STRONGLY RECOMMENDED unless you want two identical USS Constitutions
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
-
File credits
Bethesda
Donation Points system
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Changelogs
Version 002
Swapped EnableDisableMarker and remaining unswapped references
Moved Enable reference from trigger box to PlayerRef
Disabled entire quest setup (e.g. objects)
Version 001
EnableMarker were flagged the opposite
Quest references were disabled
MS11 Quest was altered
USSConstitution01 "U.S.S. Constitution" [CELL:0003E805] was set to "owned by player"
Overview
This mod will disable any Last Voyage of the U.S.S. Constitution quest reference, the ship, the map marker, the robots, the scavangers, everything like there was no quest ever before. It will be active on start, and affect a new game and current game.
Installation
This mod can technically installed mid-game. However, if the quest is running already, There might be minimal conflicts.
The plugins are ESL-flagged, don't count against normal ESP/ESM limit. This mod does not affect precombined meshes or PreVis data.
Compatibility
This mod works with both, the Old- and Next-Gen Update. For third party mods ask the author of the mod of interest.
Technical Issues
Tests were made with a new game, current game and no issues, all objects removed, however no test with the quest started in a current save game. Let me know of any issues.
Credits
- Bethesda - Nexus Community - FO4Edit Team, for their invaluable tool