For more information and support, consider joining Collective Modding and look for the #ssmb-house channel. ping me there or send me a DM via Nexus here for quicker support. I don't frequently check my comments sections here on the Nexus pages.
IMPORTANT UPDATES (Please let me know if you have any major troubles). (See changelog for everything after v2.2B)
Spoiler:
Show
V2.2 (BETA): (Minor)
- Fix wrong script version in archive (wasn't being synced to my release files repo lol)
V2.1 (BETA): (Minor)
- Fix MCM Menu not setting value of new setting "Force Inactive Recruit/Radiant Quests to Preston Given Stage" due to rogue space in property name.
V2.0 (BETA): (Major) README: I have determined that the problems people are reporting, that they are never receiving any more Quests from Preston after the First Step, are being caused by some inactive Recruit typed Quests that are being started behind the scenes, they are being queued but never starting. This appears to be a problem with the way the vanilla setup is, when some other methods are used to start these Quests (other than Preston or the central script I edit, such as Location Change Story Manager events).
What happens is the Quests sit "inactive" on stage 10, get added to the queue and Preston doesn't seem to be giving dialogue for them at all. You can still get these quests by talking to the relevant Settler at whichever Settlement the Quest was for, however problem is you'd never know which one! Bethesda really wanted to queue these almost infinitely. As such rather than hunt down every scenario (there are so many) I have implemented a simple new button in the menu to force activate these inactive Quests when they are detected, they will be forced to the stage after Preston would have normally given it to you and thus added to your Quest log. I have also added new settings and more conditions across the board to be stricter with Quest/Node evaluation vs current conditions and thus maybe even lighten the engine load a touch overall.
- Added toggle to force detected "inactive" Quests as stated above to be booted to the stage that they are normally set to after Preston would give it to you. This is ON by default, so you can expect such Quests to magically start up after loading the update. - I have removed the holotape menu entirely from this version, it is obsoleted, and I don't plan to support console at this time. - FormIDs compacted again, there are only 2 custom forms now. - Added scripted fix for the GlobalVariable Properties in the script not ever being filled. I thought I fixed this in 1.5, however that only applied to new games, so this fix is for current game insurance. - Added new setting: "Location Change Recruit/Radiant Quest Chance". Every time you enter a Settlement Location, there is a chance of a radiant quest firing. You can configure a chance value for this to happen, which is this setting. - Added new setting: "Block Location Change Recruit/Radiant Quests". Similar to the above, however this blocks them definitively if turned on. Mostly exists for debug purposes, but is the equivalent of 0 chance above. - Added new setting: "Block Defend Radiant Quests". By popular demand, this setting (mostly if not completely) stops Radiant Quests with the word "Defend" in the Quest name from being run. Probably good to use in conjunction with the Settlement Attacks setting as well. (I may add more settings for specific quests soon, if requested). - Increased default Queue size to 2 as per vanilla. Hopefully get better debug info from users this way as well, if it is needed. - Tweaked a lot of the descriptions and menu layout a little.
V1.6: (Major) - Fixed dumbass oversight on my count with 1.5, didn't assign those chance value Global's to their Properties on script in the update code. - Added further overrides for We Are The Minutemen - removed a Quest they added to the radiant list as it isn't really suitable. Carried over some other values which prevent one from getting the same Quest given within a short amount of time. - Please note that I have removed the vanilla condition on Workshop/Settlement attacks that I previously re-instated (removed by DLC) that prevent attacks on "Vassal" type settlements. I assumed I would receive complaints about that in future. - Main file now includes/merges DLC added Radiant Quests (non-DLC file is optional). I thought these were merged at runtime but considering these are included in the Unofficial Patch I guess not. Requires Automatron and Far Harbor now.
V1.5: (Major) - Fixed the problem with Global's not syncing the chance values properly between game sessions. This required a somewhat comprehensive fix. Global's will now be synced every game load and new private vars have been added to the script as a proxy/insurance. Thanks to those that reported this issue. - Added the ability to control the chance of a MM Patrol appearing when entering a settlement. Default value is 10%, the W.A.T.M mod does increase this but I have increased it to 25% anyway and added a control for it.
