It reminds me of Jamestown, VA 1607 to 1627 a wooden wall / a stockade , a small settlement , a hamlet, about 1 ,2 or 3 city blocks big and about 10 to 110 people.
Or rather not, because except some exceptions, this was far more deteiled than Bethesda would do in the game for the game. Always depens on how much effort and time you want to take for building things and stuff in tons of furnishings.
This definitely looks like a fortified little settlement. I have herd though that there is a spawn point in that vary house you built in. By DarkerDaily on his immersive gameplay. He decided to wall off that house so that they would be stuck in there. Otherwise I really like your little settlement SarDeiliac. I can't wait too see what comes next. Take care and have a great day
Thanks Kjell. :) There're only three official spawn points in Sanctuary (if you get the Settlement Management Software mod it'll put quest markers on them), so if there were people in that house it might have been a "delayed arrival" situation where the game puts enemies wherever it can.
"nOT VeRY dECORATED" Dude, you put Rad-X, empty milk bottles and even a freaking tray on the table/wardrobe, I'd say it's pretty well decorated, it even got a mat. Loved your sanctuary man.
Hi SarDeliac, I always enjoy seeing what you've created, out of the few Fallout 4 builders I watch on TH-cam you are the the most inspiring. I look forward to your next video.
Thank you! The trading post structures are always fun to build, but even after all this time I still haven't made one as cool as the one daws177 did that inspired every single one I've ever built. ;)
Hey Sar, so glad you got this mod. Like I said before, I've been playing with this mod for ages now, and I really can't play the game any other way now. And I have to say, I really like this settlement! This is one of my favourite builds from you! It really looks like it's just grown over time, naturally. The wall is done perfectly, and all the rooms and living quarters etc... All look lived in and have a logical purpose. Really good stuff here! I have to be honest, I rarely get inspired by build video these days. But this has made me want to build a small, really scrappy, natural looking town in Sanctuary. Something that looks like it's grown and evolved over the years. Like yours does. I'm currently working on something at Red Rocket, so I'm so close to Sanctuary it's tempting to start now! Lol 😂
Haha! Yes, Smi. Ye, I'm building at Red Rocket at the moment. It's my favourite vanilla settlement location. And you talking about it, and seeing what you'd done there with the power armor etc.. Made me want to revisit that place one last time 😊
Thanks. There's two tricks I use to build organic-looking stuff: One, don't plan anything, and two, tear down and redo about a third of what you've built every time you come back to the settlement. One of these days I'm going to remember to take snapshots or do short walkthroughs of the phases these things go through (sorta like I did with Starlight) so y'all can see how they "grow." :)
Ye, SarDeliac. I tend to plan very little. I have an idea in my head of the general theme, but then I just build, and pretty much make it up as I go along. Which usually involves lots of ripping stuff down and re doing it. I've always built this way really, although recently I tend to get it right first time. I think I've just built so much now, I can see it clearer in my head exactly what I want it to look like. I used to take weeks and weeks to build, but now I seem to be able to knock them up In 3 or 4 days. I think this is simply down to experience and knowing what will and won't work, what will fit in a certain area, what won't etc.. Once I have the framework in place, I usually step back. Then imagine life in that area, and then I decorate accordingly. Create little stories in my head to add the "lived in touches". And like you said, each time you look at it, you'll see something else and just keep adding to it. It's definitely a natural growth I guess, just speeded up. Are you gonna continue to build at sanctuary? Turn it into a full on town? One thing I noticed when playing with Immersive Gameplay, was the need for lots of player homes across the Commonwealth. Not having fast travel and having to sleep and eat, meant having strategic little houses dotted all over the place.
Sanctuary is pretty much done for this playthrough, I think. I generally don't like to have more than a dozen settlers in any given settlement, it cranks out plenty of food (I've got over 600 tatos and carrots right now for soup), and once I get vertibirds it'll be fast and easy to empty its workbench into the RR depot. I might fiddle with Abernathy to expand its fields and fortify it a bit better later on but I'll just refit the original house for that; that won't be a "display" build. ;)
Did you know about the bunker? If you go to your prewar house, scrap your bed frame and move the rug... There's a surprise, lol. It may seem cheaty but with IG I'll use the camping mod and a wearable backpack mod that has different weight limits. I'll usually go with one that adds like 20 or 50 lbs. A +150 lb backpack would be a little much, lol. -------------------------------------------- For anyone curious, there is a standalone "Immersive Gameplay, larger raids" mod to experience the raids in the regular mode. There's also a standalone mod for the AI intelligence. Raiders will rush you and flee. Synths, Gunners, and BOS will spread out and surround you. It's pretty intense.
Yep, found the bunker straightaway; when I went into the SS' house, I noticed the rug under the bed was floating a bit and I was all "what the hell is this." Ended up putting the armor on settlers since Sturdy was way too heavy for him. I'm using AWKCR+UCO here so I can put deep pocketed on everything, and I've got a mod that lets me move legendary effects from item to item so I can put Fortifying on stuff when I find one. Eventually I'll perk a bit into Strong Back, I think.
Interesting facts about this mod you can buy skill books from most merchants and they give you interesting bonuses. Also, abernathy farm was attacked by at least 40 ghouls, it was memorable!!!!!
