I don't understand how I am supposed to beat him. It's the second I meet, fat man on vats does 5% of his life which he has done regenerating by the time vats ends. I did that same thing to Swan and took half his life with 2x from hidden. Seriously WTF, deleted
top https://www.nexusmods.com/fallout4/mods/69076 bottom https://www.nexusmods.com/fallout4/mods/69075 girl https://www.nexusmods.com/fallout4/mods/67941 boots, gloves, never published
Ran into the following issues at the Boston Mayoral shelter with this mod and thought the following might help anyone else who ran into the same problem:
When you approach the front door that leads into the shelter, it is called Abri du maire de Boston. Once you are inside, if you turn around and look at the door, it says Boston Mayoral Shelter as it should.
There are numerous walls and shelving that are missing and/or invisible throughout the level. If you disable this mod, they appear normally, and the once that were invisible come back again.
I'm running REACTOR ENB which requires Natural & Atmospheric Commonwealth 10 - Final Edition (NAC X), which also has ELFX as a requirement. I'm also using the ELFX-Pre-Vis patch to fix a number of known issues with ELFX.
If you move ELFX-PreVis.esp after a122 Institute Courser - Tumbajamba Power Armor.esp, that fixes both issues.
Hi. Could you made an optional download integrating your mod with the mod Institute Heavy Weapons? I think it adds an Institute Gatling Laser that would look well alongside this power armor. The mod "Power Amor to the People" has a patch that do that, but I don't want to use that mod.
If I remember it's a limitation of the original mod... Because it's a texture shared with others things. I don't know if they have found a solution. Go read the Tumbajamba forum.
You forgot to give link Basically, this mod is compatible with near anything (read description), it take few physicals npc on the map and replace them by courser synth pa. I think the synth pa is also normally compatible with anything but I can't speak in place of the synth pa armors author himself, preferably ask him.
It has conflict because it replace synth like mine. It seem it replace all synth and mine replace just few coursers on map. You can eventually test to add mine after in your load order, but that not guaranteed. When I have time, I will see if it's possible to change hard replacement with script injections but I can't say when.
25 comments
Seriously WTF, deleted
bottom https://www.nexusmods.com/fallout4/mods/69075
girl https://www.nexusmods.com/fallout4/mods/67941
boots, gloves, never published
I'm running REACTOR ENB which requires Natural & Atmospheric Commonwealth 10 - Final Edition (NAC X), which also has ELFX as a requirement. I'm also using the ELFX-Pre-Vis patch to fix a number of known issues with ELFX.
If you move ELFX-PreVis.esp after a122 Institute Courser - Tumbajamba Power Armor.esp, that fixes both issues.
Basically, this mod is compatible with near anything (read description), it take few physicals npc on the map and replace them by courser synth pa.
I think the synth pa is also normally compatible with anything but I can't speak in place of the synth pa armors author himself, preferably ask him.
About mod conflicts, a mod has few methods to replace npc in order of priority lower to upper (strongest).
1/ Using Leveled List <--- Probably your mod here
2/ Change npc outfit <--- or here
3/ Replace npc on map <----- My mod
4/ Add npc on map
You have a chance that work, test with a full save before