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Borborygmus

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  1. this is getting tedious...breaks the game each time they tweak the font in their stupid creation club menu
  2. the goodneighbor/old church CTD is a vanilla bug...its very well documented, due to some roof textures. WOTC should have nothing to do with it...
  3. i just update F4SE for the first time. i was able to find the correct newest version...do i need to go and update all my mods now too? i got a message that LOOKSMENU mod is out of date...will my current playthrough be wrecked by this update?
  4. this is an issue for me, whether im using a mod like Conquest, or the specific ones like Concord township... i know how make settlers come to vanilla settlements just fine, but no new settlers ever come to my modded settlements...its very frustrating. im aware of the 0 happiness bug and how to fix it, i use better settlers, immersive settlers, but plenty of people use both of those and dont have my issue. just hoping someone is familiar with this and knows of a possible mod conflict i am not thinking of. thank you
  5. oh i like playing villains and dementos :) i have several mods active to make my world as ugly, polluted and doomed as possible
  6. i went to an earlier save, to when i was first on the boat to far harbor. i other than helping to defend the hull, i didnt fire a shot. when i get to the nucleus after diMa tells me to, the CoA are all hostile including Richter.
  7. i have no idea. all the CoA on Far Harbor island are hostile towards me as soon as i encounter them.
  8. haha im back at the same spot, literally a year later, i still cant get passed this part...
  9. i was remembering a mod from vanilla skyrim, where you could replace more humans and elves with khajit or argonions... i always hopes a mod would come out advancing this notion...or even giving the player control of what town or faction would spawn as what race... for some, it is simpler and more fun to organize by race, both for classic notions (humans as imperials) or alien strangeness (making the thalmor all argonians), all orc forsworn, seems like it wouldnt be a terriblly complicated mod to create, but what do i know?
  10. ok i found it, now i just need to learn how to add the quest "Reunions". does anyone know what code to add that quest line? it is supposed to flow from "Getting a Clue" but i had to subtract dogmeat and just console the quests completion
  11. and i was wondering if anyone knew of a console code that would put me at the end of the mission i need dogmeat for...since i cant figure this out, id still like to play the story line, which this bug halts
  12. i removed more smarter companions (and just about every other mod i had ) and ran a clean play through still happened...very frustrating. this problem has persisted through complete wipes and redownloads of the game. im absolutely stump.
  13. yes. no matter what i do, the moment i enlist him to track down kellogg, he goes hostile to diamond city, at least. so that includes nick..could my diamond city expansion mods be doing this? theres no mention of this in those mods comments tho..
  14. Im sure this is a mod, but i have removed all mods and problem still occurs. SPOILER: when you are done searching kellogs place and you choose to enlist Dogmeat to help track him down, Dogmeat goes hostile as soon as i add Nick as a companion. Nick attacks instantly, and all the guards in diamond city attack dog meat too. if i find dog meat alone some where, he just growls at me. no ammount of earlier saves of mod tinkering is helping. i do use a multiple follower mod. this is all i can come up with... any idea would be appreciated
  15. ty for responding. im really having trouble with this part of the game. is there something im meant to do to make them not hostile me? i even rolled a fresh character and just for this purpose and excruciatingly carefully got through far harbor without fighting any of them and they are still hostile. no console commands help, or sleeping/waiting for 7 days ingame...very frustrating...
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