Am I understanding this correctly: a) vanilla quests start normally after helping Dansu. b) vanilla quests do not include quests to destroy Gunners posts on highways. c) Through the terminal I start a new line of additional quests, including the defence of the Police Station and missions to destroy Gunners' posts.
Before installing, I want to ask: are the workstations and the cooking station connected to each other? I.e. can I use this place as a temporary ‘house player’?
The second floor isnt completely loading for me. the walls are still there locking me out from the lancer room and the small equipment room. there are also floating pillows but missing beds, not all of the debri is cleared out
I just put it further down in the load order and it resolved the missing texture issue. In my particular case, it very well might be the Palehead feral ghoul mod add on, as the mod adds in a Palehead spawn inside the station near the jail cells for some odd reason. So anyone encountering this, it could be something you haven't considered, move as far down as possible.
Never understood the Call to Arms quest. If anything Danse should ask you to secure the Police Station while he and his squire go hunt down the Deep Range Transmitter - since the only other guy is out of the fight.
You leave the squire (pretty much useless in a firefight) and the guy out of the fight to secure the station - there likely won't be a station left when you return.
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Hunkered Down - Commonwealth Overhaul No conflict from v1.3.
Gunners outposts are enhanced by default.
a) vanilla quests start normally after helping Dansu.
b) vanilla quests do not include quests to destroy Gunners posts on highways.
c) Through the terminal I start a new line of additional quests, including the defence of the Police Station and missions to destroy Gunners' posts.
Edit: Never mind, I put it at the bottom of the load order.
Scroll down and find "Whats the difference between Normal and MM?"
I plan to release the Gunners as separate mod without CPD changes.
If anything Danse should ask you to secure the Police Station while he and his squire go hunt down the Deep Range Transmitter - since the only other guy is out of the fight.
You leave the squire (pretty much useless in a firefight) and the guy out of the fight to secure the station - there likely won't be a station left when you return.