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Everything posted by IronGator454
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In response to post #47393330. #47394385, #47409845, #47410090, #47410120, #47411905, #47414300 are all replies on the same post. Vortex sounds great! Its a name that sticks out and makes you think when you read it. It literally pulls you into it. Seems a very fitting name for such a great new manager. +1
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GPU upgrade, 4K really needed?
IronGator454 replied to IronGator454's topic in Fallout 4's Discussion
Thank ya'll for that info, its really appreciated. And when looked at as "Bang per Buck" as stated, it does seem like the GTX1080 would be overkill. The 1070 sounds like a much more usable card and with savings could upgrade in other areas also which would be way more beneficial overall than a 1080 or even Titan.- 5 replies
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- gpu
- video card
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Hope everyone had a great Christmas, I sure did but am now left with an upgrade prob. Just need a few opinions. I run a Sapphire Dual X R9 270X (Radeon) and cant complain about, it works great but not getting fps should be so am planning on upgrade. Mainly only play FO4 (255mods) or watch movies but hold of a 2160P movie (57GB) and outta 6 players, only VLC will even attempt to show it. I know... 2160 on a 1080 not a good practice. But question is.... I am going to get a new card before i get a new TV for sure, so if going towards the top end of the line, just how important is 4K in a card if only have a 1080 screen and hope to use for another year before swapping it out? I dont wanna skimp on but a Titan would be too much though a GeForce GTX 1080 could be done. Basically asking if that would be considered overkill and should get a lesser card and use saved money to upgrade MB or CPU with. I do plan on a whole complete re-vamp of system soon so kinda leaning towards a keepable video card. As said... opinions anyone? Specs are: I7 860 Quad@ 3.67 Asus P7P55D-E PRO 16GB Ripjaw Sapphire Dual X R9 270X Win10Pro64bit 16TB on 6 drives Corsair RM1000 PS Corsair H100I GTX water cooling 42" 1080p Phillips TV
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- gpu
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For a guide, Gopher has a really great Vid on Modding on Youtube well worth watching. As far as what mods to use? All up to your personal preference, though skimming through Nexus on most downloaded or endorsed generally shows the best of the best. Win 10 seems to handle it quite well, no issues from 10 for myself. I went from Win 7 straight to 10, skipping 8 because had heard how buggy it was. And have seen many more Win8 issues on here than Win10. If modded FO3 and Oblivion you should know general layout of how things work but do suggest Gopher's video, its really good. Adding dialog? Hmm, tricky question. There are a handful of mods that create new Voiced NPC's as part of overall mod but would say 95% might change subtitle dialogue but not voice. A bit above me but apparently not easy to accomplish. And just a few cant game without novelty kinda mods... BankCo of the Commonwealth by ghzfba, Singing Settler by Akarnan, CBBE and Outfit/Bodyslide by Caliente (*****) and True Storms by fadingsignal takes weather to whole new levels. As said, all depends on how you want to play the game as to which mods. Whatever you end up choosing, hope have fun with it :smile:
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NMM and then True Storms, Darker Nights, GraFix Texture Overhaul 3A (better sharpness and contrast on everything) or if have a nice system then Fallout 4 - Texture Optimization Project would be great. Then could go with Shell Rain, Long Range Bullet Holes, Def-UI, FROST, War of the Commonwealth and just tons of more. Highly suggest just taking time to look through all dif ones on Nexus.
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Sounds cool but be careful with advertising mods and Authors that aint on Nexus, some might take the wrong way.
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Is there anything similar to "don't call me settler"?
