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"0001","DLC: Vault-Tec Workshop"
"0002","DLC: Nuka-World"
"0003","DLC: Far Harbor"
"0004","DLC: Contraptions Workshop"
"0005","DLC: Automatron"
"0006","Unmanaged: W.A.T.Minutemen"
"0007","Unmanaged: SettlementMenuManager"
"0008","Homemaker - Expanded Settlements"
"0009","Heckler and Koch - Mark 23 SOCOM"
"0010","Heckler und Koch - MP5 Complex"
"0011","FN-FAL"
"0012","Heckler und Koch - UMP"
"0013","AR15 Family"
"0014","SIG MCX - Assault Rifle"
"0015","GIAT FAMAS"
"0016","Agency Arms Benelli M2 - Shotgun"
"0017","Mod Configuration Menu"
"0018","DOOMBASED Weapons Merged (Weapon Pack)"
"0019","Laser Musket 'pop goes the weasel' sound replacer"
"0020","Heckler und Koch - G36 Complex"
"0021","FN P90"
"0022","FN SCAR-H - Battle rifle"
"0023","Wattz Laser Gun"
"0024","Manual Reload Simple"
"0025","Sniper Scope Overlay And Reticles Replacement"
"0026","HS Produkt VHS-2 Rifle"
"0027","TEC-9 - A Standalone Pistol"
"0028","Izhmash SV-98 Sniper Rifle"
"0029","Steyr AUG A3 - Modular Assault Rifle"
"0030","Springfield Armory M1A"
"0031","Skibadaa Weapon Pack REDUX"
"0032","SIG Sauer MPX 001e"
"0033","M3D - Sig Sauer P220"
"0034","Service Rifle"
"0035","RU556 - Assault rifle"
"0036","RPG-7V2"
"0037","Rheinmetall EG-7 Energiegewehr"
"0038","QBZ-191 QBZ-192 QBU-191"
"0039","PL-14 'Lebedev'"
"0040","MP-412 - A Standalone Revolver"
"0041","McMillan CS5 - A Standalone Sniper Rifle"
"0042","LMT M203 - Grenade Launcher"
"0043","Smith and Wesson M-P 2.0"
"0044","Kriss Vector"
"0045","IMI Uzi - Smg"
"0046","Hunting Shotgun"
"0047","HK USP - Pistol"
"0048","Heckler und Koch - MP7"
"0049","Glock 19X - Pistol"
"0050","Fusillade Grenade Launcher"
"0051","Fostech Origin 12"
"0052","Escape from Boston - Springfield Armory M14"
"0053","Combined Arms - Modern Weapon Pack"
"0054","Combined Arms - Expansion Pack"
"0055","Cazador Missile Launcher"
"0056","Bullpup Bozar"
"0057","Benelli M3 Super 90"
"0058","AQUILA - Laser Rifle"
"0059","AnotherOne TEC-9"
"0060","AnotherOne PP-91 Kedr"
"0061","AKM Complex"
"0062","AK74M - Assault Rifle"
"0063","Ak5C - A Nordic Relic"
"0064","AER15 Modern Laser Assault Rifle"
"0065","Accuracy International AX50 Anti-Materiel Rifle"
"0066","Accelerator Plasma Energy Weapon"
"0067","Extended weapon mods"
"0068","See-Through-Scopes"
"0069","Scopes Framework"
"0070","Military MREs - Meal Ready to Eat - New Food"
That is exactly what I was thinking....
Which is why you need to become more picky. This is exactly why I say every time:
ALWAYS read the bug reports and forum threads. ALWAYS research literally every single mod. Sometimes it might be a load order problem solved by asking about it in their threads. Sometimes it may be just an outright conflict.
When the game sees "gun" and there are 5 different things layering over that gun, it has to TRY and figure out which of them goes on first, which on last, if they're even able to coexist at all. Most are NOT able to be applied to the SAME thing.
So while I definitely understand the joy of "oh look another x thing!" (believe me I have an entire system for deciding which settlement mods to use for this exact reason) sometimes they simply CANNOT coexist.
So I'd suggest go through and figure out which ones you want most, or will get the most use out of, and remove the rest - READ first, to see whether removing them mid-game is even possible or if it'll break even further. Removing and sometimes adding mods mid-game is a VERY risky thing for this game. It's code is already garbage on a stick so adding mods that conflict is even more so.
Crossing my fingers for you that's the only one :D