Less Flora Outcomes
-Harvested crops in your settlements regrow after 14 days. The chance to harvest wild fruits and flowers is at 50%.

D. Harder Expansion of Settlements
-Resources needed to build defense, energy production and water production objects increased 2x. Some objects have increased perk requirements (Science and Gun Nut).

Link: http://www.nexusmods.com/fallout4/mods/2593/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=2593&preview=&pUp=1


6) REAL WORLD DAMAGES

-This mod attempts to balance and increase the damage model of the game by editing variables, body part multipliers, and eventually explosion and weapon data. Perks may be modified later to prevent silly modifiers that unbalance the damage model.

-This mod dynamically increases the damage to player and NPCs alike via their creature type and locational hit. Biological creatures are easier to kill, including yourself, while robots are generally harder to kill than humans. (But still easier than vanilla robots)

-The damage is amplified by damage modifiers on the individual body parts of the creature you hit, so there is no flat modifier, but generally you can see an increase of about three times the effective damage on human creatures.

-Armor can only stop a portion of the damage taken, and while power armor can save your skin, it does not make you invincible like vanilla. Power Armor will effectively make you take 50% damage. Lighter armor will only protect in a 5-25% range. You will still notice a difference in wearing power armor, and it can save your skin.

-Increases damage to player to a multiplier of 7x (optional that I added)

Link: http://www.nexusmods.com/fallout4/mods/217/?tab=2&navtag=http://www.nexusmods.com/fallout4/ajax/modfiles/?id=217&pUp=1


7) CRIPPLED LIMBS FIX

Disables the crippled limbs auto-heal for the player and NPCs for a more realistic and tactical experience.

A. Realistic crippling damages (affects player and NPCs)
-One hit cripple hardcore and difficult ironsights/scope aiming when injured (requires "Real World Damages" by PiZZADOX to work, and to be loaded in priority - past at the bottom of plugins.txt). Recommended 10 in endurance and non scaling enemies (already included in Real World Damages).

B. Stimpack don't heal limbs
-Only doctors can. (this is very annoying)

Link: http://www.nexusmods.com/fallout4/mods/3017/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=3017&preview=&pUp=1


8) TIMESCALE AND FAST TRAVEL ADJUSTMENT

Changes the timescale to effect how long day and night cycles last in in-game/real life time ratios.
-At console type "set timescale to 6". (1 minute in real life =6 minutes in game)

Link: http://www.nexusmods.com/fallout4/mods/3537/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=3537&preview=&pUp=1


9) HEAVY RAIN

-Made the vanilla rain "intense". Paired with More Crappy Weather and your visibility will severely suffer.

Link: http://www.nexusmods.com/fallout4/mods/3065/?


10) MORE CRAPPY WEATHER

New chances for Crappy Weather:
Clear - 5%
Foggy - 10%
Radiation Storm - 5%
Overcast - 5%
Rain - 30%
Misty - 15%
Misty-Rainy - 30%
Clearest - 0%

Link: http://www.nexusmods.com/fallout4/mods/2243/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=2243&preview=&pUp=1

11) NO HUD

-No HUD. Only interaction, level up, quests, and discovery window. Use the "HUDless" in the Optional Files Section.

Link: http://www.nexusmods.com/fallout4/mods/141/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=141&preview=&pUp=1

12) V.A.T.S. TWEAKS

I was about to disable the VATS in the game to make it more difficult but I realized some perks are connected to it. And its not a Fallout game if there's no VATS. So I just tweaked it.

A. Selecting target phase -Affects only selecting target phase.
-Targeting: Slow Mo =Faster than default. Similar to effect of Jet.

B. Combat Phase -Affects only combat phase.
-Combat: Slow Mo =Similar to effect of Jet. Doesn't affect critical shots and Kill Cam.

C. Combat Phase Rate of Fire -- Affects rate of fire in combat phase.
-Fire Rate: Vanilla -40 =Player shoots 40% faster. Same time settings as default V.A.T.S.

D. VATSTweaks: Hit Chance Rebalance -Hit Chance will be less affected by the distance and more by perception.
-Didn't clicked. Still set to default.

