**** Official Fallout 76 Thread ****

Here's a question. My assumption is that there's several mods, that allow the definition of a set of perk cards (e.g. crafting, rifle, heavy weapons), such that at a single touch, you can change a number of perks at the same time.
Any good recommendations?

I know of one, which I use. Perk Loadout Manager. Available on Nexus, works perfectly. But deliberately not using a single touch as that would confer an advantage in play and that would probably break Bethesda's vague rules regarding FO76 mods. You have to open the perks screen, press the number key you assigned a peek card set to and close the perks screen. 4 keypresses. I use 4 perk loadouts - general, trading, crafting, scrapping - but you can have at least 10. You save a perk loadout by making it in the perk screen as usual and saving it with (IIRC) Ctrl+the key you want to use for it. You can then enter a label. You have the option of having that label text displayed onscreen while you play, which I find useful to avoid having the wrong perk loadout on. You can also import perk loadouts from the Nukes Dragons build planning website.

The slight complication is that mod requires another mod, a script extender called FSE, to save perk loadouts locally. SFE is installed differently to all other FO76 mods, so be sure to read the description. You don't need it to switch between loadouts you've saved, only to create new ones without using the Nukes Dragons website. SFE needs to be updated after every FO76 patch, but Perk Loadout Manager usually doesn't. PLM continues working, just with local saving of perk loadouts disabled until SFE is updated for the new patch. I can confirm that the current versions of PLM and SFE both work fine with Wastelanders.

Bethesda have been talking about implementing perk loadouts in FO76 for a year or so now, but even with FO76 it's still sometimes the case that modders fix shortcomings in Bethesda's games before Bethesda does. Although with previous Bethesda games you'd probably be right in assuming that there would be a choice of several perk loadout mods, this is FO76 and modding is vastly more restricted (and not officially supported at all).



By the way, in case anyone doesn't read Bethesda's forums (I don't but I found a reference to it when I was looking for any news on the new vending machine bug), Bethesda has said that they've fixed the bug that resulted in nearby NPCs taking your weapons and ammo when you died with a little hotfix. I never saw an update happening, but maybe it was a tiny one and I missed it.


EDIT:

I'm currently using no mods.

Are you aware that you have to do manual editing of ini files to get mods to work in FO76? Mod descriptions on Nexus usually give the required details, but the suggested places to make the changes vary.

I have found that (at least for the moment) the best place to add mods is in Fallout76Custom.ini as an entry in sResourceIndexFileList, specifically sResourceIndexFileList. Other lists will work, but I was finding that every patch broke all mods. That list doesn't seem to be changed from patch to patch, so my mods remain working.

My Fallout76Custom.ini is just this:

[Archive]
sResourceIndexFileList = Power Armor Clean HUD.ba2, IntRaw.ba2, BetterPALight.ba2, PerkLoadoutManager.ba2
[SaveGame]
fAutosaveEveryXMins=2.0000

Normally the BA2 file for the Better Inventory mod would be in there too, but I still haven't got around to downloading the latest version of that mod, the one that works with Wastelanders.

The mods themselves go in the data folder wherever you installed FO76, except for SFE which goes in the main FO76 folder instead. That's if you're using BA2 files. Unless the mod author gives different instructions on installing their mod.
 
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Fallout 76 Quick Configuration mod does most of the work for you. It'll make up the ini and fix ordering from the UI. Also lets you adjust graphics setting etc
To get it working you need the Fallout 4 creation kit installed, its in the Bethsda Launcher. It'll install even if you don't own Fallout 4 on the platform. This allows setting up the Archive 2 location in this pic https://ibb.co/Vg2jRJQ

Most of the other mods will work with it. It can cope with ba2 archive mods or flat file, you can select which type it is in the UI.

