I actually like joining the Enclave and then fighting the Lima Detachment units. In that context I’ve always roleplayed them being deserters in possession of stolen Enclave property and Enclave secrets, and hunted them down without mercy.
I allied them to my self by using console command to turn them friendly toward me, incase if you looking for faction ID I have commented it in the nexus page or just use "help remnants 4" to find it ( not sure was it actually remnants in the middle but you can keep thinkering with enclave related words and names to find it easily)
I like that idea. If you side with Ward, they could be deserters who don't recognize his authority. If you side with Whitehill, they could be a splinter cell of Enclave fanatics who are mad she's not releasing the FEV into the atmosphere
I allied them to my self by using console command to turn them friendly toward me, incase if you are looking for their faction ID I have commented it in the nexus page or just use "help remnants 4" to find it ( not sure was it actually remnants in the middle but you can keep thinkering with enclave related words and names to find it easily)
I think this mod as a whole is less of a strictly Enclave mod, and more of a Fallout history celebration kinda thing. It's main focus is the enclave obviously, but there are also Brotherhood outcasts in that, some pint sized slasher content, it adds an entire new Vault, NCR stuff among many other things.
im playing through this along side Operation Wilkes Estate, Thuggy's story mods and others that expand on the BOS, Enclave, and The Gunners. It literally gives me an entire new Fallout 4 main quest to be honest.
Literally finished America Rising the First this morning, and have downloaded America Rising 2. I'll be starting it as soon as I'm done with this comment. Felt weird after keeping the RR, The Minutemen and the BoS all as allies in the base game, to be destroying the BoS. But in compensation, Ward made me a Corporal! (Garvey made me a General, but those days are gone) I'm not roleplaying anymore, just seeing what mod creators get up to. Loved Outcasts and Remnants, though the following mods get more and more insane. Don't fancy Depravity - don't want to be more evil than I have to be. And Proj Valkyrie was short because I didn't want to kill all the friends I'd made in the base game. Love the creativity of all mod authors - very talented people!
One of the things I disliked most in AR1 is you only get promoted to corporal and there are a bunch of no-name Enclave officers around who outrank you. In AR2, you can get promoted either to colonel or major. I think but am not sure that it’s choices-dependent. I’ve roleplayed the Minutemen and Enclave being allied but having separate command structures. The player character is then a colonel or major with the Enclave but is assigned on a special mission to organize an auxiliary force made of non-Enclave personnel: the Minutemen, and in that command structure the player character is the general.
@@lastmangameplan I did make that mistake! But no worries - I disabled AR1, and went back to an earlier save so I can start over. I was a bit worried I'd have to do the same missions all over again, but it's seeming pretty different.
@@QualityPen These mods must be great for you - I'm just a casual! I beat the base game a couple of weeks ago, now I'm just goofing around. I've got about 250 hrs on this playthrough - I'll keep checking out interesting mods, and then move on. Huntress Manor's been my favourite so far.
Not sure if I'll add this one bc im on console and dont want to overload the load order. I did however add the classic vertibird replacement mod and thus far it has been compatible with the Legacy of the Enclave mod. Its not a seamless fit as the vertibirds stationed at the police station, army depot, etc are still the bland FO4 redesigns. But, the enclave vertibirds that spawn into the Commonwealth or when you use a signal grenade have been the classic FO3 style of vertibird. My head cannon explanation is that the boring VB1 is more for general transport/recon whereas the cool looking high testosterone VB2 is deployed for more combat oriented missions
I like to think lima detachment enclave are remnants that prior to the mods start and after the start their continuing their endevors for the enclave, but the leader is dragging his feet and at the satcom array and requires reprimand (execution) when he refuses to turn over the access card to his superior. This only works because the patch with this and AR2 replaces them with AR2 units and equipment. Unrelated, For me the Next gen update enclave are traitors sense they havent reported to ward and refused to do so.
Does anyone know if there's a way to get past the door to the server computer in Harold's Investments? The door requires expert level lockpicking which my character has no skill in. I looked all over and can't find any key in the building that gives you access. Not sure if the America Rising 2 mod causes any conflicts with this mod as well.
@@lastmangameplan I’ve looked all over, can’t seem to find any key or other way into that server room. Only thing I can think is getting a companion with good lockpicking or use TCL since the unlock console command doesn’t work on Lima doors. I’d hate to cheat it but this seems like more of an oversight on the mod’s side, to not account for builds without lockpicking.
