Thank you for you interest in the mod. I sincerely hope you enjoy playing it, and I am happy to answer questions and resolve issues if I can. However, please read the Main Page, FAQ, and Articles provided before posting a question, it is quite possible the answer to your question is there.
If you post a question clearly covered on the Main Page, in the FAQ, or in the Articles, I may become irritated at you for wasting my time... or not, depending on my mood.
All spoilers posted in the Comments section that do not use SPOILER TAGS will either be deleted or moved to the SPOILER thread in the Bugs Section. Repeat offenders may be blocked from the mod.
I recommend you post any SPOILER related questions or problems in the SPOILER thread in the Bugs section, and I'll reply to them as best I can.
Problems posted here in the Comments section may be replied to in the comments section or may be moved to the Bugs Section and replied to.
If your post "disappeared," it was most likely moved to the Bugs Section.
If you post a comment about how your comment was "deleted," without first confirming whether or not it was moved to the Bugs Section, I will probably become irritated at you for wasting my time.
FAQ:
Spoiler:
Show
Q: When I install the mod NMM asks me if I want to overwrite files, what should I do? A: This mod uses and includes assets, with permission, from several other mods. The assets are included for those people that aren't using those other mods. If you ARE using any or all of these other mods, you will be asked whether you want to overwrite the asset files. The best choice is NO TO ALL.
Q: I can't dismiss Seymour, WTF? A: At the end of the Barking Bad quest Dr. Nick gives you Seymour's Whistle, located in the AID section of your Pip-Boy. Use the whistle to send Seymour home or make him follow you again if you want.
Q: Dr. Nick gave me the access card to get to the Lab, but it doesn't work on the elevator, WTF? A: There are two elevators in the back room area, one in each hallway. Try the one in the other hallway. Your quest marker should point you in the right direction.
Q: During Dr. Nick's - Epilogue quest, activating the workshop in the Custom Player Home does not advance the quest, WTF? A: I believe this is the result of a conflict with an unknown settlement mod that edits the workshop script. The best solution, if you encounter this issue, is to use the console command: SetStage CAD_Epilogue_Quest 40
Q: I'm stuck because there aren't enough Tokens to continue, WTF? A: There are enough Tokens, you just missed something. Use the Puzzle Spoiler as a checklist and make sure you complete everything.
Q: Will this mod conflict with XYZ mod? A: There are thousands and thousands of mods on the Nexus, and I don't have the time to check whether they have specific conflicts with this mod. This mod makes an incredibly small number of edits to vanilla records, but it does ADD to a number of areas, and has the potential to conflict with other mods that edit or add to these same areas. I will try to keep a current list of known conflicts, brought to my attention by users, updated on the articles page, but it is highly unlikely I will be changing the mod in any major way to avoid them.
Q: Will you be making this mod available on Bethesda.net? A: For a number of reasons, this mod will not be available for console users on Bethesda.net, so please stop asking.
Q: Will you add XYZ feature that I want in the mod? A: Probably not, unless it's an incredibly great idea that is workable and fits the mod.
Q: Your mod is great, and here's everything I think you should change about it... A: Thanks, and GTFO
Q: Why did your mod completely break my game and cause my shoe laces to become untied? A: It didn't, you probably have a mod conflict, and aren't tying your laces tight enough.
----- Only click on this if you want complete spoilers for the puzzle quest. -----
Spoiler:
Show
So here's everything you need to do to get past the puzzle after reading the Welcome Brochure:
1. Activate the "Ticking Clock" then go to the Vend-O-Matic 2. Loot Tokens from the "Unattended" Baggage, Launch Pail (floor near the Chem Station), as well as the Chem Station and Stove using the "Transfer" option, then go to the Vend-O-Matic 3. Repair the Easy Rider Motorcycle, then go to the Vend-O-Matic 4. Make 5 additional clocks work, one by the couch, one above Mia's picture, one in the bathroom, one above the Chem Station, and the Nicka Cola Clock in the corner by the door to the backroom, then go to the Vend-O-Matic 5. Repair the Dilapidated Engine, the High Performance Engine, and the Lawnmower (in the bathroom), then go to the Vend-O-Matic
At this point you should be able to get "Another Clue" from the Vend-O-Matic and start Mia's quest.
NOTE: You need to actually READ all the magazines you get from the Vend-O-Matic
After finishing, I have to add another comment, can't help myself. This is the best mod ever, crazy, funny but still extremely lore friendly. Love it from the beginning till the very end - more please!
I really did not understand if there is some hidden logic in the initial puzzle, but I was having loads of fun playing this mod. This is really something worth all the time spent with it. Absolutely amazing atmosphere, thumbs up
Hello, first off, fantastic mod! I had a ton of fun figuring out the puzzles and playing through the story. Really great stuff. But I just wanted to report a very minor "conflict" if you could even call it that. I have another mod installed called "discover nearby collectables" which, as the name suggests, adds a quest marker to the location of a collectable if you're near its location. It also does that for the bubblehead (I think thats what its called in this mod? haha) that's located in Dr. Nicks. I can't pick it up because it kills me obviously, so it stays marked as a collectable forever. If anyone has any suggestions on how to deal with it please let me know!
