dbfarias Posted March 26 Author Share Posted March 26 Ok, I'll do that. Just to double-check, I should only start a new game with Eli's Armour Compendium and Ponytail Hairstyles, which are if I'm not mistaken, the only ones necessary to create the character. Edit: also F4SE and UFO4P, right? Link to comment Share on other sites More sharing options...
subaverage Posted March 26 Share Posted March 26 You could use the hairstyle mod from the beginning if you want to use these hairstyles in the first character creation scene, but as FO4 let's you change your character later (at best with mods like Looksmenu and LMCC) I, personally, would use no mod in the beginning. But you can of course try and with a little luck it works. Link to comment Share on other sites More sharing options...
fraquar Posted March 26 Share Posted March 26 This is what I consider your stable BASE - which you should build upon - from the list of mods you use: Fallout 4 Script Extender (F4SE) Mod Configuration Menu 1.40 BETA 2 Crafting Highlight Fix Unofficial Fallout 4 Patch HUD Framework (make sure this loads BEFORE the FallUI mods) Workshop Framework FallUI - Confirm Boxes FallUI - HUD FallUI - Inventory FallUI - Map FallUI - Sleep and Wait FallUI – Workbench FIS - The NEW FallUI Item Sorter Previsibines Repair Pack Stable Branch - PRP - PRP Plugins NG Previsibines Repair Pack Stable Branch - PRP - PRP Resources ------- You need to find and download Address Library for F4SE Plugins - make sure you install that too. ------- Beyond that? Add mods in slowly and test. Personal Experience? Don't install ANY mod that edits Animations until you have tested everything else first. Link to comment Share on other sites More sharing options...
dbfarias Posted March 30 Author Share Posted March 30 On 3/26/2025 at 8:25 PM, subaverage said: Yes. Some mods must not be activated before you left Vault 111 (at least until you get your Pip-Boy). Some other mods are ok to activate before like character creation. But to make things easier I recommend to start without mods, play until you leave Vault 111, make a save and begin to reenable your mods step by step and not all at once. With testing and saving after every time you added mods. So in case a mod causes problems you can find out. Whether this helps is as always a matter of trial and error. You could verify your game file integrity to be sure that an unmodded game would work. Your ini entries can stay as they are. Expand I forgot to reply, but this fixed it. The problem was starting the game with a lot of mods. When I added them one by one, everything worked smoothly. Thanks for the help. Link to comment Share on other sites More sharing options...
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