Fought through Gunner plaza while using this mod, more spawns, Sim Settlements 2, AND FCOM. Let me tell you... I PURPOSEFULLY spawned about 60 mirelurks at the castle to make the fight harder for my FCOM troops. It didn't make a difference they MOWED through the mirelurks and put the queen down like she was a mere distraction rather than a threat. That was with level 20 troops.
Now let me tell you the story of the battle for Gunner Plaza.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"You alright there slick, you look like you're a million miles away" those are the words spoken to me by Jake as my vision fades back in. Dusk has just fallen and our plan is about to start.
"Don't worry about me I'm fine" I respond as I see Lupe walking over to us.
"Its starting, the mannequins are beginning to flash" Lupe has come up with a plan to take care of the minefield surrounding Gunner Plaza. She with the help of a few others have set up mannequins to act as a threat and get the Gunners to fire mininukes at their own minefield effectively clearing the area for us. ?From Where we are standing we have a great view of the mannequins as they begin flashing furiously gaining the attention of the gunners. They do exactly as we expected them to and I watch as not 1 but 3 Fat man launchers fire towards the mannequins. I don't know who in the gunner ranks thought it was a bright idea to lace their minefield with nuka-mines, but BRIGHT is the keyword. I go nearly blind as the minukes land setting off a chain reaction the set off even more small nuclear explosions. I'm barely back to my senses when Lupe who must have been looking the other way starts running toward the plaza. Jake and I quickly follow behind her ?The plan is is simple, after the nukes clear the minefield we use the dust they kick up to move up towards the plaza, and before it clears we call in an artillery strike to kick up more dust and do some damage to the entrenched gunners. Then the assault force will open up and pin the gunners down as the strike team heads into the plaza itself.
(I need to break the narrative here for a moment. In this playthrough I have done a lot to buff the minutemen, including there artillery using the angry artillery mod. And at this point in my playthrough my FCOM ranks are filled almost entirely with rank 4 veterans and above all with a game level of 50+ all of which I have take with me for this assault.)
"We're locked on general make sure you keep your heads down" my radio chirps with the sound of The Castle's repot. The artillery smoke I had fired landed right in the center of the defense's surrounding the plaza's front door, and so does the artillery itself. 12 rounds land within the confines of the surrounding walls and blow the gunners to shreds. Our assault force moves up and begins opening fire, but at this point I think most of the think the gunners are pretty well and beat already, I know I thought so. But dear god where we wrong.
Even after the artillery there must have been close to 60 gunners still alive within the barricade. From where I stood it doesn't look like our artillery broke their lines, no it looks like all it did was piss them off, like sticking a firecracker in a hornets nest. Their initial return fire tares through the front of our assault force killing just about anyone not quick enough to make a dive for cover. At this point the minutemen wake up and begin returning fire with a new heightened, terrified awareness. Lines of machinegun tracers tare through the air towards my troops as rockets leave streaks through the air from both sides. The sound is deafening and punctuated frequently with the Crack of a grenade or the whistle KABOOM of a mininuke.
As I creep my rush towards through the distracted lines of the gunners, making a B-line for the door of the plaza I cant help but look back. The sight make my stomach drop as I realize that this isn't a just some wasteland firefight that we are fighting in: we've just declared war on the gunners, and this is our Normandy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Okay so now to talk about the aftermath. When I say I went into this fight with a fully veteran FCOM platoon I am not joking some of these guys had been with me since day on and many had names as well as levels that rivaled and even SURPASSED my own. I walked into this fight with the 36 Minutemen all fully armored and armed to the teeth. I had set my minutemen to guard outside gunner plaza when I went in without checking their numbers. When I walked out of the plaza I had 16 minutemen under my command in FCOM.
I dont know if it was the extra oomf in firepower added by Weaponsmith, or the new combat armor added by Look At Me to the gunners, but they had become a force to be reckoned with and we should have been dead to rights if not for the battle being cut off by me entering the building. And the numbers are nothing when compared to the experience of being in the battle itself. There were camera effects and flares caused by the scripted explosion in SS2 as well as that of the artillery fire, not to mention the deafening ROAR of gunfire and shouting. All tolled this was the most adrenaline pumping and harrowing fight I have ever experienced in playing of Fallout 4. And it was all made possible by the extra gunners damned unto me by this beautiful mod, and its open compatibility to other mods like it.
