Fotogen Posted October 29, 2020 Posted October 29, 2020 Fallout is: - not-fantasy based, Sci-Fi - USA centric Skyrim is: - fantasy based - not based on any current nation. There are thing inspired by RL accient myths, but thats about it. Fantasy, sword&magic sells more. Not going international sells less. Less players, less modders, less mods.
Indarello Posted October 29, 2020 Posted October 29, 2020 6 hours ago, coms77 said: There's quite a bit of great NSFW mods out there, but there's not a lot of animations, and the scene seems barely alive compare to Skyrim. What happened, and is there a chance for it to rise? What are your thoughts? Not a lot of animations? You are crazy? Make your first 3 single actor animations before saying this Or maybe you have problems with search? There are SavageCabbage, BP70, Atomic lust, Creature pack x2, Mutated lust, Leito animations and some other older packs
StaticPhobia2 Posted October 29, 2020 Posted October 29, 2020 6 hours ago, coms77 said: There's quite a bit of great NSFW mods out there, but there's not a lot of animations, and the scene seems barely alive compare to Skyrim. What happened, and is there a chance for it to rise? What are your thoughts? I actually prefer Fallout 4 over skyrim right now. Bethesda did a lot of things wrong, but one of the few things they did right is create a fun shooter mechanic that's great for replayability. But if I had to pick a reason, it'd be because of the narrow story arc. Skyrim is far more sandbox than Fallout. Maybe it'll pick up, but I won't lie, the future doesn't look great for modding. Cyberpunk looks like it's taking the GTA 5 path, CD Projeckt really wants to capitalize on that multiplayer revenue, Microsoft bought Bethesda which means proprietary crap out the ass, it's just not looking good, especially for adult mods, with the crack down Sony has been giving people. Who knows, maybe people will come back to the old games.
Nebuchadnezzer2 Posted October 29, 2020 Posted October 29, 2020 @phillout your first reply captures most of the reasons FO4 annoys me, and why, as disappointing as it is for me, Skyrim is simply a more fleshed out/more 'appealing' (not really a 'fantasy' type, myself) for most people, and why it's had a 'better' or 'livelier' modding scene.
Durante Posted October 29, 2020 Posted October 29, 2020 Considering Skyrim mods got more complex and high quality as the years went on and we're still getting them. I'd give 5 more years until saying that Fallout mods have reached a ceiling. But seeing massive immersive mods made by people like ThuggySmurf or Joe is pretty impressive and those mods are relatively fresh.
D_ManXX2 Posted October 30, 2020 Posted October 30, 2020 Are you kidding me ? Simsettlement 2 just got released !! nuff said. i stand corrected its adult game smesettlement is not adult oriented i stand corrected but their is still very good adult mods released though.
Invictusblade Posted October 30, 2020 Posted October 30, 2020 thinking about it, I don't really remember playing any good quest mods for Skyrim when I was deep into it (I will admit that it has been a while since I played Skyrim last) I know I played a couple of them like Falskaar for a little bit, and didn't really like it for whatever reason, I am a much bigger fan of the Fallout 4 Quest mods. I love the Thuggysmurf Saga I like Boston Breeders I like making my own stories in the World of Fallout like in Wasteland Dairy, I made up the worldspace story about the background of Nate and Nora to explain the Romance, Combat Skills, Power Armor and Shaun. as well as Story behind the Magazines (these are ideas I had for years) I am a player of both game series from the start (more or less, I started with Fallout 2) Both current games suffer from Jack(/Master) of All Trades syndrome. in Elder Scrolls Arena, You can play as a single class and that dictates the entire game, (I can barely remember it now) Mages cannot wear armor or equip weapons. Thieves can only wear Leather Armor or equip light weapons. Warriors can wear and equip anything (I think this was the simple version, the game itself has different rules for each class)
Narsdarknest Posted October 30, 2020 Posted October 30, 2020 14 minutes ago, D_ManXX2 said: Are you kidding me ? Simsettlement 2 just got released !! nuff said. i stand corrected its adult game smesettlement is not adult oriented i stand corrected but their is still very good adult mods released though. I will love is someday sim settlement have somehow "brothel plots" or stuff n.n maybe for recreational plots or their own category. Or something like milk mod economy from skyrim, pfff I dont know. I think FO4 still have lots of chances for mods even if is not a full fantasy game (for me is anyway, just change "magic" for "radiation" ), I think even fits things like "be a succubus" in FO4 and lots other ideas form skyrim mods or other games.I would love to put my list of ideas and wishes of mods but I do not know how to do mods nor is it my thing. The good thing about mod communities is that there are almost no limits to what you want to implement in the game, it is true that there are more people in Skyrim but for many FO4 is still their favorite game where to spend time.