Really like the PA armour HUD mods, there's 2 you can use
https://www.nexusmods.com/fallout76/mods/60
https://www.nexusmods.com/fallout76/mods/257

Lower weapons when not using is nice
https://www.nexusmods.com/fallout76/mods/29

Better inventory shows extra information on weights and allows filtering, like only show food or water
https://www.nexusmods.com/fallout76/mods/32

Perk loadout mod
https://www.nexusmods.com/fallout76/mods/124

SFE helps the Per Loadout mod
https://www.nexusmods.com/fallout76/mods/287

Better maps, I'm using Vendor only 33% version
https://www.nexusmods.com/fallout76/mods/91?tab=description


this is nice as well, pretty subtle but adds in sharpening to get rid of some of the blurry look
https://www.nexusmods.com/fallout76/mods/234
 
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Wastelanders pro tip :p when you get to that end mission stage where you have to decide if to keep all the Gold yourself or share with the other Faction you did not side with. Share it all equally as it boosts your Reputation a lot for both Factions keeping both friendly towards you as well meaning its a lot easier to gain Reputation Ranks !!

I had heard it was best to keep it all because its easier to farm rep than bullion.
 
I had heard it was best to keep it all because its easier to farm rep than bullion.
That's not strictly true as bullion is a constant grind but you get 1700 a week as long as you keep 6000 caps to buy 300 Gold. Sharing the bullion at the end means you only get 500 but the extra rep from both factions makes it way easier now for me anyway I have both factions up to friendly already & about to reach the next stage on Raiders. As you rep up it also unlocks new plans from the faction you choose. Rep grinding takes way way longer!!! I estimate it takes 2-3 weeks to go up a single rep level excluding the last 1 which will takes many months of constant grind! vs 2.5 days to recover the gold bullion you give away!! & the difficulty in keeping both factions friendly towards you :eek::p

If you want to spend an entire day grinding rep you can reach the highest level but this entails constant server hopping to the 3000 or so random spawn points & hoping you encounter someone on your server who will give you a rep mission but it was possible to do it all in a day not sure it will be so fast now many more players know the tactic.

Already got the T65 Helmet & Torso Plan & will have enough to buy an arm or a leg tomorrow :p;)
 
That's not strictly true as bullion is a constant grind but you get 1700 a week as long as you keep 6000 caps to buy 300 Gold. Sharing the bullion at the end means you only get 500 but the extra rep from both factions makes it way easier now for me anyway I have both factions up to friendly already & about to reach the next stage on Raiders. As you rep up it also unlocks new plans from the faction you choose. Rep grinding takes way way longer!!! I estimate it takes 2-3 weeks to go up a single rep level excluding the last 1 which will takes many months of constant grind! vs 2.5 days to recover the gold bullion you give away!! & the difficulty in keeping both factions friendly towards you :eek::p

If you want to spend an entire day grinding rep you can reach the highest level but this entails constant server hopping to the 3000 or so random spawn points & hoping you encounter someone on your server who will give you a rep mission but it was possible to do it all in a day not sure it will be so fast now many more players know the tactic.

Already got the T65 Helmet & Torso Plan & will have enough to buy an arm or a leg tomorrow :p;)


ok, a split it is.
 
Good stuff chaps, my thanks. I'll take a look over the weekend

If you're doing any camp building, I'd recommend "intRaw Reborn", which is an update of an old mod ("Oooh baby I like int raw") to make it work post-Wastelanders. It simply shows the camp budget as the integer it really is, either in place of or in addition to the almost useless bar Bethesda likes to use to obfuscate things for no good reason.

https://www.nexusmods.com/fallout76/mods/513

Since the camp budget is so ludicrously small, knowing exactly how much each item uses can be useful when choosing what to build. For example, if you want to put something down to replace a bush should you use a decorative pillar or a carrot or a foundation section or...? With intraw, you can see how much building budget each takes up.
 
ok, a split it is.

I'll complicate matters for you :)

Doing only the daily faction rep quests will get you from neutral to ally in both factions in a minimum of 39 days. You could cut the time down further by doing random encounters if you really wanted to. Theoretically you could get to ally with both factions in a couple of days.

Buying all the bullion plans will cost you 72,200 bullion, which requires a minimum of 298 days.

