Please do not delete/scrap this mod's NPC (dead body) by the function of other mods. This does not cause a crash, but you will no longer encounter deleted NPCs. Unfortunately, there is currently no best solution.
If you have the "Settlement Tidy Bot" installed, please set mod compatibility settings in the configuration menu.
The problem of unavailability of holotape. If you are a Creation Club user, please install this mod in the middle of the process. I am not interested in Creation Club so I cannot confirm. Khimera says in his bug report that "It isn't starting up because of the mass amount of creation club content being spammed at the beginning of the game." So, for example, install it after you get to Sanctuary.
About "Ignore Location" I use "IsLoaded - Location" . Very useful, but For example, if Diamond City location is enabled, when approaching a Diamond City (when a DC location is loaded), all currently loaded locations enter the valid range. Also, when leaving a DC, newly loaded locations will be in the valid range until the DC location is unloaded. In other words, the effective range is quite large. The concern is that there will be fewer encounters with the enemy. Therefore, it is not recommended to activate many locations.
Quick question, If anyone can answer. When The mod author says, "install it After you reach sanctuary." Does the disable & enable option possibly work here? Let's say I installed the mod, but have it disabled. Have the mod turned off in my load order For the opening of the game, then once I finished the prologue & arrive at sanctuary. I save, back out, then enable the mod? Along with of course, The compatibility of settlement tidy bot mod. Would that count & Be a safe bet? Rather than just straight up downloading the mod When you reach that point in sanctuary? So you don't have to fiddle with saving, quitting, and fiddling with your mod load order when installing The mod itself? I'm starting the entire game from scratch for Another fresh experience, & fiddling with the load order too much Might cause me to have to reset some things. So I'm just trying to figure out safer method here to add life To my gameplay with these NPCs roaming around.
tl;dr dont do this, you will corrupt your save files. You can load in the mods that require you to load them at game start, then load the rest after leaving vault 111. OR you can load all mods except those that need to be loaded after vault 111,then after vault 111 load the rest. The former is safer as mods (unless stated otherwise) are more likely to cause problems if load at start rather than after vault 111 DO NOT load in mods and activate them and save your game AND THEN add in mods BEFORE any mods that were already activated. You will ruin your game. It may take 100+ hours before your game slowly becomes more and more corrupted and eventually unplayable with CTDs everywhere.
OK now the detailed explanation:
ok so there are several issues here. first and foremost is breaking scripts and reference numbers. Without getting into it too much, when you load a mod, a record of it is placed in your save file. the first 2 digits of the number it references is the plugin load order number. When you have a mod unticked it does not have a plugin load order number, when you activate it, it takes the next plugin load order number in line. If you already have any mods loaded after it, it will change all those mods plugin number by 1 digit, this will break all the reference numbers saved in your save file (for any mods you game has so far come in contact with) as the number will no longer start with the same 2 numbers. This means anything your game tries to reference in your save file from those mods after this mod can crash your game as it will be looking for a reference number that no longer exists. As you change your game more and more, the chances of you running across this mismatch increases as more and more things are now in the world with these reference numbers (workshop items, npcs, anything a mod adds) and slowly over time you will get more and more CTDs. The first time you will think its a one off, then you will just notice it happens more and more til you rage quit and talk about how using mods is a nightmare. Trust me just save yourself the headache and never do this. never remove mods unless reverting to a save before the added mod was ever added, dont change load order once you start saving, only add to the end of the list ever.
IF YOU ABSOLUTELY NEED TO REMOVE A MOD (or add one anywhere besides the end of your mod list): - dont remove mods that have scripts, they will likely be in your save file and removing them will cause to to CTD on game load if you want to get a "degree in modding and save file editing" you can learn how to use RESAVER and in theory you can possibly remove mods safely without doing what i say here but even with RESAVER there is no guarantee and you may end up ruining your save file. Otherwise do not remove mods with scripts. - Make a clean save (not going to explain look it up, it not hard) - then research mod you are removing, read mod page, bug reports and posts to see any mention if mod is save to remove. - If you think it is OK (or you just want to roll the dice, not recommended) then you can TRY a mod SWAP - Remove 1 mod & place another in the EXACT same spot (if it has multiple plugins you will have to swap multiple plugins) - Try to swap it in a place that makes good sense for load order rules for the type of mod it is. - THE IMPORTANT PART is that the plugin load order number of every mod that comes after it DOES NOT CHANGE.
ok ive said my peace, hopefully you will take my experiences and trust me so you dont have to earn the hard way like i did.
Hello Im using old version of mod, cus im on old gen. Mod works beautifully. However, the travelling patrols dont talk to my character. They just say "HUH" and move on. is that how its supposed to be?
Most will have barter options available, but if you're coming across hunters and others that only say "huh", etc. than it might be a small confliction on your end, otherwise it's an old gen thing that I wouldn't know about.
Idk if development on this mod is still going, but is there any way you could make it so Nuka World raiders start patrolling and spawning in the commonwealth with this mod?
I'm pretty sure they do via vanilla actually, as long as you've established an outpost with through Shank missions If you mean them just start spawning into the commonwealth when the Nuka world quest starts that would be kinda cool, would have to have a work-around though otherwise shooting one before ever getting to Nuka world would likely cause issues.
