A mission called A Visitor From Beyond becomes available very early in the game. It begins shortly after leaving Vault 111, or upon visiting Sanctuary when using an "alternate start" mod, or within a few minutes for all other situations.
This mod requires access to Vault 111. There may or may not be a conflict with a particular "alternate start" mod depending on whether that mod allows or prevents entry.
If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
Lately, I've noticed an odd quirk. After gathering parts for an upgrade and placing them in the portal pocket, nothing happens for many minutes. Parts placed while on another quest or not, interior map or not, have taken up to 15 in-game minutes. I just walked across the map, going in and out of several interiors before Qwirky put the parts together. The delay is getting longer each time (just finished Nova Blast). I also have Sparky (ESL loaded early) this game and all those upgrades are very prompt.
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I am using the ESP version, running version 163 via GOG, no UOF4P. This is almost exactly in the middle of my load order of 362 mods (237 are ESL or flagged ESL). Current game is under 14 hours playtime and about 8MB savefile size. It's been 3 games since downloading this about 3 months ago, and I don't remember this delay happening the first time. I'm only posting this because I thought the mod was broken last play-through so I disabled it, saved, re-enabled it (started the mod over), and it worked great the rest of that game. This was likely unnecessary.
TLDR: If you put all the required parts for an upgrade in the pocket portal and nothing happens for a while, keep exploring or playing other quests and just wait. It can take much longer than expected yet still function, in my experience. I like the mod but I prefer Sparky and the standalone Alien Disruptor/Shield Bubble mods.
That is not normal behavior for this mod. So I suspect that the quantity and/or choice of installs is in some way significantly hampering the performance of this mod's scripting (which by necessity is quite different from the scripting of my other mods).
I'm 100% sure it's something in my mod list and/or load order, but at least it's not at all game breaking. Qwirky is certainly a unique companion/follower mod. No AFT or other follower tweaks running here. I guess re-installing F4SE and putting Qwirky at the end of load order is worth a try, not sure what else to do.
Reinstalls won't be helpful. Moving this mod's file to be as low as possible in the load order sequence might help, and worth a try, but doubtful. Starting from scratch with this mod, using the .esp instead of the .esl, plus being moved as far down as possible, might help but don't have high hopes.
The only way to otherwise resolve the problem would be tedious and time-consuming: standard troubleshooting. It involves selectively disabling installs one-by-one or in small groups to discover what causes the problem to stop happening when disabled. Then uninstalling the culprit(s).
Alternatively, the majority of installs are initially disabled, followed by play-testing to confirm that the problem no longer occurs. Installs are then re-enabled one-by-one or in groups to discover what causes the problem to occur once more. Then uninstalling the culprit(s).
So could be better to just leave things as is, if it doesn't bother you overly much.
NOTE: It is possible that my scripting is (in a sense) the root cause, in that its methods potentially degrade in performance over time when there is significant demand placed upon the game's application memory as a result of so many installs and their combined needs. Or it is perhaps a time-slice prioritization issue, in which the processing demands of other installs gives too little runtime opportunity for this mod's scripting.
Thank you, and this advice was unfortunately expected. I've only used the ESP for Qwirky, the ESL for Sparky and ESL for Shield Bubble. (1)Do they these mods allow running simultaneously? I've seen some of the same named items in the same locations making those missions challenging, but it's probably the other mods in my load order making the current issue.
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Maybe it's time to finally ditch Vortex with this modlist, as Vortex seems to be a crutch. I have FO4 GOTY on GOG and just purchased the full GOTY on Steam (had OG FO4 since launch on Steam but never ran it), both installed on separate drives from the OS. I thought I knew how to sort mod categories and create new plugin sorting groups in Vortex, and I thought intended conflicts were winning, but maybe not.
