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Thread: The Elmdor-Appreciation-Out - Number of practitioners: one.

  1. #1351
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    Now all I need is a nude mod to get rid of underwear and a sex mod to start Fallout 4 properly with my wife.



    Would be funny to mod the start for it to be the bombs start dropping while you were screwing instead of playing with a baby. You have no time to get dressed so you end up nude entering Vault 111. Gives you a reason to put on the Vault 111 jumpsuit. And a mod where you can equip and unequip underwear, where are you going to find underwear to wear in the middle of a post-apocalyptic wasteland with no underwear manufacturing?

    No mod, console commands. player.unequipall and clicking on an NPC and unequipall

    Last edited by Till; 17th-April-2024 at 21:38. Reason: Fallout 4 realism, scrapping a cigarette for cloth to make a sleeping bag bed...
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  2. #1352
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    An essential and simple facility to have in Fallout 4 is to build a small shack with a decontamination arch inside it, 1 small generator, 1 lightbulb for light, a container for food and water with a radio to listen to it(Decorations, Misc.) on top of a small end table(Furniture) and a chair to sit in in the middle of the decontamination arch with a sleeping bag in front of the chair while wearing a gas mask to reduce rads and any rad storm damage. You'll be able to eat radioactive food with rad damage removal and rad storm damage, drink radioactive water then sit to remove its damage and then sleep to restore all hit points. With one or two machine gun defenses on top of the shack all you have to de is have a water source nearby while hunting and scavenging for a food stockpile to be in god mod in survival mode because immunity to radiation is normally a god mode console command only.

    https://fallout.fandom.com/wiki/Decontamination_arch

    You'll need medicine for disease in survival mode so building a chemist lab to craft meds and explosives is useful in that shack and matches the decontamination chemist lab theme. A build that uses Chemist, Demolition Expert for stronger explosives and mines, Sneak to not set off mines after third rank and easily pick them up to use them as well as Rifleman to hunt while sneaking for extra sneak damage and local leader with two ranks to build a chemistry lab is in god mode with that shack, a sniper rifle and a gas mask which many raiders drop as loot. Dabble in armorer perks for leaded armor upgrades to further reduce radiation damage and apply to combat armor dropped as loot, you'll need to scavenge or buy junk from merchants that has lead in it and duct tape or wonderglue for adhesive needed to mod the combat armor. Then dabble in Gun Nut to improve your rifle followed by raising your Perception to get the Sniper perks going for headshots.

    Edit:// Also, make the shack with no roof over the center so the decontamination arch fits inside it.



    Musical bonus and bed to heal damage.



    Build a small table with a cooler on top of it for your food, water and medicine. Next to the decontamination station chair.



    Last but not least the best spot for it in a settlement is nearest to water, to animals to hunt or wild food to forage. A cooking station outside the shack is useful and optional. Use the chair when rad storm is rolling in to wait and avoid being damaged.
    Last edited by Till; 18th-April-2024 at 10:26. Reason: Sittiing on a rad immunity chair surviving in a nuclear wasteland...
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  3. #1353
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    Moving along in Growlanser 5 .

    Getting around to it... | Available via Retroshare 16/7.

  4. #1354
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    I now have 3 ships and an exocraft I am also managing a settlement on one of the planets in the system I started in I kinda regret it. it's kind of pain when you're not near a teleporter or on the planet.
    I just got around to revisiting one of the planets in the system that I previously visited I thought it was just a boiling ocean planet but I was wrong it has a major land mass to explore I already found a place to make a base.
    I really have been having fun with this game
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  5. #1355
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    I wanted to add that if you're not playing Fallout 4 in survival mode you don't need that chemist decontamination lab and with Automatron robot that has a healing module installed you can just sit there in god mode indefinitely with a decontamination station Robotics Workshop in the shack instead of a chemist station. The shack has to be bigger though, I prefer chemistry because it's more ergonomic and synergizes with hunting/sniping/explosives/medicine. I'd rather be a commando in god mode that a roboticist. I'll blow up the robots to smithereens with mines and grenades.

