Some of the items are a bit godlike so early in the game. Otherwise I really loved the Mad Max idea. Kind of fits with that guy in the barn over the back of 101. Cheers!
i wanted to say you did a good job on this mod, but i wanted to ask you. dose this mod for the lockers due they re spawn witch means due they delete if you store your items or armor. ??
but above all i like this mod a lot at least i do not half to use the megaton house along with that dumb robot
Thanks for the reply Syraxal.I am almost done with the next version and so far I did this:
-Fixed Navmesh -Fixed protectron thingy ^^ -Added new props -Added Quest: "Find the Hidden Bunker" -3 New Areas -NPC's -Unique Items
Right now I try to make an enclave vertibird that allowes the player to go where ever he wants.It will feature things like going inside it just like in the Brocken Steel DLC has pilot with animations,sounds and everything.But this will be separate optional file as not everyone has the 5 DLC's.When this is done I will post the new version.
Oh, and make sure you check my New Vegas version of the Hidden Bunker mod.
Hey Raynor009 1) Like the idea 2) Nice looking area 3) No Nuka Cola machine or fridge? (how do you keep things cold?)
I think your posted idea (in the description) about quest/s & storyline would be a good way to introduce the area to the 'player character'.
But one thing I've noticed is that upon activating the Protectron Robot scanned the ID Card and all worked fine. Just the next time I entered the area it once again asked for the ID card (which had been removed from inventory from the previous scan), proceeded to scan found nothing and went HOSTILE...
Maybe add a push button switch on the wall just before the entry into the chamber and have it add the ID Card to the PC's inventory as a quick fix, until you update/ fix the Navmesh or what ever it's called (I don't Mod so I have no clue).
Edit: Or even just add the Item ID (so we are able to add it to our inventory via the console) in your comment until you've updated the mod. Cheers
it is very pretty home without unnecessary things.
I agree with Papadopoulos that it puted in a wrong place, but disagree about concrete (proposed) places --- i think that such objects must be placed there their enter harmonically with game world.
That's what I was thinking. The navmesh generator doesn't work for interior cells. I sent you a PM, if you want to update it. It should make the mini-bunker follower friendly
Well made basic player's home, but WHY did you place it in springvale ?
I would be useful near Corvega Factory or Fort Constantine, or even near Temple of Union but in springvale there are already thousands of vaults, houses, bunkers, camps, sewers, offices, factories... Perhaps even more than "player's houses" in Megaton.
And more important, there was really no need to put god items inside. Think the player will reach springvale at level 2 and will find ridiculously overpowered weapons and armor immediately.
Also, no need for the weird "readme" holotape. The readme should be read BEFORE installing the mod, here it is too late.
Last, a butler would be more useful in such an exiguous space than a generic protectron wandering aimlessly and serving no other purpose than obstruct the path.
10 comments
Hello raynor009
i wanted to say you did a good job on this mod, but i wanted to ask you.
dose this mod for the lockers due they re spawn witch means due they delete if you store your items or armor. ??
but above all i like this mod a lot at least i do not half to use the megaton house along with that dumb robot
-Fixed Navmesh
-Fixed protectron thingy ^^
-Added new props
-Added Quest: "Find the Hidden Bunker"
-3 New Areas
-NPC's
-Unique Items
Right now I try to make an enclave vertibird that allowes the player to go where ever he wants.It will feature things like going inside it just like in the Brocken Steel DLC has pilot with animations,sounds and everything.But this will be separate optional file as not everyone has the 5 DLC's.When this is done I will post the new version.
Oh, and make sure you check my New Vegas version of the Hidden Bunker mod.
1) Like the idea
2) Nice looking area
3) No Nuka Cola machine or fridge? (how do you keep things cold?)
I think your posted idea (in the description) about quest/s & storyline would be a good way to introduce the area to the 'player character'.
But one thing I've noticed is that upon activating the Protectron Robot scanned the ID Card and all worked fine.
Just the next time I entered the area it once again asked for the ID card (which had been removed from inventory from the previous scan), proceeded to scan found nothing and went HOSTILE...
Maybe add a push button switch on the wall just before the entry into the chamber and have it add the ID Card to the PC's inventory as a quick fix, until you update/ fix the Navmesh or what ever it's called (I don't Mod so I have no clue).
Edit:
Or even just add the Item ID (so we are able to add it to our inventory via the console) in your comment until you've updated the mod.
Cheers
This is too amateurish for my tastes anyway..
it is very pretty home without unnecessary things.
I agree with Papadopoulos that it puted in a wrong place, but disagree about concrete (proposed) places --- i think that such objects must be placed there their enter harmonically with game world.
Nice work!
Best regards.
I sent you a PM, if you want to update it.
It should make the mini-bunker follower friendly
I would be useful near Corvega Factory or Fort Constantine, or even near Temple of Union but in springvale there are already thousands of vaults, houses, bunkers, camps, sewers, offices, factories... Perhaps even more than "player's houses" in Megaton.
And more important, there was really no need to put god items inside. Think the player will reach springvale at level 2 and will find ridiculously overpowered weapons and armor immediately.
Also, no need for the weird "readme" holotape. The readme should be read BEFORE installing the mod, here it is too late.
Last, a butler would be more useful in such an exiguous space than a generic protectron wandering aimlessly and serving no other purpose than obstruct the path.
By the way, did you check the navmesh ?