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@Gernash Nice, now I don't feel like I am missing stuff.

 

@TDarkShow reminded me about the ammo stuff. I can't craft some calibers, most of them(if not all) are the ones with no icons.

Settlers always spawn with one weapon and 2 types of ammo. I need to remove the "wrong" one, which is always equipped by default, otherwise they will just pew pew and run around without actually shooting mobs.

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This may be better then Better Companions ... https://www.nexusmods.com/fallout4/mods/24233/?

can replace better companion fall damage immunity.

Better companion does a whole lot more. I'll actually have a close look at this mod and get back to you.

@Gernash Nice, now I don't feel like I am missing stuff.

 

@TDarkShow reminded me about the ammo stuff. I can't craft some calibers, most of them(if not all) are the ones with no icons.

Settlers always spawn with one weapon and 2 types of ammo. I need to remove the "wrong" one, which is always equipped by default, otherwise they will just pew pew and run around without actually shooting mobs.

you using modern weapons or just core? Settlers and companions do not use ammo their inventory contents is just loot in regards to ammo. 

If they have no ammo they use melee.

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@Gernash Yep, I'm using the whole Modern Weapons plugin. All settlers spawn with weapon+right ammo+ wrong ammo (equipped).

NPC's will always equip the "Best" item (usually the most expensive)

do you have the scrounger perk? as that will give you an extra ammo for raiders etc.

 

if you spawn a new settler does the double ammo happen? Is the extra ammo on existing settlers?

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do you have the scrounger perk? as that will give you an extra ammo for raiders etc.

if you spawn a new settler does the double ammo happen? Is the extra ammo on existing settlers?

Don't know about Jarda but I too use the Modern Weapons pack and have the Scrounger perk.

Can confirm, settlers, bandits and other NPC's have double ammo.

 

As a side note, some perks in the perk chart have the indicator [bobblehead] next to their name (like "[bobblehead] Scrounger"), is this normal behavior?

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So I noticed that when I start a clean, very advanced save before the mod I end up with 13 mod setting holodisks.  

 

When I start a standard new game from the beginning, I end up with 10 when I exit the vault the first time.  Is this supposed to be the case? 

 

One of the missing setting holodisks is definitely NAC-and I checked the chem station to create a new one, and I didn't see it listed.

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I think there extras are duplicate holotapes that are created when the scrips run for the 1st time. (If not can you screen shot both and tell me the odd ones out?)

 

Unfortunately there is no single menu plugin as yet for holotapes replacer as per Skyrim UI

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I think there extras are duplicate holotapes that are created when the scrips run for the 1st time. (If not can you screen shot both and tell me the odd ones out?)

 

Unfortunately there is no single menu plugin as yet for holotapes replacer as per Skyrim UI

Sure thing, I'll see if I can't do that tonight.  Love the guide :D

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I think there extras are duplicate holotapes that are created when the scrips run for the 1st time. (If not can you screen shot both and tell me the odd ones out?)

 

Unfortunately there is no single menu plugin as yet for holotapes replacer as per Skyrim UI

OK, so here we are.  Loading clean save:

 

https://imgur.com/a/p3lAV

 

 

New game, first get Pip Boy:

 

https://imgur.com/a/yG09M

 

 

New game, gotten out of the Vault and faffed around a bit:

 

https://imgur.com/a/jeFVf

 

Mod Order:

 

 

