Cealapa Posted July 4 Posted July 4 6 hours ago, Nea_Bessy said: Where does this adventure end? I talked to everyone I could find, then I went back to Don, he said that everything was fine and we could move on to the second stage, is that all? Is the slave city involved in any quests? I think Casino Expansion is another unfinished project. I also talked to everyone and returning to Don he said "it's time to move to phase two". After that nothing happens, Don has only generic responses like Yes, Huh... Question: Is there any quest finished in this mod?
Fin151 Posted July 6 Posted July 6 On 7/2/2026 at 9:04 AM, Cealapa said: Liliana is located outside of Gold City (SE), on the island, in a house named Abandoned Mansion. Quest starts brilliantly but I understand it's not finished. If I'm wrong please someone tell me. Actually, after contact with her I get stuck (AAF quest running), it seems she try to "wear" PC as a pair of pants in a journey but camera is stuck and buggy. Try to find Abandoned Mansion and tell me how the quest works for you please. Also SE of Gold City there is a functional settlement, Mud Puddle. All interior pictures are made inside Home Plate (Diamond City) where I keep all my companions, test animations, mods, sex furniture etc. However, I finished twice Casino as a debtor and tall building quests didn't trigger. Maybe there are some other conditions? BTW, in peculiar shop (I think you call it bunny girls store) if you choose a session with Cat girl and act submissively in conversation (apologies because you stared at her ass) she becomes dominant and take you on a little trip in town (but nothing too spectacular, just funny). And who is X, actually exists or again it's an unfinished project? LE: Quest related to Spire building worked: Reveal hidden contents After the second release from captivity as a Casino debtor you have to go back and talk to the guy at the entrance (Rasheed). He will send you to talk with Don Capone, the BO$$. So this is how the mission called Casino Expansion starts. The Liliana event bugs for me in the exact same way, very unfortunate. I liked how that one was going as well. I really hope this mod is still intended to be updated by the author, I'm sure it's hard work making something like this alone. This is definitely a mod that would be tragic if it was abandoned, there's SO many good events that I would really like to see polished/continued, like Liliana in the mansion, the maid suit, the pet store (either the sub dialogue with the cat or some way to be trapped there yourself. Honestly I kinda thought that's how the sub dialogue with the cat would go, she trades places with you or something). If the author still reads this thread, I gotta say this mod is A+ work regardless. 1
Cealapa Posted July 6 Posted July 6 19 minutes ago, katrina.balanchuk said: i never met Liliana in the mansion where is that? As I said Liliana was located outside of Gold City (SE), on the island, in a house named Abandoned Mansion. You have to go out of city and explore the island. For Abandoned Mansion go South-Est. You'll find her accessing a dresser in bedroom and take and put on her pants. 1
katrina.balanchuk Posted July 6 Posted July 6 (edited) Just tried to go back to this place after a longtime not there. It CTDed thrice on me at same spot in the cage on the ship when the slave trianer lady wanted to strong arm me into sex. Now it CTDed for me a 4th time when some gang wanted to strong arm me into sexual service. Sex seems to work otherwise.., but right now i spend about half my tiem playing and half of my time restarting and ctahcing back up to where i was. Its always a hard CTD too, where i must restart my computer or its frozen. EDIT just realized am not playing on the latest version. downloading the latest and trying with that one. Game version 1.10.163 here. Edited July 7 by katrina.balanchuk
Cealapa Posted July 7 Posted July 7 2 hours ago, katrina.balanchuk said: Its always a hard CTD too, where i must restart my computer or its frozen. If your game is frozen and can't do anything but restart here it is a solution to close only the game: open task manager (Ctrl+Alt+Del), go to settings and select "Always on top". When game is frozen open task manager (Ctrl+Alt+Del), right click on Fallout 4, end task.
