Don't any of you people know how to fix mods with GECK? Just relocate the yellow square into the middle the room. repositioned the Teleport marker inside the Gate.
First of all, as always to all modders: Thanks for all the efforts making these things that make the game, well, a good game. Much, much appreciated.
Now about the mod itself.
The good. The creator took the time to write an engaging and heartfelt discoverable story, not only to entertain but to justify the architectural choices and the abundance of resources in this hideout. This in my opinion deserves great credit, because it may very well satisfy players that find it hard to install a player home mod that has everything in it, if they are doing a somewhat realistic playthrough. The place feels the way a lair in such a place would, and serves as a good replacement for Megaton as a quick stop for resting and refreshing. Overall this is a nicely done mod.
The less so. I have found that taking one item from any table moves all the others, many fall, and go through the floor metal grate to be lost forever in the water on the tank. But luckily, that has been the only problem for me. The rest of the place worked fairly well.
The lucky. At the time of writing, and using the latest version of the mod (1.1.2490), I didn't experience the bug some users have posted below. Fortunately, I have always been able to enter and leave. And on one extremely stressful occasion, in a great hurry, with a Radscorpion and Yao-guai team in hot pursuit.
This is a great mod, but has the same issues many weapon/gear mods have, which merely add items to a container in a convenient location; completely ignoring why such valuable items haven’t logically already been scavenged. What the mod really needs IMO is better integration into the game world. You shouldn’t be able to leave a comfy vault, and immediately move into a comfy home complete with water purifier.
That being said, it’s still an excellent and lore-friendly player home, so I have endorsed.
EDIT: since you asked for all ideas in the description, here’s mine. The Water Tower should be locked with a key at the start. Its owner would be a NPC slave in The Pitt, who’d agree to give you the key in exchange for resolving the quest in favor of the slaves. Alternatively, the player can find his well hidden key somewhere in the DLC on their own. The terminal story is good, but too long, so the more personal parts of it could be made into this character’s optional dialogue.
That quest you suggest, would be an awesome integration, I believe.
But seeing how this mod has its years, (last updated 2009), and I don't see a lot of answers by the author on this thread, I figure that the quest is not coming soon (or at all). If you ever ran into a quest like that (or if you ever, by any chance, create the quest by yourself!) I would be delighted to try it (assuming scholar year doesn't start before it!)
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Once I entered the water tower I was stuck inside as the door out isn't selectable. I could go upstairs and back down, but unable to leave.
Much, much appreciated.
Now about the mod itself.
The good.
The creator took the time to write an engaging and heartfelt discoverable story, not only to entertain but to justify the architectural choices and the abundance of resources in this hideout. This in my opinion deserves great credit, because it may very well satisfy players that find it hard to install a player home mod that has everything in it, if they are doing a somewhat realistic playthrough.
The place feels the way a lair in such a place would, and serves as a good replacement for Megaton as a quick stop for resting and refreshing.
Overall this is a nicely done mod.
The less so.
I have found that taking one item from any table moves all the others, many fall, and go through the floor metal grate to be lost forever in the water on the tank.
But luckily, that has been the only problem for me. The rest of the place worked fairly well.
The lucky.
At the time of writing, and using the latest version of the mod (1.1.2490), I didn't experience the bug some users have posted below.
Fortunately, I have always been able to enter and leave. And on one extremely stressful occasion, in a great hurry, with a Radscorpion and Yao-guai team in hot pursuit.
Once more, thank you creator.
Also maybe a fridge somewhere.
Outside of that, very nice work!
That being said, it’s still an excellent and lore-friendly player home, so I have endorsed.
EDIT: since you asked for all ideas in the description, here’s mine. The Water Tower should be locked with a key at the start. Its owner would be a NPC slave in The Pitt, who’d agree to give you the key in exchange for resolving the quest in favor of the slaves. Alternatively, the player can find his well hidden key somewhere in the DLC on their own. The terminal story is good, but too long, so the more personal parts of it could be made into this character’s optional dialogue.
But seeing how this mod has its years, (last updated 2009), and I don't see a lot of answers by the author on this thread, I figure that the quest is not coming soon (or at all).
If you ever ran into a quest like that (or if you ever, by any chance, create the quest by yourself!) I would be delighted to try it (assuming scholar year doesn't start before it!)
(Sorry for bad english!)
And I'm actually working on an Animaniacs mod too!