Whats wrong with the tan? Yeah we only see green apc's and tanks but in the fallout world a tan tank must exist for desert operations isn't it? Just don't make those if you don't like them and that's it
Oh yeah, and the vertibird does fast travel. =) Green and Tan make much more sense when you take into account that they are just a small part separated out from my much larger mod , The Small Addition. Got a post up over on the page for anyone who wants to discuss power, accuracy, range (heh), etc. of the turrets. They could use a bigger bump, I fully agree...I just haven't settled on one yet, so welcome the input on that.
A Camouflage combo paint scheme would be nice too. A mix of the green and brown. As for the power etc. I have MOAR Turrets and one that changes the vanilla ones to the alien ones from nuka world (though just the look and totally new values, I had one that added the real ones, but they would keep attacking friendlies, so I had to get rid of it, and this was the closest I could find), so my turret values range from 4-50. The mod I think they resemble the most though for comparison is the robot guards mod, maybe a bit less since they can't move like the bots... A Sentry guard from that mod gives 25-30 def, so maybe 15-20 for the tanks? At least for the auto ones, I think 8-12 or so is not too bad for the manned ones, if you can get them manned, (the freestanding chain gun too, that would make a great guard post, like on a tower wall). Another point, come to think of it, would be if it is a double rocket launcher (for example), then having it be 1.5-2x the value of the basic rocket launcher seems fair. That might be another way to arrive at a reasonable value for them.
All good points. Although, I do wonder about having them overpowered (but they are obviously now going to be different from the ones you battle in The Small Addition, so it's possible I don't have to worry as much about that). "they can't move like the bots" It's funny, actually, the version that is shown in the video doesn't include the latest addition. In 1.01.0, I introduced a moving APC (that can also be stood on with a minigun...which will be worked out somehow later). Again, still a WIP but fun for now still. =) One APC can also now (in 1.01.0) follow the player (some movement issues that appear when your close up, but from far away they move pretty well).
Nice addition, I will be trying them out later today myself. As for the OP aspect, personally, considering material cost and space they take up, I do not think that having one of them count as 1.5 - 2 regular turrets is over powered, what does everyone else think? If anything that is still light considering the space/cost. Though I guess if space is an issue, you could always stack the other turrets on top of them.. lol.
P.S. Tested these out, and they DO require power in my build, they run off of ambient power (no wires), so they needed a functional conduit (connector) or power emitter 'near' them. (I was having issues with my Contraptions conduits randomly not counting as connected until I go around and pick up/replace each one), and they are definitely not adding to my total power, not that I mind, I have a 100, a 60, and a 10 generator, and 4 of these turret style, and I have 170 power there, not 178. (Maybe that is the new update doing that?) You can also see in Kottabos' video he had 6 power in his settlement, and 6 of these built, which should require/produce 12 power... It's odd. ;) Side note, I placed the freestanding ones on my roof, and I occasionally fall through when I "exit" it. Luckily, I don't take falling damage, and am not in a suit of power armor (hurt my settlers). XD
Shame theres no moving ones. There is an APC that moves but its kinda wonky. A vertibird mod i have had a vertibird that circles above the settlement you place it in. Would be cool to have the tanks and apc do something similar.
Goddamnit, why does everyone get this wrong? They are IFV (Infantry Fighting Vehicle)'s because they have large armaments. For example, the Bradley IFV transports soldiers but has a large cannon, so it is an IFV, not an APC.
According to Wikipedia According to the definition in the Treaty on Conventional Armed Forces in Europe, an APC is "an armoured combat vehicle which is designed and equipped to transport a combat infantry squad and which, as a rule, is armed with an integral or organic weapon of less than 20 millimetres calibre."[1] APCs have less armament than other Armoured Fighting Vehicles which are designed to participate directly in combat.
Nice, even if the defense score and range is a bit low, the green ATC looks like a chameleon from up close. ;) Nice that it appears you can use the ones like a guard post.
TheDevian , haven't quite got the settlers to use them yet. Maybe sometime down the road when they are a bit cleaner overall. I'd really like to, for sure.
It has occured to me that it might be possible to make a drivable APC by using some of the mechanics from power armour. Those are essentially vehicles anyway. That said, I'm no programmer and haven't worked with mod creation, so I don't know how practically feasible that is or how many hoops there are to jump through. It just seems like that would be the best way to go. Add a choice between minigun or rocket launcher in the turret, and roll out! ;-)
Great we have an APC for the tans and greens and tanks for the tans and greens now can somebody make a mod that recolors the pre war soldiers into tan and green and make them settlers
Then odds are, it is likely something with your ini file settings. Verify you have them correct with the wiki's instruction on how to prepare your game for mods. Here is one example. www.ign.com/wikis/fallout-4/How_to_Install_PC_Mods It could also possibly be a conflict with the way beth.net handles mods and the original way we did it with manual nexus mods (plugins.ini verses the DLCList.ini). I have not tested that much, but if you are changing one and not the other, that could be causing an issue. How did you install this/these mods? Manually, one of the mod managers, beth.net? It could also be the mod itself too, they are not all the same, so what mod was it?
