Please update for Life Finds a Way and respond to my comment when you're done. Particularly, you need to basically just remove the requirement for the FarHarbor.esm and the NukaWorld.esm.
Apologies for the confusion, I'm gonna go rewrite the file descriptions to better describe what the file is actually for. The 'Lite Version' is for users who do not have the other mods Nuclear Safari or Horrors of the Deep Fog.
And now that I'm thinking about it I'm probably going to go ahead and make additional versions for those use the base Mutant Menagerie + Nuclear Safari or Mutant Menagerie + Horrors of the Deep Fog. I'm also planning on releasing files for Backwater Beasts.
The version for Unique NPCs Creatures and Monsters of the Commonwealth requires ArmorKeywqords.esm, ergo AWKCR. But AWKCR is not identified as a requirement on the desc page...
I use an AWKCR-free version of UNPC (WhiskeyTangoFawks' vers. 3.1) {cuz I built a load order that is free of both AWKCR & AE }... so, I'm wondering if I can safely remove the dependency... or does your plugin *really* require AWKCR for something?
Usually use UNPC (C&M only); and with the AWKCR free version you'd be better off recreating a new ESP with the name changes to avoid overwriting any other changes that mod makes to the creature records (it'd be easier than going through every record line by line).
How I'd go about such:
Spoiler:
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Load this mod and the AWKCR free version of UNPC in FO4Edit.
Copy the equivalent creature records this mod changes from the UNPC version you use as overwrites into a new ESP (such as bleaters/whatever). 2.a) XEdit will require you need to make you can name it whatever; something like UNPC-CM-LorefriendlyNames.esp would be what I would use probably).
Copy the changed name over to the new ESP/manually type it in.
Save the record.
(Optional) If you want you can close XEdit, reopen it, then compact and ESL flag your patch. Compacting shouldn't be necessary but making sure (and checking for errors) before finishing can save a lot of pain down the line!
Note that with things like RobCo Patcher it might be better to set the file up through there so you don't have to worry about compatibility (but I'm not delving into every possible way to do this and the mod page covers how to use the Patcher anyhow -- I'm learning myself).
Aly, I knew you were a lovely person, but wow thanks! for the insight/direction. Clear, concise, meaningful. Appreciate it; my old writing teacher would have thrown a party.
Also: yeah, I've just begun looking through the Robco patcher material to figger out what I can do, after loving all the various stuff that's come out. I may go that route ultimately, as I'm not in a hurry & working on 'compatibilizing' some other things in the lo, so maybe I'll have learned something by then?
Do you mean giving unique names to all legendary enemies like vanilla boss enemies? ("Swan" instead of "Legendary Behemoth"") or do you mean give legendary enemies alternate generic names with suffixes and prefixes?
WhiskeyTangoFawks' Alias series does some of that (give unique names to various legendary enemies, among other things), doesn't it?
... and then there's pwnstar's True Legendary Enemies mod, and iirc there's a TLE Redux, too (or there was at one point?). I think Whiskey has a compatibility patch for True Legendary Enemies -and- Plutonium Creatures that extends the naming to those latter critters.
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for the FarHarbor.esm and the NukaWorld.esm.
In your optional file, you mentioned Lite Version. Are you referring to the Mutant Menagerie Performance Edition?
Thanks for the mod.
And now that I'm thinking about it I'm probably going to go ahead and make additional versions for those use the base Mutant Menagerie + Nuclear Safari or Mutant Menagerie + Horrors of the Deep Fog. I'm also planning on releasing files for Backwater Beasts.
The version for Unique NPCs Creatures and Monsters of the Commonwealth requires ArmorKeywqords.esm, ergo AWKCR.
But AWKCR is not identified as a requirement on the desc page...
I use an AWKCR-free version of UNPC (WhiskeyTangoFawks' vers. 3.1) {cuz I built a load order that is free of both AWKCR & AE }... so, I'm wondering if I can safely remove the dependency... or does your plugin *really* require AWKCR for something?
How I'd go about such:
- Load this mod and the AWKCR free version of UNPC in FO4Edit.
- Copy the equivalent creature records this mod changes from the UNPC version you use as overwrites into a new ESP (such as bleaters/whatever).
- Copy the changed name over to the new ESP/manually type it in.
- Save the record.
- (Optional) If you want you can close XEdit, reopen it, then compact and ESL flag your patch. Compacting shouldn't be necessary but making sure (and checking for errors) before finishing can save a lot of pain down the line!
Note that with things like RobCo Patcher it might be better to set the file up through there so you don't have to worry about compatibility (but I'm not delving into every possible way to do this and the mod page covers how to use the Patcher anyhow -- I'm learning myself).2.a) XEdit will require you need to make you can name it whatever; something like UNPC-CM-LorefriendlyNames.esp would be what I would use probably).
Clear, concise, meaningful. Appreciate it; my old writing teacher would have thrown a party.
Also:
yeah, I've just begun looking through the Robco patcher material to figger out what I can do, after loving all the various stuff that's come out.
I may go that route ultimately, as I'm not in a hurry & working on 'compatibilizing' some other things in the lo, so maybe I'll have learned something by then?
Again, thanks.
... and then there's pwnstar's True Legendary Enemies mod, and iirc there's a TLE Redux, too (or there was at one point?).
I think Whiskey has a compatibility patch for True Legendary Enemies -and- Plutonium Creatures that extends the naming to those latter critters.