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About azrielmoha

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Hello, i have a pretty major problem during my latest playthrough of ME3. I used most major prominent mods for this one, including: - Expanded Galaxy Mod - Spectre Mod - Project Variety - Priority Earth Overhaul mod - Immersive Thessia Mod - Ambient Audio Overhaul Mod - Ark Mod - Ashley Warpack Mod Those are the major mods that i have installed, others are smaller mods that doesn't change anything relating to war assets and GUI. All of these mods are installed to their latest versions. I have not installed SinglePlayer Native Controller Support mod or the Interface Scaling Mod. Although it need to be noted that i installed the latest version of EGM not using the M3Tweak mod manager, instead using the installer version, but i've make sure to not set Quickplay or the old War Asset system on during installation or in the setting. Also, you may noticed that i used both PV and IMT/AAOM. Which based on others and the mod authors themselves are not compatible as of the latest version, that's because i use only the new PV Extras feature of the 3.0 version, the main mod is still using the previous versions (I wanted to test out ITM and AAOM since i've never use them before), so far i have no problem, beside missing texture on one character's outfit, but that maybe because i install it manually instead of using M3Tweak (my computer use Windows 7, which are not supported, so yeah). If you can help me with this one, i would greatly appreciate it, cheers!
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I've never win this, but might as well tried. Good luck everyone
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Let's test my luck with this one. 35 dollar here i come.
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Prep School miscellaneous quest bug
azrielmoha replied to azrielmoha's topic in Fallout 4's Discussion
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Prep School miscellaneous quest bug
azrielmoha replied to azrielmoha's topic in Fallout 4's Discussion
I've done it, and still it won't work. The trading post doesn't appear in my workshop, although the quest log is gone.- 6 replies
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Normally, in the miscellaneous quest, Prep School, you were tasked to kill Zeller and free the captives caravan guards. But in my playthrough, there's only two caravan guards, with one of them missing and one jail cage empty and thus i can't complete the quest. I've tried to use the console command to complete the quest or advance the quest stage, but no avail. Normally, i would ignore this, but since I'm using the quest to raise affiliation with my companion, and to obtain the Caravan Trading Post, i have to find a way to fix this. Also, i just notice that one of the quest marker direct me outside when I'm inside the school, but when exciting the area, the marker told me to go inside. I'm currently using a lot of mods, and I'm certain none of this mod edit the quest nor Eastern Prep School building, but just in case, here's my load order.
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[WIP] Weapon Addition and Replacement Suite (WARS)
azrielmoha replied to antistar's topic in Fallout 4's Discussion
Hey, first of all, i just wanted to say that I'm really excited and looking forward for the release of this mod, great work! Second of all, i have a question, or rather, a request. Will the mod feature a modular installation where the user can choose which vanilla weapon that replaced or altered. As in my preferences, I'm already satisfied with most of the vanilla weapon models, i say most because i can't get over the fact that Combat Rifle and Combat Shotgun has the same damn model, and that's he reason why I'm looking forward fr this mod. As for the rest of vanilla weapon, I'm pretty much okay with them. The Fallout franchise always features alternative weapon design that has several differences from real life one, and in my opinion replacing some of the classic weapon such as 10 mm pistol is kinda weird? strange? i don't know the right word for it. Then again, i don't know s#*! about guns and firearms. If you won't do it, I'm cool with it, if you will, thank you.- 2744 replies
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In terms of personality, my favorite companion is gotta be Deacon, his quips and remark always cracks me up. Very amusing when clearing places with him. Second favorite falls to Danse, aside from the fact that the PC and him are brothers in arms, his morality (especially after his quest) falls in line with my PC. The least favorite? That would be X6-88, aside from the fact that he's always ended up attacking me during the Nuclear Option quest (as i always destroy the Institute in every playtrough), i don't see anything interesting in him, he has no personality whatsoever. While in gameplay, i would pick companions that corresponds with the situation I'm currently handling. If i'm going to do a faction quest, i'm going to go with companions affiliated with that faction, when I'm doing mercenary related quest, I'm usually go with MacCready or Cait, and etc.
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All of my playthrough, i always go with the Minutemen and always managed to achieve the best ending, and keep Danse as a companion. It's quite complicated, but I'll try to explain it with the best of my ability. -Play the main quest until the finale of Act 2, which is the quest The Molecular Level. You can build the Teleporter with any faction you want -You can also do any faction side quest normally as your hearts desired. Any important factions choices won't appeared before the Act 3. -After you meet Father in the Institute, make sure to not offend him or reject his invitation. -Complete any BoS quests up to Blind Betrayal, make sure to not turn in the quest until Spoils of Wars starts. -Complete any Railroad quests up to Underground Undercover. Make sure to not advanced the quest after they asked you to "continue working with Father" -Help the Institute up to Mass Fusion. Maker sure to not piss Father before it. -Report the Institute to the Brotherhood, doing so will fail Mass Fusion and Underground Undercover and started Spoils of Wars and Burning Cover. -Finish Blind Betrayal, make sure to finish any business with Cpt. Kells beforehand. From this onward, avoid Kells. -Complete Spoils of Wars and Burning Cover. Doing so will start BoS and Minutemen endgame portion of the main quest. -Ignore the BoS from here and out, make sure to not make them hostile. -Assuming you had help the Minutemen up until this point, the quest "Forms Ranks" will start. Complete it and it will start "Defend the Castle" -After Defending the Castle from waves of Synths, the Nuclear Option will start. -Make sure to initiate the evacuation during attacking the Institute, doing so will ensure the Railroad stay friendly with you. And after committing genocide on the Institute and killing your son, the End slide will start and you have official finish the main quest of Fallout 4 with three main factions alive, and all of your companions (except X6-88) alive but f*#@ that guy anyway.
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Make Power Armor Lore Friendly Again
azrielmoha replied to BlueBeard1983's topic in Fallout 4's Mod Ideas
there's already a mod for those things you just said; http://www.nexusmods.com/fallout4/mods/12019/? Also, i can't see why the Atom Cats unable to obtain the T-60s from dead Brotherhood of Steel soldiers. -
How about the environment in Ronto? I would like to know more about the environment and ecosystem in Ronto.
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Happen to me as soon i reach Novac. Noticed the floating houses, tried to repeatedly turning on and off the AchieveInvalidation in FOMM, but it still won't budge. I don't know if this is caused by a compatibility issue, missing mesh, or what. Here's hoping someone would be the knight in the shining armor and help me. Some visual representations AKA screenshots of the bug. http://imgur.com/gallery/DceP7 -My load order. Currently have around 138 plugins installed, don't know whether i will add more mods, if the 139 plugins limit happen only in NMM installed mods, i may add more.
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I'm currently can't use F4SE as the version for the game's 1.5 patch can't work for me, so unfortunately i can't use LOOT. I've deleted the Sprint fix bug and add the lines to the FalloutCustom.ini but it's still crashed.
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The strangest thing that I've never have any CTD issues with the workshop until I've finished Autromatron DLC and that Sanctuary is the only settlement with this behavior. Weird
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Hello there. I'm currently having a pretty annoying bug. I'm currently using the 1.5 patch, the three first DLC, and numerous mods. The BugLong story short, after I completed the Automatron DLC, my Sanctuary settlement become bugged for no apparent reason, i couldn't place any generators(except for the wind generator), or scrap any objects without the game crashing. No other settlements have this sort of problem which is kinda annoying since Sanctuary is my workshop hub. I've tried to uninstall several recently installed mod prior to the crash and yield nothing. I really hope anyone could help me with this. Here's my load order
- 11 replies
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- fallout 4
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