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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Kazopert.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 12
- Moved the building that leads to the mod so that it doesn't interfere with my other mods.
- Converted the mod to ESM to avoid possible navmesh issues.
- Added "No Low Level Processing" flags to appropriate NPC's.
- Generated NPC face and bodymods and packed them into a BSA, the bLoadFaceGenHeadEGTFiles setting is no longer needed for this mod to avoid mismatched skin.
- Lots of other small fixes I've forgot about.
Version 11
Made small changes to the main quest script.
Resolved notable world gaps.
Changed lighting in some areas to avoid light blowout.
Added water refraction to avoid untextured water.
Added audio markers, music should now play in cells.
Version 10
Changed some NPC flags and other features.
Updated the main quest to make it more efficient.
Changed some missed item prefixes.
Updated some "has water" flags.
Added music types to some cells.
Version 9
Redone some dialogue to make it more fluid and functional.
Fixed most world gaps.
Grammar/spelling fixes.
Edited the prefix the mod used from 000 to Abcom to avoid potential issues.
Version 5.0
Edited exterior navmesh to improve navigation.
Version 4.0
Given some NPC's proper weapon leveled lists.
Fixed some item placements.
Added conditioning to most terminals.
Fixed a dialogue bug which caused it to skip almost immediately.
Fixed some grammar issues.
Removed unneeded notes and doors.
Version 3.1
Removed the last of the test files I missed, such as scripts, containers and NPC's.
Version 3.0
Fixed a HUGE number of wild edits.
Cleaned the mod and removed ITM's and a UDR.
Deleted unused test cells and quests.
Added proper navmesh that is now 100% working.
Version 2.31
Minor bug fixes
Version 2.3
Made some minor additions
Version 2.2
Recreated and revamped the original maintenance area.
Version 2.1
Accidentally packaged the caravan pack dlc into my file, whoops.
Version 2.0
-Buffed the Stranger
- Clipping Fixes
- Small grammar fixes
- Room additions
Version 1.7.4
Completley reworked the player home and fixed some bugs.
Version 1.0
Initial Release
The Abandoned Complex
Description
A man awaits you in the Goodsprings Saloon, little do you know that this man will send you on a quest which will test your strength and overall willpower.
An abandoned facility before the war, that was meant to be used to help people had went awry under the leadership of a new manager, can you discover what happened there?
What this mod contains
This mod contains 3 things overall:
- An engaging back story which contains the story of its occupants.
- A player home where you can spend your leisure time.
- A large swath of enemies to cut through.
Notes
Navmeshes aren't 100% perfect and some NPC's may have trouble navigating. (Now 100% working!)
That's it really, if you have enjoyed the mod make sure you endorse it and share it with others to help it grow. Thanks- Kazopert~