Tom2e Posted October 10 Share Posted October 10 Hello, i have download the Mods (replacer) and the Main mod. example: Commonwealth Minutemen Marine Corps - Modern Minutemen Replacer CoD BOCW - Minutemen SEALs USE Mod Organizer 2 I have no change in the game. I've already changed the order and created a new instance in the mod manager. Here I only activated these mods, no other mods. Do I urgently need to start a new campaign, or is a savegame after the exit of the bunker / vault enough? I also don't see any changes at the start of a new campaign when the soldiers are rushing towards the Bunker Vault, they look original. tank you Link to comment Share on other sites More sharing options...
subaverage Posted October 10 Share Posted October 10 I don't use any of these mods, but from their description they have requirements you have to meet to get them working. And they seem to affect the minutmen only. I, personally, would believe a save after the first exit of Vault111 should be ok. The soldiers at the beginning are no minutemen, so you might see the first effects not before you meet the minutemen later in game. Link to comment Share on other sites More sharing options...
fraquar Posted October 10 Share Posted October 10 Normally you want a save at the Vault exit - before you take the elevator to the surface. Most mods scripts fire after the exit sequence - i.e. once you've reached the surface. I usually keep 3 saves: a) At the vault elevator - BEFORE the trip down below. b) At the vault exit - BEFORE the elevator trip to the surface. c) At Sanctuary - where I can have free willy access to the workstations for testing purposes. Link to comment Share on other sites More sharing options...
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