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!:
Love the size, the options, the end choices and how it affects your rewards - 11/10 models and everything!
Small issue I am stuck on, I am on the misc quest to collect all the parts to then assemble a proton axe. I went through and played the content and feel like I may have scrapped them since they count as junk items and not mods - and as a result I lost the mod parts to make the axe and to my knowledge the mini bosses do not respawn once killed, so heck.
I then opened console and spawned in the items as you advised in a comment helping DanaFel in April of last year, but it didn't progress me past that stage of the quest. I also tried crafting an axe with the spawned in parts using player.additem and nothing happened, I tried dropping the axe and nothing, using the set stage/complete quest commands also didn't work and I am currently sitting in the same stage of being told to collect all the parts. There is a whole lot of mods I am playing with (200+) with the goal for 100% completion in my save but am unable to progress past this misc quest and I have a feeling this quest is also the reason I am unable to store the various BMRC misc items as they are listed as quest items that cannot be removed.
In my case the parts were added to my scrap and then used for something else so they are gone. So they no longer exist. I only have one of the 4 parts needed to make it in my inventory. So I can't make the axe at all now.
There's a quest bug for Marty the Friendly lobotomite. He wants you to collect all the crayons, but if you didn't get the quest and you leave after you kill all the enemy lobotomites, there's nowhere to get the crayons from anymore. Now you're stuck with a quest on your list that you can never complete. Any way to get rid of this?
The "completequest" command doesn't work because it won't accept the reference ID for the quest. Just keeps saying "parameter invalid" or something. Anyone know the real quest number so I can abandon it?
There's a box full of crayons on the table next to Pest Tilly's throne in Utility and Maintenance for this exact contingency. Also, like the wiki says:
Cray-Z-Tone Crayon Boxes are a rare drop from lobotomites, but in case none drops, they can also be crafted in a Chemistry Station by making each crayon and assembling a box.
Hello very Good mod but So, what am I supposed to do to remove the build Proton Axe from the log? I built the basic one. He didn't go even though I wore it
Hey, I have a little problem with the axe. Finishing the quest and assembeling the axe works just fine. I had a lot of fun finding the parts and killing everything in sight, but sadly the axe keeps crashing my game. When I switch from a rifel to the axe, my character holds it like a rifel and can't do anything with it. Swapping to an other melee-weapon and then back to the axe solves this problem, but swaping the weapon can also crash the game. Decided to disable the mod again. Will probably use a newer character to play the mod again in the future, but I don't think i will use the axe again.
I didn't turn on my quest markers till halfway through the dungeon. I am being told to put the password in the B.R.A.I.N. but every time I try it doesn't do anything. help?
It will not let me. I have restarted this question 4 times now and every time when I get to this point it will not let me. I put in the paper crain holotape and I hit enter enter and it doesn't do anything.
If everything fails for some reason, you can type "setstage lbt_qust_mq 66" in the console, hit enter and the quest will open the doors to Admin and continue.
I found the reason for this. Weirdly it's because you have TOO MANY holotapes in your inventory (be it from the vanilla game or mods). I can't say what the exact limit is but a workaround is temporarily move half of your holotapes (except the Password needed, obviously) into a container or a dead body nearby. You can then load the password holotape normally into the terminal. Then don't forget to recollect your other holotapes from the temp container/dead body.
Fantastically fun mod. Also I can confirm that this mod works TOTALLY FINE with ZeX - ZaZ Extended Skeleton (I DO NOT have DFS installed). I played through the entire mod without a single CTD, even when looting everything on the lobotomites and making their bodies explode into gory bits.
Good to know! We aren't 100% sure that DFS is the cause of the crashing when the bodies are exploded, but a lot of bug reports point to that. It might be missing a vanilla node or something, so when the script calls to explode the head when you remove the telecoil, or explode the body when you remove their hearts/spines, it crashes.
This was a fun mod. I have one issue though. For some reason, the Proton axe, when I am standing idle with it, has parts that are disconnected from the weapon. It only happens during idle stances. Also, when I have the weapon out, I move in like Super- Slow motion. Any idea on a fix?
I am using much better 3rd person animation tactics, and Enhanced movement. I don't think I have any other mods that change animations.
It's missing animations for those animated parts that pop out on equip. Since they use extra bones, they don't follow the animation. You would have to re-export vanilla animations with the extra bones parented to make them follow the weapon. No fix ETA, so you might be better off doing it on your own.
487 comments
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!:
And check out the new Sim Settlements 2 plots by Choochoo, "Attack of the lobotplots"
Try out the "SKK's Random Encounter Manager - Patches" patch too if you want random encounters with lobotomites in the wild!
Love the size, the options, the end choices and how it affects your rewards - 11/10 models and everything!
Small issue I am stuck on, I am on the misc quest to collect all the parts to then assemble a proton axe. I went through and played the content and feel like I may have scrapped them since they count as junk items and not mods - and as a result I lost the mod parts to make the axe and to my knowledge the mini bosses do not respawn once killed, so heck.
I then opened console and spawned in the items as you advised in a comment helping DanaFel in April of last year, but it didn't progress me past that stage of the quest. I also tried crafting an axe with the spawned in parts using player.additem and nothing happened, I tried dropping the axe and nothing, using the set stage/complete quest commands also didn't work and I am currently sitting in the same stage of being told to collect all the parts. There is a whole lot of mods I am playing with (200+) with the goal for 100% completion in my save but am unable to progress past this misc quest and I have a feeling this quest is also the reason I am unable to store the various BMRC misc items as they are listed as quest items that cannot be removed.
Any help here would be much appreciated!
I think I used them up when trying to repair my power armor near the end of the mod, right when I picked them up...
The "completequest" command doesn't work because it won't accept the reference ID for the quest. Just keeps saying "parameter invalid" or something. Anyone know the real quest number so I can abandon it?
Decided to disable the mod again. Will probably use a newer character to play the mod again in the future, but I don't think i will use the axe again.
I didn't turn on my quest markers till halfway through the dungeon. I am being told to put the password in the B.R.A.I.N. but every time I try it doesn't do anything. help?
I'm glad ZaZ works with this mod!
I am using much better 3rd person animation tactics, and Enhanced movement. I don't think I have any other mods that change animations.
No fix ETA, so you might be better off doing it on your own.