Maybe not - all they seemly did was add sleeping bags and boards over broken windows. Minimal, but less is often better, imho. The key will be what "mess" they cleaned up - large/fixed piles of crap can often be precombined, but any loose stuff won't be. Downloading to try it out. Thanks.
UPDATE: I did clean it with FO4edit - it only found a couple UDRs & ITMs to remove. This may have altered what the modder wanted but the cleaned esp looks and works fine - the sleeping bags still there and the small outhouse out back. I was also able to open a console and use modpos and disable commands to move or remove just a couple of the boards over two of the lesser-broken smaller windows so Trudy can see out a bit more. Nice basic mod. Too many mods try to do too much - this one does just enough.
I've tried alot of the Drumlin overhauls and a vast majority of them have major bugs where things don't show up or it breaks the game and causes crashes; your mod is flawless and I will have it as a permanent part of my load order from here on out. Thank you!
Takes a few mins to do that yourself, very much worth learning because you can then try it with every mod you like. Using Creation kit or XEdit I use Creation Kit personally.
Step 1 run creation kit with desired mod activated
step 2 click "File" at top left side, it will give you a drop down menu select data and tick the mod and at the bottom of that small window click the set it as active button followed by ok button and let it run , it will more than likely eventually give you errors this is pretty standard in my experience.
Step 3 ( to be safe double check if the mod was in fact activated you can tell because if it is the mod will be ticked plus all related DLC automatically)
Step 4 click "file" again using the drop down menu find the Compact Active File Form IDs option and use that
Step 5 repeat "File" find the Convert Active File to Light Master, if it's possible it will say so if not it will also tell you and when it does it simply exit CK the End.
Step 6 test it out, pretty important because in some cases all goes well except some mods it just can't be done and if so extra steps are needed. I have done this and run a silly stable 440 plugin set up careful with load orders, huge chunk being self made ESL.
Or you know... you could just open xEdit and apply the ESL flag to see if it can be turned into a light master or not, that's what I normally do XD and xEdit will pop up an error if the file can't be saved as an ESL. I usually don't like using the CK for things cus the FO4 CK is extremely weird and buggy. But to each their own use whichever method you prefer
Trudy seems like a take charge sort of gal, even if she isn't anxious to take the short end of a two on one gun play scenario. I have thought she would surely have made some effort to make the place weather tight. If she wants people to stop there, it has to look somewhat decent. I have no modding ability, but, vmX1A1, you have executed a very believable improvement, from what I can see in the pics. I am in the middle of a playthrough. Will this mod break something if I install it now, or should I wait until the start of a new game?
17 comments
Downloading to try it out. Thanks.
UPDATE: I did clean it with FO4edit - it only found a couple UDRs & ITMs to remove. This may have altered what the modder wanted but the cleaned esp looks and works fine - the sleeping bags still there and the small outhouse out back. I was also able to open a console and use modpos and disable commands to move or remove just a couple of the boards over two of the lesser-broken smaller windows so Trudy can see out a bit more. Nice basic mod. Too many mods try to do too much - this one does just enough.
Step 1 run creation kit with desired mod activated
step 2 click "File" at top left side, it will give you a drop down menu select data and tick the mod and at the bottom of that small window click the set it as active button followed by ok button and let it run , it will more than likely eventually give you errors this is pretty standard in my experience.
Step 3 ( to be safe double check if the mod was in fact activated you can tell because if it is the mod will be ticked plus all related DLC automatically)
Step 4 click "file" again using the drop down menu find the Compact Active File Form IDs option and use that
Step 5 repeat "File" find the Convert Active File to Light Master, if it's possible it will say so if not it will also tell you and when it does it simply exit CK the End.
Step 6 test it out, pretty important because in some cases all goes well except some mods it just can't be done and if so extra steps are needed. I have done this and run a silly stable 440 plugin set up careful with load orders, huge chunk being self made ESL.
it’s much more logical since he’s a merchant
Thank you for sharing your creation!
https://www.nexusmods.com/fallout4/mods/42405
You have similar ambitions. I like the way you think.