The mod creator has done several 40k mods too. Tau Fire Warrior, Skitarii, a mod that replaces Super Mutants with Orks, a Mechanicus Magos mod, Aspect Warrior for the Eldar fans, Death Korps of Krieg mod, and a mod that replaces Synths with Necrons.
I noted immediately that the centurion is basically a bos terminator but also has the look of a mix between the 30k terminators and the centurion of 40k
@@John-Stark I don't know what TTS is. But centurion armor is centurion armor, and I recommend you google 'space marine centurion armor' if you don't believe me that it is centurion armor, because it is centurion armor.
I've put hundreds of hours into modding fallout 4... But on Xbox.. So normally a lot of these mods aren't aviable to me for a few weeks but i've recently gotten a very strong Pc and i'm so happy that I can use these videos for more than entertainment
A lot of these enemies in the Factions Reinforcements mod are not my taste for Fallout, except the biomass collector that one fits perfectly for the Institute and is a good way to explain where they get the materials from to make their Gen 3 synths (it could be plastic, but I tend to think it’s synthetic meat made from other fauna). Still a nice mod though, love the creativity put into these enemies!
Yeah, there're some comments looking for modular options. Personally, I'm leaning towards the Institute and Brotherhood Centurions only. The rest feel a bit much for me. A portable cannon would make sense for the Minutemen but that spider tank that spam shoots bombs is a bit too much. Overall, amazing work though.
They aren't pilotable unfortunately but the Mechout4 mod lets you build mechs at the robot workbench, I'm not a huge fan of the base game options so I consider this mod essential any time I'm using automatrons
@@chadbradley7569 has the footing noise issue been fixed yet? Where when the mechs turn side to side with their legs they don't make a crap load of noise, lol.
Oh man, a cool power armour set to match the cool institute weapons that have been coming out of Micalov lately? Damn it it's harder than ever not to boot the game up and do an institute run...
I really like the Vertihawk... though I'm not the biggest fan of a lot of the other additions, albeit they are cool. It's just that some of these don't feel like something the corresponding faction would be able to make/would make at all. The Minutemen Mobile Artillery for example is really cool and fits the theme of the faction, but I don't think any of them would be able to make one (outside of the player). Especially with how BIG it is. Likewise, the Institute Bio-collector is a bit too conspicuous, and doesn't really fit the whole "commonwealth boogey man" identity they have. When it comes to the Raider mech, I feel like it'd make more sense if they refurbished vehicles and "militarized" them, like if they had a raider killdozer or something. The Gunner walker thing just doesn't feel like something that aesthetically fits with Fallout's setting. Then lastly, when it comes to the Railroad enemies, whilst I could 1000% see the in-game Railroad doing that, I don't think I necessarily want to make the Railroad any goofier than they already are.
@@MediumRareOpinions oh yeah 100%, but a nice patch would benefit everyone, most npc packs have "lore friendly" options or just check boxes in mcm to select what spawns, lots of fine tuned options in general
I mean, while this mobile artillery Frankenstein thing is not to my taste, the Minutemen can build automated factories and robotic workbenches in their every half-assed settlement, so why wouldn't they be able to build this monstrosity? XD Raider mechs can make sense too, since there's a Raider-made power armor in game. Also, IMHO Railroad's hordes of Gen1 synth "zombies" aren't goofy, they're freakin' awesome)))
@@freevertibirdrides7437 Raiders simply find existing power armor frames and mount metal plates to them. It really isn't that impressive and it takes a much greater leap in logic for them to make something like those mechs, especially with how large they are. I could maybe see the Rust Devils doing something like it, but if they made such a thing, it'd likely have an aesthetic that uses more robot parts. Also, the Minutemen don't build automated factories and robotic workbenches in every settlement, the player can. Which is why it'd be weird to see such large artillery robots randomly appearing in the game. The only person in the faction who has the capability of doing so is the player. So if anything, each one of those artillery things should be your direct ally, similar to the robots in the Automatron DLC. The Railroad have always been hyped up as a super secretive organization that uses subtlety and a large network of hidden bases to save Synths from the Institute. It feels rather awkward for them to be dressing up dead Synths in goofy referential outfits to defend said "secret" bases. So no, it really doesn't make sense for them to make and use them. However I will give the concept some leeway, considering the fact that Fallout 4 itself ruins all the build up for the faction by making them a bunch of quirky idiots. Which is why I said that I could totally see the in-game Railroad making these things, because the Railroad is a joke that's lucky to still exist. A spy-like faction going up against the most advanced threat of the Commonwealth wouldn't make these weird Synth defenders, but the equivalent of a high school club made up of dorky teenagers totally would.
