Ok folks, I loaded up the Creation Kit and started messing around with Northern Springs for the first time since I moved to Texas. I've been stoked about what I've found out lately and recently got back into Fallout 4 and modding. I will be working on some new material for Northern Springs.
I'm going to try a few things a little different and will be livestreaming the process as well. I probably will work on it this week.
So if you want to check out those videos and participate in the streams, feel free to drop by. I will be covering the progress of the updates as I go along. Though not every day.
Northern Springs: Oh it's modular (ESM) so people can add their own NPC's and quests while I take a long needed vacation or whatever. People can literally do whatever they want with it right now. I just provided that expanded universe.
I have my own plans, but 60+ interiors is enough for now. I will focus on bigger locations, the vaults expansion, their plots, etc. In the plans is an expanded sewer junction that leads to a hidden vault.
There are at least 4 paths that can lead to new worldspaces and vaults in the future.
-AnhydrousElite Writes- "Figured out a likely cause for the bug where the game crashes every time you load Norther Springs. This may be a dumb solution, but It turns out the problem for me was that my Nexus Mod Manager was not installed on the same drive as my game. This created some kind of disconnect, and crashed the game every time I loaded into Northern Springs. Anyone having those issues, check that."
Alright, so you all know I picked this mod up and am working on a bugfix mod on it. There are still a ton of questions, and some will be answered here.
FAQ: Q: When will your mod be released? A: 12th of August 2023
Q: Where will your mod be released? A: It will be released here on Nexusmods, on my account, mdkd99.
Q: Which version of Northern Springs do I need? A: The most recent one published on the 1st of February 2019. Beta1B, first file you can find on top of the file section.
Q: What bugs will be fixed? A: My mod aims to fix quest bugs, NPC bugs, worldspace bugs, mismatched dialogue and typos.
Q: Will it work on existing saves? A: A lot of fixes will work on an existing save. Fixes that only work on a new save: Quest fixes, quest rewards, NPC fixes.
Q: What about Pete's office being locked in his working hours? A: I personally have not run into this problem, but others have. It's either script lag, or a mod conflict. If you run into this issue, wait some ingame hours or unlock the door with console commands/by hand.
Q: Jared Fitch is bugged and he wont continue to walk. A: I've not figured out a fix for this yet, maybe I wont be able to fix it. If this happens to you, you can try to skip ingame hours by waiting, or go away from him so he unloads. Maybe that can help. If all fails, just click on him in the console and type in 'Moveto player' - This should move him to your location, and he might resume walking.
Q: I am falling through the floor in certain dungeons like Paus' cave, or Cerina's cellar, will this be fixed? A: This is kinda a vanilla bug that is triggered the more followers you have. If you have more than 4, the game spawns you further away from the map marker, if you have too many, you will fall through the floor in these tight interiors.
Q: Some NPCs dont give me their quests, or don't talk to me, is this fixed? A: I have checked the conditions for quest dialogue, and it seems to be mostly fine. I don't know what causes this issue. I've seen it happen in other quest mods, so maybe it's a script issue, or quest priority issue. Don't know how to fix that.
Q: I can no longer talk to any NPC in the whole game after being to Northern Springs. Is this fixed? A: Yes and no. If you've already had this issue, you have to go to some interior cells with a companion and try to talk to them. The Sanatogan Inn seems to work best in my testing, and got the dialogue unstuck. If you haven't experienced this yet, yes, it seems to be fixed. I don't know how I did it, but it could be rooted in shared player responses. I tested this on 2 saves, the playtesters tested it on 2 saves as well, and the issue appears to be fixed.
Q: What about Vault Z, Dema Baala/Cave of broken faith/Lo Pan castle? A: Those are unfinished and will remain unfinished. I don't know what Shraps had in mind for these dungeons, so I can't really make these dungeons with his vision. If I find out more about his plans for these locations/stories, I can try to work on a 'Phase 3 sequel.' But for now, these things will remain as is.
Q: I've encountered a bug with the mod. Should I report it? A: Go through the bug reports and see if your issue is already listed. It really sucks that there are many duplicates of existing bug reports. Also, should you come across a new bug that isn't listed, please describe the bug in some detail. Just saying 'This mod broke my game. Uninstall' is a useless report and I can literally not do anything to fix that, as it's as vague as saying 'Have you seen that one bodyslide file on Neuxsmods?'
