Made the door on roof of Cambridge Police station unlockable, but you'll need Master lockpick skill.
Note: If you get to the roof of the police station without getting close enough to satisfy the quest objective "Proceed to Cambridge Police Station" then there will be 4 or 5 ghouls inside.
I recently decided to finally take MacCready on as a companion just so I could access the last level of MedTek--and what a huge disappointment that turned out to be! All the mystery about the blue boils and the mystique of the nefarious MedTek, all to just fight through yet another wave of ferals. Didn't need MacCready for that! If I have the skill to unlock master terminals, then I should be able to crack open any sealed door I please. I am so sick of collectables being locked away behind the necessary presence of vanilla companions. Grr...
But I've gotten a tad carried away.
Thank you very much for creating this! This will save me a great deal of frustration in the future.
First want to say I really appreciate this mod, was nice not having to join the RR to get a mag.
But I've got an issue which I doubt is due to this mod but figured I'd put it out there to see if anyone else has seen this. I decided to do a playthrough and beat the game as the minutemen. So I didn't join the RR or even go to Cambridge Police Station to meet the BOS. Now I was trying to get all the mags and the one the CPS I can't get to. I arrive get the fire support quest to say defeat the attackers and do so but Danse and co keep acting like there is more to kill even though I cleared all the ghouls in Cambridge out which means I can't get into the police station.
Do you have any earlier saves? If so, disable moved magazines.esp, then try again. It could be that moving the Guns and Bullets that was in the safe messed things up.
That issue with Danse is known to occur if you've been within earshot of the fighting with the ghouls but didn't go help right away. Is it possible you did that? I don't know of any other trigger for the bug.
I will start by saying I have downloaded this mod as I have, like you, always hated having to do those pesky companion quests to get the mags/bobbleheads.
Disclaimer: I am at work so I have not yet gotten to check to see:
Is the medicine bobblehead moved as well? Reason being I use AFT for its version of Companion Nate, but seeing as I really dont like bothering with the rest of the stuff for vault 81 I just use the cheat bat file to move currie to me right after I leave Vault 111, have her with me long enough to revive Nate, then dump her at Sanctuary. I don't really use any of the Vanilla companions anymore at all tbh since I also always run Fusion City, Depravity, Outcasts & Remnants, Project Valkyrie, and Tales from the Commonwealth (which is why I also only downloaded the version with the Parsons mag & bobblehead unmoved). I don't really have a good suggestion as to where to place the Medicine bobblehead other than somewhere outside Vault 81 since when you use the aforementioned Currie moved cheat it locks you out of the vault unless you use the command console to open the vault. And other than the bobblehead, I really don't care for the stuff in there after the 1100+ hours I have played.
Either way, Endorsement from me for all your work.
The Parsons Magazine, there is a wish for it to be placed accessible without quest please. I have mod changing that stalking Deegan into a cat! No more forced quest and his "We Need to talk" Well dam I do not "Need" to do anything for a stranger. One of those forced quests that has always errd me badly. So enforced as matter of fact, as Deegan appears in three places! Also the Emogene bug makes this an unwanted quest anyway.
Thanks for the nice mod. The only drawback is that the magazine in the Cambridge Police Station is not the one that should be there. There should be "Bear Proofing Your Campsite: Don't get Caught by Surprise!" (Base ID: 00092a8d) and there is a "Guide to Hunting Commies!" (Base ID: 00092a8f - a copy from the Ticonderoga). I am sorry for my english.
I don't know what to say. For the Cambridge Police Station I went to the location in the Creation Kit, looked at the contents of the safe, deleted the magazine, and using the base object, put a new one on the desk. Then I used XEdit to change the reference ID to be identical to the one that was in the safe.
For Ticonderoga I literally cut the magazine from its vanilla location and pasted it in the new location.
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Note: If you get to the roof of the police station without getting close enough to satisfy the quest objective "Proceed to Cambridge Police Station" then there will be 4 or 5 ghouls inside.
But I've gotten a tad carried away.
Thank you very much for creating this! This will save me a great deal of frustration in the future.
But I've got an issue which I doubt is due to this mod but figured I'd put it out there to see if anyone else has seen this. I decided to do a playthrough and beat the game as the minutemen. So I didn't join the RR or even go to Cambridge Police Station to meet the BOS. Now I was trying to get all the mags and the one the CPS I can't get to. I arrive get the fire support quest to say defeat the attackers and do so but Danse and co keep acting like there is more to kill even though I cleared all the ghouls in Cambridge out which means I can't get into the police station.
Has anyone else had this?
If so, disable moved magazines.esp, then try again. It could be that moving the Guns and Bullets that was in the safe messed things up.
That being said, let me know if there are any changes that you would like to see.
Disclaimer: I am at work so I have not yet gotten to check to see:
Is the medicine bobblehead moved as well? Reason being I use AFT for its version of Companion Nate, but seeing as I really dont like bothering with the rest of the stuff for vault 81 I just use the cheat bat file to move currie to me right after I leave Vault 111, have her with me long enough to revive Nate, then dump her at Sanctuary. I don't really use any of the Vanilla companions anymore at all tbh since I also always run Fusion City, Depravity, Outcasts & Remnants, Project Valkyrie, and Tales from the Commonwealth (which is why I also only downloaded the version with the Parsons mag & bobblehead unmoved). I don't really have a good suggestion as to where to place the Medicine bobblehead other than somewhere outside Vault 81 since when you use the aforementioned Currie moved cheat it locks you out of the vault unless you use the command console to open the vault. And other than the bobblehead, I really don't care for the stuff in there after the 1100+ hours I have played.
Either way, Endorsement from me for all your work.
Though you would prefer it moved to outside of Vault 81 it would be most logical to move it to the Vault 81 clinic.
Kudo incoming
Appreciate the kudos!
I have mod changing that stalking Deegan into a cat!
No more forced quest and his "We Need to talk" Well dam I do not "Need" to do anything for a stranger.
One of those forced quests that has always errd me badly.
So enforced as matter of fact, as Deegan appears in three places!
Also the Emogene bug makes this an unwanted quest anyway.
Additionally, it, the bobblehead, and Zeta gun can be looted immediately.
Normally one has to progress further into the quest to be able to take them without stealing.
Not anymore.
For Ticonderoga I literally cut the magazine from its vanilla location and pasted it in the new location.