GrimGrim31 Posted January 5 Author Posted January 5 (edited) 1 hour ago, SILVER1900 said: thank you did not realize i had to make my own. new to modding fallout No worries. The hucow scanner is necessary if you use the syringer and create a lot of hucows in a location where you cannot see them well when they are crawling on all fours. I find this happens a lot when I fight enemies at Corvega or in woods ( I use A Forest mod). I shoot a lot of enemies with hucow clone serum syringes at long range with the syringer (it has an insanely long range) and they can be tough to find so that I can tell them to follow me. The scanner puts a quest marker in my HUD for each hucow so they are much easier to find and I don't leave any behind. Edited January 5 by GrimGrim31 2
Olmech Posted January 5 Posted January 5 15 hours ago, GrimGrim31 said: Did you read the note that was in the cooler? Yes, but it never registered. I loaded a save from when I left medtek and went back. It worked that time 1
kannz Posted January 7 Posted January 7 grim whats your mod list? i kind of want to look at mod conflicts of this mod more. i think my last install was messed up somehow. thank you! i reinstalled my os cuz i was using a modded windows 11 ltsc and it was giving me errors when i powered off my system. i reinstalled stock windows and debloated it with a script instead.
ShovelBot Posted January 9 Posted January 9 I can't get the cows to grow larger breasts, so I'll have to check my load order. I wanted to pass this along...if you use this mod --. https://www.nexusmods.com/fallout4/mods/56790?tab=files&file_id=224580 you can change supermutants into hucows.
GrimGrim31 Posted January 10 Author Posted January 10 On 1/7/2026 at 11:36 AM, kannz said: grim whats your mod list? i kind of want to look at mod conflicts of this mod more. i think my last install was messed up somehow. thank you! i reinstalled my os cuz i was using a modded windows 11 ltsc and it was giving me errors when i powered off my system. i reinstalled stock windows and debloated it with a script instead. My mod list is about 100 mods. I don't use many compared to most players. I am using Fallout 4 version 1.10.163 (the last stable pre-NG version). A lot of mods that I use are optional ones like the cutouts of Todd Howard and the lily pads. Others are mods that I installed to try out but never use in game like Dicky Pinup. I also have a lot of mods installed but not activated that I need to test options for my mods (CBBE and Atomic Muscle, for example). I could pare down my active list to 70 or so mods that I actually use during my playthroughs. 1
GrimGrim31 Posted January 10 Author Posted January 10 On 1/2/2026 at 9:11 PM, LarryJD8822 said: i love it , So everything can be scrapped. Did you also create the precuts for the navmesh? There's also a door change script; maybe you could modify it or use it as inspiration, like in SS2 or this mod here: https://www.nexusmods.com/fallout4/mods/75962. I don't remember exactly, does Curie only go out through a door or also via an elevator? So, if the location and navmesh are correct, and the NPC pathfinding is set up, normal settlers should appear with a settler bacon. I can hardly wait for the update! The precuts are finished. I also added new navmesh for a couple sections of the vault that were inaccessible when you were finding the Vault 81 cure. With my version, you will be able to clear rubble to access those areas. I finally got things worked out so you can move settlers from other settlements to the vault. I still have to verify that normal settler and hucow packages function correctly. Initial testing is positive. The recruitment beacon doesn't work yet. No new settlers arrive. When I am outside Vault 81, I can pick up the radio signal on my pipboy so I am unsure why new settlers are not arriving. I will take a deeper look at how recruitment beacons function, especially the one for Vault 88. I also have to solve a mystery with Doctor Moreau, Lloris, and Emily, who occasionally disappear when I Fast Travel into the vault. I use the MoveTo console command to find their locations. They are outside the vault in the Commonwealth in random locations on main roads. Needless to say, that is very unusual.