I just discovered the magazines the other day when I went to buy bobby pins off Myrna; now I keep 'em all on me so I don't accidentally buy duplicates. ;) I didn't get ghouls at my Abernathy--it was a dozen radscorpions instead. Got real interesting real fast haha
Points of interest: where your provisioners home is, along with those valuable carrots and brahmin. There is an enemy spawn point in the far corner down the hill towards the river. Wall it up so they must come around into a "funnel point" and set up defenses there to mow them down. The first home on the right as you come into sanctuary from the bridge. Enemies can spawn inside the house, so wall it up to keep them inside so u can mop them up at your leisure. Another spawn point is the small walk bridge coming from the vault and the last is behind the home that has the root cellar. Erez put alot of time into this mod and its definitely his baby. He has polished it over time into what it is now. Here is a link to his forum page erezkristal.freeforums.net/
Oh yeah, I know where the spawn points are, for sure. That's why the carrot farm's fencing blocks the approach from the river--they have to go way around to get up top, which gives my settlers plenty of time to chase 'em. The guard by the wrecked house can see the 111 approach, and the turret in the barracks courtyard points right at the spawn by the house with the root cellar. And the only way into the settlement is covered by three turrets and two guards. Thanks for the link--I think I'll avoid those forums for now since I really like trying to figure things out. :)
(2:45) Why were you fighting the sentry bot at the National Guard Training Yard? There's no need to fight it to complete the quests that send you there.
I was using the underground railroad mod with this immersive gameplay mod. I came up at the sanctuary manhole once just to find an absolute swarm of at least 200 ghouls all around me. Don't know if it was this immersive mod that caused it but it was something I've never seen before in Fallout.
Hahaha, thanks to you i play with this "immersion Gameplay" too, and i had to laugh, because you changed your Settlement Style like i did.....lol Walls are my best Friend now... and i bunker up in a very different way thihi. It's really hard to play sometimes, but every encounter is a real Challenge! Love that very much. (= And that the Turrets are now so hard to build AND hard to kill, is awesome! They now make more sense and you have a real "oh Shit", if there are some enemie Turrets on your way. ^^ Energy Weapons are good? Oh i should look into that haha. I'm more a Ballistic one and puuuh it's really hard at some points. I am Level 14 right now and everything is a real pain in the ass. XD I like your "Bunker Settlement"; it's well thought and looks nice. (=
I would point out that you stated you had not scrapped several of the features in Sanctuary because of the weight restrictions, however both cars and houses can be scrapped and generate a HUGE amount of resources with Immersive Gameplay. It would certainly be worth it do so.
Yeah, tons of steel in those bad boys, for sure, but I figure they'd be there if I ever needed 'em, and Bethesda games have been historically wonky when they have to keep track of too much stuff. Erring on the side of caution until I was sure seemed to be the safer course of action, y'know? ;)
Not a criticism more a point of interest. As someone that has been in the Army and worked in construction most of my life building straight fences is the best route. Uses the least amount of materials and has superior sight lines to repel attackers. Not nearly as cool as some of your scrappy builds but more efficient for turrets and guard posts. On a side note, I wonder if you added chain link fence over your "wall gun ports" would reduce grenade/rocket damage as DarkDaly's vids show.
If the chain link fencing is far enough in front of the turrets it helps. I use it and the boxcar sliding doors alot as well as the garage doors in homes and other defend able structures. Having line of sight on attackers, some defense against the splash dmg of missiles, grenades and molitovs while being able to fire from a secure position. I run mortal settlers and lose mostly over half of them during attacks no matter what despite arming them to the teeth and equipping heavy weaved armor on them. The AI they have is to just run out and stand in front of bullets, so I gave up on them. I will never build another settlement using IG. Just player homes.
Thanks! My settlers are more farmers than engineers; what they do is plant crops and build a wall around 'em, then as they need more land they tear down a section or two, plant more stuff, then build a wall around that. They're not terribly bright haha ;) Unfortunately I don't have mods that add chain link fences like USO in this one, but that would likely work quite well since most wire fencing is transparent to bullets and energy weapon fire.
I'm not playing Fallout 4 anymore, but I still enjoy watching these often! Just might come back to it, or that one New Vegas mod. Or Fallout 5! I'm curious to know how they're going to go about the lore and reason you're building settlements in the next game. We shall see.
This series is by far your best! I love the idea behind having two feeder bases and a depot, it makes sense. Will you be showing off Red Rocket Sar? I hope so, I need your inspiration 😉
Thanks! RR is a straight dump depot in this game, so I've done literally nothing to it after unlocking it. I gotta admit, it's not one of my favorites to build on, for pretty much the same reason as Greentop: unmodifiable hard structures eat up too much of the build area. (Plus it's too easy to go, "Welp, I'll just wall off the entrances, plant a crop on the SW corner near the cave, and call it a day.")
Dude , love yours vids. You stay one uping youself. Keep up the great job. One question, how is that your razorgrain are not floating? Part of the mod I'm guessing.
Thanks! Glad you're enjoyin 'em. :) For the non-floating razorgrain (and corn), it's a different mod: Planted Plantable for XB1 bethesda.net/en/mods/fallout4/mod-detail/3293983 and PC bethesda.net/en/mods/fallout4/mod-detail/3294027 but there doesn't appear to be a PS4 version... I guess the mod changes the mesh which makes it a new asset. :/
Thanks . Not a bad line up, especially the dialogue overhaul and no more fake puddles. Those puddles become eyes sours and a reminder that your using some kind of weather or lighting overhaul, complete rainbow effect.. imersive gameplay is hard as hell, and a nightmare on survival. I think ill try imersive enemy AI first( imersive gameplay ) smart AI . Thank again for this list
Really like the change up in your building. Not sure if the mod is for me, I hate dying all the time but I might give it a go. Do you have vids of actual game play of this mod?