Bust Rod Posted October 30, 2020 Posted October 30, 2020 Ahhh, the idealism here. But, I think arguing about number of mods is fairly wrongheaded. It's about approachability. Fallout 4 seems approachable from a mod standpoint, but man can it be wildly difficult to maintain over time. FO4 modding has been dying from the same heart attack for the last couple of years. I noticed recently that the people doing some of the best work for FO4, have departed the community. I stopped modding on FO4 and went back to TTW/Skyrim because frankly I was tired of fighting the ridiculous XML overwrite/patch situations that go hand in hand with FO4 modding, AAF, and the drama contained therein. That's not an indictment of the developers making mods for adulting in FO4, or AAF. They all work hard; just saying...building a mod set for a long term stable and working FO4 with all the fucking a person could desire is a hell of a lot of work in some areas...with no real way to keep things stable as time goes on. It also bears mentioning, that it's not entirely the fault of the community...Bethesda rebuilding exe's every time Todd Howard has to fart, resulting in a new F4SE bin, resulting in having to wait for mods to be updated...with some abandoned...has done a lot of damage. At least with New Vegas/TTW, or Skyrim there's a known quantity. Sure Skyrim's FNIS can be bitchy, but the bitchiness at least has some hard and fast rules that govern said bitchiness. FNV at least has a large number of well vetted animations. The system works, and for the clued modder the landscape is stable. The same really can't be said for 4's modding scene. I held out hope it would get its act together...but it's still a wasteland (LOL PUN). It's a shame too...4 can be made to look really really good. Mods like Violate and Sex Em Up are a lot of fun. But man is it a finicky symphony to get playing with harmony...or even getting all of the mods in a build to play the same tune. In the last 10 or so months, I haven't had to really touch my Skyrim, or FNV builds. I can launch them in MO2...and they run well. Hell, I'm in the middle of a great playthrough in Tale of Two Wastelands at the moment. Pimping Willow out has been fun. Last time the FO4 exe was updated...I updated my FO4 stuff, only to encounter all sorts of issues starting with the fact that enemies wouldn't aggro at all, which was weird...and again, I ran into stupid XML issues that I just never cared to spend time figuring out. Why should I? I have other games which work, without the hassle. I think, if you had to boil it down to a general reason it's this: there's no general coherency to the FO4 mod scene. Everything from anims to XML's feel spread all over the damned place. It's hard to maintain a modded game under these conditions. Coupled with the fact that the whole thing gets thrown into complete chaos, with a lot of unknowns every time Bethesda updates the exe...well, it's hard to keep at it. This is just a view from one player, but it's valid. I'm sure I cannot be the only one who's thrown up their hands at FO4 modding, said "fuck this convoluted bullshit" and moved along to other games with 10x less hassle. Just my $0.02
phillout Posted October 30, 2020 Posted October 30, 2020 11 hours ago, D_ManXX2 said: Are you kidding me ? Simsettlement 2 just got released !! IMO it would be much better off w/o the quests and NPCs, at least they could make that part optional as a separate download, and just allow the player to find ASAM's and learn the stuff on their own. I didn't have problems figuring it out in v1. I barely started a game and I already have 8 settlers in Sanctuary, despite of the fact that I intentionally turned off the radio beacon once the "Stranger" has arrived because I didn't want them to arrive, but guess what - it got turned on again somehow. Then I just scrapped it - and still 3 more settlers arrive 10 minutes later. And this while ignoring Preston and his peasants, I left them in the museum, otherwise I'd have 14 settlers already I was kinda hoping raiders who took hostages would kill at least some of them, and they did. But as soon as I get back to the Sanctuary, it's 8 settlers again. Fuck this. Originally SS was a tool to take a burden of building off your shoulders, I've used it in the past to put some plots and forget about it, because I hate Preston and his BS, and I hate settlements building. I mean I'm okay with some of it, I used to pick up several NPCs from "Interesting Settlers" (at least they are fun) and build basic stuff and a couple of routes to other home bases, but SS2 seems to insist on having me "immersed" into more settlements building, now with quests and annoying NPCs telling me every damn minute how "we" are supposed to work hard on making this settlement into what it deserves to be. And these full-screen "achievement awarded" messages randomly popping up (crashing the game if it happens while I'm using a workbench) don't help either. Good news, though - this character will have a good reason now to join Nuka World raiders and beat the shit out of those righteous assholes. "Give them a settlement they deserve", hehehe.
