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Varon9

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Varon9

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16 comments

  1. Hober9
    Hober9
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    The holotape is added to inventory when you say, when go rescue Nate with "Cold calling" quest. Is good.

    But can i ask, when i do not know how difficult is that, because i know nothing about how are done mods, if i have a game started and Nate is lost. In the past, i find him in the vault if never dismissed him to a settlement, but if i dismissed him yet one time, Nate is lost. Is not a big problem because i have the perk, but perhaps is posible to have the holotape outside the vault?

    Greetings.

    EDIT: Done :D:D:D

    1. Save game.

    2. Load a save where you know where is Nate.

    3. Open console command. Leftclick Nate and write or remember the IDcode you see.

    4. Load the game you saved at point 1, Nate is not here.

    5. Open console. Write IDcode.moveto player

    Nate is here. Now you can go with him to the vault, go to the cryopod room, and NTS holotape added to inventory.

    Perhaps this thing is valid for any companion? I mean the not vanilla companion or Dogmeat, so many times lost.
    1. Varon9
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      my god, i'm really sorry i didn't see this earlier, i thought that there would be a notification or something when someone post on it (maybe i've just missed it)

      to get the holotape you can use the console, just typing "help nts 4 note" an then player.additem IdOfTheHolotape
  2. FakePlasticStation
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    I haven't started my play through with the dual survivors mod yet, but I wanted to ask a question about something:

    Would it be ok to download the Nate Extended Dialogue with this one? I know it states to go the original mod for the add ons but I wasn't sure about this one considering it's an extension. 
    1. darthanimal
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      I recommed you to hold, wait and keep your eyes on futures technical comments. Personally, I think that this may have issues with Extended Dialogue mod. Also, I personally don't think that "naughty" words is well used for this and for the character.
    2. Varon9
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      you're right, pretty rude languaje, i've corrected it
    3. Varon9
      Varon9
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      As far as it works with the original mod, it will work with this patch, since it doesn't alter any original files nor formID's
    4. FakePlasticStation
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      Thanks for letting me know and just making it a patch vs a whole new replacement! it makes it a lot easier, like someone said above, definitely put in the requirements the original mod just to show it relies on it for future use. Thanks for the response from both of you.
    5. Varon9
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      yeah, that's what i must've done in the begining hahaha, clean and light patch, but i forgot to unset as active the original mod "-_- and laziness did the rest, but there it is, i hope you find it useful ^^


    6. FakePlasticStation
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      I Understand, it's your first fallout 4 mod! Thanks for making a patch for the mod though for issues other people have been having. I'll be sure to download it when ever I get to playing a play through with the original Nate Mod, good luck with your future mods if you ever decide to make more.
    7. Varon9
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      Thanks so much ^^
  3. dferstat
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    Permissions on the original mod page state:

    "You must get permission from me before you are allowed to modify my files to improve it"

    Have you received permission from kesabelus to upload this?
    1. Varon9
      Varon9
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      I can't contact with him, his last connection was on 2022 on his profile in the forum, should i remove it?
      btw, if this were just a esp patch would give this kind of problem too? i honestly uploaded the file as is because i set as active and forgot about it "o_o the first idea was to do a patch
    2. dferstat
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      I suggest you contact Admin staff to get an official verdict.

      My understanding is that no permission received is no permission, but you should not rely upon this.
    3. Varon9
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      Nevermind, i've done a light patch version that doesn't use any of the original files nor edit its formID's so i guess that there's no problem anymore
    4. dferstat
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      If you're posting a patch, you should make the original a requirement. This tells visitors to your page where to find the requirement, and tells visitors to the original that there is a patch. 
    5. Varon9
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      ouh sh.t, you're right, thank you!