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WinterRanger97

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WinterRanger97

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3 comments

  1. streetyson
    streetyson
    • member
    • 146 kudos
    Thank you! Yes, but for their ridiculous near-unkillable health ruining it all, the main mod was otherwise pretty good, with a really neat story.

    Another potentially siginificant issue is a little unmarked questing in the vanilla worldspace. I enjoy unmarked questing, but this should only be done in very remote or bespoke locations or otherwise can be impossible to find due to many other mods. Even unmarked, if only the clue at least clearly stated a key landmark etc, when you got there you'd soon figure out that you must have a mod conflict. But with whereabouts only hinted at, you'd go to likely places and end up thinking you're wrong or it's a red-herring. I'll hide it in a tab seeing as it's a minor spoiler:
    Spoiler:  
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    In this case, iirc, there's a conflict with Fairfax City Interiors - both adopt the same doorway in Fairfax.
    I'm not expecting you to patch it - I'm sure many don't use that other mod. But they may use other mods there for its a semi-popular location, and so I'm just noting it here to save some other future gamers the same big headache I had in finding this important place they need to find!
    1. WinterRanger97
      WinterRanger97
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      • 18 kudos
      Yeah. While I didn't have any real issues with figuring out where to go in the mod, it would be nice if, once you discover the location you're supposed to go to, it got a quest marker added.

      Currently, I'm working on a mod to fix up some of A World of Pain's quests and locations, including adding map markers to the quests. After that's wrapped up, I can definitely look at doing something similar for The Apartment on New York Ave. No promises, of course, but I'll add it to my project list.
    2. streetyson
      streetyson
      • member
      • 146 kudos
      Wow, best wishes with AWOP. You're doing a bunch of good things here, already more than enough for me to send a Kudos to you.

      If you do ponder a patch, maybe the "easiest" (beyond my skills) is just put the Apt's door forward slightly(?) i.e. so you would still only see/activate that one if both mods were installed (the other mod's door is unimportant, it's just to another filled interior, one of many). But like I said, I'm mainly commenting just to give fellow gamers a heads-up on potential conflict(s) in that location. Cheers.