OlafOlafOlaf2 Posted October 30, 2020 Posted October 30, 2020 Unpopular opinion I guess, but I actually like the FO4 modding scene way more than Skyrim, and I enjoy LL mods like Hardship or Zodiac way more than any Skyrim mod
Guest Posted October 30, 2020 Posted October 30, 2020 On 10/28/2020 at 10:55 PM, phillout said: Nope. If you actually compare them side-by-side, you'll see Skyrim having by many times more mods in the categories for quests, new lands, overhauls, hundreds of dungeons (those simply don't exist in FO4), by many times more mods for NPCs, player homes, many hundreds of new cities, towns and villages (again, this category simply non-existent on FO4), hundreds of new races (n/a on FO4), several times more creature mods (hardly a surprise), 3k mods in the magic section, incl, spellpacks. I could go on and on. Not a single DLC-size mod close to what Skyrim had for years, I mean those like Wyrmstooth, Falskaar, Bruma, Beyond the Reach and many others, only Northern Springs which is heavily bugged, I couldn't get into it longer than 15 minutes of gameplay w/o getting stuck or running into a CTD. And this game is 5 years old, so "it's just a new game, give it some time" doesn't work anymore for me. Compared to Skyrim of 2016 it's a vacuum filled with weapons, armor, presets and settlement blueprints. Originally FNV was a bugged, prone to CTD game like few on this planet when it was released. It's stable and has all those updates and fixes exactly because people have put a lot of effort into it. Due to the reason I've mentioned. If you see the whole picture and have an idea of how mods work (in terms of how these are created), you'll see that makes sense in both cases. Both the games have that kind of cheap content because it's so easy to be done, it doesn't require much time and learning, both have the same tools etc. so yeah you see the same habits in both games. Ok now look at the sixth post of this thread and you'll see why you still have not substantial dense content for FO4. Which is not even entirely true, there's some interesting and big mods, a mod like Horizon which is comparable to Requiem for example, or mods like Sim Settlements etc. in terms of quests there's a good amount of them. All those thuggysmurf quests, these have a big amount of content for example. As worldspaces, nothing that amazed me. There's The Forest, there's Xander Aid, probably Trainwiz quest but I never tried it (I remember it mentioning a new worldspace, not sure if I'm wrong) but nothing compared to Bruma, just to say. Still, something's good on the workings, London and Miami are the ones more promising, I'm less sure of the other ones (there's a lot of cities on the workings), and NV and FO3 on FO4 engine are 2 other big projects definitely worth of a look. These all won't be created quite soon, but if you think not even BS or Skywind are, and these are on the workings since ages. Big projects like these require an absurd amount of time, if you don't create contents you don't have half idea of what this even means. And NV engine is more stable in general, before the fixes were even existing.
phillout Posted October 30, 2020 Posted October 30, 2020 1 hour ago, A.J. said: If you see the whole picture and have an idea of how mods work (in terms of how these are created), you'll see that makes sense in both cases. Six mods on Nexus, not exactly the biggest collection out there, but they include all types of mods, compatibility patches, scripts, batch processing tools, world edits, one of them listed in Lexy's LOTD guide. I guess I I have at least an idea what I'm talking about, and the nature of those mods and the experience I've got while working on them gives me a good understanding of game engine kinks as well (this and more than 30 years of working in software development, writing a code). Plus a couple of mods here (nothing fancy), this includes xEdit script for reference processing and replacement (this also resulted in having to disassemble and fix a Papyrus script without a source, the author gave me a permission, but seemingly didn't have the source anymore). Couldn't make it working w/o breaking PreVis though, that alone gives me a reason to hold a grudge against FO4, I guess. I earn my living by creating software since I was 18, don't give me this shit, please. Quote Which is not even entirely true, there's some interesting and big mods, a mod like Horizon which is comparable to Requiem for example Uh... Nope. Until Horizon gets classes, enemies with specific resistances and weaknesses - it's not. I mean FO4 only has guns (of two types, ballistic and energy, not really different ones) explosives (those dealing the same kind of damage as guns, just with AOE) and melee which is kinda pointless, because who brings a knife into a gunfight, especially when you fight a dangerous enemy, not a pack of rats? Then it has to rework the world somehow, I guess, by introducing separate zones of difficulty (since FO4 doesn't have dungeons) so you won't run into enemies you couldn't ever beat before being ready. Then there should be epic enemies like dragons (Requiem