This mod https://www.nexusmods.com/fallout4/mods/61531 triggers its changes to nuka world after Open Season is completed, is it possible to do something similar for this mod so we don't have to activate this mod after Tradecraft?
I don't know why, but when doing the railroad first quest i couldn't start Tradecraft because Deacon wouldn't talk to me, after 1:30 hours searching for an answer i saw someone mentioned this mod did that somehow, and somehow removing it fixed it, idk what it is, it could be a conflict i have a modlist of over 500 mods so i wouldn't be able to tell what could be causing a conflict with this mod for that to happend, but just in case there's something you can do to fix it, i'll leave this comment here
I'm having an issue where I can't see ANYTHING I place down with the workshop. I can see shadows from objects that I place, but that's all... It only happens in this particular place. None of my other settlements have this issue. Can someone help? I really want to use this!!!
completed tradecraft, fast traveled into the settlement after install and there's terminal's as well as a bunch of other old, wrecked things floating in midair like it never got cleared out, I assume this is a likely clash between this mod and PRP? This is with the ultra clean version btw, and whilst I could go and disable everything that would be too time consuming
Currently having an issue where the top (the turret portion) and bottom (the tripod) parts of turrets from the other areas of the switchboard decided to fling themselves into the main room and cannot be deleted by console or moved. They move to different spots in the room upon fast travel and restarting the game, and will sometimes disappear and come back. Any advice on what I should do? I was really looking forward to doing a lot with the place but if this keeps happening and nothing can fix it I don’t see the point in building it up. I’m going to try to fix it in any way I can though.
Update: I am currently using a “zero carry weight” mod to carry the turret parts out of the main room, as you normally cannot carry them due to the weight. It doesn’t solve the issue, as they respawn every time I load up the game, but it does stop them from bouncing around the main area every time I fast travel there and keeps them out of my way as I build. Also planning on using a “scrap dead bodies” mod to try and remove them (though I’m not very confident it will work since I couldn’t even do it with console), but for now this is a decent enough temporary fix.
i tried fast traveling there after doing the quest and installing the mod and im stuck in an endless loop of falling trought the floor reaparing and regoing trought the floor
I had a bug on my end, for any others that may have a similar issue. The quest Tradecraft will not start after you complete the quest Road to Freedom. This can be fixed by uninstalling this mod, completing Tradecraft and reinstalling.
Currently in my play through, I'm posted up in the boston library, something about custom settlement locations is pretty cool. So this right here is up my alley.
My inactive followers who are set to go home there just kind of stand motionless wherever I dismiss them, even though there are chairs and workstations and stuff for them to be walking around and interacting with. All active followers are walking around like at a normal settlement (using AFT)
It's not really affecting anything though, just a little annoying. Anyone know if there's some kind of pathing setting that would fix this?
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triggers its changes to nuka world after Open Season is completed, is it possible to do something similar for this mod so we don't have to activate this mod after Tradecraft?
It's not really affecting anything though, just a little annoying. Anyone know if there's some kind of pathing setting that would fix this?