I love how everyone is pointing out that brotherhood centurions are space marine terminators, but then the vertihawk is literally a storm talon gunship.
So, I actually really like the look of the Biomass Collector (always nice to see the Hermit Crab animations more than a handful of times per playthrough!), but I'd feel remiss if I didn't point out that question it's intended to answer was already answered in the vanilla game. The Institute synthesized it in the lab, with Shaun's DNA as a baseline and then using a modified form of FEV to produce a virtually endless variety of genetic combinations (which incidentally is also why getting with Synth!Curie or Danse is not surprise incest. They share about as much DNA in common with you as any two strangers from anywhere in the world). Don't get me wrong, I adore the design and concept, it's just that the initial premise is flawed.
OK, you've convinced me, Faction Reinforcements might just be enough to make me buy a new GPU to play fo4, that and Radiant Squads where you can command Minutemen, perfect combo!
Sometimes I briefly fall back in love with FO4 mods, the mods in this video did just that. Holy Chrysler these are AWESOME! Also, gamma gun expansion, FINALLY.
Be nice if those new power armors/mechs from the first mod could be salvaged and used. Also have to wonder if the Hack Dart mod would work with them. Hack Darts adds craftable Syringer ammo. One kind of Hack Dart for robots, and another for Power Armor. The Power Armor Hack Dart has two functions. One forcibly ejects the pilot, the other dumps and detonates the fusion core.
Brotherhood of Steel normally: "We cannot allow technology to fall into the hands of those who would use it for evil!" Brotherhood when they see one (1) feral ghoul sniffing a fossilized raccoon: 1:31 , 2:33
I also love how each faction takes inspiration from many sources. Brotherhood of Steel is obviously Adeptus Astartes from Warhammer 40k, Railroad takes some from popular movies, Minutemen is Iron Harvest most likely and even the Raiders have their own servitors and also a bit of Iron Harvest too.
the Gunner APU and the Minute Men Mobile Artillery actually reminds me a lot of a lot of the technology used by the Norts from the 2000AD comic strips Rogue Trooper
I do wish there was more love for the Railroad. Like Railsign puzzles that lead to notes & stashes, better stealth, Courier trail missions, Mercer Safehouse being in a Subway, Institute tech theft, some characters/missions tying them to the Lincoln Memorial group in Fallout 3, a makeshift Train/Bioshock Power Armored Heavy, and makeshift energy & spike weapons.
I was going to point out the working C4 and detonator mod...but I guess it was taken down on Xbox. Another neat mod of late was the minutemen weapons pack. Can't wait for the institute overhaul.
Me: downloads so many mods on my playthrough that my PS4 shuts down the game whenever I open it Also me: watches Fallout 4 mod videos that are mainly on pc
But they tell you in game how they get their material to produce the Gen 3 synths. If you go to Diamond City and go to the Science Centre, the initial conversation between the two scientists tell you.
I love the gamma gun. I had replaced gamma guns entirely before I found it. I really like how it reshapes the size of the game of projectile to be smaller and faster
Oh the Faction Reinforcements look awesome! Although the BOS ones especially the flyer are straight from Warhammer 40k. The flyer is basically a Space Marine Stormtalon Gunship! Not that I have an issue, I think its cool to see such things in Fallout! As always I love watching your videos as I sculpt or paint minis! Adding new mods here and there.
