Just install my mod on top of that mod, you will lose a few outfits at most, but it looks like that mod adds new npcs and uses leveled lists so the changes will still be reflected.
Hey LLDan, what would this project of yours be like with "You and What Army 2", which dynamically adds Minutemen locations as you progress through the questline and patrols between these locations and the other settlements. Would it need a patch too...? Thanks for the mod...👍
If they use the leveled lists, it will benefit from my mod. Just make sure you give higher priority to my mod. If anything overwrites the leveled lists, none of the new NPCs I've edited will appear. You can check for incompatibilities using xEdit. "In x-edit if the npcs have the flag “Traits” marked it means that they use a leveled list and do not need a patch"
I used that mod a while ago but it had too many manual edits and I had to create several patches for my own mod list so I removed it, as such I find it only edits a few minutemen, just give more priority to my mod
I guess it will work in a new game, or wait for the cells to be reset, as such that mod is an .esm file; I already checked it with Fo4Edit there are no incompatibilities with my mod; but it uses scripts so it must have a different npcs implementation system.
I installed the latest version (main and optional file).
Initially in a list of 800 mods and I realized that when I generated a few minutemens through the console player.placeatme001243CF or 001243d1 A good part of them appeared completely invisible, then I reduced my mods to around 20 mods, I didn't leave any that would cause any conflict and even so I continued to have invisible minutemens.
The problem only stopped when I disabled the 2 add-ons of this mod (main and optional).
Pic: https://i.imgur.com/LztfYow.jpeg
Yes, I have already done all the tests possible, I removed all the clothes, I removed the skin, I deactivated and activated mod by mod, the error is exclusively here
I really wanted to use this mod, but it seems not compatible to Tumba's Minutemen Armor Collection for the Power Armored Minutemen are becoming invisible when installed this mod. But the normal ones are fine, just the ones with power armor have issues.
Thanks for this mod! The latest version seems to cause my game to crash - I'm not sure if anyone else is experiencing it. Reverting to the previous version solved my issue.
You can use the previous version, nothing new has been added, it is recommended to use this version only for those who did not use the previous version; updating all IDs may cause errors.
Again, if you are going to use my mods as a base for your own, you have to make my mod a requirement for your mod to work, just as you did with the hair and eye mods. You didn't just create a bunch of new NPC (Actor) records and give them custom faces. You copied my files wholesale, replaced their faces, and then reposted them as your own. I know this because your files also include the other edits I made to various Minutemen records that have nothing to do with faces and were specific to Diverse Minutemen. I didn't give you permission to use my mods in this way.
Sorry, I was just looking for a quick option to try to add new npcs to the factions with my changes. I uploaded a new version; with CK changes the IDs and created the leveled lists just to affect the base game; and the npcs changes are copies of the vanila log; for the most part it is independent and will not clash with your logs and edits; you can check it out if you wish.
I've had numerous people request versions of the Diverse series that have clean faces, use hair mods, and so forth, and my response has been largely the same: I don't have plans to do it, but if anyone else wants to patch in these things, they're welcome to do so. But the key word is "patch" so that whatever they come up with still requires my mod(s) to work.
That permission extends to you, too. In fact, I'll even help out by setting up the .esps for you so that you can work your magic without worrying about the statistical stuff. And when you're done, you can post your mods as usual, and I'll post links to them on my mod pages as appropriate. If you're interested, just say the word.
If I'm interested thanks, but this might be the last one I publish; I was planning to release a version for the raiders of Nuka World, but it seems it will be only for my personal use and also another version for the settlers; but there are already several mods that do something similar and I'm not very interested in the settlements; basically I created these mods for the random encounters that add other mods and most of them use the templates of the base game.
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I don't know if the file as it is will benefit from this mod, but I would like to know, if not, would it be possible to release a patch?
"In x-edit if the npcs have the flag “Traits” marked it means that they use a leveled list and do not need a patch"
New update coming soon
Initially in a list of 800 mods and I realized that when I generated a few minutemens through the console player.placeatme 001243CF or 001243d1
A good part of them appeared completely invisible, then I reduced my mods to around 20 mods, I didn't leave any that would cause any conflict and even so I continued to have invisible minutemens.
The problem only stopped when I disabled the 2 add-ons of this mod (main and optional).
Pic: https://i.imgur.com/LztfYow.jpeg
Yes, I have already done all the tests possible, I removed all the clothes, I removed the skin, I deactivated and activated mod by mod, the error is exclusively here
Either way love the faces, great mod here.
Download and replace in the main mod.
I will soon update the rest with the same changes
That permission extends to you, too. In fact, I'll even help out by setting up the .esps for you so that you can work your magic without worrying about the statistical stuff. And when you're done, you can post your mods as usual, and I'll post links to them on my mod pages as appropriate. If you're interested, just say the word.