    And you only need to be level 5 to be a god mode commando with that shack design I posted. (Immunity to radiation is a god mode console cheat and you don't need RadAway or Stimpaks to heal only a chair and a sleeping bag).





    With one more rank in Sneak you can walk up to mines and pick them up to use them yourself with demolition expert damage kabooms on enemies without them ever going off on you.

    Starting armor is raider medium chest armor, the other leather armor. Get them from raider loot drops and the brown gas mask which matches or the assault gas mask which is green(same stats), and raider leathers under it(you'll have 15 resistance to most damage and less carry weight than heavy armor). Use a sniper rifle in long distance and a shotgun in short distance such as indoors(switch weapons with quick select function). Have a decent melee weapon as backup if you run out of ammo. You'll need the gas mask for god mode chemist decontamination lab survival outdoors. And get the bonus Ranger Cabin damage resistance survival magazine near Sanctuary ASAP.

    https://fallout.fandom.com/wiki/Ranger_cabin



    That's Dill with that build playing with myself but not fapping.

    Edit:// this is where to find the sniper rifle for that build.



    And go to Drumlin Diner wearing apparel that raises Charisma to end the conflict there peacefully and pass the charisma checks so you can buy the sniper rifle and shotgun ammo there and from Trashcan Carla who visits.

    https://fallout.fandom.com/wiki/Drum...er_(Fallout_4)

    Save game first in case you fail charisma checks. Keep all weapons to drop them and store them in workshop mode to lower settlement size and to scrap them for components and sell dropped loot armor there in exchange for ammo. Do not kill or threaten Wolfgang, he sells purified water in survival mode and is an extra merchant to sell armor to. End conflict peacefully and he'll hang out there the rest of the game. Buy building materials for shack from Trudy and Carla.

    Optional: Conquest mod to build several chemist decontamination shacks as mini settlements at custom locations you can expand later. https://www.nexusmods.com/fallout4/mods/12511

    With Scrap Everythng mod to clear out and develop custom settlements plus get materials to build them with from the clutter like a vanilla settlement: https://www.nexusmods.com/fallout4/mods/5320

    That'll come in super handy in the Glowing Sea, dangerous south areas of the map with heavy and constant rad storms and high level legendary enemies. And in Far Harbor, rad storms do more damage there. Do not sell any armor with leaded mod, scrap it for lead at the armor station to apply to combat armor you get as dropped loot, you'll need wonderglue or duct tape for adhesive to mod the combat armor so store plenty of it for later use and buy it at Drumlin Diner. Sell clothing you're not going to use as well but keep weapons and ammo. Buy any pencils and barbell weights merchants are selling, they have lead and rad resistance is better god mode chemist decontamination lab shack operator.

    https://www.epforums.org/showthread....67#post1995567

    Try that god mode survivalist hunter chemist commando build yourself with that shack design I posted, you'll be amazed. No need for mods, only vanilla game required.
    Last edited by Till; 19th-April-2024 at 13:44. Reason: And you don't need to unlock Automatron to use chemistry...
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  6. #1356
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    Quote Originally Posted by Till View Post
    Now all I need is a nude mod to get rid of underwear and a sex mod to start Fallout 4 properly with my wife.



    Would be funny to mod the start for it to be the bombs start dropping while you were screwing instead of playing with a baby. You have no time to get dressed so you end up nude entering Vault 111. Gives you a reason to put on the Vault 111 jumpsuit. And a mod where you can equip and unequip underwear, where are you going to find underwear to wear in the middle of a post-apocalyptic wasteland with no underwear manufacturing?