I don't have any, no, but you can simulate it real easy--just watch a loading screen haha :P Just got done with the Switchboard at L25... took me three hours and I died thirteen times, and that's _after_ I figured out the trick to killing synths. (And now I know why energy weapons are so powerful.) Basically, if you play survival and haven't died in like 30 levels, then it's probably manageable. It's a really popular mod so I'm sure there are let's plays around here on YT somewhere.
Nice Vid, but I have a few questions for ya, one what setting of difficulty are you playing on? hard, very hard, survival? and second what faction are you playing for? Minutemen, BoS, or Institute? Keep the Vids coming as you give me ideas for my own settlements, even more so now that I am looking into this Immersive mod.
Survival and BOS; mostly for the vertibirds, but partly because they make the most sense to me in terms of how their approach fits into the game world.
I down loaded this mod the other night and play around with it, and you where right it changed how I see the game and play it. There is so much that the mod author changed, that it changed the world and how I look at it that is for sure. One question, what will you do when you go to Nuka World? raider settlements? or have you not thought that far ahead?
Right now he's 39 and I'm working on unlocking settlements and doing quartermastery missions to get XP. I don't think I can handle GNN or Quincy, so NW is pretty out of the question for now. Hell, it took me an hour and a half just to clear Dunwich Borers. Can't even imagine trying the gauntlet.
The gauntlet itself would not be an issue, but the boss at the end would be a pain I can only imagine, but I have been thinking about a build with a robot companion made from the Automatron DLC to help take the bullets for my sneaky character.
Two mods you might want to look at that will help you out with salvaging and scrapping: Salvage Beacons is one and the other is Scavver's Toolbox : Those should help you out with salvage and scrapping.
I love immersive Gameplay but the latest version has to many bugs. I wish Erez would just stop tinkering with it. I am using The stand alone large raids patch so i'm liking this video. Great work as usually
i haven't got raided yet am building up my place atm still haven't beat the game yet just bat main story but playing with mods so much not even wanna beat the dlc stuff for far harbor n nuka world wish i could find darn desert eagle mod for ps4 again
SAR finally complete insanity. Wanna try modded ver of it. Can teach me a little of wat mod to grab?? Here a little about me on fallout. I love MM alot and power armor as well and I love build.
All the mods I use are linked in the description of each video that uses 'em, and I keep 'em pretty up to date. I don't know the first thing about using PA though... I barely ever touch it.
An interesting game play concept. I would love to try it, but since I don't use mods it is not an option. Interesting build considering how different it is to your other builds. Will you continue with videos of this game play?
Mayyyybe... not sure. As I play more, I'm finding this mod makes building more than the basics a real PITA, at least at first (am only 26 and leveling is slow). The carry capacity is very low and the settlement attacks are very brutal. For the moment I'm only planning to build on Sanc and Abernathy--need all kinds of different kinds of crops, and I need the money from selling 'em. All the rest are gonna be provisioners/robots only or zero population so I won't care if they get attacked. tl:dr; Possible, but not probable. Will have to see. :)
am bout to make my fort how you get attacked with mod? i got dlc am kinda waiting its hard t get robot schemematics am looking for those but i got robot mod that lts me mak robots
Erm Sar i just realise the best sniper early was always staring at our face since day 1 of fo4. It the pipe bolt action . Was boring and fiddling with what guns I can give to settlers and making my guard look badass discover full modded pipe auto is great for them den I suddenly realised to mod a pipe u only need gun nut lvl2 for all to be unlock that includes pipe bolt action. And I did a compare with the hunting rifle which we knw require gun nut 4 to unlock all , dgm wise both pipe bolt action vs full mod hunting rifle share the same dgm 71 so alot of us is wrong on early game sniper as the pipe bolt is just out side of sanctuary where the truffle bag is or the red rocket mole rat cave so it even early that the gunner bridge at tenpines
Yeah, that bolt-action is always in the bag right across the bridge. I generally don't use it or the hunting rifle if I can help it because the fire rate is sooo slowww.
SarDeliac , it cos u don do a hardcore sniper build like I do , I go 8P,7A5L so I quite heavy on the 1 shot 1 kill 😀. Ps: not saying u r noob and thanks to 1 of the TH-camr the most op sniper is a instigating legendary musket so with that in mind for lower lvl weapon a pipe bolt instigating is actually better upgrade wise 😀
Why did you install scrap that settlement? I thought the guy who made immersive gameplay teamed up with Alisar and combined Scrap everything with immersive gameplay. Idk this was posted in 2017 and im playing immersive gameplay 5 in 2019 for xbox
Eventually I'll get there but for now I need gun skills pretty bad. ;) Also, just discovered there's a manufacturing machine from the DLC that'll make a box of Sugar Bombs out of 2 corn, 1 razorgrain, and 1 plastic, so I might make gunpowder that way instead of perking into Demo Expert for now. Hmm.
SarDeliac there's also a basic mod that overhauls the builders from wasteland workshop and ads an ammo scrapper. You can use the scrap to make new ammo.
I'm using Manufacturing Extended and it's got a bunch of stuff like this; also, AWKCR comes with ammosmith workbenches, and IG has a lot of "break down ammo" options in the Chemistry station. Should be set. Tried the .50 out last night and holy crispy crap it's _loud as hell_ ... I damned near fell off the couch the first time I fired it.
SAR was going thru 2 minutes man mod , found 2 that seem good , 1st it minuteman overhaul 2.0 , and we r the minuteman. Which of this 2 will u recommend? ??
I don't like the MM, so I never thought to evaluate any of the mods related to 'em. ;) Hopefully someone sees this who's used one or more of those and can give you some feedback.