There is another mod that gives you an driveable APC, the point is having a F*CKING TANK IN FRONT OF THE SANCTUARY BRIDGE SHOOTING ON SIGHT TO ANY SINGLE GUNNER INVADER FOE OF FREEDOM
J L Hi, are you the mod author? I have some really cool suggestions that you could add in. Perhaps a bunker or a sandbag bunker but you shoot the minigun? Like the Gunner Station but a real bunker.
Raptor Dan , did some. Still no good? I will say the rocket will say stay a rocket (other than a good bit of timing/range/accuracy/damage/etc tweaks I've already done now)...at least for the foreseeable future.
No, no, AmmoTweaks is a mod that adds in more variation of ammunition to the base game as well as including new features such as condition, but there was never a review done about it, which is surprising considering how much stuff it adds.
This would be great with a NCR Mod, since in Lore the NCR had some Old World tanks with them.
Billu Jou The Brotherhood also have tanks.
The NCR are fucking overrated
+LoneStarWolf Entertainment They do got tanks though.
matchesburn ladies first
Kenneth Chou only one tank if i remember. And its owned by the Midwest Brotherhood.
And im not sure that NCR tanks are actually work.
green army and tan army... very lore friendly
ΜΟΛΩΝ ΛΑΒE I felt that the tan army always had good political views.
Whats wrong with the tan? Yeah we only see green apc's and tanks but in the fallout world a tan tank must exist for desert operations isn't it? Just don't make those if you don't like them and that's it
@@polillafly2863 like green army and tan army for army toys
@@polillafly2863 bro does not understand plastic army men lore
They provide their own power. They take 2, they produce 2...for the thematic's. ;-)
Thank you for the video, by the way. =)
Oh yeah, and the vertibird does fast travel. =)
Green and Tan make much more sense when you take into account that they are just a small part separated out from my much larger mod , The Small Addition.
Got a post up over on the page for anyone who wants to discuss power, accuracy, range (heh), etc. of the turrets. They could use a bigger bump, I fully agree...I just haven't settled on one yet, so welcome the input on that.
A Camouflage combo paint scheme would be nice too. A mix of the green and brown.
As for the power etc. I have MOAR Turrets and one that changes the vanilla ones to the alien ones from nuka world (though just the look and totally new values, I had one that added the real ones, but they would keep attacking friendlies, so I had to get rid of it, and this was the closest I could find), so my turret values range from 4-50. The mod I think they resemble the most though for comparison is the robot guards mod, maybe a bit less since they can't move like the bots... A Sentry guard from that mod gives 25-30 def, so maybe 15-20 for the tanks? At least for the auto ones, I think 8-12 or so is not too bad for the manned ones, if you can get them manned, (the freestanding chain gun too, that would make a great guard post, like on a tower wall).
Another point, come to think of it, would be if it is a double rocket launcher (for example), then having it be 1.5-2x the value of the basic rocket launcher seems fair. That might be another way to arrive at a reasonable value for them.
All good points. Although, I do wonder about having them overpowered (but they are obviously now going to be different from the ones you battle in The Small Addition, so it's possible I don't have to worry as much about that).
"they can't move like the bots"
It's funny, actually, the version that is shown in the video doesn't include the latest addition.
In 1.01.0, I introduced a moving APC (that can also be stood on with a minigun...which will be worked out somehow later). Again, still a WIP but fun for now still. =)
One APC can also now (in 1.01.0) follow the player (some movement issues that appear when your close up, but from far away they move pretty well).
Nice addition, I will be trying them out later today myself.
As for the OP aspect, personally, considering material cost and space they take up, I do not think that having one of them count as 1.5 - 2 regular turrets is over powered, what does everyone else think? If anything that is still light considering the space/cost. Though I guess if space is an issue, you could always stack the other turrets on top of them.. lol.
P.S.
Tested these out, and they DO require power in my build, they run off of ambient power (no wires), so they needed a functional conduit (connector) or power emitter 'near' them. (I was having issues with my Contraptions conduits randomly not counting as connected until I go around and pick up/replace each one), and they are definitely not adding to my total power, not that I mind, I have a 100, a 60, and a 10 generator, and 4 of these turret style, and I have 170 power there, not 178. (Maybe that is the new update doing that?) You can also see in Kottabos' video he had 6 power in his settlement, and 6 of these built, which should require/produce 12 power... It's odd. ;)
Side note, I placed the freestanding ones on my roof, and I occasionally fall through when I "exit" it. Luckily, I don't take falling damage, and am not in a suit of power armor (hurt my settlers). XD
It would be cool if you could be inside the APC shooting the actual guns on there
Minuitmen tanks, raiders don't stand a chance!
I can imagine a maginot line of tanks
for a second there I thought that you were mocking the mod author from his name but then the nexus link checks out and that is his name.
i was thinking same thing . like fuck that is a wried name .
