Update for 2025-01-19: - Swapped references to Apartments with Safe Houses
Update for 2025-01-02: - Updated Russian translation of LiveALittle PL (thanks Le0n0r) - LiveALIttle and LiveALIttlePL: Added Czech translation (thanks starfis)
About quest delays for some NPC phone calls
- Give the mod time. It will feel like things are not working at first but trust me, the quests will trigger eventually. We are just not used to that kind of pace from playing the base game :) - The timing will not change if your quest timer is already engaged. For example, if you install the mod after Takemura has left Tom's diner, he will still call you in 6 hours and not the new 48 hours.
Does the mod support multiple languages?
The quest objectives changes are in an english-us localization file inside the mod archive, so it is possible to extract it, edit it for another language and pack it again. Right now the mod is English only, but I am happy to add translations if anyone is interested. I can even provide the source JSON file if you need it.
Today's update replaces 'Apartments for Rent' with 'Safe Houses to buy' (check out the new pictures in the gallery for a preview).
It never sat well with me that V would rent apartments all over town... but it just occurred to me that as Safe Houses, that made total sense. El Capitan has a choom over at EZStates who deals with a special side of their catalog - top of the line safe houses for 'his people'. Available for a wide range of applications and prices.. no question asked.
Hey, is there a list which quests were edited or can you tell me if one of the first heist quests was edited?
Having issues with the "The Pickup" Quest with Maelstrom at All Foods. Basically the quest is blank except there is the optional call for stout while Jacky is waiting in front of All Foods without his bike. Havent had this issue with my mod list before, recently updated to 2.21 and now i am already soft locked in one of the first missions.. I swear, there is no other mission that has been as buggy as this one on my pc.
Since you have experience with the whole quest trigger system, maybe you have some idea where i should search for a solution. I've tried triggering other objectives of the Quest via CET Console, but there is no progression.
heyy having the Exact same issue but for Ma'p en (whatever its called) so i cant even start phantom liberty but im pretty sure the updated version of the mod fixes it
Yo, i have in the meantime found the issue. Before my new playthrough i installed a mod called "Jackie's Garage" and that basically breaks the quest. Just took me 6h to find it, because i never suspected this one to be the culprit :').
Hello! I'd like to ask how this mod works with timescale mods. I'm using Game Time Tweaks to make my days and nights 2x longer. Will this mod still work on the normal schedule, or will it be delayed further due to the time change? Also, is it even recommended to use them together? With a much longer time on waiting, I almost wonder if it's possible to do all of the content in the game and still have to wait for quest timers, unless I pass time by sleeping.
I don't know to be honest. I am changing values of quest timers from minutes/hours to days. I assume this would work with any time scale mod but I can't tell for sure.
It's almost the case now... I added 10 days before Hanako calls you. You should be able to call her anytime before that. Maybe I should make that 100 days.
Right!? It always bugged me that she calls us with this ultimatum that we have to go right after her call. It makes me feel like i have to drop all other missions and go there right away, or she never talks to us again lol
i think 10 days is good, and lore accurate w V's limited lifespan. as an alternative you could change the in-game timescale to 1, you'd need to play 10 whole real days to get the call (if you wait/sleep a lot this will go faster ofc).
Question: I am using Immersive Fixers - but I think the delay before Mr. Hands calls you back with Voodoo Boys details is too short. I realize this mod removed the delay to be compatible with Immersive Fixers, but I was thinking I might be able to hack it back in on my personal copy. Do you know which file controls the pause?
I thought q_105_mr_hands_call.questphase, but that doesn't look quite right to me. Unless it's the 60 second timer condition? But in that case, why is it OR compared with the mr_hands_met fact?
Hey! Thanks again for the help earlier! I've tried and failed to re-edit the quest file - mostly just being too unfamiliar with the tools to know what I'm doing :)
Would it be possible to make available a previous version of the mod that contained the Mr. Hands delay, so I can compare/contrast (and maybe learn something in the process)?
