I used this mod to remove the ridiculous rocket-propelled USS Constitution from the game and then added a mod that models that actual ship as it is today. That mod is USS Constitution Resurrected. That mod and this one are a perfect combo if you love the ship but not what they did to it in the game.
And it can make sense the Constitution survived somehow. I figure if the ship survived long enough for the robots to find it and add rocket engines, then why not do away with that nonsense and just pretend that the Minutemen found and renovated the ship, returning it to service.
With the USS Constitution Resurrected mod you can move the ship to various locations, which is cool. A real ship, without the nonsense that this mod spares us.
By the way, if you are using the Cheat Bunker Mod with RadiantUSSConstitution001 under Optional files, you can still get the Broadsider, the Lieutenant's Hat and Ironside's Hat from the Cheat Bunker.
Another excellent mod! Works too! I am using the No Ship version. I did not spend much time here since I am playing a story but checking the area it all seems to work well. Looks like that ship was someone's idea to add it for laughs since without that ship it looks even more natural. Thanks for making this!
On these crazy robot quests that make no sense were fun for one play but after they are simply goofy fetch quests that make no sense for a grand finale cutscene of the ship lodging itself into a building. These robots truly are programmed idiots. hahahaha
Correct. SOmething like that would have been better when placed in a transition cell, like when fast travelling, same mechanic like the elevator transition. PC will teleport in a mini worldspace, encounter a small city block with the sip, can do the quest or leave. Something like that was used in Baldurs Gate and Icewind Dale something unique and very cool.
Ah, for the scavengers, I personally wouldn't care for raiders replacing them. I only brought it up since those scavenger NPCs were unique. I wouldn't ask for them to be replaced with generic NPCs...
For the ship, are you saying that you will disable it in a future version, or that we can simply disable via console in game? Or both? lol
Thank you Qrsr! I've been downloading a bunch of your mods for the last hour.
Ah, for the scavengers, I personally wouldn't care for raiders replacing them. I only brought it up since those scavenger NPCs were unique. I wouldn't ask for them to be replaced with generic NPCs...
Yes, i can see that locations as some kind of trading point, something similar to those uncommon vendors such as Slim the chem dealer.
For the ship, are you saying that you will disable it in a future version, or that we can simply disable via console in game? Or both? lol
Yes. Total wipe out.
Thank you Qrsr! I've been downloading a bunch of your mods for the last hour.
you could have the ship sunken somewhere underwater with a inaccessible trapdoor so you cant enter, and have the broadsider in a steamer trunk somewhere under the sunken ship, with a unlootable sentry-bot head of Captain Ironsides half buried next to it.
Make sure you dont have a mod conflict. I tested with a new game aswell after every change. Of course with no other mods installed. I swapped the EnableDisable markers not every item itself. If any of the items tied to the markers is modified by another mod FO4Edit will obviously not show a conflict but the mod doing edits will cause a conflict. Therefore test without any other mod again, and let me know. Otherwise i dont have the time and muse right now.
Can you jump into the place where the ship was before? If yes the markers work.
If the floating objects appear with a new game without any other mods installed its a bug/oversight on my end. If not and only with other mods installed its a mod conflict.
Not my thing, however what we need is this but for the kid in the fridge quest. Horrible quest, universally hated for how little it makes sense, and would probably be way easier because you only would have to remove the quest and npcs and wouldn't need to change anything environmental.
You have any plans on changing Kellogg or his questline? Especially the dream sequence.
Also I also always thought his ability to not age was very weird, in the previous games we don't see people surviving for so long without at least some setback. Super mutants, ghouls, robobrains and Mr House can all be very, very old but they are either very mutated, very different, inhuman or almost walking corpses. Kellogg on the other hand is just "cybernetically enhanced" and stays the same.
My solution to this would be to make him a ghoul or super mutant (like the Super Mutant Preston Garvey or the Ghoul Piper mod). Some dialog would not make sense (like describing Kellogg with just a huge scar) but ignoring some dialogs I think it would make for a better lore and headcanon.
Unfortunatly, I have no modding experience. Do you think something like this is in your scope of this more lore friendly project?
Thats your definition on my project. In fact this project once done does the opposite, therefore lean back and dont panic. Fallout was always about freedom of choice. Not quest forced freedom of dependency.
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And it can make sense the Constitution survived somehow. I figure if the ship survived long enough for the robots to find it and add rocket engines, then why not do away with that nonsense and just pretend that the Minutemen found and renovated the ship, returning it to service.
With the USS Constitution Resurrected mod you can move the ship to various locations, which is cool. A real ship, without the nonsense that this mod spares us.
Thanks for the mod.
On these crazy robot quests that make no sense were fun for one play but after they are simply goofy fetch quests that make no sense for a grand finale cutscene of the ship lodging itself into a building. These robots truly are programmed idiots. hahahaha
Also, a tall ship sitting atop a skyscraper still looks horribly unimmersive... Can the ship be disabled altogether?
For the ship, are you saying that you will disable it in a future version, or that we can simply disable via console in game? Or both? lol
Thank you Qrsr! I've been downloading a bunch of your mods for the last hour.
What did you end up doing with the NPCs??
Those floating items shows fallout.esm as source and last edit, when I check with console.
First I thought these are caused by LOD, but still floating without LOD.
I moved last on LO, but same items still keeps floating.
Can you jump into the place where the ship was before? If yes the markers work.
I can easier just remove those floating objects with console, no reason to waste more time on this as only issue is visual.
Also I also always thought his ability to not age was very weird, in the previous games we don't see people surviving for so long without at least some setback. Super mutants, ghouls, robobrains and Mr House can all be very, very old but they are either very mutated, very different, inhuman or almost walking corpses. Kellogg on the other hand is just "cybernetically enhanced" and stays the same.
My solution to this would be to make him a ghoul or super mutant (like the Super Mutant Preston Garvey or the Ghoul Piper mod). Some dialog would not make sense (like describing Kellogg with just a huge scar) but ignoring some dialogs I think it would make for a better lore and headcanon.
Unfortunatly, I have no modding experience. Do you think something like this is in your scope of this more lore friendly project?
I can change all the scenes and dialogue later. And will probably manipulate the main quest to the core.