Newbie modder here. Quick question. Im using MO2, and if I want to use the ESL file for this mod, do I simply merge it with the main file and leave it as is or do i need to delete the original ESP file, leaving only the main, textures, and ESL files?
i always thought it was a mistake for bethesda to not make Kellogg feel more known in the commonwealth, he was largely known for his efforts for the institute story alone, but for some reason he was a unknown person within the commonwealth, almost like he never existed, like it would have been cool to see or hear stories of Kellogg through other NPC's talking about his exploits and him being this ruthless killer who was untouchable by the raider population, little things like this would have helped his legend status make more sense, because in the main story, he just comes off only doing missions for the institute and never does much of anything else like he never made a mark on anything else in his life, like did he ever end up in gangs or overthrowing them or organizing them in some way or something like this?
the game sort of tells his history through his memories, but the game only offers that aspect, nobody questioning his age and his status of showing up over the last 100 or so years.
anyway, i know you mod has nothing to do with what i just wrote, i'm just passionate about character's and their backgrounds.
So... are we technically immortal now like Kellog? Can we transfer our consciousness to a synth like Nick?
So after we harvest the cybernetic implants from Kellog, we will implant it into our brains. Doesn't that mean we are leaving our brain susceptible to a Kellog takeover?
Any plans to add more implants? IF not, any plants to create a tutorial (or instructions) on how we can add or create our own custom implants?
You could create infinite instances of implants and set different perks for each. With exception of Brain Augmenter which occupies the ring slot thus equipping multiple is impossible. Removing the requirement solves it.
Hello I hope this is the right place! KCI - Kellogg's Cybernetic Implants MOD (love it) but... The brain one shares the same equip slot as Skillzerk's Ring of the End Can this be fixed in an update? Would love to use both :) PS4
it's probably a good mod but i just can't use any of it because my game locks up if i reach the nuka cola mixer right before the cybernetics stuff in the workshop craft menu :sob:
Judging from the description of the mod the issue comes from removing perk requirements and modifying the perk itself. There's a quick fix for it, load my mod in FO4Edit and remove Local Leader perk requirement from Implant-o-Matic and save.
Ive been with kellogs implants in my inventory for a while now, I just assumed you could get to use them in some way, just found out no, its just decor, danm, we had implants in New Vegas. I hope I dont have to load an old save to redo reunions...
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https://imgur.com/a/kWWgowA
the game sort of tells his history through his memories, but the game only offers that aspect, nobody questioning his age and his status of showing up over the last 100 or so years.
anyway, i know you mod has nothing to do with what i just wrote, i'm just passionate about character's and their backgrounds.
So after we harvest the cybernetic implants from Kellog, we will implant it into our brains. Doesn't that mean we are leaving our brain susceptible to a Kellog takeover?
Any plans to add more implants?
IF not, any plants to create a tutorial (or instructions) on how we can add or create our own custom implants?
The brain one shares the same equip slot as
Skillzerk's Ring of the End
Can this be fixed in an update? Would love to use both :)
PS4
incompatibility with No More Local Leader
https://www.nexusmods.com/fallout4/mods/44151
I hope I dont have to load an old save to redo reunions...