    No mod, console commands. player.unequipall and clicking on an NPC and unequipall

    it seems odd that there's no nudity mods. is there any body replacer mods that enable nudity? 3 and new vegas have ones like type 3 and type 6 body replacers. I personally use BNB for females in new vegas and breeze male so once you remove any armor/clothing your nude. the one I use breeze for males has underwear as an optional equip item(at least for the player)
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  7. #1357
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    Quote Originally Posted by Grouch View Post
    it seems odd that there's no nudity mods. is there any body replacer mods that enable nudity? 3 and new vegas have ones like type 3 and type 6 body replacers. I personally use BNB for females in new vegas and breeze male so once you remove any armor/clothing your nude. the one I use breeze for males has underwear as an optional equip item(at least for the player)
    I don't use nude mods so that my screenshot posts are not X-rated and trying to keep things rated R like they are in games. And that build I posted should take commando perk to be a commando by taking at least one rank in it and a hunter survivalist chemist big kaboom explosives expert. Because assault firearms are a better option to melee if your sniper rifle and shotgun ammo runs out and melee is best after your machine guns run out of ammo because the assault weapon ammo is rare. At level 6 take Commando perk and if your enemies are hanging from the side of a cliff let them go so they understand Newtonian physics and the gravity of the situation.



    The at level 7 use perk point to raise strength by 1 to be able to upgrade melee weapons with Blacksmith later and to better hang enemies off the side of cliffs by your weak arm, be nice and just let them go. To continue your upgrading at level 8 take Gun Nut to be able to upgrade firearms and to build better machine gun turrets on the roof of your chemist decontamination lab shack. Then at level 9 Armorer perk to be able to upgrade combat armor with leaded upgrade as the rad resistant commando decontamination god mode lab operator in vanilla, you'll also be able to build stands for power armor. Then at level 10 raise Luck by 1 to take Scrounger perks for more ammo in containers and more assault weapon ammo so it isn't rare anymore. At level 11 add Blacksmith perk, at level 12 Scrounger perk for more and rare ammo found in containers and then more ranks to the previous perks in additional character levels though Cap Collector makes buying supplies for god mode decontamination chemist lab shacks and buying ammo less expensive as well as selling armor dropped as loot more profitable. Although not as useful as raising your Endurance to 6 for the Rad Resistant perks making chem lab shack god mode better, but one rank in Cap Collector before or after raising Endurance, that finalizes the vanilla god mode chemist lab shack commando build before you unlock the DLC.

    In addition to getting the Ranger Cabin damage resistance magazine at the start of the game ASAP after visiting Sanctuary:
    https://fallout.fandom.com/wiki/Ranger_cabin

    Get the Jerkytown Vendor magazines to make building chem lab god mode shack less expensive.
    https://fallout.fandom.com/wiki/Tale...or_(Fallout_4)

    Since your toon can build most of the settlement objects at the unlocking DLC point that all previous perks are maxed, to start the DLC missions take 1 rank in Medic to build clinics and then Science! perks to unlock the rest of the settlement objects and better weapon upgrades. There will still be cages to catch Deathclaws as settlement pets using the Wasteland Workshop DLC so take the required Charisma perks for that DLC. Then you can raise your Intelligence 1 point to 8 to unlock Robotics Station settlement object and start Automatron by adding Robotics Expert perks.

    There isn't much more DLC you can't use after Automatron by that time except the Nuka World power armors so raise your Intelligence one point to 9 and take Nuclear Physicist perks for longer lasting fusion cores to power the power armor. Power armor has Pain Train perks so use extra levels raising your Strength to 10 the unlock Pain Train. Nuclear Physicist adds bonus damage to nuke launcher weapons so take Heavy Weapons perks after Pain Train, there is no level cap.

    One note about Automatron, one of the leaders is Ivey in the Rust Devil Hangar base. She is very powerful and more difficult to defeat than her boss The Mechanist because of Ahab her legendary sentry robot companion. You can pick advanced locks there so take 1 rank in Locksmith before going there and Lady Killer perk because she's female. Add 1 point to Luck and Bloody Mess perk to also do extra damage to Ahab, it stacks with Lady Killer. Take your best available power armor with all your fusion cores to power it with you on that mission to even the odds against Ivey, she wears advanced T-60 power armor and going there without your own fully upgraded power armor is ill advised.

    https://fallout.fandom.com/wiki/Ivey

    If you still can't defeat her then add Lone Wanderer perks and go to Nuka World to make getting the X-01 Quantum easier there then max out Lady Killer and Bloody Mess, use a fully upgraded automatic combat shotgun street sweeper fired repeatedly without aiming in VATS using Nuka Cola and Psycho chem damage boost and teach her who the power armor boss is.

    https://fallout.fandom.com/wiki/Quan...01_power_armor

    I'll quote myself to show how the god mode chemist lab decontamination shack is designed. Without it the build is not god mode in vanilla.