Lmao
Shame theres no moving ones. There is an APC that moves but its kinda wonky.
A vertibird mod i have had a vertibird that circles above the settlement you place it in. Would be cool to have the tanks and apc do something similar.
I love the treads on the tanks
Goddamnit, why does everyone get this wrong? They are IFV (Infantry Fighting Vehicle)'s because they have large armaments. For example, the Bradley IFV transports soldiers but has a large cannon, so it is an IFV, not an APC.
Oscar Grusky you know what apc means right?
Oscar Grusky ever mind I got the wrong tank I was thinking about the lav 25
ok nerd calm down
According to Wikipedia
According to the definition in the Treaty on Conventional Armed Forces in Europe, an APC is "an armoured combat vehicle which is designed and equipped to transport a combat infantry squad and which, as a rule, is armed with an integral or organic weapon of less than 20 millimetres calibre."[1] APCs have less armament than other Armoured Fighting Vehicles which are designed to participate directly in combat.
@@SabreSouls what's wrong with ya Asshole
Nice, even if the defense score and range is a bit low, the green ATC looks like a chameleon from up close. ;) Nice that it appears you can use the ones like a guard post.
TheDevian , haven't quite got the settlers to use them yet.
Maybe sometime down the road when they are a bit cleaner overall.
I'd really like to, for sure.
Ah okay, nice. Glad to see you are trying, that would be my favorite aspect of that idea. I would actually like posting human guards like that. XD
It has occured to me that it might be possible to make a drivable APC by using some of the mechanics from power armour. Those are essentially vehicles anyway. That said, I'm no programmer and haven't worked with mod creation, so I don't know how practically feasible that is or how many hoops there are to jump through. It just seems like that would be the best way to go. Add a choice between minigun or rocket launcher in the turret, and roll out! ;-)
Patrik Hjorth, occurred to me also. ;-)
Have been looking into it recently.
There IS a driveabld APC mod
Is this on PS4?
I’d like to know as well.
He forgot to put in object 279
That is the coolest postwar tank that exists
Does this work for Xbox?
Great we have an APC for the tans and greens and tanks for the tans and greens now can somebody make a mod that recolors the pre war soldiers into tan and green and make them settlers
Wait I found the mod I misspelled it by one letter
Will this ever come to Xbox?
bethesda.net/en/mods/fallout4/mod-detail/4012937
;-)
J L Thank you!
Tossing A C4 . And hopefully it works. ;-)
No way of testing here, no xBox.
I did fix a *few* of the bugs since this video came out, though. =)
J L its not appearing in my workshop list
J L ua-cam.com/video/DFloZbT99oE/v-deo.html
Hey I really want this mod but it's not on xbox
Can this work on ps4
can someone help me with fallout 4? i crashed when i enter the workshop mode when i installed some mods
alif csnajmi some of your mods are probably conflicting.
even with 1 mod installed...... EVEN DLC CRASH!
Then odds are, it is likely something with your ini file settings. Verify you have them correct with the wiki's instruction on how to prepare your game for mods.
Here is one example.
www.ign.com/wikis/fallout-4/How_to_Install_PC_Mods
It could also possibly be a conflict with the way beth.net handles mods and the original way we did it with manual nexus mods (plugins.ini verses the DLCList.ini). I have not tested that much, but if you are changing one and not the other, that could be causing an issue.
How did you install this/these mods? Manually, one of the mod managers, beth.net?
It could also be the mod itself too, they are not all the same, so what mod was it?
They may update that problem.
Can't even drive a tank. What's the point of the mod?
There is another mod that gives you an driveable APC, the point is having a F*CKING TANK IN FRONT OF THE SANCTUARY BRIDGE SHOOTING ON SIGHT TO ANY SINGLE GUNNER INVADER FOE OF FREEDOM
i love it
No ps4?
I have a vertibird drone and it's the same size as the real one
now u can thx a tank .
does X-box have the mod?
Luqman Vsgaming Sometime later this week or next, after I've ironed out a few things. =)
@@jl222111 Please make them drivable.
❻❻❻ 🅥🅘🅔🅦🅢 🅦🅣🅕
LIAR!
I use that mod
this is ooooolllldddddd
btw I'm first
I have power armor turrets they need to be near generators
I'd totally check that out. =)
Is it on the Nexus, Beth.net or something?
J L Hi, are you the mod author? I have some really cool suggestions that you could add in. Perhaps a bunker or a sandbag bunker but you shoot the minigun? Like the Gunner Station but a real bunker.
AmmoTweaks, please
Raptor Dan , did some. Still no good?
I will say the rocket will say stay a rocket (other than a good bit of timing/range/accuracy/damage/etc tweaks I've already done now)...at least for the foreseeable future.
No, no, AmmoTweaks is a mod that adds in more variation of ammunition to the base game as well as including new features such as condition, but there was never a review done about it, which is surprising considering how much stuff it adds.
Clean up your Sanctuary! It looks terrible.