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3lric - Current/Future Projects & Mod Links


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First off, I want to thank @ANDREWCX for giving me permission to use some of the threads he has made for his mods as a template for my own threads! If you haven't already downloaded his mods, then you aren't enjoying Fallout 4 as much as you could be.

As with the aforementioned thread, this is not a place to make personal requests, rather to stay up to date with what I'm working on. While suggestions for additions to these mods are not discouraged, and sometimes even encouraged, I just don't want people to expect every one of them to be fulfilled. I'm a busy man, but I will continue to do the best I can to provide you all with enjoyable content.

SCRAP THAT SETTLEMENT! (STS)
(PS4 & Xbone)

Currently in the process of making updates to all the DLC Addons (except Nuka World, since it doesn't need it) Should be out in the next week or so. This will take care of the remaining holes that could be scrapped into Vault 88, as well as a few small things in Automatron and Far Harbor.

The list of remaining addons is as follows:

  • STS: Structures, Walkways, Light Sources & Idle Markers
  • STS: Structures, Walkways, Light Sources & Idle Markers: Season Pass Edition
  • STS: Living & Dead Bodies
  • STS: Living & Dead Bodies: Season Pass Edition


In addition to these, I would also like to get feedback on some other ideas I have for this in light of the recent changes to mod restrictions

  • STS: Season Pass (includes STS & All DLC addons for STS 1 Mod)
  • STS: Bonuses (includes STS: Structures, Walkways, etc + Living & Dead Bodies)
  • STS: Bonuses: Season Pass (includes season pass versions of the above STS: Bonuses)
  • STS: All-in-One (Includes Base Game Version & STS Bonuses)
  • STS: All-in-One: Season Pass (Includes STS: Season Pass & STS: Bonuses: Season Pass) 


This should pretty much take care of everyone here. Luckily with the way I made STS and the addons, it should be easy enough to merge, meaning updates shouldnt be -too- terrible as long as I keep everything separate and create a new merged file anytime an update is needed.

Keep in mind, these are a little bit off since I have a few other things I need to finish up first.

WILD PLANTS, DRINKS, & CHEMS FOR SETTLEMENTS
(PS4 & XBone)

Based on user feedback I will be making several additions (or at least attempting to) to this mod to allow for a bit more immersion.

  • Fish/Meat Tables will be added and will count as a static food amount to your settlement when a settler is assigned to one.
  • Nuka Stout will be modified to have a longer range, but less time.


Provided that I can find good idle markers and meat/fish tables to work out well without looking too wonky, I may do this with some other things as well. Suggestions are welcomed for this, but I would like to avoid doing anything with this mod that cannot be done on PS4, even though there is a version for Xbone, since it would turn updating two versions of the mod for every update, into four, and I don't think I could justify the time that that would take per update.

MANUFACTURING OVERHAULED (MO)
(PS4)

Machines are now in separate categories to help sort through the ~60 machines that will be in the update coming in the next few days or so. The categories and builder lists are as follows

