LarannKiar, thank you for your mods. I would like to know this also. Why not merge the esp's into a single plugin to accompany this AIO ba2?? Is there some pitfall that held you back??
I suspect this is a dumb question, so I apologize if it is.
If I already had one of these recruitment mods installed on a save, would it be safe to swap out the .ba2 file for the AIO? Removing mods from a save is a no-go, merging mid-play through is technically possible but challenging.
This being a .ba2 though, I assume it’s fine because I checked the file names and pathing, but I also only recently got back into modding this game after a two year break & forget much more than I remember about the processes and intricacies.
Thank you for this AIO BA2 Archive. Given that it can be quite easy to reach the BA2 limit, your efforts are much appreciated.
It took a bit of time, but I ended up just extracting the individual recruitment ESL files, trashing their redundant BA2s, and then zipping them back up again. So far, it appears to have worked very well! Once I've grabbed all those I plan to use, I'll probably pack the various ESL plug-ins into a single archive, which will make any subsequent installations nice and easy. I do agree with those people who have suggested a FOMOD, though. Or, even, just an archive with all the various ESL plug-ins paired alongside the BA2 file, like the one I plan to eventually make for myself.
Again, thank you! Mods like yours, as simple as they are, make it easy to RP in FO4.
Could you please confirm that this is correct ? If I'm asking, it's because the tool I'm using to create BA2 files refuses to include these files specifically when creating a new archive. I also am used to HKX files being found in the meshes folders.
2/ Since there appears to be several new NPCs in your mods, may I place a request on the Wasteland Wonderglue - FaceGen Edition mod page for a facegen data patch ? There already is one such patch, but it was placed in the Old Files, and I'm not sure why.
Thank you very much for your sharing your fantastic mod(s) with us. There is really little among them that most players wouldn't want to use and enjoy.
I missed the file they had put in the Wondergule page as well. After looking at it, it is labeled for version 2.2 of this mod and even works modularly for those that download the recruits separate. I am using the AIO so well let you know if there are any issues.
Thank you, I'd be very interested in your findings, since I haven't really started playing the game yet. That way everyone else in the community will also going forward benefit from this exchange of information.
LarannKiar , would it be safe to uninstall the ESL version and upgrade to the Universal version mid-game?
Just as important, would it be safe to uninstall an ESL recruitment mod and upgrade it to ESP mid-game?
If not, dealing with problematic ESL recruitment mods until next play-through will have to do.
Edit: nevermind, I see you answered that on one of the other mods "If you install the ESL on a save game then uninstall it, then install the ESP on it instead, the engine may still detect it as if you're using the ESL."
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Even if you sided with the compound, she has no use because she cannot be assigned nor trade with.
that is, if there are any.
your recruitment mods are something that should have been in the base game in my opinion.
they make the game a lot more immersive for me.
thank you for all of your mods. i love them all.
If I already had one of these recruitment mods installed on a save, would it be safe to swap out the .ba2 file for the AIO? Removing mods from a save is a no-go, merging mid-play through is technically possible but challenging.
This being a .ba2 though, I assume it’s fine because I checked the file names and pathing, but I also only recently got back into modding this game after a two year break & forget much more than I remember about the processes and intricacies.
It took a bit of time, but I ended up just extracting the individual recruitment ESL files, trashing their redundant BA2s, and then zipping them back up again. So far, it appears to have worked very well! Once I've grabbed all those I plan to use, I'll probably pack the various ESL plug-ins into a single archive, which will make any subsequent installations nice and easy. I do agree with those people who have suggested a FOMOD, though. Or, even, just an archive with all the various ESL plug-ins paired alongside the BA2 file, like the one I plan to eventually make for myself.
Again, thank you! Mods like yours, as simple as they are, make it easy to RP in FO4.
I would like to use your AIO in my next pre-NG FO4 run. I also use X-Cell to prevent stuttering.
1/ Following my usual install routine I've noticed that there are some HKX files which are in the Sound folder :
0010C39E_1.hkx
0019DDE4_1.hkx
0019DDF3_1.hkx
0019DDFC_1.hkx
0019DDFE_1.hkx
Could you please confirm that this is correct ? If I'm asking, it's because the tool I'm using to create BA2 files refuses to include these files specifically when creating a new archive. I also am used to HKX files being found in the meshes folders.
2/ Since there appears to be several new NPCs in your mods, may I place a request on the Wasteland Wonderglue - FaceGen Edition mod page for a facegen data patch ? There already is one such patch, but it was placed in the Old Files, and I'm not sure why.
Thank you very much for your sharing your fantastic mod(s) with us. There is really little among them that most players wouldn't want to use and enjoy.
Just as important, would it be safe to uninstall an ESL recruitment mod and upgrade it to ESP mid-game?If not, dealing with problematic ESL recruitment mods until next play-through will have to do.
Edit: nevermind, I see you answered that on one of the other mods "If you install the ESL on a save game then uninstall it, then install the ESP on it instead, the engine may still detect it as if you're using the ESL."