Since I had no idea what the hell I was doing, SPECIAL was 5/8/8/5/8/8/5, and I initially perked into rifle and pistol skills, Armorer, Gun Nut, Scrapper, Lone Wanderer, and Sneak. Once I hit 15 I got CHR up to 6 so I could get Local Leader, and after that it's back to gun skills.
I have another question ; it seems that this mod loudout prevents me, or really diminishes, my ability to rug glich, pillar glitch ect....im wondering how you build your walls so well....
Patience, mostly. I'm also running STS here and any scrap-all mod changes the physics a bit. At Sanctuary, the only problems I had were sinking them into the street and sidewalks; anywhere there was dirt didn't give me too many problems.
I like the idea of having many different like level/class of raiders and all them but did always find it too uninteresting and also unimersive how high levels only appear once you level up and that low levels all but disappear as you do so. I've always thought that more attention should be put into the world building aspect of it all, not that there isn't heaps, just have one real high level with a few or a lot low levels and that could show that their recruiting or training, or have some random encounter with a solid amount of mid to low levels and that can be a raiding party, or a few real high levels that are basically a strike/assassin team. Just have a reason for multiple armour and weapon tiers. Also three raiders with bits of tier 1 armour turning up to a settlement attack with rocket launchers isn't realistic. Also the animals! Make solo animals more deadly (while not being complete bullet sponges) and weaker ones in massive packs or swarms, it just makes sense. So yeah this mod sounds cool, too bad I only have ps4
They're included with IG. It also gives us medkits, duffle bags, a half-wall piece, the plants, and a bunch of other miscellaneous items. (If you're using IG, the sandbags are in Resources > Miscellaneous.)
Have played with this on survival since the mod first came out love it suggest ..ghouls of the commenwealth and blessing of darkness the ghoul one the *ghouls explode at night* I use zombie walkers along with those hella hard awesome build love it big fan
Thank you! IG is about the limit of my game-playing skill, I think. I'm having a hard enough time with it that adding more difficulty might be little frustrating. :/
The attack frequency calculation seems to be unchanged, but since I have a hard time building turrets (they're really resource-intensive) my defense scores are low enough that the odds I'll be attacked go up significantly. Abernathy has the highest defense score at 115 and it gets attacked every other week, on average. The biggest differences are the quantity of attackers--the lowest I've seen so far is 30 enemies, and the highest 45--and their weapons/gear. You can count on every human attacking force to have at least two missile launchers and at least two more heavy weapons (like the broadsider, cryolator, miniguns, and/or flamers), and lately I've been getting Gunner crews with 2-5 guys running around at once in Military T-45. It's a handful.
Well I never dared to use such huge overhauls since I dunno if it's really a good balance and how much it will change especially with tons of other mods like powerful weapons, maybe conflicting with each other. Pro and Contra: 1. it's still a fiction game not meant to be ultra realistic. Otherwise against a modern autosensored Turret no human would stand a chance anyway because you'd get hit before you could even react, and realistically you are always one hit without any armor. 2. Bethesda's game balance is for sure really terrible in FO4. But I'm also sad the vanilla settings, even without that much effort like you did, isn't really challenging because if a settlement getting attacked it's mostly only 3 super mutans getting stuck on the fence or wall I was building, or alike.. And one Missile Turret can solve this within seconds... In my opinion they should have made much less settlements. Best example, Sancuary, Red Rocket and Abernaty Farm are 3 settlements already next by each other. * I'd took that much effort into it, too for a few even without a mod which making FO4 more dangerous. But sometime I'm full of it if you have to build again and again because there are over 40 settlements in general if having DLCs. (Actually also realisatical seen Settlers would build their own houses anyway, not you are the one who is giving and deciding about shelter)
God damn that settlement looks like something you'd just find in the game, well done.
Thanks! That's kind of what I'm going for; nice to know it's working. ;)
SarDeliac Well you convinced me to get that mod too so far I'm liking it.
It reminds me of Jamestown, VA
1607 to 1627
a wooden wall / a stockade , a small settlement , a hamlet, about 1 ,2 or 3 city blocks big and about 10 to 110 people.
Or rather not, because except some exceptions, this was far more deteiled than Bethesda would do in the game for the game.
Always depens on how much effort and time you want to take for building things and stuff in tons of furnishings.
This definitely looks like a fortified little settlement. I have herd though that there is a spawn point in that vary house you built in. By DarkerDaily on his immersive gameplay. He decided to wall off that house so that they would be stuck in there. Otherwise I really like your little settlement SarDeiliac. I can't wait too see what comes next. Take care and have a great day
Thanks Kjell. :) There're only three official spawn points in Sanctuary (if you get the Settlement Management Software mod it'll put quest markers on them), so if there were people in that house it might have been a "delayed arrival" situation where the game puts enemies wherever it can.
"nOT VeRY dECORATED" Dude, you put Rad-X, empty milk bottles and even a freaking tray on the table/wardrobe, I'd say it's pretty well decorated, it even got a mat.
Loved your sanctuary man.
Thanks! Glad you enjoyed the tour. :)
You'r builds are supremely inspiring and I enjoy watching you build!!
Hi SarDeliac,
I always enjoy seeing what you've created, out of the few Fallout 4 builders I watch on TH-cam you are the the most inspiring.
I look forward to your next video.
Thanks! Glad you're enjoying the show. :)
I'm going to download this when I get out of work this is looking awesome
Your settlement builds are inspiring! Makes me wanna get on fo4 and start building on my own settlements lol
This place looks great! I especially like your caravan resting area. Awesome stuff as usual, Sar!
