This mod as of version 001 is a pre-release and requires some quick testing.
Notes: - All locations work on my end when testing let me know if not - The Combat AI package for the Encalve Soldiers may be interrupt when fighting against other AI, inconsistent though, if yes the Enclave Soldiers will just walk to PC without doing anything - When reaching the lowest level 03 of the Asylum you will encounter a little overkill quest status message pop-up which i will (maybe) fix later, some are fragments of some previous test scenarios it should not disturb to much though
Spoiler Notes:
Spoiler:
Show
- After extensive testing with the MS09 quest, i was unable to override the Lorenzo and Raider faction to be hostile against each other once the last door has open, therefore both fight once reaching the last interior of Parsons from the start
Would be pretty nice to be able to do this Quest as an America Rising 2 Radiant, because it doesn't make sense if Enclave Personnel starts fragging their Superior Officer but I guess I can just chalk it up as traitors getting their up yours, shouldn't have fucked with the Major if you didn't want to end up becoming Plasma Goo.
Would the mod work while you are using Nix-Gen to prevent the start of the Enclave Remnants DLC since the files are still there waiting for me to turn the Nix plugin off?
(I can already guess this would require not using Recruit Emogene...)
When you release the update that require the new save, I just can't update because I already complete the quest and don't want to reset from start. I will just keep the old version
honestly didn't know, until you just told me, lol sorry. what's the other one named anyway, i searched for some of the same name and could only find this one, or perhaps you have a direct link?
oh, i didn't realize you put it in the same mod, that made things a bit confusing, usually these kinds of mods are in their own mod pages, but it's cool, i will download it.
Usually this will clutter the nexus and this mod was never supposed to be extended to be a Gunner pseudo faction overhaul either. In fact i really hate the Gunner aspect, those dudes are what the Slavers in Fallout were. No need to add and support that 5#!7. Talon Company does no different just stupid nonsense.
The only question i have is why would the enclave even want to free lorenzo. The man is a psychically augmented human who pre war did enough crimes to warrant the electric chair.
Outside of wanting to study his artifact. theres very little reason why the enclave would even be involved in this mod outside of providing Jack Research assistance.
Edward Deegan appears to be replaced with a Gunner Private in T51 Power Armor and lays waste to the places he is met. His main location is Bunker Hills but also happens at Dugout Inn. I have not had it happen in the Third Rail yet for some unknown reason but I am sure it will happen there too.
Maybe replace Edward with someone much easier to kill off. =) This is a larger issue with mortality for everyone on.
In answer to why the Enclave would like to obtain an Upgrade with psychic powers, it is so they could upgrade tools with psychic powers. I mean--it's the Enclave. The only moral limits they have is their intent to limit any life, liberty, or pursuit of happiness to Enclave members.
In answer to why the Enclave would like to obtain an Upgrade with psychic powers, it is so they could upgrade tools with psychic powers. I mean--it's the Enclave. The only moral limits they have is their intent to limit any life, liberty, or pursuit of happiness to Enclave members.
True. I can even see this mod merge with the nice work of RascalArt concerning Remnants - Secrets of the Enclave. Psychic powers are also documentated in the very old FO games here: - Psyker - Dominic Moore Also intersting in this regard is the Master himself:
After the Master gained psychic powers, he subsequently wished to give such abilities to his followers. A series of experiments lead to many failures, but also four successes (or individuals of use to the Master), who are known as psykers.[Non-game 1]
The end of all this, are heavily modifed beeings by the Enclave, which in turn continued the work of the Master.
Great mod! Thank you for making this. Much needed! =) I am using the Gunners edition.
I played this back to back to see what is different and how it plays out. I much prefer this Gunners edition than the base game Cabots. This entire quest chain makes no sense and when unlocking everyone in the game is mortal (bEssentialTakeNoDamage=0) Jack is such a PITA when he runs all the way to Parsons and gets killed by anything. =) Then the entire 400 years in a box long life leeches of these Cabots....F**k off....you are worse than Raiders. =)
My usual play is to click on Edward Deegan when I spot him and console: kill hahahaha. Then later if I want to, execute the rest due to rumors of a new drug the raiders acquired near Parsons and the producers of it. Win Win. Now with the Gunners involved the roleplay is even better. Triple Win!
34 comments
Notes:
- All locations work on my end when testing let me know if not
- The Combat AI package for the Encalve Soldiers may be interrupt when fighting against other AI, inconsistent though, if yes the Enclave Soldiers will just walk to PC without doing anything
- When reaching the lowest level 03 of the Asylum you will encounter a little overkill quest status message pop-up which i will (maybe) fix later, some are fragments of some previous test scenarios it should not disturb to much though
Spoiler Notes:
(I can already guess this would require not using Recruit Emogene...)
what's the other one named anyway, i searched for some of the same name and could only find this one, or perhaps you have a direct link?
Its in the download section.
i just wanted to play a version that wasn't tied to the creation club DLC because i don't own it.
Outside of wanting to study his artifact. theres very little reason why the enclave would even be involved in this mod outside of providing Jack Research assistance.
Edward Deegan appears to be replaced with a Gunner Private in T51 Power Armor and lays waste to the places he is met. His main location is Bunker Hills but also happens at Dugout Inn. I have not had it happen in the Third Rail yet for some unknown reason but I am sure it will happen there too.
Maybe replace Edward with someone much easier to kill off. =) This is a larger issue with mortality for everyone on.
True. I can even see this mod merge with the nice work of RascalArt concerning Remnants - Secrets of the Enclave. Psychic powers are also documentated in the very old FO games here:
- Psyker
- Dominic Moore
Also intersting in this regard is the Master himself:
The end of all this, are heavily modifed beeings by the Enclave, which in turn continued the work of the Master.
I played this back to back to see what is different and how it plays out. I much prefer this Gunners edition than the base game Cabots. This entire quest chain makes no sense and when unlocking everyone in the game is mortal (bEssentialTakeNoDamage=0) Jack is such a PITA when he runs all the way to Parsons and gets killed by anything. =) Then the entire 400 years in a box long life leeches of these Cabots....F**k off....you are worse than Raiders. =)
My usual play is to click on Edward Deegan when I spot him and console: kill hahahaha. Then later if I want to, execute the rest due to rumors of a new drug the raiders acquired near Parsons and the producers of it. Win Win. Now with the Gunners involved the roleplay is even better. Triple Win!
use the old version file if you use the obsolete fo4 version for whatever reason ...