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seekingthesun

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Everything posted by seekingthesun

  1. It would be illegal. It's against the product license to take content from one game and put it in another
  2. http://www.nexusmods.com/fallout4/mods/11323?
  3. Renaming this is already part of the base game
  4. open console: Click on the item, mod pos y 1 ( repeatedly until it shows through the other side) mod angle x 180
  5. You don't need those files to run the game. Homemaker is causing problems that can only be fixed manually.
  6. I had this same problem and it was that repairsanctuary.esp had permanently caused a problem. It might be a different mod for you. Go into steam and verify the game cache, worked for me.
  7. The base Vanilla game constantly screws up settlement stats. Even without mods, that part is just broken. The workshops section AND the map will get things wrong, it just does, it hasn't been fixed
  8. The DLC adds new keywords so you'll have to learn how to manually resolve mod conflicts until patches come out. I did it for myself
  9. Since it was never intended, the best we could do is maybe transfer over strong's dialog. If they didn't record greetings and include them, they'd have to be made from scratch, unless the next DLC are super mutant tribals that are non-hostile, it seems unlikely.
  10. You have so many things in there that are suspect, you might have to do some trial and error. For sure you need to have DLC Robot right below fallout4esm
  11. The statehouse? None of the doors work? did you try no clipping up to the balcony door?
  12. 1. Ringo the Flamingo isn't a new model for dogmeat, it's armor that you put on dogmeat to make him look like a flamingo. You can find the armor in sanctuary(I think) 2. Vault 111 settlement isn't really a mod in the sense that most Nexus mods are. It's a batch file that, when loaded, rapidly enters dozens of console commands. To start it, you need the supporting .esp enabled and then, when in the game, inside vault 111 you type a command that I think is "bat Vault111" and then hit enter 3. Homemaker requires other infrastructure like settlement keywords to be loaded ABOVE it in the load order
  13. The "uninstall" feature of NMM doesn't work for all of them. Some have to be manually removed.
  14. Get rid of spring cleaning, "Scrap everything" is much more stable and does way more materials. i think that most likely it's scrap grinder because that fits the symptoms best. You see, even if you disable the plug-ins the scripts remain in the scripts folder because they aren't an esm/esp type mod. Try disabling the mod AND removing the script from that folder. If you just disable the mod, the prescence of the script will cause problems.
  15. look up the longer melee distance perk and see what it modifies
  16. It's probably "sam the sole survivor" However if you started with that, it means your game is hosed
  17. If any of you want a custom aggression mod, drop me a message. I think you could probably still hear their idle chat if you stand still and listen. I'm surprised that there's "go away bleeder" even
  18. Those were my favorite mods, bar none, it pretty much doubled game content
  19. save a .wav file of yourself swearing and replace the pick breaking SFX in Fo4 edit. I kinda doubt that the voice actors would be willing to reprise their role just for you to have a mod, but I don't know, maybe you're a billionare
  20. then the single load would take as long as all the others put together
  21. Probably, i'm sure there's a spell effect in the files that does that too. You should be capping out with accuracy with the pistol perks anyway
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