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SS conqueror is being updated in such a way that faction packs remain entirely functional regardless of their creation dates. Retrocompatibility is essential to the team. Non updated faction packs simply miss out on the new features offered by the most recent updates such as special units but...
here's a conversation I've had with a fellow modder about using external assets in one's mod. hope it will help you :
Anonymised Mod author
Greetings, fellow faction pack author!
I hope you can help me out with a question I have, or maybe point me towards a sufficient tutorial.
See, I...
Let me tell you...
Let me tell you what I see when I look at that Fess raccoon on this profile picture of yours.
I see an ingenious, sly and cunning raccoon rubbing his hands with glee as he mulls over
the massive pack he's about to drop on the Nexus.
The well-oiled thought-machine lovingly...
Hotfix 4.1.1-C has been issued in an attempt to correct the bug preventing the Forsaken Companion to follow the player. Confirmation on whether it works or not is welcome.
https://www.nexusmods.com/fallout4/mods/38425?tab=description
This sort of post is quite clearly the reason why I've continued modding after the initial release of my plugin. Seeing people enjoy one's modest creation is thoroughly enjoyable in itself.
Considering your interest in the Forsaken Vaulters backstory, I've garnered a few past answers I...
Hello! I didn't know they had limited VATS considering I've tested the pack extensively as the player-owned faction and not the enemy. It seems quite odd for them to be like this since they're based on pre-existing game templates that I then tailored to my needs. No changes have been implemented...
That's both a funny and creative idea, I especially like the ironic name.
The group could have been started by an actually sane but weak wastelander who lied about his identity to seek the protection of the railroad free of charge without even being chased after by the Institute, effectively...
Always claim Red Rocket as your first settlement. Non-liberator factions can only claim empty settlements. And give the desk a few minutes to load the packs.
That was to be expected, as it makes perfect sense. However, I was thinking about ideas to bolster creativity and diversity in faction pack making and since you intend to launch building design contests in the future, one could kill two birds with one stone organising faction themed plot design...
You have to extract the archived game scripts from your F4/Data/Fallout4-Scripts file into a custom Fallout4/Data/Scripts folder where you can have them loose using BA2 archive. It should then work. Make sure the pathways that appear on BA2 archive when you open the Fallout 4 - Scripts file...
Concerning your NVME question, I'll be honest and tell you that I cannot correlate for sure what is responsible for the CK's stability on my build. But it is definitely more stable than the reputation it has and what I expected it to be. It is still relatively slow but I've had only 2 crashes...
The Industrial City add-on contains the Rust Devils, Nuka gangs are being made and the Forged do not exist yet (but their freezing cold arch-enemies, the Forsaken Vaulters, do) :)
Hey,
Can you try to launch a test raid from an earlier save and see what happens?
The latest hotfix might have troubles being backward compatible.
Btw, 4.1.1-B came out this afternoon, do you have the latest version?
As far as the Forsaken Vaulters are concerned, I believed for a long time that the Arrival and Background music not playing was due to some sort of encoding error on my part. Weirdly enough, the background music did work in the first version of the mod but stopped doing as much later on (maybe...