In addition to that, obtaining 20 treasury notes per day and 6000 caps per week (to get bullion at the highest possible rate) and trading the notes in daily takes many times as long per day than doing the 4 daily faction rep quests in the way that gets the highest faction rep per day. Even if you only do 2 faction rep quests (one at each faction HQ) and complete each quest in the least efficient way to get rep, it will still only take you 65 days to go from neutral to ally for both factions (AWPC's estimate is way out - see the link in post 3077 for exact numbers and how the various different ways to do each faction rep event affects how much rep you get). That's at most 65 days of at most 10 minutes per day to get all the faction rep with both factions. As opposed to at least 298 days of at least two hours per day to get all the bullion plans. You get 2-4 treasury notes per public event and each public event takes at least 10 minutes (and usually longer) and you have to wait for public events to happen. Two hours per day is being generous.

In addition to that, 3 of the 4 daily events that get you faction rep also get you 3 treasury notes for bullion each (as much as a tier 2 public event) and you can trigger those faction rep dailies every day any time you want, so even if you're solely after bullion you'd be doing the faction rep events anyway because they're the fastest way to get bullion.

On the other hand, the 500 bullion you might give to the factions is insignificant compared to the 72,200 bullion needed to buy all the plans that sell for bullion. So it takes you 296 days of hard grinding (starting with 500 bullion) instead of 293 days of hard grinding (starting with 1000 bullion). Whoopie!

So I'd say that in terms of grinding for rep and bullion it doesn't really matter which option you take. I chose to give 250 bullion to each faction and keep 500 for myself, but I did so for roleplay reasons and not from trying to work out which option would have a slightly larger effect on how much grinding I would need to do. If I want tedious chores, I could find far more useful ones than turning a game into a tedious chore.
 
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Here's something I realised a few days ago that will be very useful to many players in the future if they haven't already thought of it or don't know some of the details of some of the plans:

Buy vault steel scrap at the purveyor frequently, even if you don't currently have any use for it. Even if you never intend to have any use for it.

My reasoning is as follows:

Vault steel is required in large quantities for crafting some items. For example, crafting a suit of Strangler Heart PA requires 180 vault steel. You can only buy 5 units per day at the purveyor and that's the only way you can obtain vault steel. So if at some point in the future you decide you want to try Strangler Heart PA and you've bought the plans for it, you'll have to spend the next 36 days buying enough vault steel to make it. Just for that one thing you want to try out. Maybe you'll want to try out some other things requiring vault steel too. Maybe some things added in the future will require vault steel. Maybe you don't want to wait over a month of going to the purveyor every day to buy enough vault steel to make that one set of armour you just want to try out.

The weight of vault steel is negligable. 0.05 units each, or maybe 0.005 units each. Certainly not enough to care about when building up a stock of it in your stash.

The cost of vault steel is in legendary scrip, which you probably won't have any real use for anyway. 50 scrip per day is nothing much. Just from normal play I find that I get more than that per day by taking legendaries I happen to acquire to the recycling machines at every railway station. The only other thing to do with legendary scrip is play the purveyor lottery, which is almost certain to get you only a useless legendary that you can recycle for less scrip than you spent to get it.

You'll also need legendary modules to craft some stuff, which are also sold at the purveyor's for scrip. I wouldn't advise stockpiling those, though. They are far heavier and you require far fewer of them to craft stuff, so it's better to buy them as required unless you're really sure you're always going to have lots of spare stash space. Which is not something I've ever heard a FO76 player say.
 
ammo issues gone, flipped the sniper to .50 call and made up 500 ammo from lead weights :)
is collecting PA bits worth it before high levels?
 
ammo issues gone, flipped the sniper to .50 call and made up 500 ammo from lead weights :)
is collecting PA bits worth it before high levels?

