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far harbors + mods


Mugen127

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hmm well to be more accurate i'd say ive some mods modifying the building limitations by console, i heard conflicts happens a lot with this, and also about the radio station,

 

are you using any building limit / radio mods?

 

i just read about armorsmith extended got a patch for this

 

well in fact is there somewhere where i could find all conflicts/patches for harbor?

 

thx!

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hmm well to be more accurate i'd say ive some mods modifying the building limitations by console, i heard conflicts happens a lot with this, and also about the radio station,

 

are you using any building limit / radio mods?

 

i just read about armorsmith extended got a patch for this

 

well in fact is there somewhere where i could find all conflicts/patches for harbor?

 

thx!

What did you hear about the radio station ? I clicked to activate a couple of radios tonight and they didn't work. Will have to check ghis more.

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i have like 467 mods and imine works like a charm. granted i am stil running version 1.4 1.5 compleatly f***ed up my game

how does your game not CTD every second with that many?!

 

i have 70 mods max :tongue:

Edited by bladexdsl
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One of my favorite things to do every day, is to check out the latest mods. I don't add all of them, but usually try out 3 to 5 new ones each day. The ones that don't work/cause screw ups, I leave them on my mod list, but keep them unchecked. That way, I will never try downloading them again.

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i have like 467 mods and imine works like a charm. granted i am stil running version 1.4 1.5 compleatly f***ed up my game

 

how does your game not CTD every second with that many?!

 

i have 70 mods max :tongue:

40 hours of installing, uninstallung tweaking loadorder and downloading patch files for every 1 hour of ctd free gameplay :-) ;-) i run 198 at the moment without issues, only Bethesda update related problems so far, but not from mods, not counting a mod not updated for version 1.x yet being the problem, that's usually fixed within days.

 

It also mostly depends on how powerfull your PC is and the type of mods you install. Running that many on a minimum requirement PC will give issues nomatter how wel made the mods.

 

For now there are not many script heavy mods yet, majority is textures, new weapons, new armor more build stuff and tweaks. They always go together quite well and generally the only conflict will be one mod texture/file overwritting one from another mod + well developed mod managers. Also Bethesda seems to have focused on mods for FO4 and overall stability. Running that many in Skyrim takes alot of effort and time to make it stable and to merge mods to overcome the 255 limit.

 

But most importantly, a lot of mod authors have a lot of experience with modding Skyrim and they know what they are doing, the overal quality and stability of the mods for FO4 is very good opposed to the starting days of Skyrim when it was fairly new for most coming from Oblivion or FO3 NV modding. I distinctly remember a whole lot more stability issues with the base game and mod conflicts the first few months of Skyrim modding then today with FO4 from the start with FO4edit.

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