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Posts posted by KillSwitch072
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My ENB preset seems to work with NG, so I've been told. But I don't know how well. KillSwitch ENB
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Texture packs shouldn't be of an issue if you want to run next gen FO4. ENB on the other hand is version specific. ENB v0.501 works on next gen, but certain functions like water, subsurface scattering and fog don't work according to the developer.
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I really never noticed that until now. I only have one plugin disabled and it is at the very bottom. Interesting to say the least.
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1 hour ago, Zanderat said:
I am talking about plugins not mods.
I know what you're saying. Maybe you're missunderstanding what I'm getting at. Let me ask you this, why is the plugin disabled? Are there assets from a mod needed for another mod, but not the plugin?
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If you disable the mod, not the plugin, the plugin will not show in the plugins list, therefore it shouldn't be sorted with the rest of the plugins. The only exception that I can think of that you would only disable a plugin and not the mod itself, is if one mod is dependant on the assets of another mod, but not the plugin.
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Since you're running v1.10.163.0.0 you'll want to get v2.1.5 of the UFO4P listed in older files.
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33 minutes ago, susamuza said:
My game v1.10.163.0.0, without UFO4P.
You may want to grab the UFO4P. It contains a lot of fixes and may solve your problem with the caravans not showing up. When running mods, most require the UFO4P but don't list it a requirement, even though when those mods were created, they were using the UFO4P. My suggestion is to make a clean hard save, install the UFO4P and see what happens with the caravans. If nothing changes or it borks up somehow, you'll at least have a save to go to when uninstalling the UFO4P so it doesn't mess up previous game play.
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Just now, subaverage said:
It's all so long ago for me, but isn't it so that the settlements have to be yours and that you need to have access to the workbench? I mean to remember that the Minutemen settlement questline is more or less the way to make the settlements allies and give access to the workbenches and that you had to open them once. As I said my playthrough runs since years and I am not sure to remember everything right. So maybe you are missing something that make the settlements yours.
By default, Sanctuary and Red Rocket are your for the taking as settlements once cleared of molerats and radroaches/bloatflies. Also by default any setlement that you have to clear of enemies or whatnot that doesn't already have settlers are your for the taking regardless of the Minutemen faction. Starlight Drive-in, Hangman's Alley, Kingsport Lighthouse etc. can be claimed as settlements just by clearing the enemies. Once a settlement has be claimed and are able to build and populate it with settlers and can build a caravan post, caravans with time, will visit your settlements. But you don't have to have Bunker Hill as a settlement in order to build caravan posts, you just have to do two quests in order to build them.
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4 minutes ago, susamuza said:
Well, ok, I'll test it again, but I've already tested it - I left the game cell (waited at Far Harbor), slept, waited... One game month. Nothing.
And yes, I know there's no info about it on the wiki, on Reddit, I have no idea what's going on. But considering that the quests (from Deb/Kessler) are available to complete before the Battle, it means you don't need to complete the story quests further, the caravans should work.But I didn't go through the Minutemen branch, I refused to become a general.
While I'm sticking to the Institute, I haven't had any arguments with anyone.
In my heavily moded game, the Minutemen and the Preston Garvey group don't even exist. Mama Murphy, The Longs, Sturges and even Codworth are non existant. I still get the caravans in the few settlements I choose to build. Like I said, it may take a week or longer and sometimes you may not see them at all, but they do visit.
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Either one of those mods has a conflict or your game is borked somehow. Once you complete those two quests for Deb and Kessler and are able to build trade caravan posts in your settlements you should have caravans visting your settlements after a few in game days. You don't even have to have Bunker Hill as a settlement to build caravan posts. It may take several in game days, maybe even up to a week before you start seeing them in your settlements.
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Then most likely you have a mod conflict. Move that mod lower in your load order.
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You have to kill Judge Zeller at the East Boston Prepatory School, but first you first have to talk to Deb and ask for work and get the quest to clear out The National Guard Training Yard. Then talk to Deb again once that's done and she will tell you to talk to Kesler. She will give you the quest to kill Judge Zeller. After that quest is complete and you've talked to Kessler again, you can build caravan posts, or use a mod in your case and it will be functional.
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If it's your mods they left comments on, only you can hide the comments. If it's on other mods they left comments on, that mod author may have hiiden it or a member of the moderation team may have removed it. You can not remove your own comments from a post, only edit them.
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On 8/17/2025 at 12:12 PM, Crucivox said:
Yes I'm looking for some mods to add alcohol effects and some cannabis effects I tried a few of the Cannabis mods myself and it's like static no visuals or affects anybody has any ideas?