Not really.
I've ended up with two key suits:
- A full Excavator set, which only really gets used for the occasional mining trip (it will mine 4 times as much ore as you can normally), and as a way of moving large amounts of goods. A full set gets +100lbs of carry weight, onto which you can add another 100lbs with calibrated shocks. Well worth doing
- A mixed set that I've ended up with, with a mix of other bits, such that I can have the mods I want, i.e. jump jets, calibrated shocks and targeting HUD
Unfortunately, you don't learn mods by scrapping them.
So for me, I normally either sell or scrap excess ones that I find kicking around
 
Is the Strangler power armour better than the T65? I got the impression that only the T65 is worth having.
What I am gathering bullion for is the jump jet for the Secret service armour (which isn't power armour). I rather fancy that.
The other thing I'm trying to find is an anti-armour handmade rifle. Anyone seen one?
 
Is the Strangler power armour better than the T65? I got the impression that only the T65 is worth having.
T65 is by far the strongest PA set. 6900 Gold Bullion for the complete set of T65 plans then another 4-5000 for a few decent mod Plans for it! I will have my T65 complete suit in about 3 weeks then another 2-3 weeks to grind the other required mods for it like Calibrated Shocks & Jet Pack.
 
ammo issues gone, flipped the sniper to .50 call and made up 500 ammo from lead weights :)

That'll do it for a sniper. There are a few gyms in FO76. IIRC, the easiest ones to get lead weights from are in the club just outside Flatwood on the road from the Wayward (the weights room is next to the pool) and the Charleston fire department. For a pure sniper, you might be able to pick up enough lead just from scavving stuff as you play. Pre-war USA in the Fallout universe had a usage of lead based on the worst of real world lead usage in the modern era. Which is true for pretty much everything about pre-war Fallout USA. So in FO76 you can scav quite a lot of lead from picking up paint, children's toys and various other things. Paint is particularly good for ammo-making because it gets you lead and steel.

is collecting PA bits worth it before high levels?

Maybe, only in the context of collecting a full set by the time you've levelled enough to use it. The only PA you can reliably learn to make yourself before getting close to the endgame is Excavator PA. There's a side quest for that triggered by visiting a certain location and looking at a certain thing. You'll probably do so while exploring, but if you want details you can easily find them online.

If you do decide to try to collect a set, there's a specific way of doing it that will save you a huge amount of carry weight and/or stash space. It's not an exploit - this is how PA is supposed to work in FO76. The key point is that PA pieces are heavy when not on a PA frame but weigh nothing when on a frame even if it's a frame you're not wearing. That might not make any sense in a realistic way, but it's how it's supposed to be in FO76. So the method is this:

Find a PA frame that has spawned in the gameworld. There are many PA spawn points. You've probably found some already.

Look at it and select the transfer option to move armour pieces from the frame into your inventory if those pieces have a level requirement above whatever level you are at the time

Exit the transfer screen and enter the PA frame (you can enter a bare PA frame at any level - the frames themselves have no level requirement). That makes the frame yours. You can put it in your inventory, put it in your stash, whatever. If you exit it and leave it somewhere, it will auto-return to your inventory in (IIRC 90s). To get rid of it, you'll have to get out of it and drop it or sell it.

Exit the PA frame.

Look at it and select the transfer option and put the pieces back on what is now your frame.

Exit the transfer screen and collect your frame with the pieces on it. The frame weighs 10 regardless of what pieces are on it.

I did that and had a full suit of L25 T-45 PA armour ready to use when I was L25. Which I might have used for maybe as much as a day while I gathered material to make my first Excavator PA suit, which also has a level requirement of 25. Or I might not have used it at all. I'm not sure. I also spent a while collecting pieces to make full sets of max level T-51 and T-60 suits, neither of which I ever used. So maybe not really worth it :) I just leave them on the frames now, in case they're useful to another player who comes by.

I would suggest collecting some fusion cores, though. It would be annoying to have your first suit of PA ready to go and then find you only have 1 mostly discharged fusion core for it.

Since L25, I have only used Excavator PA. I made new sets at L35 and L45, but I've always used Excavator. It has low protection for PA but it has +100 carry weight and with the way I play that's a bigger advantage. Horses for courses. With the mods I've crafted for my PA parts (calibrated shocks for the legs and a +2 strength mod for another part, I forget which), I have a carry weight of 420. I'd find it bothersome to have it reduced to 320, which it would be with any other PA suit.

