Latest release: 1.0 (December 27, 2024) Last FAQ update: December 27, 2024
First of all, a huge thank you if you choose to download and use this mod - it has been my most difficult one to make, even in its pre-1.0 state.
The following will be an ever-expanding set of notes about the quest fixes, effectively an FAQ, hopefully.
Q: What has changed in the latest version of the mod? A: The latest version is currently 1.0, which adds a fix for accidentally triggering Gig: Dogtown Saints while exploring the Capitan Caliente backrooms in Lucretia My Reflection. Previously, you needed to basically hug the left wall of the corridor to avoid this. This is due to the very close proximity of the gig's staging area, which - if you look at the map - is actually just on the other side of the Capitan Caliente backroom corridor wall in the ever-so-crammed Dogtown area. The area trigger had been moved slightly, so no movement in the corridor can trigger the gig now. You can move freely and explore the full depth of the corridor beyond the telephone - there's some loot down there. (Alternatively, if you're entering via moving the container outside, you can get to the telephone without having to hug the wall.)
No impact on Gig: Dogtown Saints - the gig still triggers normally when you approach the staging area. This fix is available in both the AIO and Compatibility versions of the mod.
Q: Is 1.0 the definitive version of the mod, or will there be more updates? A: In short, there will be more updates. :) - Initially I planned 1.0 to be the definitive version, but both my tests and the overwhelming amount of quest bugs reported here or via PM convinced me to keep going for a while longer. There's a few more Phantom Liberty-specific fixes planned from my own tests, and a few community-reported bugs will probably get fixed as well. For January, I will keep to the weekly update schedule, after than it's more uncertain due to other commitments.
Q: Is this mod compatible with Patch 2.21? A: Yes.
Q: What has changed in some previous versions of the mod? A: 0.9 - Fix for swapped dialogue options in Gig: Desperate Measures. The conversation choices "Fingers crossed for ya, Pedro." and "Safe travels." were reversed. (Choosing one made V respond with the other; the voice lines linked to the options were reversed, basically.)
These are now shown and heard correctly, including the dialogue swimlanes that follow each. This fix is available in both the AIO and Compatibility versions of the mod.
0.7 - Being unable to sleep in the nomad camp (except every 3 days), hug Panam and getting partners hung when romance hangouts are triggering. It's basically a "light" version of deceptious' excellent Romance Hangouts Enhanced and Panam Romanced Enhanced mods - so bugfixes only, no additional content on top of vanilla. Just in case someone prefers this to all the bells and whistles of those mods. Also, and perhaps more importantly, to avoid conflicts with the above mods (and those reported earlier), there is a new branch of the mod, called Compatibility Version, which only includes fixes that are not conflicting with the ones discussed in this forum.
When sleeping in the nomad camp for the first time, you may need to move close to Panam's trailer before heading for the tent (don't have to talk to her if you don't want to). Sleep is ALWAYS immediately available upon subsequent visits. Hugging Panam is also ALWAYS available when visiting - her default dialogue options then show up when you move away a few meters, then return. No impact on sleep.
Q: Will this work on my existing saves, or do I have to start a new playthrough to be able to use this? A: The mod should work on existing saves, but only if you haven't completed the below prerequisite quests: - Spellbound fix - only works if you haven't done Rogue's scene at the beginning of Ghost Town yet. Quest should pop when returning to the Afterlife for the first time after moving very far away, e.g. where you first meet Panam. - KOLD MIRAGE fix - only works if you haven't done Rogue's scene at the beginning of Ghost Town yet. Quest should pop after completing Spellbound, either immediately (if read 'Notice of Expiration' shard) or in a few days (if decrypted Spellbook). Mappin is added to the map immediately after Spellbound. - Fool on the Hill fix - only works if you haven't completed Heroes yet. If you have, open CET console while outside Misty's shop and paste the following command: Game.GetQuestsSystem():SetFactStr("misty_default_on",1) Enter and exit again, and when you return she should be fixed. - Both Sides, Now fix - only works if you haven't completed Double Life yet. Quest should pop 48 hours later. - I'll Fly Away fix - only works if you haven't completed Riders on the Storm yet. Actual fix is the quest triggering not only between Riders on the Storm and With a Little Help from My Friends, but between With a Little Help from My Friends and Queen of the Highway as well. (In an unmodded game Mitch can't text you anymore after With a Little Help from My Friends, and only the mappin appears.) - I Really Want to Stay at Your House fix - only works on saves where this mission is not active (so finished previous date and you/your partner haven't sent message about next one yet).
