![]() ![]() Lol no just kidding! This mod is so beef it makes the Castle cry. What's it do? Well, see ya later if you had to ask that. Ruins Settlement v 1.4 is now out! NOW WORKS WITH EVERYONE! Now works with Ins/ BoS/ RR for your convenience. This was also an annoyance, because scrapping a barrel should make the radiation disappear. Deleted the two radiation pools that were by the barrels. *Deletables Mod: -Deleted the stains on the Corner Rootops, because when scrapping the Tops they remained (which was annoying). *Scrap Mod: -Made the CIT Fallen Roof top able to be scrap/moveable. Build on your crater so to speak.: ) -Put in a recruitment beacon for starters. I moved all the markers (except sandbox/build/scrap areas) to avoid it being incompatible with the after effects of the blown up institute after math. This mod will not interfere with the markers as to avoid conflict with the main quest line. What's up everyone? Here are this version's changes! *Main mod: -Recreated the entire mod to allow compatibility with Institute markers.Renamed every cell that is in build area except (Institute Cells) under my custom location referential. Added New Quests with new scripts for CIT Ruins in hopes to fix things like trade routes, and settler al. (to avoid conflicts) -Added two New Attack Markers. Deleted old Quest Script for CIT RUINS -Moved a Synth Marker into a sister cell of primary mod cell. ![]() Welcome, and here are the v1.4 changes! -Fixed global workshop settlement resources -Created new workshop settlement resources id for CIT RUINS.The main advantages of the portable tilt meter systems are the following:- The manner of installation of the tilt plates is very simple. These instructions contain suggested application. ![]()
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