This mod gave me the best experience ive ever had in fallout 4 by a VERY WIDE margin.
To MoreLikeVicky: Thank you for making this mod and leaving it compatible with other mods, I've played FO4 since Christmas 2015 and have never had as cool of an experience as this it was truly awesome and will live on in my memory forever.
You're mod is perfect in every way. Knowing this community though, some masochistic player is going to come by and want to play this with SS2 like I did. But that isn't exactly possible. I explained it away in my headcannon as the gunners running out to help the defense. But Sim Settlements 2 duplicates the Gunner Plaza interior cell and places it on top of the Vanilla one, meaning all the changes your mod makes are overwritten. IDK if you would want to fix this and I myself am not bothered by it but i know some authors want to know about compatibility issues. I wasn't sure if I wanted to put this as it would ruin my veritable love note to you and your mod... jkjk... unless. But I figured I would include it just in case. As I said it doesn't matter to me as I doubt I will attempt to repeat my assault on gunner plaza any time soon, but I know someone might gripe about it.
I cannot explain to you how AWESOME this was and I'm sad I did not record the event but truly MoreLikeVicky you have taken my fallout experience to another level. I love you and your mod <3.
But Sim Settlements 2 duplicates the Gunner Plaza interior cell and places it on top of the Vanilla one, meaning all the changes your mod makes are overwritten
I see that this mod has two files - one for the interior and one for the exterior. I'm guessing the exterior works as intended with SS2, even if the interior has a conflict? If so, I guess SS2 players ought to just use the exterior file.
Yeah that's what I'm thinking. Kinggath doesn't like to touch vanilla interior cells, so its not like the changes don't exist its just that the normal gunner plaza's entrances have all be removed and replaced with kinggath. The mod probably still works its just, inaccessible.
This was actually so entertaining and nice to read, I absolutely love seeing the crazy experiences people have with this mod. Thank you for this great feedback, this is the part I look forward to the most when modding this and other games. ^^
I'm looking forward to keep trying to provide experiences as unique and epic as this one!
A tip for anyone that hasn't figured it out. I get on top of the old gas station and pick them off with a sniper rifle. Make sure you have plenty of ammo!
I mean Previsibines Repair Pack Stable Branch - PRP and a patch for it was provided from here but it's unfortunately outdated now. Since it rebuilds all precombines and your mod alters them it will always need a patch :/ There's a script that makes it quite easy now but I've yet to make it work.
I second this. ofc this mod still working, but without precombine patch, the location can be really laggy and slow to load in the edited stuff on the outside of plaza
This xEDIT script may help to create a patch for this fine mod for players also using PRP (which most of them do nowadays, or should be).
It's not a trivial process, but I believe PRP currently doesn't touch any vanilla interior cells, unless some CC exists for them. So you probably would need a patch only for the exteriors.
As a side-note, I re-downloaded your mod just to endorse it again, since I won't be able to use it in my current Sim Settlement 2 run. However I remember using your mod a couple of years back, and having had a blast with it.
No archive of the combined version? Jesus... I uninstalled the old combined version with my mod manager and deleted it... then installed your interior and exterior patches... several days later... discovered that the mod manager failed to delete the original files when I deleted the mod. In other words, I have interior, exterior, and combined esps. Don't know if there's any loose files or anything I have to wipe out. Damn. This is why archives are so valuable...
There was never a "combined" .esp, the file you're probably referring to included two .esp files. Download one (or both) of the most recent files, they're patched for PreCombines and work just fine.
Also, check the file contents. There are no loose files in this mod.
Thanks, I stopped modding/playing back in 2018, so I got your mod downloaded around that time. It was a single ESP that didn't come with _Exterior or _Interior.
Maybe I'm wrong though and there's a rogue esp sitting around somewhere.
The 'combined' .esp I'm talking about is ImmersiveGunnersPlaza.esp.
Very much doubt so. Usually mods requiring new saves are those with scripts that have conditions of game starting and interfere with progress or part of progression mechanism in usual scripts, this one... ... more likely load new textures, modify cells and add spawn points for NPCs... ...