    Quote Originally Posted by Till View Post
    An essential and simple facility to have in Fallout 4 is to build a small shack with a decontamination arch inside it, 1 small generator, 1 lightbulb for light, a container for food and water with a radio to listen to it(Decorations, Misc.) on top of a small end table(Furniture) and a chair to sit in in the middle of the decontamination arch with a sleeping bag in front of the chair while wearing a gas mask to reduce rads and any rad storm damage. You'll be able to eat radioactive food with rad damage removal and rad storm damage, drink radioactive water then sit to remove its damage and then sleep to restore all hit points. With one or two machine gun defenses on top of the shack all you have to de is have a water source nearby while hunting and scavenging for a food stockpile to be in god mod in survival mode because immunity to radiation is normally a god mode console command only.

    https://fallout.fandom.com/wiki/Decontamination_arch

    You'll need medicine for disease in survival mode so building a chemist lab to craft meds and explosives is useful in that shack and matches the decontamination chemist lab theme. A build that uses Chemist, Demolition Expert for stronger explosives and mines, Sneak to not set off mines after third rank and easily pick them up to use them as well as Rifleman to hunt while sneaking for extra sneak damage and local leader with two ranks to build a chemistry lab is in god mode with that shack, a sniper rifle and a gas mask which many raiders drop as loot. Dabble in armorer perks for leaded armor upgrades to further reduce radiation damage and apply to combat armor dropped as loot, you'll need to scavenge or buy junk from merchants that has lead in it and duct tape or wonderglue for adhesive needed to mod the combat armor. Then dabble in Gun Nut to improve your rifle followed by raising your Perception to get the Sniper perks going for headshots.

    Edit:// Also, make the shack with no roof over the center so the decontamination arch fits inside it.



    Musical bonus and bed to heal damage.



    Build a small table with a cooler on top of it for your food, water and medicine. Next to the decontamination station chair.



    Last but not least the best spot for it in a settlement is nearest to water, to animals to hunt or wild food to forage. A cooking station outside the shack is useful and optional. Use the chair when rad storm is rolling in to wait and avoid being damaged.
    The build is revised, no longer uses Sniper perks and only Rifleman for hunting rifle and Commando for assault rifle because that makes short work of enemies already and sniping is overkill, headshots not needed to hunt animals for food in survival mode. Reason being that shotgun damage is boosted by Rifleman and an automatic combat shotgun street sweeper deletes whatever you point it at with Commando by shooting it repeatedly in their general direction without aiming. Headshots with shotgun is one hit kill most of the time and you get to see them up close. But can take Sniper perks when there's nothing else to upgrade at the very end of the endless levels without a cap.

    Reason to have a hunting rifle and sneak perks, super mutant suiciders rush toward you holding a mini nuke blowing themselves up and you with them so shoot their right arm in VATS with the long range weapon and they'll drop it blowing them up and all the other super mutants around them. Not necessarily just about doing damage to enemies but survival tactics. Use Dogmeat as companion, if you miss and are detected retreat and let the suicider blow up attacking Dogmeat then attack the rest of the super mutants. Dogmeat is unkillable and essential, healing after combat. Never go anywhere without River on super mutant hunting expeditions.

    https://fallout.fandom.com/wiki/River

    Last edited by Till; 19th-April-2024 at 18:42. Reason: Pun on the meaning of gravity being a grave and dire cirmumstance dirtnap in an unmarked grave sense...
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  8. #1358
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    Ah, The Empire invading Fallout 4 including Darth Vader. https://www.nexusmods.com/fallout4/mods/62705



    Now all that's needed is a complete game Star Wars overhaul. With Star Trek and the Enterprise as another faction on the side of the Rebels and Riddick killing people with his teacup.