Love the Faction Reinforcements mod, but I haven't finished screwing around with the Mutant Menagerie mod yet. I'll give this mod a go whenever I finish that, and I really dig the Flesh Smith mod.
11:00 Don't you just LOVE how screwed up the laws of physics in Fallout games? The dude just yeeted on the OPPOSITE direction of the projectile coming at them. WHEEE!
The new enemies for each faction the Brotherhood is 40k the Raiders are alien the Bayou collector reminds me of War of the Worlds and the Minutemen one reminds me of Homeworld in the Gunners special unit reminds me something between Titanfall and a 40K Mac that the Orcs use
Thanks to you I am getting myself into modding, I am still learning, but right now the hardest part is mastering 3DS Max. Anyway thank you for your video and modding tutorial.
Sound really good for people playing in very hard mode and their character is really OP. Because survival can be a pain with all limitations and cant use all weapons in enemies and take more action in the combat and dont be only a sneaky character all time .
honestly the reinforcements for BoS look like Warhammer40k SpaceMarine conversions XD still, its pretty dope, would love to see more of that for all factions, realy a great idea and execution of it hehe ^^
in fallout 4 if using the multi follower mod and also the one that adds mechs in the form of fully custom designed robot followers that do not count towards the follower cap of the mod or can be set as patrols between area then no faction is able to stand against the right team and no enemy lasts longer than at max 5 mins of combat as after all codsworth armed with dual heavy machineguns and 2 4 barreled lrm launchers can hit at a range most if not all npcs cant even engage you and your team
i think mechachu is decently lore friendly. Its a toy right next to a toy factory with a cute design that somewhat resembles pikachu. Seems like something bethesda would do for a wild wasteland encounter
There's really no way around it besides unpacking some mods, merging mods, and/or deleting what you don't really use. I ran into the issue a while back and just ended up unpacking animation, sound, and script only mods. I recommend leaving models and textures packed for best performance, if possible.
Faction Reinforcements look cool but seem too advanced for Fallout, still gonna try it out. That Vertihawk look just like Terminator Hunter Killer. I wonder if synth power armor conflict with institute power armor mod?
Interesting mods I just don't understand why you would want to craft armor at the chemistry station and not the armor workbench but to each their own I guess.
I actually tried to switch from Console to PC this weekend so I could use more of these amazing mods. My script extended failed before I even got to vault 111🤬.
I can tell the guy who made faction reinforcements was heavily inspired by Warhammer 40K
Yup, my thoughts exactly
And I absolutely LOVE IT
FR that's the first thing that came to mind with the brotherhood centurions though 3:26 gives hella samurai jack X-49 vibes
Fr those centurions look likr a mix of terminator armor with grey knight helmets
It works though,
1:30 someone really loves wh40k. Implementing terminator power armor as well as paired gun with massive drum magazine
The mod creator has done several 40k mods too. Tau Fire Warrior, Skitarii, a mod that replaces Super Mutants with Orks, a Mechanicus Magos mod, Aspect Warrior for the Eldar fans, Death Korps of Krieg mod, and a mod that replaces Synths with Necrons.
Don't forget the power fist
Am I the only person who thinks they resemble Justaerin terminators more than regular terminators?
I noted immediately that the centurion is basically a bos terminator but also has the look of a mix between the 30k terminators and the centurion of 40k
How do you get them?
Centurion, when W40K meets Fallout. The Hover drone looks like straight out of Terminator.
The drone is from 40k as well, Stormtalon Gunship.
The fact the centurion is just a fallout version of 40K Terminator Armour makes me happy and tells that the mod maker has good taste.
I'd say that the centurion armor is based on the centurion armor, not terminator armor.
@@KamiKaZantAI figured it was more dreadnought
@@Robosium It's centurion armor. Google centurion armor if you don't believe it to be centurion armor.
@@KamiKaZantAyou mean the Armor Dorn has in TTS?
@@John-Stark I don't know what TTS is. But centurion armor is centurion armor, and I recommend you google 'space marine centurion armor' if you don't believe me that it is centurion armor, because it is centurion armor.
I really want a mod that adds Borderlands style raid bosses.