Esdrik Posted January 10 Posted January 10 (edited) I have a question about the farmers. They only have the standard settler dialogue: "Let's Trade." They do their job, but I no longer have the dialogue options from before. I tested it as both HuCow and non-HuCow. Was the dialogue removed? Are there any mods that might be blocking it? ================================================ I tested it again. A newly assigned farmer has this dialogue. However, if I leave the settlement and then return, I only get the standard settler dialogue again. Any idea why this is happening? Edited January 10 by Esdrik
GrimGrim31 Posted January 10 Author Posted January 10 20 hours ago, Esdrik said: I have a question about the farmers. They only have the standard settler dialogue: "Let's Trade." They do their job, but I no longer have the dialogue options from before. I tested it as both HuCow and non-HuCow. Was the dialogue removed? Are there any mods that might be blocking it? ================================================ I tested it again. A newly assigned farmer has this dialogue. However, if I leave the settlement and then return, I only get the standard settler dialogue again. Any idea why this is happening? If the player is not a hucow, you may not be able to talk to the male hucow farmers at all. I will change that in the next update. Other than that, the primary restriction on the hucow famer dialogue is that it is not active if you have any Minuteman radiant or recruiting quests active. This was necessary to prevent the hucow farmer dialogue from taking precedence over the settlement spokesman dialogue when those quests are running. Unfortunately, the settlement spokesman has no unique keyword that I can use to filter dialogue conditions.
LarryJD8822 Posted January 11 Posted January 11 @GrimGrim31 Was this a general change to the voices, dialogue options, and follower quest? -Noras voice is back i like this -But the prompt "Fuck" on a Bull no longer appears; now it says Blowjob. PC is not a HuCow., i dont like this -I'm not sure how this all works together, but in my last playthrough I had SS2 and AFT installed, and when a Hucow followed me (without a helmet), I could command her like a companion. That was really useful if I wanted to quickly build in a settlement on my way home, which could sometimes take a while, and being able to tell the Hucow "sit in the chair until I'm finished" was invaluable. Now they're following me around all the time. It's a bit annoying. AFT is still installed, SS2 is no longer installed. What's the problem with the Minutemen Radiant Quest? I don't have this problem.The HuCow talks to me like any other NPC, just without a voice; however, I can continue thanks to the subtitles. but probably because I installed this mod https://www.nexusmods.com/fallout4/mods/39848?tab=files maybe set that as a requirement, makes it as easy as pie
GrimGrim31 Posted January 11 Author Posted January 11 10 hours ago, LarryJD8822 said: @GrimGrim31 Was this a general change to the voices, dialogue options, and follower quest? -Noras voice is back i like this -But the prompt "Fuck" on a Bull no longer appears; now it says Blowjob. PC is not a HuCow., i dont like this -I'm not sure how this all works together, but in my last playthrough I had SS2 and AFT installed, and when a Hucow followed me (without a helmet), I could command her like a companion. That was really useful if I wanted to quickly build in a settlement on my way home, which could sometimes take a while, and being able to tell the Hucow "sit in the chair until I'm finished" was invaluable. Now they're following me around all the time. It's a bit annoying. AFT is still installed, SS2 is no longer installed. What's the problem with the Minutemen Radiant Quest? I don't have this problem.The HuCow talks to me like any other NPC, just without a voice; however, I can continue thanks to the subtitles. but probably because I installed this mod https://www.nexusmods.com/fallout4/mods/39848?tab=files maybe set that as a requirement, makes it as easy as pie I am slowly replacing my femaleplayer dialogue lines with the Nora voice. There are still many scenes that use the first female player voice that I used from ElevenLabs voice library long ago. I will restrict blowjobs so that they are only possible if the player has a cum addiction. As long as that MCM setting is off, you won't get the blowjob activation button. I don't know why you are unable to command hucow followers. I haven't changed that function in recent memory. It still sets the NPC's command state to true and makes them a player teammate. The issue with Minuteman quests is when a settler is a hucow farmer and the settlement speaker for the quest (the one that has the quest objective tag over their head). The hucow farmer dialogue conflicts with the quest dialogue so that the speaker cannot give the quest to the player or reward them for completing it.