E. VATSTweaks: Critical Hit Bar -Determines how quickly filled critical bar.
(No way to set it to default so I chose the nearest to the default settings)
-Critical Hit Bar -x1.5 =It changes the basic value, so 3x doesn't mean that bar will be filled 3 times faster.

F. VATSTweaks: Hit Chance -Increase chance to hit in VATS.
(Also no way to set to default)
-Hit Chance -x1.1 =Increase hit-chance for every body part in V.A.T.S. If hit-chance for torso was 50% by default, then "Hit Chance - x1.5" will set it to 75%.

G.
VATSTweaks: Engage Distance -Increases or decreases the distance from which you can target NPCs.
-Distance -x0.5 =Distance set to 2500 (default 5000)

Link: http://www.nexusmods.com/fallout4/mods/1064/?tab=1&navtag=http://www.nexusmods.com/fallout4/ajax/moddescription/?id=1064&preview=&pUp=1


OPTIONAL


13) HIGH LEVEL SCALE

As suggested by CoolColJ. It'll be just an option for now as I will start a new game. Please see "note" below.​

-Enemies are from 10 to 50 lvl higher than you.The game becomes very dangerous, we should be careful with any enemy.Need wait some time for cell reset.Existing monster or NPCs is not changed.

-Note by the author: Please install this mod after 40 LVL with modified weapons and armors.In the beginning is impossible to play!

As of now I don't see any conflicts in any mods after days testing and just wandering around. Just one thing that I noticed. I die a "lot".:lol: Just a note, I read in the Nexus Forums that Darker Nights has its own "stealth settings" on it, said its members. I think it has something to do with the lighting or "when will the enemy see you" base on the darkness level. I checked the authors description but there's nothing. I didn't checked the posts though. But I prefer to Install it first before the others so that the Arbitration can overwrite Darker Nights settings, if there's any. Also the order of the list is also the install order. Please feel free to correct my install order as its still a work in progress. I'll post some screens later.
 
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So, everywhere I turn, there's a new side-quest - the idiots aboard the USS Constitution, Jack Cabot, Bobbi No-Nose; the list goes on.
 
Man that Kellogg encounter is quite hard!

I'm level 26, and he's 39.... plus he does dirty tricks :)

LOL. I placed mines behind him and around the synths in the room while talking to him :mischievous:

Didn't help much, I still died close to 10 times... almost had him at one go, but I misjudged a grenade and died :irked:


Sorry for double posting but I think this need a separate post.

Here's my custom difficulty settings.



1)
DARKER NIGHTS

Make the game darker than vanilla. Makes travelling at night extremely dangerous. Almost 0% visibility if you're not using Pibpoy lights at night. Best paired with Realistic Lights.

Link: Darker Nights- http://www.nexusmods.com/fallout4/mods/191/?




As of now I don't see any conflicts in any mods after days testing and just wandering around. Just one thing that I noticed. I die a "lot".:lol: Just a note, I read in the Nexus Forums that Darker Nights has its own "stealth settings" on it, said its members. I think it has something to do with the lighting or "when will the enemy see you" base on the darkness level. I checked the authors description but there's nothing. I didn't checked the posts though. But I prefer to Install it first before the others so that the Arbitration can overwrite Darker Nights settings, if there's any. Also the order of the list is also the install order. Please feel free to correct my install order as its still a work in progress. I'll post some screens later.


I found firefights at night a bit hard with the second darkest setting.
Firstly the pipboy light doesn't reach far enough to light your targets so it's very hard to see them in the city scape. It's almost pitch black sometimes.
There is a mod to extend the light reach, but that doesn't seem very realistic to me...

So I'm trying the third brightest, which should make it a bit more moon lit

The flare gun could help here, like in real life, but that also summons minutemen.
And night vision googles, but I haven't found any.



---

I recommend the current version of Pipware UI mod. It can be made HUDLess by editing the XML config file, and you can resize and move everything. Even the captions.
Hide/show individual bars/icons on the screen as needed.
Plus also resizes the inventory screens for more lines as well and the mouse wheel can also be made to scroll from 1 line to 1 page etc
And configurable Text Truncation length for super long weapon names

http://www.nexusmods.com/fallout4/mods/388/?
 
