You need the original mod "D..E.C.A.Y Better Gouls". All you do is drop the Textures from the original into this and you are good to go. If you don't like this new goul sounds just remove them from this.
If we just need the textures then why these instructions in a readme:
How to unpack and remove sounds.1 - Installe Bethesda Archive Extractor (On nexus mods).2 - Open up the BA2's related to DECAY.3 - Extract the files to a folder of your choosing.4 - Go in to the extracted files and delete the "Sounds" folder.5 - Delete the BA2's related to DECAY, and drag the loose files in to your game instead.(EXTRA STEPS -REPACKING TO BA2's)6 - Install/Open up the CK.7 - Load the DECAY esp.8 - Login to bethnet account.9 - Choose to upload mod to PC.10 - Choose all textures and materials relating to DECAY.11 - Confirm, and pack files.12 - Once the upload to bethnet screen pops up, exit the CK and the packed files will automatically be in your Data folder.
Why doesn't it say delete everything other than the texture .BA? Based upon the above, it seems like we need everything but the sound files, not just the texture files. So I am confused.
It's insufficient and ambivalent about what exactly is needed and in what manner or form. Secondarily, changing that info would save you twice as much time if it even stops one person like myself from commenting. I know 80% of the people are lazy and don't read but that isn't always the case.
Warning for everyone mid-save - version 1.1 has compacted and renumbered FormID's and they are different than 1.0. This is potentially save-breaking. Be aware.
I think it's a dangerous practice to compact forms on update version.
Ok, thanks for clarification, but this is a bit strange. So I can just renumerate some equipment I have already or ever interacted with? Aren't things in save file stored by Form IDs?
Sort of. The renumbered stuff gets dropped from the save. For this mod, it's only a couple skin files that override the vanilla skins. A few ghouls will lose the overrides until they respawn with the new ones. Very few actual formids changed with the flags.
Download the mod manually and open it with WinRar or 7-Zip, once opened you can see the paths or locations of where these files will go and anything that relates to audio/sounds you can delete from your files if it's already been installed or just not transfer it over.
Thank you, this is awesome. This solves my biggest grip with D.E.C.A.Y.
Could you make a secondary file that edits out everything but the texture replacer as well? I want to use this mod with More Feral Ghouls. A Zombie Mod, but it's having a conflict and I believe it's the additional ghoul enemies from D.E.C.A.Y. that are causing it. Hopefully it isn't a texture issue.
Doing one last conflict resolution check for a new game, and I noticed something odd. Decay changes the caffeinated message. I mean, I don't mind, I actually like it better so I left it, lol, just seemed unintentional given the scope of the mod.
yep its odd, but u cant just remove it with xEdit (Fo4Edit), or copy the text from fallout4.esm. the caffeinated message is only referenced by fallout4.esm (quest) so it can be removed from this mod without problems
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Also using VIS-G
Warning for everyone mid-save - version 1.1 has compacted and renumbered FormID's and they are different than 1.0.
This is potentially save-breaking. Be aware.
I think it's a dangerous practice to compact forms on update version.
Deemed save-safe by mod author. Cheers!
Could you make a secondary file that edits out everything but the texture replacer as well? I want to use this mod with More Feral Ghouls. A Zombie Mod, but it's having a conflict and I believe it's the additional ghoul enemies from D.E.C.A.Y. that are causing it. Hopefully it isn't a texture issue.
Just a heads up.