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Posted

That's weird-just noticed my full mod load didn't post.  Here it is again.

 

 

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Posted

So you are planning on adding Quest Tags? Will you be adding the no radiant quests outside the Commonwealth as well? And is Unique NPCs being added?

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Posted

Anyone Know if there is a repository for PersistantSubgraphInfoAndOffsetData.txt? I'm starting to notice gun animations getting more complicated and there is a change in offsetpoints but cannot locate the repository file(Latest version).

 

Or is this not important in terms of animation files and just a residue file?

 

(This is a question to the ether not anyone in particular)

Posted
  On 5/21/2017 at 12:24 AM, rayhne said:

So you are planning on adding Quest Tags? Will you be adding the no radiant quests outside the Commonwealth as well? And is Unique NPCs being added?

It's coming, just finished fixing the gunner spawns for PA and testing the Modern weapons stuff.

 

what is no radiant quests outside the Commonwealth?

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Posted
  On 5/21/2017 at 12:39 AM, Gernash said:

It's coming, just finished fixing the gunner spawns for PA and testing the Modern weapons stuff.

 

what is no radiant quests outside the Commonwealth?

It's one of the options for Quest Tags ... it keeps radiant quests within the commonweath (and not going to far harbor or nuka world) until you've actually been to those places.

Posted

yep I had a Squiz.

 

 

Test Quest Patch (XML included include Quests Tags - EN TAGS and some new ones.)

https://www.dropbox.com/s/o8jmiidhwca09kl/Quest.7z?dl=0

 

Unique NPCs.esp - updated not released
RaiderOverhaul.esp - updated not released
3DNPC_FO4.esp
3DNPC_FO4_DLC.esp
NoVanillaRadiantDLCLocations.esp
QuestsTags_00_NotAllDLC.esp
QuestsTags_DLC01_Automatron.esp
QuestsTags_DLC03_FarHarbor.esp
QuestsTags_DLC04_NukaWorld.esp
QuestsTags_DLC06_VaultTec.esp
StartMeUp.esp
SMU_Quest_Patch.esp (Dogmeat fix inc)
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Posted

So I believe I've figured out the problem - SMU adds an option to skip all the opening quest stuff with Codsworth - 'I think you've mistaken me for someone else'.

 

If you choose that option he is available to be your companion immediately, which breaks the changes by EBF.  

 

Thought maybe I could look at the changes being made to Codsworth pickup scene in EBF and make similar changes in SMU's entry... it's Chinese to me though.  No comprende.

Posted

Ah No I keep all the initial quest stuff because it bugs if you don't do the kill the flies n stuff with codsworth as Preston will glitch out when he does the rad roach thing in sanc later.

 

the patch is vanilla start with Codsworth. 

 

You can remove them but you have to delete the Flies and stuff and only have the Preston associated roaches left.(Ask he runs in and kills the wrong stuff and borks his quest activation.

 

I assume that is what you are looking/Asking about?

Posted

Yeah I was wrong anyway.  I guess on certain starts, the only available dialogue options are to recruit Codsworth immediately?  Skipping past the bug killing in Sanctuary and such.  Either that or I've boinked something in my LO.  Start Me Up overwrites everything it conflicts with for me though if I remember correctly.

 

I rolled a 'survivalist' starting at the Red Rocket... explored the area a little, started raiding sanctuary, talked to Codsworth and every option he gives me leads to recruiting him, no jaunt around town killing bloatflies, no getting me sugar bombs or any other such thing.

 

I'm not really following you on 'I keep all the initial quest stuff' ... are you saying the only viable way to play is to do the Vanilla Start?  

Posted

I'll have to play it and see. The next part when you complete the museum and Preston got to Sanc is where the issue is that I've seen.

Now I'm a little confused, I thought you said you couldn't recruit Codsworth as a companion if you had dogmeat?

 

It should only allow the Vanilla quests if your looking for Shaun I believe/ (I've not played through it all nor read all the forum posts.) the Overwrites I've provided in the Test Quest Patch should allow it to play should as intended. There have been Double deletes added as some of them did not take.. this may be the inconsistency you are referring to without the patch.

because I'm iconifing more of the pipboy it uses

https://www.nexusmods.com/fallout4/mods/21847/?

https://www.nexusmods.com/fallout4/mods/19967/?

Posted (edited)
  On 5/21/2017 at 2:50 AM, Gernash said:

 

yep I had a Squiz.

 

 

Test Quest Patch (XML included include Quests Tags - EN TAGS and some new ones.)

https://www.dropbox.com/s/o8jmiidhwca09kl/Quest.7z?dl=0

 

Unique NPCs.esp - updated not released
RaiderOverhaul.esp - updated not released
3DNPC_FO4.esp
3DNPC_FO4_DLC.esp
NoVanillaRadiantDLCLocations.esp
QuestsTags_00_NotAllDLC.esp
QuestsTags_DLC01_Automatron.esp
QuestsTags_DLC03_FarHarbor.esp
QuestsTags_DLC04_NukaWorld.esp
QuestsTags_DLC06_VaultTec.esp
StartMeUp.esp
SMU_Quest_Patch.esp (Dogmeat fix inc)

 

So those are the required esps? What changes are made for StartMeUp? (So I can remove them more easily if need be)

Edited by rayhne
Posted

So everything - as far as I can tell - works fine with Start Me Up.  I've tested the whole beginning part multiple times from different angles and behavior is as expected. 

 

I'm fairly certain if on an alternate start, the opening scene with Codsworth is changed so that he doesn't give any of the regular dialogue from that scene, and is instead available to be your companion immediately.  Which is not just fine but cool if you ask me.

