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Nexus Mods Official Soundtrack - The Sounds of Modding ×

MrManovar6

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Everything posted by MrManovar6

  1. No, it's even better than what I had in mind. Seriously though, thanks a bunch. I legit didn't expect anyone would bother with this request, but lucky I was that probably the ideal modder read it. Again, thank you a million times. U da best!
  2. https://www.deviantart.com/brony-commentator/art/New-Pegasus-Bounties-715665164 I've heard of this Fallout Equestria fanfic. Never read it though. Shouldn't the 'artist' here have first asked the mod creators for permission or something?
  3. REALLY? Wow, okay, I didn't expect anyone would see this post, but thanks. Looking forward to it ;)
  4. Well, trying to look at it from lore-friendly perspective. Leaders at Nuka World (Colter, Mags Black, Mason, Nisha and even Gaige) would be a first choice, although it IS safe to assume most in the Commonwealth didn't even know about Raider activity there, instead I'm thinking locally. Then, choices that would make most sense are the following; - Judge Zeller, because he's harrassing people at Bunker Hill, and he is kinda distinct from other raider bosses (the initiation to his gang involves torture, and all his members carry blood contracts on them). - Sinjin, because he's established to be somewhat well known around Goodneighbor. - James Wire, because he's former Minuteman, so him being wanted would make sense. - Bosco, because . . . honestly he has the most distinct headwear, so I'd be funny for him to be on a Wanted Poster. - Captain Wes, same reason as James Wire, hell he betrayed the Minutemen during Quincy's takeover. - Lieutenant Clint, also same as Wire and Wes. These are just my suggestions though, I'm sure you have a few ideas yourself.
  5. This mod: https://www.nexusmods.com/fallout4/mods/25316 I think I downloaded the version without Hangman's Alley and Bunker Hill version. There's also the version that covers ALL settlements. Will reinstalling this mod so I can switch to the full version break the game? I already started building a few things in Hangman's Alley.
  6. For immersion suckers like me, has anyone ever thought about making a mod that lets you put wanted posters at your settlements? Purely a decorative item in Settlement Workshop. And who to put wouldn't be too complex; there's Kellogg, Skinny Malone, and then there's all the named Raider NPC's across the Commonwealth. See the "notable members" and "leaders" sections here: https://fallout.fandom.com/wiki/Raiders_(Fallout_4) But if there IS a mod that already has those, let me know. Closest I found was the "Graffiti 2 Electric Boogaloo" mod which includes copy-pasted Wanted posters of the Vault Hunters from Borderlands 2
  7. Put it simply, I want to build a few radio broadcasting stations at my settlements for immersion and I want them to be one of the radio stations provided by the mod "Old World Radio". Does anybody know or has listened to these station long enough to know if any of them are established to have their broadcasting stations located somewhere in the Commonwealth? I'm PRETTY sure the guy from Tumbleweed Tunes has a broadcasting station in an unspecified location in the Commonwealth, but I could be wrong.
  8. Just gonna say it straight, I wanna build some Radio Broadcasting Stations at my Settlements for some immersion, and decided it can might as well be the radio stations provided by the mod "Old World Radio" since it now comes with posters, and billboards and such. It's just that I haven't listened to them long enough to be certain, so to those who might, have any of these stations established to be located at some specific locations of the Commonwealth? I know that Radio FNGS is stationed at Goodneighbor, but that's about it.
  9. I made a screenshot but as always, the file's too damn big. I installed SKE, so I can start building settlements, and the only aditional mods I donwloaded are ones that are fully compatible with SKE. I installed it so it has its own section in the workshop menu, just passed the cages section. However, when I open that section and get to the new stuff added by new mods, they don't show up, neither in the menu or the game itself. It just shows the name, number of resources required, but the objects won't pop up, and I can't put them in the settlement. Was there another mod that I missed? Is it because I loaded an unmoded save? I'm already using LOOT, so load order shouldn't be an issue. Also, unrelated question, what happened to the "Do It Yourshelf" mod?