Nice mod. Although l’l not too sure about the Chinese soldier ghouls. It’s possible they were hunkered down there all this time. The only thing about these mods, in relation to America Rising 2, is that it’s hard to picture the remnants from the Oil Rig not taking refuge in one of these many other bases. As opposed to a basement under a house where you find Myers and co. I suppose you could rational that Myers and co weren’t made aware of the bases, as the Enclave do keep secrets within secrets.
www.nexusmods.com is super user friendly (and free). It offers a mod manager to help arrange all the mod downloads for you (mostly) hassle free. It changed my life.
terrible useless mod .a waste of time ,broken and boring mod . whats the point? a bunch of bunker type places you wont want to live in . the items are movable ,now apon removing its removed x02 and hellfire from my playthrough .i paid money for that. not happy about it one bit .now i have to dl a mod to replace something ive paid money for . sucktacular mod .
I actually like joining the Enclave and then fighting the Lima Detachment units. In that context I’ve always roleplayed them being deserters in possession of stolen Enclave property and Enclave secrets, and hunted them down without mercy.
I allied them to my self by using console command to turn them friendly toward me, incase if you looking for faction ID I have commented it in the nexus page or just use "help remnants 4" to find it ( not sure was it actually remnants in the middle but you can keep thinkering with enclave related words and names to find it easily)
I like it!
There is now a mod that will make them friendly if you joined the anclave from AR2
Plus you can have your own hidden home so to speak
@@robjanssen3474 whats the name of the mod?
In my roleplay they are hard-line deserters that didn't answer to Ward's call at first and refused to rejoin when Whitehill took command.
I like that idea. If you side with Ward, they could be deserters who don't recognize his authority. If you side with Whitehill, they could be a splinter cell of Enclave fanatics who are mad she's not releasing the FEV into the atmosphere
I allied them to my self by using console command to turn them friendly toward me, incase if you are looking for their faction ID I have commented it in the nexus page or just use "help remnants 4" to find it ( not sure was it actually remnants in the middle but you can keep thinkering with enclave related words and names to find it easily)
That's how I chose to look at it too. Just bad communication or bad blood between remnant factions.
I think this mod as a whole is less of a strictly Enclave mod, and more of a Fallout history celebration kinda thing. It's main focus is the enclave obviously, but there are also Brotherhood outcasts in that, some pint sized slasher content, it adds an entire new Vault, NCR stuff among many other things.
True. I'll cover a lot of that in the next vid.
For those wondering about the Pennysworth items, check the pulowski preservation shelter in the subway tunnel. All I'll say as not to spoil anything.
Oh!! Thank you. LOL I never did get to the bottom of that.
im playing through this along side Operation Wilkes Estate, Thuggy's story mods and others that expand on the BOS, Enclave, and The Gunners. It literally gives me an entire new Fallout 4 main quest to be honest.
Exactly! That is what makes these so powerful.
Literally finished America Rising the First this morning, and have downloaded America Rising 2. I'll be starting it as soon as I'm done with this comment.
Felt weird after keeping the RR, The Minutemen and the BoS all as allies in the base game, to be destroying the BoS. But in compensation, Ward made me a Corporal! (Garvey made me a General, but those days are gone)
I'm not roleplaying anymore, just seeing what mod creators get up to. Loved Outcasts and Remnants, though the following mods get more and more insane. Don't fancy Depravity - don't want to be more evil than I have to be. And Proj Valkyrie was short because I didn't want to kill all the friends I'd made in the base game.
Love the creativity of all mod authors - very talented people!
One of the things I disliked most in AR1 is you only get promoted to corporal and there are a bunch of no-name Enclave officers around who outrank you.
In AR2, you can get promoted either to colonel or major. I think but am not sure that it’s choices-dependent.
I’ve roleplayed the Minutemen and Enclave being allied but having separate command structures. The player character is then a colonel or major with the Enclave but is assigned on a special mission to organize an auxiliary force made of non-Enclave personnel: the Minutemen, and in that command structure the player character is the general.
I like it.
That is awesome! Don't forget to uninstall America Rising 1 or it will screw up America Rising 2. I almost made that mistake.
@@lastmangameplan
I did make that mistake!
But no worries - I disabled AR1, and went back to an earlier save so I can start over.
I was a bit worried I'd have to do the same missions all over again, but it's seeming pretty different.
