![]() ![]() To celebrate this silly achievement, and to give my poor GPU a breather, I've scooped together some of my finer screen-archery. On top of that I've already installed We are the Minutemen and I'm going to get General's Quarters for the Castle (although I can't seem to find it).įinally I want a mod that will let me remove dead bodies from settlements, re-enable achievements and something that will let me re-colour amor. Fo4 I hit the a real milestone today: 500 mods, and (somehow) my game still functions. I just want to make sure that these are all still worth picking up or have they been outclassed or rendered redundant by DLC? ![]() Stackable concrete foundations - DDProductions83 Homemaker - Expanded Settlements - NovaCoru I'm mainly focusing on settlement mods and I saw this video on youtube which gave me some great suggestions: ![]() Check out his Patreon here.I've had the game since release and have all the DLC but I've never gone into modding but now I have a decent system and all the DLC is available I think now is the time. If you liked this mod, please consider supporting Elminster, the creator of 圎dit, without whom this mod would never have existed. Until then, you can use these mods to deal with the symptoms:Īpparently Bethesda has fixed the reset bug (with no mention, because why mention anything when you fix a massively important bug like that). ![]() Apparently, making it an esm would fix it (which is why SpringCleaning.esm doesn't cause the reset bug), but making this an esm would defeat the purpose, as you wouldn't be able to load it after most mods. Bethesda is supposedly working on a fix to be released in the next update. This is due to a problem with the engine, and nothing I can do about that. Bethesda default settings combine multiple objects into single objects, by disabling this function you massively increase object loading. These mods inject bUseCombinedObjects0 to your INI settings and this is hella bad for fps, its basically the oposite of insignifigant object remover. This will likely cause the cell reset bug. Don't use them Im sure many of you already know this, but for anyone (like me yesterday) who doesn't. Also, I have seen claims that it undoes some some changes made to the airport by the Automatron DLC. Fallout 4 Mods - Scrap Everything 1200 Watt Amp The Commonwealth might be full of junk, but everything has its use Yeah it doesn't break precombines The same basic gameplay loop still exists in Fallout 76 do a quest, collect rewards, scrap them, use the resulting items to expand your C The. You can instead manually install the esp version of Spring Cleaning (in the optional_ini version folder) instead of the esm (or delete the Worldspace category from SpringCleaning.esm), as it has way more Place Object references than needed (bad for compatibility, if another mod moves those references), and my patch makes them redundant. If you want more control over how your settlements. I recommend you install the ini version (which uses a esp version of Spring Cleaning, and doesn't reference any cells), then delete SpringCleaning.ini from your data folder. It triggers the game engine to disable combined meshes and preculling in the cells that make up vanilla settlements, so it will let you scrap anything you have a recipe for in those locations, no matter if those recipes are from Spring Cleaning or any other scrap mod.ġ) Install with NMM or place SpringCleaningCompatibilityPatch.esp in your Data folderĢ) Load this after any mod that touches a vanilla settlement This works fine for any scrap mod, not just Spring Cleaning. In those cases, no compatibility patch will help, you'll have to use FO4Edit to fix the conflicts yourself.Įdit: Also works for compatibility with the current version of the game (which really shouldn't have ever been an issue, but is because Bethesda. While these items can't be equipped or consumed, they can be dropped, sold to vendors, or just scrapped. There is junk in every nook and cranny of The Commonwealth. Should work with any mod, but there are some aspects of the workaround Spring Cleaning uses that I don't fully understand, so it is possible it will conflict with some mods (most likely: mods that edit the cell data of a relevant cell instead of just adding/moving/removing stuff in the cell). Seeing that Fallout 4 takes place in the aftermath of a nuclear war, you can expect to encounter many items that used to be useful before the war but are just junk now. Just a small patch to let Spring Cleaning play nice with other mods. ![]()
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