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swmeek

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  1. no i wasn't talking about removing the mod only the update after i had overwritten the original files when i installed it through the launcher.
  2. If I add a mod to the game with the NMM and install an update to said mod and it overrides those files do i need to keep said update in the mod manager afterwards? I have several files i've downloaded that are like files that let that mod work with SKE or AE etc. Does that count as something that the game counts as a plugin and thus stops me from installing another mod in it's place?
  3. Awesome ideas ! Thanks for the input.
  4. I keep finding wall terminals that are stuck halfway into a wall and are unusable.One example (for me ) would be the bank east of diamond city where you need the terminal to open the vault door. I'm sure it's a mod issue but I was curious if anyone else has had this issue before. Is there a way in the console to grab an object and move it and still be able to use it afterwards?
  5. Something I think that would be neat would be a supply chest that you could set down in a settlement and throw any random loot or custom made weapons/armor into. Any settlers that arrive in your settlements could then exchange their old stuff for better weapons and or armor. It would also be neat to assign a npc or a follower to a weapon or armor crafting station to make items to add to that chest provided there was a way to train that person to craft higher tier armaments.
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