On a different PC, I tried to follow The Midnight Ride instructions for downgrading the new Steam version via MO2 which is easy enough and works fine before extending the list, but adding all my other 250+ favorite mods according to guides by Gamer Poets et al. is daunting. I tried, it took days, and ran worse than E.T. on Atari. There's also the F4SE/Robco Patcher/Papyrus/GOE script mods without ESP/ESL/ESM and I don't have a clue how those can be sorted. Everything posted everywhere said to use MO2 for years, but Vortex was so seemingly plug and play (it just works!).
(2)Before I attempt to start from scratch, as in a full reinstall of the game, do you have any personal recommendations for using a particular combination of GOG or Steam (downgraded to v163 is a must), and Vortex or MO2?
I primarilly do manual installs, for various reasons. When verifying installs for releases and updates, I do tests using Vortex / MO2 / NMM. Otherwise, when I have a specific reason for using a mod manager instead of doing things manually, I use and trust NMM -- whereas technical concerns cause me to avoid Vortex / MO / MO2.
(1) Thank you, I assumed you tested your own mods against themselves. Testing yours vs other mods 1 by 1 is going to take a very, very long time, but since mod managers with or without LOOT are unreliable... that's it then. I gotta use MMs but the trust is gone.
(2) That's an excellent methodology for any mod author, but we plebs... are you using a virtual OS/instance each time? You folks and your scripts blow my mind sometimes. Without a mod manager, I'd be on plain vanilla.
Thank you again for your time. This discussion should have been on Vortex Community Forums and/or the TMR discord, etc (I HATE Discord). Agenda: make a new Windows user account on this PC and a clean game install on a new drive space , etc.
I love your mods, and look forward to seeing them in FOLON.
Qwirky seems to have disappeared and I can't find him anywhere. I'm starting to worry theres some sort of glitch and he accidentally despawned. Is there any way you could let me know his refID so I can bring him to me with the console?
I had a weird glitch appear. I used the *** Nova Blast *** power, and shortly after, shut down for the night. Next day, I load the game, and now I have TWO Qwirkys... One with a white sphere around it, and one with a purple sphere. Neither one responds to combat any longer. I uploaded the picture so you could see... Not sure how I managed that lol
That's bizarre. Have not known it to happen before. Undoubtedly a bug in my scripting.
Feel free to make a copy of your saved game available for investigation. Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from with instructions on how to do that, or email it as an attachment to: Athelbras@gmail.com.
Have your character and Qwirky be somewhere in the base-game Commonwealth area, not in a DLC area, and ideally not in combat.
NOTE: I am often (but not always) able to load a player's saved game and do some investigation, even though I do not have the other mods installed.
Qwirky disappeard during the battle at GNN - the gunner quest with Jake in the Settlement 2 quest - I have tried the recall to no avail, I went back to Sancturary and tried the recall from there, I went back to the spaceship and tried again - he is gone - when I try using the add to portal to put stuff in it says can't be done because he is far away, but it doesn't say where - there is no icon on the map anywhere like you would get when you need to heal Dogmeat - Help! Is there a way to spawn him back using the console? Or do I need to delete the mod and reinstall it to get him back and then go through the whole process again to do the mod updates I already have done?
Feel free to provide a copy of your saved game for investigation ...
Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from (with instructions on how to do that), or email it as an attachment to: Athelbras@gmail.com.
Something you could try is this: temporarily disable Sim Settlements 2, load your saved game, and then Recall Qwirky to see what happens. If he appears, then that potentially indicates a mod "conflict". Afterwards, just re-enable SS2 and reload that saved game.
I only have quick save or auto save because I am playing in survival mode - unfortunately the developers of this game where nasty in disabling the full save option for survival mode - which I feel is totally stupid - so yeah, I even started a new game and this time Qwirky disappeared on me right in the beginning when I am trying to collect the stuff needed for us to communicate - surely there is a console command or something I can do to summon or spawn him back to me without me disabling my settlement 2 mods? When he disappears why doesn't he go back to his ship and wait there? Can you please give me Qwirky's id, I found a mod that lets one summon their companions, I just need Qwirky's id so I can add to the list - then this problem will be solved and others out there that have this same problem can be happy to get the little alien back into their game
An auto-save when exiting the game in Survival mode is a "full" save, and so can be used for investigation.