V1.4: - Forgot to compile the script as final release, so now you won't see general debug info in the Papyrus logs. Script may run ever so slightly faster now, lol. - Thanks to Glass1411 for the OMOD installer, adding some info for new installs and extra polish to the project.
V1.3: - Add ability to disable Settlement Attacks. These are started in a different manner. Now you should be able to turn them on and off wit ha new button in the MCM menu :) - Imported some general fixes from Unofficial Patch.
V1.2: (Major) - First of all, I have fixed an oversight where Queue size could become a negative value. That was a misunderstanding on my part. - I am now forcing the vanilla game GlobalVariable limit on "active" recruitment quests to sync with Queue size setting. This is in case some quests want to start without going through the central script. This was set to a constant value of 2 in vanilla, it will now scale with Queue size. - ALPHA: I have added a requested feature to see the timers for current quests that are timed in the Menu. If there are timed quests active, you will now see a timer appear in the MCM showing how many days remaining. Sadly, I cannot show you the name of the quests right now, there wasn't an easy variable available to pull a string from, so I'll have to add a string array at a later time. At least now you can see that some quest is running out of time and increase the value (up to 60 days now). - If you experience any problems with the menu, please click out of it momentarily or unpause/re-pause and enter MCM again. Despite me refreshing it multiple times in code, sometimes any timers that were present may disappear when the Update function on the central script is called (probably due to latent functions).
A resolvable issue where Abernathy "Returning the Favor" quest would not start.
Fallout 4 Version: 1.10.984.0 (NG) [Steam]
Installed Mod Version: 2.41
State of Minutemen: Post-Independence, Graygarden received from Preston Garvey right after liberation of The Castle and recruited
There is a potential issue whereupon at the point of talking to Blake Abernathy after he mentions his daughter's death, selecting any of the options to start the quest trigger (i.e. telling him the Minutemen are here to help) would automagically end up turning into a rejection and you will never receive the quest.
This is likely due to an overly aggressive setting (or in some cases just pure bad luck if you are relying on non-100% PROC chance for any of the settings). To resolve this, I did the following:
1. Load to a save sufficiently far from Abernathy
In this case I had a save just after running out from Red Rocket truck stop, running in a straight line towards Abernathy. My character had not yet crested up the hill. If you're familiar with the geography, this was right before a small little carved ledge on the up hill.
I personally did not monitor the logs nor real-time Fallout 4 engine state, but in general we want to be far enough before the game engine attempts to start loading any of the Abernathy cell.
2. Set your mod settings to maximise recruit quests receipt
This assumes you have the MCM plug in installed, as I did when this issue occurred.
The following were the settings I slowly ended up finding out to work after brute forcing chaotically until I finally managed to get the quest to start:
- Postpone Troubled Waters (Graygarden) Quest from Preston: OFF
- Low-level Quest Level Limit: 10
- Force Inactive Recruit/Radiant Quests to Preston Given Stage : OFF
In italics are the options I brute forced in chaos.
Post Script
If anyone wants to help further brute force and find which is the offending option please feel free to go ahead. (Or if the author of this mod has some passion time to spare, I hope this helps in troubleshooting). Documenting all these so that when I'm in a no life mood I can come back to this. Also I noticed in the posts some people having issues but there wasn't really any clear answers on what would help.
Given the extremely fragile state of Abernathy and its "Returning the Favor" quest that was coded by Bethesda, my conjecture is that the quest is ultimately not tagged properly by the engine to be recognised as a fully standalone recruit quest, which probably did not play nice with the post-"Taking Independence" state of the game. Ultimately this caused the quest to automagically get rejected during the dialogue by the mod script.