  • Ammunition Machines
    • Ammunition Plant (Builds ammo)
    • Ammunition Plant (Foreign) (Builds syringes & DLC ammo)
    • Ammunition Plant (Paintball) (Builds Paintballs for use with a Paintball gun)
    • Ammunition Plant (Unconventional) (Builds Flares, Fusion Cores and other Misc Ammo)
    • Ammunition Scrapper 1 (Breaks down Ammo into a junk item comparable to the materials used to make it)
    • Ammunition Scrapper 2 (Same as above)
    • Ammunition Scrapper 3 (Same as above)
  • Armor & Clothing Machines
    • Armor Forge (Builds a random armor piece from the selected set)
    • Armor Forge (Foreign) (Builds a random DLC armor piece from the selected set)
    • Auto-Loom (Clothing) (Builds Clothing)
    • Auto-Loom (Special) (Builds Special Clothing & Outfits)
    • Auto-Loom (Under Armor) (Builds Under Armor)
    • Auto-Loom (Under Armor Foreign) (Builds Under Armor)
    • Auto-Loom (Under Armor Foreign 2) (Builds Under Armor)
    • Eyewear Plant (Builds Eyewear)
    • Headgear Plant (Builds Headgear)
    • Headgear Plant 2 (Builds Headgear)
    • Headgear Plant 3 (Builds Headgear)
    • Headgear Plant 4 (Builds Headgear)
    • Headgear Plant (Exotic) (Builds DLC Headgear)
    • Headgear Plant (Exotic 2) (Builds DLC Headgear)
    • Power Armor Plant (Builds Power Armor)
    • Vault-Loom (Builds Vault Suits)
    • Vault-Loom (Science & Security) (Builds Vault Security & Vault Lab Suits)
  • Bottling Machines
    • Bottling Plant (Alcohol) (Builds Alcoholic Drinks)
    • Bottling Plant (Non-Alcohol) (Builds Non-Alcoholic Drinks)
    • Bottling Plant (Exotic) (Builds DLC Drinks)
    • Bottling Plant (Exotic 2) (Builds DLC Drinks)
  • Chemistry Machines
    • Chemical Plant (Builds Chems)
    • Chemical Plant 2 (Builds Chems)
    • Chemical Plant (Foreign) (Builds DLC Chems)
  • Explosive & Trap Machines
    • Explosives Mill (Builds Explosives)
    • Explosives & Traps (Builds DLC Explosives & Traps)
    • Pyrotechnics Mill (Builds Fireworks)
  • Food Handling Machines
    • Food Cooker (Builds Food)
    • Food Cooker 2 (Builds Food)
    • Food Cooker (Exotic) (Builds DLC Food)
    • Food Cooker (Exotic 2) (Builds DLC Food)
    • Food Processor (Builds Snacks & Food)
  • Gambling Machines
    • Cap Gambling (1) (Takes Chips and depending on odds set, puts out a higher amount in return, 5 second processing time)
    • Cap Gambling (50) (Takes Chips and depending on odds set, puts out a higher amount in return, 15 second processing time)
    • Cap Gambling (100) (Takes Chips and depending on odds set, puts out a higher amount in return, 15 second processing time)
    • Cap Gambling (500) (Takes Chips and depending on odds set, puts out a higher amount in return, 15 second processing time)
    • Cap Gambling (1000) (Takes Chips and depending on odds set, puts out a higher amount in return, 30 second processing time)
  • Mad Science Machines
    • Mad Science Lab (Human) (Builds Settlers, after building you must 'MOVE' them to a settlement to make them remain)
    • Mad Science Lab (Synth) (Builds Gen 1 & 2 Synth Settlers, same instructions as above)
  • Misc Machines
    • Builder (Builds Misc Items)
    • Builder (Extras) (Builds Misc Items)
    • Packaging Plant A-F (Packages components into Shipments)
    • Packaging Plant F-Z (Packages components into Shipments, also builds Gold Bars from Gold)
    • Randomizer (Builds random items from Scrap created by Scrapper)
    • Recycler A-F (Breaks down items based on Component Set)
    • Recycler F-Z (Breaks down items based on Component Set & Can build random shipments)
    • Scrapper (Turns items into scrap based on terminal set)
  • Weapon Machines
    • Melee Weapon Forge (Builds Unarmed & Melee Weapons)
    • Melee Weapon Forge (Extras) (Builds Unarmed & Melee Weapons)
    • Weapon Forge (Builds Guns)
    • Weapon Forge 2 (Builds Heavy Guns)
    • Weapon Forge (Energy & Paintball) (Builds Energy & Paintball Guns)
  • Non-Builder Additions
    • Fusebox Switch (Small Fusebox that can be placed on builders, provides 8 Power)


WASTELAND CAGES EXPANDED
(PS4 & XBone)

This mod adds 181 new cages (362 if you count the two separate categories) to catch just about everything in the wasteland and in varying sizes. There are two different categories, details below.

[MORE INFO ON THIS MOD & A COMPLETE CAGE LIST]
https://bethesda.net/community...