I think one of the Radlands mods does this exact thing.
It looks like its not a Radlands mod but still a mod by the author called 'R.N.G. - Vendors - Bosses - Loot (WIP)'
I'm always amazed by the moders' inventivity and talent, true genius
Just started the video, and immediately after seeing the BoS Centurion I thought "Wait... that's a tactical dreadnought"
I've put hundreds of hours into modding fallout 4... But on Xbox.. So normally a lot of these mods aren't aviable to me for a few weeks but i've recently gotten a very strong Pc and i'm so happy that I can use these videos for more than entertainment
Congrats! Fallout 4 is currently on sale, in case you haven't bought it yet
Welcome to the PC Master Race my friend. Bask in uncapped FPS rates and all the cringe mods you could want
I’m stuck on ps4 for the time being
A lot of these enemies in the Factions Reinforcements mod are not my taste for Fallout, except the biomass collector that one fits perfectly for the Institute and is a good way to explain where they get the materials from to make their Gen 3 synths (it could be plastic, but I tend to think it’s synthetic meat made from other fauna). Still a nice mod though, love the creativity put into these enemies!
Yeah, there're some comments looking for modular options. Personally, I'm leaning towards the Institute and Brotherhood Centurions only. The rest feel a bit much for me. A portable cannon would make sense for the Minutemen but that spider tank that spam shoots bombs is a bit too much. Overall, amazing work though.
Someone should make a mod that adds pilotable mechs. Imagine fighting and destroyng a gunner's APU only to have its pilot jump out of it.
I was honestly disappointed that the power armor wasn’t like this
Iron harvest style mechs would be so cool to see in the fallout universe
They aren't pilotable unfortunately but the Mechout4 mod lets you build mechs at the robot workbench, I'm not a huge fan of the base game options so I consider this mod essential any time I'm using automatrons
@@chadbradley7569 has the footing noise issue been fixed yet? Where when the mechs turn side to side with their legs they don't make a crap load of noise, lol.
@@spiritgaming1442 hell yeah
Aaaand just when I thought I had my load order sorted for a new playthrough, this video comes out.
If they want to make Mechachu useful for combat just make it zap anything near it like a walking Tesla trap or the Tesla mod on Colter’s armor.
Oh man, a cool power armour set to match the cool institute weapons that have been coming out of Micalov lately? Damn it it's harder than ever not to boot the game up and do an institute run...
4:10 the turret design on the walking artillery is from German cruisers during WWII
I wish there was a way to use the awesome stuff added by faction reinforcements. I wanna be a BoS Space Hulk!
I really like the Vertihawk... though I'm not the biggest fan of a lot of the other additions, albeit they are cool. It's just that some of these don't feel like something the corresponding faction would be able to make/would make at all. The Minutemen Mobile Artillery for example is really cool and fits the theme of the faction, but I don't think any of them would be able to make one (outside of the player). Especially with how BIG it is.
Likewise, the Institute Bio-collector is a bit too conspicuous, and doesn't really fit the whole "commonwealth boogey man" identity they have. When it comes to the Raider mech, I feel like it'd make more sense if they refurbished vehicles and "militarized" them, like if they had a raider killdozer or something. The Gunner walker thing just doesn't feel like something that aesthetically fits with Fallout's setting. Then lastly, when it comes to the Railroad enemies, whilst I could 1000% see the in-game Railroad doing that, I don't think I necessarily want to make the Railroad any goofier than they already are.
I'm in the same mind, the vertihawk is the best of the bunch, what would be nice is the ability to pick which ones spawn in your game using MCM
@@flexdon5188 I reckon it could be possible to open the mod in FO4Edit and delete the spawns for the ones we don't want.
