-Lighting improvements, fixed broken lights, added more lights where it made sense
-Properly fixed the tesla turrets, they won't be hostile to anything the Workshop turret aren't hostile to.
-Someone messaged me on how Protectron's Gaze wasn't spawning in the safe, so I added an alternative way of obtaining that Legendary weapon. If the weapon isn't in the safe for you, you'll find it in the weapons workbench in the room at the back where all
-Added beer and cigar to the conference desk in the Mechanist's Bedroom to clutter up the empty desk a little, but also as a little homage to Oxhorn(If you watched his video on his build on the Mechanist's lair you'll understand why).
-Various other small polish here and there.
Version 1.02
-Expanded Settler Sandbox: Now you could assign your settlers anywhere in the lair! Want to have them sleep in the holding cells? You can! Want to assign merchants to Robco Sales Center? Go at it! Want to have a couple of Minutemen guard the exits? Of cou
-A Map marker right outside of the Mechanist's Lair's entrance/exit called The Mechanist's Courtyard that you can fast travel to, no more long elevator rides just to get some fresh air!
-Fixed an issue with the friendly tesla turrets being hostile with settler NPCs
-Fixed the security gate control for the lair exit, now the door can be properly opened and locked through the use of the terminal
-Various lighting improvements, making certain rooms look less dark and dreary, plus other minor miscellaneous touch ups.