edition), dragon priests, ebony vampires and enchanted spheres, so you have to make proper preparations before beating one. Then there would be epic battles like Soul Cairn, Labyrinthian and Skuldafn - well, I don't know how you make ones in FO4, where you fight hordes of enemies so strong so a single one would simply smash you into pieces at lower levels, IMO there's simply not place for this in FO4. I could go on and on, in a nutshell - no, not really close. The point of Requiem is not survival or hardcore damage formulas - it's the feeling of progression, when your character who was afraid of wolves or even mudcrabs at level 1 beats Soul Cairn. How can you reproduce it in a game where you get a minigun, power armor and fight one of the most dangerous enemies after playing the game for first 10 minutes? If Bethesda would make you fighting a dragon right in Riverwood, Requiem would be fucked just the same. Quote All those thuggysmurf quests, these have a big amount of content for example. You mean those where you fight gangs of pimps dressed in pink, fight Nazi and kill Hitler dressed in woman's clothes, get knocked out by a script and find yourself naked in a bathroom twice, and in the end turn the Institute into a strip club? Not my cup of tea, I guess - too immature. Quote These all won't be created quite soon, but if you think not even BS or Skywind are, and these are on the workings since ages. Big projects like these require an absurd amount of time, if you don't create contents you don't have half idea of what this even means. Sigh... here we go again. Just compare Skyrim 2016 to Fallout 4 2020. It's a fair comparison, 5 years after release for each game. I haven't mentioned Skywind for a reason, since it's still being worked on. All those large mods I did mention were already there in 2016. Most of adult mods, big ones, were already available in 2016 - Defeat, SD+, Untamed, Radiant Prostitution, you name it. SexLab was already polished for a long time and didn't require digging through 100s of pages to install it w/o glitches, upgrades were smooth as butter - compared to my experience just yesterday with FO4. I've decided to update my AAF mods and animations, and got Supermutants broken - decapitations leave them hanging in funny poses. I had this problem before, I know it's caused by their skeleton, I could search for the solution again (the one that works these days), and I would probably find it in some thread (again with like 10 dependencies), but I'm in a mood for a doze of Fuckitall.
JHMW19 Posted October 31, 2020 Posted October 31, 2020 It sucks, I actually love the gameplay of Fallout 4, and unpopular opinion it is my favorite Bethesda game. I just love how it moves and feels and what you can do, I tried Skyrim, I really did but I couldn't get into it at all. As for NV, it is clucky with mechanics and it was so frustrating to DO anything at all. I want Fallout 4 adult mods but they just aren't happening. And it is getting worse. In the download section here there is so few of ANYTHING newer than a year. It is dying and fast.
Oolbl549 Posted October 31, 2020 Posted October 31, 2020 On 10/27/2020 at 12:47 AM, Carabosse said: Why do you think it is harder to mod than Skyrim? The precombined mesh system that fallout uses to build the worldspace is much more difficult to modify than skyrim's system, requiring editing the worldspace in the creation kit rather than just swapping out meshes or textures. Likewise, adding new objects to the worldspace breaks the precombines, requiring modders to reconstruct them in the creation kit or risk severe performance hits around their modded content. In a similar vein, Fallout uses material files to apply textures to objects, rather than drawing the textures directly, so texture mods need to build their files into the material files to implement them, and if a user wants a diffuse map from one mod, a normal map from another, and a specular from a third, they need to rebuild those material files on their own. In Skyrim, you can just plop replacement texture files into the game folder and the game will use them. This is how a sweaty overlay works, for example, and is the reason small mods like that don't appear in Fallout, only showing up as an option within a whole skin texture replacement. Both of these systems were created in the name of performance, but they are additional hurdles that one must clear in order to mod the game that are not present in Skyrim. Fallout uses slightly different forms of the base files, for which the commonly available and/or free programs and plugins are either unavailable or out of date. I can't view Fallout normalmap or specular files for example, but I can for Skyrim using only free tools. So modders with the extra funds to pick up Photoshop and 3dsMax can do more than the modder relying on Gimp and Blender. Thankfully, the community has created some tools that can ease these difficulties, but community tools are often limited in scope, lack user support, or fail to keep up with game updates, and are a bandage, not a solution. That's why I think Fallout4 is harder to mod than Skyrim.