Two main areas to test are pre- and post-"Taking Independence" to prove this, especially with respect to these two options 1. Post-Taking Independence Recruit Quest Chance 2. Location Change Recruit/Radiant Quest Chance
It's not just Abernathy, this could happen with any quest that could potentially be handed to you by Preston. In my game, Abernathy worked just fine but Graygarden bugged out. Seems the solution is the same either way; raise the max number of queued quests. And since this mod only allows a max of 3, you probably also want to obtain your intended quest ASAP so that Preston can't queue another one and cause the same bug.
I turned both "block settlement attacks" and "block defend radiant quests" on, but I'm still getting quests to defend places non stop, and I am unsure of why its not working
You might try setting them off instead. I suck at explaining stuff so you'll probably find the descriptions I wrote in the menu confusing. Been a while since I worked with F4, but have another look at that.
Ah so basically the "ON" and "OFF" mean "these quests are ON/OFF" despite the settings' names say "block <type of quest>"? I see. Good to know, and also explains why I never had a settlement attack before switching the setting to "ON"! XD I thought it was because I hadn't started the minutemen quests. (I've had this mod since a very old playthrough, I probably already had the settings correctly set to "OFF" but didn't remember it meant the opposite)
Edit: welp, I'm still getting settlements attacked even hours after switching the option back to "OFF"... and I did force-update the script too. So, what is the solution here?
Having the same issue. Started with both turned on and had 2 settlements get attacked. Switched them both off and am still getting random attacks.
I saw in one of the bug reports that in order to disable random attacks, "Block Settlement Attacks" should be turned OFF while "Block Defend Radiant Quests" should be turned ON. That seems to have done the trick for me, because I haven't been handed the same Defend quest that I previously got after fast-traveling.
If you are having trouble with Troubled Waters (Supervisor White of Graygarden walks away from you without offering the quest), or with null pointer dereferences, there is one patch that you can make to minutemencentralscript.psc that should fix it. Here is what you need to do:
Patch Fallout 4\Data\Scripts\Source\User\minutemencentralscript.psc using notepad or vi or whatever
591c591 < if theQuest && theQuest.IsRunning() || theQuest.IsStarting() --- > if theQuest && (theQuest.IsRunning() || theQuest.IsStarting())
This is in the function UpdateActiveRecruitmentQuests.
3. (optional) recompile minutemencentralscript.psc and put the .pex file in Fallout 4\Data\Scripts. How to compile is beyond the scope of what I am trying to communicate here, but if Caprica complains about wrong number of arguments, this is what I changed, just to shut it up: 338c338 < REParent.SendCustomEvent("RECheckForCleanup") --- > REParent.SendCustomEvent("RECheckForCleanup", None)
I tried other changes using xEdit, but they ended up not being necessary.
If you have already been to Graygarden and had that initial conversation with Supervisor White ("Welcome to Graygarden, darling."), this patch will not make her offer you the quest. You only get that one chance. You should still be able to get the quest from Preston or Radio Freedom (but I have not tested this).
The mod seems to be working fine and it even fixes a broken condition in "We are the Minutemen". I have recruit type chance set to 100 percent and radiant type chance set to 0. So far I have only gotten recruit quests directly from the settlers who are living in the settlements that I want to join the Minutemen.
I managed to make all settlements in the Commonwealth join, except for Greentop Nursery. The two settlers there only ever say their random blabla responses when I talk to them. Is there a way to force them to give me a recruit quest or do I have to use the console to "take over" this workshop? "Force update" in MCM did not help.
Oh, Preston will not be of help here. He is rotting in the Diamond City jail for being a traitor.
Green top nursery being the one with the robots? Been a long time. Someone else mentioned about a possible problem there, not being able to take it, not sure what is going on at this stage.
No, the one with the robots is Graygarden. I was talking about the one between Malden and The Slog (the ghoul farm with the pool). In the end, I took the workshop via console, but started a new playthrough shortly afterwards, because I wanted to try some more mods that should be present from the start. This time, I was flooded with recruitment request, including Greentop Nursery. I have the quest limit set to 3, so I was always busy.
Thanks for making this mod. I love it.
