This is the last "major" update for this project, and man has it been a journey since then. Not only has this mod risen to simply unfathomable heights, but everyone who has downloaded it has expressed their sheer enjoyment with it has been something that will stick with me forever. And those who didn't, have been shaping the mod to grow and improve into this final edition - whether they were aware of it or not. Thank you to all of you who have played my mod!
Still, keep an eye out on the page. I have some extra ghouls that might be coming in the future, more miscellaneous types to add to the pile. But I am more than happy with where the mod stands in its current state.
On to greener pastures... or greener procedurally generated pastures? (Starfield needs all the help it can get from modders, I'll be around over there)
Those you crashing from Diseased Feral Ghouls or Rotters:
Install Buffout 4
Get a crash log
Drag/Drop the crash log into either my Discord in the FO4 Support channel or the Collective Modding discord/FO4|PostCrashLogs Here channel. It will take me several hours to respond as I have a job and cant run crash log scans until I'm home. Plus, many of us are on opposite sides of the planet.
Make your own BO4 crash log scan with the unofficial version of CLASSIC if you feel up to it.
My gut reaction is this is probably a conflict. However, if there is more to the issue, please prove me wrong. We need data.
I was reading elsewhere that this mod 'spawns' ghouls right ontop the player from behind- if so, is there a way to disable this behavior? Since being backed in a room bottlenecking the entrance, as far a strategically, doesn't work. I like the idea of 'instant distress', but having a goliath trying to get to me... then spawn right in a room where I'm at and instantly smashing... no so much.
Also, is there a way in the MCM options to disable 'spawning' certain types of enemies? Like keeping Goliaths in outside cells only?
Question: would these new actors be affected by Ghoul Mask by TheFriedTurkey? Because that would be amazingly immersive if that worked, and I can't check since I am a console scrub. 😅
hey ive tried everyway to configure this mod in my load order (i am using fallout anomaly) but all i keep getting are the red triangles on the ghouls. no crashing or anything just missing textures I've even tried several other texture mods for this and older versions and nothing works. i would think it would be an overwrite causing this but Mo2 doesn't detect any... so idk im just lost
Question. Does this mod edit npc records? Trying to use this with Next Gen version and I have built a 390 mod modlist without stutters and would like to add this but cant if it edits npc records. Thanks Bugthesda.
So ive been coming back to the game after years and tried this mod. But playing on Survivor difficulty it feels like those ghouls are completely overpowered. I cant even deal with one or two of them because they will just oneshot me as soon as they get into range and my 10mm pea shooter doesnt do s#*! to them. Double barrel and that Laser musket arent much better. Even the Brotherhood knight at the police station gets completely obliterated by the ghouls. And i basically am spamming Stims to pick up my companion every 10 seconds. Am i just missing something here? Is it supposed to be like that?
This mod ain;t so bad...but if you add Fallevil to it, forget it. The guy who did that mod is a halfwit whose goal was to make things difficult by making them sponges, regen x200, damage x200...No, this mod is fine and the mobs are manageable. There are plenty of poorly thought out mods out there :)
852 comments
This is the last "major" update for this project, and man has it been a journey since then. Not only has this mod risen to simply unfathomable heights, but everyone who has downloaded it has expressed their sheer enjoyment with it has been something that will stick with me forever. And those who didn't, have been shaping the mod to grow and improve into this final edition - whether they were aware of it or not. Thank you to all of you who have played my mod!
Still, keep an eye out on the page. I have some extra ghouls that might be coming in the future, more miscellaneous types to add to the pile. But I am more than happy with where the mod stands in its current state.
On to greener pastures... or greener procedurally generated pastures? (Starfield needs all the help it can get from modders, I'll be around over there)
Those you crashing from Diseased Feral Ghouls or Rotters:
- Install Buffout 4
- Get a crash log
- Drag/Drop the crash log into either my Discord in the FO4 Support channel or the Collective Modding discord/FO4|PostCrashLogs Here channel. It will take me several hours to respond as I have a job and cant run crash log scans until I'm home. Plus, many of us are on opposite sides of the planet.
Make your own BO4 crash log scan with the unofficial version of CLASSIC if you feel up to it.My gut reaction is this is probably a conflict. However, if there is more to the issue, please prove me wrong. We need data.
2024-05-14 EDIT
It appears AAF Violate affects Creature animations. Who here is getting crashes without AAF or sexy-time mods?
Also, is there a way in the MCM options to disable 'spawning' certain types of enemies? Like keeping Goliaths in outside cells only?
Because that would be amazingly immersive if that worked, and I can't check since I am a console scrub. 😅
Am i just missing something here? Is it supposed to be like that?
This mod ain;t so bad...but if you add Fallevil to it, forget it. The guy who did that mod is a halfwit whose goal was to make things difficult by making them sponges, regen x200, damage x200...No, this mod is fine and the mobs are manageable. There are plenty of poorly thought out mods out there :)
Get with the program.
Y'all did this with Skyrim, too. Lollygaggin on the switch. It's gonna happen, just do it already.