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SpecialAgent1987

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Everything posted by SpecialAgent1987

  1. Has anyone thought of making a wasteland space surrounding the Pitt? While I was completing the Pitt I kind of realized that it was lacking areas to explore. I am not saying make this wasteland as big as the one around DC but have the same relative elements. For example; Pitt Raider encampments, roving traders, ruined buildings, ( ya know... a wasteland!). However there cannot be any mutated creatures in the Pitt wasteland, it would clash with the Pitt's storyline (Midea never heard of a super mutant before). I think it would be relatively simple to make (I would make it myself, but my computer cannot handle running the GECK). Remember a few simple wasteland elements: -Pitt Raider Encampments -Roving Traders -Ruined buildings to explore Thank you for your time.
  2. I do not mean to sound impatient but is it possible to post as much as the mod as you have completed? Then release a version 2.0. :thanks: :thumbsup:
  3. Open the console Click on the body you want to remove type: disable poof body disapears. works on most textures in the game. :thumbsup:
  4. Quick question... How do I get this mod?
  5. I chose to save the slaves and now have an occupational peacekeeping force in The Pitt. What I would like to see in this mod is the removal of all of the dead bodies staked or hung up on walls all over the place. When werner says he is going to rebuild I think maybe he would dispose of all of the diseased corpses hang aroung the joint like christmas tree ornaments... I think bethesda overkilled it with every other foot you see another dead body staked out for the trogs. And also someone should add a simple empty warehouse somewhere in the yard. Big enough for a peacekeeping HQ for at least 10 people. Thank you for your consideration.
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