davejack Posted March 7, 2022 Posted March 7, 2022 When using that Unique NPCs mod, it turned some mobs invisible, particularly some ghouls, wolves, and dogs. Some ghouls have their limbs and torso invisible while maintaining their heads. Deactivating the mod fixes the problem, however some naked ghouls still lost their heads. Turning on HD DLC Creature Textures Rework made a lot of the mobs invisible and untargetable by VATS. Is there a fix to this? How should i load them anyways? What could be the cause of this situation?
Sgt. Marge Posted March 7, 2022 Posted March 7, 2022 Deactivating a mod and attempting to continue on with the same save file is generally not recommended. You could try a new save and see if the problem goes away.
davejack Posted March 8, 2022 Author Posted March 8, 2022 How do you even check if a mod works or not? Do we need to restart every single time we encounter a bug in the middle of our adventure? Finding a ghoul is like 1-2 hours into the game ya know
Sgt. Marge Posted March 8, 2022 Posted March 8, 2022 7 hours ago, davejack said: How do you even check if a mod works or not? Do we need to restart every single time we encounter a bug in the middle of our adventure? Finding a ghoul is like 1-2 hours into the game ya know You could try Player.Placeatme and then the Form ID of the thing you want to see. https://fallout.fandom.com/wiki/Fallout_4_console_commands Other ways to test things are to use alternate start type mods to get close to where you want to be so you don't have to go through the intro every time. I have found SKK Fast Start New Game + SKK Fast Start Location to be very helpful with testing things. You can also use the "COC" command to get you to different places, here's the list of editor ID's e.g. coc diamondcityext will put you next to the statue near where you first meet piper. Or you could make a new game unmodded, get out of the vault, make a save, and copy that save to a different folder to use as a base seed for testing. That may or may not be the best option and it really depends on what's being tested. The safest and most reliable way is to start from the beginning and use one of the other methods, in my opinion. And yes, testing new mods can require starting the game many times depending on what you are trying to accomplish. That's just how it goes. Perhaps others that watch this forum have more suggestions.
Sgt. Marge Posted March 8, 2022 Posted March 8, 2022 Additionally, if you want help with your original problem, I would suggest linking the mods in question so we can see what you are working with. It may also be beneficial to read all of the descriptions and support posts for those mods to see if the information has already been shared and depending on how active the mod is, you could also pose your question on it's support thread.
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