Very nice! The safehouses really are nice and actually look like safehouses that are taken care of. I've set my caretakers to appear as I like my Mojave populated, but even without them there are good folks at least in the NCR and BoS safehouse from The Living Desert - Travelers Patrols Consequences Increased Population and more. You left me no choice but to keep this in my game :-)
Anyone having Issues with the items floating above the workbench in the BOS Safehouse, the Living desert (TLD_Travelers.esm) moves it about half a foot away from the wall.
Should I forward YUP's Cell records for the Placed Object entries? Since things like their position is the same as vanilla and YUP has different values.
I would leave this as is. I've forwarded as much of YUP as possible without moving things out of wack. Generally if I didn't forward a change, I did it on purpose.
Padon me, but does this mod affect the Respawning Ranger Armor NCR Safehouse mod? I know they might do a bit of shuffling around and all. And having respawning ranger armor doesn't sound too bad.
Love, love, LOVE this mod but it conflicts with better NCR bases and as such the NCR Safehouse is broken/looks like a mess... only if I were able too disable one of the safe houses without deleting either mods hmmmmmm.
It's fairly easy to do this with FNVEdit, simply delete the cell entry for the NCR safehouse. I might look to offer safehouses separately at some point also.
Sound, I'll defo need to have a look at doing the FNVEdit route, but I defo think you should have a look into releasing them separately as just the NCR safehouse alone has a lot of choices when it comes to versions or edits in general, however its up to you if you wanna do that, either way thanks for the help mate keep up the good work
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I can maybe patch
They may have fallen through the geometry? I'll consider just sticking them in a container if this is an issue.
If you need the console command to add them to your inventory:
Player.AddItem UniqueGlassesLuckyShades 1