![fallout 4 alternate start fallout 4 alternate start](https://1.bp.blogspot.com/-IaSXsqH9keA/XieVOyoQvnI/AAAAAAAAcKw/_OSoq-dMNdkNx1QNO8srFcP7Yrf4i20kQCLcBGAsYHQ/s1600/Untitled235.png)
When we get more abuse from a single IP address than we do legitimate traffic, we really have no choice but to block it. If you don't think you did anything wrong and don't understand why your IP was banned.Īre you using a proxy server or running a browser add-on for "privacy", "being anonymous", or "changing your region" or to view country-specific content, such as Tor or Zenmate? Unfortunately, so do spammers and hackers. IP bans will be reconsidered on a case-by-case basis if you were running a bot and did not understand the consequences, but typically not for spamming, hacking, or other abuse. If you are responsible for one of the above issues.
#Fallout 4 alternate start mod#
I'm not 100% sure if I'm remembering correctly but I think on the mod page it is said that you shouldn't progress too far in the game if you then want to go back to the vanilla path. However, if you already killed Kellogg, finding that holotape doesn't make sense anymore for the quest-logic, because it's only purpose actually is to start the quest-sequence that leads you to find him. (it's on the body of one dead vault dweller in the room with the generators and the three rad-roaches). It's totally normal though that you cannot pick up a second pipboy as you are carrying one already (at least I guess you do, if you're in the play through for so long already).Īnd after starting the game for like 20 times with that same mod and having the "not opening Vault Entry issue once I never had the problem of the holotape not showing.
![fallout 4 alternate start fallout 4 alternate start](https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/18946-0-1486353110.jpg)
Well, I guess the console commands in combination with that Alt-Start-Mod weren't good for the quest logic behind the game.
![fallout 4 alternate start fallout 4 alternate start](https://static-cdn.jtvnw.net/cf_vods/d2nvs31859zcd8/0e9b765c063474f5af0e_redrocket_tv_42272601836_1622915795/thumb/custom-c4ccbf42-6154-44fd-9fb6-177739a9adeb-320x180.jpeg)
I couldn't pick up the other pipboy or open the main vault door from the inside after using "tcl". I still have the quest active to speak to Nick, but nothing happens. I used console commands to progress the quest line to Fort Hagen then used "tcl" to get through the boarded up elevator door, down to the lower level then continued playing as normal to kill kellog with a few grenades. Originally posted by in that video it shows the door opening, this doesn't happen. That's how it worked for me after I once had the same issue of the not opening Vault 111 door. This should trigger the opportunity to tell Nick about this event and continue the more or less vanilla way of searching for Kellog and all what comes with it. This holotape has an audio of the happening when Shaun was kidnapped and the sole survivor's spouse was killed (it's atctually the audio file of the scene we see during the vanilla start of the game).Īfter listening to this holotape, the quest shows a "Report the Kidnapping" in your log. The mod-author himself (somewhere on the nexus page of the mod) gave the "workaround" of "TLC" through the vault entry and the doors behind it to find the one dead vault dweller inside that has a holotape with him (or her, not sure). Yes, that's something that can happen if you let "Rumor of a Vault" sitting in your quest-log for "too long" (while I don't know how long "too long" is). There's no dust or whatever the particles are supposed to be, no sound effects, no movement, doesn't happen either. In the media video around 2:49 it actually shows going back into the vault after starting outside as someone not the vault in that video it shows the door opening, this doesn't happen. The author states in the questions section (hiden as a spoiler) in the description that we should be able to get into the vault.