[CATEGORY 1: GLADIATORS]
This Catagory is setup similar to vanilla. Creatures & Robots in this category can be tamed via the Beta Wave Emitter, different factions will still attack each other. This section is mostly for Arenas.

[CATEGORY 2: SETTLERS & PETS]
This category differs from Category 1 in several ways. First, Creatures & Robots in this section ALL share the same factions and will not attack each other, they can also be moved to other settlements and do not require a Beta Wave Emitter to tame. As a bonus, they can also be set as supply lines.

Another big difference from Category 1 is that all Humanoids in this section (including synths and super mutants) function as settlers, with all the positives that that grants. This also allows you to have Raider, Minutemen, Railroad, Prisoners, etc settlers.

[ASSIGNABLE POWER ARMOR]
Both categories have a section for Power Armored units. Although there is no way to keep these units in their frames while still being able to edit the equipped PA pieces or function as a settler. The counter to this is Assignable Power Armor. The Power Armor that this units arrive in, can be assigned once they are empty. This does not effect any of the existing power armor in game, and only works with frames from this mod. Since there is also no way to assign an owner to a frame that isn't preplaced, the frames will show as stolen, so I've given you the ability to scrap these frames for an Assignable Power Armor Frame Piece, use two of these pieces to build a new Assignable Frame, found in the Misc section.

[LEVELING]
Leveling for cages works as follows in most cases:
Small Size: Char lvl x .9 w/ minimum lvl of 10
Medium Size: Char lvl x 1 w/ minimum lvl of 25
Large Size: Char lvl x 1.5 w/ minimum lvl of 50
Human: Char lvl x 1 w/ minimum lvl 10-25

[SCALING]
Another thing this mod does is disable scaling when someone is assigned. For example, the Amazon will not scale down to normal size when assigned to a bar.

POWER ARMOR FRAME CRAFTING & MORE
(PS4 & XBone)

First off, this mod will be receiving a name change. The main function of this mod is actually that it lets you not only scrap frames to create new ones, but that it also lets you pickup and move power armor frames around in your settlements. I know some other mods do this, but most of those only work with the frames you are able to create via the mod itself, rather than all the frames in the game. Very useful for decorating without having to constantly get in and out of the PA. Both versions of this mod will receive a maintenance update, since I haven't looked at them in a while, but other than that, this mod is likely complete at this point after a name change. Suggestions are welcomed though. And due to request, this will be available on Xbone as well after the next update.

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FUTURE MODS
------------------
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MOD TOWN
(PS4 & XBone)
This is a community mod that several of us have been discussing over the last couple of weeks. For more info, visit this thread.

FACTORY SETTLEMENT
(PS4, REQUIRES MO & MOD TOWN)

This mod will add a new settlement to the game. The goal of this settlement is to utilize all the machines in my MO mod, including but not limited to, offering a pre-built recycling plant to make breaking down items easier than I was able to with the recycling machines on their own. I will be getting help and ideas for this from users, currently Viley_J. Remember this is being built to best utilize the machines from MO, this won't contain any NEW Machines. This will be part of the MOD TOWN mod mentioned above.

ARCADE SETTLEMENT
(PS4, REQUIRES MOD TOWN)

This mod will add a new settlement to the game. The goal is to recreate the experience of the arcade found in Nuka-World. Yes, I know you can build much of the arcade yourself with the Nuka-World DLC, however, you cannot build a prize redemption machine. which will also be included. This will be part of the MOD TOWN mod mentioned above.

SETTLERS EXPANDED
(PS4)

This one I haven't thought too much on yet. Mainly I want to add some more named settlers to the game, as well as see what I can do about adding some synth and super mutant settlers, or even beacons to attract friendly versions of them to your settlements. This mod may or may not also give general stores the ability to sell small shipments, or that may be a separate mod, based on feedback.

(UNNAMED POWER ARMOR MOD)
(PS4)
A request from Garver00 to make all power armor have the same stats as X01, as well as a few other things.