GrimGrim31 Posted January 13 Author Posted January 13 (edited) Version 2.1 of this mod is now available for download. Adds Vault 81 Secret as a playable settlement. Nearly everything that is not part of the walls and floors is scrappable. This includes damaged sections of walls, most concrete, dirt, and rock mounds and rubble, furniture, crates, jail cells, and security gates. As a settlement, you can assign settlers and send hucows to Vault 81 Secret. You can make a settler work as a provisioner. You might get radiant quests. You can set up a recruitment beacon, and new settlers will show up. Player can turn off the hucow scanner quest now using the HuCow Control System holotape. That will keep it out of your quest list in the Pipboy menu when you don't want it there. Player can make Phyllis Daily a settler hucow at Egret Tours Marina using dialogue. A few new furniture items added for Vault 81 Secret including a constructable power box that radiates power to nearby rooms/hallways. It can also connect with wires to items that require wires like water pumps. Making Vault 81 Secret into a playable settlement was LarryJD8222's idea. It was fun to figure out how to do it, but exhausting. I may take a modding break for a while. I still have to work on a vault handyman NPC to fix some of the broken things in the vault, but that can come later. Most areas of the vault are in bad condition although the Vault 81 Overseer spared resources to make a nice lab and sleeping quarters for Doctor Moreau and his assistants. NOTE: You cannot make Vault 81 Secret into a settlement until the MS19, Hole in the Wall, quest is complete AND my mod's main quest to cure Emily is complete. If both of those quests are complete in your current playthrough, you should be able to take the elevator or secret door in the Vault 81 Reactor Room into the Vault 81 Secret area and activate the settlement workbench in the Research Area (one level down from Curie's room). If you see the locker graves outside Curie's room, something is wrong. Leave Vault 81 Secret, save your game, load the save, and then go back into Vault 81 Secret. I will likely spend some time making videos of my Vault 81 Secret, and several other settlements, to hang on my Patreon so anyone can see them. Don't worry, no paywall will be on them. I just want folks to see what I did with things from my mod. Reminder: The downloads for version 2.1 come in a 7z and zip versions. The 7z version is complete, but the zip version is split into two downloads. One has all of the mod files except the Sound folder. The other download has the Sound folder. If you use the zip download, you will have to drop both zip downloads into your mod organizer. It is still just one esp file. Edited January 13 by GrimGrim31 3
LarryJD8822 Posted January 14 Posted January 14 (edited) Unfortunately, that doesn't work. I saw that you copied the cell and added new doors. I completed the quest with Curie and also the one with Emily a long time ago, before I switched to version 2.1. When I use a door, I end up in the old vault. When I type "coc Vault81SecretRepaired" into the console, I'm in the new vault, but I have the happiness bug of 0. Also, the two guards don't go to the guard stations with the Vault Exterior mod. With update 2.1, RED finally talks to me, but my HuCows are still not commandable when they follow me; and when Red leaves, Boo Boo stays near the settlement. Saving and reloading ends up for me back in the old vault, not in your copied version. I was hoping you'd edit the original cell of the secret vault, because replacing the doors has caused several conflicts with other mods that place things there, like Depravity, so now I have to end the Deprivity quest before. Edited January 14 by LarryJD8822
zonder4213 Posted January 14 Posted January 14 (edited) is there a console way to remove emily's hucow immunity after completing the quest (or something that can be altered in CK so the immunity just isn't given to her). I'd rather just be able to lie to the doctor and say i didn't find a cure. XD Edited January 14 by zonder4213 1
fred200 Posted January 14 Posted January 14 Ver 2.1 I entered 81 Secret, talked to the Doctor and Emily, cleaned up the trash using workbench. Exited the Secret vault by the elevator and immediately reentered. The vault had reverted to original... Dr and Emily gone. Note: we will need some hints on Med Tek. I spent better than an hour searching all levels - including extensive basement. I won't comment on my work-around - except to say three aggravated Deathclaws sure livened up the Slog.