Sorry to keep on this, but I have another question! I took a look at the 2024-04-06 version of the archive you provided, and although it does contain the q110_01_fixer.questphase file in question - it seems that the file is exactly identical to the vanilla file. I would expect to see some sort of GameTimeDelay PauseCondition node, but nothing of the sort is present.
Is it possible this is a version of the file where the Mr. Hands change was planned but not implemented yet, or perhaps reverted? Or is there something else I could be missing?
I found another version that mentions Mr Hands in the notes. This one was before I split timers into their own file. Look at version 2024-03-11 in Old versions.
I got it! And in fairness - the original file you offered also did have the change. As expected, I just didn't really understand what I was looking at. Missed it because I didn't realize (until I looked at the raw JSON) that nodes can contain sub-graphs. Live and learn :)
Anyway, I patched my file with the timer for Mr. Hands and it works great! Thank you so much for your help in supplying the pointers and old file versions. Cheers!
I like the other changes, but from an in-world perspective 10k for clouds is absurd man, you hear two random dudes talking about whether using their services counts as prostitution or not (implying both can afford it, since they are debating the morality of using the place's services) and both of those NPC's are ordinary workers living in a megabuilding
Agree, I think maybe 2500-5000 eddies would be a reasonable middle ground between being lore-friendly and a high enough price that it actually might make one think about committing to the entrance fee at that point. Pricy enough that not just anybody could waltz in and book an appointment, but not so expensive that a typical NC citizen couldn't save up a couple months for a visit.
Is there anyway to modify this value in the files? I don't see it in the LiveaLittle.yaml file, though I can see the edits to Viktor and Rogue's fees.
This sounds like an awesome mod that I will definetly be using for my next playthrough.
Something that would be perfect for this mod is adding a delay for when you get the Phantom Liberty pre-order "Vigilante". I feel getting it in Act 1 is too fast and breaks the car progression a little. I think that it would feel better placed that you get the message and cars alongside or a little bit after the message that Prez Meyers safely left NC. That way the car can also be a little reward for said questline.
Oh that's sad to hear. I could test it if you want. I did some digging in the gamefiles with Wolvenkit and it's ep1 Minor Quest mq307. I also think that the preorder check happens there. You could remove that check for testing I think.
I don't know if anything can be done with NCPD gigs.. they are mostly just 'there' until you get in a certain area. I know some gigs only appear at some levels, so there may be a way to do it but I didn't research it yet.
Is it possible to get a version that doesn't make any economic changes? I want to use Live A Little alongside economy mods like EconomyPunk, which significantly reduces V's income and rebalances prices accordingly. Live A Little inflates quest prices (Rogue's entry fee, Vik's debt, etc.) in a way that suits the unmodded game economy but makes them severely overpriced for some modded economies.
Unfortunately, prices are tied to quest dialogues and I would have to keep two parallel version of the mod to do one with and without economic changes. I am using it with Economy 2077 and didn't find it limiting but I didn't try with EconomyPunk. If you don't mind having wrong prices displayed in dialogues, you can edit values in the yaml file that comes with the mod (under r6/tweaks) or remove that file completely and revert back to vanilla values. It could be worth giving it a shot.
With EconomyPunk, Rogue's fee is 40000, but I'm doing everything I can to make money, NCPD missions, Fixer's gigs and even stock market:D Managed to scap 100K for her fee and for some chrome too (Ripperdoc Service Charge mod makes it like Christmas). This is the way to the major league chooms!
i see about apartment rents could you add way or you do it changing prices for rent since a lot of chooms play with economy mod that changes those prices also one more thing if you can do it mr hands call delays when we leave apartment in dogtown with giving us access to leave to few hours it feels forced a little how devs made it instantly getting pass for gate and car
492 comments
Update for 2025-01-19:
- Swapped references to Apartments with Safe Houses
Update for 2025-01-02:
- Updated Russian translation of LiveALittle PL (thanks Le0n0r)
- LiveALIttle and LiveALIttlePL: Added Czech translation (thanks starfis)
About quest delays for some NPC phone calls
- Give the mod time. It will feel like things are not working at first but trust me, the quests will trigger eventually. We are just not used to that kind of pace from playing the base game :)
- The timing will not change if your quest timer is already engaged. For example, if you install the mod after Takemura has left Tom's diner, he will still call you in 6 hours and not the new 48 hours.