IronGator454 replied to cossayos's topic in Fallout 4's Discussion
You raise some very interesting points here. DCMS may well be the culprit. I certainly agree about the cumulative effect being a factor. However, we also need to remember that having up to 250 settlers is taking the game way, way, WAY beyond what Bethesda had in mind. In the vanilla game, for practical purposes, settlement populations maxed out in the low 20s. Now you're talking about increasing those populations by more than 1000%. In other words, the game is being forced to operate in an manner that it was never really designed to operate in and was therefore never optimized for. I wonder, the fact that you game bugged out, is it down specifically to DCMS or is it down to weaknesses in the vanilla settlement system? I use Puma's old Increased Settler Population mod. Puma himself always warned that the settlement system could get increasingly buggy the higher the population. I previously used the 100 limit version of the mod, but I experienced on two occasions problems like the one you've described, where settlers refused to accept jobs, etc. and when they did, it would often take up to fifteen minutes for them to respond. This happened when I hit the mid-60s in headcount, so well within the limit of Puma's mod. The first time this happened to me was before DCMS was released. The second time was shortly after its release (in other words, when it was being actively supported and working for most people). So I'm not convinced that this (and similar issues) are directly or solely related to DCMS. On my last playthrough, which lasted many months, I used the standard version of Puma's mod, which allows 50 settlers plus charisma (so you max out in the low 60s). However, I always stopped recruiting when I hit the high 40s. Honestly, this felt like more than enough. My main settlement was Sanctuary. Having close to 50 settlers, plus 20+ provisioners streaming in and out, the Bunker Hill caravans, and a bunch of crafted dogs and robots (not Automatrons but the ones from Robot Home Defence) was more than enough. It felt like a bustling community, more active than Diamond City, without being complete overkill. The only other settlements that came even close to this in terms of population (but without all the provisioners passing through) were Spectacle Island and the Castle. I kept all my other 20+ settlements relatively small (i.e. 10-20 population headcount). Using this method, I had zero problems of any kind. Generally, with settlements, I follow a best practice approach: 1. Don't go overboard with the populations and keep well within the limits. A theoretical headcount of 60 should be treated as a practical headcount of 50. 2. I never let settlers spawn naturally. Instead, I only spawn them via the console. I then immediately assign them a job to a work station (all of which have been built beforehand). If a mission objective insists that I build a recruitment beacon, then I will do so - but I then immediately scrap it literally seconds later (pretty much instantaneous) so as to complete the mission objective but before any settlers can respond to it. 3. DCMS is a complex and script heavy mod. I only making sparing use of its functionality. I never use the more complex scripts like auto-assign settlers and Call of the General. I had problems with these commands even when DCMS was fully supported. The only commands I use regularly are Burn Baby Burn and Track Damaged Resources. Very occasionally, I may use the command to call up unassigned settlers (I don't have a need to do this often though, because nearly all my settlers are normally assigned the moment I spawn them into the game). Also, whenever I use these simpler commands, I only use them one at a time and never simultaneously. My overall conclusion is that DCMS has the potential to cause game-breaking bugs, and that this potential may be significantly higher than that of other large complex mods. However, the chances of bugs can be hugely minimized by using some simple rules: be careful about what other mods you use alongside DCMS, keep it near the bottom of your load order, avoid pushing your game way beyond the limits (i.e. 50 settlers rather than 250), and treat DCMS with a degree of caution (i.e. don't use some of the more extreme commands and use the others carefully and sparingly). Now having said all this, I'll probably turn on my game tonight and discover that it's totally bugged out. :laugh: And if that does happen, I'll keep it to myself and eat my humble pie well away from prying eyes. :whistling: I would like to state I am really missing DCMS but am not faulting it in anyway. I realize I used and abused it by pushing it way past its own limits and even game limits. But at same time, that also shows how well DCMS did work. As far as 250 settlers... I agree with you, not needed and causes probs. I didnt intend on more than 100 or so myself but when just built a new settlement I had a habit of 3X settler spawn rate and would bump time scale to a day every 5 min to populate new settlement. I was dense, lol. It took a couple of settlements to realize that ALL my settlements were getting basically same amount of new settlers stead of just the one I was working on. So they kinda built up into 100+ un-assigned in other places. DCMS still worked wonders for the longest though, it would assign them all. But now that it has started glitching on me, I must agree with you on best way is to create a job, spawn a settler, assign to that task and do again, rinse and repeat. Now even manual assigning requires 1 assign and must goto another location for "resource" to be assigned, and thats 50/50 chance. Even with troubles though, I am glad to have experimented and see just how far things could be pushed. I learned alot by doing so. -
I saw mod listed and it does sound great. Prob being in my current playthrough, I kinda nuked the Institute so think will have to start new game before can try. Would be a wild settlement, though!