GrimGrim31 Posted January 15 Author Posted January 15 (edited) 5 hours ago, zonder4213 said: is there a console way to remove emily's hucow immunity after completing the quest (or something that can be altered in CK so the immunity just isn't given to her). I'd rather just be able to lie to the doctor and say i didn't find a cure. XD You can try giving her an immunity pill and then removing it from her inventory. That might work. The immunity is on her so that no one transforms her before she has dialogue with Doctor Moreau that results in her becoming a hucow again at their research center. But I haven't built that dialogue scene yet, so I will remove her immunity in the next update. Edited January 15 by GrimGrim31 1
GrimGrim31 Posted January 15 Author Posted January 15 6 hours ago, LarryJD8822 said: Unfortunately, that doesn't work. I saw that you copied the cell and added new doors. I completed the quest with Curie and also the one with Emily a long time ago, before I switched to version 2.1. When I use a door, I end up in the old vault. When I type "coc Vault81SecretRepaired" into the console, I'm in the new vault, but I have the happiness bug of 0. Also, the two guards don't go to the guard stations with the Vault Exterior mod. With update 2.1, RED finally talks to me, but my HuCows are still not commandable when they follow me; and when Red leaves, Boo Boo stays near the settlement. Saving and reloading ends up for me back in the old vault, not in your copied version. I was hoping you'd edit the original cell of the secret vault, because replacing the doors has caused several conflicts with other mods that place things there, like Depravity, so now I have to end the Deprivity quest before. Editing the original Vault 81 Secret cell is risky because of the MS19 quest, but I can give it a try. It will be much easier now since I have already created nearly all of the needed resources. You are getting errors that I don't think that I can replicate. The guards are added to the Vault 81 settlement when you load a save and their addition is irreversible since they are added using a public WorkshopParent function and their original ReferenceAliases for the Moreau quest are cleared. Mod load order should not matter in this situation. The actors have a preference for guarding that is part of their base form. Similarly, once my new vault doors are enabled, the old ones are disabled so there should be no way to get back into the original Vault 81 Secret. Maybe your load order has something that adds the original doors again. Which other mods do you use for Vault 81? I will probably have to deconflict with each one. If they add anything to Vault 81 Secret, then editing the original Vault 81 Secret cell is still going to cause conflicts based on your mod load order. I will take another look at the hucows and their command keywords. I can look at Boo Boo as well, but the brahmin has a follow package for Red so I am puzzled as to why it would be anywhere without her. I know caravan brahmin often get separated from provisioners and the trade caravans but they always follow eventually. This seems like some other type of bug.
GrimGrim31 Posted January 15 Author Posted January 15 4 hours ago, fred200 said: Ver 2.1 I entered 81 Secret, talked to the Doctor and Emily, cleaned up the trash using workbench. Exited the Secret vault by the elevator and immediately reentered. The vault had reverted to original... Dr and Emily gone. Note: we will need some hints on Med Tek. I spent better than an hour searching all levels - including extensive basement. I won't comment on my work-around - except to say three aggravated Deathclaws sure livened up the Slog. The vault should not be able to revert to the original. Do you have a Vault 81 mod that loads after my mod? I can set a quest objective displayed on the terminal at Med Tek that has the information needed to advance Doctor Moreau's quest to cure Emily. I am curious to know how you got the Deathclaws to spawn at The Slog.
zonder4213 Posted January 15 Posted January 15 (edited) 2 hours ago, GrimGrim31 said: You can try giving her an immunity pill and then removing it from her inventory. That might work. The immunity is on her so that no one transforms her before she has dialogue with Doctor Moreau that results in her becoming a hucow again at their research center. But I haven't built that dialogue scene yet, so I will remove her immunity in the next update. Oh okay, look forward to that tho. I mean I didn't download a hucow mod to stop people from becoming hucows. XD Edited January 15 by zonder4213
fred200 Posted January 15 Posted January 15 (edited) 5 hours ago, GrimGrim31 said: The vault should not be able to revert to the original. Do you have a Vault 81 mod that loads after my mod? I can set a quest objective displayed on the terminal at Med Tek that has the information needed to advance Doctor Moreau's quest to cure Emily. I am curious to know how you got the Deathclaws to spawn at The Slog. Things I tried: (no Vault 81 mods of any kind except maybe Depravity) Go to Parsons Creamery and check terminal. Mod is too smart - and had no data on terminal. Go to trailer and look for formula. Mod is too smart - and did not populate formula. What worked: cautious setstaging until I got the Find the cure message. Unfortunately for the Slog residents, that is where I was when the Deathclaws spawned in. After that, all stages progressed normally. I went back to the trailer and got the formula. (NO terminal at MedTek had mod related messages. The terminal that worked in every previous version - had nothing. No ghouls in MedTek either.) Edited January 15 by fred200
zonder4213 Posted January 15 Posted January 15 I had a similar issue starting fresh with the most recent update. also solved with using setstage. there were ghouls in medtek however for me.