@@MediumRareOpinions oh yeah 100%, but a nice patch would benefit everyone, most npc packs have "lore friendly" options or just check boxes in mcm to select what spawns, lots of fine tuned options in general
I mean, while this mobile artillery Frankenstein thing is not to my taste, the Minutemen can build automated factories and robotic workbenches in their every half-assed settlement, so why wouldn't they be able to build this monstrosity? XD Raider mechs can make sense too, since there's a Raider-made power armor in game. Also, IMHO Railroad's hordes of Gen1 synth "zombies" aren't goofy, they're freakin' awesome)))
@@freevertibirdrides7437 Raiders simply find existing power armor frames and mount metal plates to them. It really isn't that impressive and it takes a much greater leap in logic for them to make something like those mechs, especially with how large they are.
I could maybe see the Rust Devils doing something like it, but if they made such a thing, it'd likely have an aesthetic that uses more robot parts.
Also, the Minutemen don't build automated factories and robotic workbenches in every settlement, the player can. Which is why it'd be weird to see such large artillery robots randomly appearing in the game. The only person in the faction who has the capability of doing so is the player. So if anything, each one of those artillery things should be your direct ally, similar to the robots in the Automatron DLC.
The Railroad have always been hyped up as a super secretive organization that uses subtlety and a large network of hidden bases to save Synths from the Institute. It feels rather awkward for them to be dressing up dead Synths in goofy referential outfits to defend said "secret" bases. So no, it really doesn't make sense for them to make and use them.
However I will give the concept some leeway, considering the fact that Fallout 4 itself ruins all the build up for the faction by making them a bunch of quirky idiots. Which is why I said that I could totally see the in-game Railroad making these things, because the Railroad is a joke that's lucky to still exist. A spy-like faction going up against the most advanced threat of the Commonwealth wouldn't make these weird Synth defenders, but the equivalent of a high school club made up of dorky teenagers totally would.
Awesome to see a Storm Talon in Fallout 4 and the Centurion looks more like a Catephracti Terminator
Brother get the flamer, *THR HEAVY FLAMER*
I love how everyone is pointing out that brotherhood centurions are space marine terminators, but then the vertihawk is literally a storm talon gunship.
Jesus the raiders look like something from Frankenstein's army lol
1:00 Terminator Armor 2:00 Stormraven
I care about lore friendliness but who can say no to that cute robot face
Quite interesting seeing warhammer 40k inspired units, but that's kinda common.
Now, the Iron Harvest polania scout mech is what peaks my interest.
I feel like the Biomass Collector could be partially inspired by the Handling Machine from War of the Worlds. (Specifically the original novel)
Already raided Nexus mods for that Synth armor and those boss fights
So, I actually really like the look of the Biomass Collector (always nice to see the Hermit Crab animations more than a handful of times per playthrough!), but I'd feel remiss if I didn't point out that question it's intended to answer was already answered in the vanilla game. The Institute synthesized it in the lab, with Shaun's DNA as a baseline and then using a modified form of FEV to produce a virtually endless variety of genetic combinations (which incidentally is also why getting with Synth!Curie or Danse is not surprise incest. They share about as much DNA in common with you as any two strangers from anywhere in the world). Don't get me wrong, I adore the design and concept, it's just that the initial premise is flawed.
OK, you've convinced me, Faction Reinforcements might just be enough to make me buy a new GPU to play fo4, that and Radiant Squads where you can command Minutemen, perfect combo!
That PA is awesome. I like the look of this more than the other, older mod that doesn't have a head.
Interesting note about Faction Reinforcements: in its current version, it also lets you build Engrams and Mekachus as parts for automatron robots.
cool Warhammer 40k based parts in the Faction Reinforcements
The way the Vertihawk moves and attacks makes it look like it isn't even from a fallout game! Amazing!
Sometimes I briefly fall back in love with FO4 mods, the mods in this video did just that. Holy Chrysler these are AWESOME! Also, gamma gun expansion, FINALLY.
Be nice if those new power armors/mechs from the first mod could be salvaged and used.
Also have to wonder if the Hack Dart mod would work with them.
Hack Darts adds craftable Syringer ammo. One kind of Hack Dart for robots, and another for Power Armor.
The Power Armor Hack Dart has two functions. One forcibly ejects the pilot, the other dumps and detonates the fusion core.
Brotherhood of Steel normally: "We cannot allow technology to fall into the hands of those who would use it for evil!"
