Hmm, seems nobody else is having this problem: No caravan, Ada or attacking robots at the attack point - even after removing this mod! I tried on two different computers with new characters. The quest starts, but I only get radio static and nothing else.
Pretty cool. I was going to ask if you'd consider doing them all into one esp, but then I realised others may have asked so I checked out your other mods and sure enough they have.
I'll wait for that one, but thanks for doing these.
An all in one would be great, These mods fix an annoyance I have with the game and merging them would help L.O. wise. Either way I will be grabbing all of them
As you're dealing with those papyrus scripts, let me ask you something: how does the script handle the radio station addition to the Pip-boy radio tab? Is it possible to stop the script from add the radio station? If this is the case, I'll probably do it myself when I start the game again.
The radio station runs in its own quest, but it ties into 'Vault Tec Calling'. One could probably get away with preventing the radio station from broadcasting at all, but there could be side effects. Remember, lots of stuff happens behind the scenes, controlled by the quest. Disabling the station could prevent things from being properly initialized, something I found out during my early attempts at delaying the Automatron DLC.
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As an FYI - the NQAS Automatron one is bugged, and has been for some time. As a result, I no longer use it.
I'll wait for that one, but thanks for doing these.
I had the same kind of mods for New Vegas which were essentials to my game. Good to see these ones for 4. It was only a matter of time :-)
As you're dealing with those papyrus scripts, let me ask you something: how does the script handle the radio station addition to the Pip-boy radio tab? Is it possible to stop the script from add the radio station? If this is the case, I'll probably do it myself when I start the game again.