![]() ![]() Companion and NPC Face Replacer should go into " Character Model Replacers", in the "Face morphs" bit I was talking about earlier. Next, SKK's S.A.S., which can go into " New Quests", due to how it runs it's scripts in quest form, that should make it high up enough that it'll work properly and low enough that it won't be taking up the space of other mods that need to be low down. into "NPC and Companion Changes" if the NPC changes made by Lunar aren't showing up, etc.). If you find that there's a particular part of Lunar that's not working in it's own right, then you can shift it down the framework to whatever that specific non-working thing would be individually categorised as (eg. Firstly, Lunar Fallout is a big ol' overhaul mod, and those should generally go in the " Gameplay Changes and Tweaks" category, because they alter so many things that other mods might need to overwrite some parts of it to work effectively. If you find that there is something overwriting these, then you can pretty safely move the overwritten one to sit just below the offending mod, as in those circumstances, ensuring the mod is working proper-like will override the order in the framework (rare, but needed at times).Īnd now, the " Place at the Bottom" section, which has a lot more in it than needs to be there. So, you weren't too far off it.įor your " New Non Craftable Items" section, just have a check that these are all scripted, as if they're not, then there might be some later mods which overwrite their leveled lists, or cut into their spawn chance. That particular category should load from top to bottom like: Skeleton/Animations -> Face-Face Morphs -> Bodies (humans, then creatures) -> Stat changes -> Hair Mods -> Eye Mods. In " Character Model Replacers", move anything that touches eyes below anything that touches hair. And props for having Pra's mod in there too, I don't think many people know about that one. Within " NPC and Companion Changes", I'd move anything that touches facial data above things that touch the other stuff, like naming and dialogue, they'll simply load a bit better that way. You could also move them down to " Gameplay Changes", if you were worried that something else might mess with them (though that's not too likely). Move Random Encounter Manager, SKK's Survival and SKK's Damage down to what you've got listed as " Vanilla Quest Modifications", because along with quest changes, that category also works for bug fixes and unofficial patches (just not THE unofficial patch), and most of SKK's mods will work well enough in there without any issue, as they are really well made to run in the background, just like a bug fix or patch (seriously, that SKK50 is bloody talented). Move Feral Nights down to " New Quests", as that's technically how it runs, as a quest. ![]() Firstly, in your " Faction Overhauls" section, I'd move More NPCs and SKK's Stalkers into " NPC and Companion Changes" (as these don't change factions or leveled lists, they just place spawn points, either physical or dynamically ). Now, in regards to the rest of the framework. And apologies if that sounded a bit judgey, just wanted to hammer that one home. Some folks are dead against it (especially on PC, but that's a different kettle of fish), but in terms of running this game with mods smoothly on console, it's as important as coolant for your car (it'll work for a little while without it, but eventually it'll kark it). Is there a particular reason why you don't have that one installed? It's probably the most important mod to have installed on Xbox when modding FO4, due to how the system runs and all the problems within it. There are a handful of mods which I'd say are out of place, or could work better elsewhere, so let's get to it.Īlrighty, so, first thing that stands out is the distict lack of UFO4P right up the top in first place. Framework, at least with the category headings. To begin, props for the actual order here, very nice and easy to read and well implemented with the L.O. so far I've tested it on a series x for a couple of hours amd no crash New Settlements and Other Buildings Changes and TweaksĮverything That Says to Place at The BottomĬan anybody double check my load order. New Weapons, Armors, Clothing Etc (Non Craftables) Visual, Texture, Atmospheric Improvements ![]()
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