katrina.balanchuk Posted July 7 Posted July 7 On 4/20/2025 at 4:12 PM, DæmonEyes said: think I talked about the plans for that at some point but essentially the more you worked for them you progressively lose more and more of your free will and become a permanent cow for them. As you progressed you would get more and more demanding tasks. Maybe a VIP would hire you for a night. You know how they have like chocolate fountains and stuff at parties? Maybe the VIP would make u the attraction at a party in a similar fashion to that. You would be restrained on display and the guest could come milk you on tap. . That sounds hilarious
katrina.balanchuk Posted July 7 Posted July 7 (edited) I am loving the ability to adjust the populations looks in this new versiona and the extra content. but I am getting a LOT of CTDs: Do we know if the update from 2025 was partially done on the new CK? I made the recommended .ini changes and even the recommended change to the AAF settings (with handholding from my AI). But I still get reproducible hard CTD . Anyone on .163 run this with no issues? Edited July 7 by katrina.balanchuk
Fin151 Posted July 7 Posted July 7 1 hour ago, katrina.balanchuk said: I am loving the ability to adjust the populations looks in this new versiona and the extra content. but I am getting a LOT of CTDs: Do we know if the update from 2025 was partially done on the new CK? I made the recommended .ini changes and even the recommended change to the AAF settings (with handholding from my AI). But I still get reproducible hard CTD . Anyone on .163 run this with no issues? Shoot i'm on 1.11.137 and I haven't had a single CTD. Unfortunately can't help you there. I actually just threw this mod on top of a modpack i installed, so i'm surprised its been as smooth as its been. 1
markpatong Posted July 7 Posted July 7 1 hour ago, katrina.balanchuk said: I am loving the ability to adjust the populations looks in this new versiona and the extra content. but I am getting a LOT of CTDs: Do we know if the update from 2025 was partially done on the new CK? I made the recommended .ini changes and even the recommended change to the AAF settings (with handholding from my AI). But I still get reproducible hard CTD . Anyone on .163 run this with no issues? Using this one still. No problems. https://www.nexusmods.com/fallout4/mods/31304?tab=files 1
katrina.balanchuk Posted July 7 Posted July 7 4 hours ago, Fin151 said: Shoot i'm on 1.11.137 and I haven't had a single CTD. Unfortunately can't help you there. I actually just threw this mod on top of a modpack i installed, so i'm surprised its been as smooth as its been. That is good to know. Thank you.
katrina.balanchuk Posted July 7 Posted July 7 4 hours ago, markpatong said: Using this one still. No problems. https://www.nexusmods.com/fallout4/mods/31304?tab=files This is the same one I use. thank you.
katrina.balanchuk Posted July 7 Posted July 7 (edited) Also anybody. I cna get to the island by just avoiding the ship. But is there a way to edit the file to set approaches lower? I am getting hard computer freezing CTD everytime the Gang tries to approach me for sex. and they come often. Update: It seems to be just some isolated scenes after all so far. So it looks like I may be able to play this mod again Edited July 7 by katrina.balanchuk
katrina.balanchuk Posted July 7 Posted July 7 On 7/6/2026 at 2:05 PM, Fin151 said: The Liliana event bugs for me in the exact same way, very unfortunate. I liked how that one was going as well. I really hope this mod is still intended to be updated by the author, I'm sure it's hard work making something like this alone. This is definitely a mod that would be tragic if it was abandoned, there's SO many good events that I would really like to see polished/continued, like Liliana in the mansion, the maid suit, the pet store (either the sub dialogue with the cat or some way to be trapped there yourself. Honestly I kinda thought that's how the sub dialogue with the cat would go, she trades places with you or something). If the author still reads this thread, I gotta say this mod is A+ work regardless. is there a console command anyone knows to finish the panty quest?