Q: Where can I track your mod? A: Currently my mod is 'published' as placeholder, but set to hidden. Once I release my mod on 12th of August 2023, you'll be able to download my mod, endorse it, track it and all that.
Q: Will you release your mod on Bethesda.net? A: I don't know how to publish mods there. If somebody wants to port my bugfix mod there once it's out on Nexusmods, you can do so, as long as you will credit me or name the mod 'mdkd's Northern Springs bugfixes'
Q: Are you the original mod developer? A: Some people have mistaken me for Jshraps lol. No I am not. I am mdkd99, a close friend of Jshraps, and I have dedicated my time to fixing the bugs in the mod.
I cannot sticky this post unfortunately, as I don't have permission to manage this modpage directly. I hope this FAQ clears things up. I'll still read through the comments and bug reports here, but I likely won't respond, as I have covered everything in the FAQ and older posts.
Wait, so there is no key? I couldn't find it so I looked at the tutorial for part 1 and he just used the console.
edit- oh, so there was an NPC that had the key, except he is inside the door that is locked, which is a loading screen interior. Kind of backwards as you cannot get through the door with no clipping, but need to use console to unlock the door. Also, the steps were cutting out in the interior and navmesh throughout the beef den was causing NPCs to get stuck.
You mean the guy with the minigun? I've never seen him walk into the locked door lol. That's actually hilarious. Only thing that would help is reloading an earlier save, or hope he walks back out, or unlock the door via command? Then enter and kill him there
Yeah in some locations the companions fall through the map, but I don't know how to fix it.
Yeah, I thought that was rather bizarre. I see it as he got scared and tried to run away, locking the door behind him. No worries, I didn't fall through, so my companions are just going to have to deal with it. So far, those were the only two issues. I had to restart my game because of something else that I didn't really want to fix, but just remove the mod, so maybe this game will be better. I will update if I find something else, or the other issues are resolved.
I am, but thank you for pointing it out. I haven't got to that point yet. I noticed last time that when I got there, it was a bit challenging, so I wanted to get to at least level 20 before heading in.
This mod is done really well. I just have a hard time enjoying it because the music choices are so obnoxious. The music in Vault 132 is especially horrid. It makes me want to tear the skin off of my own face.
My must sincere congratulations to the creators for this Mod DLC.
I've been playing recently, I must say, even with the natural limitations to the mechanics (you do not operate on a game studio), the Mod still manage to be awsome. I think the greatest sucess of this mod is "keep it simple", and probably that is one main ingredient for the lack of bugs and other sort of malfuntions.
I like the storyline, simple but quite logical.
You abused on the enemies, the worst possible haha but loving the difficulty level on survival mode.
The ambience is crazy, nightmare fuel! Specialy that creepy university!
For those of us that are playing your mod 1st before the all too common base game quests: - Fort Hagen - > Cannot access the elevator, because one has not started the quest to find, Kellogg. - I really do not care to find Kellogg .. as I'm just playing QUEST MODS right at the moment.
Any thoughts?
Never mind - I am cheating, I admit it: Used TCL to get around the two buildings, so I did not have to do the quests.
Well it seems the Fort Hagen is not going to TCL without screwing up the Kellogg Quest.
Future note - if it's not needed, don't make quests related to Main Quests... Some people might not be there - or want to go there. They might just be playing Quest Mods to take a break.
Sorry to read - I was an am still going through cancer treatments.
As a fellow Believer - I understand the loss.
General statement - again, sorry for the loss ... and thanks for trying.
ADDED: For the Ft. Hagen ... is there a SET QUEST <id> to I can just get the Gamma Drive Emitter?? I really do not want to - unless no choice - to go through the Ft. Hagen quest.
sorry to hear that You can also use commands to get into the Fort Hagen HQ and collect it. Idk if adding the item via command will advance the quest. Open the console and type in 'help gamma 4' and see if it doesnt pop up. Then add.
Well... it's 2025, nearly seven full years after the last comment.
Wish I could say I was able to even get this mod off the ground. The first quest was finished.. .however the main character from said quest, locked himself into a virtual tail spin and kept saying to me: "I'll speak to you later, right now I have some things to do"... and wouldn't leave.
He stayed with me up until a quest that had me finding another synth doppelganger and a duplicate synth Nick. I could not proceed with this quest because that character kept turning both of the other synths red and hostile. I could speak to them only after having shot the character leaving him on the floor... but, since he would not leave, I had to disable him. I'm sure that killed the entire mod... sans having to go after the red-tailed beast that Blaze sent me after.
