This page was last updated on 11 June 2024, 7:45PM
Changelogs
Version 1.2
I'm still learning modding, so it turns out I didn't do a good job of exporting this mod in v1.1! Version 1.2 hopefully fixes this, with CORRECTLY packed archives now. Let me know if there are any issues!
Also took the opportunity to try and make some improvements now that I've learned more. New areas of NavMesh have been added by hand so that your settlers can utilise more of the space. NGL, this probably will result in NPCs walking into scenery at first, but once the place is cleaned up, it should be much better.
Version 1.1
Now that I've made new scrap recipes in my scrap mod, most of the objects I removed so you could make the area clean are restored, and now you can truly decide what stays and what goes (so long as you have the correct scrapping mods)
Fixed a small number of objects not being scrappable
Fixed the target practice behavior of the Galactron Usher, which I thought I'd removed in 1.0 but somehow I didn't! It won't perpetually fire at the dead body anymore.
I've altered the environmental storytelling as a result. Now when the game spawns the interior for the first time, the Galactron Usher will leave the bathroom and take post by one of the entrances to the theater, "returning to work" after having killed the trader. It will remain at this post unless it is hostile to you and detects you.
Regenerated the precombines again to reflect restoring objects, and I've now allowed the Star Core Panels to be scrapped (again, providing you use my scrapping mod). WARNING: For the love of Todd Howard, take the star cores/finish Star Control before you go scrapping actual quest items! If you mess up, you're going to have to go sit in the Nuka junkyard for an in-game month collecting respawned star cores.