Have you considered issuing your weapons pack as a standalone? I started a new playthrough to have this mod, but I keep getting pulled back to my much more mature playthrough of 150hrs where a lot of the grinding has already been done. So I think we agree this should not be added to a pre existing game right?
Really enjoying the special weapons in the meantime though. Never knew the 308 receiver on a Combat Rifle could be made full auto :)
PS: If i may be so bold as to make a suggestion. That 1st Bunker T60, is too much kit, too early. It makes finding the T51 in the second bunker anti-climactic and superfluous, as well as finding the later T60s too. Otherwise those finds would be a nice progression. I humbly suggest to delete it w/o substitution in later versions.
The only issue that I have ran into with adding it to a old save was not being able to claim the workshop at the HQ. Otherwise everything else works fine. I made a change to the workshop script that should of taken care of the issue before uploading the mod. I mentioned it as a caution and I am too honest lol.
All I did for the combat rifle was rename it and make it automatic and I think it is a little OP but it is fun like the other weapons I added.
The T-60 in the bunker is only there because of the guards that were there pre war. I tried to add the bunker pre war but it kept crashing the game so I left it out. The T51b in the second bunker is part of the story that the player never retired from the military and was working under cover. I had bigger plans for it but time became my enemy with it.
I really do appreciate all the feed back that you and others give me as it helps me in future mods.
You mean in the players house in Sanctuary? I do not see a wallsafe in the hallway or anywhere else in the house : ( I did find the terminal you added but no wallsafe
There be no keys, there be no hallways, there do be a door and a terminal. Terminal gives 1 entry with the only key next to it. To access the hatch behind it. Leading to a bunch of dirt tunnels. leading to a giant concrete box. With a smaller concrete box with a couple of power armors, a workshop, and a couple of containers. There is no first hallway and there is no safe.
Edit - OKAY! I realized my error in understanding. I was under the impression the safe and hallway were meant to be at command. For anyone confused its a tiny safe. In the player's prewar home. Your welcome ^^
Apparently, you really do need to start a new game for this to properly load in. The HQ door was compleatly absent, although the ghoul spawn was present. The bunkers were there, but needed a key, which I assume is in HQ.
I'll reserve further comment until my next playthrough.
No joy. Started a fresh run, made my way to Cambridge Polymer Labs, and no HQ door. There's a map marker. I don't have anything in my order that modifies the labs that I know of, so I dunno.
Edit: Found it. The corner of the building was hiding the door, had to TCL to get to it.
I just took a break, but before I did, I rechecked to see if the settlement of yours had shown up on the map or in my pip boy. It had not. Meaning I have to go to it to see how many new settlers I have and can assign to workstations. I am, however. really liking your mod! Thank You!!
Thank you!! In my testing and years of having it in my load order I have never had it not show up. Let me know if it happens again, if you have a mod that changes the exterior of Cambridge Polymer Labs that may cause it not to spawn the door but the settlement is a bunker.
What I mean is that in my pip boy your settlement does not show up meaning I don't know how many settlers I have and cannot send any there. No happiness shows up as well. Your mod is working, and all doors are there. Bunker as well. Happiness, settler count, and being able to send settlers there is not showing on map or pip boy. To be fair I was using that run through to test some new mods with my permanent go to mods. None changed the Lab but will test again without what may be the culprit. In fact, I also put in Unique Raider Patrols a new mod and I don't think it even worked in game. I ran into no new raiders. Thank you for getting back with me.
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edit: i just looked at the other parts of the map and i see them im sorry for being this stupid
YMMV of course. :)
I started a new playthrough to have this mod, but I keep getting pulled back to my much more mature playthrough of 150hrs where a lot of the grinding has already been done.
So I think we agree this should not be added to a pre existing game right?
Really enjoying the special weapons in the meantime though.
Never knew the 308 receiver on a Combat Rifle could be made full auto :)
PS: If i may be so bold as to make a suggestion.
That 1st Bunker T60, is too much kit, too early.
It makes finding the T51 in the second bunker anti-climactic and superfluous, as well as finding the later T60s too. Otherwise those finds would be a nice progression. I humbly suggest to delete it w/o substitution in later versions.
All I did for the combat rifle was rename it and make it automatic and I think it is a little OP but it is fun like the other weapons I added.
The T-60 in the bunker is only there because of the guards that were there pre war. I tried to add the bunker pre war but it kept crashing the game so I left it out. The T51b in the second bunker is part of the story that the player never retired from the military and was working under cover. I had bigger plans for it but time became my enemy with it.
I really do appreciate all the feed back that you and others give me as it helps me in future mods.
I do not see a wallsafe in the hallway or anywhere else in the house : (
I did find the terminal you added but no wallsafe
PS: This is a newly started playthrough
EDIT: Found it thanks!
Edit - OKAY! I realized my error in understanding. I was under the impression the safe and hallway were meant to be at command. For anyone confused its a tiny safe. In the player's prewar home. Your welcome ^^
I'll reserve further comment until my next playthrough.
Edit: Found it. The corner of the building was hiding the door, had to TCL to get to it.