For anyone using this mod alongside rusty face fix. Turn "streaming mode" from 1 to 0 as it had been the main source of my crashes on my playthrough. It does use the older main file though (2.9.5) so my other mods are also compatible before next gen. Hope this helps someone out there.
This is anecdotal and should only be done if crashes are occurring with streaming more enabled in RFF. Please read mod descriptions before enabling/disabling features, the ini itself has a comment about each option.
Hi , i am from ps4. i found this mod in ps4 https://mods.bethesda.net/es/fallout4/mod-detail/4369906 And i wanted to know if this mod is updated for next gen because console version has to be updated yes or yes to use mods. There is a kind of problem that i had to be worry?
There is a F4SE plugin to allow you to use ng ba2 files without repacking them. You could also just unpack the BA2 and delete it so that you are using loose files.
1738 comments
This does not cause a crash, but you will no longer encounter deleted NPCs.
Unfortunately, there is currently no best solution.
If you have the "Settlement Tidy Bot" installed, please set mod compatibility settings in the configuration menu.
The problem of unavailability of holotape.
If you are a Creation Club user, please install this mod in the middle of the process. I am not interested in Creation Club so I cannot confirm. Khimera says in his bug report that "It isn't starting up because of the mass amount of creation club content being spammed at the beginning of the game." So, for example, install it after you get to Sanctuary.
I use "IsLoaded - Location" . Very useful, but
For example, if Diamond City location is enabled, when approaching a Diamond City (when a DC location is loaded), all currently loaded locations enter the valid range. Also, when leaving a DC, newly loaded locations will be in the valid range until the DC location is unloaded.
In other words, the effective range is quite large. The concern is that there will be fewer encounters with the enemy. Therefore, it is not recommended to activate many locations.
SKK Combat Stalkers (nexus edition) at Fallout 4 Nexus - Mods and community is a working alternative ( If you only have patrols on and Stalkers off then it's similar to NPCs Travel)
dont do this, you will corrupt your save files.
You can load in the mods that require you to load them at game start, then load the rest after leaving vault 111.
OR you can load all mods except those that need to be loaded after vault 111,then after vault 111 load the rest.
The former is safer as mods (unless stated otherwise) are more likely to cause problems if load at start rather than after vault 111 DO NOT load in mods and activate them and save your game AND THEN add in mods BEFORE any mods that were already activated. You will ruin your game. It may take 100+ hours before your game slowly becomes more and more corrupted and eventually unplayable with CTDs everywhere.
OK now the detailed explanation:
ok so there are several issues here. first and foremost is breaking scripts and reference numbers.
Without getting into it too much, when you load a mod, a record of it is placed in your save file. the first 2 digits of the number it references is the plugin load order number. When you have a mod unticked it does not have a plugin load order number, when you activate it, it takes the next plugin load order number in line. If you already have any mods loaded after it, it will change all those mods plugin number by 1 digit, this will break all the reference numbers saved in your save file (for any mods you game has so far come in contact with) as the number will no longer start with the same 2 numbers.
This means anything your game tries to reference in your save file from those mods after this mod can crash your game as it will be looking for a reference number that no longer exists. As you change your game more and more, the chances of you running across this mismatch increases as more and more things are now in the world with these reference numbers (workshop items, npcs, anything a mod adds) and slowly over time you will get more and more CTDs.
The first time you will think its a one off, then you will just notice it happens more and more til you rage quit and talk about how using mods is a nightmare. Trust me just save yourself the headache and never do this. never remove mods unless reverting to a save before the added mod was ever added, dont change load order once you start saving, only add to the end of the list ever.
IF YOU ABSOLUTELY NEED TO REMOVE A MOD (or add one anywhere besides the end of your mod list):
- dont remove mods that have scripts, they will likely be in your save file and removing them will cause to to CTD on game load
if you want to get a "degree in modding and save file editing" you can learn how to use RESAVER and in theory you can
possibly remove mods safely without doing what i say here but even with RESAVER there is no guarantee and you may end
up ruining your save file. Otherwise do not remove mods with scripts.
- Make a clean save (not going to explain look it up, it not hard)
- then research mod you are removing, read mod page, bug reports and posts to see any mention if mod is save to remove.
- If you think it is OK (or you just want to roll the dice, not recommended) then you can TRY a mod SWAP
- Remove 1 mod & place another in the EXACT same spot (if it has multiple plugins you will have to swap multiple plugins)
- Try to swap it in a place that makes good sense for load order rules for the type of mod it is.
- THE IMPORTANT PART is that the plugin load order number of every mod that comes after it DOES NOT CHANGE.
ok ive said my peace, hopefully you will take my experiences and trust me so you dont have to earn the hard way like i did.
Im using old version of mod, cus im on old gen.
Mod works beautifully. However, the travelling patrols dont talk to my character.
They just say "HUH" and move on. is that how its supposed to be?
If you mean them just start spawning into the commonwealth when the Nuka world quest starts that would be kinda cool, would have to have a work-around though otherwise shooting one before ever getting to Nuka world would likely cause issues.
\Fallout 4\Data\F4SE\Plugins
In this folder there is a file named RustyFaceFix.ini, open it and inside find the variable. Hope this helps.
i found this mod in ps4
https://mods.bethesda.net/es/fallout4/mod-detail/4369906
And i wanted to know if this mod is updated for next gen because console version has to be updated yes or yes to use mods.
There is a kind of problem that i had to be worry?