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You Gotta Shoot 'Em in the Head, whether you help crowley or betray him, always ends the same way: crowley goes back to the routine he had before you met him with the only difference being whether he's kind of mad at you or wearing a big suit of armour. it's lame. his drive for revenge and to claim fort constantine's prize has been the primary animating force in his life for twenty years, whether he fails or succeeds something ought to be different when it's all over and done with. this mod makes several changes to provide a more satisfying and conclusive ending no matter how you choose to tackle this quest. spoilers below if you want to know the full extent of those changes though i do recommend going in blind.
Spoiler:
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if you help crowley he no longer actually, physically makes the journey to fort constantine - instead, when he exits underworld he teleports there, killing all the robots and unlocking every mandatory door, and can be found in fc's bomb storage having turned feral. i'm sort of conceptualizing "going feral" as similar to "going hollow" in dark souls in that it's caused by the loss of one's purpose; crowley has been driven by this quest for so long that, having finally achieved his goals, he has nothing left to live for. you can get the armour if you kill him.
if you betray crowley, the next time you visit underworld he'll be waiting to confront and kill you in the concourse. the residents of underworld will not turn hostile.
new voicelines have been spliced together using pre-existing dialogue. though this mod has been extensively play-tested, please report any bugs you may encounter. requires xNVSE and the JIP LN NVSE Plugin.
changelog: v1.01 - generated face and body textures and .esm flagged the .esp. safe to update mid-save. v1.00 - initial release