Carabosse Posted November 1, 2020 Posted November 1, 2020 42 minutes ago, Oolbl549 said: The precombined mesh system that fallout uses to build the worldspace is much more difficult to modify than skyrim's system, requiring editing the worldspace in the creation kit rather than just swapping out meshes or textures. Likewise, adding new objects to the worldspace breaks the precombines, requiring modders to reconstruct them in the creation kit or risk severe performance hits around their modded content. In a similar vein, Fallout uses material files to apply textures to objects, rather than drawing the textures directly, so texture mods need to build their files into the material files to implement them, and if a user wants a diffuse map from one mod, a normal map from another, and a specular from a third, they need to rebuild those material files on their own. In Skyrim, you can just plop replacement texture files into the game folder and the game will use them. This is how a sweaty overlay works, for example, and is the reason small mods like that don't appear in Fallout, only showing up as an option within a whole skin texture replacement. Both of these systems were created in the name of performance, but they are additional hurdles that one must clear in order to mod the game that are not present in Skyrim. Fallout uses slightly different forms of the base files, for which the commonly available and/or free programs and plugins are either unavailable or out of date. I can't view Fallout normalmap or specular files for example, but I can for Skyrim using only free tools. So modders with the extra funds to pick up Photoshop and 3dsMax can do more than the modder relying on Gimp and Blender. Thankfully, the community has created some tools that can ease these difficulties, but community tools are often limited in scope, lack user support, or fail to keep up with game updates, and are a bandage, not a solution. That's why I think Fallout4 is harder to mod than Skyrim. Precombines are a pain in the bum. I've felt that first hand wanting to dynamically clad objects in the game with my mod. If precombines didn't exist it would have made the job a lot easier, instead I've had to resort to hacky methods like point detection and distance comparison in some circumstances. I understand that they had to do it though, I don't think they had much choice given the world design and tools gate at window of release. I've not really delved far into the capabilities provided by material files. But elsewhere I've seen a consensus that appreciates the changes. Is it safe to say it adds capabilities while making some more rudimentary tasks a bit more complex and time consuming? Most of my modding seems to be focused on scripting these days. And changes there have made a huge difference to ease of use. Timers and custom events for a start. Difficult to over exaggerate just how big a difference those two features alone have made. I regularly switch between making mods for Skyrim and F4 and I really miss the improvements to scripting brought in F4. Then there's also other things like the improvements to aliases. As someone who is making mods for both games side by side. I'd keep all of the improvements I benefit from in F4. But maybe ditch the precombines and the new dialogue system. ?
DremoraDream Posted November 2, 2020 Posted November 2, 2020 I really enjoy you guys. No sarcasm here. You're all really fun to read. I've been lurking here on an alt wayyyyyy before Fallout 4 came out. And seeing both scenes develop, I've seen some very "loud" members say Skyrim has 2 games, and the advantage of time. I can't elaborate on that because it's not an argument I can form nor support. BUT, it's something worth considering as several members have touched upon here in this thread. On 10/29/2020 at 10:32 AM, Fotogen said: Fallout is: - not-fantasy based, Sci-Fi - USA centric Skyrim is: - fantasy based - not based on any current nation. There are thing inspired by RL accient myths, but thats about it. Fantasy, sword&magic sells more. Not going international sells less. Less players, less modders, less mods. This is a big point.