The only thing with the Minutemen I had to change on top of it, are the conditions for some recruitment quests. Regularly I got requests from settlers in my settlements to rescue a captured settler or wipe out some raider or ghoul hideout. These requests were caused by the MinRecruitxx quests. So I changed the condition for "WorkshopPlayerOwned" of Alias #0 in below quests from "greater than 0" to "equals 0", because I want these quests to activate only for settlements that I don't own. So far I haven't been bothered by any settler again.
I installed the mod, but where the f*** can I set anything? Its cool to make an mod but there is absolute no instruction where to get to the options....
Uhm.. You fellas are aware this is an MCM mod correct? Have you thought of going into MCM, scrolling down to this mod and then adjust whatever settings you like? Just an idea of course, you don't "have to" if you don't want to.. And if you don't have an MCM menu, then clearly this mod must be broken beyond repair, aye?
I just reinstalled MCM correctly following the instructions by Luminuxis-Tutorials, had had some files go astray. (Great instructions.) Going to retry this one to see if it works right now.
I have the same question. I have a 50 hours saved game with both. I have 5 settlements. The character is 50 level and took the castle. "max number of minuteman quests" setting and cooldown setting are working. The others are default setting. The Quests “about take a new settlement” are working. But there are no any other Radiant Quest (Defend or raider attack or Kidnapped) in 50 hours(a new game). I want Radiant Quest sometime. I am not sure is there any conflict. Leveled Settlers And Scavengers and CMRQL are newly added. Radiant Quest frequency is different to compare with my other saved game.
Is there a way to increase the chance of the "Defend the Castle" radiant minutemen quest from happening? Or does it go under the same category as the other defend quests? (I doubt it does).
Anyways, great mod! It really does enhance my playthrough
installed this, turned off Settlement Attacks, pressed the button to update in MCM. Played the game about 5 hours and still got two settlements attack and "Help to defend" quests. The mod isn't working for me, i guess. Is it becouse i use Quest Tags Redux mod? https://www.nexusmods.com/fallout4/mods/55535
It's most modern version of Quest Tags, also, it says it also Integrates Keep Radiants in the Commonwealth functionality. So do i need any pacth for this? Do i need your "Quest Tags" Patch, or "Quest Tags + Keep Radiants..." Patch?
You need to make your own patch if you use Quest Tags Redux, because the patch with Keep Radiant will be looking for that mod .ESP - and you have it removed because it's features are integrated into Quest Tags Redux.
Ok so i sacrifiсed the last version of Quest Tags (redux one) and uninstalled it. Installed old Quest Tags instead. Also i uninstalled "Keep Radiant" to be sure. After that i re-installed "Configurable Minutemen Radiant Quest" and opted in Quest Tags patch. Everything should be working, right? Wrong! I still receive damned "Help to defend (x) settlement" tasks! What do i do wrong?
There's a a lot of confusion about this because of the way Bethesda recycles the quests etc. It's a big spaghetti of a setup. I know I probably didn't explain things real well.
No idea about that other mod but this mod does edit some vanilla scripts so make sure it isn't overwritten.
but i don't mind attacks when i am in the settlement itself. In fact i would like to save as much vanilla mechanics as possible. The only thing that bugs me out is attacks when i am far away doing my own business and doesn't want to be distracted.
206 comments
V2.2 (BETA): (Minor)
- Fix wrong script version in archive (wasn't being synced to my release files repo lol)
V2.1 (BETA): (Minor)
- Fix MCM Menu not setting value of new setting "Force Inactive Recruit/Radiant Quests to Preston Given Stage" due to rogue space in property name.
V2.0 (BETA): (Major)
README: I have determined that the problems people are reporting, that they are never receiving any more Quests from Preston after the First Step, are being caused by some inactive Recruit typed Quests that are being started behind the scenes, they are being queued but never starting. This appears to be a problem with the way the vanilla setup is, when some other methods are used to start these Quests (other than Preston or the central script I edit, such as Location Change Story Manager events).