Unless I know the exact cause, my scripting has no way to know that some other mod has "broken" Quirky in some way. Worse still is the fact that the Recall command *is* just a simple teleport back to you, and is exactly what the scripting would do if it could detect the problem. So the fact that Recall is not working implies a very serious breakage. My guess, and it is just a guess ... is that Qwirky has either been disabled, or disabled with delete, and hence is no longer in the game world -- the original Sim Settlements is known to disable/delete things in some of my mods for reasons never clearly understood.
Console Mode commands can't be used when in Survival mode -- at least that is the way it was originally, and which proved to still be true for me across subsequent years. So whenever investigating a Survival saved game, I am forced to first switch things back to normal play before proceeding. But ... try pressing ~ to enter Console Mode to see if that is successful for you, or not. If it works, there are commands that you can issue to try moving Qwirky to your current location, or move yourself to Qwirky, but I have reason to doubt it will help. Or else do commands to discover whether Qwirky is indeed disabled/deleted. Press ~ again to leave Console Mode if you successfully enter that mode.
None of the issues you mentioned have ever occurred for me and have never been reported by others. So it is my assumption that one or more of your other mods are conflicting with this one -- I suspect SS2, but might be mistaken.
NexusMod's rules allow you to modify any download for your own personal/private use. But sharing the original of a mod, or a mod that you modified, depends on the permissions and restrictions specified by the mod's author.
So ... yes, you can acquire my Qwirky mod and make changes for your personal/private use on your own computer ... but I do not allow you to then share the result or upload it for other players.
also do you mind telling me wich file/files are part of the base model of the companion? and wich are just passive effects of the companion wich are allways active?
and thx again for giving me permission to modify the mod for my own use.
Think of it as a "do it yourself" project -- I do not provide advice / information / guidance / assistance to players who decide to make changes to my mods.
So do I have to kill all the raiders in Nuka World in order to use this? I completed that DSL, but I use another mod that lets me not attack my settlements in the Commonwealth. Is there any chance that you could make a version for "not so evil" games?
When playing through the Nuka-World DLC, there is a point in time when the player either becomes an ally of one of those Raider groups, or decides to destroy them all instead. Since Qwirky considers raiders and allies of raiders to be enemies, only the the latter is compatible with Qwirky's moral outlook. No plans to change that.
However, there is no past history checking -- so if a player was previously involved with raiders (via Nuka-World or otherwise), but is now no longer associated with them (i.e. the game itself does not indicate a current Raider Faction alliance), then Qwirky will be a happy teammate if this mod is started at that time.
It also means that Qwirky can potentially be dismissed before making that pivotal Nuka-World decision, and then re-teamed later after canceling any/all Raider alliances -- but note that I have not tested this.
[ I prefer to not create mods for "villain" / "Bad guy" player characters ]
Well unfortunately I guess I will have to not use the mod. The only reason I stayed allied with the Raiders it's so that Nuka world is not empty. Because I've gone the route of killing off all of the other Raiders but once you do that the only thing left are the former merchants and they still act like they're all slaves. Plus there's no way to send new settlers to Nuka world nor is there any way to bring in more merchants. That's not your fault though that's just poor planning on the side of Bethesda. I don't go and attack my own settlements, because I spend a long time building them all up. But at the same time I wanted to play Nuka world and not have the place seem empty after completing everything.
Maybe I'll see if I can get into XEdit and make it so that he will Ally with me regardless of who I'm allied with. ;-)
Unsure what causes the fault, but when going near the crash the entire game quits. It wasn't a new game so could that be the problem? I have a few mods but nothing game changing that could cause it
Should not matter whether you use a new game or an existing saved game ...
1 ) Where are you when the initial quest (A Visitor From Beyond) begins? If not in the Sanctuary Hills settlement, try going to Sanctuary's workshop first and only then traveling to the crash site. Does the problem still happen?
