I have the same strange thing happening as "Boone of the Wasteland" explained. The son (Harden Simms) keeps tracking me down, then initiating dialogue, but doing nothing. If i remember correctly in Vanilla that only happens if Burke killed Simms and you avenged him by killing Burke. Then the kid would come and give you the Sheriff's Duster... Also he would give you hints about disarming the Bomb.
But now he just stands there... weird.
Also i don't really get WHAT exactly is different to Vanilla? I mean yeah sure the whole shootout is not in an empty Saloon (which looks weird if you have the dancers mod , but what else changed?
Nice fix overall. However, after getting the armory key, picking up weapons inside causes the present Mr. Gutsy deputy to become aggressive (even though there's no karma penalty for taking them). Bug? Feature? Citizens don't mind, though...
Also, the door to Simms' house remains locked after solving the bomb quest.
Simms still died after one shot. I reloaded and took out Burke before the draw, pretty much what I did in vanilla. However the room was cleared, though I expected them to clear out as opposed to being already empty on arrival and before the Simms confrontation. So with Simms alive, I've noticed his kid always stops me and forces discussion. Was vanilla always like this I can't remember? Is the kid supposed to give me something? It tests my patience the constant forced dialogue.
I need help, please. I'm having a problem with this mod. As another poster noted, I start the quest out, and when I tell Simms about Burke, he just stands there. What can I do to fix this?
The first "Exotic Dancers" conflict that I noticed was the fact that the inside of the bar looks very different. In the "Exotic Dancers" mod, there is a Purified Water Vending machine, a stage with poles, hanging dance cage, etc. It is all there - then they suddenly renovate the bar just before the fight....
omg thank you for pointing that out. I didnt even consider that the player would have companions prior to getting the armory key. I'll see if I can work out a fix.
As for the exotic dancers mod I'm not sure why it would be incompatible. Whats the conflict?
This is done the way it should have been! I was thinking first that there was a bug when I experienced the Simms vs Burke encounter. I have noticed one strange thing, when entering the armory with companions, the robot inside seem to be hostile towards them? At least it is this way with Dogmeat.
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But now he just stands there... weird.
Also i don't really get WHAT exactly is different to Vanilla? I mean yeah sure the whole shootout is not in an empty Saloon (which looks weird if you have the dancers mod
Also, the door to Simms' house remains locked after solving the bomb quest.
As for the exotic dancers mod I'm not sure why it would be incompatible. Whats the conflict?
*edit: hotfixed the companion agro issue