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Anyone know of a Fallout 4 mod that reduces enemy spawns?
IronGator454 replied to Dahveed's topic in Fallout 4's Discussion
There are mods that add more spawns but not really reduce. If looking to just explore, build, etc and not spend all time fighting, there is a mod that fixes all that. "Cheat Terminal" by NexusAU gir489. It covers almost everything. Basically all the best console commands but in menu form. http://www.nexusmods.com/fallout4/mods/13285/? -
Idle animations not working (NPC and Player)
IronGator454 replied to clavepo031's topic in Fallout 4's Discussion
I also use singing settler and wishing could animate her on more than 2 songs myself. From what I gathered, it seems we have had folks working on new animations for awhile now but they have been limited in what they could do. There are 2 or 3 mods out now that add a few new animations but due to updates and not having necessary tools to create with... we are kinda just patiently waiting on. I havent tried console to force a settler to do the "Train" but my singer still does when she sings that song. -
Crash and goodbye SSD. (Sometimes)
IronGator454 replied to Hurtito's topic in Fallout 4's Discussion
Not normal by any means, might wanna check how you have the SSD hooked up. When game crashes, does computer crash also or can you still view the SSD whether connected or not? -
Are you sure you simply aint really tall? As in are you using CBBE or anything? Easiest fix would be to just continue working the setscale downward. As in .97, .95, .93, etc until can slam a battery in a suit.
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Yes, what is considered slow nowdays? 10 secs or 10 minutes? Must agree with L3s7ing on the benefits of a SSD, I dont have but planning on getting. My load times are HUGE (10min+)normally but have discovered a few tricks that can speed up. The more saves you have, the more game has to go through till finds right one. When you exit the game and create a new save file.... if you will look straight down while saving that save has ALOT less graphics to load. Where you save can make or break. I have 250+ settlers, massive city, etc on Spectacle island but takes me forever to start the game from a save there, crashing even at times so I simply dont save there. I fast travel to a out of the way spot somewhere and save there so game doesnt have to load all of my Spectacle Island to run. As far as the "ToP" you mentioned... yes, it is great but better graphics come at a cost, load and frame rate. Any higher-detail background or weather mods will slow frame rate and load time but some alot while others not so much. Simple amount of mods affects load time... I run 255, lol.... I expect a slow load. I have noticed though a small helpful trick when starting the game... have FPS showing in corner and when going through start up sequence showing your garage, power armor, and such... you will notice a very low frame rate 15-30. DONT hit button to continue yet. Wait few more seconds until FPS jumps to 60. Then continue into the load screen. The game is active but still loading basics and sometimes if jump in too quick, can throw stuff outa whack on that playthrough. The black pictured load screen is where previous saves make or break on load time. Simply put... it has to either load all data for New York City or an abandoned homestead, depending on where you were when you saved.
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Black Screen After Shaun Dies
IronGator454 replied to ThomasMcCray's topic in Fallout 4's Discussion
Sounds like a quest progression/conflict bug, would suggest going back a save or 2 and redoing that episode again. If that doesnt work, can always use console or mod to just mark as complete and move on past -
Controller not detected by the game.
IronGator454 replied to monsto's topic in Fallout 4's Discussion
Cant say much on Win 8.1 seeing as how I went from 7 straight to 10 but on 7 I was having to use aftermarket controller programs to get my Logitech AfterGlow to work but Win10 recognized and been working flawlessly even in FO4 with no remapping needed. I actually play game by the controller and just use KB for console commands and such. Only prob I have had is the "AfterGlow" X-Box controllers only seem to last 3 or 4 months before buttons start sticking on them. A stuck button causes game freeze or even no load. Have you tried taking about 5 or 6 cotton balls and saturating with rubbing alcohol and then just scrub your controller down? As in HARD SCRUB, specially the buttons? Unplug 1st of course but by using excess alcohol it will clean deep into it and then in less than a minute simply evaporate. -
Fallout 4 game with mods running problems
IronGator454 replied to nixelon123456's topic in Fallout 4's Discussion
Have to agree with JimmyRJump about the caps but watched the video and must say was very detailed explanation, well thought out. Gotta give credit where its due and video deserves credit -
Go Drake! And Prossh, far as dont see a fix for this issue, maybe try manners vs running our game into the ground, it works alot better around here for getting fixes
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NPC/Player related console commands not working?