Thank you! The trading post structures are always fun to build, but even after all this time I still haven't made one as cool as the one daws177 did that inspired every single one I've ever built. ;)
Hey Sar, so glad you got this mod. Like I said before, I've been playing with this mod for ages now, and I really can't play the game any other way now.
And I have to say, I really like this settlement! This is one of my favourite builds from you! It really looks like it's just grown over time, naturally. The wall is done perfectly, and all the rooms and living quarters etc... All look lived in and have a logical purpose. Really good stuff here! I have to be honest, I rarely get inspired by build video these days. But this has made me want to build a small, really scrappy, natural looking town in Sanctuary. Something that looks like it's grown and evolved over the years. Like yours does. I'm currently working on something at Red Rocket, so I'm so close to Sanctuary it's tempting to start now! Lol 😂
Red Rocket!? Oh hell yeah! I have to upload my walkthrough now and see what you’ve come up with! :)
Haha! Yes, Smi. Ye, I'm building at Red Rocket at the moment. It's my favourite vanilla settlement location. And you talking about it, and seeing what you'd done there with the power armor etc.. Made me want to revisit that place one last time 😊
Thanks. There's two tricks I use to build organic-looking stuff: One, don't plan anything, and two, tear down and redo about a third of what you've built every time you come back to the settlement. One of these days I'm going to remember to take snapshots or do short walkthroughs of the phases these things go through (sorta like I did with Starlight) so y'all can see how they "grow." :)
Ye, SarDeliac. I tend to plan very little. I have an idea in my head of the general theme, but then I just build, and pretty much make it up as I go along. Which usually involves lots of ripping stuff down and re doing it. I've always built this way really, although recently I tend to get it right first time. I think I've just built so much now, I can see it clearer in my head exactly what I want it to look like. I used to take weeks and weeks to build, but now I seem to be able to knock them up In 3 or 4 days. I think this is simply down to experience and knowing what will and won't work, what will fit in a certain area, what won't etc.. Once I have the framework in place, I usually step back. Then imagine life in that area, and then I decorate accordingly. Create little stories in my head to add the "lived in touches". And like you said, each time you look at it, you'll see something else and just keep adding to it. It's definitely a natural growth I guess, just speeded up.
Are you gonna continue to build at sanctuary? Turn it into a full on town? One thing I noticed when playing with Immersive Gameplay, was the need for lots of player homes across the Commonwealth. Not having fast travel and having to sleep and eat, meant having strategic little houses dotted all over the place.
Sanctuary is pretty much done for this playthrough, I think. I generally don't like to have more than a dozen settlers in any given settlement, it cranks out plenty of food (I've got over 600 tatos and carrots right now for soup), and once I get vertibirds it'll be fast and easy to empty its workbench into the RR depot. I might fiddle with Abernathy to expand its fields and fortify it a bit better later on but I'll just refit the original house for that; that won't be a "display" build. ;)
Within minutes of watching this, I'm thinking to myself "This is exactly how BigTown in FO3 *should* of been..."... Great build
Thanks! Maybe I need to move MacCready here, then... ;)
I know this a bit of an old, but yes you are so correct, BigTown was so small and not very well protected.
Did you know about the bunker? If you go to your prewar house, scrap your bed frame and move the rug... There's a surprise, lol.
It may seem cheaty but with IG I'll use the camping mod and a wearable backpack mod that has different weight limits. I'll usually go with one that adds like 20 or 50 lbs. A +150 lb backpack would be a little much, lol.
--------------------------------------------
For anyone curious, there is a standalone "Immersive Gameplay, larger raids" mod to experience the raids in the regular mode.
There's also a standalone mod for the AI intelligence. Raiders will rush you and flee. Synths, Gunners, and BOS will spread out and surround you. It's pretty intense.
Yep, found the bunker straightaway; when I went into the SS' house, I noticed the rug under the bed was floating a bit and I was all "what the hell is this." Ended up putting the armor on settlers since Sturdy was way too heavy for him. I'm using AWKCR+UCO here so I can put deep pocketed on everything, and I've got a mod that lets me move legendary effects from item to item so I can put Fortifying on stuff when I find one. Eventually I'll perk a bit into Strong Back, I think.
Interesting facts about this mod you can buy skill books from most merchants and they give you interesting bonuses. Also, abernathy farm was attacked by at least 40 ghouls, it was memorable!!!!!
I just discovered the magazines the other day when I went to buy bobby pins off Myrna; now I keep 'em all on me so I don't accidentally buy duplicates. ;) I didn't get ghouls at my Abernathy--it was a dozen radscorpions instead. Got real interesting real fast haha
u keep getting better somehow SMH. good work
Thanks Ben. :)
Points of interest: where your provisioners home is, along with those valuable carrots and brahmin. There is an enemy spawn point in the far corner down the hill towards the river. Wall it up so they must come around into a "funnel point" and set up defenses there to mow them down. The first home on the right as you come into sanctuary from the bridge. Enemies can spawn inside the house, so wall it up to keep them inside so u can mop them up at your leisure. Another spawn point is the small walk bridge coming from the vault and the last is behind the home that has the root cellar. Erez put alot of time into this mod and its definitely his baby. He has polished it over time into what it is now. Here is a link to his forum page erezkristal.freeforums.net/
Oh yeah, I know where the spawn points are, for sure. That's why the carrot farm's fencing blocks the approach from the river--they have to go way around to get up top, which gives my settlers plenty of time to chase 'em. The guard by the wrecked house can see the 111 approach, and the turret in the barracks courtyard points right at the spawn by the house with the root cellar. And the only way into the settlement is covered by three turrets and two guards.
Thanks for the link--I think I'll avoid those forums for now since I really like trying to figure things out. :)
Amazing work! It’s a mod I would use if I do another play through.
