I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there.
I personally forgot this as well, but it's a point of the DLC that you could have, in Ulysses' words, turned back at any time, preventing or ignoring what he was going to do. Had the Courier not interfered, would the targeted locations have been nuked regardless? Or would Ulysses have gone ahead with nuking a lot more than what we see with the ending we choose? And despite all of this, with him calling you out on breaking everything in the first place, he ended up being the one to break the events of the other DLCs in his own way (Telling Elijah about the Sierra Madre, breaking the Think Tank out of their loop, etc). Very hypocritical, but it's disappointing that you can't call him out on it.
Anyone play with the Real Time Settler mod? Is it funner with FO3 or NV? Any recommended mod pairings with RTS mod?
Played with it, was about as shallow as a puddle in terms of mechanical depth, but had some interesting ideas that I'm sure factored into the Fallout 4 implementation coming up soon. Basically limited you by caps or Pre-War Books, in terms of what you could build, as scrap and methods to get it were plentiful.
I prefer the Searchlight Airport as a place to build in, preferably alongside something like
this that allows you to clean Camp Searchlight's radiation. Lumber is sparse, so you will need to get a lumber mill going at some point, but there is plenty of flat space to organize a town in. I've got every member of my town armed to the teeth with weapons that I didn't sell, and some unique named weapons on the soldiers as well. I made a mini mod of my own that removes the radscorpion spawn points as well. It usually generates a bit of conflict from time to time due to scavengers making their way to the town, which is populated by feral ghouls.
A little bit of using the systems available in RTS can result in a very serviceable base, such as by fixing the chain link fence with concrete barriers, adding some guards with sniper rifles on towers, and barricading the entrance with turrets, as it ends up with a base that has only a single entry and exit point. That doesn't stop the random invasions from spawning inside, but it at least makes sense and looks nice with a bit of work.