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I know about that feature. However, a lot of people online say that's not 100% accurate and not all those that Vortex flags as such should be converted.
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Help please! Apart from the patches I made on xEdit, I have no idea which ones can be safely flagged as light. Any rules of thumb? Also, do I have to do/check something on xEdit before/after flagging? Thank you!
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It's only occurred to me now that items may not necessarily affect NPCs the same way it does the player. So I have a few questions: Do they get affected by the buffs or debuffs of equipped items? If so, which ones? Do NPCs even use S.P.E.C.I.A.L.? Do they use scopes on weapons? If not, do they still get the accuracy bonus on hip-fire? How about mods? Do NPCs use or benefit from See Through Scopes or others?
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Is it safe to reinstall mods with a FOMOD installer midgame?
kplusa replied to kplusa's topic in Fallout 4's Discussion
So far, nothing bad has happened. I haven't made a save yet with Darker Nights and/or Tactical Flashlight enabled though. I'm just testing the various settings through reinstallation on my mod manager or by adding variants. I play for around 15 minutes before I leave the game without saving. -
Is it safe to reinstall mods with a FOMOD installer midgame?
kplusa replied to kplusa's topic in Fallout 4's Discussion
What are shp settings? Just to clarify, if I want to try Darker Nights with different settings in my game, I should: Uninstall the mod completely from my mod manager Load the modded save and type "shp 4.0,0.02,0.02,0.65,0.2,0.3,1.5,3.6,2.0" in the console Save and exit Reinstall Darker Nights but with different settings Did I get that right? -
Is it safe to reinstall mods with a FOMOD installer midgame?
kplusa replied to kplusa's topic in Fallout 4's Discussion
Darker Nights mainly alongside some other lighting related mods like Tactical Flashlights Unfortunately, I haven't memorized all of my mods that have FOMOD installers. I also use STS but the mod author already told me it was safe to reinstall via FOMOD. Why do I need to back up plugins.txt and the game folder? I have already backed up the saves in case those get corrupted by mods but what's the purpose for the other ones? -
I'm in the middle of a modded playthrough and wanted to change the settings of a mod or patch it. Unless it has MCM integration, the only I way I can do this is by reinstalling the mod using the FOMOD installer. Is it safe to do this in Vortex? Unless it's explicitly discouraged by the mod author in the description/posts tab, I honestly can't tell.
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How far can you patch a weapon mod in the middle of a save?
kplusa replied to kplusa's topic in Fallout 4's Discussion
@fraquar @peacefulhomecare Thank you for sharing your suggestions, insights and experiences! I appreciate your detailed feedback and will definitely take into consideration as I continue my modding journey.- 11 replies
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How far can you patch a weapon mod in the middle of a save?
kplusa replied to kplusa's topic in Fallout 4's Discussion
Can I change the full name on the mod itself or is it better to make a merged patch through copy as override into?- 11 replies
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How far can you patch a weapon mod in the middle of a save?
kplusa replied to kplusa's topic in Fallout 4's Discussion
Thank you for sharing your experiences and knowledge @geala ! I definitely won't try to remove script injected weapons, especially ones with quests. Way too risky. Yeah, I'm definitely avoiding AWKCR since it's near universally criticized from what I've read. ECO seems to be more liked but I don't need it. 1. For the INNR, I was just wondering if I had to rename the attachments as well to match the new name. For example, I change Blue Revolver to Red Rifle under weapon tab but the attachments still say Blue Revolver sights/receiver. I tested it on one mod and the INNR still functioned normally even if I didn't change the attachment names. 2. No, I don't want enemies to spawn weaponless. It's just that I see complaints on some mods regarding spawning too much and not seeing the other weapons. That's why the author usually removes them from the LL. I was thinking of adding them back but without encountering those issues of monotony. 3. Also, do you know how to safely delete a merged patch that was made with xEdit? I can only disable the plugin on Vortex.- 11 replies
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I was trying to resolve a conflict in FO4edit between Protected Named Settlers and Deirdre Bugfix. They both alter Deirdre from The Slog and I discovered "Is CharGen Face Preset" in the former. What does it mean and what does it do to Deirdre? Should I make a patch that includes CharGen? If so, what kind? Or is it negligible and I should let it get overwritten? Please and thank you.
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How far can you patch a weapon mod in the middle of a save?
kplusa replied to kplusa's topic in Fallout 4's Discussion
Thank you @peacefulhomecare for your explanation 1. What if the weapon mod has INNR due to attachments? Do I just change the full name under weapon tab or do I have to change OMOD and Keywords? 2. Also, how do I lower the spawn rate of a weapon using the LL?- 11 replies
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How far can you patch a weapon mod in the middle of a save?
kplusa replied to kplusa's topic in Fallout 4's Discussion
Could I still change the ammo/name used by a weapon mod that was added via LL injection at least?- 11 replies