

Looking for more mods? Feast your eyes on the best mods for Civilization 6 and the best mods for the Skyrim Special Edition. Now, radiant quests given the Commonweath won't send you to DLC locations. Why would settlers in Murkwater care about some ghouls running around in a locked building in Nuka world?" Increased the number of stray Projectiles allowed in a Cell to 50. Up to 15 Arrow/Bolts can be seen on a body.

Bows/Crossbows do 50 more damage but draw 15 slower.

This mod, called "Keep Commonwealth Radiant quests within the Commonwealth" introduces a bit of logic: "A patch mod to prevent Vanilla Radiants from the Brotherhood, Institute, Railroad, and Minutemen from sending you to Nuka World or Far Harbor locations."īecause, as modder rylassin asks: "Why in the world would the Railroad give a crap about a courser running around in a Raider-Controlled theme park? In fact, why would the Institute even send one there in the first place? How does the BOS know enough about Far Harbor to know when there's ghouls that need exterminating in a bowling alley, yet don't know that Arcadia exists? Same goes with the Institute. Added Steel/Dwarven Arrows of Fire/Frost/Shock to the Forge since their Bolts counterparts are in the game. Sometimes mods are created just so the base game makes a bit more sense.