Thank you! :)
(2:45) Why were you fighting the sentry bot at the National Guard Training Yard? There's no need to fight it to complete the quests that send you there.
Nice,you’ve improved in your building.
Thanks! :)
I was using the underground railroad mod with this immersive gameplay mod. I came up at the sanctuary manhole once just to find an absolute swarm of at least 200 ghouls all around me. Don't know if it was this immersive mod that caused it but it was something I've never seen before in Fallout.
It looks so cool good job!
Thanks! :)
Great video, you've gained a new subscriber
Thank you! Hope you enjoy the show. :)
hello from japan Great architecture Very beautiful I will refer
Behold! Roof cow! I mean Sanctuary! XD
Hahaha, thanks to you i play with this "immersion Gameplay" too, and i had to laugh, because you changed your Settlement Style like i did.....lol Walls are my best Friend now... and i bunker up in a very different way thihi. It's really hard to play sometimes, but every encounter is a real Challenge! Love that very much. (= And that the Turrets are now so hard to build AND hard to kill, is awesome! They now make more sense and you have a real "oh Shit", if there are some enemie Turrets on your way. ^^ Energy Weapons are good? Oh i should look into that haha. I'm more a Ballistic one and puuuh it's really hard at some points. I am Level 14 right now and everything is a real pain in the ass. XD
I like your "Bunker Settlement"; it's well thought and looks nice. (=
Thanks! :)
I would point out that you stated you had not scrapped several of the features in Sanctuary because of the weight restrictions, however both cars and houses can be scrapped and generate a HUGE amount of resources with Immersive Gameplay. It would certainly be worth it do so.
Yeah, tons of steel in those bad boys, for sure, but I figure they'd be there if I ever needed 'em, and Bethesda games have been historically wonky when they have to keep track of too much stuff. Erring on the side of caution until I was sure seemed to be the safer course of action, y'know? ;)
Not a criticism more a point of interest. As someone that has been in the Army and worked in construction most of my life building straight fences is the best route. Uses the least amount of materials and has superior sight lines to repel attackers. Not nearly as cool as some of your scrappy builds but more efficient for turrets and guard posts. On a side note, I wonder if you added chain link fence over your "wall gun ports" would reduce grenade/rocket damage as DarkDaly's vids show.
If the chain link fencing is far enough in front of the turrets it helps. I use it and the boxcar sliding doors alot as well as the garage doors in homes and other defend able structures. Having line of sight on attackers, some defense against the splash dmg of missiles, grenades and molitovs while being able to fire from a secure position. I run mortal settlers and lose mostly over half of them during attacks no matter what despite arming them to the teeth and equipping heavy weaved armor on them. The AI they have is to just run out and stand in front of bullets, so I gave up on them. I will never build another settlement using IG. Just player homes.
Thanks! My settlers are more farmers than engineers; what they do is plant crops and build a wall around 'em, then as they need more land they tear down a section or two, plant more stuff, then build a wall around that. They're not terribly bright haha ;)
Unfortunately I don't have mods that add chain link fences like USO in this one, but that would likely work quite well since most wire fencing is transparent to bullets and energy weapon fire.
Where you at Sar? I miss your videos... :(
Right here. ;)
Good build comrade
Thanks!
I'm not playing Fallout 4 anymore, but I still enjoy watching these often! Just might come back to it, or that one New Vegas mod. Or Fallout 5! I'm curious to know how they're going to go about the lore and reason you're building settlements in the next game. We shall see.
This series is by far your best! I love the idea behind having two feeder bases and a depot, it makes sense. Will you be showing off Red Rocket Sar? I hope so, I need your inspiration 😉
Thanks! RR is a straight dump depot in this game, so I've done literally nothing to it after unlocking it. I gotta admit, it's not one of my favorites to build on, for pretty much the same reason as Greentop: unmodifiable hard structures eat up too much of the build area. (Plus it's too easy to go, "Welp, I'll just wall off the entrances, plant a crop on the SW corner near the cave, and call it a day.")
SarDeliac lol okay, so it is a dump depot literally! Thanks for replying Sar 👍
I'm just gonna take a sample of this. A VERY LARGE SAMPLE! MUAHAHAHAHAHAHA!
lol Steal it all, yo, that's what it's here for. ;)
Dude , love yours vids. You stay one uping youself. Keep up the great job. One question, how is that your razorgrain are not floating? Part of the mod I'm guessing.
Thanks! Glad you're enjoyin 'em. :) For the non-floating razorgrain (and corn), it's a different mod: Planted Plantable for XB1 bethesda.net/en/mods/fallout4/mod-detail/3293983 and PC bethesda.net/en/mods/fallout4/mod-detail/3294027 but there doesn't appear to be a PS4 version... I guess the mod changes the mesh which makes it a new asset. :/
Hey thanks for the info. Had no idea there was a mod for this . Not sure if you've done this already but, do you mind posting your mod list?
Link's always in the description. ;) For convenience, this is what he uses: www.dropbox.com/s/neerpw0xtd1974x/mods%20-%20gary.txt?dl=0
Thanks . Not a bad line up, especially the dialogue overhaul and no more fake puddles. Those puddles become eyes sours and a reminder that your using some kind of weather or lighting overhaul, complete rainbow effect.. imersive gameplay is hard as hell, and a nightmare on survival. I think ill try imersive enemy AI first( imersive gameplay ) smart AI . Thank again for this list
Really like the change up in your building. Not sure if the mod is for me, I hate dying all the time but I might give it a go. Do you have vids of actual game play of this mod?