For all intents and purposes, I had been playing FO4 for a long time.. .and only recently just starting to add mods/adventures and places.
Win some, lose some. Just wish I could have played this one out to its conclusion.
I assume it is not possible to change the original description page? Only my usual habit to look under "Posts" and read also several/all of the non-stickied posts led me to the info that the ctds in connection with ELFX are seemingly solved by one of your (mdkd99) mods. For which to find I had to search via your name. Couldn't at least a link to your fixes mods be included in the sticky post? Just a thought, as many might skip the mod when reading about the problems with ELFX (which I did in 2019 and 2020), which is sad given the amount of work you surely invested in the fixes.
Anyway, I will download the mod and your mod fixes and try it out.
1606 comments
I'm going to try a few things a little different and will be livestreaming the process as well. I probably will work on it this week.
So if you want to check out those videos and participate in the streams, feel free to drop by. I will be covering the progress of the updates as I go along. Though not every day.
Video: Voice Acting Tutorial
Video: Lip Synching Tutorial
I have my own plans, but 60+ interiors is enough for now. I will focus on bigger locations, the vaults expansion, their plots, etc.
In the plans is an expanded sewer junction that leads to a hidden vault.
There are at least 4 paths that can lead to new worldspaces and vaults in the future.
"Figured out a likely cause for the bug where the game crashes every time you load Norther Springs. This may be a dumb solution, but It turns out the problem for me was that my Nexus Mod Manager was not installed on the same drive as my game. This created some kind of disconnect, and crashed the game every time I loaded into Northern Springs. Anyone having those issues, check that."
FAQ:
Q: When will your mod be released?
A: 12th of August 2023
Q: Where will your mod be released?
A: It will be released here on Nexusmods, on my account, mdkd99.
Q: Which version of Northern Springs do I need?
A: The most recent one published on the 1st of February 2019. Beta1B, first file you can find on top of the file section.
Q: What bugs will be fixed?
A: My mod aims to fix quest bugs, NPC bugs, worldspace bugs, mismatched dialogue and typos.
Q: Will it work on existing saves?
A: A lot of fixes will work on an existing save. Fixes that only work on a new save: Quest fixes, quest rewards, NPC fixes.
Q: What about Pete's office being locked in his working hours?
A: I personally have not run into this problem, but others have. It's either script lag, or a mod conflict. If you run into this issue, wait some ingame hours or unlock the door with console commands/by hand.
Q: Jared Fitch is bugged and he wont continue to walk.
A: I've not figured out a fix for this yet, maybe I wont be able to fix it. If this happens to you, you can try to skip ingame hours by waiting, or go away from him so he unloads. Maybe that can help. If all fails, just click on him in the console and type in 'Moveto player' - This should move him to your location, and he might resume walking.
Q: I am falling through the floor in certain dungeons like Paus' cave, or Cerina's cellar, will this be fixed?
A: This is kinda a vanilla bug that is triggered the more followers you have. If you have more than 4, the game spawns you further away from the map marker, if you have too many, you will fall through the floor in these tight interiors.
Q: Some NPCs dont give me their quests, or don't talk to me, is this fixed?
A: I have checked the conditions for quest dialogue, and it seems to be mostly fine. I don't know what causes this issue. I've seen it happen in other quest mods, so maybe it's a script issue, or quest priority issue. Don't know how to fix that.
Q: I can no longer talk to any NPC in the whole game after being to Northern Springs. Is this fixed?
A: Yes and no. If you've already had this issue, you have to go to some interior cells with a companion and try to talk to them. The Sanatogan Inn seems to work best in my testing, and got the dialogue unstuck. If you haven't experienced this yet, yes, it seems to be fixed. I don't know how I did it, but it could be rooted in shared player responses. I tested this on 2 saves, the playtesters tested it on 2 saves as well, and the issue appears to be fixed.
Q: What about Vault Z, Dema Baala/Cave of broken faith/Lo Pan castle?
A: Those are unfinished and will remain unfinished. I don't know what Shraps had in mind for these dungeons, so I can't really make these dungeons with his vision. If I find out more about his plans for these locations/stories, I can try to work on a 'Phase 3 sequel.' But for now, these things will remain as is.
Q: I've encountered a bug with the mod. Should I report it?
