A note: The background provided in the description is a summation of existing lore. This mod is based on what can be derived from the vanilla game, rather than headcanon. Naturally, some inferences have to be made to fill certain gaps, however, this mod sticks as close to the vanilla story as feasibly possible. The main goal behind this mod is to enrich existing elements of the vanilla game that were not made clear, either due to oversight or lack of effort.
Yeah I seem to remember someone making a tweak that turned them Russian as well as changing their gear and behavior but don't remember what it was called lol.
Is the restored NPC (Actor) record noted in the v1.1 changelog the same as I did with my Bug Fix - Norwegian Ghoul mod? If so, I can add a note to my mod that it isn't needed if users have your mod installed.
This mod does indeed appear to address that same issue but it replaces another instance of ghoul 01, which I assume would result in having duplicates of ghoul 02 and no ghoul 01 if you have both mods enabled.
This mod replaces 001648D5 DN157Ghoul01 with DN157Ghoul02. Your mod replaces 001648E5 DN157Ghoul01 with DN157Ghoul02. Very easy to miss if only looking at conflicts in xEdit.
cool mod but before i start decrying the lore about them as preposterous i got to know if theres any concrete evidence on the pirates having specifically beached during the great war or in the immediate aftermath of it rather than something like a decade wich would be much more belivable
My given explanation is simply the one I was able to infer from what little is available in game. It's a pre-war Norwegian shipping vessel filled with ghouls appearing to be beached for a long time. We know ghouls don't die of natural causes. Nuclear bomb exposure seems a likely culprit.
I find it theoretically more belivable that the ship was built pre war in some prosperous city state we dont see and simply got wrecked in boston but i suppose thats not really the world Bethesda has built, fair enough overall.
I find it theoretically more belivable that the ship was built pre war in some prosperous city state we dont see and simply got wrecked in boston but i suppose thats not really the world Bethesda has built, fair enough overall.
I find it theoretically more belivable that the ship was built pre war in some prosperous city state we dont see and simply got wrecked in boston but i suppose thats not really the world Bethesda has built, fair enough overall.
I find it theoretically more belivable that the ship was built pre war in some prosperous city state we dont see and simply got wrecked in boston but i suppose thats not really the world Bethesda has built, fair enough overall.
I find it more belivable that she was built in a more propserous city state overseas but i suppose thats not the world bethesda has written i suppose, fair enough in general.
P.S. when i tried sending this reply my connection fucked up so i clicked more than once and it posted it the relevant number of times, i reloaded the page and it deleted all my recent messages automatically, if you see an anomaly of some type it was that
I find it more belivable that she was built in a more propserous city state overseas but i suppose thats not the world bethesda has written i suppose, fair enough in general.
P.S. when i tried sending this reply my connection fucked up so i clicked more than once and it posted it the relevant number of times, i reloaded the page and it deleted all my recent messages automatically, if you see an anomaly of some type it was that
Is this the definitive name for this esl/esp file or is it going to change to something different every update? It breaks patches and load orders every time it happens.
Like the flavor it gives them, but if there is something that pops to mind there is two things. 1) Nice call on removing the Raider Faction to make them less aggressive, but the lack of faction also meant they didn't see each other as Allys and I could pretty much pick them off one by one. Would love to see them have their own faction so that they help each other out more?
2) Lack of armor does make them a bit weaker, but I suppose that since the outfits uses the armor slots not much can be done there without removing the lightweight part of the mod.
In general I like how it adds flavors to the commonwealth though!
Interesting. Might be a difference in how xEdit and Creation Kit displays it then, as in xEdit it showed them as having the Raider Faction in vanilla, but no faction when modified. But might just been a placebo there as they do use the Faction Template for raiders still now that I double-checked.
48 comments
This mod replaces 001648D5 DN157Ghoul01 with DN157Ghoul02.
Your mod replaces 001648E5 DN157Ghoul01 with DN157Ghoul02.
Very easy to miss if only looking at conflicts in xEdit.
P.S. when i tried sending this reply my connection fucked up so i clicked more than once and it posted it the relevant number of times, i reloaded the page and it deleted all my recent messages automatically, if you see an anomaly of some type it was that
suppose, fair enough in general.
P.S. when i tried sending this reply my connection fucked up so i clicked more than once and it posted
it the relevant number of times, i reloaded the page and it deleted all
my recent messages automatically, if you see an anomaly of some type it
was that
I'm going to try out this mod.
It breaks patches and load orders every time it happens.
Like the flavor it gives them, but if there is something that pops to mind there is two things.
1) Nice call on removing the Raider Faction to make them less aggressive, but the lack of faction also meant they didn't see each other as Allys and I could pretty much pick them off one by one. Would love to see them have their own faction so that they help each other out more?
2) Lack of armor does make them a bit weaker, but I suppose that since the outfits uses the armor slots not much can be done there without removing the lightweight part of the mod.
In general I like how it adds flavors to the commonwealth though!