DremoraDream Posted November 2, 2020 Posted November 2, 2020 On 10/29/2020 at 2:06 PM, StaticPhobia2 said: I actually prefer Fallout 4 over skyrim right now. Bethesda did a lot of things wrong, but one of the few things they did right is create a fun shooter mechanic that's great for replayability. But if I had to pick a reason, it'd be because of the narrow story arc. Skyrim is far more sandbox than Fallout. Maybe it'll pick up, but I won't lie, the future doesn't look great for modding. Cyberpunk looks like it's taking the GTA 5 path, CD Projeckt really wants to capitalize on that multiplayer revenue, Microsoft bought Bethesda which means proprietary crap out the ass, it's just not looking good, especially for adult mods, with the crack down Sony has been giving people. Who knows, maybe people will come back to the old games. This is also something I fear too. There's no reason to support mods anymore. Especially for Bethesda and how Fo76/ESO are functioning. But let's take a look at BDO for example. That mod had some pretty hot armor mods and cool things in the aesthetics department that other games don't really attempt. So maybe at least that much can be done? Maybe if a brave soul wanted to do so for 76/ESO, it could be happen. "Hope isn't lost yet"....maybe. I thought Outer Worlds would have generated more interest from modders. But it seems it was just a bandaid on the "wahhhh 76 sucks" wound that the Bethesda hating crowd had. Monster Hunter World also started blasting their skimpy mods with some love now as well, and they're quality has jumped up a few tiers. Maybe if the Skyrim community wanted to pool some ideas and power into that game, it could develop new quests/animations/features as well. In fact, I think MHW has a lot of potential no one wants to touch really. Shame, that game is fun fast and hot. (damn this website for not letting me format a multiquote tonight lol)
vaultbait Posted November 3, 2020 Posted November 3, 2020 On 10/30/2020 at 11:05 PM, phillout said: I've decided to update my AAF mods and animations, and got Supermutants broken - decapitations leave them hanging in funny poses. I had this problem before, I know it's caused by their skeleton, I could search for the solution again (the one that works these days), and I would probably find it in some thread (again with like 10 dependencies) It has a download page, and no dependencies:
Zor2k13 Posted November 3, 2020 Posted November 3, 2020 The F4 engine is much more updated but moar complicated to work with and of course as some have said the precombined crap to deal with. Take a look at mods that place items in the world using a script like the chinese stealth suit mod on nexus it drops the suit to exact coordinates in the sub upon new game start or post war new game start anyway. More modders should look into trying that trick instead of placing refs everywhere but quests require refs among other things. Skyrim sex mods seem to work better and have easy to use and install sexy time where F4 sex mods like AAF look like an autopsy report with that two figures chart like... wtf but that is how it works. For F4 to really be on par and or usurp skyrim for sexy time stuff we really need a whole new game world and parameters for anything adult related. There is this hentai foundry story called paradise falls or paradise halls something like that where a red haired female player is captured by some super slut and turned out as a slave. That whole idea where it is just some other world and everything is about sex either play as a pimp or a slave or a super horny sex bot or whatever sex related no more shooting and killing blah blah normie stuff.
phillout Posted November 3, 2020 Posted November 3, 2020 4 hours ago, vaultbait said: It has a download page, and no dependencies: I've got a "SuperMutant Freeze fix" already, which doesn't always work. How do I know this one works by looking at it, if neither is mentioned in "[AAF] Up-To-Date Adult oriented setup guide" - the pinned topic in the AAF section for FO4? Sorry if I sound ungrateful (thank you, BTW), but this is what I'm talking about and this is what pisses me off in FO4 modding - "oh, dude, but EVERYONE must know it!" while pulling some link from the deeps of the site. As if in order to get (and keep) AAF working, you've got to make FO4 modding your full-time job by immersing yourself 100% into reading all topics and browsing new files.
Indarello Posted November 3, 2020 Posted November 3, 2020 4 hours ago, phillout said: I've got a "SuperMutant Freeze fix" already, which doesn't always work. How do I know this one works by looking at it, if neither is mentioned in "[AAF] Up-To-Date Adult oriented setup guide" - the pinned topic in the AAF section for FO4? Sorry if I sound ungrateful (thank you, BTW), but this is what I'm talking about and this is what pisses me off in FO4 modding - "oh, dude, but EVERYONE must know it!" while pulling some link from the deeps of the site. As if in order to get (and keep) AAF working, you've got to make FO4 modding your full-time job by immersing yourself 100% into reading all topics and browsing new files. You can make it work once and then forget about everything and never update game and mods, so it is not full time job
phillout Posted November 3, 2020 Posted November 3, 2020 3 hours ago, Indarello said: You can make it work once and then forget about everything and never update game and mods, so it is not full time job Sure, never change my LO and keep asking myself the question - the one in the topic's title. Makes total sense, you know.
Indarello Posted November 3, 2020 Posted November 3, 2020 1 hour ago, phillout said: Sure, never change my LO and keep asking myself the question - the one in the topic's title. Makes total sense, you know. Sorry dont understand what you mean and what LO means
phillout Posted November 3, 2020 Posted November 3, 2020 1 hour ago, Indarello said: Sorry dont understand what you mean and what LO means LO means "load order" And not updating it kinda defeats the purpose of modding. When I get back to FO4 after several months of not playing it, it's quite natural, I think, to install new mods and updates to existing ones. Otherwise why would I come back?
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