Fallout 4

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Cowmoomoonoob

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Cowmoomoonoob

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8 comments

  1. kijikun
    kijikun
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    https://drive.google.com/file/d/1oQV09LwI-5crJkKuyxJqQBTtpWwdHepN/view?usp=sharing

    Link to cleaned copy of the esp. Pretty much just switched deleted things to disabled.
  2. TruCorsair
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    Well that was a stiff fight... On previous play thrus I had used the craftable cures, then I saw this one and thought why not. The dungeon is quite a little maze, luckily I brought Cait with me and her flamer ( I have found she is very good with a flamer ). I had quite the surprise coming around a corner and coming face to face with a fat man.... Lot of fun. Only 1 suggestion. The location of the cure is not really in a "lab" I wandered around a bit after I cleared the gunners until I found it. I was expecting more of a Vault 81 lab or even like one from Parsons Asylum. Beyond considering some more lab clutter or lab style posters on the wall, I think this is a great way to get a cure. I also liked the appended warning "not for children".
  3. RayKepler
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    Like you, I always prefer to have tangible "immersive" ways of obtaining these items rather than just crafting them, so thank you for making this. As stated, it is small, but actually larger than I expected and certainly would be a challenge for most players who don't walk in there with five followers at their back (though even with this, I died twice). I wouldn't be opposed to it being even more challenging given the importance of the reward, but its certainly a big step up from cheating away the disease. If you wanted to increase the challenge further, I suggest placing more enemies or turrets in the empty rooms along the way.

    The only issue I have is a visual one: the exterior doesn't mesh well with the house that you tried to hide with the new building. If you want to improve this, i suggest moving it to a different location entirely as the new building doesn't fully hide the rubble-house that is there in vanilla and it also clips into a nearby car wreck, meaning scaling the building up wouldn't work either as it would just further clip into the car. Moving locations would have the added bonus of forcing you to go further for the cure which seems all too conveniently located near the Vault. If the exterior building is giving you too much trouble, you could alternatively connect the current dungeon to a new level that leads to it. A simple cellar door somewhere could give you access to a tunnel that leads to the main dungeon, and that would give another opportunity to add more hazards along the way to make you earn the cure. This is a relatively small issue, but if visuals are important to you, its worth noting that it does diminish immersion a bit (which this mod seems to be aiming to achieve).

    Finally, I would like to directly ask this, as I don't think it has been addressed and the placement of the building has me wondering: does this mod affect pre-combines in any way? Did you touch, delete, or otherwise alter any of the vanilla space by the new building?

    Regardless, thank you for sharing this mod! I appreciate it.
  4. TiritoTR
    TiritoTR
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    I can't find him after importing. I'm sure there is no conflict in the program. Is there any other configuration requirement? =- =
  5. Orfanello
    Orfanello
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    Hi, I cannot find that bunker at the location you posted, there's just the same ruined house, and I have all addons. Any suggestion?


    1. Cowmoomoonoob
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      All I can think of is you have another mod that edits that same cell.
  6. ScumbagAllen
    ScumbagAllen
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    Nice short-and-sweet dungeon mod, really enjoyed it. I will say for as small as the lab was, it felt like it had to many areas that just didn't serve much purpose. Also could use some more detail but I look forward to seeing what you do next.
    1. Cowmoomoonoob
      Cowmoomoonoob
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      I'll keep that in mind next dungeon I make! Thank you!