    Including Rambo, Terminator and Predator yautja of course. But also xenomorphs from Aliens and Battlestar Galactica with Dr. Who as well as the A-Team.

    Last edited by Till; 19th-April-2024 at 19:10. Reason: Fallout 10
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  9. #1359
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    Finished GL5 HOW. Once you get past all the prologue junk it's a decent entry in the series.

    Getting around to it... | Available via Retroshare 16/7.

  10. #1360
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    Bet you didn't know white dudes are the best old school funk masters.





    And that those funk masters are Australian. https://en.wikipedia.org/wiki/Cybotr...stralian_band)
    Last edited by Till; 20th-April-2024 at 00:11. Reason: Oz funk...
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  11. #1361
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    Pigeons cause hazards that reduce the human population. 10 billion humans packed like sardines shoulder-to-shoulder walking over one another to travel on sidewalks at the planet's maximum carrying capacity is a good idea and a better alternative, there's no such thing as too many fucking humans and pigeons are the problem. Now let's fill in and pave over the entirety of the Earth's oceans to house 14 billion humans in the near future after we cure every disease and remove all the animals controlling our population. https://www.audubon.org/magazine/cit...igeon-problems
    Last edited by Till; 20th-April-2024 at 01:40. Reason: Birth control is an excellent idea but not for birds and only for humans...
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  12. #1362
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    This mod makes the Fallout 4 survivalist commando build I posted even more relevant in survival mode with a custom and less harsh survival system in normal mode. https://www.nexusmods.com/fallout4/mods/58440

    Make survival less of a hassle with a water fountain. Should be a mod or DLC that requires science perk.

    Quote Originally Posted by Till View Post
    Also, add unradiated water drinking fountain to settlements by pasting this is as notepad text and adding it to the folder Fallout 4 is installed in.

    player.placeatme 000b1cfe 1

    Save as WATER.TXT then in console type in BAT WATER, go into workshop mode to adjust its position. Is useful because it heals damage and to start a survival mode playthrough afterward.



    The mod I linked to is excellent, includes fishing and fully animated shitting.

    Get the Bass Pro Shops hat to wear while fishing. https://www.nexusmods.com/fallout4/mods/60193

    There is a working toilet mod I use but I'd rather take a shit on the floor or ground in a post-apocalytic nuclear wasteland. And I make sure there is only one working toilet in the entire Commonwealth and that I'm the only one that can shit there will at least 20 heavy laser cannon defenses guarding my shitting spot world space. Everything in Fallout 4 has my toilet as its throne to sit on and shit in. It can also contact ultraterrestrial aliens from parallel universes and summon them. It's an ultratoilet, showcased it here in the past with a blind Blind Fury character playthrough and a top secret mobile supertechnological toilet armored transport vehicle.

    By the way, that mod makes hunting and cooking for survival rewarding because cooking food especially radstag gives you experience to level up in Fallout 4.

    https://fallout.fandom.com/wiki/Cook...on_(Fallout_4)

    And you can be stronger than normal without affecting SPECIAL total by using player.modav strength .9 in console giving you 9 more pounds of carry weight. Useful to carry more food, water and medicine with you like a backpack. Besides, living in a radioactive wastleland causes mutation and there are bound to be muscle mutations. It can be removed with player.modav strength -.9 anyway. Does not appear on the SPECIAL in Pip-boy display, in carry weight total.

    In addition, improve your aim to be better than normal with player.modav perception .9 for eyesight mutation, can be removed with -.9 like strength and is not a game breaking change just better hunting and survival.

    And player.modav agility .9 makes sneaking better than normal as well as letting you get more attacks in with action points with a finesse mutation. Slight improvements, can be removed with -9.

