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SKKmods

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SKKmods

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  1. SKKmods
    SKKmods
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    Locked
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. mazzmarach
    mazzmarach
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    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. 
    1. SKKmods
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      Its in the crafting workbenches section of the normal workshop build menu.
    2. mazzmarach
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      Thanks. I went back after redoing my load order just to be sure, and I found it. Great mod.
  3. clkish1988
    clkish1988
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    works great but I have found that Ultimate Wasteland Armor makes my companions think I'm naked.
    1. SKKmods
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      That allows underarmor to be worn with it.
    2. clkish1988
      clkish1988
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      What items are considered under armor? Nothing I have tried so far has worked. It just unequips the wasteland armor.
    3. SKKmods
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      Vaultsuit, roadleathers, longjohns, bos underarmor ... 
  4. ALaz502
    ALaz502
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    Last Gen version installed for the record.

    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.
  5. Umbrellaman69
    Umbrellaman69
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    Ive tried the mod in 0.10and 0.90  but it isnt working. Its listed in the mods in the menu, but i cant build it. It isnt there
  6. Alexiel26
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    I imagine not by touching different things, but I'd rather look stupid and ask. Is it compatible with New Equipment Overhaul (NEO)?
    1. SKKmods
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      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.
    2. Alexiel26
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      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).
    3. Alexiel26
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      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.
    4. SKKmods
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      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.
  7. Leantath
    Leantath
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    If I have any issue with this mod it is only that the improved gas masks can't be worn with helmets, otherwise this works phenomenally
    1. SKKmods
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      Good shout ! Fixed in the next update (with some, not much 3rd person clipping).
  8. Tigertank0506
    Tigertank0506
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    please add munition ammo mod
  9. gakusangi
    gakusangi
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    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!
  10. Jambo11
    Jambo11
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    Will I be able to craft 2mm EC?
    1. SKKmods
      SKKmods
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      "2mmEC *10Science2 (2 Copper, 2 Lead, 2 Oil)"
  11. olvelsper
    olvelsper
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    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.
    1. SKKmods
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      It is not possible to dynamically script omods and the associated misc inventory objects, they are hard coded forms.
    2. olvelsper
      olvelsper
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      I see. Thanks for taking the time to explain. Have a good day.