DæmonEyes Posted Monday at 02:42 PM Author Posted Monday at 02:42 PM It's been a long time since I've actively worked on this mod, but with some of the recent Bethesda news, it inspired me to open this project back up and start tinkering with it again. I'm picking back up where I left off on the bounty hunter quest I was previously working on. Not trying to do to much just seeing if I have fun working on and finishing this story for now. I'm not very up to date with the current Fallout 4 modding scene, but I know the community became split between the older Fallout version (1.10.163) and the newer versions following the update. For simplicity, when reinstalling everything I decided to work with the newest version of Fallout 4, Creation Kit and community mods. That said, I don't believe there is anything in this update or any potential update going forward that should prevent compatibility with the older version, but I would appreciate anyone's insight onto that. I understand that some prerequisites, such as AAF or F4SE, will need to be set up according to the user's version of the game, but as far as I know that should not create any compatibility issues with the mod itself. 2
markpatong Posted Monday at 03:15 PM Posted Monday at 03:15 PM 29 minutes ago, DæmonEyes said: It's been a long time since I've actively worked on this mod, but with some of the recent Bethesda news, it inspired me to open this project back up and start tinkering with it again. I'm picking back up where I left off on the bounty hunter quest I was previously working on. Not trying to do to much just seeing if I have fun working on and finishing this story for now. I'm not very up to date with the current Fallout 4 modding scene, but I know the community became split between the older Fallout version (1.10.163) and the newer versions following the update. For simplicity, when reinstalling everything I decided to work with the newest version of Fallout 4, Creation Kit and community mods. That said, I don't believe there is anything in this update or any potential update going forward that should prevent compatibility with the older version, but I would appreciate anyone's insight onto that. I understand that some prerequisites, such as AAF or F4SE, will need to be set up according to the user's version of the game, but as far as I know that should not create any compatibility issues with the mod itself. is the new fallout 4 creation kit compatible with version .163 +2 No, the updated Fallout 4 Creation Kit released with the next-gen/Anniversary updates is not directly compatible with version 1.10.163. The updated editor expects the upgraded game files and newer architecture, so trying to use the modern Creation Kit directly on the older .163 executable will cause errors or fail to function properly. [1, 2, 3] Compatibility and Versions New Creation Kit: Built for the updated post-next-gen game versions. Version 1.10.163: Requires the older, pre-next-gen build of the Creation Kit (typically matching build 1.10.162). Asset Loading: Version .163 cannot natively read newer compressed archive formats without community tools like the Backported Archive2 Support System. This is what AI says. 1
Cealapa Posted Monday at 06:14 PM Posted Monday at 06:14 PM (edited) 4 hours ago, DæmonEyes said: It's been a long time since I've actively worked on this mod, but with some of the recent Bethesda news, it inspired me to open this project back up and start tinkering with it again. I'm picking back up where I left off on the bounty hunter quest I was previously working on. Not trying to do to much just seeing if I have fun working on and finishing this story for now. I'm not very up to date with the current Fallout 4 modding scene, but I know the community became split between the older Fallout version (1.10.163) and the newer versions following the update. For simplicity, when reinstalling everything I decided to work with the newest version of Fallout 4, Creation Kit and community mods. That said, I don't believe there is anything in this update or any potential update going forward that should prevent compatibility with the older version, but I would appreciate anyone's insight onto that. I understand that some prerequisites, such as AAF or F4SE, will need to be set up according to the user's version of the game, but as far as I know that should not create any compatibility issues with the mod itself. I played BC on 1.11.191 with AAF 1.5.5 and the only one problem I had was no clipping soil for npcs in some areas of Gold City. I fix the problem using SKK Mobile Workshop and padding those areas (maybe it looks ugly but is functional at least). I like your mod so much, ideas behind quests being remarkable (all kind of submissions through hypnosis, curse like Liliana story, sexbot conditioning like Spire Restaurant special chamber, University submission trainig etc.) that I want to financial support you for continuing your work (I am also a subscriber of dagobaking, darthroman and JB patreon channels). I tried to access your signature patreon link but I couldn't see any subscription plan, please update your profile. I played almost all adult mods for Fallout 4 including, of course, marvelous Nuka Ride and Commonwealth Slavery (those two were more like DLCs than mods) but ideas behind BC fascinated me more than anything else. Please come back to this forgotten gem! Edited Monday at 07:20 PM by Cealapa grammar mistakes and typos