GrimGrim31 Posted January 15 Author Posted January 15 7 hours ago, fred200 said: Things I tried: (no Vault 81 mods of any kind except maybe Depravity) Go to Parsons Creamery and check terminal. Mod is too smart - and had no data on terminal. Go to trailer and look for formula. Mod is too smart - and did not populate formula. What worked: cautious setstaging until I got the Find the cure message. Unfortunately for the Slog residents, that is where I was when the Deathclaws spawned in. After that, all stages progressed normally. I went back to the trailer and got the formula. (NO terminal at MedTek had mod related messages. The terminal that worked in every previous version - had nothing. No ghouls in MedTek either.) I found out the problem with MedTek. I must have deleted my references in that cell at some point between 2.0 and 2.1. I used FO4Edit a few times to clean up my mod, and I must have accidently deleted that cell in my mod. It only has five items in it so I will add them back in today and release update 2.2. 2
GrimGrim31 Posted January 15 Author Posted January 15 Version 2.2 is available for download. Fixes my error in version 2.1 where this mod's changes to MedTek Research's interior cell 01 was accidentally deleted making it impossible to find the terminal that players have to read to advance the Moreau quest. Makes hucow followers commandable. 2
LarryJD8822 Posted January 15 Posted January 15 (edited) 16 hours ago, GrimGrim31 said: Editing the original Vault 81 Secret cell is risky because of the MS19 quest, but I can give it a try. It will be much easier now since I have already created nearly all of the needed resources. You are getting errors that I don't think that I can replicate. The guards are added to the Vault 81 settlement when you load a save and their addition is irreversible since they are added using a public WorkshopParent function and their original ReferenceAliases for the Moreau quest are cleared. Mod load order should not matter in this situation. The actors have a preference for guarding that is part of their base form. Similarly, once my new vault doors are enabled, the old ones are disabled so there should be no way to get back into the original Vault 81 Secret. Maybe your load order has something that adds the original doors again. Which other mods do you use for Vault 81? I will probably have to deconflict with each one. If they add anything to Vault 81 Secret, then editing the original Vault 81 Secret cell is still going to cause conflicts based on your mod load order. I will take another look at the hucows and their command keywords. I can look at Boo Boo as well, but the brahmin has a follow package for Red so I am puzzled as to why it would be anywhere without her. I know caravan brahmin often get separated from provisioners and the trade caravans but they always follow eventually. This seems like some other type of bug. I've been thinking that a new cell would probably be better., but Depravity places 3 items in the secret vault 81 and one is a quest item(Chest) And this quest is usually done late in the game. This time I got Curie very early to save Nate with AFT. The HC quest is also done. So, if the doors worked, I could continue this quest using only the console (coc cell...) as far as I can see, you are not using an initialization quest for the workshop nor an extra keyword for the encounter zone or location, and this often leads to the "0 happiness" bug. Regarding the guards again, yes, they are guards, but they only walk back and forth 5 meters. I thought if I assigned them to guard posts, they would actually use them. None of my mods are editing the doors, at least nothing is visible in xedit. Maybe Depravity is doing it via script, but only the one in Vault 81. In the Vault 81 entrance area, the door cannot be overwritten; the only mods using this cell are UFO4 and HC. I tried both doors and went into the original Secret Vault. Is it possible that a few scripts are missing? The BA2 archives also contain (vis in zip) and previs files from Vault 81, which are no longer needed.(2.1 and 2.2) I also think this isn't needed, especially since the previs aren't working either. And as always, I unpacked the ba2 archive so that nothing could overwrite it. I will now test version 2.2 and report back. Report: The never mind dialoge is still there , but i can command them after enter a interior cell, is maybe AFT The settlement is broken, no location keyword, no initial quest, wrong parent location, wrong map marker name SKK says no Workshopparent issues, but the map marker should be Secret Vault 81, right? maybe this could help https://www.nexusmods.com/fallout4/mods/91140 No door change, both doors take me to the original secret Vault 81 Edited January 15 by LarryJD8822 1