2 ) Or is the problem happening not during that initial quest, but instead occurs when revisiting the site later on?
3 ) Are you using any kind of "alternate start" mod, and if so which one?
4 ) Try temporarily disabling all of your other mods and patches to see if the problem stops happening. Does it? [ you might need to keep any body or appearance mods enabled to prevent other problems from occurring when they are absent ]
If you would like to, you could send me a saved game to investigate. It should be a saved game which when loaded has that problem upon travelling to the crash site.
Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from with instructions on how to get it, or email it as an attachment to: Athelbras@gmail.com.
So far I think this is my favorite of the four companions you added. Your mods are pretty awesome and stable. This mod is great because it adds a new follower , new weapon, and more content (quests). The file size and fact it's ESL too is icing on the cake so keep up the good work. And so far the mod is very stable, which is good and a big reason I've kept it in my load order.
I also like the fact that you even made it impossible to sell the controllers for these followers just in case someone accidentally does that. and they're also not droppable so you definitely made sure the followers are fool proof and accident proof.
Qwirky is my personal favorite for companions as well (although I love all of the others also). He was an absolute delight to bring to life. And that enjoyment during his development is undoubtedly what sparked my creativity and the desire to do it well. Thank you for posting!
137 comments
And then came a Visitor from Beyond ...
A mission called A Visitor From Beyond becomes available very early in the game. It begins shortly after leaving Vault 111, or upon visiting Sanctuary when using an "alternate start" mod, or within a few minutes for all other situations.
This mod requires access to Vault 111. There may or may not be a conflict with a particular "alternate start" mod depending on whether that mod allows or prevents entry.
If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
An .ESL version of Qwirky has been uploaded.
TLDR: If you put all the required parts for an upgrade in the pocket portal and nothing happens for a while, keep exploring or playing other quests and just wait. It can take much longer than expected yet still function, in my experience. I like the mod but I prefer Sparky and the standalone Alien Disruptor/Shield Bubble mods.
The only way to otherwise resolve the problem would be tedious and time-consuming: standard troubleshooting. It involves selectively disabling installs one-by-one or in small groups to discover what causes the problem to stop happening when disabled. Then uninstalling the culprit(s).
Alternatively, the majority of installs are initially disabled, followed by play-testing to confirm that the problem no longer occurs. Installs are then re-enabled one-by-one or in groups to discover what causes the problem to occur once more. Then uninstalling the culprit(s).
So could be better to just leave things as is, if it doesn't bother you overly much.
NOTE: It is possible that my scripting is (in a sense) the root cause, in that its methods potentially degrade in performance over time when there is significant demand placed upon the game's application memory as a result of so many installs and their combined needs. Or it is perhaps a time-slice prioritization issue, in which the processing demands of other installs gives too little runtime opportunity for this mod's scripting.
On a different PC, I tried to follow The Midnight Ride instructions for downgrading the new Steam version via MO2 which is easy enough and works fine before extending the list, but adding all my other 250+ favorite mods according to guides by Gamer Poets et al. is daunting. I tried, it took days, and ran worse than E.T. on Atari. There's also the F4SE/Robco Patcher/Papyrus/GOE script mods without ESP/ESL/ESM and I don't have a clue how those can be sorted. Everything posted everywhere said to use MO2 for years, but Vortex was so seemingly plug and play (it just works!).
(2)Before I attempt to start from scratch, as in a full reinstall of the game, do you have any personal recommendations for using a particular combination of GOG or Steam (downgraded to v163 is a must), and Vortex or MO2?
All of my Fallout 4 mods can be installed and used together without problems and no conflicts between them.
(2) That's an excellent methodology for any mod author, but we plebs... are you using a virtual OS/instance each time? You folks and your scripts blow my mind sometimes. Without a mod manager, I'd be on plain vanilla.
Thank you again for your time. This discussion should have been on Vortex Community Forums and/or the TMR discord, etc (I HATE Discord). Agenda: make a new Windows user account on this PC and a clean game install on a new drive space , etc.