kinkeag Posted Monday at 11:39 PM Posted Monday at 11:39 PM 8 hours ago, DæmonEyes said: It's been a long time since I've actively worked on this mod, but with some of the recent Bethesda news, it inspired me to open this project back up and start tinkering with it again. I'm picking back up where I left off on the bounty hunter quest I was previously working on. Not trying to do to much just seeing if I have fun working on and finishing this story for now. I'm not very up to date with the current Fallout 4 modding scene, but I know the community became split between the older Fallout version (1.10.163) and the newer versions following the update. For simplicity, when reinstalling everything I decided to work with the newest version of Fallout 4, Creation Kit and community mods. That said, I don't believe there is anything in this update or any potential update going forward that should prevent compatibility with the older version, but I would appreciate anyone's insight onto that. I understand that some prerequisites, such as AAF or F4SE, will need to be set up according to the user's version of the game, but as far as I know that should not create any compatibility issues with the mod itself. Oh great news, always loved this mod, im very happy to reinstall fallout for this. And yeh like another comenter above only main glitch i could see is was the nps falling through the floor. Would love to see an expansion and an end to the spire quests, maybe a bad end where you are perma enslaved by the casino if you don't secure the funds idk! Ether way, big or small an update always welcome, no pressure! Have fun! 1
katrina.balanchuk Posted Monday at 11:49 PM Posted Monday at 11:49 PM (edited) 9 hours ago, DæmonEyes said: It's been a long time since I've actively worked on this mod, but with some of the recent Bethesda news, it inspired me to open this project back up and start tinkering with it again. I'm picking back up where I left off on the bounty hunter quest I was previously working on. Not trying to do to much just seeing if I have fun working on and finishing this story for now. I'm not very up to date with the current Fallout 4 modding scene, but I know the community became split between the older Fallout version (1.10.163) and the newer versions following the update. For simplicity, when reinstalling everything I decided to work with the newest version of Fallout 4, Creation Kit and community mods. That said, I don't believe there is anything in this update or any potential update going forward that should prevent compatibility with the older version, but I would appreciate anyone's insight onto that. I understand that some prerequisites, such as AAF or F4SE, will need to be set up according to the user's version of the game, but as far as I know that should not create any compatibility issues with the mod itself. Super happy to see you back!. Most loversab people seem to still be on .163 Me too have to stay on .163, since my entire ecosystem is that. But not all is lost if you prefer the latest FO4 version: this is what GLM 5.2 says: Me: in fallout 4 modding can a mod made with the current CK on the current game version usually be made usable by 1.10.163 users via the BA2 converter? -------------------------------- GLM 5.2: Generally yes, but with important caveats depending on what the mod contains. What the BA2 converter handles: The converter downgrades the BA2 archive format version (newer CK outputs a format version that 1.10.163's engine can't read). For mods that are primarily assets—textures, meshes, sounds, materials—this is usually all you need. Convert the BA2s, drop them in your Data folder alongside the ESP/ESM, and you're good. Where it gets tricky: Plugin (ESP/ESM) compatibility — The BA2 converter does nothing for the plugin itself. If the mod's ESP was saved with the current CK, it may contain record changes or form versions that 1.10.163's runtime doesn't understand. Simple mods (armor swaps, texture replacers, basic item additions) usually load fine. Complex mods that reference new vanilla records added in next-gen updates or CC content will either fail to load or cause issues. New record types or flag changes — If Bethesda added