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My current priority list for these mods is as follows:

1) Finish Manufacturing Overhauled Update
2a) Finish Workshop Cages Expanded & DLC Version
2b) Finish & Release STS updates for Base Game, Automatron, Far Harbor & Vault 88
3a) Quick Update to Wild Plants / Power Armor Mods
3b) Less OP PA (shouldn't take long at all)
4) Mod Town (Already started looking at this, just don't have anything concrete yet)

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LINKS TO MY MODS

STS SERIES

  • STS Base Game (Core mod for Scrap that Settlement!) - PS4 | XB1
    • STS Vault Tec Workshop (addon for Scrap that Settlement!) - PS4 | XB1
    • STS Nuka World (addon for Scrap that Settlement!) - PS4 | XB1
    • STS Far Harbor (addon for Scrap that Settlement!) - PS4 | XB1
    • STS Automatron (addon for Scrap that Settlement!) - PS4 | XB1

OTHER MODS

  • Cages Overhauled & More (Wasteland Workshop Only) - PS4XB1
  • Manufacturing Overhauled (Season Pass) - PS4
  • Manufacturing Overhauled (Contraptions Workshop Only) - PS4
  • Power Armor Frame Crafting & More (Season Pass) - PS4
  • Power Armor Frame Crafting & More (Base Game Only) - PS4
  • Wild Plants, Drinks & Chems for Settlements (Season Pass) - PS4 | XB1
  • Wild Plants, Drinks & Chems for Settlements (Base Game Only) - PS4 | XB1



If you want to get my attention put a @3lric before your post, so that I'm notified of it.

Linkes to My Mods & Current/Future Projects Breakdown/Priority List:
https://beta-community.bethesda.net/topic/21735/3lric-current-future-projects-feedback-request


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Hey 3lric! I'm glad you started a thread like AndrewCX's. I find these threads very helpful in order to keep up with what you guys have going on and what's planned for the future. I am really looking forward to all the StS updates and add-ons and I can't wait to have my very own Red Death, lol! 😀


"There's waffle in 'em!"
YAK'S WORKING XB1 FO4 LOAD ORDER


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@yakalrad said:

...and I can't wait to have my very own Red Death, lol! 😀

Ditto :)


Old topics, but still relevant for console players:

https://beta-community.bethesda.net/topic/6042/ps4-mod-requests-read-this-first
https://beta-community.bethesda.net/topic/11506/when-making-a-request-here-s-a-few-suggestions


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Very nice. Shall I get a few hat and helmet lists ready? I also how seen a few suggestions about a few junk items. I'll keep posting them on the Recipe post so they will be all in the same spot. Looking for ward to all this :)

If an readers have suggestions for MO please post them here https://beta-community.bethesda.net/topic/19165/ps... so all of it is in a central location :)


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Thanks for putting great effort on the mods. Looking forward to trying these out, named settlers is something I had suggested on the forum but didn't get any interest so I am glad to see that in the future.


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Yeah good idea with this thread. I'm looking forward to STS updates, hopefully the ability to feed corpses in to some weird and wonderful contraption thingamajig and Red Death pets.


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@3lric said:

  • Planned Cages include most enemy types in the game. However if someone wanted to give me a full list of enemy types that don't have cages, it wouldn't be the worst thing in the world. Every bit of info that someone else can compile and share, saves me from having to do so myself, allowing for more mod time.

I feel as if there so should be a "hint hint, wink wink *Cough Garver" in there somewhere lol. I'm just kidding but, no worries I'll get it going.

I'm guessing the new cages will give you random Leveled creatures like the regular cages? If so this will be a big list.