What happens is the Quests sit "inactive" on stage 10, get added to the queue and Preston doesn't seem to be giving dialogue for them at all. You can still get these quests by talking to the relevant Settler at whichever Settlement the Quest was for, however problem is you'd never know which one! Bethesda really wanted to queue these almost infinitely. As such rather than hunt down every scenario (there are so many) I have implemented a simple new button in the menu to force activate these inactive Quests when they are detected, they will be forced to the stage after Preston would have normally given it to you and thus added to your Quest log. I have also added new settings and more conditions across the board to be stricter with Quest/Node evaluation vs current conditions and thus maybe even lighten the engine load a touch overall.
- Added toggle to force detected "inactive" Quests as stated above to be booted to the stage that they are normally set to after Preston would give it to you. This is ON by default, so you can expect such Quests to magically start up after loading the update.
- I have removed the holotape menu entirely from this version, it is obsoleted, and I don't plan to support console at this time.
- FormIDs compacted again, there are only 2 custom forms now.
- Added scripted fix for the GlobalVariable Properties in the script not ever being filled. I thought I fixed this in 1.5, however that only applied to new games, so this fix is for current game insurance.
- Added new setting: "Location Change Recruit/Radiant Quest Chance". Every time you enter a Settlement Location, there is a chance of a radiant quest firing. You can configure a chance value for this to happen, which is this setting.
- Added new setting: "Block Location Change Recruit/Radiant Quests". Similar to the above, however this blocks them definitively if turned on. Mostly exists for debug purposes, but is the equivalent of 0 chance above.
- Added new setting: "Block Defend Radiant Quests". By popular demand, this setting (mostly if not completely) stops Radiant Quests with the word "Defend" in the Quest name from being run. Probably good to use in conjunction with the Settlement Attacks setting as well. (I may add more settings for specific quests soon, if requested).
- Increased default Queue size to 2 as per vanilla. Hopefully get better debug info from users this way as well, if it is needed.
- Tweaked a lot of the descriptions and menu layout a little.
V1.6: (Major)
- Fixed dumbass oversight on my count with 1.5, didn't assign those chance value Global's to their Properties on script in the update code.
- Added further overrides for We Are The Minutemen - removed a Quest they added to the radiant list as it isn't really suitable. Carried over some other values which prevent one from getting the same Quest given within a short amount of time.
- Please note that I have removed the vanilla condition on Workshop/Settlement attacks that I previously re-instated (removed by DLC) that prevent attacks on "Vassal" type settlements. I assumed I would receive complaints about that in future.
- Main file now includes/merges DLC added Radiant Quests (non-DLC file is optional). I thought these were merged at runtime but considering these are included in the Unofficial Patch I guess not. Requires Automatron and Far Harbor now.
V1.5: (Major)
- Fixed the problem with Global's not syncing the chance values properly between game sessions. This required a somewhat comprehensive fix. Global's will now be synced every game load and new private vars have been added to the script as a proxy/insurance. Thanks to those that reported this issue.
- Added the ability to control the chance of a MM Patrol appearing when entering a settlement. Default value is 10%, the W.A.T.M mod does increase this but I have increased it to 25% anyway and added a control for it.
V1.4:
- Forgot to compile the script as final release, so now you won't see general debug info in the Papyrus logs. Script may run ever so slightly faster now, lol.
- Thanks to Glass1411 for the OMOD installer, adding some info for new installs and extra polish to the project.
V1.3:
- Add ability to disable Settlement Attacks. These are started in a different manner. Now you should be able to turn them on and off wit ha new button in the MCM menu :)
- Imported some general fixes from Unofficial Patch.
V1.2: (Major)
- First of all, I have fixed an oversight where Queue size could become a negative value. That was a misunderstanding on my part.
- I am now forcing the vanilla game GlobalVariable limit on "active" recruitment quests to sync with Queue size setting. This is in case some quests want to start without going through the central script. This was set to a constant value of 2 in vanilla, it will now scale with Queue size.