IronGator454 replied to shuriken88's topic in Fallout 4's Discussion
Is the command going through? As in no error message?. If so, have you tried same NPC in game to see if could equip with a hunting rifle or something? If that works then sounds like a prob with ID#'s. Not sure what mods if any you run but there are some really good ones that change #'s. Would suggest getting in front of NPC and dropping whatever you want equipped on floor. Use console to get ID# from it, pick up, give to, and then run command with that ID#. But with it being a Random thing as you called... that is odd for console commands. Would suggest checking system itself out as in what could be suddenly lagging your keyboard out or RAM -
Is there anything similar to "don't call me settler"?
IronGator454 replied to cossayos's topic in Fallout 4's Discussion
Going back to DCMS still working for some but not others, I would like to say that mine finally bugged out on me yesterday. Running V1.7.3 with NMM maxed at 255 active mods, 25+ settlements, several with 175-250 settlers. It has worked flawless for months though started getting slow to auto-assign jobs. Most of it is still functioning now, but is assigning 71 new settlers and a total of 230 to Guard Post every time I hit Call of the General at Nordhagen . I have come to rely on it as we all have but hard to believe it worked as long as it did. It does seem to be a cumulative effect that causes it to start bugging out but not depending on how many mods or really even conflicts. My save files are all still great, so would suggest to anyone that has a working DCMS to continue using it until it starts to bug. As popular as mod is and the fact has been hidden, the Author apparently is very dedicated and probaly trying hardest to get it fixed for us. We just have to have a lil patience -
"Dont call me settler" is still working for me. Not perfect, but never did, I just spawned 30 settlers at a new settlement I had built and though troublesome, after "sending" each one to that same settlement, I auto assigned everyone a job, from food to store to guard post. Just have to kinda have to have same amount of available jobs as available settlers and then run "Call of the Leader" 3 times to finish assigning all.
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If you have a new friend the conversation is sposed to have a couple of options. You can ask them to join you and will become a companion to fight along side you. The "Join" option wont put them in a settlement. Should also be a "send to" option. Hit it and your list of settlements should appear and you can pick which settlement to send them too. If not getting that option, try going into Build Mode 1st and then highlighting that person. Can also tell them to be "Provisioners" that can be sent to allow different settlements stockpile to all be tied together. Now if.... none of that works, which does happen. If simply doing everything right but menu refuses to appear, best bet is to fast travel somwhere else and then come back and try again, settlers are simply glitchy. Assigning jobs is the same way, sometimes instant, sometimes can wait 6 hours real time and still not assigned but fast travel seems to kick things into gear