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@3lric

Let me know if the cages function like the MO machines. As in: we know the machines can have 16 max products, so do the cages have the same mechanic? If so I could add the Bloodrage Mirelurk (FH's only new Mirelurk) in with the Nukalurks


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@yakalrad said:

Hey 3lric! I'm glad you started a thread like AndrewCX's. I find these threads very helpful in order to keep up with what you guys have going on and what's planned for the future. I am really looking forward to all the StS updates and add-ons and I can't wait to have my very own Red Death, lol! 😀

@3lric Just be prepared to have to answer the age old question of "some of the leaves in sanctuary reappeared and now can't be scrapped" in this forum too haha. I'm also excited for the new cages, especially for the Red Death. Poor little fella 😢. I only recently discovered the cages that AndrewCX added with USO and i've been farming hoards of puppies lol. Think the Power armor frame crafting sounds great too. As you said, there's already other mods for this, but your name on it guarantees quality and compatibility.


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@Willyb9 said:

I only recently discovered the cages that AndrewCX added with USO and i've been farming hoards of puppies lol.

Hahaha, I've been farming hoards of eyebots! Lol! 😆


"There's waffle in 'em!"
YAK'S WORKING XB1 FO4 LOAD ORDER


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I can't remember. Are their mirelurk hatchling cages? And for you Red Death lovers, just imagine a tiny little Red Death hatchling. I know I'm terrible :p


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@Garver00 said:

@3lric
Let me know if the cages function like the MO machines. As in: we know the machines can have 16 max products, so do the cages have the same mechanic? If so I could add the Bloodrage Mirelurk (FH's only new Mirelurk) in with the Nukalurks

Well, they use leveled actor lists, same as the other cages, so it would be random which one you'd get if we did it that way. I can control the level required as well, which would allow them all to be caught at level 1 and it would just be random which one you'd get.


If you want to get my attention put a @3lric before your post, so that I'm notified of it.

Linkes to My Mods & Current/Future Projects Breakdown/Priority List:
https://beta-community.bethesda.net/topic/21735/3lric-current-future-projects-feedback-request


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Thanks for the support everyone :)


If you want to get my attention put a @3lric before your post, so that I'm notified of it.

Linkes to My Mods & Current/Future Projects Breakdown/Priority List:
https://beta-community.bethesda.net/topic/21735/3lric-current-future-projects-feedback-request


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I wouldn't have known about this thread if you hadn't mentioned it in the recipes thread.

Anyway, your mentioning of Soylent Green and not wanting to walk over the actual add on mod that exists got me to thinking. You could make the Pink Food Paste recipe change to require um...mystery meats. The first time I found that Pink Paste lore in the game Soylent Green came to mind. Of course, there is a theory out there that the food paste was a representation of the 'pink slime' that news reports made infamous a few years back. So honestly either way, making it out of something weird isn't out of the question.

Talking about settlers expanded, there is one thing I'd love to have for settlers...that is to have them take a bath. And by that I mean I'd really prefer it if my settlers spawned without the dirt overlays on their textures if possible. As it is, 99% of the settlers that show up in your settlements look like they've been rolling around in a pigpen all day. If its not possible, I understand.


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@Shark7 said:

I wouldn't have known about this thread if you hadn't mentioned it in the recipes thread.
Anyway, your mentioning of Soylent Green and not wanting to walk over the actual add on mod that exists got me to thinking. You could make the Pink Food Paste recipe change to require um...mystery meats. The first time I found that Pink Paste lore in the game Soylent Green came to mind. Of course, there is a theory out there that the food paste was a representation of the 'pink slime' that news reports made infamous a few years back. So honestly either way, making it out of something weird isn't out of the question.
Talking about settlers expanded, there is one thing I'd love to have for settlers...that is to have them take a bath. And by that I mean I'd really prefer it if my settlers spawned without the dirt overlays on their textures if possible. As it is, 99% of the settlers that show up in your settlements look like they've been rolling around in a pigpen all day. If its not possible, I understand.

I was thinking the same thing when I first found the Food Paste, but I always had an issue with the fact that the info in the school states that the Food Paste has side effects, but the player doesn't get any when he consumes it. Unless I'm mixing it up with something else.

I may be able to do that with the settlers mod when I get to it. But I haven't looked into new NPC creation in the CK yet so Im not sure how similar it is to New Vegas, which I am vastly more familiar with


If you want to get my attention put a @3lric before your post, so that I'm notified of it.

