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Found 6 results

  1. Version 1.2.0

    73 downloads

    CURRENT Version is 2.0.1 WHAT THIS MOD DOES: Adding to my expansions of player homes this mod adds a survival player home with 2 beds, linked workbench storage, fully navmeshed and a locked door (key is nearby) It makes a convenient location to rest upon entering Far Harbor . I am constantly revising this mod for better performance and play ability, so send me those bugs and enjoy! Additional files: Added: Far Better Far Harbor - Exploration Expanded Description: FBFH-EX adds 2 player homes with linked container storage and sorting, interior spaces to explore and several random encounters in the Far Harbor worldspace. Not compatible with Better Far Harbor Information Center use one or the other. NEW FEATURES: v2.0.1 Changed some lighting in the bedroom and replaced the bay windows with transparent ones, Edited lightboxes to adjust for cross room light bleed, removed some fog and added glass to the bedroom ceiling to hopefully prevent rain from entering. v2.0.0 AIO FOMOD Installer includes new version 2.0.0 and all legacy 1.0.2 versions and patches v0.2 Scripted Mannequins allows player to change the gender to reflect player character (available in terminal) Scripted Inventory Sorting (via terminal and dropbox) sorts inventory into containers in the player home and Far Harbor shared workbenches Linked Workbenches SUGGESTED LOAD ORDER: Hide contents 1.0.2 Load after Previs Repair packs or FOFPSFix 2.0.0 Does not break Precombines use "The Method" or place where it conflicts the least. Initial Release (testing) 09.01.2021 - Initial Release no Previs Release (testing) 10.19.2021 - Updated file with new features and objects no Previs Release (testing) 11.06.2021 - Minor Updates and added FOMOD installer with support for Boston FPSFix and Previs Repair Pack Release (testing) 04.22.2022 - Major overhaul moved player home to docks and removed all vanilla worldspace edits to keep Previs System intact. Included all legacy versions as options in FOMOM installer with PRP and Boston FPS Fix compat patches for legacy 1.0.2 version. Features: Linked Vanilla workbench storage plus one added cooking station inside the home. Reveal hidden contents  To Do List: Rebuild Precombines Scripted Item Sorting for containers v0.2 Compatibilities: Plays well with the following mods: v1.0.2 may require patching for compatibility v2.0.0 should have minimal conflicts Problems: Boston FPS Fix - I have been using my mod with Boston FPS Fix for some time, load mine after and you should not have any blinking world issues with the ALL DLC version. Vanilla file untested with BostonFPSx for reasons. Fo4FI_FPS_Fix - NOT SUPPORTED PrevisRepairPack - v1.0.2 ONLY - needs further testing Problems: Special Thanks to the following Mod Authors for their inspiration with scripted additions RedRocketTV KingGath DarkFox127 Seddon4494
  2. Whenever I get to the final dialogue with Preston in the quest “when freedom calls” he gets through the first half of his dialogue but the dialogue sending me to Tenpines bluff never loads in and He just stands there completely silent, I’ve done everything I could think of, from removing all my mods to deleting and reinstalling the game, but nothing seems to fix it
  3. For some reason, none of the robots will speak in to me in Dry Rock Gulch. I've scoured every page I can trying to find a fix for it, but it seems like no one else is having this problem? I defeated the blood worms when entering the area, but they didn't speak to me. I'm not sure what else to do besides go back and reload a file, but unfortunately, one of my last few is waayyyyy far back and I'd like to not lose the progress I've made. Is there a fix to this? Or am I just gonna have to make myself miserable? I'm on an Xbox one, not a PC.
  4. Hi there, I'm currently working on a mod that adds factions and radiants tags (and icons) on quests, and asking myself a few questions about the best way to provide compatibility with changes mades in UFO4P (which I use too). Here is the mod : Factions and radiants quests tags (made with Beth.'s CK) I actually have non clue how ( or if possible ) to make a merge patch in the Creation Kit ... but have a few hours using FO4Edit ... so I started from there. I've spotted 4 quests I changed that are also patched in UFO4P : Min02, Taking independance > a `CNAME - Log Entry` moved from stage 40 to stage 45 BoSM01, The Lost Patrol > removed Properties `BoSM01DanseStage150CMPFinalReport0` from script managements RRR10, A clean equation & RRR11, High ground > Few conditions changes and additions My game didn't crash so far with the merge patch ... but I haven't stressed it enough so I'll have to push alpha tests further. Anyway, what I would like to ask is : 1. would you mind if I release the merge patch packed in my mod ( that would replace my esp depending of the choice of the user ) ? 2. could you confirm that the FO4Edit is a smart way to do it ... or not ... or if there is a better way ( like the CK ) ? 3. give me any tips or resources to go further (beside the classic CK Tutorials) ? I wouldn't find out ( or worse, that an user of my mod ) figured out that I didn't spotted and forgot changes,forms, ... anything. Regards, Aogara
  5. InsanePlumber

    Concrete Insanity

    From the album: Insane Fallout 4

    Here are ~half meshes for my Concrete overhaul. All meshes will have their own Collisions NavCut etc... Full resolution Image. Suggestions welcome.

    © InsanePlumber

  6. InsanePlumber

    Insane Alien Blaster

    From the album: Insane Fallout 4

    Click on the picture is an animated GIF. If someone likes you can download the Nexus for now http://www.nexusmods.com/fallout4/mods/6907?

    © InsanePlumber

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