    Edit:// Other mutations that are nothing major or game breaking that can be removed with a -.9 value in console is:
    player.modav jumpheightmult .9

    player.modav speedmult .9

    For kangaroo mutation. (legs are more than normal)
    player.modav 357 .9

    For ferocity mutation. (more than normal damage)
    player.modav charisma .9

    For famous mutation. (more than normal looks, speech, haggling and leadership)
    player.modav luck .9

    For fortune mutation. (more than normal fortunate things happen)
    It really doesn't affect the game to any overpowered extent either way. I'm going to make a mod that causes one random mutation with exposure to radiation with a low probability of happening(1 percent of each time you take radiation damage) which can't be removed and is beneficial obviously. Will display as perk in Pip-boy, no multiple mutations to not unbalance the game. Using those console commands is same thing only not random. If you use fame mutation it doesn't affect combat and only makes you a mutant rock star or movie star. Fortune mutation makes you a mutant gambler. Fame and fortune mutations together makes you a mutant tycoon. Fame and finesse mutations make you a famous mutant dancer, orator, merchant and leader. Fame and kangaroo mutations together make you a famous mutant baskbetball player. Fame and eyesight mutations together make you a famous mutant pitcher or quarterback. Fame and ferocity mutations together make you a famous mutant warrior. Fame and strength mutations together make you a famous mutant bodybuilder. Etc. Fame and finesse together has the most benefits.

    To make your mutant status official in the the game use player.addtofaction 00058305 0 which can be removed with player.removefromfaction 00058305 0 at any time. Super mutants will consider you a mutant because you are one. Entirely optional however it makes for interesting role playing to hang out with and listen to the super mutants talk to one another, they're kind of funny and talk about eating humans but that humans are too stringy and taste bad.
    Last edited by Till; 20th-April-2024 at 13:49. Reason: Realism, you have to shit sometimes...
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  13. #1363
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    Another reason to just use what raiders drop as loot until combat armor pieces drop as loot is that the brown gas mask raiders use is essential to survival mode and useful in normal mode in addition to wearing a pompadour wig you find as loot for +1 Charisma and it's better than the assault gas mask with same stats but no wig slot.



    Also, the gas mask adds 1 to damage resistance which is what you get for using minimal armor on one of your arms without a gas mask and you can only use one arm armor piece in exchange for more carry weight because regular leather and raider arm armor isn't much more protective and it makes the gas mask weightless with the extra carry weight, I prefer more carry weight. That screenshot has raider armor on right arm as example of raider armor.

    Garwood Outpost is a custom settlement with Conquest mod in a forested area with a river nearby and respawning animals to hunt for food in AN76 survival mode so I can fish there too and it's a mini settlement with the god mode in vanilla survivalist decontamination chemist lab shack without any mods that alter vanilla except survival aspects. It's a fitting name because a gar is a fish.

    https://en.wikipedia.org/wiki/Gar

    I don't scrap or cut down the trees or develop anything else, it's for wilderness survival not wanker settler management. Has a pure water drinking fountain, only one in the Commonwealth. No better spot and it has an animated waving post-war flag. They're vanilla objects and not from a mod. There is a front and back entryway, you are automatically decontaminated by arches entering and leaving the chemist station shack.





    There is a third decontamination station with a chair and sleeping as well as cooler for food and water supplies on the roof of the shack with two turret defenses on the other side of the roof.



    Cooking station with another cooler for all the cooked meat of the animals you hunt. With the only working pure water drinking fountain in the Commonwealth and a river to fish in nearby, no better spot and it has an Assaultron Dominator as the only custom settler of custom settlement because it dismembers with its arm blades as well as it disintegrates with its head laser and is the most advanced military robot. Added with console not mod, better than no settlers.





    No human settlers, they shit and robots don't. With AN76 survival mod I am the only one that can take a shit there and live.
    Last edited by Till; 20th-April-2024 at 17:28. Reason: Now to add the ultratoilet to contact and summon ultraterrestrials...
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    Last edited by Till; 20th-April-2024 at 18:38. Reason: "We straight, that's it." ~ Tossed Salad Man
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