@@QualityPen These mods must be great for you - I'm just a casual! I beat the base game a couple of weeks ago, now I'm just goofing around. I've got about 250 hrs on this playthrough - I'll keep checking out interesting mods, and then move on.
Huntress Manor's been my favourite so far.
This is amazing! I'll definitely get this to add to my list of enclave mods.
It is so much bigger than I realized.
Not sure if I'll add this one bc im on console and dont want to overload the load order. I did however add the classic vertibird replacement mod and thus far it has been compatible with the Legacy of the Enclave mod. Its not a seamless fit as the vertibirds stationed at the police station, army depot, etc are still the bland FO4 redesigns. But, the enclave vertibirds that spawn into the Commonwealth or when you use a signal grenade have been the classic FO3 style of vertibird. My head cannon explanation is that the boring VB1 is more for general transport/recon whereas the cool looking high testosterone VB2 is deployed for more combat oriented missions
Thanks for the report on classic vertibird replacement!
The vertibird replacement isn't on console though... ?
@@jimbeam8338 It should be. At least it was for me. You could try searching "classic vertibird"
@@jimbeam8338YES
"We got a few of those to deal with"
Waporize
I like to think lima detachment enclave are remnants that prior to the mods start and after the start their continuing their endevors for the enclave, but the leader is dragging his feet and at the satcom array and requires reprimand (execution) when he refuses to turn over the access card to his superior.
This only works because the patch with this and AR2 replaces them with AR2 units and equipment.
Unrelated, For me the Next gen update enclave are traitors sense they havent reported to ward and refused to do so.
Nice head canon! (There is now a patch for Lima Detachment to work with AR2 though.)
@lastmangameplan hmm, oh I know, that's what I meant with working out because of the patch. There's also a patch for echos of the past now as well.
Does anyone know if there's a way to get past the door to the server computer in Harold's Investments? The door requires expert level lockpicking which my character has no skill in. I looked all over and can't find any key in the building that gives you access. Not sure if the America Rising 2 mod causes any conflicts with this mod as well.
There must be another way, but I haven't played it in a while.
@@lastmangameplan I’ve looked all over, can’t seem to find any key or other way into that server room. Only thing I can think is getting a companion with good lockpicking or use TCL since the unlock console command doesn’t work on Lima doors. I’d hate to cheat it but this seems like more of an oversight on the mod’s side, to not account for builds without lockpicking.
Is the mod America Rising 2 required to play this mod , or can this one be player without having AR2 ?
No AR2 required.
Playing this right now and love this
That is what I like to hear!
@@lastmangameplan love to know where these mods are to add to it though no showing up in mod list?
Do you have any vertibird improvement mod recommendations?
I like Better Vertibird Light.
Your game looks so good, are you ever going to drop the modlist?
I will work on that mod list my friend.
Neat
Nice mod. Although l’l not too sure about the Chinese soldier ghouls. It’s possible they were hunkered down there all this time.
The only thing about these mods, in relation to America Rising 2, is that it’s hard to picture the remnants from the Oil Rig not taking refuge in one of these many other bases. As opposed to a basement under a house where you find Myers and co.
I suppose you could rational that Myers and co weren’t made aware of the bases, as the Enclave do keep secrets within secrets.
That's how I rationalize it, yes. The Enclave's secrets have secrets.
2nd is the best
I have no need for carry weight as I use infinite weight cheat. I feel nothing
hah! Also, I might need that...
@@lastmangameplan name of. mod engine
WeMod
Can't find key
Nice video thx. Could you have a look at the Pandemonium Protocol mod some day please.
Too many dependencies IMO.
Thank you! And I'll take a look at the mod description for that.
Where are these mods located
Most of these can be found on Nexus mods.
@@lastmangameplan darn shame not on other things idk how to use nexus 😂
www.nexusmods.com is super user friendly (and free). It offers a mod manager to help arrange all the mod downloads for you (mostly) hassle free. It changed my life.
I need help getting the legendary weapons
Which ones are you struggling with?
Third
i am first also great video
I am the second also great video
Time for butthug
Thank you and congratulations.
Thank you!
terrible useless mod .a waste of time ,broken and boring mod .
whats the point? a bunch of bunker type places you wont want to live in .
the items are movable ,now apon removing its removed x02 and hellfire from my playthrough .i paid money for that. not happy about it one bit .now i have to dl a mod to replace something ive paid money for . sucktacular mod .
If power armor is your priority, there are definitely better ways to get it.