The main concerns should be: 1. compatibility with other mods, 2. the objects created are efficient and 'clean', 3. if z-fighting occurs when author creates anything in the cell (which can cause longer loading time, or even CTD), and 4. lastly of course... ... can your CPU and GPU (as in 'More Active AI' mod which I set close to 100 active combat NPCs and highest number of active settlers).
Of course, if author of mod created in-mod objects such as clothing requiring CBBE and you don't have CBBE or related issues, then you may have a problem.
So... doubt you need a new save. I am backing up a save to try this mod. If this mod has any issues with the computer, then... sorry, bye bye mod.
Installed this last run and wow! I was warned and thought I was ready, but they just kept coming, advancing through the trees, pouring out of the Plaza, flanking us and pushing us back to Roxbury Station. Relentless. That was the exterior...
Note: Played with SS2CH1 flawlessly and have installed alongside SS2CH2 with no initial conflicts.
This comes with the ceveat that I play a heavily modded game that I then adjust conflicts manually, mostly with xedit.
It again played flawlessly. I avoided the Plaza until SS2CH2 took it over as a base in its questline just to be on the safe side, but it played just as it had in my SS1 run: Serious Gunners defending the exterior of the Plaza, attacking and pouring out of the Plaza, spreading into the woods(I attacked from the north w/help from most of my SS2CH2 factions(told you there would be spoilers!)) Eventually we beat them back to the Plaza itself and from there I started sniping while my forces pressed them and after a prolonged fight I enterered the HQ, fought thru the interior as before, and then countinued the SS2 questline.
I do use the console as needed(though I don't remember doing so with this part of the SS2 questline) and have modded Bethesda games for many years. However, with all props to the Sim Settlements team, in my experience SS2 & CH2 play very well with most mods, I believe because of their 'Partial Record" method.
Reading yours... ... When I first saw this mod I was thinking that the author should have a spawn point where 'supposed reinforcements' come in waves when the plaza was under attack and when the condition of 50% exterior gunners be wiped out.
That'd be a warzone to marvel.
Of course... ... the movements of gunners as such should have drawn attention of raiders, probably spawned nearby waiting out to eventually claim the citadel for their own.
Author can also create an extra door where a hall or what exist with a 'throne' with a boss fight to happen.
But honestly... ... as a sniper, I don't see how hard to take them all out. Snipe, and pull back... change position, snipe again. Kekeke... ... Took out the Gunner Plaza just when I got out of 111 and with the first crappy hardened Sniper rifle. That's to prepare a Fat Man for the 'Marked for Termination' fake spouse.
Not to mention by now I have already a 'squad' of babe followers... ... just short of Ballistic Weaves from Railroad quest. Kekekekeke... ... ... ...
War... ... can be very fun, you know. Hee hee hee hee hee hee hee... ...
117 comments
Download these mods:
More Spawns - https://www.nexusmods.com/fallout4/mods/4253
More Enemies - https://www.nexusmods.com/fallout4/mods/30765
It'll end up putting hundreds of gunners around Gunners Plaza and make things extremely more difficult :D
Perfectly working with Gunner outfit pack, good job my friend
I PURPOSEFULLY spawned about 60 mirelurks at the castle to make the fight harder for my FCOM troops. It didn't make a difference they MOWED through the mirelurks and put the queen down like she was a mere distraction rather than a threat. That was with level 20 troops.
Now let me tell you the story of the battle for Gunner Plaza.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"You alright there slick, you look like you're a million miles away" those are the words spoken to me by Jake as my vision fades back in. Dusk has just fallen and our plan is about to start.
"Don't worry about me I'm fine" I respond as I see Lupe walking over to us.
"Its starting, the mannequins are beginning to flash" Lupe has come up with a plan to take care of the minefield surrounding Gunner Plaza. She with the help of a few others have set up mannequins to act as a threat and get the Gunners to fire mininukes at their own minefield effectively clearing the area for us.