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Newbie Help with Constant CTD
IronGator454 replied to kurosawaftw7's topic in Fallout 4's Discussion
I noticed we run many of the same mods and I have had fits myself but have running smoothly at moment. Double check Armor Keywords and Settlement Keywords for latest versions and alot of my weapons gave me fits without patches, and some as in the AK2047, I just couldnt get to act right. Might try turning off Desert Eagle as in AE vs Doom version. Honestly, Doom has great stuff but just couldnt run several. Anyway, as we do run alot of the same.... maybe my load order can at least give you some ideas. Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 DLC_MainMenu.esm=0 TrueStormsFO4.esm=1 SpringCleaning.esm=1 Damage Threshold.esm=0 SettlementKeywords.esm=1 ArmorKeywords.esm=1 Worsin's Garage.esm=1 Loads.esm=1 NewCalibers.esp=1 Spiker.esp=0 MoreBipodAndSniperBarrel.esp=1 Simple Intersection - Simple Settlement Upgrades.esp=1 Simple Intersection.esp=1 Move Store and Assign Power Armor.esp=1 Buildable_PAFrame.esp=1 No Fusion Core Drain.esp=1 UNLIMITED JETPACK.esp=1 VatsOverThere_IncreasedVATSRange.esp=1 pylons.esp=1 ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1 More Power Armour Mods.esp=1 Armorsmith Extended.esp=1 PrefabHouses.esp=1 BrighterSettlementLights_ExtraBrightv1.1.esp=1 S.O.R.T.esp=1 PlasmaTurrets.esp=0 HeavyWeaponry.esp=1 NukeSniper.esp=1 LethalScopes.esp=1 LethalClearScopes.esp=1 MoreLethalScopes.esp=1 BetterWeaponModDescriptions.esp=1 No Lowered Suppressor and Bayonet Range.esp=1 No Lowered Muzzle-Brake and Compensator Range.esp=0 VeryRichMerchants.esp=1 SC_ExpandedScrapList.esp=1 LongerPowerLines3x.esp=1 CHKJunk.esp=1 ReconX20.esp=0 DD_bobblehead_stands.esp=1 LegendaryModification.esp=1 CSEMod.esp=1 Weaponsmith Extended 2.esp=1 CROSS_PlasRail.esp=1 AirshipHome.esp=1 Build High - Expanded Settlements.esp=1 MojaveImports.esp=1 AnyModAnyWeapon.esp=1 LegendaryModification2LM.esp=1 LegendaryMod2LMAnyModAnyWeap.esp=1 6slots.esp=1 LegendaryModification2LMAKPatch.esp=1 LegendaryModificationMisc.esp=1 LegendaryModificationGroknak.esp=0 GoodGenerators.esp=1 RangerSequoia.esp=0 DD_All_the_COncrete.esp=1 DDP_Elevators_mark1.esp=1 SluttyDresses.esp=1 piperpiper.esp=1 SustainedFlight.esp=1 SkibsWH77LSW.esp=1 LongRangeBulletHoles.esp=1 300%pipboy.esp=1 500%NoShadows.esp=1 TSW.esp=1 DD_M79_Launcher_woooot.esp=1 Dont Throw Stones.esp=1 CCOFO4 - Traits and More Perks.esp=1 EferasBetterBeds.esp=1 MYBlackWidowBed.esp=1 Nuka-Grenade Craft.esp=0 SettleObjExpandPack.esp=1 SettleObjExpandPack-SKPatch.esp=1 Craftable dogs.esp=1 WeaponsOfSexDestruction.esp=1 DesertEagle50AE.esp=1 RebuiltCroupManor.esp=1 Curie Replace.esp=1 WPFDU_Defense_NPR_x1000.esp=1 Invulnerable