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Nogginthetree

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  1. I'm a little confused about how virtualisation is working. I decided to try out Vortex by starting with a fresh install of Fallout 4 and a new mod build. After installing a number a dozen mods via 'download with manager,' I decided to simplify my mod list and remove AWKCR. First, I deactivated it, then uninstalled it checking the option to remove all its records. It no longer appears in Vortex, but when I look in my fallout 4 data folder ArmorKeywords.esm still appears to be there. I haven't installed any mods manually and the only thing I've installed outside of Vortex is F4se. How could this be possible?
  2. Or maybe, what I've suggested here: https://forums.nexusmods.com/index.php?/topic/4105635-settlement-building-immersion-mod/ If the building process involved planning a ghost structure first, you could change the design to your hearts content and only use resources once you've got it right.
  3. If the dirt was radioactive, you would slowly become irradiated until you washed it off.
  4. All these ideas might make dogmeat worth having as a companion again.
  5. I agree, the gas masks in Metro were an inspired idea. Condensation dripping, filter blocking, heaving for breath, it was intense. You could even combine it with a popular weathers mod, so you never knew when or where your character might get stuck in a toxic dust storm.
  6. I had an idea yesterday while building my settlement. I think it's kinda wierd how construction happens instantly in Fallout 4, especially given that there are construction animations for settlers in the game. So my idea is this: When you build, instead of it happening instantaneously, you would design structures or equipment by creating a ghosted version of the thing first. This wouldn't require any materials, but instead each item would join a build queue. You could then assign settlers to construction duty and as the materials come available they would set about making the planned object. Objects could take varying amounts of time to build, depending on how complex they are, during which time the assigned settler could stand there hammering. I'd have a go at building this myself, but I'm flat out with work at the moment at the moment and barely have enough time to play as I is.
  7. Well that's good to know, I've obviously spent too much time dreaming of mods and not enough time actually playing.
  8. I'd like to see at least one more fully realised follower, who has lots of dialogue, responds to quest plot-points and locations and has some sort of regard system like Chesko's Arissa Mod for Skyrim. Most of us will probably spend hundreds of hours playing this game and having a human follower who reacts like a true companion would in my opinion improve the experience significantly. With Skyrim, a number of mods have made a good effort at doing this: Sofia, Vilja, Arissa, Interesting NPC's etc. The quality of the voice acting and recording has improved significantly in the wake of (sometimes cruel) player feedback. The trouble is since Fallout 4 now includes a fully voice player character I imagine it will be much harder for modders to add new unique dialogue, hence why it would be good if Bethesda could tackle this as a DLC. Another idea would be for Bethesda to run some sort of scheme from time to time where they allowed modders to submit dialogue requests to be recorded by Courtenay Taylor and Brian T. Delaney at Bethesda. They'd obviously need a way to sort out the wheat from the chaf, but the community knows which modders/mod teams have the highest production values so maybe people could just vote for their favourites?
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