Is the Strangler power armour better than the T65? I got the impression that only the T65 is worth having.

Depends what you mean by "worth having". Purely in terms of how much protection it gives, T65 is the best. But I rather fancy pootling about in a weird-looking PA, spraying acid at my enemies like some freaky alien thing. Just for jollies.

What I am gathering bullion for is the jump jet for the Secret service armour (which isn't power armour). I rather fancy that.

Do you know how it's powered? Although maybe it wouldn't matter so much. I don't use jetpacks with my PA because they drain fusion cores too much for my liking, but if I wasn't using PA fusion core draining wouldn't be issue. There is a certain something about a jetpack, although if I did go with unpowered armour I'd probably just use BoS combat armour because that gives the most protection for unpowered armour. I'd feel soft and squishy outside of PA :)

The other thing I'm trying to find is an anti-armour handmade rifle. Anyone seen one?

Maybe. I have several legendary handmade guns in my stash. Maybe one is anti-armour. But they're not for sale. I might go back to a rifle build some day, so I'm keeping all of mine.
 
Rambling ahoy!

I like the fact that NPCs comment on things in the gameworld. It's nice to hear them talking about the weather, for example. Different NPCs talk about different things and/or in different ways, depending on their character. They also talk about you in various ways, varying depending on what you've done, what you're wearing, all sorts of things. I think all that improves the game. However, there's one way in which NPCs are just plain wrong and it niggles at me. I quite often have NPCs tell me that my power armour is in bad shape and that maybe it's time to repair or replace it. I never have any piece of my power armour under about 90% condition and they're usually all 100-150% condition. My PA is always in great shape! I think it's probably due to the paintjob I have on it - a plain dull black. Also, one of the NPCs at Foundation keeps telling me that everyone can see I'm on chems and I should sleep it off. That's the mutation serum I took ages ago, which won't go away when I sleep. It's not like I'm a jethead!

Rambling over.
 
thanks Angilion, the fixer is really good. I can just use it and ditch both other weapons to save some weight. Has extra stealth and faster sneak as well so really useful for levelling.

edit

oh god, this thing is almost broken, just decimated several hard enemies 10 lvls up without them hitting me
 
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thanks Angilion, the fixer is really good. I can just use it and ditch both other weapons to save some weight. Has extra stealth and faster sneak as well so really useful for levelling.

Glad you like it. I just popped on to give you the Fixers I made for you. I might actually play later, or I might not. I'm wrapped up in This War of Mine at the moment.

Also, I'm glad to get that ~25 units of weight out of my inventory :) With those mods crafted to them, those fixers are over 12 units each!

They take standard combat rifle mods, by the way, so if you've learned those you can swap the mods I put on them for some other ones. I made my best guess at which ones best suited a sniper build, but I've never played a sniper build and different people would have their own preferences anyway.

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oh god, this thing is almost broken, just decimated several hard enemies 10 lvls up without them hitting me

It's just a high quality gun particularly well suited to sniping, as opposed to the worn old cheap hunting rifles you were using before, things that were mass market cheap civilian hunting weapons pre-war and have been lying around deteriorating since then. I think it's fitting, that it's how it should be and not at all broken.

If you played a tankier, more "stand and bang" character, you'd find a suitably modded handmade gun even better.

Bear in mind you're currently using the L20 Fixer I made for you. The L50 Fixer I also made for you is significantly better, with a lot more damage per shot and everything else the same.

I have a two-shot L50 Fixer in my stash that I got either from a corpse or from the purveyor. It does 30% more damage per shot than a normal Fixer, although it lose some accuracy and I think the recoil is higher. I might try that out at some point, if I respec to a rifle build again.
 
Here's a nice touch...

I've been supplying mirelurk meat to Blackeye to gain raider rep. Mirelurk queen meat now, since I found it's worth 2.5x as much rep as the other types. Dropped some in today and she thanked me for supplying her so often, jokingly wondering if I ever sleep or just hunt mirelurks all the time. She gave me a super sledge. Useless to me, but a nice touch from the devs.
 
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