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alexpinya

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alexpinya

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Four plugins that set the "never reset" flag in several locations, where, in my opinion, it is logical and/or immersive appropriate, and, on the contrary, removes this flag in Fort Hagen, Arkjet System and Easy City. Down. I made them purely for personal use, but I decided to share a little immersion with you. Also add respawn for hermit crabs.

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Sorry for bad english. its not my native language.

Four plugins that set the "never reset" value in several locations, where, in my opinion, it is logical and/or immersion appropriate, and, on the contrary, removes this flag in Fort Hagen, Arkjet System and Easy City Down. I made them purely for personal use, but I decided to share a little immersion with you.Since my Creation Kit never managed to run multiple masters at once, there are four for the base game and three expansions. I dont know how to create esl, and i dont understend what they write about it. But if you whant, you can and i download it or you can download yourself, its not a problem.

I checked them in f4edit, nothing conflicts with the unofficial patch. It can conflict with any mods that affect the specified zones of the encounters, however, the conflict is extremely easily fixed in f4edit.

So, to the point.

1. Commonwealth file.
- Concord Museum and Concord itself. Reason: Jared (? I can't remember this guy's name correctly) sent people to Concord for the specific purpose of getting Mama Murphy for him. Other than that, I don't see the point for raiders to keep spawning there.
- Quincy. Reason: In my opinion, the story of retribution for the gunners and their leaders, including the traitor Minuteman, should be complete. Blood for blood and all that.
- Corvega. Reason: This is the first job for minutemans (unless, of course, you have a fix), and it seems to me that it should have a CLEAR RESULT. In addition, I basically like the idea that the defeat of especially large raider locations is a complete adventure, and must not turn into a labor and does not look like cleaning the toilet with a fork.
- Beantown Brewery. Reason: see above. Quest with Travis, in my opinion, should have a completely finished story.
- Suffolk County Private School. Reason: as far as I understand, judging by the color of the ghouls, it is implied that these are all ex-staff of this school. Accordingly, I see no point in supplying new pink ghouls.
- Saugas Ironworks. Reason: a unique gang of raiders, actually a raider tribe, just like on the West Coast. Since in the game they are limited only to this location, their population will not be completely updated in the shortest possible time.
- Dunwich. Reason: unique history, cursed place. A bad word should go about it and the story sounds better if no one settles there in the future.
- Gwinnet Brewery. Reason: I don't know to be honest. :D apparently, noted by accident
- Chestnut Reservoir. Reason: otherwise, the trap and loot in the safe are updated there, it’s hurts my eye :/
- Training ground of the National Guard. Reason: we are sent there to kill the ghouls so that they do not interfere with the merchants. We keep our promise to... in a week everything will happen again? Damn it, ghouls physically cannot be such hordes, there are 10 times more of them than died from radiation sickness or what? In Fallout 4, they are just stacked at every turn! Bethesda's obsession with vault-boy, supermutants and ferals looks very odd.
- Lynn Woods. Reason: there is a nest of deathclaws, a bad rumor about this place should stop further attempts by the raiders to settle on this outskirts.
- Lair of the mole rat (under Red Rocket by Sanctuary). Reason: Personally, I would not allow varmints to settle so close to my or anyone under my protection home in the future.
- Olivia. Reason: complete revenge story for Abernathy's.
- Libertalia. Reason: a unique gang of raiders with a minuteman backstory, after a total sweep of this location by an institute courser, the raiders should shit with bricks from this place.
- Arkjet System, Fort Hagen, Easy City - respawn added. Reason: 1. I see no reason why the Institute would not want their locs back. These are definitely no less significant strategic points than the fish factory, lol. 2. This particular raider town, on the contrary, deserves to have a place in the Commonwealth, no matter what hardships fall on it :)

Automatron:
- Removed respawn at the General Atomics plant and at the Rusty Devils base. Reason: logical completion of the DLC/ Rusty Devils have not other bases.
- In addition, the respawn in Gorski's hut is disabled. Reason: The location's story makes this pointless. Although this is not part of the Automaton, I just remembered it late, already when I was working on the ESP for the DLS.

Far Harbor:
- Disabled respawning at Raber Point and Brookshead Lighthouse. Reason: completed stories.
Also added respawn for hermit crabs. Reason: I don't see any reason why foggers respawn but lobsters don't.

Nuka-World:
- Junkyard (the one where you take the Scientologists). Reason: so they don't get killed. Let them live there.

That's it, that's it.

Ah, one more thing. Write in the comments who can teach me how to replace the corpses of those NPCs where it makes sense (such as a missing patrol or corpses at the entrance to the Galaxy) with skeletons. Or I'm requesting such a mod.