I added a redundant mods section on the descriptions page for those interested
You can also check the changelog under the logs tab for any information on updates
If there are any issues please let me know. I try to keep my stuff as error free as possible.
Things Im looking into for the next update: -Some requested features/fixes -Looking to flesh out the body parts in gore bags and adding mystery bacon and what not to raiders.
Hello Infamous95, I have another problem. A Conflict with Workshop Plus. Due to your mod the blueprint system is not working. In the Bartermenu when using Blueprints, it is empty. In case you just made blueprints they are not in there. After deselecting your mod, all is good. Thought it had to do with the drop Weapon fix, so deleted that, but that was not it. If you know what is conflicting, I would like to know. For now, de-activated your mod, but I really don't want to. But yeah... it's Workshop Plus!
None of the mod´s functions are working for me. Ergo the mod is off in my game. Maybe there is some kind of load order I have to check out? Can someone give me a heads up?
Try reinstalling it or see if its installed on the mods section in the main menu if its not activate from there. Load order I would place higher up then patch any conflicting mods so all the features are active.
Re-Installed and plug in is in 46 position. The mod is not listed in my MMC menu neither. Idk what the issue could be. Maybe some kind of incompatibility with any other mod but Vortex has no warnings of any kind.
Just noticed that this mod interferes with the "Choose plot" in SS2... makes it so none of the plot choices show. Hopefully it is something that can be fixed as i love this mod.
Hello Infamous95. First, thank you very much for the mod. It saved me a lot of additional plugins. I read through the posts, but did not see an answer so I apologize if I overlooked it. Is your mod compatible with the Who's the General - Minuteman Quest Cleanup https://www.nexusmods.com/fallout4/mods/59019. I ask b/c you saved me the Keep Radiants in Commonweath plugin, but the mod above required a compatibility patch. Thank you for taking the time to read. Take care!
have you considered esmifying this so it can be loaded and sorted with esms. I use the Xedit script by Persistentify Those Plugins. It's a skyrim mod but works fine for FO4
plug in checker reports 2 deleted base records. idk if that's something you can fix or if it actually needs to be corrected in the next update just to be sure there's no issues.
Question: When you say "Prevents tunneling of Bloodworms, Radscoprions, and Molerats (This helps with CTD's in Vault 88 and Nuka World)" Does this stop ALL tunneling of these enemies, period?
138 comments
You can also check the changelog under the logs tab for any information on updates
If there are any issues please let me know. I try to keep my stuff as error free as possible.
Things Im looking into for the next update:
-Some requested features/fixes
-Looking to flesh out the body parts in gore bags and adding mystery bacon and what not to raiders.
Thanks!
Is your mod compatible with the Who's the General - Minuteman Quest Cleanup https://www.nexusmods.com/fallout4/mods/59019.
I ask b/c you saved me the Keep Radiants in Commonweath plugin, but the mod above required a compatibility patch.
Thank you for taking the time to read. Take care!
For your info, i`m following The Midnight Ride guide
However, thanks for the mod. Appreciate the time you put into this. Must be a lot
switched from Who's The General - Minutemen Quest Cleanup at Fallout 4 Nexus - Mods and community (nexusmods.com)
to Minimal Minutemen - Radiants for the Returning General at Fallout 4 Nexus - Mods and community (nexusmods.com)
Very similar (and same mod author) and most important no conflict with your Infamous's Combined Tweaks and Changes.
When you say "Prevents tunneling of Bloodworms, Radscoprions, and Molerats (This helps with CTD's in Vault 88 and Nuka World)"
Does this stop ALL tunneling of these enemies, period?