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mauvecloud

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8 comments

  1. Vaultdude87975656
    Vaultdude87975656
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    "Ghoul Problem at the slog" hmmmmmm????
    1. It's pretty funny, yes.
    2. mauvecloud
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      iirc, that one can happen even without this mod.  Some of the lore (or maybe in-game characters) claims that feral ghouls won't attack non-feral ghouls, but from what I've seen in-game, that only applies if said feral ghouls knew the specific non-feral ghouls before going feral (e.g. the feral ghouls in Vault 88 not attacking the overseer).  The feral ghouls in the subway tunnels during "The Big Dig" will attack Bobbi No-Nose, and various feral ghouls will attack Mayor Hancock if I have him as a companion.
    3. streetyson
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      From what I've seen & read, ferals don't attack any ghouls (unless that ghoul attacks a feral first, as in basement of Croup Manor). Hancock might be seen as a contradiction but he's not a natural ghoul (it was a special drug). However, don't forget the Slog is a trading farm - even got it's name from the difficult but worthwhile effort by traders to get there (being the only tarberry farm, and famous for it). So even if you only ever sent ghoul settlers there, they wouldn't want nearby ferals terrorizing all their passing trade!
    4. SirMcRae
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      hahaha.
  2. GangofDruids
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    Does anyone know if this is compatible with We are The Minutemen?  I've been running WaTM but can't get Preston to give me the castle quest (and yes, I've met the requirements -- Level 24 and already finished 4 radiant quests once I was above level 20), and noticed that on WaTM page, the MA suggests that any mods that mess with the Minutemen radiant quests may conflict.
    1. mauvecloud
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      As far as I can tell in FO4Edit, it doesn't directly conflict with WaTM (though I admit I haven't really played the other mod).  I'm curious where you're seeing this bit about "any mods that mess with the Minutemen radiant quests may conflict" though - it looks to me like only mods that stop the minutemen radiant quests or change the equipment or AI of the minutemen are listed as conflicting.  The only thing I can think of is that maybe the increased variety and distance between involved settlements is allowing a new radiant quest to trigger before the castle quest has a chance.  However, I'm not sure how likely that is to overcome the 96 hour cooldowns and reduced radiant quest trigger chance of WaTM.
  3. perj
    perj
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    I've seen your posts over at More Minutemen Radiant Quests so I'm guessing this is compatible with that one.