Does the mod support multiple languages?
The quest objectives changes are in an english-us localization file inside the mod archive, so it is possible to extract it, edit it for another language and pack it again. Right now the mod is English only, but I am happy to add translations if anyone is interested. I can even provide the source JSON file if you need it.
It never sat well with me that V would rent apartments all over town... but it just occurred to me that as Safe Houses, that made total sense.
El Capitan has a choom over at EZStates who deals with a special side of their catalog - top of the line safe houses for 'his people'.
Available for a wide range of applications and prices.. no question asked.
Having issues with the "The Pickup" Quest with Maelstrom at All Foods. Basically the quest is blank except there is the optional call for stout while Jacky is waiting in front of All Foods without his bike. Havent had this issue with my mod list before, recently updated to 2.21 and now i am already soft locked in one of the first missions.. I swear, there is no other mission that has been as buggy as this one on my pc.
Since you have experience with the whole quest trigger system, maybe you have some idea where i should search for a solution. I've tried triggering other objectives of the Quest via CET Console, but there is no progression.
Live A Little only changes quest titles.
The Timer add-on doesn't touch The Pickup.
I am changing values of quest timers from minutes/hours to days.
I assume this would work with any time scale mod but I can't tell for sure.
You should be able to call her anytime before that.
Maybe I should make that 100 days.
source\raw\base\quest\main_quests\part1\q115\phases\q115_00_hanako.questphase.json
Look for 'Days' and you will find one set to 7 or 10 days.
That should be the right timer.
I just checked.. there is only one Days to look for :)
That will be part of the next update anyway :)
Question: I am using Immersive Fixers - but I think the delay before Mr. Hands calls you back with Voodoo Boys details is too short. I realize this mod removed the delay to be compatible with Immersive Fixers, but I was thinking I might be able to hack it back in on my personal copy. Do you know which file controls the pause?
I thought q_105_mr_hands_call.questphase, but that doesn't look quite right to me. Unless it's the 60 second timer condition? But in that case, why is it OR compared with the mr_hands_met fact?
Any guidance would be much appreciated :)
Would it be possible to make available a previous version of the mod that contained the Mr. Hands delay, so I can compare/contrast (and maybe learn something in the process)?
It should have the timer for Mr Hands.
Is it possible this is a version of the file where the Mr. Hands change was planned but not implemented yet, or perhaps reverted? Or is there something else I could be missing?
Look at version 2024-03-11 in Old versions.
Anyway, I patched my file with the timer for Mr. Hands and it works great! Thank you so much for your help in supplying the pointers and old file versions. Cheers!
Is there anyway to modify this value in the files? I don't see it in the LiveaLittle.yaml file, though I can see the edits to Viktor and Rogue's fees.
Something that would be perfect for this mod is adding a delay for when you get the Phantom Liberty pre-order "Vigilante". I feel getting it in Act 1 is too fast and breaks the car progression a little. I think that it would feel better placed that you get the message and cars alongside or a little bit after the message that Prez Meyers safely left NC. That way the car can also be a little reward for said questline.
I know some gigs only appear at some levels, so there may be a way to do it but I didn't research it yet.
Is it possible to get a version that doesn't make any economic changes? I want to use Live A Little alongside economy mods like EconomyPunk, which significantly reduces V's income and rebalances prices accordingly. Live A Little inflates quest prices (Rogue's entry fee, Vik's debt, etc.) in a way that suits the unmodded game economy but makes them severely overpriced for some modded economies.
I am using it with Economy 2077 and didn't find it limiting but I didn't try with EconomyPunk.
If you don't mind having wrong prices displayed in dialogues, you can edit values in the yaml file that comes with the mod (under r6/tweaks) or remove that file completely and revert back to vanilla values.
It could be worth giving it a shot.
This is the way to the major league chooms!