Any chance of a compatibility patch for Diamond City Expansion? Da MOD works properly despite the fact that one or the other object overlaps. For example, in my game there are two mailboxes on Publick Occurrences.
I installed this and the other Big Hunt boards on an active save. I'm using Diamond City Plus, and DC Vendor Clutter. I have the mailbox glitch, as several others do, and my bounty board is non-functional. When I first installed it, I had glowing green "wireframes" around the market. Now all of them are solid as if I did the quests, which I didn't. I also can't accept any of the quests. I hit accept and nothing happens. I get no info, no markers, nothing to tell me that I'm now doing it. The only thing that happened between install and now is that I went out and did Confidence Man. This all became an issue when I returned.
I wish someone would make a simple repeatable donate box with a note on it asking for items to make rewards with. Example...Solomon wants flowers. One at every major town of known popular npc's asking for things. Or one npc that says Hancock wants this and this person wants this. The box would do.
You know, There's absolutely nothing preventing people from doing their own thing with Message Boards. I have it on very good authority Zorkaz would love it if they did. I, naturally, lack the required modding skills.
The board only show posters, don't give quests. The goodneighbor board and bunker hill works fine, but the board in diamanod city only shows decorative posters and don't give any quest. Any help?
So which one is better to donwload esl or esp? what is the difference between the reupload and the other file? sorry i'm a little bit ignorant on these things...
Files flagged with ESL are known as "light plugins" or "light masters. Files with the ESL flag are given special treatment with their form IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in the game and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data. As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. in short that means when ever you have the choice if you install an esp or en esl than you go everytime and i mean everytime for the .esl
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Nothing of this has quest markers nor quest data
Cheat information:
https://www.nexusmods.com/fallout4/images/174460
Da MOD works properly despite the fact that one or the other object overlaps. For example, in my game there are two mailboxes on Publick Occurrences.
to many files dont know what to install or skip ?
IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in the game and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data. As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. in short that means when ever you have the choice if you install an esp or en esl than you go everytime and i mean everytime for the .esl