This will work on Next Gen or Old Gen (as we've come to call it)!
Xbox players, will be coming soon - just need another day or two to sort out textures for it.
If you find any robovoice or bugs, please make a bug report - forgive us, was done in a single weekend. We'll do our best to get them addressed though.
Lastly, if you enjoy the mod, please consider donating via the link in the description to the Alzheimer's Association which is why we do this every year!
I don't get it is the one boat that you go to your player home, or is it the spaceship? I've been trying to find a way to get back to the spaceship after I finish the mission, but there's no way of getting back there. Not even the "doodad" was useful at all. I can't even do anything with it. I was kind of hoping the spaceship would be the player home.
When mods have a straight run thru... they're not meant to go back. I've played a couple that have DLC sized new locations that are a single run-thru. Yes,.. there could be some console commands that will take you back, but I'd recommend steering clear of that and just enjoying it as it was meant to be.
Clark never actually removed the Doodad and never gave me any kind of recall device (as far as I can tell) Anyone know what it's called? Maybe I can console command it in
This was great. Just everything. The characters, the writing, the story, so quintessentially fallout and for a mod made in a week, holy heck is there a bunch of content in it, much much more than I expected.
It brought me the utmost joy and is one of the best quest mods I've played in a while. Thank you all for all the work you put into making this.
I'm not gonna get pestered by an NPC as soon as I leave the vault for the first time, right? That's what happened with Shady Motives and was ultimately why I uninstalled that mod. I start new saves all the time, so it got annoying real quick.
After finding out about this, I downloaded it and started it. The story was amusing and very fun. I loved the crazy characters, I highly recommend it to anyone looking for a fun little adventure. It took me all of 30 minutes but it was worth it. Sort of Fallout 4's equivalent of Fallout 3's Zeta DLC.
Yeah... she has her kinks... but I went thru without further issue. In fact I'm kinda forced to run it again since another mod broke way too much and I had to go back to before I started this one.
So... "are we taking a break?"
That's the one thorn in my side overall... if Arlen says that one more time, I gonna crawl into the VRAM buffer and kick has butt myself. He just doesn't need to say it every time he comes in proximity to you... or ever time you just stop walking for a second.
The boat on top of the boat I posted in the Bugs section, can safely be disabled. It's part of the Fallout4.esm... save your game files before disabling anything, really. Just in case.
A great mod regardless of my idiosyncrasies. Well done.
Sweet... no worries here, but that will definitely help new installs or playthroughs.
I probably should have put together a small list of the bugs that I found rather than reporting any one by one. None of which stopped the play... just ones that are noticeable. Since the cat's out of the bag, Clark also has a single line in response to a question, I think it's "All I could do" or something similar, that does not use the actor's actual voice, but it's mechanical. It was weird to suddenly hear the change.
115 comments
Xbox players, will be coming soon - just need another day or two to sort out textures for it.
If you find any robovoice or bugs, please make a bug report - forgive us, was done in a single weekend. We'll do our best to get them addressed though.
Lastly, if you enjoy the mod, please consider donating via the link in the description to the Alzheimer's Association which is why we do this every year!
Just finished this wonderful mod!
Thx for presenting us with this gem!
Everything rolled out perfectly in my not so lightly modded NG setup.
Thx & kudos!
I've been trying to find a way to get back to the spaceship after I finish the mission, but there's no way of getting back there.
Not even the "doodad" was useful at all. I can't even do anything with it.
I was kind of hoping the spaceship would be the player home.
When mods have a straight run thru... they're not meant to go back. I've played a couple that have DLC sized new locations that are a single run-thru. Yes,.. there could be some console commands that will take you back, but I'd recommend steering clear of that and just enjoying it as it was meant to be.
Anyone know what it's called? Maybe I can console command it in
It brought me the utmost joy and is one of the best quest mods I've played in a while. Thank you all for all the work you put into making this.
Waiting for Clark to finish what he's saying takes 30 mins alone, lol.
Yeah... she has her kinks... but I went thru without further issue. In fact I'm kinda forced to run it again since another mod broke way too much and I had to go back to before I started this one.
So... "are we taking a break?"
That's the one thorn in my side overall... if Arlen says that one more time, I gonna crawl into the VRAM buffer and kick has butt myself. He just doesn't need to say it every time he comes in proximity to you... or ever time you just stop walking for a second.
The boat on top of the boat I posted in the Bugs section, can safely be disabled. It's part of the Fallout4.esm... save your game files before disabling anything, really. Just in case.
A great mod regardless of my idiosyncrasies. Well done.
I probably should have put together a small list of the bugs that I found rather than reporting any one by one. None of which stopped the play... just ones that are noticeable. Since the cat's out of the bag, Clark also has a single line in response to a question, I think it's "All I could do" or something similar, that does not use the actor's actual voice, but it's mechanical. It was weird to suddenly hear the change.