Smokeable Cigars - Cigarettes - Joints When you smoke a joint using this mod, everything goes psychodelic and colorful. Alcohol Effect You get blurry vision and black out.
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To check for conflicts in xEdit (TES5Edit, SSEEdit, FO4Edit, etc.), follow these steps:
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Launch xEdit and Load Mods:Open xEdit and select the plugins you want to check for conflicts. It's recommended to load all relevant mods in your load order for a comprehensive conflict check.
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Apply Filter to Show Conflicts:
- Right-click anywhere in the left pane (the navigation tree where your loaded mods are listed).
- Select "Apply Filter to show Conflicts."
- You can usually leave the default filter settings, but you can also customize them if you're looking for specific types of conflicts (e.g., "By Record Signature" for NavMesh conflicts).
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Analyze the Results:
- xEdit will process your mods and display records that have conflicts.
- Conflicting records will be highlighted in different colors, indicating the nature of the conflict (e.g., red often indicates an overwritten record).
- You can expand the entries in the left pane to see the specific records and their conflicting properties in the right pane.
- The right pane shows a side-by-side comparison of the record as it appears in different plugins, with the rightmost column representing the "winning" record in your load order.
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Understand Conflict Types:Refer to the xEdit legend (usually accessible via a button in the upper right corner when a record is selected) to understand the meaning of the different colors and conflict types. Not all conflicts require resolution; some are benign or intentional.
By following these steps, you can effectively identify and analyze conflicts within your mod setup using xEdit.-
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16 hours ago, RebellionRequiem said:
Hello guys, I've noticed that starting a new game sometimes doesn't add items from mods that are supposed to be there, sometimes I get only one item sometimes both are missed...
The items are drom those mods here:
#1 https://www.nexusmods.com/skyrimspecialedition/mods/62909 Here you're supposed to get 2 coins that will set which audios play during activating the spells from the mod
#2 https://www.nexusmods.com/skyrimspecialedition/mods/595 The missed item here is merely a book with a few infos about the mod itself, nothing realy important but the question is that sometimes starting a new games those items may not be added to my inventory, do you guys have ever experinced this? any tips, suggestions?This isn't a Vortext issue. It's either a mod conflict or load order problem. Try moving the mods in question lower in your load order and use xedit to check for conflicts.
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Ctrl+A or Ctrl+Left Mouse Button to select indivual mods.
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It would be nice if the site wouldn't show a mod as "Update Available" when in fact there wasn't an update to the core mod, but an optional file added or some page info was uppdated. Even in Vortex I get this a lot and it's kind of aggravating going to a page thinking there's an update when in fact there isn't.
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20 hours ago, Squirrel97 said:
Looks like the mod author might reconsider adding support for older versions.
They have added this to their FAQ in the comments:
Old gen, new gen, either way I see this cluttering up the HUD. It's bad enough in vanilla. Add a crap ton of markers and you won't know which way is up lol.
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On 8/5/2025 at 2:30 PM, Luftwaffen1938 said:
Hey, my fellow modding connosieurs.
I run over 300 plugins and everything works dandy, but i have a major issue: some mod enables a feature of playing a sound effect on every kill from like Call od Duty or Battlefield or something ("Got `em", "target neutralized", e.t.c). Can`t pinpoint exactly which mode does that, but that effect irritates me hella much, cause i try to keep my list as lore-friendly as possible. Any info would be mush appreciated.I think that's vanilla from the Brotherhood of Steel. Is it playing at other times without any BOS npc's around?
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On 8/15/2025 at 11:09 AM, Sven363 said:
After applying transfer settlement blueprint changes in-game, could i open that same location inside creation kit and make static collections of new buildings ?
What exactly are you wanting to do? Make a mod file (.esp) from a blueprint file (.json)?
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I don't remember seeing a mod for his headgear, only to change his appearance like in the image you shared.
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On 8/16/2025 at 6:41 PM, Frogzilla82 said:
Typically when you load a saved game, it tells you what is missing.
Yes it does, but it only displays the name of the .esl/.esp. Those can vary in name from the original mod. In my experience the .esl/.esp is hardly ever the same name as the mod. In most cases abbreviated or named something unrelated like in my previous post. CompRedo.esp is Companions Can Sneak.

"Bring Back Nora (German & English Companion Idea)"
in Discussion
Posted
According to the description it's on Xbox one https://mods.bethesda.net/en/fallout4/mod-detail/4022617