2016/09/06 18:03:44
whiskers54
donta1979
whiskers54
donta1979

It's there not sure under what tag but I got it... nvidia just pumped up every gameworks feature they could... =/ To the point it looks pretty bad in many spots




 
Anything special needed to run this?


Shadow boost helps a great deal.




 
Did you run into any problems when downloading and playing this? The reviews weren't all that favorable.
2016/09/06 19:17:25
Dukman
whiskers54
 
 
I watched the video Locksmith and it has bugs in it. Apparently the characters, after they have been locked up, can get out as was demonstrated on the video. This would also allow them into a secured room.
 
Are there any furniture mods that run like the expansion mod? Not worrying about issues when FO 4 gets updated.




 
I've been using it for months and have yet to see that happen.  I accidentally locked the Vault-Tec Rep inside my house once and there he remained until I came back.  This was several game days later and after several loads and reloads of the game. Any door or container I lock remains locked.   In fact, I'll forget that I locked a container and have to unlock it.     
 
 
2016/09/06 19:36:12
whiskers54
Dukman
whiskers54
 
 
I watched the video Locksmith and it has bugs in it. Apparently the characters, after they have been locked up, can get out as was demonstrated on the video. This would also allow them into a secured room.
 
Are there any furniture mods that run like the expansion mod? Not worrying about issues when FO 4 gets updated.




 
I've been using it for months and have yet to see that happen.  I accidentally locked the Vault-Tec Rep inside my house once and there he remained until I came back.  This was several game days later and after several loads and reloads of the game. Any door or container I lock remains locked.   In fact, I'll forget that I locked a container and have to unlock it.     
 
 




 
Maybe it was updated since then. All I know is that he locked a cat up in a room and locked some characters in a cage, came back later and they were gone. He even commented on that. He didn't say how long he was gone either.
 
 
2016/09/06 19:59:37
Dukman
I seem to recall that as well, that the mod would only keep things locked during the session in play.   That might have been on an earlier version of the mod. 
2016/09/08 16:30:31
whiskers54
donta1979
perks to one from an npc, another for building stuff, there might be one more for killing stuff not sure, if you do not play along with being a raider, thats it DLC over the end.




 
There is a segment in the beginning that the woman tells you to kill the other raiders and it will list their names. If you kill these named targets will that be the end of the DLC or does it continue?
2016/09/08 16:32:44
whiskers54
Dukman
I seem to recall that as well, that the mod would only keep things locked during the session in play.   That might have been on an earlier version of the mod. 




 
Is this a mod that will have to be reset if updates to FO 4 get released?
 
Also how do you tell if mods are or are not affected by updates from Bethesda?
2016/09/08 17:10:17
Zuhl3156
whiskers54
donta1979
perks to one from an npc, another for building stuff, there might be one more for killing stuff not sure, if you do not play along with being a raider, thats it DLC over the end.




 
There is a segment in the beginning that the woman tells you to kill the other raiders and it will list their names. If you kill these named targets will that be the end of the DLC or does it continue?


I found a video about that earlier. If you want, I'll try to find it for you. There were a lot of ifs, ands, buts, and other options that came and went depending on your decision.
2016/09/08 19:17:34
Dukman
whiskers54
 
 
 Also how do you tell if mods are or are not affected by updates from Bethesda?





When they don't work anymore.  
 
You basically have to take into account what the mod does or does not affect in the game world.   Most are not affected by updates or bug fixes.   Mods like Homemaker (a truly epic mod) will continue to function after and update, but will not affect or add more items until it's been updated to reflect the new content.   So the majority of the mods will continue to work just fine even though they are no longer being supported or updated by the mod author.
 
And to answer your first question, Locksmith is not affected by the version updates because it affects things that are already in the game.  It's possible that if new lockable objects are added it won't affect them.  But I don't think it works on and item by item basis.   I think it affects the lock/unlock situation that all lockable objects address.  
2016/09/08 19:21:18
Dukman
And I've been spending hours and hours in Vault 88 trying to build the ultimate stronghold.  I've torn things down and started rebuilding several times now.  
 
Truth be told, I kind of like the whole settlement building thing.  At least building the settlement and structures.  Babysitting the settlers constantly, not so much.
 
Still can't decide if I want to move my base of operations to Vault 88 or Spectacle Island.   But I'll have the infrastructure in place either way.  And Vault 88 is the first settlement that I've had to activate the workshop mod on so far.  
 
2016/09/08 19:55:44
stalinx20
whiskers54
stalinx20

"Issues", eh? I guess I'll have to see for myself.




What did you find out? I read the messages posted at the bottom and they weren't very positive. 


Nothing, I haven't bothered with it yet.

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