I don't have any, no, but you can simulate it real easy--just watch a loading screen haha :P Just got done with the Switchboard at L25... took me three hours and I died thirteen times, and that's _after_ I figured out the trick to killing synths. (And now I know why energy weapons are so powerful.) Basically, if you play survival and haven't died in like 30 levels, then it's probably manageable.
It's a really popular mod so I'm sure there are let's plays around here on YT somewhere.
Nice Vid, but I have a few questions for ya, one what setting of difficulty are you playing on? hard, very hard, survival? and second what faction are you playing for? Minutemen, BoS, or Institute? Keep the Vids coming as you give me ideas for my own settlements, even more so now that I am looking into this Immersive mod.
Survival and BOS; mostly for the vertibirds, but partly because they make the most sense to me in terms of how their approach fits into the game world.
I down loaded this mod the other night and play around with it, and you where right it changed how I see the game and play it. There is so much that the mod author changed, that it changed the world and how I look at it that is for sure. One question, what will you do when you go to Nuka World? raider settlements? or have you not thought that far ahead?
Right now he's 39 and I'm working on unlocking settlements and doing quartermastery missions to get XP. I don't think I can handle GNN or Quincy, so NW is pretty out of the question for now. Hell, it took me an hour and a half just to clear Dunwich Borers. Can't even imagine trying the gauntlet.
The gauntlet itself would not be an issue, but the boss at the end would be a pain I can only imagine, but I have been thinking about a build with a robot companion made from the Automatron DLC to help take the bullets for my sneaky character.
Two mods you might want to look at that will help you out with salvaging and scrapping: Salvage Beacons is one and the other is Scavver's Toolbox : Those should help you out with salvage and scrapping.
Have you been able to beat the storyline with this mod installed? Thanks for the video, very informative
Nope, I don't have the skills. Been a while but I _think_ the furthest I got was trying (and failing) to clear Libertalia with X6-88. And thanks! :)
I love immersive Gameplay but the latest version has to many bugs. I wish Erez would just stop tinkering with it. I am using The stand alone large raids patch so i'm liking this video. Great work as usually
i haven't got raided yet am building up my place atm still haven't beat the game yet just bat main story but playing with mods so much not even wanna beat the dlc stuff for far harbor n nuka world wish i could find darn desert eagle mod for ps4 again
@SarDeliac I realize it's been some time since the video was posted, but what weapon mod(s) did you use at the time.
The only ones I can remember having were AWKCR and one that lets me remove and attach legendary effects.
@@SarDeliac thank you for getting back to me, yeah I have the mod that lets you move legendary effects between weapons and armor, I also have AWKCR.
SAR finally complete insanity. Wanna try modded ver of it. Can teach me a little of wat mod to grab?? Here a little about me on fallout. I love MM alot and power armor as well and I love build.
All the mods I use are linked in the description of each video that uses 'em, and I keep 'em pretty up to date. I don't know the first thing about using PA though... I barely ever touch it.
An interesting game play concept. I would love to try it, but since I don't use mods it is not an option. Interesting build considering how different it is to your other builds. Will you continue with videos of this game play?
Mayyyybe... not sure. As I play more, I'm finding this mod makes building more than the basics a real PITA, at least at first (am only 26 and leveling is slow). The carry capacity is very low and the settlement attacks are very brutal. For the moment I'm only planning to build on Sanc and Abernathy--need all kinds of different kinds of crops, and I need the money from selling 'em. All the rest are gonna be provisioners/robots only or zero population so I won't care if they get attacked.
tl:dr; Possible, but not probable. Will have to see. :)
I can see the point, well I will hope that things get a bit easier as you level up.
am bout to make my fort how you get attacked with mod? i got dlc am kinda waiting its hard t get robot schemematics am looking for those but i got robot mod that lts me mak robots
I know there are mods that'll do that kind of thing but I don't know what they're called. :/
debateing on to finish the game n yeah am havig trouble finding them
Erm Sar i just realise the best sniper early was always staring at our face since day 1 of fo4. It the pipe bolt action . Was boring and fiddling with what guns I can give to settlers and making my guard look badass discover full modded pipe auto is great for them den I suddenly realised to mod a pipe u only need gun nut lvl2 for all to be unlock that includes pipe bolt action. And I did a compare with the hunting rifle which we knw require gun nut 4 to unlock all , dgm wise both pipe bolt action vs full mod hunting rifle share the same dgm 71 so alot of us is wrong on early game sniper as the pipe bolt is just out side of sanctuary where the truffle bag is or the red rocket mole rat cave so it even early that the gunner bridge at tenpines
Yeah, that bolt-action is always in the bag right across the bridge. I generally don't use it or the hunting rifle if I can help it because the fire rate is sooo slowww.
SarDeliac , it cos u don do a hardcore sniper build like I do , I go 8P,7A5L so I quite heavy on the 1 shot 1 kill 😀. Ps: not saying u r noob and thanks to 1 of the TH-camr the most op sniper is a instigating legendary musket so with that in mind for lower lvl weapon a pipe bolt instigating is actually better upgrade wise 😀
Why did you install scrap that settlement? I thought the guy who made immersive gameplay teamed up with Alisar and combined Scrap everything with immersive gameplay. Idk this was posted in 2017 and im playing immersive gameplay 5 in 2019 for xbox
Because I didn't know a scrap mod was part of IG till much later, pretty much. Never occurred to me it'd be part of the package. :)
SarDeliac ahh lol ok got it, love your builds and channel keep up the good work! 👍🏻
Also : plant corn and start making your 50 bmg ammo
Thanks for the tip. :)
SarDeliac also : rank 2 of awareness gives you a slow time. It's a little buggy but it works most of the time
Eventually I'll get there but for now I need gun skills pretty bad. ;)
Also, just discovered there's a manufacturing machine from the DLC that'll make a box of Sugar Bombs out of 2 corn, 1 razorgrain, and 1 plastic, so I might make gunpowder that way instead of perking into Demo Expert for now. Hmm.
