Is ALL your mods compatible with TTW 3.3.2 and FPGE? I have to ask as I use a lot of your mods that adds NPCs.
For example, I really don't want to see a Supermutant NCR Personnel or NCR robots still hanging around in Camp Mccarran if I got the Legion Ending or maybe they would just disappear in post game ending regardless of what ending I got?
I'm leaving it to the community to do that stuff. I don't have the time. I work a full time job now, which I was at when you first commented. It takes all the energy away from large scale modding. To give you an idea of how it is, I turned down a spot on The Frontier rework team because I simply don't have the time anymore. :(
Nice. I noticed that ever since I installed the Arizona Slave Army mod, the Legion win almost every fight against the NCR. This should put them on the same level.
Just a heads up, the plugin contains unnecessary Worldspace ITM edits that should be removed in xEdit. Usually harmless, but e.g. one reverts water changes from TTW to the Mojave Wasteland worldspace, and another reverts a Strip Light Region Fix setting if using that mod.
been using all your ncr mods for my dust playthroughs(minus kimballs secret service), and i just wanted to thank you for the difficulty spike you gave my load order
i might add, this mod is really good because fighting them feels like i'm fighting a underfunded "use whatever we can find" version of the ncr, instead of standard uniform soldiers with only service rifles, thank you again for this mod
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For example, I really don't want to see a Supermutant NCR Personnel or NCR robots still hanging around in Camp Mccarran if I got the Legion Ending or maybe they would just disappear in post game ending regardless of what ending I got?