I will upload the next version on Saturday April 15th 2023. If you know of any bugs, let me know before then.
The update will have a new day and year display, removing those from the dial display. I have also added the XL armors to the manufacturing machine (it will cost you caps) Added the ability to remove the levelers Rad Healing per VIA the perk terminal.
Version 4.6 has been uploaded. If you are updating, make sure you click the button next to the clock above the alien blaster upgrade workbench. Also turn off then back on the power in the generator room. You may need to cycle the doors so they are in the correct open/close state and you may have to unlock them.
New Date/Year display. Removed old dial date/year. Fixed toilet texture, added urinal. Removed bobblehead teleport terminal, caused too many crashes. Updated several light sources.
Is this mod compatible with Vurt's floral mod? I thought I had used them together, since the last update but now everytime I try and run them together I always get a CTD.
Does the special armor respawn, or is there a way to craft new pieces? Some of the pieces glitched out and disappeared for me. If it's not possible to get new ones, it might be worth adding them to the terminal where you can craft the weapons.
I will add the armor to the next version I am working on. For some reason the day and year graphics are blurry on my computer, so I will be replacing that with actual number meshes and display it in the hall by the pop machine.
Yes, it is 'safe'. Most of the doors may need to be activated again to put them in the correct state. There is a button next to the 'clock' in the utility room that will reset the 'activators' locations so they are not messed up after you update (just click it). I did not have any other troubles other than that when updating from a previous version. IF you have more troubles, you can go the drastic route and grab all your stuff out of the containers, exit the interior space and save game. Then disable the mod from your load order. Load up your saved game and then save it without the mod. Then exit and enable the mod again, loading the save game you made without the mod. This will reset the entire mod.
I will be updating the mod to version 45 on Saturday, March 25, 2023.
*Tinkered around inside the chamber with some new meshes and various changes. *Added a hydroponics room to get fresh carrots, potatoes, apples, punga fruit. *Added a bobblehead display that will display 'all' bobbleheads you have found, not just which ones you have in your inventory. So you can have bobbleheads in other homes, it does not matter, you don't have to remove them to get them to display in this mod. *Updates to merchant outfit. *Few fixes to issues I found while playing again.
The mod "Fake Fullscreen" (here: https://www.nexusmods.com/fallout3/mods/16001 ) fixes the issues for me. Try this, and if it doesn't work, reinstall the mod after updating NMM to the newest version on the GitHub (not the one posted on this site, the one on GitHub is still updated)
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The update will have a new day and year display, removing those from the dial display.
I have also added the XL armors to the manufacturing machine (it will cost you caps)
Added the ability to remove the levelers Rad Healing per VIA the perk terminal.
If you are updating, make sure you click the button next to the clock above the alien blaster upgrade workbench. Also turn off then back on the power in the generator room. You may need to cycle the doors so they are in the correct open/close state and you may have to unlock them.
New Date/Year display. Removed old dial date/year.
Fixed toilet texture, added urinal.
Removed bobblehead teleport terminal, caused too many crashes.
Updated several light sources.
Thanks!
For some reason the day and year graphics are blurry on my computer, so I will be replacing that with actual number meshes and display it in the hall by the pop machine.
Is it safe to update mid playthrough?
I can say i love the new look of it
*Tinkered around inside the chamber with some new meshes and various changes.
*Added a hydroponics room to get fresh carrots, potatoes, apples, punga fruit.
*Added a bobblehead display that will display 'all' bobbleheads you have found, not just which ones you have in your inventory. So you can have bobbleheads in other homes, it does not matter, you don't have to remove them to get them to display in this mod.
*Updates to merchant outfit.
*Few fixes to issues I found while playing again.
The mod "Fake Fullscreen" (here: https://www.nexusmods.com/fallout3/mods/16001 ) fixes the issues for me. Try this, and if it doesn't work, reinstall the mod after updating NMM to the newest version on the GitHub (not the one posted on this site, the one on GitHub is still updated)