The author's "repair'd" mods are not perfect (nor did I expect them to be), but they don't seem to break anything and they clean up junk and debris. Like many players, I dislike all the junk and debris in vanilla Fallout (3, NV and 4). So a mod that cleans places up gets a thumbs up from me.
Too many mods that purport to "improve" an area do so by adding more junk, trash and debris.As Sawyer in Club Snuggle says "It's been 200 years since the bombs fell. Where I come from we just don't let trash sit around that long." Or words to that effect.
Before I realised that I should probably disable the bad robots, I went through Nuka Galaxy and killed all of the bots.
Any way you could add a second version of this mod that puts them back (assuming you've turned off their defensive protocol with Star Control) so they can go back to work?
=edit=
Disregard, I went back and found all the robots. I am quite pleased.
I do wonder, though, after watching the battle between the robots and the alien animatronics and seeing the animatronics absolutely devastate the Novatrons, Galactrons, and the Space Sentry, do they respawn, at all? It would be an awful shame if they stayed destroyed. :/
Love the choreography you created for the ride, itself, I loved it. <3
I still find all the "removed" elements and textures, but with the new textures placed over/flipping back and forth due to being in the same location. I could also see some broken ride cars stuck inside fixed ones. Any idea how to fix this?
That is quite odd as everything was manually replaced like all the other mods. Those three ride cars in that shot is where I put them for the display so the mod loads. All that is done is existing elements were copied and pasted in place so no new assets are added so this bug makes no sense. Looks like your game is loading the original cell and my modified cell at once and I know of no fix nor know how that is possible. However, I had planned on redoing the whole mod to use a different way of element replacement as used in the recent vault-tec mod so will eventually update and fix this issue. Patience is the best fix.
Mod should be fixed, redid the whole thing. Additional fixes: Try adjusting the load order of this and my other mods to the very bottom or very top to avoid conflicts. Also disable any interior enhancement mod(s) and see if it is interfering.
I destroyed the lasers on the UFOs and the robots fighting on the ground. When I rode the ride there was no action. can the destroyed lasers and robots be replaced?
Previous player actions within their saved game is completely separate from this mod and will not effect or reset any internal security or destroyed NPCs. This is a vanilla mod adjustment and texture replacement using vanilla assets only.
The dead bodies/skeletons and trash piles have been removed but the safes and anything related to gameplay remains intact. Also made sure all the full nuka-cola bottles remained.
this is a nice mod to have. good job . my only problem is some of the darker spots remind me of blight town in DS1. but this is probably my computer cryin out from abuse.
17 comments
Too many mods that purport to "improve" an area do so by adding more junk, trash and debris.As Sawyer in Club Snuggle says "It's been 200 years since the bombs fell. Where I come from we just don't let trash sit around that long." Or words to that effect.
All of the author's "repair'd" mods, endorsed.
Screenshot:
http://steamcommunity.com/sharedfiles/filedetails/?id=764437633
Additional fixes: Try adjusting the load order of this and my other mods to the very bottom or very top to avoid conflicts. Also disable any interior enhancement mod(s) and see if it is interfering.
Looks like they modified it for Nuka World, to break everyone's necks right at the end part by shooting you round a tiny bend at 300mph.
nice of you to show it some love, lol, a nice little mod! and one of the more interesting "interior cells" in F4
looks great
thanks brill mod with check it out
cheers tinbin