  10. Some objects and Items are turning blueish-purplish in my game. What mods usualy cause this, and is there a fix?
  11. NEVERMIND, figured out why it kept braking. Give me a while to find out how to delete this post.
  12. Holy crap IT WORKED!! Thank you. Seriously though, you've been helpful. Presciate it' Also, aww really? Outdated? Riddled with bugs? Damn. That mod is practically the biggest reason I'm sticking to normal Skyrim instead of Special Edition. But okay, I'll be careful with it. Hell, I've put up with New Vegas for so long, maybe I can deal with this too. Thanks again.
  13. What do you mean by this? What happens when you press the "Mod Manager Download" button? You know how once you donwloaded a mod on MO2 you then have to go to 'downloads' and double click it to install it? Well, with this mod, a strange window shows up that shows the name of the mod, its content, and at the bottom it says with red letters "No game data on top level", and when I click "OK" it then shows the following message: "This mod was probably NOT set up correctly, most likely it will NOT work. You should first correct the directory layout using the content-tree." I can either "Ignore" or "Cancel". This has NEVER happened to me before, and I don't wanna risk messing it up. What should I do?
  14. Using Mod Organizer 2, not very good at computers. Most mods, all it takes for the most part is a few clicks, but Familiar Faces seem more sophisticated. Requirements say that this mod requires the following two mods: https://www.nexusmod...yrim/mods/49743 https://www.nexusmod...yrim/mods/29624 I wasn't planning on getting those two mods, but if that's what Familiar Faces needs, fine. RaceMenu seems easy enough, but I tried JContainers, and it looks like it's not compatible with Mod Organizer 2. What do I do with it and how do I install it? Other than that, is there anything else I need to know about installing any of these mods, including Familiar Faces?
  15. Oh God, FINALLY, it works. Turns out that when I was installing my Script Extender a while ago, I forgot to move in the Data folder which contained the Script folder . . . . . . . . Such a mistake I do feel stupid and I feel bad, and I take back any criticism I gave before. Anyway, again thanks for the help. Appresciate it greatly
  16. K', added the F4SE executable like you said, installed Auto-Backup, installed HUDFramework, added the provided lines to the custom.ini, mod is also downloaded through Mod Organiser . . . . . . . . . . . NOPE, still won't work. Well, I tried, but clearly it ain't happening. I give up . . . . . Thanks for the help anyway.
  17. I already have the latest version of Script Extender installed, but the game won't play through the F4SE loader I placed in the main game folder; it just loads for a second, and nothing happens, and yes I did try run as administrator. So I'm guessing I need to create the shortcut through MO2?
  18. Something like this mod, only with furniture: https://www.nexusmods.com/fallout4/mods/7010 What I mean is that the original Busy Settlers mod essentially just allowed you to place invisible rugs that assign Settlers to an animation. Could we add something similar and have settlers assigned to do specific things while sitting? Maybe to make it easier, one could just make assignable sitting animation rugs that can snap to all sitting furniture. I realize that there are only like, 3 or 4 animations NPC's make while sitting, which is eating, drinking and newspaper reading (and also the seductive sitting the lady at the Memory Den does) Other than that, could we add new standing animations to Busy Settlers in which they stand guard with their weapons unholstered? I kinda want my NPC to stand outside like the one Diamond City Guard in the Market with the Swatter
  19. Using this mod; https://www.nexusmods.com/fallout4/mods/22442/ I ran into the problem in which the tape you use doesn't find any settlement workshops nearby. Is it because I'm using Mod Organiser 2? If this IS the main problem, is there a work-around? Doesn't Mod Organizer already have a Sxript Extender installed?
  20. I'm using the "We are the Minutemen", and absolutely love it. I KNOW how to create Minutemen settlers, I read the descriptions, but I'm still not sure if they can be used for Supply Lines, or if I'm doing something wrong. I created one such Minutemen settler, and assigned said settler for Supply line duty between Sanctuary and Red Rocket. However, it doesn't seem to work, despite his name automatically changing to "Provisioner". I checked workshop inventory at both places, and they don't seem to share any clutter objects or food items (and I want them to since I'm using OCDecorator). And also, when you open the map, you can normally see the supply lines with the 'c' button, but again, nothing seems to have happened.
