This mod will help you to find Sugar Bombs - basically the only thing that is actually hard to find in terms of brain bombs ingreds.
You already got brain funghi covered with the mod from this page.
Mothman eggs can be reliably farmed at Point Pleasant, it is basically your one-stop shop for this ingredient. Just collect a bunch around the mothman statue (if it's not enough, there's a lot to be found on the quai as well) and you're set. I never made a mod for that because of how easy they are to get. Besides, many people got their mothman egg nest producing said ingredient right in their camps.
You're right about the Mothman eggs but that Sugar bombs mod also ruins immersion. By the way that response time was impeccable. Perhaps I'll just make my own mod for Sugar Bombs and Brain fungus. Thank you.
What is with this super secret code of conduct that game developers, mod creators and just about everyone getting paid a decent wage that they all seem to follow. To make the world a better place they do about 75% of the work but that last 25% seems to be off the table for whatever reason I don't understand.
Haz uno para el evento del hombre polilla, especifico los seguidores del hombre polilla. Ya que estos traen muchos Mentats para farmear. Make one for the mothman event, I specify the mothman followers. Since these bring a lot of Mentats to farm,
Мозгогрибы он подсвечивает, сахарные бомбы подсвечивает другой мой мод, а яйца молерота искать не нужно - они всегда в избытке в Поинт Плезант около статуи и у алтарей на набережной, поэтому я никогда и не заморачивался их модить.
Hi! In 99% of the cases it usually boils down to some end user issues, be it incorrectly extracted archives, messy ini files etc. I guess I need to put a note in every of my mods' descriptions for people to double/triplecheck everything.
I am having trouble getting this to work for me. Below is a copy of my Fallout76Custom.ini file [Archive] sResourceArchive2List=BM_M.ba2,BM_T.ba2 sResourceDataDirsFinal=STRINGS\ bInvalidateOlderFiles=1 sResourceIndexFileList =BM_M.ba2,BM_T.ba2,mymap.ba2
First of all, these two are redundant and need to go: sResourceDataDirsFinal=STRINGS\ bInvalidateOlderFiles=1
Also, you don't need my mod filenames in both strings, leave them in the first one and remove from the second.
Also, why was everything including "=" sign separated from.the resourceindexfilelist? It needs to look exactly like it does in case with the sresourcearchive2list generally. But as I already mentioned, you don't need my filenames in both strings, so just delete it entirely.
I tried to install it with Vortex first. By the time I opened the file to edit it... It already had the middle two lines in it. I added the last line as the instructions said to. Should I run it as: [Archive] sResourceArchive2List=BM_M.ba2,BM_T.ba2 . Or should I run it as: sResourceIndexFileList=BM_M.ba2,BM_T.ba2
Please re-read the Installation section of the description. I put it there for a reason. Installation with mod managers is something I would strongly advise against.
Turns out I have the microsoft version and my filenames start with "Project76...." BTW... if you don't like the spaces... you should remove them from your instructions.
dear Rigell, i would like to express my admiration for your professional mods, and my respect to your respectful personality, i learned a lot from studying your mods, so thanks a lot
In the less intrusive no mentats version, the firecap is a dark red. The material seems ok, so I just changed the diffuse map to a very bright blue with yellow-orange spots. Boom can see it everywhere now. If you want, I'll send that diffuse map over so you can include it, quick repack.
Thanks for coming up with a patch! A was so busy updating Winter in Appalachia that I completely forgot about updating other mods I promised. I appreciate your help! Can you just upload it somewhere and pm me?
Great mod - I was using the less obtrusive, and it seems that the firecap is actually harder to see than default texture, maybe something got flipflopped? The main version doesn't have this issue.
59 comments
You already got brain funghi covered with the mod from this page.
Mothman eggs can be reliably farmed at Point Pleasant, it is basically your one-stop shop for this ingredient. Just collect a bunch around the mothman statue (if it's not enough, there's a lot to be found on the quai as well) and you're set. I never made a mod for that because of how easy they are to get. Besides, many people got their mothman egg nest producing said ingredient right in their camps.
Also, what do you mean by that 25% in the context?
Make one for the mothman event, I specify the mothman followers. Since these bring a lot of Mentats to farm,
Мозгогрибы он подсвечивает, сахарные бомбы подсвечивает другой мой мод, а яйца молерота искать не нужно - они всегда в избытке в Поинт Плезант около статуи и у алтарей на набережной, поэтому я никогда и не заморачивался их модить.
EDIT: got it to work by using my launcher instead of manually inserting the files
In 99% of the cases it usually boils down to some end user issues, be it incorrectly extracted archives, messy ini files etc.
I guess I need to put a note in every of my mods' descriptions for people to double/triplecheck everything.
Below is a copy of my Fallout76Custom.ini file
[Archive]
sResourceArchive2List=BM_M.ba2,BM_T.ba2
sResourceDataDirsFinal=STRINGS\
bInvalidateOlderFiles=1
sResourceIndexFileList =BM_M.ba2,BM_T.ba2,mymap.ba2
sResourceDataDirsFinal=STRINGS\
bInvalidateOlderFiles=1
Also, you don't need my mod filenames in both strings, leave them in the first one and remove from the second.
Also, why was everything including "=" sign separated from.the resourceindexfilelist? It needs to look exactly like it does in case with the sresourcearchive2list generally. But as I already mentioned, you don't need my filenames in both strings, so just delete it entirely.
By the time I opened the file to edit it... It already had the middle two lines in it.
I added the last line as the instructions said to.
Should I run it as:
[Archive]
sResourceArchive2List=BM_M.ba2,BM_T.ba2
.
Or should I run it as:
sResourceIndexFileList=BM_M.ba2,BM_T.ba2
BTW... if you don't like the spaces... you should remove them from your instructions.
Also, where have I said "I didn't like spaces"? And which ones from the description aren't legit in your opinion?
studying your mods, so thanks a lot
In the less intrusive no mentats version, the firecap is a dark red. The material seems ok, so I just changed the diffuse map to a very bright blue with yellow-orange spots. Boom can see it everywhere now. If you want, I'll send that diffuse map over so you can include it, quick repack.
I'll check it out, I probably have set material parameters wrong.