******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Is there a requirement for the workbench? For some reason, it's not showing up at the chemistry station—everything else about it is working from what I can tell.
Currently using the version from bethesda.net, because I'm not in a position to follow the Midnight Ride guide yet.
This mod, or a conflict with it gave me the strangest bug I've ever experienced. At the end of Power Play at Nuka World, after you hit the button, every single save you make after that gets corrupted to the point where if you save in any way, you crash to desktop via the display driver!
Now I'm not saying it's your mod alone, my modlist is 195 deep, but something didn't like your mod in my list after that particular section. For the record, my mod list/save are clean af, with no uninstalled mods throughout this playthrough.
Buffout 4 Log was even more bizarre in the sense that your mod wasn't listed whatsoever.
I did the old troubleshooting thing of Clean Install, then enable your mods in bunches or groups. At the end, I confirmed multiple times that it was strictly this mod that caused this.
Now, one thing I didn't do is try to load the game with only your mod and your mod alone.
Guarantee it was a conflict with something I had though.
No such thing as a stupid question (well, unless its already in the description) ... BUT cant really help as no idea what NEO does or how it works. Since this does modify some base game content (as described) there is possibility of conflict with other stuff.
Your best bet is to load both in xEdit and look for red conflict lines in each mod.
Thanks for the reply. I'll do a test then, and I'll share the results in case anyone else has this question. I just find this mod too useful (like almost all the ones you publish).
If there appears to be a conflict. At least with the Esp loose from the NEO who is in charge of Instance Naming Rules. I don't know if it can be patched or simply place one on load later than the other. But wow, at first both mods seem to have a conflict at this point. I'm afraid to touch anything, but I'll try to see if I can make a patch.
Edit: I just realized that the INNR file is optional. So it may also be easier to disable it.
This mod changes base game objects: dn_CommonGun Instance Naming Rule, ap_Legendary keyword and mod_Legendary* Object Modifications to associate MISC inventory items to legendary OMODs so they are moveable.
If you will not actually be moving legendary effects between objects you can ignore any overrides.
You have no idea how happy you've made me, I almost wish there were more ammo varieties to go with this. Being able to break down the like 1000 5mm I have to make 5.56 ammo is just fantastic!
SKK50, would you be able to give us a holotape to be able to toggle some of the functions here on and off? I wanted to use another crafting mod for the legendaries it provides, but your legend swap shows up on their screen. If not, no problem, but wanted to ask.
51 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
Currently using the version from bethesda.net, because I'm not in a position to follow the Midnight Ride guide yet.
This mod, or a conflict with it gave me the strangest bug I've ever experienced.
At the end of Power Play at Nuka World, after you hit the button, every single save you make after that gets corrupted to the point where if you save in any way, you crash to desktop via the display driver!
Now I'm not saying it's your mod alone, my modlist is 195 deep, but something didn't like your mod in my list after that particular section. For the record, my mod list/save are clean af, with no uninstalled mods throughout this playthrough.
Buffout 4 Log was even more bizarre in the sense that your mod wasn't listed whatsoever.
I did the old troubleshooting thing of Clean Install, then enable your mods in bunches or groups. At the end, I confirmed multiple times that it was strictly this mod that caused this.
Now, one thing I didn't do is try to load the game with only your mod and your mod alone.
Guarantee it was a conflict with something I had though.
Thought you should know anyway.
Your best bet is to load both in xEdit and look for red conflict lines in each mod.
Edit: I just realized that the INNR file is optional. So it may also be easier to disable it.
If you will not actually be moving legendary effects between objects you can ignore any overrides.