  21. Usin this mod: https://www.nexusmods.com/fallout4/mods/22442/ Finished installing it and ran across the problem where the holotape in the inventory isn't seeing the workshop, and I think I know why. I'm trying to copy into the blueprints a kick-ass colosseum I built a while back when I still used Nexus Mod Manager, only now I switched to Mod Organizer 2 (everyone kept suggesting), and so maybe THAT is the problem. Is there any fix to it?
  22. I'm thinking of downloading these mods for some extra immersion; https://www.nexusmods.com/fallout4/mods/8807 https://www.nexusmods.com/fallout4/mods/8421 https://www.nexusmods.com/fallout4/mods/9667 https://www.nexusmods.com/fallout4/mods/7715 They're all made by the exact same guy (Thanks by the way, ff7doudstrife) and so before I do, I wanted to make sure if they're compatible with the following mods that alter a bit the equipment modification Can you put legendary modifications on these new weapons with the following mod? https://www.nexusmods.com/fallout4/mods/4042 AND, can you craft them on weaponsmith workbenches provided by THIS mod? https://www.nexusmods.com/fallout4/mods/2451 ALSO, of those gun mods I'm considering, it says that two of them can only be spawned by console commands, and I sorta only want weapon mods that can also be used by hostile NPC's. So, can they still only be acquired that way? And one last question, is it safe to equip your companions with these weapons?
  23. I'm about to make a mod-installing-montage for Fallout 4, and I want to use the following mods for Sanctuary: https://www.nexusmods.com/fallout4/mods/17489 https://www.nexusmods.com/fallout4/mods/23051 or https://www.nexusmods.com/fallout4/mods/12963 However, seeing as how both of these mods alter the surface in Sanctuary in some way, I want to make sure if using them both won't cause some problems. I remember in the past using them, and that unabled me to do anything to the first few houses close to the bridge in workshop mode. So, will anything similar happen? Has it been fixed? Should I specificaly arrange them in the load order? And yeah, by the way, I'm switching from Nexus Mod Manager to Mod Organizer.
  24. DISCLAIMER: If such a mod already exists and I just don't know it yet, then sorry. Could someone please create a compatibale mod with Live Another Life in which you can still begin this new life, AND go through the vanilla Helgen sequence, only at any time you choose? Let's say you're using the Live Another Life mod, and begin your life at the Thieve's Guild, or The Dark Brotherhood, only instead of initiating the main quest by just visiting Helgen already destroyed, you instead go there by getting arrested at some point, and from that point the game plays out the same it did in Vanilla, minus of course the opening credits? Think about it, Nobody really knows WHY the Dragonborn was inprisoned in the first place, we all just thought that it's a simple (for the lack of a better word) 'lazy' introduction design. But if prior to this arrest we could complete the entire Theive's Guild questline, or the Dark Brotherhood questline, or both, wouldn't it make more sense for the Dragonborn to be sentenced to death? I also wanna argue that as much as some of us really want to skip that prologue, it still holds relevance from story-telling point of view. It still introduces the player to the conflict between the Imperials and the Stormcloaks (Ulfric is there with us afterall), we're introduced to Alduin and his full might, and it still establishes a few minor things in the expositional conversation the prisoners have. You also gotta admit, what reason did Alduin have exactly to attack Helgen personally, other than hearing that the Dragonborn could be there, vulnerable and easy to kill? Hell, that whole sequence is much more immersive with the mod "Opening Scene Overhaul" To be completely honest, I just want an excuse to create a redemption story arc for my Dragonborn character, in which he's born into curcomstances that force him to join these two guilds, and after being nearly executed for his crimes wants to do some good, even through something as simple as warning of the Dragon attack, but finds new purpose in life upon discovering to be the legendary Dragonborn. Then also the "Destroy the Dark Brotherhood" quest can be avaliable.
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