new record types or changed record flag definitions between 1.10.163 and current, the plugin may not behave correctly even if it loads. Script changes — If the mod relies on Papyrus functions or script properties added in newer game versions, those scripts will fail at runtime. Practical takeaway for your 1.10.163 setup: Asset-only mods (textures, meshes, sounds): Convert BA2s, works almost always. Simple gameplay mods (items, tweaks, basic quests): Usually works after BA2 conversion, test for stability. Complex mods touching new vanilla records or using new scripts: Hit or miss, often miss. If you're eyeing a specific mod, I can give you a better read on its likely compatibility if you name it. What mod are you looking at? ------------------ Me again: So i read if something is written on .163 anyone on the new game version is backwards compatible and cna read a .163 mod set up. So if u write it on .163 then both the .163 and the new file game version people can use it. I am not expert with these things and am willing to be corrected though Edited Monday at 11:51 PM by katrina.balanchuk 1
DæmonEyes Posted Tuesday at 12:11 PM Author Posted Tuesday at 12:11 PM 20 hours ago, markpatong said: I appreciate the info. I've tried to ask AI about what specifically causes incompatibilities and the points it brings up such as compression using ba2 files and injecting .dll files and/or new forms or functions are not present in this mod. I'll just have to compile a new version and test it. 17 hours ago, Cealapa said: I played BC on 1.11.191 with AAF 1.5.5 and the only one problem I had was no clipping soil for npcs in some areas of Gold City. I fix the problem using SKK Mobile Workshop and padding those areas (maybe it looks ugly but is functional at least). I like your mod so much, ideas behind quests being remarkable (all kind of submissions through hypnosis, curse like Liliana story, sexbot conditioning like Spire Restaurant special chamber, University submission trainig etc.) that I want to financial support you for continuing your work (I am also a subscriber of dagobaking, darthroman and JB patreon channels). I tried to access your signature patreon link but I couldn't see any subscription plan, please update your profile. I played almost all adult mods for Fallout 4 including, of course, marvelous Nuka Ride and Commonwealth Slavery (those two were more like DLCs than mods) but ideas behind BC fascinated me more than anything else. Please come back to this forgotten gem! I appreciate your words of encouragement and appreciation. I may update the patreon to be active again at some point if I feel like I can work on the project with some consistency, but not until then, although it means a lot u like the project enough to support it. 11 hours ago, kinkeag said: Oh great news, always loved this mod, im very happy to reinstall fallout for this. And yeh like another comenter above only main glitch i could see is was the nps falling through the floor. Would love to see an expansion and an end to the spire quests, maybe a bad end where you are perma enslaved by the casino if you don't secure the funds idk! Ether way, big or small an update always welcome, no pressure! Have fun! Thank you. I'll see what I can do. 11 hours ago, katrina.balanchuk said: Super happy to see you back!. Most loversab people seem to still be on .163 Me too have to stay on .163, since my entire ecosystem is that. But not all is lost if you prefer the latest FO4 version: this is what GLM 5.2 says: Me: in fallout 4 modding can a mod made with the current CK on the current game version usually be made usable by 1.10.163 users via the BA2 converter? -------------------------------- GLM 5.2: Generally yes, but with important caveats depending on what the mod contains. What the BA2 converter handles: The converter downgrades the BA2 archive format version (newer CK outputs a format version that 1.10.163's engine can't read). For mods that are primarily assets—textures, meshes, sounds, materials—this is usually all you need. Convert the BA2s, drop them in your Data folder alongside the ESP/ESM, and you're good. Where it gets tricky: Plugin (ESP/ESM) compatibility — The BA2 converter does nothing for the plugin itself. If the mod's ESP was saved with the current CK, it may contain record changes or form versions that 1.10.163's runtime doesn't understand. Simple mods (armor swaps, texture replacers, basic item additions) usually load fine. Complex mods that reference new vanilla records added in next-gen updates or CC content will either fail to load or cause issues. New record types or flag changes — If Bethesda added new record types or changed record flag definitions between 1.10.163 and current, the plugin may not behave correctly even if it loads. Script changes — If the mod relies on Papyrus functions or