Search the Community
Showing results for tags 'cleared'.
-
Settlers assigned to gather loot at cleared areas.
Jimblimbs posted a topic in Fallout 4's Mod Ideas
I was thinking it would be great if a settler(s) could be assigned to an collect all the extra materials you leave behind after clearing a building (like the asylum for example). I would think this is how actual post apoc. society would work so it could be lore + immersion friendly and really convenient :smile: These people could be called excavators or something I dunno. Thanks for your time and your mods (modders), if anyone knows of a mod like this I would be happy to hear about it. (first post here ever yay ! ) -
Hey guys, I've been googling and roaming around the Nexus looking for this mod, because I was sure it would exist, but apparently not. I was playing my nomadic Orc, with Frostfall installed, among other things. It was very cold, and I was looking for a cave to settle in for the night. I noticed a cave I had cleared recently on my map, and decided to go into it, to seek shelter. As I wandered in, I noticed that the torches on the walls were still lit, (not as big of a problem for me) but more importantly, the fireplace at the end of the cave was still going, despite all bandits within it being dispatched. This broke immersion for me more than I would like. I'd really love to have to bring my own firewood, as per the Frostfall mod, and have to relight the fire myself if I wanted to warm up the place. Or at least relight it with a flame spell. I'm not sure how difficult this is, or if anyone would be willing to waste their time on my immersion needs, but if someone decides to make this it would be MUCH appreciated. Also, if this mod exists in some form that I have not found, I do apologize, if you could link me to it, that would also be much appreciated. Thank you for reading this far, and have a great day. -F0xtr0t666
-
- extinguished
- fires
- (and 4 more)
-
The subject is simple; When the player cleared a dungeon which is conquered by one faction, another faction occupied that dungeon after 7 days. For example about ArcJet Systems; The player didn't receive the quest from NPC 'Paladin Danse' or get curiosity about that facility, you can visit. The ArcJet Systems is fulled with Turrets and Protectrons. When the player received the quest from NPC 'Paladin Danse', the facility will be fulled with Synth - Faction : The Institue - insted of protectorns. Paladin Danse's quest is cleared, The synth never respawned because their faction disappeared through the quest. After 7 days (in Vanilla mod), another faction (example the scavangers) will occupied the ArcJet Systems. When you killed them all and came back after 7 days, the scavangers will respawn there.
-
Hey, Quick question here, is there a mod out there that sets a location "cleared" after you've, well, clared it? perhaps add a message to the map location saying: example; Location name (cleared) I'm not sure if I've seen this before, so I thought I"d ask. Regards, Simo
-
It's been a while since i played the original, but I thought they had this mechanic already. If not, would be a good thing to carry over to Oblivion, to be able to clear a dungeon and see a 'cleared' next to its icon when hovering over it on the map. I guess it just requires a condition to trigger once the final boss is killed, if that's possible in the old creation kit.