Q: What's the difference between the AIO and Compatibility Versions of this mod? A: Following feedback, the Compatibility Version was created which only includes fixes that avoid conflicts and compatibility issues with most of the popular mods that modify the same files as this mod does. All fixes remain available in the All-In-One (AIO) version of this mod. The possible conflicts resolved by this so far are as follows: - Sleeping at the nomad camp & hugging Panam - Panam Romanced Enhanced - I Really Want to Stay at Your House - Romance Hangouts Enhanced - Both Sides, Now - Judy Romance Messages Enhanced - I'll Fly Away - Live A Little
Q: Will you include quest trigger fix for xyz quest? A: There is an internal roadmap of fixes that will be 100% applied - this is based on my earlier playthroughs where I ran into annoying bugs, and also based on my lifepath and major choices in these past playthroughs (like partners). I received many many requests in this thread about adding more fixes, and by all means, keep them coming! The process to select if a quest fix makes it onto the roadmap is being determined by a new 100% test playthrough started recently, where I may or may not be able to reproduce the bug (again, this depends on some of the major choices all of us have to make on playthroughs). If a fix will be added to the roadmap queue, I will probably notify the requester in this topic. N.B.: My test playthrough is a Streetkid Male V, romancing Panam. (Cliche, I know :P)
I don't know if this was reported previously or if you are aware of this bug, but when you approach megabuilding H6 with NCART train it automatically triggers El Capitan's "Gig: Hacking the Hacker".
Any solution for "Go your own way"? I did the the previous quest following the correct answers to unlock the next quest, but it is not triggering. And I can see Hassan and the iconic on the table inside the building where the quest takes you, but the damn quest doesn't start. I guess this mod not support that quest...
It's quite clear Love Rollercoaster should fail upon completing Double Life (it's not ambivalent, like I'll Fly Away or Panam's romance post-move of the camp). So it probably won't feature in the mod.
But I do think restricting it has more to do with it's location and less with story reasons - it's very close (on top of?) the GIM hall in I Walk The Line, the next big mission in line after Double Life, and maybe the two missions' triggers would interfere with each other otherwise. Haven't tested, but that's my working theory.
You need to install the mod BEFORE completing Spellbound (ideally before you see Nix for the first time during Ghost Town).
Once that's all done, then you should get a call (or message, can't remember) from Nix shortly after completing Spellbound, I think something like 30 in-game minutes.
The AIO version includes all fixes All-In-One package. The Compatibility version doesn't include certain fixes that modify files that certain popular other mods are touching to ensure players who want to use those mods can enjoy as many of these fixes as possible without a mod conflict. (For the exact list of which fix is included in which version, please check the Description page.)
So I have this problem with Tomorrow Never Knows, upon completion Misty becomes disabled can't ask her to read tarot nor will she react to V in her shop, have to type in Game.GetQuestsSystem():SetFactStr("misty_default_on", 1) to fix. This has happened to my last two playthroughs.
no idea what's causing it but i've searched around the web and apparently it's a known bug that Padre's gig "Life's Work" sometimes just will not trigger for some reason. you go to the location on the map and nothing happens, no call from padre, no nothing. since you're in the business of fixing broken quest triggers, do you think you could take a look at that one?
I'll look into this - can't promise this will be actually included in the next update (as I'm busy with IRL stuff atm) but I'll check if I can find a solution.
106 comments
This mod doesn't need an update for Patch 2.21.
Last FAQ update: December 27, 2024
First of all, a huge thank you if you choose to download and use this mod - it has been my most difficult one to make, even in its pre-1.0 state.
The following will be an ever-expanding set of notes about the quest fixes, effectively an FAQ, hopefully.
Q: What has changed in the latest version of the mod?
A: The latest version is currently 1.0, which adds a fix for accidentally triggering Gig: Dogtown Saints while exploring the Capitan Caliente backrooms in Lucretia My Reflection. Previously, you needed to basically hug the left wall of the corridor to avoid this. This is due to the very close proximity of the gig's staging area, which - if you look at the map - is actually just on the other side of the Capitan Caliente backroom corridor wall in the ever-so-crammed Dogtown area. The area trigger had been moved slightly, so no movement in the corridor can trigger the gig now. You can move freely and explore the full depth of the corridor beyond the telephone - there's some loot down there. (Alternatively, if you're entering via moving the container outside, you can get to the telephone without having to hug the wall.)
No impact on Gig: Dogtown Saints - the gig still triggers normally when you approach the staging area.
This fix is available in both the AIO and Compatibility versions of the mod.
Q: Is 1.0 the definitive version of the mod, or will there be more updates?
A: In short, there will be more updates. :) - Initially I planned 1.0 to be the definitive version, but both my tests and the overwhelming amount of quest bugs reported here or via PM convinced me to keep going for a while longer. There's a few more Phantom Liberty-specific fixes planned from my own tests, and a few community-reported bugs will probably get fixed as well. For January, I will keep to the weekly update schedule, after than it's more uncertain due to other commitments.
