Slb1
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Update C.5 - After another 10+ hours (includes save reloads), my game 3, as The Institute, with Beta v17 continues to play reasonable well and:
- installed Beta 2.2.0 v15/v16 and then v17
- had 1 CTD, due to teleporting/fast travel from the Institute to ???
- reached Level 41 with the mod No Crafting Experience,
- populated 22 settlements mainly with synths using the mod Build Synth Automatrons with Red Rocket empty, and Stodge and the gang at Hangman.
- have 26/30 staff at HQ
- completed How to HQ; started/progressed in the Nightengale quest line to Patient Troubles; started/progressed in Remote Management quest line to meeting Jake at HQ after meeting Lupe in the Memory Lounge; and started/progressed in the Commonwealth Rising quest line to 710/1000 power.
- Special Zapper - the Zapper (Nexus mod #57139) did not work at Oberland, but tested Ok at The Castle, Starlight and Egret. No obvious clues as to why, so must be a synth software virus outbreak
- HQ Supply Agreements - there is an inconsistency between the PipBoy settlement to HQ supply agreement links and the actual HQ listing, see images. Severed the earlier agreements with Oberland and Hangman and added Starlight and The Slog. The PipBoy is still showing Hangman and Oberland. Next will install Beta v18 to determine if that fixes this.
- Abandoning Plots - minor annoyance due to the very old issue of settlers abandoning settlement plots. In this case, power plots were abandoned at several settlements, causing the numbers to fluctuate for the Commonwealth Rising power quest.
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