Fallout 4 Diamond City Overhaul Rating: 4,6/5 7716 reviews
  1. Fallout 4 - Diamond City Overhaul Xbox One

Don't let that kill your enthusiasm for PS4 modding entirely though, as there's still several overhaul mods that significantly change up the Fallout 4 experience on the Playstation platform. Over the next several slides we cover some of the best of the best in PS4 overhaul mods that you should be trying out immediately. 11 Best Complete Fallout 4 Overhaul Mods For The PS4. Do not care for the home options in Diamond City or need to have everything at your fingertips in one.

IMPORTANT INFO!!!!PLEASE DO NOT INSTALL THIS MOD UNTIL YOU HAVE BEEN TO DIAMOND CITY FOR THE FIRST TIME AND BEEN THROUGH THE PIPER/MAYOR MCDONOUGH CUTSCENE. SOME PEOPLE HAVE REPORTED PROBLEMS WITH NOT BEING ABLE TO TALK TO PIPER AND I DO NOT KNOW HOW TO FIX THAT AS I DIDN'T EDIT HER OR ANY QUESTS.THIS MOD IS NOT TO BE REPOSTED ANYWHERE UNDER ANY CIRCUMSTANCEIT IS ONLY PERMITTED HERE AND ALSO ON BETHESDA.NETBoth the Diamond City Edit and the Mega Surgery Edit are now in one download!Get it for XBOX1 !Patch 3.2 is up. You must have 3.1 installed first, then install 3.2 and click yes to overwrite. This patch hopefully fixes the issue that some people had with feet clipping through the floor near Valentine's office. I didn't have that issue in my own game, but I have taken screens with the 3.2 patch installed to show that the feet do not clip through the floor. The only time they clip slightly is when characters walk up to a higher part of the flooring.If feet are still clipping, there is literally nothing I can do because it's not a problem with the ESP.

Angry birds star wars 2 pc. I have redone the navmeshing and moved things slightly. You can see the screens (AND ONE GIF - sorry it's so small but you can still clearly see no clipping) on the last page of the image section.This mod is not completely compatible with mods that edit Diamond City (unless it edits the interior of Home Plate, as I haven't done anything to that except removed the fog!). I will not be making any compatibility patches, as I haven't and won't use any other Diamond City Mods.

If you want to use this with other Diamond City mods, you do so at your own risk and I will not be troubleshooting other people’s mods. After (lmao) and a lot of changes and testing and changes and testing and chANGES AND TESTING, I present my Diamond City Edit mod! This description will be lengthy, and I'm sorry, but please read it. I've tried to address as many things as possible in it.

Please read the description before asking any questions to save everyone some time:)I understand that not everyone will like this mod (some of you will consider it lore friendly, others won't), but I ask that you please move on instead of making negative comments or asking for everything to be changed. I am happy with the way the mod is, and you are welcome to make any personal changes that you want to make in the CK, but please don't give me a list of things to change. I am also still not taking requests.Thank you for understanding:)ANYWAY. Were you as disappointed as I was to get to the Great Green Jewel, only to see it was filled with as much crap as Goodneighbor? Well, this mod's for you!The city has been cleaned but still retains it's post war elements. Shopfronts actually have stock, and a lot of greenery has been added to make it a literal Green Jewel.The square outside of the city has also been cleaned up and brightened - it now includes a little shelter for the caravans, and an interior space opposite the Diamond City gates that eventually leads to a fun rooftop that is perfect for any screenarchers.The key for the rooftop door is in. The suitcase in the closet in the apartment room that has the ghouls in it.There are TWO ESPs (please make sure both are ticked in the Mod Manager to enable them!) - one for the Diamond City Edit, and one for the Mega Surgery Center Edit.

I tried merging the two together, but it didn't turn out right at all. Please ensure you have both ticked in your Mod Manager of choice, or else the mod won't work as it is supposed to.

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War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. The biggest stumbling block would be hardware requirements. As anyone who has exceed the build limits in order to build big will tell you, at some point you begin to take performance hits (rendering lags, game crash, etc.).