Q: Is this mod compatible with Patch 2.21?
A: Yes.
Q: What has changed in some previous versions of the mod?
A: 0.9 - Fix for swapped dialogue options in Gig: Desperate Measures. The conversation choices "Fingers crossed for ya, Pedro." and "Safe travels." were reversed. (Choosing one made V respond with the other; the voice lines linked to the options were reversed, basically.)
These are now shown and heard correctly, including the dialogue swimlanes that follow each.
This fix is available in both the AIO and Compatibility versions of the mod.
0.7 - Being unable to sleep in the nomad camp (except every 3 days), hug Panam and getting partners hung when romance hangouts are triggering. It's basically a "light" version of deceptious' excellent Romance Hangouts Enhanced and Panam Romanced Enhanced mods - so bugfixes only, no additional content on top of vanilla. Just in case someone prefers this to all the bells and whistles of those mods.
Also, and perhaps more importantly, to avoid conflicts with the above mods (and those reported earlier), there is a new branch of the mod, called Compatibility Version, which only includes fixes that are not conflicting with the ones discussed in this forum.
When sleeping in the nomad camp for the first time, you may need to move close to Panam's trailer before heading for the tent (don't have to talk to her if you don't want to). Sleep is ALWAYS immediately available upon subsequent visits. Hugging Panam is also ALWAYS available when visiting - her default dialogue options then show up when you move away a few meters, then return. No impact on sleep.
Q: Will this work on my existing saves, or do I have to start a new playthrough to be able to use this?
A: The mod should work on existing saves, but only if you haven't completed the below prerequisite quests:
- Spellbound fix - only works if you haven't done Rogue's scene at the beginning of Ghost Town yet. Quest should pop when returning to the Afterlife for the first time after moving very far away, e.g. where you first meet Panam.
- KOLD MIRAGE fix - only works if you haven't done Rogue's scene at the beginning of Ghost Town yet. Quest should pop after completing Spellbound, either immediately (if read 'Notice of Expiration' shard) or in a few days (if decrypted Spellbook). Mappin is added to the map immediately after Spellbound.
- Fool on the Hill fix - only works if you haven't completed Heroes yet. If you have, open CET console while outside Misty's shop and paste the following command: Game.GetQuestsSystem():SetFactStr("misty_default_on",1) Enter and exit again, and when you return she should be fixed.
- Both Sides, Now fix - only works if you haven't completed Double Life yet. Quest should pop 48 hours later.
- I'll Fly Away fix - only works if you haven't completed Riders on the Storm yet. Actual fix is the quest triggering not only between Riders on the Storm and With a Little Help from My Friends, but between With a Little Help from My Friends and Queen of the Highway as well. (In an unmodded game Mitch can't text you anymore after With a Little Help from My Friends, and only the mappin appears.)
- I Really Want to Stay at Your House fix - only works on saves where this mission is not active (so finished previous date and you/your partner haven't sent message about next one yet).
Q: What's the difference between the AIO and Compatibility Versions of this mod?
A: Following feedback, the Compatibility Version was created which only includes fixes that avoid conflicts and compatibility issues with most of the popular mods that modify the same files as this mod does. All fixes remain available in the All-In-One (AIO) version of this mod.
The possible conflicts resolved by this so far are as follows:
- Sleeping at the nomad camp & hugging Panam - Panam Romanced Enhanced
- I Really Want to Stay at Your House - Romance Hangouts Enhanced
- Both Sides, Now - Judy Romance Messages Enhanced
- I'll Fly Away - Live A Little
Q: Will you include quest trigger fix for xyz quest?
A: There is an internal roadmap of fixes that will be 100% applied - this is based on my earlier playthroughs where I ran into annoying bugs, and also based on my lifepath and major choices in these past playthroughs (like partners). I received many many requests in this thread about adding more fixes, and by all means, keep them coming! The process to select if a quest fix makes it onto the roadmap is being determined by a new 100% test playthrough started recently, where I may or may not be able to reproduce the bug (again, this depends on some of the major choices all of us have to make on playthroughs). If a fix will be added to the roadmap queue, I will probably notify the requester in this topic. N.B.: My test playthrough is a Streetkid Male V, romancing Panam. (Cliche, I know :P)
That worked for me last time out.
But I do think restricting it has more to do with it's location and less with story reasons - it's very close (on top of?) the GIM hall in I Walk The Line, the next big mission in line after Double Life, and maybe the two missions' triggers would interfere with each other otherwise. Haven't tested, but that's my working theory.
Once that's all done, then you should get a call (or message, can't remember) from Nix shortly after completing Spellbound, I think something like 30 in-game minutes.