Linkes to My Mods & Current/Future Projects Breakdown/Priority List:
https://beta-community.bethesda.net/topic/21735/3lric-current-future-projects-feedback-request


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Wow, you continue to exceed my expectations, both in mod quality and future plans and ideas. I sincerely hope that everything you plan to do will be possible, as it all sounds amazing.

On to other business. If you recall, we had a conversation a while back about feeding troughs for the tamed animals, and I hope these are possible. They would make a great addition to the cage expansion mod. Just food for thought :)

As far as ideas for the factory mod go, I've been working pretty much non-stop on design after design. Most are pretty simple, but a few bring complexity to a while new level. Once I get the bugs worked out and add in the aesthetics I plan on uploading some videos to YouTube explaining the hows and whys of it all. Or I could just send them to you somehow, whichever you prefer. If you have any specifics in mind about the design or functionality, just let me know.

And as always, thank you for the awesome mods, and keep up the excellent work.


Check out my factories on YouTube:
https://www.youtube.com/channel/UCWomrBINY_qztSyAzctfEiA

Or join my discussion on factory design:
https://bethesda.net/community/topic/23938/manufacturing-overhauled-mod-factory-design-setup-discussion


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@Viley_J said:

Wow, you continue to exceed my expectations, both in mod quality and future plans and ideas. I sincerely hope that everything you plan to do will be possible, as it all sounds amazing.
On to other business. If you recall, we had a conversation a while back about feeding troughs for the tamed animals, and I hope these are possible. They would make a great addition to the cage expansion mod. Just food for thought :)
As far as ideas for the factory mod go, I've been working pretty much non-stop on design after design. Most are pretty simple, but a few bring complexity to a while new level. Once I get the bugs worked out and add in the aesthetics I plan on uploading some videos to YouTube explaining the hows and whys of it all. Or I could just send them to you somehow, whichever you prefer. If you have any specifics in mind about the design or functionality, just let me know.
And as always, thank you for the awesome mods, and keep up the excellent work.

I do my best haha. It's because of people like you and a handful of others that make it worth it.

For the factory, I was actually thinking of some kind of unused building somewhere or something. I can slap a door onto one of the boarded up buildings downtown and then we can design the interior however we like. Provided doors work the same as in new vegas, which I don't see why they wouldn't based on what I've seen, just haven't personally checked since I'm usually in the render window only for settlement in the CK


If you want to get my attention put a @3lric before your post, so that I'm notified of it.

Linkes to My Mods & Current/Future Projects Breakdown/Priority List:
https://beta-community.bethesda.net/topic/21735/3lric-current-future-projects-feedback-request


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Great work so far I'm especially looking forward to the sts update.

In regards to seprating the mod or merging them, just go with merging especially if it makes it easier on you I doubt anyone would mind.

The idea of scrapping annoying settlers sounds awesome especially with the added bonus of scrapping corpses but I know if one of them complains there getting scrapped lol.

Theres a suggestion I have in mind in regards to the cages, I've seen a few requests for it if possible a mr gutsy cage that can add defence to your settlements.

Thanks for all your hard work its enhanced our gaming and very much appreciated.


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I'll keep an eye out for a good place whilst I'm roaming, probably gonna take tomorrow to do some questing and whatnot. Gotta clear my head from all these machines. Maybe a fresh start will get me past the issues I keep running into, like they say, "You can't rush genius." Haha. Or maybe I'll just go completely insane. Only time will tell.


Check out my factories on YouTube:
https://www.youtube.com/channel/UCWomrBINY_qztSyAzctfEiA

Or join my discussion on factory design:
https://bethesda.net/community/topic/23938/manufacturing-overhauled-mod-factory-design-setup-discussion


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I like the Mr Gutsy cage idea, it would be super clever if the gutsy defense obj. was a tech pad like they are charging or on standby. Be interesting to decorate around a gutsy guard post.


I am an octopus driving a synthetic humanoid body, operating the toes is annoying.