Version 1.3 is out! Check the 'What's New?" section of the description for a breakdown of what's been added.
Now that I've got companions and radiant quests in, I'm relatively happy with the content side of things. That said, as you all know, voice acting and lip sync is going to be crucial to really make this mod fit with the rest of the game. So let me thank all of you who have offered your help already, and make a renewed plea to anyone with time and a microphone: please check out the 'Voice Acting' section of the mod description, which has a full list of the all the lines that have not yet been voiced. In particular, the Contractors and Beast Hunters are in desperate need of some love.
Thanks for your continued support - keep an eye out for V1.4, where I hope to bring in more voices, more radiant quests besides killing things, and maybe even a larger, unique Gunner quest!
Is it working? I ll replay f4 a bit later so can't test it right now. Just wondering how well is it work on nextgen update. Or should i be on previous one? And one more thing i don't understand from description: will all gunners be friendly to me or only at "affected" locations?
Tried talking to the Gunner Mercenary at Gunners Plaze. He says he'll watch my back for 500 caps, but then no dialogue options come up to accept or refuse, so he wont follow me.
Gunners are still hostile to certain factions like settlers, I see in FO4Edit that they're set to friendly/neutral only towards Bunker Hill, Player, Goodneighbour and Caravans.
In Greentech Genetics, I'd expect them to be hostile due to trespassing but they still remain friendly.
For me, uninstalling the mod makes the Gunners hostile again.
Great mod! I recommend using the "Amazing FollowerTweaks" with this. I use it to walk into a gunner outpost, i "hire" 5 gunners as followers and lead them on missions, and the great thing is that they are expendable so when they die, i can just replace them!
tried to take a contract from braun (the beast hunter at gunners plaza), got interrupted by a squad of synths and a courser, stepped aside to watch, got hit by a stray mininuke from one of the roof guards, then the synths killed braun and everyone else. 10/10
took the castle, was told the Gunners would now be hostile (they weren't), then I tweaked my reputation with the cheat terminal to make us enemies but they were still friendly and THEN I uninstalled the mod and the gunners are still friendly.
458 comments
Now that I've got companions and radiant quests in, I'm relatively happy with the content side of things. That said, as you all know, voice acting and lip sync is going to be crucial to really make this mod fit with the rest of the game. So let me thank all of you who have offered your help already, and make a renewed plea to anyone with time and a microphone: please check out the 'Voice Acting' section of the mod description, which has a full list of the all the lines that have not yet been voiced. In particular, the Contractors and Beast Hunters are in desperate need of some love.
Thanks for your continued support - keep an eye out for V1.4, where I hope to bring in more voices, more radiant quests besides killing things, and maybe even a larger, unique Gunner quest!
Gunners are still hostile to certain factions like settlers, I see in FO4Edit that they're set to friendly/neutral only towards Bunker Hill, Player, Goodneighbour and Caravans.
In Greentech Genetics, I'd expect them to be hostile due to trespassing but they still remain friendly.
For me, uninstalling the mod makes the Gunners hostile again.