Update 4.01 only fixes minor cosmetic issues in 2 cells. All patches should continue to work as designed.
-------------------------------- 4.0 adds five completely new interiors, one of them being very large and all of them loaded with detail and content.
We also redid the performance optimizations for the Quincy Super Duper Mart and Bare Harbor so they run well while also accurately reflecting our artistic intention. There's also been minor cosmetic issues with those cells beside PreVis being a fickle *censored*, which are now fixed.
The terminal in the Malden Medical Office now actually has the correct content.
If anyone wonders: The magazines on display in the Raiders Digest Editorial Offices are taken from PIRAD, the Raider's Digest Shirt is from CCC.
If in doubt, override InsideJobs.esp - our worldspace edits are the only source of conflict as we do not override anything. Mods like Boston FPS Fix, F4FI FPS Fix or A Forest want to load after Inside Jobs.
In general, you should never change anything about your load order after committing to a save file. It should remain 100% the exact same for as long as you care about the save.
That said, adding mods to a save file after clicking "New Game" only very rarely causes problems, and there's certain types of mods that are more likely to trip over this. Inside Jobs is not one of those types. That doesn't mean you don't have to worry about cell level conflicts, especially if you use PRP, but it means you're unlikely to break things hard if you install this into a save file with a few hours on it.
I'm trying to delete the front door of the rotting manor since it conflicts with Raider Children. I can't find the correct record to delete though. Can anyone help point out the record to delete in fo4edit? Cell block 6 sub block 5 has the rotting manor records, I tried deleting both the persistent records that both mention doors, neither deletion removed the door. I'm thinking it might be in the temporary files, I can't identify it though. Any help would be appreciated.
Hi, which house is Vault 1016's entrance in? I effed up and didn't read the description of this mod all the way through, because I have a mod that overhauls Jamaica Plains' appearance and I'm getting a lot of buildings merging with each other. The mod I'm using is 'Jamaica Plain not so plain.'
I have collisions disabled, and I'm moving around to see if I can find the entrance to the vault because I don't want to miss anything.
You can see the entrance using the local map i had trouble finding it, if like me you rebuilt the house with a rebuild like those of Aurelianis With console : coc tbVTFanboy go out clear the entrance
Any help would be greatly appreciated. Thank you in advance. I saw this question asked a couple pages back but I am still a bit confused. I have the Unofficial Fallout patch. My question is three-fold, do I need both the Main file AND the patch file; ESP or ESL? If so how would I load them using Vortex? Finally, does Vortex do the job right using LOOT? Modding Skyrim years ago with BOSS seemed so much easier. Maybe I'm going brain-dead.
If using UFO4P, you want to be using the UFO4P patch, yes. ESP or ESL is your call to make, that's why it's both an option.
I can't comment on how to use Vortex. I know that its auto-sorting will typically not do anything useful for FO4 though. This isn't really an Inside Jobs question though, more like a general good practices thing.
Hi, Just found the rotting manor, and opened the door for the mentioned item. I only found a single gold bar? Should I find something else, or is a single gold bar is all we get for this location?
273 comments
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4.0 adds five completely new interiors, one of them being very large and all of them loaded with detail and content.
We also redid the performance optimizations for the Quincy Super Duper Mart and Bare Harbor so they run well while also accurately reflecting our artistic intention. There's also been minor cosmetic issues with those cells beside PreVis being a fickle *censored*, which are now fixed.
The terminal in the Malden Medical Office now actually has the correct content.
If anyone wonders: The magazines on display in the Raiders Digest Editorial Offices are taken from PIRAD, the Raider's Digest Shirt is from CCC.
Does anyone know if the wonderful mod need a PRP 0.65 patch? thanks.
This has not changed and will not ever change.
That said, adding mods to a save file after clicking "New Game" only very rarely causes problems, and there's certain types of mods that are more likely to trip over this. Inside Jobs is not one of those types. That doesn't mean you don't have to worry about cell level conflicts, especially if you use PRP, but it means you're unlikely to break things hard if you install this into a save file with a few hours on it.
I have collisions disabled, and I'm moving around to see if I can find the entrance to the vault because I don't want to miss anything.
i had trouble finding it, if like me you rebuilt the house with a rebuild like those of Aurelianis
With console : coc tbVTFanboy
go out clear the entrance
Thx for the mod :)
I saw this question asked a couple pages back but I am still a bit confused. I have the Unofficial Fallout patch. My question is three-fold, do I need both the Main file AND the patch file; ESP or ESL? If so how would I load them using Vortex? Finally, does Vortex do the job right using LOOT? Modding Skyrim years ago with BOSS seemed so much easier. Maybe I'm going brain-dead.
I can't comment on how to use Vortex. I know that its auto-sorting will typically not do anything useful for FO4 though. This isn't really an Inside Jobs question though, more like a general good practices thing.
Be well
Just found the rotting manor, and opened the door for the mentioned item. I only found a single gold bar? Should I find something else, or is a single gold bar is all we get for this location?
FNAF - Animatronic Apocalypse at Fallout 4 Nexus - Mods and community (nexusmods.com)