Amazing mod, this issue annoyed me quite a bit - however...I was wondering if you could make a version of this with **just the radiation and barrels removed**. Leave the raider built stuff there, but no raider respawn, no radioactive barrels.
The idea behind this is you go in to clear them out and nobody returns to take their place. Go in, sweep them out, and that's it. That would be absolutely wonderful.
I'd mod that myself but something is wrong with my creation kit, and I cannot even launch it, and since you already have the basis for this mod down, I figure it might be faster if I ask you. XD
Hello! I wanted to release a modified version of this mod, and wanted to know if you'd prefer me to not? I had a few ideas and this was a great base to use, but if you'd rather me not, I can do it from scratch.
All I'm going to do is release this mod with a few modifications. I removed two extra water geysers that weren't removed, and moved all the little patches of land below the water. I also plan to have an optional version that raises the water level. If you allow me to use this mod, I will link back here and highly suggest sending support here instead of my own upload.
Thanks for clearing that dump up! I've visited before in FROST, and wanted it to STAY cleared, so this suits me perfectly!
One thing though, and it's not really a bug, but "Steinbrüche von Quincy"? I'm guessing you're using a German localized version of either FO4 or the CK? I don't mind, just thought I'd mention it
This is a radiant quest location as in "go clear out the raiders from Quincy Quarries for X". See a youtube video on clearing it to get Somerville Place: https://www.youtube.com/watch?v=OdeaYflIC_g Unfortunately that means this mod will break that quest. You should really consider putting that warning on your description.
It shouldn't matter if you've got the Vault-Tec Workshop DLC, as that edits the location record for Quincy Quarry and removes all the data necessary for it to be used by the radiant quest system, so you should never get a quest there anyway.
Good to know Old Nick! I was wondering about that when Vault Tec first came out and completely spaced off the fact they might have changed it with the DLC. But sadly it will still be an issue for people without that DLC.
Yesterday I spent 5 hours reloading saves trying to get Somerville Place to give me the radiant quests for Quincy Quarry and I finally gave up and went to Quincy Quarry to find it had no raiders!..
Owe when you play without this mod installed the Raiders respawned outside at Quincy Quarry ever 5 to 7 game days
I've had Hangmans Alley to clear from the Somerville chap, I've also had other places from him in other play throughs and oddly have never had Quincy, so I wouldn't worry about it, game will eventually give another location for the radiant.
Thank you for making this mod Cartman. Its irritated the heck out of me that my security forces will wander outside the vault regularly and yet the raiders were still there until I went out and killed em all. Plus how the heck are provisioners supposed to get supplies in and out through the centre of a raider camp. Poor implementation on Bethesda's part.
If you make it as settlement we don't need to use this place as one of the workshops from conquest, we save it for another location..
Since you did this you might as well make it as a settlement, you'll get more credits for sure and will be the first (and for now the only) one who does that..
This is not a request by any means, just friendly advice! All in all, thank you for this mod!
15 comments
Amazing mod, this issue annoyed me quite a bit - however...I was wondering if you could make a version of this with **just the radiation and barrels removed**. Leave the raider built stuff there, but no raider respawn, no radioactive barrels.
The idea behind this is you go in to clear them out and nobody returns to take their place. Go in, sweep them out, and that's it. That would be absolutely wonderful.
I'd mod that myself but something is wrong with my creation kit, and I cannot even launch it, and since you already have the basis for this mod down, I figure it might be faster if I ask you. XD
All I'm going to do is release this mod with a few modifications. I removed two extra water geysers that weren't removed, and moved all the little patches of land below the water. I also plan to have an optional version that raises the water level. If you allow me to use this mod, I will link back here and highly suggest sending support here instead of my own upload.
There were a couple objects floating mid-air when I installed it, just disabled them with console command.
At Red Rocket, the back of the building is kind of floating, I'll be covering it up a bit with conquest, but it just looks kinda sloppy.
One thing though, and it's not really a bug, but "Steinbrüche von Quincy"? I'm guessing you're using a German localized version of either FO4 or the CK? I don't mind, just thought I'd mention it
Owe when you play without this mod installed the Raiders respawned outside at Quincy Quarry ever 5 to 7 game days
Thank you for making this mod Cartman. Its irritated the heck out of me that my security forces will wander outside the vault regularly and yet the raiders were still there until I went out and killed em all. Plus how the heck are provisioners supposed to get supplies in and out through the centre of a raider camp. Poor implementation on Bethesda's part.
cheers tinbin
http://www.nexusmods.com/fallout4/mods/12511/?
http://www.fallout-forum.com/index.php?attachment/4243-20160824174137-1-jpg/
If you make it as settlement we don't need to use this place as one of the workshops from conquest, we save it for another location..
Since you did this you might as well make it as a settlement, you'll get more credits for sure and will be the first (and for now the only) one who does that..
This is not a request by any means, just friendly advice! All in all, thank you for this mod!
Cheers!