teslashark Posted December 8, 2016 Share Posted December 8, 2016 As we have seen there are many mods that end radiant settlement/Minutemen missions one way or another, so adding a conditional trigger to end infiltrations shouldn't be too hard, right?http://fallout.wikia.com/wiki/Suspected_Synth Link to comment Share on other sites More sharing options...
JackTrenton Posted December 8, 2016 Share Posted December 8, 2016 (edited) I want this too. We also need a mod to end Super Mutant respawns after the Institute is destroyed, seeing as the Institute is the source of the FEV and all. It should be possible to end the Super Mutant menace after blowing up the Institute Edited December 8, 2016 by JackTrenton Link to comment Share on other sites More sharing options...
teslashark Posted December 8, 2016 Author Share Posted December 8, 2016 I want this too. We also need a mod to end Super Mutant respawns after the Institute is destroyed, seeing as the Institute is the source of the FEV and all. It should be possible to end the Super Mutant menace after blowing up the InstituteGlad you agree. About the super mutants, I think the catch-and-release already ended when Virgil ran away so it's more likely the existing number of them is too big to be dealt with by the time of the ending. Though, I have seen a "raider location no respawn" mod so it can also be done maybe through some condition. Link to comment Share on other sites More sharing options...
Recommended Posts