I love your mods, and look forward to seeing them in FOLON.
Happy to know you enjoy my mods. I released these for Fallout London over the past few months:
Settlement Gardener Bot LONDON
Settlement Medic Bot LONDON
Settlement Repair Bot LONDON
Settlement Tidy Bot LONDON
Carry-Your-Stuff Robots LONDON
Feel free to make a copy of your saved game available for investigation. Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from with instructions on how to do that, or email it as an attachment to: Athelbras@gmail.com.
Have your character and Qwirky be somewhere in the base-game Commonwealth area, not in a DLC area, and ideally not in combat.
NOTE: I am often (but not always) able to load a player's saved game and do some investigation, even though I do not have the other mods installed.
Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from (with instructions on how to do that), or email it as an attachment to: Athelbras@gmail.com.
Something you could try is this: temporarily disable Sim Settlements 2, load your saved game, and then Recall Qwirky to see what happens. If he appears, then that potentially indicates a mod "conflict". Afterwards, just re-enable SS2 and reload that saved game.
Unless I know the exact cause, my scripting has no way to know that some other mod has "broken" Quirky in some way. Worse still is the fact that the Recall command *is* just a simple teleport back to you, and is exactly what the scripting would do if it could detect the problem. So the fact that Recall is not working implies a very serious breakage. My guess, and it is just a guess ... is that Qwirky has either been disabled, or disabled with delete, and hence is no longer in the game world -- the original Sim Settlements is known to disable/delete things in some of my mods for reasons never clearly understood.
Console Mode commands can't be used when in Survival mode -- at least that is the way it was originally, and which proved to still be true for me across subsequent years. So whenever investigating a Survival saved game, I am forced to first switch things back to normal play before proceeding. But ... try pressing ~ to enter Console Mode to see if that is successful for you, or not. If it works, there are commands that you can issue to try moving Qwirky to your current location, or move yourself to Qwirky, but I have reason to doubt it will help. Or else do commands to discover whether Qwirky is indeed disabled/deleted. Press ~ again to leave Console Mode if you successfully enter that mode.
None of the issues you mentioned have ever occurred for me and have never been reported by others. So it is my assumption that one or more of your other mods are conflicting with this one -- I suspect SS2, but might be mistaken.
So ... yes, you can acquire my Qwirky mod and make changes for your personal/private use on your own computer ... but I do not allow you to then share the result or upload it for other players.
Have Fun!
also do you mind telling me wich file/files are part of the base model of the companion?
and wich are just passive effects of the companion wich are allways active?
and thx again for giving me permission to modify the mod for my own use.
However, there is no past history checking -- so if a player was previously involved with raiders (via Nuka-World or otherwise), but is now no longer associated with them (i.e. the game itself does not indicate a current Raider Faction alliance), then Qwirky will be a happy teammate if this mod is started at that time.
It also means that Qwirky can potentially be dismissed before making that pivotal Nuka-World decision, and then re-teamed later after canceling any/all Raider alliances -- but note that I have not tested this.
[ I prefer to not create mods for "villain" / "Bad guy" player characters ]
Maybe I'll see if I can get into XEdit and make it so that he will Ally with me regardless of who I'm allied with. ;-)
1 ) Where are you when the initial quest (A Visitor From Beyond) begins? If not in the Sanctuary Hills settlement, try going to Sanctuary's workshop first and only then traveling to the crash site. Does the problem still happen?
2 ) Or is the problem happening not during that initial quest, but instead occurs when revisiting the site later on?
3 ) Are you using any kind of "alternate start" mod, and if so which one?
4 ) Try temporarily disabling all of your other mods and patches to see if the problem stops happening. Does it?
[ you might need to keep any body or appearance mods enabled to prevent other problems from occurring when they are absent ]
Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from with instructions on how to get it, or email it as an attachment to: Athelbras@gmail.com.
I also like the fact that you even made it impossible to sell the controllers for these followers just in case someone accidentally does that. and they're also not droppable so you definitely made sure the followers are fool proof and accident proof.