Brotherhood when they see one (1) feral ghoul sniffing a fossilized raccoon: 1:31 , 2:33
I like things like Mechachu, because while it is unmistakably a Pikachu, it's also guised as something that is already in fallout 4, robots/automata.
1:16
Nah that's not a Centurion that's a Terminator.
If it looks like a giant Teddy Bear then that's a Centurion
I also love how each faction takes inspiration from many sources.
Brotherhood of Steel is obviously Adeptus Astartes from Warhammer 40k,
Railroad takes some from popular movies, Minutemen is Iron Harvest most likely and even the Raiders have their own servitors and also a bit of Iron Harvest too.
the Gunner APU and the Minute Men Mobile Artillery actually reminds me a lot of a lot of the technology used by the Norts from the 2000AD comic strips Rogue Trooper
Now I have a reason to play the railroad
Honestly I thought I saw faction reinforcements the other day on my Xbox 1 to download but now I go back and it’s gone?
3:40 its just flash Wound
head cannon for the dancing robot raiders. their electronics are still activated but with the lack of control they are left to flop around lol
3:25 it's a balls out kinda day
I do wish there was more love for the Railroad. Like Railsign puzzles that lead to notes & stashes, better stealth, Courier trail missions, Mercer Safehouse being in a Subway, Institute tech theft, some characters/missions tying them to the Lincoln Memorial group in Fallout 3, a makeshift Train/Bioshock Power Armored Heavy, and makeshift energy & spike weapons.
I was going to point out the working C4 and detonator mod...but I guess it was taken down on Xbox. Another neat mod of late was the minutemen weapons pack.
Can't wait for the institute overhaul.
Me: downloads so many mods on my playthrough that my PS4 shuts down the game whenever I open it
Also me: watches Fallout 4 mod videos that are mainly on pc
Its Subtle, but I can recognize tones of disapproval in Daks voice regarding those synth easter egg enemy things. I also disapprove.
Those guys look like terminators from the game dawn of war nice for the emporium of man purge the mutant the hertic
4:12 the minutemen boss gives me some serious iron harvest vibes
But they tell you in game how they get their material to produce the Gen 3 synths. If you go to Diamond City and go to the Science Centre, the initial conversation between the two scientists tell you.
doesn't mean modders can't add to the lore. it's not canon but it is cool
@@DegenerateDak Oh it wasn't criticism at all! I think it looks dope, I'll most likely add it to my load order. Just wasn't sure if you knew is all.
I love the gamma gun. I had replaced gamma guns entirely before I found it. I really like how it reshapes the size of the game of projectile to be smaller and faster
Oh the Faction Reinforcements look awesome! Although the BOS ones especially the flyer are straight from Warhammer 40k. The flyer is basically a Space Marine Stormtalon Gunship! Not that I have an issue, I think its cool to see such things in Fallout! As always I love watching your videos as I sculpt or paint minis! Adding new mods here and there.
The Gunner APU is also clearly an Astra Militarum Sentinel, and the Raider mech-suit is almost a Deff Dread given its scrappy, clunky look.
1:16 a terminator from warhammer 40k... Looks really awesome
Bro at 2:11 when you were at LiTteRaLLy ONE bar of health, I was screaming
First thing is literally the FO4 version of the Warhammer 40k Dreadnaught
Love the Faction Reinforcements mod, but I haven't finished screwing around with the Mutant Menagerie mod yet. I'll give this mod a go whenever I finish that, and I really dig the Flesh Smith mod.
11:00
Don't you just LOVE how screwed up the laws of physics in Fallout games?
The dude just yeeted on the OPPOSITE direction of the projectile coming at them.
WHEEE!
3:21 fun fact if you have the automatron dlc you can build them
The new enemies for each faction the Brotherhood is 40k the Raiders are alien the Bayou collector reminds me of War of the Worlds and the Minutemen one reminds me of Homeworld in the Gunners special unit reminds me something between Titanfall and a 40K Mac that the Orcs use
1:29 my god, it took inspiration from warhammer 40k (the spacemarine dreadnought)! ngl, looks good!