- ALPHA: I have added a requested feature to see the timers for current quests that are timed in the Menu. If there are timed quests active, you will now see a timer appear in the MCM showing how many days remaining. Sadly, I cannot show you the name of the quests right now, there wasn't an easy variable available to pull a string from, so I'll have to add a string array at a later time. At least now you can see that some quest is running out of time and increase the value (up to 60 days now).
- If you experience any problems with the menu, please click out of it momentarily or unpause/re-pause and enter MCM again. Despite me refreshing it multiple times in code, sometimes any timers that were present may disappear when the Update function on the central script is called (probably due to latent functions).
Fallout 4 Version: 1.10.984.0 (NG) [Steam]
Installed Mod Version: 2.41
State of Minutemen: Post-Independence, Graygarden received from Preston Garvey right after liberation of The Castle and recruited
There is a potential issue whereupon at the point of talking to Blake Abernathy after he mentions his daughter's death, selecting any of the options to start the quest trigger (i.e. telling him the Minutemen are here to help) would automagically end up turning into a rejection and you will never receive the quest.
This is likely due to an overly aggressive setting (or in some cases just pure bad luck if you are relying on non-100% PROC chance for any of the settings).
To resolve this, I did the following:
1. Load to a save sufficiently far from Abernathy
In this case I had a save just after running out from Red Rocket truck stop, running in a straight line towards Abernathy. My character had not yet crested up the hill. If you're familiar with the geography, this was right before a small little carved ledge on the up hill.
I personally did not monitor the logs nor real-time Fallout 4 engine state, but in general we want to be far enough before the game engine attempts to start loading any of the Abernathy cell.
2. Set your mod settings to maximise recruit quests receipt
This assumes you have the MCM plug in installed, as I did when this issue occurred.
The following were the settings I slowly ended up finding out to work after brute forcing chaotically until I finally managed to get the quest to start:
- Max Queued Quest : 3
- Quest Cooldown Timer : 0
- Random Radiant Quest Chance : 100
- Location Change Recruit/Radiant Quest Chance : 100
- Block Location Change Recruit/Radiant Quests : OFF
- Post-Taking Independence Recruit Quest Chance : 100
- Block Settlement Attacks: ON
- Block Defend Radiant Quests: ON
- MM Patrol Spawn on Location Change Chance: 100
- Postpone Troubled Waters (Graygarden) Quest from Preston: OFF
- Low-level Quest Level Limit: 10
- Force Inactive Recruit/Radiant Quests to Preston Given Stage : OFF
In italics are the options I brute forced in chaos.
Post Script
If anyone wants to help further brute force and find which is the offending option please feel free to go ahead. (Or if the author of this mod has some passion time to spare, I hope this helps in troubleshooting). Documenting all these so that when I'm in a no life mood I can come back to this. Also I noticed in the posts some people having issues but there wasn't really any clear answers on what would help.
Given the extremely fragile state of Abernathy and its "Returning the Favor" quest that was coded by Bethesda, my conjecture is that the quest is ultimately not tagged properly by the engine to be recognised as a fully standalone recruit quest, which probably did not play nice with the post-"Taking Independence" state of the game. Ultimately this caused the quest to automagically get rejected during the dialogue by the mod script.
Two main areas to test are pre- and post-"Taking Independence" to prove this, especially with respect to these two options
1. Post-Taking Independence Recruit Quest Chance
2. Location Change Recruit/Radiant Quest Chance
I see. Good to know, and also explains why I never had a settlement attack before switching the setting to "ON"! XD
I thought it was because I hadn't started the minutemen quests.
(I've had this mod since a very old playthrough, I probably already had the settings correctly set to "OFF" but didn't remember it meant the opposite)
Edit: welp, I'm still getting settlements attacked even hours after switching the option back to "OFF"... and I did force-update the script too.
So, what is the solution here?
