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GGearZZ

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Everything posted by GGearZZ

  1. Hello. In my last FO4 playthrough I had both these quest mods installed: “Fallout 4 Blazkowicz” (https://www.nexusmods.com/fallout4/mods/44334 )“Maxwell's World” ( https://www.nexusmods.com/fallout4/mods/18949 ) I soon noticed that I could not get the quest for Blazkowicz from the radio. I learned that these 2 mods use the exact same radio frequency, and as such, conflict with one another: https://forums.nexusmods.com/index.php?/topic/8576873-fallout-4-blazkowicz/page-5&do=findComment&comment=84441348 I followed the suggestion for fixing/bypassing this issue, plus others: https://gamefaqs.gamespot.com/boards/164593-fallout-4/75946929https://www.reddit.com/r/FalloutMods/comments/bu0sve/fo4_any_radio_station_mod_i_use_has_no_sound/ I also attempted to change the radio frequency with xEdit and a script I found: https://forums.nexusmods.com/index.php?/topic/9023503-how-to-fix-modded-radio-station-overlap/ None of these approaches worked for me. The latter, no doubt, because I do not know enough to use xEdit effectively. Ultimately, this is how I was able to get these to mods to coexist. Disable Fallout 4 Blazkowicz in your Mod Manager. Create or load your save and listen to "Gale’s Distress Signal" to get the Maxwell’s World quest. Save and close your game. Enable Fallout 4 Blazkowicz in your Mod Manager and start your game. “Listen to the Distress Signal” to get the Fallout 4 Blazkowicz quest. This method may not work for everyone. Based on your mod load out, you may need to swap mods to disable or perhaps use some of the steps listed in the site references linked above. But ideally, for these mods to coexist and work correctly out of the gate, a patch is required. Respectfully requesting such a patch. Thank you for your time.
  2. Hello. In my game, the Yangtze-31 submarine vanished not long after the quest "Here There Be Monsters" (editor ID: MS02). Based on my research, it is not physically supposed to: https://www.reddit.com/r/fo4/comments/a4anwi/does_the_yangtze_actually_leave/ https://fallout.fandom.com/wiki/Here_There_Be_Monsters I have been told that this is done by the Unofficial Fallout 4 Patch ( UFO4P, https://www.nexusmods.com/fallout4/mods/4598 ). It is disabling the sub's exterior and map marker to simulate the sub leaving the Commonwealth. If this is accurate, then I understand that it is for immersion. However, it does pose a problem for those who have installed mods, post quest, that make use of that interior cell. Examples: Stealth Suit: https://www.nexusmods.com/fallout4/mods/20959 Red Menace: https://www.nexusmods.com/fallout4/mods/47755 Respectfully, I request a mod or patch that can either A) undo what the UFO4P does and restores the Yangtze-31 exterior and map marker to their original positions. or B) Better still, moves the Yangtze's exterior and map marker further out into the harbor, pointing it out to sea... this could simulate the sub leaving without hampering mods that make use of that cell. Note: To anyone having this issue. Until a mod/patch is created, it is possible to get back to the Yangtze by teleporting to Captain Zao, "player.moveto 0003401C". If he is dead in your game, he will have to be revived, "resurrect 0003401C". Other Site Reference: https://www.reddit.com/r/Fallout/comments/kvai4h/fallout_4_yangtze_disappeared_bug/ Thank you for your time.
  3. A power armor I'd love to see made is one based on the original 1987 Robocop Complete with robocop movement sounds, Peter Weller electronic voice dialogue, and orchestral music.With the modified Beretta 93R (Auto 9) hand gun with distinctive handgun burst & single fire soundsBarrett M82 (Cobra Assault Cannon) with sound Respawnable ED-209 enemies would be amazing.All as faithful-as-possible.Bonus Points if you can replicate his targeting system and integrate it with VATS. :D Site references: https://robocop.fandom.com/wiki/RoboCop_(1987) https://robocop.fandom.com/wiki/Auto_9 https://robocop.fandom.com/wiki/Cobra_Assault_Cannon https://robocop.fandom.com/wiki/ED-209 Thank You.
  4. I would like to see a mod that adds an appropriate recipe for the food item, "The Captain's Feast" from the Far Harbor DLC. It never made sense to me (from a lore perspective) that it is a meal that can only be prepared once in a lifetime... From a game play perspective, I get that it is an OP item so to balance it out, a semi-difficult cooking station recipe using meat and plant items found only in Far Harbor. The recipe would only be available to the player after receiving the first feast, completing the quest, "Rite of Passage" Site references: https://fallout.fandom.com/wiki/The_Captain%27s_Feast Thank you.
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