Version 1.1.0 introduces an aggro overhaul for lobotomites! They will almost always warn you on sight if you're far away, and get angry at you if you get near them. Also, Becca's radio is on now, and there's a small misc quest to assemble a proton axe (started by killing any of the horsemen). Much more other QOL and other fixes in the Changelog.
Version 1.0.5 has completely redone previs for interiors, and vanilla previs for exteriors with a SCOL for the building. In common terms: Building will never be invisible again for anyone, and should not conflict with almost anything. You do not need the previs ESP anymore.
Also try the new Heart grenade! You can make it in the Chemistry station with a lobotomite heart and some fusion cells. It is a makeshift pulse grenade that explodes on contact!
And please try out the workshop stuff! Not a lot of gameplays cover all of it. Here is a picture with all of the workshop craftables (some of them are locked behind endings or unavailable before completing the quest) plus Marty in the pic!:
Thanks for you mod I had a good ride , I don't think I had the real experience since most if not all enemies were armed like they were going to conquer the commonwealth ( each corpse had like 5-10 weapons: minigun, shotgun ...etc but I'm sure it's on my end since i got a weapon replacer mod ) , Only "negative" thing (for me) was that some area were "too" bright so it kinda break the ambush risk , tense atmosphere of the area . And well I wanted more because I really enjoyed it . Marty's voice actor 10/10 !
Although I don't wish to annoy or pressure, Is there any update or info on the mod? I very much enjoy this mod, both the enemies and dungeon are really fun to go through. I'm having problems with the proton axe and power armor. A shame, since I was looking forward to using the axe.
If anyone still has a problem with an overly saturated/bright screen after a crystal explosion, I personally recommend Clear Imagespace Modifiers mod/file.
I put it in a folder, typed the command in the console and everything is back to normal.
Hi! Just ran the dungeon and loved it! Am i doing something wrong tho... mods for the proton axe, that all ring as legendary items when you pick them up are junk items for me. Is there way to fix this? i'd love a proton axe xD Thanks!
You don't need them to make a Proton Axe, though it does make it easier since once you have all the parts you don't need much more other than the blueprints and some perks. You can still make more Proton Axes using broken Proton Axes, components, and high level Science perks (if you have the blueprints).
Hello! I've been diggging this mod a lot. The problem is that yesterday my game got stuck on loading and I've just found out that this mod is the one causing it. Is there a way to solve it? Thanks a lot!
Finally got around to having enough free time to actually play Fallout 4 and good golly miss molly. Amazing dungeon, amazing aesthetics, amazing atmosphere, amazing story, fan-fucking-tastic looking weapons and armor, and my settlement side was head over heels when my quest reward was very "power"ful.
Well it's not gonna be me definitely, lmao. It was never the intention to recreate anything with this mod, but to create something new using older Fallout concepts and give them a new spin. Otherwise we'd just done the Big MT in the first place instead of creating a new location, new armors, new lore for the implants, etc.
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Here's also an article about obscure features from the mod that you might have missed!
Remember to endorse and vote if you liked the mod! It would be greatly appreciated!
Version 1.0.5 has completely redone previs for interiors, and vanilla previs for exteriors with a SCOL for the building. In common terms: Building will never be invisible again for anyone, and should not conflict with almost anything. You do not need the previs ESP anymore.
Also try the new Heart grenade! You can make it in the Chemistry station with a lobotomite heart and some fusion cells. It is a makeshift pulse grenade that explodes on contact!
And please try out the workshop stuff! Not a lot of gameplays cover all of it. Here is a picture with all of the workshop craftables (some of them are locked behind endings or unavailable before completing the quest) plus Marty in the pic!:
Marty's voice actor 10/10 !
otherwise, super awesome mod! its projects like these that keep this game alive after all these years
I put it in a folder, typed the command in the console and everything is back to normal.
Thanks a lot!
Thanks to the whole team behind this masterpiece.
<Happy Lobotomite Sounds>