I'm now into cleaning some of the mods in the Quest section and I just need a bit of clarification.
LOOT 0.7 has this as a message for the Combat plugin:
"It is recommended that you DO NOT load [this mod] in conjunction with FWE, as their alterations will conflict with each other and may cause issues."
What's your take on that? I notice you say:
The next to last Mantis Lab subquest is frustrating because of some limitations of the Fallout engine as it was designed for creatures with vanilla combat capabilities vs. the modified combat capabilities added by FWE and mods like MMM; it can take many tries before succeeding (alternatively a little creativeness with console commands like tcl can be used to provide some assistance).
I'm assuming this is the mod that needs a bit of 'loving'? Just plough on regardless with the knowledge that some creatures may work oddly?
Just looking further down the LOOT report, I see this also applies to the Medical, SkillBooks & XP plugins.
Question
GrantSP
I'm now into cleaning some of the mods in the Quest section and I just need a bit of clarification.
LOOT 0.7 has this as a message for the Combat plugin:
"It is recommended that you DO NOT load [this mod] in conjunction with FWE, as their alterations will conflict with each other and may cause issues."
What's your take on that? I notice you say:
The next to last Mantis Lab subquest is frustrating because of some limitations of the Fallout engine as it was designed for creatures with vanilla combat capabilities vs. the modified combat capabilities added by FWE and mods like MMM; it can take many tries before succeeding (alternatively a little creativeness with console commands like tcl can be used to provide some assistance).
I'm assuming this is the mod that needs a bit of 'loving'? Just plough on regardless with the knowledge that some creatures may work oddly?
Just looking further down the LOOT report, I see this also applies to the Medical, SkillBooks & XP plugins.
Edited by GrantSP2 answers to this question
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