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Seeing how tensions are high right now and people are losing their minds I will refrain from providing further information, but just know things are much more dire for the modding community than you are seemingly willing to admit.
It's bad, like I tried to warn everyone it would be. And their next title will kill free mods completely.
https://techraptor.net/content/fallout-4-creation-club-files-auto-downloaded-breaks-free-mods
For now at least Kinggath was smart enough not to hitch SS to F4SE. So at least his...
After many attempts to find why my settlers in Hangman's Alley stood around like Zombies I think I figured out the issue. After removing Homemaker from my Mod list the settlement worked perfectly. I have have not determined exactly why, all I know it fixed the issue. I know many of the Nifs in...
There is only one I would say is a "Must Have" and thats JTBryants Foundations. The others are a matter of personal preference. I am in the All of them crowd.
If you have place anywhere you can just pick them up and place them where ever you like. You have to enable Extra items though (Insert key). But this only works for PC.
You could force the plot to turn into one of the Kinggath Vanilla Plots after the settlement exceeds what your plot was intended to serve. That would be cool.
The setting in the CK was "suspicious of" Since I bailed on modding before it was complete I didn't really test this to be honest so I am not 100% sure on its functionality. I know in Skyrim that setting makes guards suspicious of the PC if they committed crimes so it could be that the setting...
I designed the Dogs to be suspicious of SynthSettler faction (Cant recall the correct name) so that might explain their attitude to RR.
The only weird thing I ever noticed was the Dogs will sometimes aggro Caravan Guards but only if they fall behind the Caravan and start running to catch up to...