Hi there PaladinHoss, this is one excellent mod! I love it and I wish I installed it earlier, as it's the kind of mods that I leave in my game for good, for as long as I'm playing. I actually did notice it on Nexus some time ago, but was discouraged by the lack of endorsements and comments (the last one being from 5 years ago...). And why it is so, it's beyond me. That part of the Wasteland had always been somewhat empty and Jocko's didn't have much content to speak of, while your mod turns it into a friendly merc base/shop/bar with simple yet interesting NPCs, just enough to feel populated and lively.
A few things I noticed: 1 There's a small classically-falloutish red X sign on the floor behind Pete the salesman, clearly an asset missing. 2 There must be something with the lighting inside because my follower is completely black. As soon as I turn on my Pip-Boy light, or drop a light source from the Placeable Lights mod, she becomes normal. 3 Unfortunately, as I just realized, there's an issue with this mod turning off GNR (making it silent), while Agatha's radio and Existence 2.0 keep on playing fine. I didn't notice until a few hours later in the game, but had no idea what might have be causing this. Then I found the comment by antisteam on this mod's forum tab describing the same and indeed, when I unticked this mod from my load order, GNR went back on. 4 Amie West would be one hot companion, I bet you had plans with her 5 What's the deal with Elena upstairs in the bar, sitting and wheeping? Her merc lover cheated on her? Nice little touch. Don't remember having seen such a scene in FO3 yet so it's really interesting.
I hope my comment, despite listing a few issues, does compell some more wastelanders to try out this mod.
this COULD be pretty good if you care to put some more work into it. allso i to wish you will choose a new location, somewhere a bit more center and yet not in the middle of it all.
well, i have just installed and tryed the mod and I would like to suggest some things: 1) Try to create a new place, not to retextoure an old one..........jocko gas stop was alredy nice.and 2 places are better than one 2) that place is not good since there usually is a battle between enclave and radioscorpions 3) your guards should not wear enclave power armors.......................even the brotherhood of steel does not have them..............letting a scrap company of mercs having them is in contrast with the game
im my opinion you should put a read me where you write that i t is near jocko gas station, because if you have over 300 mods like me, you have TONS of new location on the map (even 120-140 new locations) so it is hard to spot a new marker
14 comments
A few things I noticed:
1 There's a small classically-falloutish red X sign on the floor behind Pete the salesman, clearly an asset missing.
2 There must be something with the lighting inside because my follower is completely black. As soon as I turn on my Pip-Boy light, or drop a light source from the Placeable Lights mod, she becomes normal.
3 Unfortunately, as I just realized, there's an issue with this mod turning off GNR (making it silent), while Agatha's radio and Existence 2.0 keep on playing fine. I didn't notice until a few hours later in the game, but had no idea what might have be causing this. Then I found the comment by antisteam on this mod's forum tab describing the same and indeed, when I unticked this mod from my load order, GNR went back on.
4 Amie West would be one hot companion, I bet you had plans with her
5 What's the deal with Elena upstairs in the bar, sitting and wheeping? Her merc lover cheated on her?
I hope my comment, despite listing a few issues, does compell some more wastelanders to try out this mod.
allso i to wish you will choose a new location, somewhere a bit more center and yet not in the middle of it all.
1) Try to create a new place, not to retextoure an old one..........jocko gas stop was alredy nice.and 2 places are better than one
2) that place is not good since there usually is a battle between enclave and radioscorpions
3) your guards should not wear enclave power armors.......................even the brotherhood of steel does not have them..............letting a scrap company of mercs having them is in contrast with the game
also the guards outside run away from albino scorpions?