I'm not a fan of Fusion City, so won't even try patch for it. Outcast and Remnants is covered in the Valkyrie Patch as that one uses Outcast and Remnants as master.
Is fusion city even conflict with america rising 2? Its like a seperate underground space on the Glowing sea, with some minor cell edit on some abandon building in the commonwealth as a train station, the story aint even related to the main FO4 story even, its a seperate storyline.
I did. I won't say why, as that'd contain spoilers. But was convinced there was a lore reason that letting you do what the patch did, didn't make sense in the end.
Finish up the Fourville questline and you'll know why.
My short comment on that patch is "shh... you never saw this.".
Shouldn't have made the patch to begin with. No "technical" issues, but yes, I'd remove it.
The PV patch doesn't seem to work. I completed PV a while back and I've just got to the "into the unknown" quest and completed "data siphoning", but as soon as I leave the oil rig a popup says I've betrayed the Enclave and they turn hostile.
Exactly How does this affect the Enclave in the Project Valkyrie story? I like the PV Quest line (Alternate Universe) I really wish I could do a Playthrough with the Enclave but I at the moment can only see doing the Vanilla Play to be able to do the America Rising which means that I could only be given the Enclave only or Enclave/Institute Non Director play. I do like to make the Commonwealth Great Again through Peace! :)
The patch will trigger the "Mass Fusion" kickout if you convert the institute.
Rather than trying to force things to work together the decision to follow what seemed to be the appropriate lore approach by how the vanilla storyline plays out was made.
The alternative would be overly complicated and also require new content to make work. And that's not taking into considering the Brotherhood's side in the whole ordeal.
Would you be willing to make a patch for another pine forest mod to work well with america rising 2 specifically the Northern Boston police station has a ton of trees stuck through the main building and other objects.
Sorry if this doesn't have much relation to your mod, I tried asking at America Rising 2 but didn't get a reply. But since you're making patches, you might know a general answer.
Basically my question is, what kind of mod is incompatible with AR2?
I have hundreds of mods installed, but mostly replacing vanilla things like weapons, armor, creatures, or tweaking the gameplay and damage calculation, UI, sound, and so on, and bugfixing (Unnofficial Patch and some F4SE plugins like Physics Fix)
I never tried installing a big mod like AR2 or Sim Settlements for fear of compatibility issues.
Is it safe to assume that most things would be compatible as long as they don't touch the main quest or the same cells used by AR2? I don't believe I have any mod that would affect those things (except PRP maybe? but if necessary there'll definitely be a PRP patch). I just don't want to commit dozens of hours into a new playthrough and find a game-breaking incompatibility halfway through.
In general, not a lot actually. Both Depravity and Fourville patch are more "quality of life" than game breaking stuff. Depravity adds some NPCs that'll end up getting in the way of a fight scene in AR2 so I disabled those npcs during the encounter to avoid issues (as those are friendlies that'll aggro if you accidently hit them). In my head they temporarily vacate during the fight.
Fourville is more of a "content inclusion" patch. So can use stuff from Fourville in one of the quests. But would still work fine without it.
Valkyrie one is a bit more crucial due to how it modifies the main quest and since AR2 interacts with it, there was some conflicts.
PRP actually do need a patch, for the new Police Department building, not sure if anyone made one yet. But other than that there really isn't much that strictly would conflict. Obviously there is no "Make Enclave Ally" option for SS2 so you'll have few ally options if you take that path, but that's not a conflict, but rather content lockout.
In short for your question, yes on the "main quest or same cell" part.
I'm not 100 on if they're incompatible, but any chance on a subversion patch? I don't think the subversion author knows 100% either based on what I've seen
There is no need to do specific load order. Just make sure it loads after the mods it patches, other than that it doesn't matter. If you use Vortex just adding it and it "should just work". For MO2 it's just put it wherever you feel like I suppose.
yooo i exactly have these mods on my game and I just restarted the game, thank goodness I was randomly scrolling the latest update stuffs lol. Thanks for this bro
35 comments
Outcast and Remnants is covered in the Valkyrie Patch as that one uses Outcast and Remnants as master.
Finish up the Fourville questline and you'll know why.
My short comment on that patch is "shh... you never saw this.".
Shouldn't have made the patch to begin with. No "technical" issues, but yes, I'd remove it.
"... I made a mistake. Don't haunt me, please."
Rather than trying to force things to work together the decision to follow what seemed to be the appropriate lore approach by how the vanilla storyline plays out was made.
The alternative would be overly complicated and also require new content to make work. And that's not taking into considering the Brotherhood's side in the whole ordeal.
Basically my question is, what kind of mod is incompatible with AR2?
I have hundreds of mods installed, but mostly replacing vanilla things like weapons, armor, creatures, or tweaking the gameplay and damage calculation, UI, sound, and so on, and bugfixing (Unnofficial Patch and some F4SE plugins like Physics Fix)
I never tried installing a big mod like AR2 or Sim Settlements for fear of compatibility issues.
Is it safe to assume that most things would be compatible as long as they don't touch the main quest or the same cells used by AR2? I don't believe I have any mod that would affect those things (except PRP maybe? but if necessary there'll definitely be a PRP patch). I just don't want to commit dozens of hours into a new playthrough and find a game-breaking incompatibility halfway through.
Both Depravity and Fourville patch are more "quality of life" than game breaking stuff.
Depravity adds some NPCs that'll end up getting in the way of a fight scene in AR2 so I disabled those npcs during the encounter to avoid issues (as those are friendlies that'll aggro if you accidently hit them). In my head they temporarily vacate during the fight.
Fourville is more of a "content inclusion" patch. So can use stuff from Fourville in one of the quests. But would still work fine without it.
Valkyrie one is a bit more crucial due to how it modifies the main quest and since AR2 interacts with it, there was some conflicts.
PRP actually do need a patch, for the new Police Department building, not sure if anyone made one yet. But other than that there really isn't much that strictly would conflict. Obviously there is no "Make Enclave Ally" option for SS2 so you'll have few ally options if you take that path, but that's not a conflict, but rather content lockout.
In short for your question, yes on the "main quest or same cell" part.
can you give us a hint regarding the load order, please?
Thx!
If you use Vortex just adding it and it "should just work". For MO2 it's just put it wherever you feel like I suppose.
I put them in "Fixes" group myself.
Thanks for this bro