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Handy6373

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  1. If I recall random npc's in the Commonwealth map are always hostile. I do know if you have been to Far Harbor and and on good terms with them there is an extra line of dialog with them in the crater in the glowing sea. I don't think wearing the armor changes anything. The CoA in the glowing sea crater are friendly unless you have a weapon drawn when you get close to them.
  2. I must have deleted my bookmark but I did find this info maybe it will help. https://www.reddit.com/r/Fallout4Mods/comments/kik7f7/bodyslide_no_image_issue/
  3. I had this happen once when I updated Bodyslide and Outfit Studio. I can't recall what it was that fixed it I just know that I found a fix and it worked. I think it had something to do with the file path out of place. I will look in my bookmarks and see if I can find the page that told me how to fix it.
  4. Look up mod author Jenncave, they made a series of mods called clean and simple "settlement name". The settlements aren't decorated but mostly built and useable right out of the gate. They don't have the mods here but if you find the authors page you'll find where they are.
  5. Well you made some interesting followers. Still have Hailey and Chantelle for Fallout 4. Hope you find some fun in what you do next.
  6. Sorina, Caera, Eirisse, Viessa? I just went to https://www.fantasynamegenerators.com/vampire-names.php. Are you taking a break or done for good.
  7. I build allot at Hangmans and have O&R but I also have a mod that changes Hangmans to more appartment buildings. I have never had the issue you stated, the only issue I have is settlers will walk towards Diamond City once in a while where they didn't used to do that. I too would recommend the scrapping mods to be last or near the last in your load order.
  8. I found sometimes I had to save a preset or transfer settlement blueprint of my own first. Then it would work as when you save that preset/settlement it would create the correct file path.
  9. I saw the same thing happen to a weapon replacer mod some time ago. The mod author made it so all normal vanilla weapons replaced the pipe weapons. Enough people complained they removed the mod and as far as I know never made anything else. Ok so it's not perfectly lore friendly, so if you don't like it don't dl it and move on no comment necessary. No idea who made the mod it was just something I was interested in. Now when I see something I think I may use a dl it immediately. if you want to be 100% lore fine, you want to turn the world upside down fine. Just don't ruin someone else's day because it doesn't fit "lore friendly".
  10. I have about the same memory and I only use just a bit over half while playing Skyrim. I do have many mods to make the game look better, weather, lighting, npc's, plants/trees, ect. I don't run anything else than the game when I play so try to turn off the other stuff and see if that helps.
  11. I have this happen once in a while when the enemy throws molotovs or I use my incendiary grenade launcher. Not much help just in the same boat.
  12. I can't help with a mod recommendation but I completely agree with you on how truly unimmersive this is. At night full stealth, stealth boy on and still they run right to you. I think Beth did this for "balance" but it's just wrong to me. My attempt at a work around is fire a few stealthy shots and then move positions, either by flanking or backing up. And before you move drop a few land mines while your at it to surprise them. They usually run right up to the almost the exact spot where you were.
  13. It's still up at Bethesda.net if you're still looking for it.
  14. I have many mods from both sites and as far as I know have not had an issue. They do show up in the plug-ins list and you can sort them in the order they should go. I did read once that there was a way to do some magic with the files from Beth to make them more like the files from here but I have not been able to find that info again.
  15. A way I know how(I think) is to use console command sqs, it will show active quests and the first part of the numbers are where that mod is in your load order. If you look in the FO4 wiki of console commands there you will find much more info. Not the best explanation but it might point you in the direction.
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