I am not aware of such cut content. You can encounter the vault dwellers after the quest (once you save them). If there is another mod that adds a different encounter, I can check for compatibility.
I am not sure what mod restores this cut content but apparently, its just the triggers for the dwellers to complain about life outside of the vault, apparently.
Welp downloaded this to not have to make the choice, but computer is still default from base game. (shows quest goals) I'm not going to sort 302 mods for what is causing the terminal to remain the same, is it possible to add one next to it or somewhere else? Thanks in advance and sorry if big ask.
I have 80+ in science in the second option of skill level how you are able to do both , I've done the first but when you access the reactor room terminal you find only warning text
You get an option to have a better ending if you're character is skilled enough in Science, otherwise you may also fail the quest completely. I figured it's a pretty reasonable change, with 4 endings depending on your choices and Science skill. How would you change it?
Don't get me wrong, you did an awesome work and it's cool you've made this mod. I'm just talking about New Vegas writers in general with this quest, it was their idea that there's no "ideal endings", you gotta choose what you feel like sacrificing.
I disagree. The choice is very poorly done (the original, not the mod). You only find out about the survivors until at the very end, and you don't know how long they've been down there or if they're even alive.
Then your choice is to save a handful of people, or destroy the lively hoods of entire families who relocated hundreds of miles away, irradiate the ground destroying crops that could have fed untold amounts of people, and poisoned the drinking water. The quest choice Obsidian gave us wasn't a good one here.
I like what this mod does. I've been waiting for something like this for ages.
If vault reactor melted down only real problem it's a radiation near the vault. The radiation on the farms comes from a pumping station located next to the vault and if NCR fix this problem everything should be fine. Don't forget about world in game scaled down and vault don't really located in two minutes from strip.
@Rocketpouncer I disagree. If you have a high enough Science and Repair Skill you should be able to save both. The only time you should have to make a sacrifice is if you skill is way too low.
@Jarms48 I agree with you it was poorly written and should have been fixed. Glad this mod fixes the issue.
To be clear, does this work with The Living Desert? For reference the consequences that mod adds:
HardLuck Blues/Location: Sharecropper Farms - Saving the farms during Hard Luck Blues will lead to an NCR supply caravan and some additional farmers working nights to spawn in. - Saving the Vault Dwellers will cause the crops to wither and the greenhouses to be locked up. Various NCR Deserters will spawn throughout outer Vegas. Some of them will attack Westside for its crops. - FPGE: if you save the farms but don’t conclude the storyline for the NCR, the farm will get taken over by the Legion, Mr. House or the Followers of the Apocalypse (independent ending).
To be honest I didn't look through the scripting of TLD. If the checks are "Farms Saved == 0: Destroy farms" then it should work, but if it's "Vault Dwellers Saved == 1: Destroy farms" then it won't work. I'll look into it.
EDIT 3: I'm uploading a compatibility patch tonight. Turns out I only needed to change on function in TLDQuestScript. The new version should be fully compatible with The Living Desert and Functional Post Game Ending. I don't have any save files near the end of the game without the quest done - would you mind trying it out, checking if everything's alright?
EDIT 4: Nexus put it in a quarantine again. I don't know why. The zip version should be available though.
I like this. Some people just wanna have the best option. Getting really tired of the constant "pick one or the other but they're both shitty" That gets tiring really fast.
19 comments
Then your choice is to save a handful of people, or destroy the lively hoods of entire families who relocated hundreds of miles away, irradiate the ground destroying crops that could have fed untold amounts of people, and poisoned the drinking water. The quest choice Obsidian gave us wasn't a good one here.
I like what this mod does. I've been waiting for something like this for ages.
@Jarms48 I agree with you it was poorly written and should have been fixed. Glad this mod fixes the issue.
We love integrated and immersive.
EDIT 3: I'm uploading a compatibility patch tonight. Turns out I only needed to change on function in TLDQuestScript. The new version should be fully compatible with The Living Desert and Functional Post Game Ending. I don't have any save files near the end of the game without the quest done - would you mind trying it out, checking if everything's alright?
EDIT 4: Nexus put it in a quarantine again. I don't know why. The zip version should be available though.