GrimGrim31 Posted January 16 Author Posted January 16 6 hours ago, LarryJD8822 said: I've been thinking that a new cell would probably be better., but Depravity places 3 items in the secret vault 81 and one is a quest item(Chest) And this quest is usually done late in the game. This time I got Curie very early to save Nate with AFT. The HC quest is also done. So, if the doors worked, I could continue this quest using only the console (coc cell...) as far as I can see, you are not using an initialization quest for the workshop nor an extra keyword for the encounter zone or location, and this often leads to the "0 happiness" bug. Regarding the guards again, yes, they are guards, but they only walk back and forth 5 meters. I thought if I assigned them to guard posts, they would actually use them. None of my mods are editing the doors, at least nothing is visible in xedit. Maybe Depravity is doing it via script, but only the one in Vault 81. In the Vault 81 entrance area, the door cannot be overwritten; the only mods using this cell are UFO4 and HC. I tried both doors and went into the original Secret Vault. Is it possible that a few scripts are missing? The BA2 archives also contain (vis in zip) and previs files from Vault 81, which are no longer needed.(2.1 and 2.2) I also think this isn't needed, especially since the previs aren't working either. ... Report: The never mind dialoge is still there , but i can command them after enter a interior cell, is maybe AFT The settlement is broken, no location keyword, no initial quest, wrong parent location, wrong map marker name SKK says no Workshopparent issues, but the map marker should be Secret Vault 81, right? maybe this could help https://www.nexusmods.com/fallout4/mods/91140 No door change, both doors take me to the original secret Vault 81 Thanks for pointing out the old uvd file in the Ba2 for Vault 81. I deleted it. The guards should use the guard posts like any other settler assigned to one. If you own the V81 Trading Camp Settlement, then the next time you load a saved game, the two guards are assigned to that settlement as settlers and their referencealiases in the Moreau quest are cleared, which removes their short guard walk packages. Looking at my script function, you may have to load a save while you are at the Trading Camp location to trigger the guards changing into settlers. I will change that in Update 2.3. The issue with commanding hucow followers should be fixed now. It was an error in my topicinfo script fragment for the "Follow Me" dialogue. There are no scripts missing. All of the door changes are handled by my main script and the Moreau quest script. The necessary aliases are either on the HuCowMainQuest or the MoreauQuest. I am not sure what you mean about an extra keyword for the location and/or encounter zone. AFAIK, encounter zones do not have keywords, and my vault has the same keywords as any other settlement. All workshops are initialized when you start a new game. To initialize my vault for someone using Human Cattle in an existing playthrough, I use script commands to initialize the settlement. This takes place in the same script function that swaps the doors. The map marker is turned on if you have completed the MS19, Hole in the Wall quest. The functions to swap the doors and show the map marker are triggered when you load your saved game, if you have completed MS19 and the Doctor Moreau quest. This enables my doors and the elevator components and disables the original doors and elevator components. The advantages of having a duplicate version of V81 Secret are that I can start with the upper level of the research area already cleaned up, the vault is well lit, the vault allows fast travel in and out (once the map marker is showing), and many unnecessary markers and hidden rooms for the MS19 quest are removed, which prevents your settlers from using them. When I used the original V81 Secret, settlers were using the patrol markers and appearing in the three hidden rooms, where they were stuck since there are no usable exits. I may create an MCM switch to trigger the door swap. Eventually, I can trigger it through dialogue with the V81 Overseer where you convince her to give Doctor Moreau a place for his research.
LarryJD8822 Posted January 16 Posted January 16 (edited) I have absolutely no idea what happened in my game. getstage MS19 =0.00 I don't understand. I took Curie with me and healed her, 100% affinity. And Austin got the serum; the quest is completed in the quest log. getstage _DoctorMoreauQuest =125 After update 2.2, Moreau is neither in Vault 81 nor in Secret Vault 81. I think the doors aren't working because the MS19 quest is still technically at 0. I think that's also why the settlement isn't working.and the mapmarker What could happen if I set the MS19 quest to 1200 now?, i try now. not working , still no doorchange and the mapmarker is commonwealth So the quest must almost be overwritten by AFT, Depravity, or Crime and Punishment; CAP uses this quest, AFT controls Curie and Nate, Depravity sets a new quest in Vault 81, or rather, changes the one with Bobby and Tina. So an MCM toggle for the doors would be really great. after 3 hours of testing , and AI search the following happens: CAP (crime and punischment) tracks the molerat disease on Player [Just so you're clear, if the player has the molerat disease and gets close to other NPCs, they will die.] and probably resets the quest to zero, after a few console commands startQuest MS19 setstage MS19 1200 completeQuest MS19 the doors finaly changes and the workbench is working , i can send settlers there and it is in the settlement tap on pipboy Moreau Emily and Llouris.... ar not there, waitet about 30 ingame hours , but nothing , the map marker ist still commonwealth Moreau Emily and Llouris... ar no longer in vault 81 i need a Beer! For mod support, it might be good if you omitted MS19 and checked if Curie is available as a companion (robot), and if Depravity.esp is installed. a check if DP_Vault81Quest stage is 1100 or 1200. 1100 and 1200 ends the quest. Edited January 16 by LarryJD8822
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