?From Where we are standing we have a great view of the mannequins as they begin flashing furiously gaining the attention of the gunners. They do exactly as we expected them to and I watch as not 1 but 3 Fat man launchers fire towards the mannequins. I don't know who in the gunner ranks thought it was a bright idea to lace their minefield with nuka-mines, but BRIGHT is the keyword. I go nearly blind as the minukes land setting off a chain reaction the set off even more small nuclear explosions. I'm barely back to my senses when Lupe who must have been looking the other way starts running toward the plaza. Jake and I quickly follow behind her
?The plan is is simple, after the nukes clear the minefield we use the dust they kick up to move up towards the plaza, and before it clears we call in an artillery strike to kick up more dust and do some damage to the entrenched gunners. Then the assault force will open up and pin the gunners down as the strike team heads into the plaza itself.
(I need to break the narrative here for a moment. In this playthrough I have done a lot to buff the minutemen, including there artillery using the angry artillery mod. And at this point in my playthrough my FCOM ranks are filled almost entirely with rank 4 veterans and above all with a game level of 50+ all of which I have take with me for this assault.)
"We're locked on general make sure you keep your heads down" my radio chirps with the sound of The Castle's repot. The artillery smoke I had fired landed right in the center of the defense's surrounding the plaza's front door, and so does the artillery itself. 12 rounds land within the confines of the surrounding walls and blow the gunners to shreds. Our assault force moves up and begins opening fire, but at this point I think most of the think the gunners are pretty well and beat already, I know I thought so. But dear god where we wrong.
Even after the artillery there must have been close to 60 gunners still alive within the barricade. From where I stood it doesn't look like our artillery broke their lines, no it looks like all it did was piss them off, like sticking a firecracker in a hornets nest. Their initial return fire tares through the front of our assault force killing just about anyone not quick enough to make a dive for cover. At this point the minutemen wake up and begin returning fire with a new heightened, terrified awareness. Lines of machinegun tracers tare through the air towards my troops as rockets leave streaks through the air from both sides. The sound is deafening and punctuated frequently with the Crack of a grenade or the whistle KABOOM of a mininuke.
As I creep my rush towards through the distracted lines of the gunners, making a B-line for the door of the plaza I cant help but look back. The sight make my stomach drop as I realize that this isn't a just some wasteland firefight that we are fighting in: we've just declared war on the gunners, and this is our Normandy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Okay so now to talk about the aftermath. When I say I went into this fight with a fully veteran FCOM platoon I am not joking some of these guys had been with me since day on and many had names as well as levels that rivaled and even SURPASSED my own. I walked into this fight with the 36 Minutemen all fully armored and armed to the teeth. I had set my minutemen to guard outside gunner plaza when I went in without checking their numbers. When I walked out of the plaza I had 16 minutemen under my command in FCOM.
I dont know if it was the extra oomf in firepower added by Weaponsmith, or the new combat armor added by Look At Me to the gunners, but they had become a force to be reckoned with and we should have been dead to rights if not for the battle being cut off by me entering the building. And the numbers are nothing when compared to the experience of being in the battle itself. There were camera effects and flares caused by the scripted explosion in SS2 as well as that of the artillery fire, not to mention the deafening ROAR of gunfire and shouting. All tolled this was the most adrenaline pumping and harrowing fight I have ever experienced in playing of Fallout 4. And it was all made possible by the extra gunners damned unto me by this beautiful mod, and its open compatibility to other mods like it.
This mod gave me the best experience ive ever had in fallout 4 by a VERY WIDE margin.
To MoreLikeVicky: Thank you for making this mod and leaving it compatible with other mods, I've played FO4 since Christmas 2015 and have never had as cool of an experience as this it was truly awesome and will live on in my memory forever.
You're mod is perfect in every way. Knowing this community though, some masochistic player is going to come by and want to play this with SS2 like I did. But that isn't exactly possible. I explained it away in my headcannon as the gunners running out to help the defense. But Sim Settlements 2 duplicates the Gunner Plaza interior cell and places it on top of the Vanilla one, meaning all the changes your mod makes are overwritten. IDK if you would want to fix this and I myself am not bothered by it but i know some authors want to know about compatibility issues. I wasn't sure if I wanted to put this as it would ruin my veritable love note to you and your mod... jkjk... unless. But I figured I would include it just in case. As I said it doesn't matter to me as I doubt I will attempt to repeat my assault on gunner plaza any time soon, but I know someone might gripe about it.