That the reason that the build limits exist in the first place and why they avoided placing settlements in close proximity to the more built up areas like downtown Boston.While a nice 16GB+ RAM PC will handle this much better, most people are still running with 8GB (even the consoles).I suggest that you go with a system where you have multiple locations like the game already does it. However, those locations will be designated at time of unlocking to a role.

Town, Farm, Fort for example. Towns can have multiple trade routes (trade hub), can have vendors, and industry.

Farms would be limited to one trade route (to a town) and would allow for crops but not vendors or industry. Their food production would feed the town its connected to and any excess would feed any other settlement directly connected to that town. Forts allow for artillery and patrol bases.

They would provide protection to any town or farm within their patrol radius (like the artillery range that FO4 currently has) which would result in the spawning of random patrols. They would have one trade route to a town and not be allowed vendors, industry, or crops as their role would be completely military.This would force you to think strategically in what types of settlements you create in order to maximize defense, food, and trade.

The issue is is that doing all this cool stuff together would greatly, GREATLY boost the cost of the game and the development time and it comes down to a simple question of 'Is it worth spending an extra 2 years to make our game insanely holy fuck game of the century good, or is it good enough to just make a really good game and get a incredible profit out of it?' .That and I doubt Beth would really put in the budget required to make all that cool stuff work. It's why I doubt we'll ever see any form of multiplayer in a Fallout/TES game (despite how badly I want open world, freeform co-op in FO/TES:v).

Something I'd suggest, having a square-based layout for buildings, a bit like the original SimCity. Start with a small settlement with 4 plots, and you can choose to build housing on one (that can house 5 settlers), crops on one (that can feed five settlers), water treatment on one (for 20 water), and defences on the last, and you can surround the settlement with a wall.Over the course of the game, you can do things to expand your borders, like have X number of settlers, and you can choose which direction you expand.

There would also be other quests for other rewards, like grow 30 mutfruit, or repel 30 raiders, etc.Just imagine with something like Sanctuary, if each of the houses there could be rebuilt to something worthwhile, like a hotel, a caravan station, a shop with multiple stalls, a clinic, etc. And you could still do decorations and customizations to the settlements as you'd like. To me, it sounds like it would be a lot faster, a lot easier to setup, and would streamline the process of setting up a settlement to make it less annoying to do settlements. RE: This could work, but might almost work better as a modular design (i.e. Each bullet point is a seperate.esp) rather than trying to cram it all into one mega-mod.1.) I think mods like this might already exist, to be honest. I haven't checked but there should be at least one mod floating around that loosens restrictions on plopping items in the workshop.2.

) I really, really like this idea. We already have some blueprints for things in the game but extending this to the vanilla assets to force you to explore before building more advanced settlements would be really keen. Or letting you use blueprints in lieu of locking all the designs behind perks! It has a ton of potential, and would not be technically demanding to accomplish, either - you'd just have to extend the vanilla recipes with an OR check that would see if the player has picked up a blueprint item at any point prior, and then sprinkle those blueprints throughout the game world or into existing leveled lists. You wouldn't even need scripts for that, so PS4 players could conceivably use this mod!3. ) This would be very tricky, however. You'd also have to forge new voice-acting, or make it silent dialogue, and neither of those are terribly good options, generally.

Fallout

Fallout 4 - Diamond City Overhaul Xbox One

It might be easier to piggyback on the existing trade route system and make it give a bonus to settlement cap income, instead. You could make that bonus conditional on a rank of the Caps Collector perk to balance it out, or add a new rank to Caps Collector to accomplish this.4. ) I think you kind of get this already through the default quests?

At least those factions start attacking you when you cross them, anyway. It'd be a difficult project but not outside the realm of possibility.5. ) Making radiant quests is not for the faint of heart. You'd also have to get custom voice-acting done for some of these ideas, which is another consideration.Of your ideas, I think 2) is the most immediately doable and has the best potential, assuming someone hasn't already made a mod like that yet. I can basically see the design of the mod in my head already.EDIT: There is a 'Settlement Blueprint' mod up but it's been hidden. If you work quickly, you could get the scoop on that author.?As for 1), would this mod fit the bill??.