Is there any easier way to teleport to Fasco's Outpost from Commonwealth without having to go through the bunker, research station, or OWR station? Just feels like such a hassle having to go through so many mediums to reach worldspaces.
Plus, imagine my disgruntled face when Preston says Fasco's Outpost is under attack.
I loaded the place up with turrets to boost the defense rating, but still such an annoyance. Would love if I could turn off raids just for that settlement.
I fucked up in a quest from "THREE FOR ALL" i found the Bio-Cube location randomly and was so exploring the World. i found a Cave went in. got a Quest "THREE FOR ALL" and needet to kill all the Synths. i got while fighting a Quest update and dint realize what it was and for longer time i realize it failed and dont want to Restart like some many Hours to complite the quest. is it posible to get SetStage Code or the one Weapon ID from the quest?
I love the new worldspace you added, with plenty of chance to explore. My only complaints are that the loot seems a little too generous at times (looking at you Nuka Cola factory) and the in-universe justification for the world space is a little too much. Saying the GECK just created an entire underground pocket dimension, complete with a sun and a moon, is simply way too much for me to believe.
1st - Great mod and great story line! - I see the Bio Cube as G.E.C.K. ALPHA ...
Which to me fits and works.
How did Mutants get there? Seriously, this one kind of "bothered" me, because they simply did not fit, as to they are specific to the FO real world and would have had to work very hard ... to get in the Bio Cube. They would have needed a F.E.V. and .. well ....
The same with the Deathclaws. Again, that would have been zero chance they just happened to 'get in' and/or evolved in there.
I know it would have been no small challenge to get new creatures ... and so, ya, I do understand.
I saw that there is a CHEAT SHEET as to the quests available. Had I not looked, it would have been very difficult to just stop .. there is only so much walking / exploring .. and if you just happened to not look in the right places ... a lot could / would be missed. I would thus encourage people to use the Cheat Sheet .. as it's was easy for me and I did, miss certain side quests and such, because I just happened to not look at the right spot and such.
I never found the 'Cheat sheet" didnt realize one existed. So it took me DAYS to solve ( most) evertything. But thats ok. Its immersive. I took over Fascos Outpost and built it up into a fortress.
Trev, This is the only weapon in Xander's Aid that is called Select Rapid Machine Gun, abbreviated by the mod author (of both files) as "SMG". This is the exact one you find in the red Rocket.
I cannot find a "Select machine gun" as distinct from the Select Rapid machine gun in Xander's Aid or anywhere in Neeher's files. Do you mean the Select Lewis machine Gun? It does not appear in Xanders Aid (to my knowledge but I am willign to be corrected) For this there is also a standalone but the name is quite distinct.
If the OP refers to the primordial minigun that also has a standalone in Neehers files (but the name is quite different). So the OP either meant the Select Rapid Machine gun (for which there is a standalone that I linked, its the gun in the red Rocket in this worldspace) or misspoke.
I dismissed Xander and assigned him to a settlement but he keeps following me! I don't have this problem with all my other available companions. Any suggestions as to how to fix this? 🙂 The mod on the whole was a great adventure. Now I need Xander to not be so clingy to me. 😄
Did you tell him what happend to jay (one way or another either a white lie to spare his feelings or the truth). If you have not completed that part you may not be able to dismiss him.
Thanks for the reply. Yes, the quests are all done and greyed out. Told Xander the truth. LOL! According to the dialogue options, he is dismissed. The options are to invite him back to travel with me. However, he still follows like his status is still that of a companion. All the console commands I've found to disable, delete, kill, etc NPCs don't seem to work.
Got it. Sorry to hear that. There exists a console command ot reset an NPC. That might help if you tlak to him aghain then. I dont know what it is though
You did help me solve this! I found out it was the Key to Cube quest that caused Xander to stick to me. That quest bugged up at Red rocket and I skipped it. After I went back to finish the job, Xander has remained there ever since. Thanks Bud!
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Stuck? There are some new articles in the Articles section. Also, I made walkthroughs of the mod, here is the playlist.
Be sure to turn on subtitles!!! For the Three For All quest and Scout's Hunt.
3.0 is out now, update!! Check out the changelog at the bottom of the description page.
This mod appears to be fully functional with Fallout 4 VR. See VR Video.
Plus, imagine my disgruntled face when Preston says Fasco's Outpost is under attack.
I loaded the place up with turrets to boost the defense rating, but still such an annoyance. Would love if I could turn off raids just for that settlement.
1st - Great mod and great story line!
- I see the Bio Cube as G.E.C.K. ALPHA ...
Which to me fits and works.
How did Mutants get there? Seriously, this one kind of "bothered" me, because they simply did not fit, as to they are specific to the FO real world and would have had to work very hard ... to get in the Bio Cube. They would have needed a F.E.V. and .. well ....
The same with the Deathclaws. Again, that would have been zero chance they just happened to 'get in' and/or evolved in there.
I know it would have been no small challenge to get new creatures ... and so, ya, I do understand.
I saw that there is a CHEAT SHEET as to the quests available. Had I not looked, it would have been very difficult to just stop .. there is only so much walking / exploring .. and if you just happened to not look in the right places ... a lot could / would be missed. I would thus encourage people to use the Cheat Sheet .. as it's was easy for me and I did, miss certain side quests and such, because I just happened to not look at the right spot and such.
But thats ok.
Its immersive.
I took over Fascos Outpost and built it up into a fortress.
But ....
I was wondering *IF* we know how many Quests there are in the Bio-Cube?
Seems a lot of walking around .. and just by chance you find this and that ...
One needs to know when it's okay to leave?
Thanks!
ADDED - Never mind, found the article section .. missed it, my bad.
Its here:
https://www.nexusmods.com/fallout4/mods/54657
This is the only weapon in Xander's Aid that is called Select Rapid Machine Gun, abbreviated by the mod author (of both files) as "SMG".
This is the exact one you find in the red Rocket.
Was there a different one you where looking for?
I cannot find a "Select machine gun" as distinct from the Select Rapid machine gun in Xander's Aid or anywhere in Neeher's files.
Do you mean the Select Lewis machine Gun? It does not appear in Xanders Aid (to my knowledge but I am willign to be corrected)
For this there is also a standalone but the name is quite distinct.
If the OP refers to the primordial minigun that also has a standalone in Neehers files (but the name is quite different).
So the OP either meant the Select Rapid Machine gun (for which there is a standalone that I linked, its the gun in the red Rocket in this worldspace) or misspoke.
If you have not completed that part you may not be able to dismiss him.
That might help if you tlak to him aghain then.
I dont know what it is though
PS: Sorry for my crazy typos in previous post..