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Found 3 results

  1. So I want to do a post-game, Broken steel style quest mod for Fallout New Begas. Most of the storyline will be in a new worldspace, but I want to begin with a party in the Lucky 38 lounge and a saboteur in the basement, then one or two minibosses to track down in the Mojave before leaving. The issue is I'm not sure how to 1) begin scripting a quest mod dependent on FPGE's scripts and 2) how to test both for debugging purposes. I'm also concerned about compatibility- I'm running a fairly modded playthrough, so if I plonk someone down on the Fort for instance it is likely to have issues.
  2. Hi, I'm getting a notice that xNVSE or JIP LN is missing or outdated. However, I did download and extract those mods. I also updated them today and added them back to the mod organizer. I would appreciate some help figuring out what's going on (because I'm pretty clueless about this kind of stuff ), and have attached screenshots that I figure would be helpful.
  3. I loved that FPGE allows you to experience the aftermath of the second Battle of Hoover Dam but I use SCC to get more companions like Eddie from Powder Gangers, Alexus from Caesar's Legion, and the jailer from Vault 3, but the thing is after the ending those npcs get permanently disable and I cant re-enable them, I've also tried to do it in GECK but it keeps crashing the moment I use the render window. So I'm asking if there is a similar mod to it or a modder out there that make something similar to FPGE but doesnt perma-disable named npcs or atleast a patch to it, Thanks.
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