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Zombie walkers fallout 4
Zombie walkers fallout 4








+K-9 Harness - Tactical Body Armor and Backpack for Dogmeat +K-9 Harness - Armorsmith Extended plus DEF UI +SuperMutant Clothes - Leveled List_50_SMR +Survival Outfit Collection - Armorsmith Extended Patch +Wasteland Ranger Outfit - CBBE Female - Vanilla Male +Wasteland Ranger Outfit - Optional - AWKCR Patched ESP +Harness Wardrobe - Craftable Non-Replacer +FO4 War Tags Leveled List for Gunners by ThirdStorm +Armorsmith Extended - Raider Overhaul 12 patch +Raider Overhaul-AE Patch-Restored Content I Full File +Raider Overhaul-AE Patch-Restored Content Hotfix ESP Only +Raider Overhaul - WITH AE - Restored Content - VIS - by Thirdstorm +keke-bu All-in-one Pack (keke-bu version) +DWT Lucas Miller and Guards - Alternate Vanilla +Lots More Settlers and Enemies - Far Harbor +LMSE - Far Harbor - Better Settlers Compatibility Patch +Lots More Settlers and Enemies - Better Settlers Compatibility Patch +Search and Destroy – Extended Combat Range and Stealth Searches +Configurable Power Armor Fusion Core Drain +LunchBox Surprise v6 (Far Harbor - Nuka-World) - Fixed +New Calibers - Lever Action Reload Fix Patch +NewCalibers3.06b ValdacilsItemSorting9.0.2_Patch +Crafting Workbenches Ammo Loading AWKCR-WSE-NC-VIS +Visual Reload - Weaponsmith Extended Patch +Remington 870 Magnum Shotgun - New Calibers patch +Weaponsmith Extended 2 Plugin + Assets (2.4 Beta 28) +Weaponsmith Extended - New Calibers - Weightless Ammo Patch

zombie walkers fallout 4 zombie walkers fallout 4

+Weaponsmith v2 - Super Mutant Redux v1.4 Compatibility Patch +Weaponsmith v2 - Synth Overhaul v2.2 Compatibility Patch +No Negative Affinity and No Affinity Cooldown

zombie walkers fallout 4

+Spare Railroad When Playing as Institute My load order is hand made by me in loose categories that match Nexus mods categories. LOOT has NOT been used, I've just had no luck with it and FO4, it seems to mess the load order up completely for me. You WILL end up having to move mods around in both window panes for optimal optimization and game stability! One should make judicous use of Mod Organizer 2*'s conflict notification system (the left window pane) to aid in conflict resolution. Merging/fixing conflicting mods is mandatory for a stable game! Expect to spend at least half that for a semi-stable game using the following mods. To get this relatively stable has cost me roughly SEVEN DAYS of my life merging mods and solving conflicts in FO4Edit. Perk Points Per Level adjusts perkiness so that one can craft better gear. Also using worldwide NPC > Player scaling mod so all enemies are around the players level at all times like in previous games, bosses and other harder enemies have a slightly higher multiplier than other easier enemies that have slightly lower multiplier than player level. Currently about 80 hours into the game, level 20 using no XP for kills (seriously Beth, rewarding players for killing?) and lower XP globally.










Zombie walkers fallout 4