1ZanZam2 Posted July 19 Share Posted July 19 Hello. I am currently trying to add creature mods to my Fallout 4 game but am having doubts about compatibility / how certain mods will interact with each other. I have installed Unique NPCs - Creatures and Monsters of the Commonwealth - AWKCR Free Version : https://www.nexusmods.com/fallout4/mods/48637 This mod edits the sizes of creatures, randomising them between values of x0.75 and x1.25 of vanilla size. Aa far as I am aware it does not edit any other stats (e.g. health, damage, resistances etc.) What I want to do next is to make certain creatures tougher. Not all creatures, just the “major” ones, so probably limited to : deathclaws, behemoths, yao guai, mirelurk queens, radscorpions - or as close to that selection as is possible given the mods available on the Nexus. A mod author called tekmage has published several mods which buff the above-mentioned creatures (and more) in interesting ways, for example Stronger Radscorpion : https://www.nexusmods.com/fallout4/mods/39055 Unfortunately (is it unfortunate ?) several of these mods, including Stronger Radscorpion, edit the sizes of creatures. So I would have two mods both editing size data. How is this likely to affect the game ? Will one mod overwrite the other, or will the edits stack, or will there be some other result ? Also, when a mod such as Unique NPCs - Creatures and Monsters of the Commonwealth introduces new species and sub-species of creatures, how will that play with mods which were written to edit only vanilla, unmodded creatures ? Link to comment Share on other sites More sharing options...
fraquar Posted July 19 Share Posted July 19 Two answers 1) Last one wins - sometimes you don't need to do anything but let one mod override the other. or 2) You make a patch that can somehow make the two compatible. i.e. keep the changes of mod B, but keep the size of mod A. Note: Not all mods are compatible by making a patch depending on what they change - sometimes they are just not meant to be used together. Use FO4Edit to make the patch if none exist. Link to comment Share on other sites More sharing options...
1ZanZam2 Posted July 19 Author Share Posted July 19 In this case, then, if I make sure that tekmage’s mods load after Unique NPCs, I should get tekmage’s size and stats edits and also keep the modifications from Unique NPCs : new textures and variant species ? That’s the answer I was hoping for. I really must learn how to use FO4Edit sometime soon. I’m just not sure how to get it working with Vortex or where to find that out. Thank you. Link to comment Share on other sites More sharing options...
fraquar Posted July 20 Share Posted July 20 (edited) It really depends on what each edits and the only way to really see that is with FO4Edit. Don't use Vortex, someone else would need to chime in on how that is set up in that mod manager. Don't use those mods, so I can't speak from experience here either. I'll be honest here, this should be in any guide out there for modding. a) Install the game - run it once to generate the .INI files. b) Install the mod manager of choice - configure it as you like. c) Install FO4Edit - because you WILL need to use it to manage a modded game at some point. It's not a matter of if, simply a matter of when and when is usually right after you start adding mods. ---- c) above is absolutely critical - in fact I wouldn't even consider it optional - it's mandatory. Edited July 20 by fraquar Link to comment Share on other sites More sharing options...
1ZanZam2 Posted July 22 Author Share Posted July 22 Okay, I’m sure that is sound advice but I’ve already installed 211 mods and I’m definitely not starting again now ! Besides, I have been very careful with my mod choices and everything seems conflict-free thus far, although I guess only FO4Edit could confirm or refute that. Vortex is very easy to use and hasn’t caused me any problems at all since I managed to get archive invalidation working properly on my second attempt. The thought of setting up FO4Edit to work with Vortex makes me groan inwardly. I’m sure it’s possible and I’m sure I could understand and learn how to use it given time, but I’m already pretty exhausted just from modding without it. It would help if there were a dedicated and up-to-date guide somewhere on how to use Vortex and FO4Edit together. In regard to my original question, I have since decided to keep Unique NPCs - Creatures and Monsters of the Commonwealth but have ditched the idea of using tekmage’s mods with it, not because of the size edits, but because I believe Unique NPCs introduces new species (with their own Form IDs ? I’m only guessing here), whereas tekmage’s mods manually edit only the vanilla creatures - meaning I would end up with a mess of vanilla creatures receiving his edits but Unique NPCs’ new creatures NOT receiving those edits. Anyway, thank you for taking the time to reply Link to comment Share on other sites More sharing options...
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