I saw in one of the bug reports that in order to disable random attacks, "Block Settlement Attacks" should be turned OFF while "Block Defend Radiant Quests" should be turned ON. That seems to have done the trick for me, because I haven't been handed the same Defend quest that I previously got after fast-traveling.
If you are having trouble with Troubled Waters (Supervisor White of Graygarden walks away from you without offering the quest), or with null pointer dereferences, there is one patch that you can make to minutemencentralscript.psc that should fix it. Here is what you need to do:
591c591
< if theQuest && theQuest.IsRunning() || theQuest.IsStarting()
---
> if theQuest && (theQuest.IsRunning() || theQuest.IsStarting())
This is in the function UpdateActiveRecruitmentQuests.
3. (optional) recompile minutemencentralscript.psc and put the .pex file in Fallout 4\Data\Scripts. How to compile is beyond the scope of what I am trying to communicate here, but if Caprica complains about wrong number of arguments, this is what I changed, just to shut it up:
338c338
< REParent.SendCustomEvent("RECheckForCleanup")
---
> REParent.SendCustomEvent("RECheckForCleanup", None)
I tried other changes using xEdit, but they ended up not being necessary.
If you have already been to Graygarden and had that initial conversation with Supervisor White ("Welcome to Graygarden, darling."), this patch will not make her offer you the quest. You only get that one chance. You should still be able to get the quest from Preston or Radio Freedom (but I have not tested this).
I managed to make all settlements in the Commonwealth join, except for Greentop Nursery. The two settlers there only ever say their random blabla responses when I talk to them. Is there a way to force them to give me a recruit quest or do I have to use the console to "take over" this workshop? "Force update" in MCM did not help.
Oh, Preston will not be of help here. He is rotting in the Diamond City jail for being a traitor.
In the end, I took the workshop via console, but started a new playthrough shortly afterwards, because I wanted to try some more mods that should be present from the start. This time, I was flooded with recruitment request, including Greentop Nursery. I have the quest limit set to 3, so I was always busy.
Thanks for making this mod. I love it.
The only thing with the Minutemen I had to change on top of it, are the conditions for some recruitment quests. Regularly I got requests from settlers in my settlements to rescue a captured settler or wipe out some raider or ghoul hideout. These requests were caused by the MinRecruitxx quests. So I changed the condition for "WorkshopPlayerOwned" of Alias #0 in below quests from "greater than 0" to "equals 0", because I want these quests to activate only for settlements that I don't own. So far I haven't been bothered by any settler again.
MinRecruit01 - Raider Troubles at...
MinRecruit02 - Kidnapping at...
MinRecruit04 - Greenskins
MinRecruit07 - Ghoul Problem at...
You fellas are aware this is an MCM mod correct?
Have you thought of going into MCM, scrolling down to this mod and then adjust whatever settings you like?
Just an idea of course, you don't "have to" if you don't want to..
And if you don't have an MCM menu, then clearly this mod must be broken beyond repair, aye?
I have a 50 hours saved game with both. I have 5 settlements. The character is 50 level and took the castle. "max number of minuteman quests" setting and cooldown setting are working.
The others are default setting. The Quests “about take a new settlement” are working. But there are no any other Radiant Quest (Defend or raider attack or Kidnapped) in 50 hours(a new game). I want Radiant Quest sometime.
I am not sure is there any conflict. Leveled Settlers And Scavengers and CMRQL are newly added. Radiant Quest frequency is different to compare with my other saved game.
Anyways, great mod! It really does enhance my playthrough
https://www.nexusmods.com/fallout4/mods/55535
It's most modern version of Quest Tags, also, it says it also Integrates Keep Radiants in the Commonwealth functionality.
So do i need any pacth for this? Do i need your "Quest Tags" Patch, or "Quest Tags + Keep Radiants..." Patch?
There's a a lot of confusion about this because of the way Bethesda recycles the quests etc. It's a big spaghetti of a setup. I know I probably didn't explain things real well.
No idea about that other mod but this mod does edit some vanilla scripts so make sure it isn't overwritten.
Or can I use it with my Unofficial patch version as well?