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mkr1977

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  1. S/he is running the Such Fallout mod collection, which has over 160 mods.
  2. Project Mojave is live on Nexus right now and has what you are asking for.
  3. Moderator, send this person a link to the mod collections feature. It would be an act of merciful charity.
  4. Are scripts also firing in the background? What exactly is going on? Does this mean for example that FO4 could be recreated in its entirety in Unreal Engine?
  5. I've played through O&R and do not remember any special content for Hangman's Alley, for what its worth.
  6. Creation Club is DLC. Besthesda promised "all of the Fallout 4 DLC we ever do". File that under Besthesda's problem, not mine.
  7. Absolutely. I was like you. Lots of people were complaining about CC but at the time I was like "well, you should have bought the season pass". Imagine my surprise when CC content was not made available to season pass holders. Bethsesda could have easily used the verbiage "you get all 6 DLC with the season pass" instead of this - Here is the verbiage that Bethesda uses for its season pass now. Even Bethesda sees the problem with the promise that they made previously. It is natural to connect this promise with the content from CC.
  8. Is the new iteration of Skyim basically using the same engine as Fallout 76?
  9. Is it possible that we will be seeing an upgrade for Fallout 4 like Skyrim is seeing? Discuss.
  10. Good point. I don't want to touch the Commonwealth worldspace. Downtown Boston has enough problems as it is. What I was getting at is that the new area need not actually be in Goodneighbor as far as the game is concerned. It could be in a totally disconnected area but with the appearance of being connected to Goodneighbor. You'd still end up in the Commonwealth worldspace if you jumped over from Goodneighbor proper, of course, which could be immersion breaking. One of the Goodneighbor mods, I think it was Welcome to Goodneighbor, expanded out the main street to make it longer my removing the end of street obstruction to the right as you face the Rexford Hotel. Do you think there are any issues or conflicts with doing something like that?
  11. If Goodneighbor was meant to be larger, I suppose it must have been dropped very early in development. I am going to see what I can do with the ends of the streets, perhaps place a door there that transitions to a new area. Alternative, put an NPC there that offers to guide you through the rubble to the other side of the street for a fee, which transitions to the new area, a method which is probably less likely to break Goodneighbor.
  12. That happens whenever someone makes a mod-mod already. Some mod authors have reacted with anger to mods that differ from their vision.
  13. That reminds me that I need to do some updating. Unfortunately I am in lockdown and my gaming rig is in limbo while I wait for some parts. I am going to have to walk the talk and copyleft my own mods. I'd also like to encourage mod authors that have moved on with their lives to open source their mods rather than leave them moribund. I'll have to figure out a way to approach that.
  14. At this point I'll probably just throw up an .esp to laugh at you seething. Seriously dude, control your emotions.
  15. See the area of Goodneighbor to the left and right of Hotel Rex, right down the far end of the street. The street ends on either side rather abruptly, with rubble obstructing. It looks to me like there may have been a transition screen there that would have taken you through to other areas of Goodneighbor. Does anyone know if this is actually the case, and whether the rest of Goodneighbor was cut early in development?
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