Thanks to you I am getting myself into modding, I am still learning, but right now the hardest part is mastering 3DS Max. Anyway thank you for your video and modding tutorial.
I think the “silver shroud” engram is actually supposed to be Caleb from BLOOD
Thank you for your efforts to keep this game alive
I love how the Gunner APU looks like the APU's from the Animatrix
That's pretty cool. I won't mind just having the brotherhood and gunner mech.
Sound really good for people playing in very hard mode and their character is really OP.
Because survival can be a pain with all limitations and cant use all weapons in enemies and take more action in the combat and dont be only a sneaky character all time .
Love that hawk, excellent look and captures the bos perfectly!
The Silver Shroud synth made me think of X9 from Samurai Jack
5:04 why does it actually look like he's breakdancing 💀💀💀
I noticed that the Bos vertihawk front looks a lot like a goliath enemy from roboquest
honestly the reinforcements for BoS look like Warhammer40k SpaceMarine conversions XD still, its pretty dope, would love to see more of that for all factions, realy a great idea and execution of it hehe ^^
I used the Minutemen robot artillery on xbox. No firing animations but it obliterated a sentry bot in 2 seconds flat
Best part of the synth power armour is its only 20gs! (On Xbox1) Compared to most power armour mods I see which are around 50-70gs
God, why do I have to be made aware of these when my hard drive is out of commission.
in fallout 4 if using the multi follower mod and also the one that adds mechs in the form of fully custom designed robot followers that do not count towards the follower cap of the mod or can be set as patrols between area then no faction is able to stand against the right team and no enemy lasts longer than at max 5 mins of combat as after all codsworth armed with dual heavy machineguns and 2 4 barreled lrm launchers can hit at a range most if not all npcs cant even engage you and your team
The vertihawk has two 40K assault cannons on the bottom.
Thank god for the modders, much love❤
If I'm walking around the wasteland and Curie gets harvested by a Necron Tomb Spider I'm uninstalling lmao
So question will the faction Reinforcements mod come to xbox and or other consoles
That vertihawk reminds me of the RAGE drones
i think mechachu is decently lore friendly. Its a toy right next to a toy factory with a cute design that somewhat resembles pikachu. Seems like something bethesda would do for a wild wasteland encounter
Awww. I was excited to see what I thought was Primm slim... But it's just a statue... Darn
5:15 this is literally Iron Harvest
I want all these but the BA2 limit is killing me softly.
Just decompress all of them
There's really no way around it besides unpacking some mods, merging mods, and/or deleting what you don't really use. I ran into the issue a while back and just ended up unpacking animation, sound, and script only mods. I recommend leaving models and textures packed for best performance, if possible.
Stepdancing Liberty Prime got friends now!
The rader ones look like enemy's from Wasteland 3
what is the armor he's wearing at the beta wave section?
@7:53 you have a vertical planter behind the scarecrow. What is that from? It's absolutely adorable
Does anyone know what mod he’s using for the green plant life to appear?
Faction Reinforcements look cool but seem too advanced for Fallout, still gonna try it out. That Vertihawk look just like Terminator Hunter Killer.
I wonder if synth power armor conflict with institute power armor mod?
Think you could cover some of the 40k mods? Seen a bunch up but none with actual videos
There is a new species called the Grell in a mod.
Somebody loves their Warhammer and wants it in Warhammer
That gunner mech looks like a Killa kan
Really like the gunship wouldn't mind seeing gunner versions
I want that gunship, vertibirds just go down and are avoidable way too easily
The biomass collector reminds me of the harvester from generation zero
Interesting mods I just don't understand why you would want to craft armor at the chemistry station and not the armor workbench but to each their own I guess.
The only problem I have with this mod is just how the stuff it adds doesn't make any kind of sense in the Fallout universe...
Ok i gotta know... is the centurions armour available for player use?
I actually tried to switch from Console to PC this weekend so I could use more of these amazing mods. My script extended failed before I even got to vault 111🤬.