I cannot explain to you how AWESOME this was and I'm sad I did not record the event but truly MoreLikeVicky you have taken my fallout experience to another level. I love you and your mod <3.
Yours truly,
Salsa
I'm looking forward to keep trying to provide experiences as unique and epic as this one!
- MoreLikeVicky
It's not a trivial process, but I believe PRP currently doesn't touch any vanilla interior cells, unless some CC exists for them. So you probably would need a patch only for the exteriors.
As a side-note, I re-downloaded your mod just to endorse it again, since I won't be able to use it in my current Sim Settlement 2 run. However I remember using your mod a couple of years back, and having had a blast with it.
Please accept my belated gratitude.
I uninstalled the old combined version with my mod manager and deleted it...
then installed your interior and exterior patches...
several days later... discovered that the mod manager failed to delete the original files when I deleted the mod. In other words, I have interior, exterior, and combined esps. Don't know if there's any loose files or anything I have to wipe out. Damn. This is why archives are so valuable...
Also, check the file contents. There are no loose files in this mod.
Maybe I'm wrong though and there's a rogue esp sitting around somewhere.
The 'combined' .esp I'm talking about is ImmersiveGunnersPlaza.esp.
Thanks for note about loose files!
Thanks to anyone who can reply!
The main concerns should be: 1. compatibility with other mods, 2. the objects created are efficient and 'clean', 3. if z-fighting occurs when author creates anything in the cell (which can cause longer loading time, or even CTD), and 4. lastly of course... ... can your CPU and GPU (as in 'More Active AI' mod which I set close to 100 active combat NPCs and highest number of active settlers).
Of course, if author of mod created in-mod objects such as clothing requiring CBBE and you don't have CBBE or related issues, then you may have a problem.
So... doubt you need a new save. I am backing up a save to try this mod. If this mod has any issues with the computer, then... sorry, bye bye mod.
From the video... ... I reckon my squad will finish the exterior ones within 3 mins... ... and into the interior... ... Hehehehehe... ...
Laughing right now. Let's download and see what is going on. Kekekekekeke... ...
Let's do it now. Hopefully it is compatible with major quest mods... ... Kekekekekeke~
Note: Played with SS2CH1 flawlessly and have installed alongside SS2CH2 with no initial conflicts.
This comes with the ceveat that I play a heavily modded game that I then adjust conflicts manually, mostly with xedit.
It again played flawlessly. I avoided the Plaza until SS2CH2 took it over as a base in its questline just to be on the safe side, but it played just as it had in my SS1 run: Serious Gunners defending the exterior of the Plaza, attacking and pouring out of the Plaza, spreading into the woods(I attacked from the north w/help from most of my SS2CH2 factions(told you there would be spoilers!)) Eventually we beat them back to the Plaza itself and from there I started sniping while my forces pressed them and after a prolonged fight I enterered the HQ, fought thru the interior as before, and then countinued the SS2 questline.
I do use the console as needed(though I don't remember doing so with this part of the SS2 questline) and have modded Bethesda games for many years. However, with all props to the Sim Settlements team, in my experience SS2 & CH2 play very well with most mods, I believe because of their 'Partial Record" method.
TLDR: Plays as advertised A+ Recommended
That'd be a warzone to marvel.
Of course... ... the movements of gunners as such should have drawn attention of raiders, probably spawned nearby waiting out to eventually claim the citadel for their own.
Author can also create an extra door where a hall or what exist with a 'throne' with a boss fight to happen.
But honestly... ... as a sniper, I don't see how hard to take them all out. Snipe, and pull back... change position, snipe again. Kekeke... ... Took out the Gunner Plaza just when I got out of 111 and with the first crappy hardened Sniper rifle. That's to prepare a Fat Man for the 'Marked for Termination' fake spouse.
Not to mention by now I have already a 'squad' of babe followers... ... just short of Ballistic Weaves from Railroad quest. Kekekekeke... ... ... ...
War... ... can be very fun, you know. Hee hee hee hee hee hee hee... ...