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I think he's referring to the raider kidnappings. I've had two so far that were identical except for the locations of the victim.
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From a role-playing perspective, your character would be greatly motivated to try and prevent kidnappings based on what happened to his son. He would be trying to see if he could track the kidnappers to their lair to see if they might have his kid. I agree though, that I'm not big on following radiant quests. Those are dull to the extreme. I did one or two for the brotherhood with one of my toons and then stopped doing them.
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If only the bastardized interface had a "No, I don't care about your kidnapped son/daughter/Brahmin" option.
This will probably be one of the first mods to get created when scripting tools become available. |
I simply rigged up about 30 various turrets at any settlement I actually care about, then just ignore messages. Next time I visit I just loot whatever corpses are stacked up around the turrets =). Problem solved.
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That's why I asked about the radiant quests. If you ignore them, does the settlement get attacked despite its defense rating?
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Curious to know if anyone ignored them and saw consequences despite defenses.
On a related note I read sometimes your settlements can get attacked even with high defenses? |
Idk, but I wish mine would get attacked at all. I've still only experienced a single attack in my game so far.
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I bet there's a way to trigger attacks. Just build a ton of water purifiers.:)
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any word on language filter mods or gore no more yet?
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But you can't ignore kidnapped people as if you don't save them, they get killed. Nothing will get trashed. ESO? So you're the reason Bethesda trashed so much money in some pathetic MMO and still didn't shut down servers. Quote:
About every couple of hours I see a message that a settlement of mine is attacked. I have about 20 settlements and since all have defense 70 or above*, I don't care about those messages nor go help - it's just pumping your XP and the cash reward is pathetic (cca 100 caps). While refusing to help, never lost a settler in an attack. What's even worse, you don't get sidekick "likes" your help, so it's pretty much a timewaster and game ruiner. ------------------------------------------------ * All except Covenant. Something there is bugged. You get it's turrets by default (after solving it's story one way or another), but the settlement defense score remains 0. And you can't remove those turrets and place new ones on their spots for whatever reason. Quote:
The settlement in my case frequently attacked is the one with only 2 residents. It has only one water pump, a few veggies to support those two and crapload of turrets. I think Bethesda copypasted retarded "random" generator from Skyrim's mage guild dragon. Others said they never saw a dragon there, I was getting a new one there each time I visited mage guild. Just like here - my specific settlement gets attacked constantly, others have different experience. But as I said, message that there is ongoing attack on a settlement feel free to ignore, no negative thing if you don't go there. Just make sure your defenses are up (higher than food+water total). Anyway, I'm talking about kidnaping your settler radiant idiocy where you have to pay (in one case I was asked to put up 1000 caps, oh yea, right, I'll pay it, mhm, in Beth's dreams probably) or save them. I don't want to see that garbage any more in my game. A mod please. |
Not a musthave for everyone but people with older machines will appreciate it.
2048x2048 default textures changed with lowres ones will help to get better performance to those who bought the game but still haven't upgraded GPU: http://www.nexusmods.com/fallout4/mods/978/? |
Here's another almost musthave.
Renaming - settlers! http://www.nexusmods.com/fallout4/mods/2017/? Sure, you won't be renaming those who already have names (or perhaps you will?), but with this one you can finally know without trying to detect what's highlighted who is tasked on trading spot, who on scrap table, who is farming and who got the defending in settlement. New names are predeternimed. I still don't understand why the game doesn't have this by default. http://staticdelivery.nexusmods.com/…1448163467.jpg Why it isn't a musthave but almost? Because it's basically using debug commands. |
For those who are still looking for an exp cutter this mod just came out today:
http://www.nexusmods.com/fallout4/mods/2949/? Supposed to cut by one third. I don't use such mods so just reporting it in case others want to check it out. |
Another mod Joxer may like - disables radiant minute man quests:
http://www.nexusmods.com/fallout4/mods/3456/? Just FYI. |
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Installing right this moment! A musthave mod. Thanks. |
Great find, thanks!
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FYI because there is no instruction on installation of radiant design crime disable mod.
Copypasted from norespawn trashmobs (works, tested): Quote:
So my game, without manually touching plugins.txt, after I put antiradiant mod into data folder and started FO4 looks like this: Code:
Fallout4.esmAll I need now is FalUI mod and possibly separate keychain mod Bethesda ignored (although it's vanilla thing in FO:NV) and the game will get close to nearmasterpiece. |
Glad it was useful.
Another one that some folks who like building might like. Precise object moving and rotating. by ad3d0: http://www.nexusmods.com/fallout4/mods/3615/? Quote:
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