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Man that Kellogg encounter is quite hard!

I'm level 26, and he's 39.... plus he does dirty tricks :)

LOL. I placed mines behind him and around the synths in the room while talking to him :mischievous:

Didn't help much, i still died close to 10 times... almost had him at one go, but I misjudged a grenade and died :irked:
I was at about level 16 when I took him on, and I beat him on the first attempt.

Why is this game apparently incredibly difficult for everyone else?
 
I quicksaved before the encounter. Wasn't sure if I was able to talk my way out of it or not. Appeared I wasn't. So I reloaded the save and didn't even go into the conversation, just Mini Nuked him to the face (there's a Fat Man + Mini Nuke in the same building). :lol:
 
@CoolColJ I use "Legendary Lamps - Lights Lamps Pipboy Overhaul" http://www.nexusmods.com/fallout4/mods/1707/? It will make the Pipboy work like a flashlight. I used them on the screenshot I also included the "Dynamic Muzzle Shadows" effect on the screens. Link for those interested--> http://www.nexusmods.com/fallout4/mods/2571/? I set the "Darker Night" to darker to achieve the effect on the screens. I will also look on that PipWare UI mod thanks. Might be extremely dark for others. But I set my monitor to SRGB Mode at half the brightness (41).


So here are some screenshots of the game with tons of texture mods . The effect is based on the "Alone Reshade" but I tweaked the HBAO/SSAO to make the textures pop. And calibrated the Depth of Field because the ones in the Reshade is very strong.


8.jpg


21.jpg


15.jpg





2.jpg 3.jpg
4.jpg 6.jpg
9.jpg 10.jpg
13.jpg 14.jpg
16.jpg 17.jpg
18.jpg 20.jpg
22.jpg 23.jpg
25.jpg 26.jpg
27.jpg 28.jpg
12.jpg


Looks awful and very dark at day time I can tell you, because of the mod that removes "Sky Lighting" or fake lights. But at least its not burning my eyes of too much brightness. My eyes are struggling to see now in day time though.

Looking at the screenshots, I think I need to increase the brightness/range of the Pipboy's light.
 
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I was at about level 16 when I took him on, and I beat him on the first attempt.

Why is this game apparently incredibly difficult for everyone else?

I'm playing on hard level?
No power armour

I finally beat him by planting 2 bottlecap mines between me and him
backed off and lobbed 2-3 frag grenades and he aggro'ed into the mines - BOOM :)

If you take him normally, he does stealth and lobbs grenades, which can be tricky to avoid if your in the corridor like I was. And he can 3-4 shot me.
Plus the synths.

---

I got a legendary 6 crank Laser Musket which ignores 30% of target DR and Energy resistance from a legendary synth there.

Now this looks like a good sniper rifle for that one shot, 1 kill, after some crafting with long barrel and recon scope:)
It does 6x the base damage after 6 cranks, which takes no time at all, add sneak/hidden 2x damage modifier on top, plus perks!

This might be my go to sniper gun now.
But I also found a Hunting rifle that does base damage + 50 radiation damage, which is not a bad sniper as well. Maybe I'll add a silencer onto this one

bhUuFU1.jpg


lGYWre1.jpg
 
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Man that Kellogg encounter is quite hard!

I'm level 26, and he's 39.... plus he does dirty tricks :)

LOL. I placed mines behind him and around the synths in the room while talking to him :mischievous:

Didn't help much, I still died close to 10 times... almost had him at one go, but I misjudged a grenade and died :irked:
I was not in power armor and I got destroyed by him at least 15 times on hard difficulty. He was invisible 95% of the time so VATS didn't work and he was raining grenades on me similar to a COD game. A couple times the auto save put me right on one of his grenades. Eventually I took him out after popping some buffout, a med x, and a few other buffs, and just rushed him close range.

If you think that is hard, there are MUCH harder levels coming up especially on hard difficulty. I only went through a few stimpacks dealing with Kellogg. One of the missions I did later, I took 60 stim packs to complete. And that was while in power armor which I usually don't wear. :eek:

On a side note I have recently increased the amount of health the stim packs provide. That helps quite a bit.
 
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