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Tweaks - Turret Ammo, Nerfed Ghouls, Buffed Vertibirds 0.97


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About This File

Several things in Fallout never make any fucking sense. In fact, there are HUNDREDS of things in FO4 that make no goddamn sense.

 

This modpack that I made addresses a few of the issues I perceive.

 

Who just leaves turrets with 3 bullets? How can turrets seemingly shoot forever?

 

That's what "TurretsHaveAmmo" module does. It ticks the flag in the turret weapons for "AI Uses Ammo" and changes the inventory of turrets according to your level. So now turrets spawn with 250+ rounds/shots, AND they can run out.

 

Feral ghouls make no fucking sense. Floppy ass, saggy, rotten fleshbags (just like some people I know) cannot kill you. I don't care what anyone else says. Yes, ghouls may be able to bruise you, but past a certain point, especially with armor or padded clothing, smacking me with melty flesh isn't gonna do shit.

 

This module changes ghouls to be less annoying to deal with.

Why do vertibirds go down after being shot with a few .38s? Why is the mounted minigun on a vertibird firing with more spread than a soldier on the ground in servolocked power armor?

 

Buffed vertibirds gives them some resistance to small arms and buffs the minigun. A lot.

 

As to why I am uploading these?

 

https://www.nexusmods.com/fallout4/mods/15080/

 

Unpublished.

 

https://www.nexusmods.com/fallout4/mods/15101/

 

Also unpublished. Same author.

 

https://www.nexusmods.com/fallout4/mods/19201

 

Doesn't change turrets.

Edited by FoxxxyLady2293


What's New in Version 0.97

Released

Changes to Vertibird minigun

Changes to workshop turrets



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