 

However, recruiting him at that moment seems to break EBF.  I cannot recruit Codsworth and Dogmeat together.  Unless I'm just daft and that is intended?

Posted (edited)

Hey Gernash, first off - a huge thank you for compiling that mod list of yours, it already took me 2 months to complete my Fallout 4 reinstallation after a year long hiatus from playing it and without your guide I'd probably be still doing it well off until autumn, lol.

 

Saying that, I haven't used the full list for my setup, instead opting for a more Horizon-friendly install with most of the mods popped in there beforehand for the visual and QoL improvements, that kind of thing. Sadly, I've encountered a problem that pretty much makes it impossible to enjoy the game: whenever I exit the Vault and save the game there, loading that save will cause my game to crash, no matter how many times I retry. Saves from inside of the Vault work just fine and I'm pretty baffled as to what may be causing it. Anyhow, if anybody's willing to help me figure it out (I already spent half the day solving other issues and trying to discover the culprit for my save-load-crashing and I'm beat at this point lol), here's my mod list and load order:

 

Mod List:

 

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Load Order:
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# This file was automatically generated by Mod Organizer.
*Fallout4.esm
*DLCRobot.esm
*DLCworkshop01.esm
*DLCCoast.esm
*DLCworkshop02.esm
*DLCworkshop03.esm
*DLCNukaWorld.esm
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*SettlementKeywords.esm
*HUDFramework.esm
*Arbitration - Resources.esm
*Homemaker.esm
*SimSettlements.esm
*NAC.esm
*PowerArmorHUD.esp
*OVT.esp
*hdreworkedprojectrevised.esp
*OCDecorator.esp
*OCDecoratorDLC.esp
*OCDispenser.esp
*AutoDoors.esp
*AES_Renovated Furniture.esp
*Evan_Modular Kitchen.esp
*CWSS Redux.esp
*AkaWaterWorld.esp
*SMH.esp
*SettleObjExpandPack.esp
*FunctionalDisplays.esp
*FunctionalDisplays-Collectibles.esp
*DogBed.esp
*CleanSettlement Greenhouse.esp
*dinoshelf.esp
*dinoshelf_extra_ammo.esp
*dinoshelf_retex.esp
*CREAtiveClutter.esp
*OctaviusSentibar_Labels.esp
*IndustrialCity_Sim_Settlements_Addon.esp
*MJC_Sim_Settlements_Addon.esp
*MJC_Sim_Settlements_Slum Lord_Addon.esp
*PCDugSIMAddon.esp
*PCDugWedges.esp
*ruined_simsettlement_addonpack.esp
*SimSettlements_AddOnPack_Utilities_JtBryant.esp
*TrailerParkDreams.esp
*WVSimSAddon.esp
*OWR.esp
*OWR_CraftableDecor.esp
*OWR_CraftableDecor_CW.esp
*UTJazzRadio.esp
*Armorsmith Extended.esp
*Armorsmith All DLCs Patch.esp
*LooksMenu.esp
*CBBE.esp
*Craftable Armor Size - Fix Material Requirements.esp
*Craftable Armor Size.esp
*ShellRain.esp
*Realistic Death Physics - ALL DLC.esp
*ManufacturingExtended.esp
*ManufacturingExtendedFH.esp
*DLC items to manufacturing.esp
*MEAddonComboButcher.esp
*EveryonesBestFriend.esp
*Eli_Armour_Compendium.esp
*Laurent's Robot Skins.esp
*Immersive HUD.esp
*Arbitration - Button Lowered Weapons.esp
*QuickTrade.esp
*dD-Enhanced Blood Basic.esp
*Settler Sandbox Overhaul.esp
*Reverb and Ambiance Overhaul.esp
*WET.esp
*NAC-AE Patch.esp
*NAC-FarHarbor.esp
*NAC-NukaWorld.esp
*NAI.esp
*Pip-Boy Flashlight.esp
*WorkshopRearranged.esp
*StartMeUp.esp
*3DNPC_FO4.esp
*3DNPC_FO4_DLC.esp
*AA Better Companions - No Conflicts - Accuracy Beta.esp
*llamaCompanionHeather.esp
*Altairp's Animal Farm.esp
*Crossbow.esp
*EAMR.esp
*Fallout Suite.esp
*FAR.esp
*LongerPowerLines3x.esp
*NirShor-MusicalLore.esp
*AzarPonytailHairstyles.esp
*KSHairdos.esp
*Unique NPCs.esp
*Quick Save.esp
*Z_Horizon.esp
*Z_Horizon_DLC_All.esp
*Z_Horizon_WeaponPack01.esp
*Z_Horizon_Patch_ArmorsmithExtended.esp
*Z_Horizon_Patch_Crossbow.esp
*Z_Horizon_Diff_Wanderer.esp
*Z_Horizon_Patch_SimSettlements.esp
*EAC-Horizon_Tags-Patch.esp
*Unique NPCs - Horizon Patch.esp
*Z_Horizon_Tags.esp
*Z_Horizon_DEFUI_MenusOnly.esp
*Z_Horizon_Timescale.esp
*Z_BlurRemoval.esp
*Horizon_Sorting_Items.esp
*MODWiki-Doors-Patch.esp
*MODWiki-AI-Hotfix.esp

Edited by Miko19
Posted

I'd make a duplicate of the profile then disable everything and see if it load. If not then disable horizons and save patch. Then test if new save works. If not disable all non wiki mods and test on new save.

The mods in the core list should not cause this issue the only exception is conceled armor retaining an old version of armor keywords

 

 

Sent from my SM-G900I using Tapatalk

The only time i have had issues with loading saved games is with dodgy navmeshes or corrupt workshop menu. So you could try disabling nonwiki settlement mods

 

Sent from my SM-G900I using Tapatalk

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