Turrets 1.05 - SET 1000 DEF.esp=1 Invulnerable Turrets 1.05w - SET 1000 DEF.esp=1 DD_bleu_Ump_Extreme_Lore_friendly_edition.esp=1 DD_Maybe_this_f*#@ing_time_SettlementBdgt.esp=1 DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1 SRM.esp=1 SRM_Corpse6.esp=1 SRM_Mercenary_Immortal.esp=1 strong_PA.esp=1 tumbajamba Advanced Engineering.esp=1 strong_PA - tAE - AWKCR.esp=1 AS_Food_Synth.esp=0 Flags of the Old World.esp=1 DD_Sesame_street.esp=1 AlternateSettlements.esp=1 Lore Friendly Posters.esp=1 NiceMagRacks.esp=1 SpotlightFix-300.esp=1 autoweapons.esp=1 GITS_suit_by_OniNigma.esp=1 Nukanade.esp=0 FonzOutfit.esp=0 HipCatJacket.esp=0 BasementLiving.esp=1 KSHairdos.esp=1 Deathclaw Hunter Armor.esp=1 Deathclaw Hunter - AWKCR Patch.esp=1 GITS_AE_Patch.esp=1 Boats.esp=1 Impervious Power Armour.esp=0 RenCloseThatDoorMod.esp=1 RainofBrassPetals_Low.esp=1 No Aggro Impact Landing.esp=1 WestTekTacticalOptics.esp=1 WestTekTacticalOptics-AWKCR.esp=1 mso_sms.esp=1 Overkill_PAmod.esp=1 FallComplete.esp=1 NoFallDamage.esp=1 Catchthis.esp=1 SniperSledge.esp=1 ApalLeotard.esp=1 WIPAG - Paint Garage - Full (Easy).esp=1 WIPAG - Decal Station.esp=1 WIPAG - Materials Overhaul.esp=1 WIPAG - Mod Overhaul.esp=1 WIPAG - Legendary Mods Compatibility Patch.esp=1 WIPAG - Model-X.esp=1 WIPAG - MPAM Compatibility Patch.esp=1 Jetpacks Unlimited Master.esp=1 JU Original (Compact).esp=1 JU Original (V-Wing).esp=1 Max Food Production per Settler 15.esp=1 No more monochrome - Color setting for the Pipboy!.esp=1 WPFDU_Generators_x1000.esp=1 WPFDU_Food_x50.esp=1 WPFDU_Water_x1000.esp=1 dinoshelf.esp=1 SettlementLimitSlashedFarHarbor.esp=1 AkaSinger.esp=1 EasyLockpicking.esp=1 Weapon Brackets.esp=1 BetterSettlers.esp=1 BetterSettlersNoLollygagging.esp=1 BetterSettlersCleanFacePack.esp=1 BetterSettlersHeavyArmorOnly.esp=1 BetterSettlersAllFemale.esp=1 sp_mole_rat_disease_timed.esp=0 Workshop_Planters.esp=1 ASVektor.esp=1 BattleRifle.esp=1 mysteriousmagnum.esp=1 NewCalibersPatchesCombined.esp=0 NewCalibersPatchesCombined_WSE2_Patch.esp=0 mjp_PTRS41ATR.esp=1 WO-L96.esp=0 M14.esp=1 MP153.esp=1 WO-G3.esp=0 WO-ScarH.esp=1 WO-AK47.esp=0 WO-G20.esp=0 Loads of Ammo - Leveled Lists.esp=0 Any Mod Any Weapon Loads of Ammo Compatibility.esp=1 FunctionalDisplays-Collectibles.esp=1 FunctionalDisplays.esp=1 FunctionalDisplays-MISC-VIS-Weightless.esp=1 LevelersBunker.esp=0 USNBOSTONWRECK.esp=1 GatorWeapons.esp=0 Bunker1B.esp=1 MilkThatBrahmin.esp=0 SettlementAttacksBeyond.esp=1 BioshockInspiredPowerArmor.esp=1 Conquest.esp=1 PowerArmorT49.esp=1 mk14.esp=1 MakeYourOwnSynths.esp=1 Red Rocket Expanded Build Area.esp=1 SkyrimInspiredPowerArmor.esp=1 SSEX.esp=1 HarpoonGun.esp=0 ICU.esp=0 gatortricks.esp=1 Double Flamer.esp=0 Gatorteeth.esp=0 Judge.esp=0 ConfederateRadio.esp=1 Conelrad 640-1240.esp=1 Rads.esp=0 mk14-awkcr.esp=1 MK14EBR_Apparel.esp=1 DD_M79-LOADS.esp=0 3dscopes-framework.esp=1 3dscopes.esp=1 3dscopes-addons-pack2.esp=0 3dscopes-addons-pack3.esp=0 3dscopes-FarHarbor.esp=0 Crafting Workbench.esp=0 