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Deleted3507349User

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Posts posted by Deleted3507349User

  1. Applying real-world concepts to the Fallout universe is pointless. The wasteland itself is reflective what the pre-war people thought a nuclear apocalypse would result in.

     

    Pre-war Fallout and the post-war wasteland derive directly from 1950s-era 'world of the future' imaginings.

     

    I'm surprised there aren't giant carrot monsters a la "It Conquered the World".

  2. Yep. All you can do is revert to a save from before you installed the mod. Not all scripts get baked into a save, 'fire once and forget' scripts can usually be uninstalled without causing problems but scripts that run continually (usually tied to quests) persist. It may not even be a script in your case, it could be a game setting or some such that was altered by the mod.

     

    It's important to read any uninstall notes (if any) on a mod page before uninstalling a mod mid-playthrough.

  3. Does anyone know of a mod similar to Salvage Beacons for FO4? Seems to me I saw a couple but my search-fu is inadequate for the task of finding them.

     

    Also, I'm having a problem with flickering roof textures and darned if I can find a solution for that either. I used to be able to find solutions to these kind of problems, apparently age is catching up to me.

     

    https://www.nexusmods.com/fallout4/mods/18757

  4. I tried recently the beta DynDOLOD for SSE. It worked, but there were problems with textures occasionally going missing and SSE got crashy. I personally am going to wait until it gets a Nexus release.

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