Version 1.3 - Added a Turretbot companion (by popular demand). He SHOULD be in the Mechanist's Vault at the end of the quest, but he seems to like living in the entrance to the dungeon (next to the security door).
Please note - I'm not...great at companions or making them work. I have done my best. But I haven't been able to test this on a save which has already completed the dungeon, which means a cell reset may be needed for him to appear.
There isn't usually much done with the NW corner of the map for lower-level content, so this made me very happy. Only real issue I had while navigating things was my companions (Heather, Dogmeat, & a vanilla based) tended to get stuck in the elevators(moreso than any other elevator locations I've had followers in) & I had to use teleport function to get them caught back up with me. Didn't try turret-bot or spend any time mucking with the reward PA to see if they had any issues.
Would love to see a hair more final polish & perhaps more dungeon locations that i believe the the story touched on? For me it's a keeper though.
Brilliant, I loved it. The storytelling is spot on. The opponents are challenging (dang, those turret thingies are a b***h^^) and the dungeon design is top tier. :thumbsup: :)
There were some minor issues I had, but those might well have been caused by another mod (which is why I won't 'classify' them as bugs). I'll mention them anyway, just in case other have the same issue(s): - The companion didn't work as such. It appeared, but when I talked to it, it just bleeped at me and otherwise wouldn't do anything. - There was a bit of a white void in the final room, behind the entrance area - When I used fadingsignal's "West Tek Tactical Optics", everything turned completely dark, even after taking it off and activating the headlight instead. I had to leave the dungeon and come back.
As I said, minor issues. Other than that, really good. Keep up the good work :)
sorry if its a dumb question but can we get some of the parts of the unqiue enmies int he vault to use on our automatron robots? cause the designs are just so cool and id love to use them in my Sim settlements.
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Please note - I'm not...great at companions or making them work. I have done my best. But I haven't been able to test this on a save which has already completed the dungeon, which means a cell reset may be needed for him to appear.
Would love to see a hair more final polish & perhaps more dungeon locations that i believe the the story touched on? For me it's a keeper though.
There were some minor issues I had, but those might well have been caused by another mod (which is why I won't 'classify' them as bugs). I'll mention them anyway, just in case other have the same issue(s):
- The companion didn't work as such. It appeared, but when I talked to it, it just bleeped at me and otherwise wouldn't do anything.
- There was a bit of a white void in the final room, behind the entrance area
- When I used fadingsignal's "West Tek Tactical Optics", everything turned completely dark, even after taking it off and activating the headlight instead. I had to leave the dungeon and come back.
As I said, minor issues. Other than that, really good. Keep up the good work :)
Failing that just 'crafting' them in workshop mode.
Means bugs all or critical bugs all toasted, contents improved and updated... ...
cause the designs are just so cool and id love to use them in my Sim settlements.