Crafting Workbenches - Automatron DLC.esp=0 Crafting Workbenches - Junk Items.esp=0 Crafting Workbenches - Pre War and Manufactured.esp=0 Crafting Workbenches - Ammo.esp=0 Crafting Workbenches - Ammo Special.esp=0 OCDecorator.esp=1 OCDispenser.esp=1 OCD FarHarborDLC.esp=1 m82a.esp=1 ArmorTables.esp=1 ManufacturingExtended.esp=1 Multiple Floors Sandboxing.esp=1 Snappable Covenant Walls.esp=1 CraftableEnemySpawners.esp=1 Eli_Crafting Shiz 9000.esp=1 DOOMCatalyst.esp=1 Converging_Conveyors.esp=1 WeaponDisplays.esp=1 cartman1975_warehouse.esp=1 Craftable Ammo - PTRS-41 Patch (100x).esp=1 Modular Simonov PTRS-41 - AWKCR-Compatibility.esp=1 FragProjectileImprovement.esp=1 QuickTrade.esp=1 CWSS Redux.esp=1 DA Genie Outfit.esp=1 DiamondPlateWeaponRacks.esp=1 DA Merged 11 Pack.esp=1 DildoBatStrapOn.esp=1 DLC_PATCH_ENG.esp=0 DLC_SKE_Patch.esp=0 CBBE.esp=1 Rings of Highlighting.esp=1 Power Radius 20x.esp=1 AkaSingersWardrobe.esp=1 Vault-tec brighter lights.esp=1 Worsins-Paint-Garage-BlackNChrome-Promo.esp=1 KnightPowerArmor.esp=1 Zipsuit.esp=1 BilgePlumpGun.esp=1 DX Commonwealth Mini Dresses.esp=1 DX Commonwealth Shorts.esp=1 DX Vault Girl Shorts.esp=1 SettlersRename.esp=1 MoreProductiveScavengers.esp=1 Unrestricted Trading.esp=1 GrowableStuffsMod3.esp=1 BetterAutomatronWeapons.esp=1 FunctionalDisplays-AID-VIS-WI-Weightless.esp=1 FunctionalDisplays-Patch-DLC03-VIS.esp=1 FunctionalDisplays-Patch-DLC01-VIS.esp=1 UncappedSettlementSurplus.esp=1 Lazmans_highheels_outfits.esp=1 CheatTerminal.esp=1 Vault88UnlimitedBudget.esp=1 TrueStormsFO4-FarHarbor.esp=1 TrueStormsFO4-EarlierSunsets.esp=1 TrueStormsFO4-EarlierSunsetsFH.esp=1 TrueStormsFO4-NukaWorld-FH-Compat.esp=1 PABats.esp=0 PALA.esp=0 PARA.esp=0 PAHelm.esp=0 PALL.esp=0 PARL.esp=0 PAChest.esp=0 Merchants stick with store - Regular settlers.esp=0 Merchants stick with store - Unique Settlers.esp=0 M2216.esp=1 Sprayer.esp=0 LeadStorm.esp=1 3dscopes-addons.esp=0 AkaInvisibleFurniture.esp=1 Move (Get Out the Way).esp=1 P220.esp=1 CROSS_Swimsuit.esp=1 Liberty_PA.esp=1 FO4Hotkeys.esp=1 BNK.esp=1 BNK_SKE.esp=1 Housekeeping.esp=1 ConvenientStores.esp=1 BetterStores.esp=1 Better Vendor Stalls.esp=1 BS-FarHarborExpansion.esp=1 BS-FunctionalDisplaysPatch.esp=1 AdvBubbleTurretSet.esp=1 AdvBubbleTurretSet-SKPatch.esp=1 KosTestzilla.esp=1 CorvalhoWidowShotgun.esp=1 Reverb and Ambiance Overhaul.esp=1 RAO - True Storms patch.esp=1 Starlight DriveIn.esp=1 Insignificant Object Remover.esp=1 FortSamson.esp=1 Boston State Prison.esp=1 AutomaticSave.esp=1 FortHope.esp=1 111Club3366.esp=1 Headcrab_Bunny.esp=1 00TreeHouse.esp=1 Note... dont forget "0"'s are inactive -
Not sure if Convenient Horse's or just DawnGuard but having trouble with Serena(vampire follower) suddenly being Hellbent on killing my horse. She will shoot at it 4ever whether I am mounted or unmounted. Worked around it by telling horse to wait and I left area on foot, quite some time later Serena joined me again. Not a biggie, I still think horse's one of best mods out there!