A: Go through the bug reports and see if your issue is already listed. It really sucks that there are many duplicates of existing bug reports. Also, should you come across a new bug that isn't listed, please describe the bug in some detail. Just saying 'This mod broke my game. Uninstall' is a useless report and I can literally not do anything to fix that, as it's as vague as saying 'Have you seen that one bodyslide file on Neuxsmods?'
Q: Where can I track your mod?
A: Currently my mod is 'published' as placeholder, but set to hidden. Once I release my mod on 12th of August 2023, you'll be able to download my mod, endorse it, track it and all that.
Q: Will you release your mod on Bethesda.net?
A: I don't know how to publish mods there. If somebody wants to port my bugfix mod there once it's out on Nexusmods, you can do so, as long as you will credit me or name the mod 'mdkd's Northern Springs bugfixes'
Q: Are you the original mod developer?
A: Some people have mistaken me for Jshraps lol. No I am not. I am mdkd99, a close friend of Jshraps, and I have dedicated my time to fixing the bugs in the mod.
I cannot sticky this post unfortunately, as I don't have permission to manage this modpage directly. I hope this FAQ clears things up. I'll still read through the comments and bug reports here, but I likely won't respond, as I have covered everything in the FAQ and older posts.
edit- oh, so there was an NPC that had the key, except he is inside the door that is locked, which is a loading screen interior. Kind of backwards as you cannot get through the door with no clipping, but need to use console to unlock the door. Also, the steps were cutting out in the interior and navmesh throughout the beef den was causing NPCs to get stuck.
Yeah in some locations the companions fall through the map, but I don't know how to fix it.
No worries, I didn't fall through, so my companions are just going to have to deal with it. So far, those were the only two issues. I had to restart my game because of something else that I didn't really want to fix, but just remove the mod, so maybe this game will be better. I will update if I find something else, or the other issues are resolved.
Found the spots. I think I'll just add metal grates above the holes in my bugfix mod.
Use my bugfix mod.
I've been playing recently, I must say, even with the natural limitations to the mechanics (you do not operate on a game studio), the Mod still manage to be awsome.
I think the greatest sucess of this mod is "keep it simple", and probably that is one main ingredient for the lack of bugs and other sort of malfuntions.
I like the storyline, simple but quite logical.
You abused on the enemies, the worst possible haha but loving the difficulty level on survival mode.
The ambience is crazy, nightmare fuel! Specialy that creepy university!
Congratulations!!!!!
For those of us that are playing your mod 1st before the all too common base game quests:
- Fort Hagen - > Cannot access the elevator, because one has not started the quest to find, Kellogg.
- I really do not care to find Kellogg .. as I'm just playing QUEST MODS right at the moment.
Any thoughts?
Never mind - I am cheating, I admit it: Used TCL to get around the two buildings, so I did not have to do the quests.
Well it seems the Fort Hagen is not going to TCL without screwing up the Kellogg Quest.
Future note - if it's not needed, don't make quests related to Main Quests... Some people might not be there - or want to go there.
They might just be playing Quest Mods to take a break.
'Future note.' My brother in Christ. Shraps has passed away, he can't do stuff in the future. Unless you mean it as general statement to modders.
As a fellow Believer - I understand the loss.
General statement - again, sorry for the loss ... and thanks for trying.
ADDED:
For the Ft. Hagen ... is there a SET QUEST <id> to I can just get the Gamma Drive Emitter??
I really do not want to - unless no choice - to go through the Ft. Hagen quest.
You can also use commands to get into the Fort Hagen HQ and collect it.
Idk if adding the item via command will advance the quest. Open the console and type in 'help gamma 4' and see if it doesnt pop up. Then add.
Wish I could say I was able to even get this mod off the ground. The first quest was finished.. .however the main character from said quest, locked himself into a virtual tail spin and kept saying to me: "I'll speak to you later, right now I have some things to do"... and wouldn't leave.
He stayed with me up until a quest that had me finding another synth doppelganger and a duplicate synth Nick. I could not proceed with this quest because that character kept turning both of the other synths red and hostile. I could speak to them only after having shot the character leaving him on the floor... but, since he would not leave, I had to disable him. I'm sure that killed the entire mod... sans having to go after the red-tailed beast that Blaze sent me after.
For all intents and purposes, I had been playing FO4 for a long time.. .and only recently just starting to add mods/adventures and places.
Win some, lose some. Just wish I could have played this one out to its conclusion.
Anyway, I will download the mod and your mod fixes and try it out.