script properties added in newer game versions, those scripts will fail at runtime. Practical takeaway for your 1.10.163 setup: Asset-only mods (textures, meshes, sounds): Convert BA2s, works almost always. Simple gameplay mods (items, tweaks, basic quests): Usually works after BA2 conversion, test for stability. Complex mods touching new vanilla records or using new scripts: Hit or miss, often miss. If you're eyeing a specific mod, I can give you a better read on its likely compatibility if you name it. What mod are you looking at? ------------------ Me again: So i read if something is written on .163 anyone on the new game version is backwards compatible and cna read a .163 mod set up. So if u write it on .163 then both the .163 and the new file game version people can use it. I am not expert with these things and am willing to be corrected though It sounds like some things are untouched or won't result in incompatibilities and others cause issues. I don't make use of any new forms or features and I don't store anything in ba2 files so ill have to test. And in the spirit of testing, while starting to work on this I ran into the bug, that many of you have reported, of NPCs falling through the floor outside the hotel and in the slums. Since this bug was breaking quests and was extremely immersion breaking, I decided to address it first and upload a new version that is currently just a bugfix release. I also addressed some bad scripts that run the lights and water for the casino at night. The way they were written had the potential to cause more and more script lag over time on a save. That has been fixed. The approach function was also poorly scripted. It would potentially do something similar where multiple approach scripts would run over time so you might have 3 or 4 timers, or even more, running for an approach instead of 1. This should be fixed. Also the beginnings of the quest I'm working on will be in here, but I would not recommend downloading it specifically with the intent to play that content. It is still very early in development, the pieces are only just starting to come together, and it is not really playable yet. If someone on version .163 could tell me if this file works or not it will inform me on weather I need to rethink my plan and configure my system for the old fallout or if I can move forward. 3
katrina.balanchuk Posted Tuesday at 01:43 PM Posted Tuesday at 01:43 PM (edited) 15 hours ago, DæmonEyes said: I appreciate the info. I've tried to ask AI about what specifically causes incompatibilities and the points it brings up such as compression using ba2 files and injecting .dll files and/or new forms or functions are not present in this mod. I'll just have to compile a new version and test it. I appreciate your words of encouragement and appreciation. I may update the patreon to be active again at some point if I feel like I can work on the project with some consistency, but not until then, although it means a lot u like the project enough to support it. Thank you. I'll see what I can do. It sounds like some things are untouched or won't result in incompatibilities and others cause issues. I don't make use of any new forms or features and I don't store anything in ba2 files so ill have to test. And in the spirit of testing, while starting to work on this I ran into the bug, that many of you have reported, of NPCs falling through the floor outside the hotel and in the slums. Since this bug was breaking quests and was extremely immersion breaking, I decided to address it first and upload a new version that is currently just a bugfix release. I also addressed some bad scripts that run the lights and water for the casino at night. The way they were written had the potential to cause more and more script lag over time on a save. That has been fixed. The approach function was also poorly scripted. It would potentially do something similar where multiple approach scripts would run over time so you might have 3 or 4 timers, or even more, running for an approach instead of 1. This should be fixed. Also the beginnings of the quest I'm working on will be in here, but I would not recommend downloading it specifically with the intent to play that content. It is still very early in development, the pieces are only just starting to come together, and it is not really playable yet. If someone on version .163 could tell me if this file works or not it will inform me on weather I need to rethink my plan and configure my system for the old fallout or if I can move forward. Thank you SO MUCH for coming back. Downloading the testfile right now. I hope it will work (am on 1.10.163 as so many others on here, sadly Its a near impossibility for me to update as everything i have is on .163, which is still the more common game version file, I think, here on LL). trying