Fallout 4
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LeahTheUnknown

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LeahTheUnknown

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8 comments

  1. chocolatepie3
    chocolatepie3
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    • 0 kudos
    there was some "!" thing on mod organizer 2 when i tried to have both this and auto dead vault 111 mod, so i enabled only this mod and removed the auto dead vault 111 mod. Here's what happened in my game (new game start): vault 111= auto dead. Sanctuary= no auto dead. i also have a mod called "earlier pipboy" (it just moved the pipboy skeleton to closer place when you get out of the cryo chamber in vault 111). This is still a nice mod, i don't know why the bugs were still in sanctuary hill, but this helps with vault 111. 
  2. Bizzarefellout
    Bizzarefellout
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    • 5 kudos
    Needed this very badly, thank you.
  3. IcewaterKat
    IcewaterKat
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    • 59 kudos
    Yes! This is perfect. I needed this. Thank you.

    Is auto dead-bugs possible for vault 111 possible, without (hopefully) not messing things up?
    1. adammcbane
      adammcbane
      • member
      • 18 kudos
      I second the vault 111 one too. I test lots of stuff too and even try to have saves past those points but sadly that is not always good enough. Really wish there was a more reliable alt start like Skyrim. 
    2. LeahTheUnknown
      LeahTheUnknown
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      • 640 kudos
      Most modders try not to mess with the internal Vault 111 area, but this might warrant it.  Sunshine isn't a big deal, neither is Taffington.  I can clear those with a couple grenades.  I might do the Starlight Drive-In molerats, though.  Freakin' annoying bastards.
    3. IcewaterKat
      IcewaterKat
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      • 59 kudos
      Ugh, those drivve-in molerats. hate them.
  4. Rodocastiza
    Rodocastiza
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    • 19 kudos
    You and Zorkaz are my favourite modders! Thank you.
  5. LeahTheUnknown
    LeahTheUnknown
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    • 640 kudos
    Shout out to Zorkaz and his mod, Red Rocket - No Molerats