Upon starting, the 15th enemy killed onward will drop a cookie, pick it up to start the quest. Once started the entire loot system and floating combat text is toggleable. Tina will show you to the control room.
After the quest is completed enemys will have a 8% chance to drop a cookie if Engram Loot is on, or a 8% chance to have a cookie in their inventory if Engram loot is off. The cookies are used in Tinas armory to purchase things to buy or personal upgrades.
Small hallways (Structures => Vault=> Small Halls)
Large hallways (Structures => Vault=> Large Halls)
Small rooms (Structures => Vault=> Small Rooms)
Large rooms (Structures => Vault => Large Rooms)
Elevators (Structures => Vault => Elevators)
Start in sanctuary root cellar, the one behind that blue house.
The audio logs will tell you where to go next.
One of the bears is only accessible if you've done a certain quest for a ghoul who likes to play with toys (I think), or you can disable the door rofl
The Mireman keep saying Mininuke when clearly it takes MireNukes for ammo, can't fix till ck apparently, I've tried everything except making it a off record unmoddable weapon like the Explosive sniper.
step into the boots of Lance Corporal McLintoch on the day America was annihilated in nuclear fire. Not only will you have to navigate the immediate dangers of a nuclear fallout, but also an eager country from the east has sent soldiers to infiltrate and take America down from the inside.
Can you brave these adversaries and secure your own survival? Prepare for the last stand between the Eagle and the Dragon, in a battle over the highly valued Ortaria Bunker.
This Mod features professional voice-acting and sets to tell the short and lonesome story of a post blast survivor fighting for survival. To start the quest head to the Memory Den in Goodneighbor and find Dr. Bombastic.
Who am I kidding it makes the damn concrete foundation blocks stack to each other. Just a nif replacer so easy peasy for install etc, took all of 45 seconds to modify the nif. This would be designated as a 'reasonable request' so thanks TheRyderShotgun
I did spend days working on this to perfection and it paid off :)
Most of what is below is a farce.
I highly recommend this over my other ESP infinite build mod, you can simply uninstall the old one and install this one and activate your workshop. The old one edited vanilla containers, this does not.
I mean.. look at the pic.. all ya need to know right there people!
They mostly stack at night, mostly
Theres a UV issue in the SS that was fixed ignore that blackish blob of square pixel hate
0 Compatibility issues, It uses vanilla keywords etc. If you find this mod is having issues with another settlement mod OTHER than the menu limit bug, contact that other MA immediately cause they done screwed with something vanilla in a bad bad way
Maybe they're compensating for.. something? ;)
So Eli designed the compact and versatile small shelf and DD built it.
Also, skulls make everything better. Enjoy the gloriousness.
Adds a couple different variations of shelves and skull holders for your bobbleheads, optional ESP allows Robot Toy Models to be stored on any bobblehead shelf as well. There is a 5,6,7, and 20 bobblehead holder version of each shelf, and two different animated skulls that display one bobblehead each.
This will use whichever textures you have installed, any textures that are not in the base game used in these screenshots are not included.
This should be compatible with everything, since it does not edit any vanilla records or use special keywords. This does not require any DLC, either since I only utilized base game assets.
I have a lot of crafting mods installed and I have encountered no problems. That certainly does not guarantee an absence of conflicts, so be sure to back up your saves before installing this, or any mod, it is the smart thing to do. If you do find a conflict, please do let me know.
There is a Base version, then one that will stack on top of it infinitly so go as high as you want.
Settlers will not use, nobody who makes custom tiles can make settlers use things unless its the exact same as a default tile. I did however use the navmesh for the original stairs so settlers will walk into it like a wall but when you fast travel/wait they can use things on the floors above cause the navmesh technically snaps so it messes with their AI :)
Stackable Wood Foundations
2: They are not the same height as you can see from one of the close up pics. I made them stack well with rotation to get rid of most clipping but the wood stacks at 218 the concrete at 224. just saying if you stack concrete on one corner and wood on another your floor will NOT align in the end. Not my problem bethesda did it :P
-There are now Pro's and Cons to late level perk acquisitions.
-Some things were not changed while others were changed drastically. I figured if it wasn't broke don't fix it :)
-I highly recommend a new game from the beginning. I will upload some files at the exit to the vault as well here in a few.
-There is a new Mastery Perk tree that only becomes available post level 50 on each tree with the exception of Luck
They will be available instantly on load in their own submenu far to the right. Because of hte same structure/setup as Tinas cookiepocolypse I do not recommend using this one and that one in tandem
All flags are textured to look in good quality, not ragged or full of holes. The stipulation that you be allied to one of the main four factions if you want to use their flags has been removed. Therefore you will have all flags at all times. In addition, the 5 flags that Fallout 4 has by default have been updated to match the flags below.
All of the textures included in this mod were done by me with GIMP by re-texturing the original Bethesda textures.
1 Fortune Tellers Table
1 Side Table
3 Tarot Cards
1 Tarot Deck
1 Ouija Board 1 Fortune Telling Tea Cup
7 Potion Ingredient Bottles
5 Wall Decorations
2 Hanging Chimes
I am almost 100% that this shouldn't miss any kids, except ones on purpose like memory shaun etc. If I missed one let me know.
Go El Chapo it up in the wasteland
Settlers will prefer to work the higher yield food crops so place your drug farms on their own.
changes the snap nodes of the bridges, so they snap to floors, stairs, etc adds four additional snap nodes to the sides of the bridges adds two additional wooden bridges to the misc crafting menu
That means you can snap the bridges to floors, stairs, etc. Furthermore you can now snap the same to the sides of two of the bridges (the other one is to small). These snap nodes are sometimes a bit rebellious.
Before someone asks: Yes I edited the walls and yes they are still navmeshed.
Powered Door Lock - locks the door when power is on
Powered Door Adapter - opens the door when power is on and closes the door when power is off
You can attach three plates to the straight barricades: a large one for filling the hole beneath the walkway and two other plates you can use as battlements. As adding collision is pain currently, I only added the large plate for straight barricade segments. The curves will follow as soon as I figure out how to give them acceptable collision.
Creatures (Bloatfly, Deathclaw, Mirelurk, Mirelurk Queen, Molerat, Rad Roach, Rad Scorpion, Yao Guai)
Humanoids (Feral Ghoul, Gunner - Melee, Gunner - Missile, Raider - Melee, Raider - Missile)
Robots (Assaultron, Mr. Gutsy, Protectron, Sentry Bot, Synth - Melee, Synth - Missile)
Super Mutants (Behemoth, Super Mutant - Melee, Super Mutant - Missile)
More bands will follow when there is interest...
All credit goes to the respective bands for their band logos I used.
Rock on! \m/