Fallout 4 prone mod

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(1) This is what happens in a new vanilla base game. (c) Mod added inventory items like holotapes never appear in inventory because the base game clears the player inventory several times during startup in pre war Sanctuary, so mods that don’t allow for this and just stuff the player inventory when they initialise get lost. (b) Quests do not trigger because ALT start mods dont set the startup quest conditions to let other content know its done. Looking at you Sim Settlements in pre-war sanctuary and Creation Club at vault elevator exit.

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This is caused by too many scripts trying to start up all at once.

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(a) System runs slow so animations (like the vault door) fail to play or quest dialog triggers fail (like Codsworth in Sanctuary or raiders in Concord). Starting new games in Fallout 4 can be prone to issues and errors as the new game start is super fragile with heaps of gotchas that mod authors (and Creation Club) do not appreciate.