Just finished and it was f*#@ing hilarius, all the times laughing like a kid. Now I have a great void inside me after read "Deepstroke" in the terminal, I would love to see Deathstroke in Fallout, a second chapter could be amazing
847 comments
If you post a question clearly covered on the Main Page, in the FAQ, or in the Articles, I may become irritated at you for wasting my time... or not, depending on my mood.
ARTICLES:
- List of Known Conflicts
- Quests and How They Start
- Non-Spoiler Hints
- Spoiler Hints
All spoilers posted in the Comments section that do not use SPOILER TAGS will either be deleted or moved to the SPOILER thread in the Bugs Section. Repeat offenders may be blocked from the mod.
I recommend you post any SPOILER related questions or problems in the SPOILER thread in the Bugs section, and I'll reply to them as best I can.
Problems posted here in the Comments section may be replied to in the comments section or may be moved to the Bugs Section and replied to.
If your post "disappeared," it was most likely moved to the Bugs Section.
If you post a comment about how your comment was "deleted," without first confirming whether or not it was moved to the Bugs Section, I will probably become irritated at you for wasting my time.
FAQ:
Q: When I install the mod NMM asks me if I want to overwrite files, what should I do?
A: This mod uses and includes assets, with permission, from several other mods. The assets are included for those people that aren't using those other mods. If you ARE using any or all of these other mods, you will be asked whether you want to overwrite the asset files. The best choice is NO TO ALL.
Q: I can't dismiss Seymour, WTF?
A: At the end of the Barking Bad quest Dr. Nick gives you Seymour's Whistle, located in the AID section of your Pip-Boy. Use the whistle to send Seymour home or make him follow you again if you want.
Q: Dr. Nick gave me the access card to get to the Lab, but it doesn't work on the elevator, WTF?
A: There are two elevators in the back room area, one in each hallway. Try the one in the other hallway. Your quest marker should point you in the right direction.
Q: During Dr. Nick's - Epilogue quest, activating the workshop in the Custom Player Home does not advance the quest, WTF?
A: I believe this is the result of a conflict with an unknown settlement mod that edits the workshop script. The best solution, if you encounter this issue, is to use the console command: SetStage CAD_Epilogue_Quest 40
Q: I'm stuck because there aren't enough Tokens to continue, WTF?
A: There are enough Tokens, you just missed something. Use the Puzzle Spoiler as a checklist and make sure you complete everything.
Q: Will this mod conflict with XYZ mod?
A: There are thousands and thousands of mods on the Nexus, and I don't have the time to check whether they have specific conflicts with this mod. This mod makes an incredibly small number of edits to vanilla records, but it does ADD to a number of areas, and has the potential to conflict with other mods that edit or add to these same areas. I will try to keep a current list of known conflicts, brought to my attention by users, updated on the articles page, but it is highly unlikely I will be changing the mod in any major way to avoid them.
Q: Is this mod related to Fusion City Rising and Outcasts & Remnants?
A: No, this is a completely new and unrelated story.
Q: Will you be making this mod available on Bethesda.net?
A: For a number of reasons, this mod will not be available for console users on Bethesda.net, so please stop asking.
Q: Will you add XYZ feature that I want in the mod?
A: Probably not, unless it's an incredibly great idea that is workable and fits the mod.
Q: Your mod is great, and here's everything I think you should change about it...
A: Thanks, and GTFO
Q: Why did your mod completely break my game and cause my shoe laces to become untied?
A: It didn't, you probably have a mod conflict, and aren't tying your laces tight enough.
1. Activate the "Ticking Clock" then go to the Vend-O-Matic
2. Loot Tokens from the "Unattended" Baggage, Launch Pail (floor near the Chem Station), as well as the Chem Station and Stove using the "Transfer" option, then go to the Vend-O-Matic
3. Repair the Easy Rider Motorcycle, then go to the Vend-O-Matic
4. Make 5 additional clocks work, one by the couch, one above Mia's picture, one in the bathroom, one above the Chem Station, and the Nicka Cola Clock in the corner by the door to the backroom, then go to the Vend-O-Matic
5. Repair the Dilapidated Engine, the High Performance Engine, and the Lawnmower (in the bathroom), then go to the Vend-O-Matic
At this point you should be able to get "Another Clue" from the Vend-O-Matic and start Mia's quest.
NOTE: You need to actually READ all the magazines you get from the Vend-O-Matic
Installed and played this mod, a true gem!
Definitely one of the top 3 mods in Nexus!
Original, well executed and funny!
Thx & kudos!
Now I have a great void inside me after read "Deepstroke" in the terminal, I would love to see Deathstroke in Fallout, a second chapter could be amazing
Awesome job, thanks for all.