SarDeliac there's also a basic mod that overhauls the builders from wasteland workshop and ads an ammo scrapper. You can use the scrap to make new ammo.
I'm using Manufacturing Extended and it's got a bunch of stuff like this; also, AWKCR comes with ammosmith workbenches, and IG has a lot of "break down ammo" options in the Chemistry station. Should be set. Tried the .50 out last night and holy crispy crap it's _loud as hell_ ... I damned near fell off the couch the first time I fired it.
SAR was going thru 2 minutes man mod , found 2 that seem good , 1st it minuteman overhaul 2.0 , and we r the minuteman. Which of this 2 will u recommend? ??
I don't like the MM, so I never thought to evaluate any of the mods related to 'em. ;) Hopefully someone sees this who's used one or more of those and can give you some feedback.
Hey Sar, whats the character build You're using?
Since I had no idea what the hell I was doing, SPECIAL was 5/8/8/5/8/8/5, and I initially perked into rifle and pistol skills, Armorer, Gun Nut, Scrapper, Lone Wanderer, and Sneak. Once I hit 15 I got CHR up to 6 so I could get Local Leader, and after that it's back to gun skills.
I have another question ; it seems that this mod loudout prevents me, or really diminishes, my ability to rug glich, pillar glitch ect....im wondering how you build your walls so well....
Patience, mostly. I'm also running STS here and any scrap-all mod changes the physics a bit. At Sanctuary, the only problems I had were sinking them into the street and sidewalks; anywhere there was dirt didn't give me too many problems.
I like the idea of having many different like level/class of raiders and all them but did always find it too uninteresting and also unimersive how high levels only appear once you level up and that low levels all but disappear as you do so. I've always thought that more attention should be put into the world building aspect of it all, not that there isn't heaps, just have one real high level with a few or a lot low levels and that could show that their recruiting or training, or have some random encounter with a solid amount of mid to low levels and that can be a raiding party, or a few real high levels that are basically a strike/assassin team. Just have a reason for multiple armour and weapon tiers. Also three raiders with bits of tier 1 armour turning up to a settlement attack with rocket launchers isn't realistic. Also the animals! Make solo animals more deadly (while not being complete bullet sponges) and weaker ones in massive packs or swarms, it just makes sense. So yeah this mod sounds cool, too bad I only have ps4
It should be available on PS4; it used to be, anyway...?
@@SarDeliac I'll have a look, just don't remember seeing it
How did you get the sandbags?
They're included with IG. It also gives us medkits, duffle bags, a half-wall piece, the plants, and a bunch of other miscellaneous items. (If you're using IG, the sandbags are in Resources > Miscellaneous.)
What mod do u use to delete the bushes?
IG has a scrap mod built into it, so... IG? :)
Have played with this on survival since the mod first came out love it suggest ..ghouls of the commenwealth and blessing of darkness the ghoul one the *ghouls explode at night* I use zombie walkers along with those hella hard awesome build love it big fan
Thank you! IG is about the limit of my game-playing skill, I think. I'm having a hard enough time with it that adding more difficulty might be little frustrating. :/
😎
:D
what are the rad-storm's like dude?
They're about the same in intensity but they seem to be more frequent, as I recall... been a while since I played IG.
So this mod makes it so that your settlements are getting stacked more?
Attacked*
The attack frequency calculation seems to be unchanged, but since I have a hard time building turrets (they're really resource-intensive) my defense scores are low enough that the odds I'll be attacked go up significantly. Abernathy has the highest defense score at 115 and it gets attacked every other week, on average.
The biggest differences are the quantity of attackers--the lowest I've seen so far is 30 enemies, and the highest 45--and their weapons/gear. You can count on every human attacking force to have at least two missile launchers and at least two more heavy weapons (like the broadsider, cryolator, miniguns, and/or flamers), and lately I've been getting Gunner crews with 2-5 guys running around at once in Military T-45. It's a handful.
SarDeliac Wow Damn, sounds fun tbh, only I'm not sure if my well defended settlement will ever be attacked
wish it attack freg goes up am hardly getting attacked am waiting for it to
am building up my base trying to make a big fort
Well I never dared to use such huge overhauls since I dunno if it's really a good balance and how much it will change especially with tons of other mods like powerful weapons, maybe conflicting with each other.
Pro and Contra:
1. it's still a fiction game not meant to be ultra realistic. Otherwise against a modern autosensored Turret no human would stand a chance anyway because you'd get hit before you could even react, and realistically you are always one hit without any armor.
2. Bethesda's game balance is for sure really terrible in FO4. But I'm also sad the vanilla settings, even without that much effort like you did, isn't really challenging because if a settlement getting attacked it's mostly only 3 super mutans getting stuck on the fence or wall I was building, or alike.. And one Missile Turret can solve this within seconds...
In my opinion they should have made much less settlements.
Best example, Sancuary, Red Rocket and Abernaty Farm are 3 settlements already next by each other.
* I'd took that much effort into it, too for a few even without a mod which making FO4 more dangerous. But sometime I'm full of it if you have to build again and again because there are over 40 settlements in general if having DLCs.
(Actually also realisatical seen Settlers would build their own houses anyway, not you are the one who is giving and deciding about shelter)
Building*