The mod now uses the same way than Bethesda CC mods to add the item into the player inventory. The guides will now be given to the player when his characters exits Vault 111 for the first time
Version 1.16a
-Corrected Nuka-World addon guide text.
Version 1.16
- New addon for Nuka-World
- Minor fixes
Version 1.15
The Collector's Guides, The Collector's Guides Far Harbor Addon:
- Fix the Guide item not being automatically removed from the inventory once all quest has been completed.
The Collector's Guides:
- Fix a display error in the STOP menu for "Guide: Grognak the Barbarian"
Version 1.14
-Fix a precombined meshes issue inside Malden Center
- Updated (internal changes) menus following a change in v1.10
- Updated The Collector's Guides Far Harbor Addon to v0.11 for the same reason.
Version 1.11
Fix (again) [The Collector's Guides] being removed from inventory if being given to the player just right during the "Freezing Cryo-pod" scene.
Version 1.10
- Added support for plugin addon
- Completed or force-completed guide quests will now be just removed from the quest journal instead of being added to the list of completed quests.
Version 1.03
Fix [The Collector's Guides] being removed from inventory if being given to the player just right during the "Freezing Cryo-pod" scene.
(This bug sneaked in v 0.96 when I updated the mod to be compatible with Alternative Start mod-like)
Version 1.02
- Updated quest objective "Astoundingly Awesome Tales Issue #12" so it it only is shown on map when you're inside the Institute. (Added a little description about that on the Astoundingly Awesome Tales Guide page)
Version 1.01
Fix the map objective Issue #10 of the Guide: Guns and Bullets showing up too early
Version 1.00
- Fix precombined meshes issue in Fallon Department Store
Version 0.99
- Fix Issue #04 bug of Guide: Massachusetts Surgical Journal
Version 0.98
- Fix more precombined meshes issues. (I hope I got them all)
Version 0.97
-Cleaned a left over dirty edit of precombined meshes data in Vault 95 causing texture-like glith.
Version 0.96
-Changed the condition check used to add [The Collector's Guides] to the player's inventory to be compatible with Alternative Start like-mod.
Version 0.95
-Replaced all the guides with a single [The Collector's Guides] with menus.
Version 0.94
Fix potential texture glitches
Version 0.93
Fix Picket Fences not completing the quest objective when picked up.
Version 0.92
- Fixed some magazines being detected wrongly as found.
- Replaced all the Guides added to inventory messages with a single "The Collector's Guides have been added to your inventory."
"The Collector's Guides Far Harbor Addon" - Guide: "Islander's Almanac" magazines
"The Collector's Guides Nuka-World Addon" - Guide: "SCAV!" magazines
The guides are added in the player's inventory as soon as the player exits Vault 111 for the first time (or immediately if the player has passed that stage already).
By clicking on a guide, the player can choose to start the associated quests or to remove the guide from his inventory. Once the quest is started, clicking again on the guide will give the option to stop the quest permanently. If all related quests are completed, the guide will be automatically removed from the inventory.
Each associated quest provides map markers to find its objectives.
WARNING: Due to the non-modifiable way objective screen updates work, it's recommended once you choose to start one or more guides, to let appear all all the objectives screen updates before performing an action that might trigger screen messages. Starting many guides at once is OK because this mod manages its own screen update messages. However triggering screen updates not related to this mod while the guide initial objective updates are still not done might cause the following temporary visual issue: Some objective updates might be queued and will appear the next time the screen update is triggered by anything.