I don't know, I don't use latest and don't know is it work for it or not, and I even don't know what is latest now. Don't think, I don't mean the latest version is some bad version, just that I've settled on some and don't want to update.
Hi... sounds so good .) finally no heaps of meat from creatures... but, do i have to delete something from Damn Apocalypse or "turn" of one of its modules for this mod to work? I think i just missed something probably...
I think I can help you, what do you mean? You can run this mod and all of its modules, or you can run the core by itself. The core one has .esm. The rest are .esps that rely on the core.
Thanks for the mod, now I can actually justify using Damn Apocalypse's built-in hunting system.
There's only one minor issue, the harvesting animations that use the Sandman animation also play the goofy kill sound. I removed the sounds by replacing the files with the ones from Silent Sandman (https://www.nexusmods.com/fallout4/mods/8316) and it works fine now. Might be something you would want to incorporate into your mod since it's a simple file replacer.
Thank you for the patch, however, I tried using It with Quantum, Plutonium, NPC travel, and Deathwing. Only the Deathwing patch worked, the other showed an error when applying the script upon starting the game.
Update: I also downloaded Mojave Geckos and the script is also working for that mod. I'm not sure why it's not working for Plutonium, Quantum and NPCs travel.
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You can run this mod and all of its modules, or you can run the core by itself. The core one has .esm. The rest are .esps that rely on the core.
There's only one minor issue, the harvesting animations that use the Sandman animation also play the goofy kill sound. I removed the sounds by replacing the files with the ones from Silent Sandman (https://www.nexusmods.com/fallout4/mods/8316) and it works fine now. Might be something you would want to incorporate into your mod since it's a simple file replacer.