yes, yes.
You will always have a quest to turn off the brain scorcher later on unless you are monolith.
How exactly does the "zombie mode" option work (if at all)? I activated it and made zombies a faction. Upon starting a game I enabled "show unfriendly squads" to check if they spawned but the map was still populated normally.
I just merged them together myself and it worked fine. The conflicts are all in the gamedata/configs/gameplay folder. The travel dialogs need to be added to their respective npc's. Open the files from this mod and locate the line "<actor_dialog>ka_travel_dialog</actor_dialog>" and copy it. Now open the original file and locate the "<actor_dialog>" section for the npc. add the line anywhere above "<actor_dialog>actor_break_dialog</actor_dialog>"
After you do that for each of the required maps, you have to merge three lines in the dialogs.xml file. At the very bottom there are these lines:
<dialog id="ka_travel_dialog">
<init_func>ka_travel_dialog.init_hub_provider_dialog</init_func>
</dialog>
Add them directly above the </game_dialogs> line. It should be good to go now.
I'm having the same issue at the the Bar. I also use dynamic questlines + dynamic faction relations. Duty declared war on Loners and started purging all of Rostok. Some characters die but most of them are invincible and shoot each other endlessly. I tried shooting them myself to see if it was only happening to npc's but I did no damage either.
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