Disables some of the scenery and effects at Cambridge Polymer Labs and makes it a feral heavy, radioactive place, forcing player char to the extrems.
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
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File credits
Bethesda
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Changelogs
Version 001
Molly was disabled
Clean room sequence was disabled, no radiation hazard once entered and no announcement
Any locked door can now be used (was activator is now door)
Dead ferals have been revived, the director and glowing ghoul should be active once the location has been entered
Turrets were set disabled
Most working terminals are off by default
Entrance door was switched from wooden to metal structure
Light show when creating the piezonucleic power armor piece was disabled
Music trigger was disabled
Any power armor piece can be crafted and unattached once the quest is done, there is no special pop-up once the pa piece has been picked anymore
Overview
This mod will overhaul the Cambridge Polymer Labs quest and thus disable the unique actor "Molly" and the remaining dead ferals will be revived. The entire location is now a heavly radioactive place. Preparation is key in order to survive.
Since most of the power is gone anyway, some of the terminals are now unusable, the most important - the polymer coating applicator - is not.
Effects have been replaced, like the light and sound show when generating the piezonucleic power armor.
The player will receive a T-51 power armor piece with random tier based on chance. The armor mod can be uninstalled which was not possible before. The armor mod will only work per PA type (T-51, X-01, etc.). Once the mission is done the recipe should appear for all PA types. Onnly chest pieces can be lined/upgraded. Requirements however are notable high.
Installation
This mod can be installed anytime but will only work if player char wasnt already at Cambridge Polymer Labs.
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
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Credits
- Bethesda - Nexus Community - FO4Edit Team, for their invaluable tool