Sorry if I'm being a bit annoying—I'm not trying to be. I think you might have misunderstood my question, probably because I wasn't very clear. When you made your mods, did you only add new stuff, or did you also delete things that were part of the precombines? If you did break them, did you rebuild them?
Oh sorry if I worded my comment wrong, but yes precombines aren't broken as the only things I removed were some of the physics barriers and I only disabled them, this was because the Vertibird clipped with them. I try to only build off base game stuff as to not have issues with precombines or other mods(PRP).
Thank you for your answer, and for making sure that the mods are compatible. There are probably others who wonder the same thing when looking at your mods. Maybe consider adding that to the description—surely more people will be inclined to try them. Thank you for your work!
Yeah I’ll probably do an AIO soon just so all the mods can be in 1 ESP(The ESL form compaction will brick saves unless a new save was started) but I’ll make an actually detailed description and explain the process behind each area.
Pretty much a good add-on for the exterior of Vault 111 after years, but minor criticism will be: put more skeletons on the front gate (where you got in with a bunch of military with power armors and a militant in charge of the gate [who refused acess to vault tec rep because he was "not on the list"]), kinda like others climb in the fence and others on the side, and others were laying far from gate (indicating due to people desperately going inside the gate and got shot by a PA militant with a minigun) and other got inside but pretty much too late.
I’m currently working on Far Harbor(as I started a new playthrough there) but once I get back to the Commonwealth I’ll probably add this. The other gate has an area where there was a massacre, so this idea fits in perfectly. Thanks!
Oh keep in mind that there are NPCs named Mr. and Mrs. Park and other named neighbors in pre-war and became ferals in events of Fallout 4, you can encounter them in rare encounters, so those 4 npcs were not counting as dead outside the gate
I was wondering if you could also share which mods you are using for grass, foliage, trees, and the overgrown look on the walls/wood. Your game looks so good
Another Pine Forest got deleted but if you don't have it I'd recommend Pine Forest Redone(closest mod to Another Pine Forest imo) for the foliage/grass it's Healthier Commonwealth(also is deleted but you can find the archive for it on google) the overgrown wood is from https://www.nexusmods.com/fallout4/mods/69833?tab=files It's the woodstuff 2k file theres some other overgrown textures on other mods from the same guy.
It's impressive what "simple" mods can add to the game. You After The Fallout series looks really promising, i'm using all of them, really good work. Keep it up!
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and became ferals in events of Fallout 4, you can encounter them in rare encounters, so those 4 npcs were not counting as dead outside the gate
I was wondering if you could also share which mods you are using for grass, foliage, trees, and the overgrown look on the walls/wood. Your game looks so good
Is it possible to have the formIDs compacted so it's able to be flagged as an ESP-FE (ESL)?