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Wild Wasteland / YCS "fix"; How?


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As per topic title and topic description.

 

I like the Wild Wasteland trait, I really do. I feel that almost everything in it is perfectly in line with what constitutes Fallout for me. There's one big caveat, though; The aliens and the Alien Encounter. Not only does it grate against my sensibilities something fierce, but it also ends up eating my YCS/186, giving me a Alien Blaster which I refuse to make use of (nor have a use for) instead.

 

How would one go about removing that part of the Wild Wasteland trait? I managed to find the Wild Wasteland trait in the GECK, but it appears to do nothing. I imagine that there are triggers which check what traits you have at some point(s), but I have no idea how to even navigate myself near the Horowitz Farmstead, let alone removing triggers (with or without breaking things).

 

I don't suppose a kind soul would feel like doing it for me? Or explain to me how I might do it myself?

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You could try a couple of things, Im only speculating here thou,

 

1. Remove the perk with the console/save editor before you go to the encounter

2. Find the alien's in geck [they are in actor/creatures] find the associated script and remove it.

3. add the YCS with the console.

4. To get into horowitz farmstead, use to cell view window [on mine the bottom left] choose wasteland NV instead of interiors, naviagate to SLAbandonedFarmstead [horowitz farmstead] using your mouse/trackerpad/keyboard naviagate to the encounter. You could add the rifle to the area or put it in the alien's inventory. to place the rifle there find it in geck [should be in items/weapons weapnvgaussrifleunique] and drag it onto the render window and place it where ever you like. To put it in the alien's inventory, go to the alien in geck [2^] and add the rifle to it's inventory.

 

If you want I could put it in the alien captain's inventory for you.

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