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
HUDFramework.esm
Loads.esm
NewCalibers.esp
ZW's F4 Overhaul Master.esm
Arbitration - Resources.esm
Homemaker.esm
ConcealedArmor.esm
NAC.esm
Settlement Resources Rebalanced.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
AutoDoors.esp
AES_Renovated Furniture.esp
Evan_Modular Kitchen.esp
CWSS Redux.esp
AkaWaterWorld.esp
SMH.esp
SettleObjExpandPack.esp
FunctionalDisplays.esp
FunctionalDisplays-Collectibles.esp
DogBed.esp
CleanSettlement Greenhouse.esp
dinoshelf.esp
dinoshelf_extra_ammo.esp
dinoshelf_retex.esp
CREAtiveClutter.esp
OctaviusSentibar_Labels.esp
OWR.esp
OWR_CraftableDecor.esp
OWR_CraftableDecor_CW.esp
Armorsmith Extended.esp
Armorsmith All DLCs Patch.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
CBBE.esp
Glowing Animals Emit Light.esp
RaiderOverhaul.esp
SuperMutantOverhaul.esp
Synth Overhaul.esp
D.E.C.A.Y.esp
Tracers - Light em up.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Automatron DLC.esp
Crafting Workbenches - Faction and Quest Requirements.esp
LegendaryModification.esp
LegendaryModification2LM.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModificationMisc.esp
LegendaryModification - DLC Far Harbor.esp
LegendaryModification - DLC Far Harbor (2LM).esp
LegendaryModification - DLC Far Harbor (2LM Concealed).esp
ConcealedArmor.esp
Craftable Armor Size - Fix Material Requirements.esp
Craftable Armor Size.esp
3dscopes-framework.esp
3dscopes.esp
3dscopes-FarHarbor.esp
3dscopes-NukaWorld.esp
3dscopes Add+DLC+BMD Sollus91 Custom.esp
3dscopes-AddToSpawnList.esp
CutWeaponModsRestored.esp
CutWeaponModsRestored-Automatron.esp
CutWeaponModsRestored-FarHarbor.esp
CutWeaponModsRestored-NukaWorld.esp
Extended weapon mods.esp
Better Explosives - Normal.esp
Better Explosives - Far Harbor.esp
Better Explosives - Enhanced Grenades.esp
Better Explosives - Grenade Frequency 30.esp
Better Explosives - Perks redone - No Trajectory.esp
Realistic Guns and Bullets Overhaul.esp
Weaponsmith Extended 2.esp
VaultTecAcceleratedFocusSystem.esp
VaultTecAcceleratedFocusSystem - FarHarbor.esp
VaultTecAcceleratedFocusSystem - NukaWorld.esp
Live Dismemberment - RegularNoHeadshots.esp
FO4Hotkeys.esp
TakeCover.esp
QuickEnterFromStand.esp
QuickExitToStand.esp
ShellRain.esp
Realistic Death Physics - ALL DLC.esp
SalvageBeacons.esp
AtomicRadio.esp
EveryonesBestFriend.esp
ImmersiveVendors.esp
The Eyes Of Beauty.esp
AzarPonytailHairstyles.esp
Eli_Armour_Compendium.esp
BetterSettlers.esp
BetterSettlersCCAPack2.0.esp
Grunts.esp
Guards.esp
Randomized DC Guard Outfits.esp
Laurent's Robot Skins.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
Dogmeat's Backpack.esp
K9TacticalHarness.esp
Binoculars.esp
Scavver's Toolbox.esp
Immersive HUD.esp
Arbitration - Button Lowered Weapons.esp
QuickTrade.esp
SkjAlert_All_DLC.esp
dD-Enhanced Blood Basic.esp
Companion Fall Damage Immunity.esp
NewRecipesFH-VIS.esp
Ephla's Unique Chems.esp
MojaveImports.esp
Generator Fusebox - More realistic version.esp
Settler Sandbox Overhaul.esp
Homemaker - Streetlights Use Passive Power.esp
Raider Overhaul - AE Patch-Restored Content.esp
SuperMutantOverHaul-Armorsmith.esp
Consistent Power Armor Overhaul.esp
Anchorage Power Armor.esp
PowerArmorT49.esp
FALLOUT4WT.esp
ZW's F4 Overhaul - Power Armor.esp
Arbitration - Recommended Core.esp
Arbitration - Automatron AI.esp
Loads of Ammo - Leveled Lists.esp
Synth Overhaul - No level requirements Patch.esp
BetterCompanions.esp
NoSharedDogmeatTemplate.esp

I also noticed that it added some holotapes while I was in the bathroom/starting house on a new game.  I wonder if they're removed or something through the beginning sequence.

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Makes me curious as well. I'll have to experiment with it and see what's happening.

 

It might make ones spawned via the script not have the settings tag and not be sorted via the XML sorting so they don't show up at all.

 

hmm loading please wait.

Edited by Gernash
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Hey not sure if you've caught it but I just noticed a conflict with Everyone's Best Friend and Start Me Up... checked it out in xEdit, no idea how to fix.  

 

They both change Codsworth's dialogue, the result is that (at least if SMU is loaded after EVB) you can't recruit Codsworth and Dogmeat at the same time.

 

Haven't tried the other way around but fairly certain you would then break SMU's dialogue alterations. 

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