The deathclaws paid a high price for their rebellion, however: an Enclave team, led by Frank Horrigan, attacked Vault 13 and massacred the deathclaws (and presumably those humans under their protection).
Fallout new vegas geck install install#
Fortunately, a tribal known as the Chosen One had a replacement voice module and was willing to install his in exchange for Gruthar's help in finding a GECK, one of which Gruthar had within the Vault's storage area. However, the deathclaws could only interact with it by voice commands, and it became a severe problem when the computer's voice module malfunctioned. They faced other problems while adapting to life in the Vault as well: after the overthrow of the paranoid Overseer, the dwellers of Vault 13 had turned day-to-day operations over to a Brotherhood-technology based computer. One human, Matt, struck against the deathclaws and bombed the mother deathclaw and her hatchlings the deathclaw mother survived, but security was tightened from then on. Several humans from the surrounding area moved into the Vault to live under the protection of the deathclaws, but not all were pleased with these new neighbors. Although they stormed Vault 13 in 2242 and kidnapped the population with the Enclave, they later abandoned them and adopted the now-empty Vault as their new home under the leadership of Gruthar. While the Enclave hoped that the deathclaws would be intelligent enough to obey orders without question, the Enclave's deathclaws doubted the morality of their masters. This boosted their intelligence and gave them the ability to talk with varying degrees of articulation. In 2235, the Enclave captured deathclaws and exposed them to FEV. It works, but it is cumbersome as all hell, especially when I have to troubleshoot something.Considered a failure for their peaceful ways, the Enclave eradicated their own creations.
Fallout new vegas geck install mods#
While this isn't a huge issue, it is a real PITA at the moment I'm having to copy the plugin(s) I want to edit as well as any directory structure I'll need out of the MO mods folder, dropping it in \Data\, editing the files, and then coping whatever it is back to the MO file. I have a faint feeling that I saw some entry on the S.T.E.P wiki addressing at least part of this (something about steam app-ids?) but I may be confusing it with something else, and anyway I haven't been able to find the page that may or my not exist again. It is only the GECK that is being temperamental. LOOT works just fine, and I haven't had loading up everything in FNVEdit, nor have any trouble making bashed patches with Wyre Flash. However, when I try and load the GECK from MO (either via nvse loader with -editor in the arguments field or via the default entry that points at geck.exe), it crashes almost immediately (so it isn't a plug-in issue the program isn't getting far enough into it to load any data at all).
![fallout new vegas geck install fallout new vegas geck install](https://gamescrack.org/wp-content/uploads/2019/05/Fallout_4_Geck_5.jpg)
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While I haven't bothered to try and load any plugin files from the steam version (no point to it) I don't have any issues editing files - or at least, all my issues are PEBCAK* problems. When I load the GECK from the desktop, I don't have any issues whether I use my desktop shortcut for ".\common\Fallout New Vegas\nvse_loader.exe" -editor or when I simply load the non- NVSE vs straight from steam, it loads just fine. I apologize, because I'm sure that this has been addressed before, but thirty minutes of searching with the forum search function and another thirty with google & site: hasn't turned up an answer that is quite on point.