it right now. I never had that bug of NPCs falling thru the floor in the hotel though. But i never done much in the hotel. I played it a lot on .72 and a bit on .74, but i am beginning to wonder if i didn't miss some content on my .74 replay I can also see my way to sending you money when your links are back up. EDIT: just started v75 so far no issues with investigator and seeing the poster. heading to the ship now. EDIT2: Made it to the Island. there was a hard CTD ( computer restart required )in the ship when she was trapped in the hold when the "trainer" demanded sex . BUT that was with previous version as well. Nothing to do with this update Am able to move freely around town. entered casino, got loan, paid off loan , with no issues. (previous game sometimes i was unable to enter dialogue whit the casino bank girl) Win 11, 1.10.163 game version. EDIT3: Next Bug was when I am out of caps in the casino the and teller girl does not give any speech options. But this was issue previous version as well. EDIT 4: Still on version 75. Bug in the Brothel. No speech option to solicit just flirt and drink and "have to go". Also after dancing no one will approach her for service. BUT these bugs seem familiar and may also be left overs from version 74 I am not 100% if these were just in version 75 or not. currently cant get out of the brothel due to not having serviced the requisite 3. But no opportunity to service anyone. Edit5: In brothel ( still ). Bartender sends me to Jacob "next to the cross" to help him with something. However Jacob does not respond beyond "Yes?" Edit6: Still cant get out of brothel. when I do ~sqt the only quest that show up are the vanilla ones. Anyone know the quest ID and whata good number would be to advance it? I hate to go back to a previous save as I just spent no small amount of time changing all men's and women's appearances via ~SLM But this is also one of the incredible gifts you have given us. A almost DLC sized mod where all the NPCs are unique coded so we can change their appearance to our liking (a functionality that works smoothly on .163, but I dont know about on AE) Edited Wednesday at 03:44 AM by katrina.balanchuk 1
Cealapa Posted Tuesday at 02:31 PM Posted Tuesday at 02:31 PM (edited) I think falling npcs glitch is not encountered on .163. Besides of hotel area and slums there is another small area affected: behind vendor stands, on the right side as you look to Gold City. I can't test the new version of BC right now because I've just started the new version of Commonwealth Slavers. But as soon as I can do the Pet Walk quest in CS I will take a look on 0.75 (I can't access Diamond City during Pet Walk so I'll going directly to the ship skipping Dogout Inn recruitment) A little bit off topic comment: I am on .191, AAF 1.5.5, EAP 1.11, almost all poses and animations and absolute all mods installed work flawlessly for me (a total of 322, 208 full, 114 light) including very old ones like A.S.I.A (discontinued and deleted but it can be found here). I have only a small problem with dancing animation in BDH (SceneInit error 4) but this is all. Obviously I can't play FOLON again but I don't need it anymore 😁 So you DaemonEyes, the master of scrambled mind ideas, keep up the good work 👍🤘 Edited Tuesday at 08:30 PM by Cealapa
lee3310 Posted Wednesday at 02:03 AM Posted Wednesday at 02:03 AM 13 hours ago, DæmonEyes said: I appreciate the info. I've tried to ask AI about what specifically causes incompatibilities and the points it brings up such as compression using ba2 files and injecting .dll files and/or new forms or functions are not present in this mod. I'll just have to compile a new version and test it. You don't have to worry about backward compatibility, there are mods like this one that should take care of the ba2 issue. As long as you don't include an F4SE DLL that only supports AE or add a new "Creation Club" as master, it should be fine for OG users.
markpatong Posted Wednesday at 03:02 AM Posted Wednesday at 03:02 AM (edited) You should check with JB from Nuka Ride , as he is still very active in modding in Fallout 4 . DLC size mods. He is still on version .163. I know that some stuff just does not work in the newer versions. I have Nuka Ride and Barbourous continent. Both worked just fine for me. I have around 100 mods, all the latest animations etc. for .163. Personally I would recomend staying on .163. Players on the later versions( not many), can still play, but many old mods and some new stuff just does not work. Bethesda just went ahead and upgraded, with no thogbt about the 1000's of existing mods. Look on Nexus Mods, and you will see that Fallout 4 is one of the most modded games ever. I read they are planning a Fallout 5. Edited Wednesday at 03:03 AM by markpatong 1
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