Version 1.1 fixes a few mods with radio quests. Since I don't have most of these I REALLY appreciate bug reports in the BUGS tab. I will avoid patches when I can, but sometimes weird things cannot be done without them.
Early Retirement works, even if the radio is silent, if you tune into the station when the quests triggers it works just fine. The patch alters the Radio Quest so that it is always available.
Also thank you everyone for your endorsements and votes for mod of the month!
can we get a FOMOD so we can pick and choose which of our creation club mods gets delayed as I dont want to delay any of the mods that add stuff into the workshop but the rest I want to be delayed
hey this mod completely stops half of the next gen creation club content in the game from running, we wouldn't mind a update if you have the time.
EDIT because I'm pretty sure people are going to think I'm talking about the x-02 or something:
I can confirm the content that was already part of the creation club works with this mod, but this mod also stops the other content from the next gen from running.
I have a save game with ~152 mods and this and unofficial patch are the only ones that touch creation club so unless unofficial patch did something I'm not able to find in the patch notes this mod specifically blocks "when pigs fly" "all hallows eve" and "echoes from the past" from running without having any way for the player to start pigs or hallows unlike the other three quests introduced through the update that where already creation club content
That's because not all of the NG CC content is new; some of it is included in this mod, such as the Hellfire Power Armor (Pyromaniac). I still receive notifications for the other new NG CC content. Also, for the NG CC you can use this mod -> Simple Creation Club Delayed NG
I'm currently up to my eye balls in the process of earning tenure at my job. I WILL have time after all that is done and a proper update will be handled. Plans for the update: 1. Still use the mod hooking feature to have no dependencies. 2. An MCM menu that is only valid if a) you haven't left the starting Vault or b) you haven't yet triggered the CC quest. 3. Increase the number of triggers for CC mods to account for.... unconventional approaches. 4. No longer rely on existing objects for triggers to prevent odd dependencies that resulted in a few cases of unexpected behavior.
If I haven't written it out before, I apologize. That said, I praise this with great praise! (does it include the Latest Tack-ons by Lurch and Co., AKA Bugthesda, the Bathysphere, and so on?)
so you said that this mod effects the Sentinel Control System Companion yet i have your mod installed in my downgraded fo4 and the Sentinel Control System Companion is still in its spawn point does this not remove the two npcs PAs that you have to fight to start the quest
So this mod really doesn't support the latest new gen CC? A guy in this post said it. It's a bummer to not have them, but this mod is the only way I can play with bunch of mods and cc, otherwise codsworth will just be stuck
Yeah I know, it's great. But how about new cc that comes with NG? It's not listed in the description, so I'm guessing it's not supported? Also some ppl here said it's not supported as well. I'm starting to play FO4 again after some time and all I need is to pass the codsworth bug where he got stuck. Apparently this mod is the only way I can fix that at the moment. I'm on old gen using NG CC btw, and FO4UP only supports new versions of the game. I'm not planning to sacrifice most of my mods just to update the game into buggy mess.
Really appreciate this mod. I had run into the Vault 111 Door Won't Open bug, struggled with a few online remedies that didn't work for me. I eventually escaped with player.moveto dogmeat's ref ID and then setstaging to step 10 in Out of Time. But this mod really fixed it. Since using this, I no longer get the Vault 111 door jam. Great job.
232 comments
Early Retirement works, even if the radio is silent, if you tune into the station when the quests triggers it works just fine. The patch alters the Radio Quest so that it is always available.
Also thank you everyone for your endorsements and votes for mod of the month!
EDIT because I'm pretty sure people are going to think I'm talking about the x-02 or something:
I can confirm the content that was already part of the creation club works with this mod, but this mod also stops the other content from the next gen from running.
I have a save game with ~152 mods and this and unofficial patch are the only ones that touch creation club so unless unofficial patch did something I'm not able to find in the patch notes this mod specifically blocks "when pigs fly" "all hallows eve" and "echoes from the past" from running without having any way for the player to start pigs or hallows unlike the other three quests introduced through the update that where already creation club content
Plans for the update:
1. Still use the mod hooking feature to have no dependencies.
2. An MCM menu that is only valid if a) you haven't left the starting Vault or b) you haven't yet triggered the CC quest.
3. Increase the number of triggers for CC mods to account for.... unconventional approaches.
4. No longer rely on existing objects for triggers to prevent odd dependencies that resulted in a few cases of unexpected behavior.
Thank you very much for this great mod! Endorsed!
https://www.nexusmods.com/fallout4/mods/84393
In the description and in the log it now supports the doom armor.