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Dogbarian

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  1. I don't know about the Remington 870 mod, but with respect to the Garand & Mosin, you can overwrite that file from either mod, it's a fairly generic sight/scope related file. The Remington 870 mod might do something odd with this file, I don't know, I haven't used that mod.
  2. So, I'm trying to keep my plugin count under 200, and been experimenting with merging plugins in FO4Edit. I have been using this script to do the merges, I had some issues with the standalone, and until this problem, the script version has been working great. Two settlement plugins, which work fine when I add them both to my load order, crash FO4 on loading when I merge them into one plugin. I'm starting from the same save in both cases (individual plugins, and 1 merged). No other conflicts showing in FO4Edit. I'm using NMM to manage the load order, and the merge plugin is going into the same place as the two separate plugins, which I disable by unchecking them in that tab. These are the two plugins: Mass Fusion Containment and Breakheart Banks. I do not get any errors when I run the merge, I choose to "create new file" as the merge option. Any thoughts? Are there just some types of mods that can't be merged?
  3. I have not used that particular mod you mentioned, but I have merged several AWCKR and VIS patches into their "master" file and it works fine. Using the FO4Edit script for "merge overrides into master" is what I use, rather than making a pure merged plugin. Edit - wow, unintentional thread resurrection. I had searched for merged plugin issues to look for my own issue, and found this. Saw the 10/1 date, missed that it was from 2016. Sorry about that!
  4. Okay, cool, I'll read through the stuff then. Just wanted to make sure, since I'm not having issues (yet). And I don't expect I'll push that limit, I was just curious.
  5. I was curious about this, so I looked at the mod. Did you only copy the Magic effect to your helmet? From looking in FO4Edit, the time conditional element is in the Object Effect, so you would need to copy that as well. From there, it applies the Night Vision from 1800 (6 pm) to 0600 (6 am). Pretty nifty. By the way, if you haven't seen it, look at this mod: http://www.nexusmods.com/fallout4/mods/12220/? - it adds a bunch of night vision gear & options.
  6. So, I'm new to getting into mods, played FO4 on PS4 when it came out, but just bought the PC version on Steam sale a few weeks ago and started playing again. I have NMM and have used it, and have FO4Edit and have started to learn how to use it. Is this post still relevant, I've read that both LOOT and Wrye aren't so useful any longer? I think I have 30 or 40 mods I've pulled down, and haven't had any problems with them as is (paid attention to their directions as far as the few that stressed load order). Should I bother with making a merge patch? And final question, does making a merge file help work against the upper limit of plug-ins allowed (which I am not sure of, but think it's 255?)?
  7. Thanks for the reply, but I'm sorry, I don't know what that means. I'm guessing you mean the mod author has to do something? If that's the case, how are others able to download it (based on the statistics page)?
  8. Have you installed the Armorsmith Extended and/or the associated AWKCR mod? They move armor crafting to a separate new workbench (armorsmithing) that you have to then build at your settlement. I don't have the two you mention, so I don't know if they use the AWKCR or not.
  9. I'm getting an error message trying to download a particular mod - this one: https://www.nexusmods.com/fallout4/mods/12175/? From the statistics page, others have downloaded it in the last few days, but I can't. Multiple browsers & computers, tried both the NMM option and Download Manually, went to Files tab and tried all of the versions there. What I get is a small red bordered window that says "An error occurred". So useful. Other mods have downloaded fine, so I don't think it is a software issue, I'm guessing it's some kind of permission. Are mods region-locked?
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