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Top shelf mod as always, haven't noticed any bugs (despite my modlist being more of a modbook) and fun quest! as with all VQE quests be warned: if you make the world very large (as in generating more than the standard 30% of the planet) as I tend to do, you might need a vehicles mod, especially if you have islands or (somehow) separate continents. sooo... thanks Vehicles expanded, lol!
"Trader Caravans have no cargo nor a question mark to initiate trade"
Thanks!
I suspect that the enter/exit bunker button on the bunker stairs causes the pawn to get stuck in a “currently entering/exiting the bunker” state, which prevents them from being visible in the caravan formation menu.
I'm not sure if this issue is caused by this mod, as there's no relevant information in the error log.
I was having so many problems with this
It's the "Geneva Checklist" mod, which is bungling the level generation somehow.
The while designing is amazing, and I particularly like the fact that we can continue to get silo quest also after the final quest, this is important because make so that the mod content continue to stay alive also after the chain is completed. I suggest to keep this approach 🙂
Also the silos are very scary and cool to explore! 😨
I like anomaly and is nice see some mods for it!
"They have a reflective layer behind the retina that amplifies their ability to see in the dark."
Dark Vision my ass :)
Overthinking. It's a standard creepjoiner.
Is the General SUPPOSED to be a unique shambler? Or am I overthinking this?