This should've been a set of miscellaneous objectives, or at the very least one single quest with multiple objectives, instead of a pointless chain of quests. Bethesda doesn't know how to structure anything.
Agreed - it would be different if completing all of them gave an unlock on something (story wise, gear, etc.) but yeah - feels pointless after a while.
If there was infinite time ....would have done that instead - hmmm....
Heck, I don't even have time to play, much less work on more mods....
Unfortunately, because that damn junkie (in the face of wich I'm really starting to consider emptying a entire desert eagle ammo clip into) REALLY want me to install his useless MILAs, Drummer Boy is jammed and will not start the "Randolph safehouse questline... Everytimes i'm trying to speak to him right after refusing the quest, he will tell me "Tom needs you".
Soooo, I guess i'll have to install the damn things...
Doesn't work for me, I still receive the Mila and the quest automatically, but then instantly after I receive the quest his vendor dialog pops open automatically and he asks me if I'm interested in anything he has to sell.
Tested it 4 times and same results every time.
I have the latest game with all the DLC. (No Unofficial Patch, I just use Core game) Preston wont mark anything on my map, I have the mod that prevents him from doing so..lol :o)
Don't know what to tell you - it is an incredibly simple mod (made that way to ensure maximum compatibility).
Either a mod conflict, or not installed correctly.
Look at the screen shot - look at the response to the right - if it says "Crazy Plan" - the mod is not installed or there is a conflict. if it says "I don't think so" the mod is installed, but there is some strange conflict (in my testing, for some odd reason, if modified to flag to esl, sometimes it does not work - yes, I know, this makes no sense - bugthesda).
Same problem. Have you found a solution? Placing the loading order at the bottom does not help, as does disabling the mod for Preston's tasks or the Full Dialog Interface
Sorry - have used this mod in multiple playthroughs - in varying modlists, some with heavy game modification (horizon build) others with a LOT of other big mods (Sim Settlements 2 and other world altering mods) - never had this issue (about 250 mods).
Obviously this is some sort of mod conflict- but this mod is tiny as far as its' foot print - I can't imagine another mod having a conflict.
Maybe something that modifies dialogue options or quests?
The only other solution I can offer to get rid of the mila quests, is to look up their code in the fallout 4 wiki, and use console commands to end them.
Sorry, don't have another option - best of luck in finding the conflict.
my solution: Setstage RRR05 300 accept new MILA repeat for all 11 locations. (it would autostart MILA quests even if you manually complete the existing quest out in the world away from Tom)
But your supposed fix is worse! - you're replacing one very minor annoyance (having a mila in your quest log) that you can then completely ignore, with two other minor annoyances (repeatedly choosing delay and repeatedly having Drummer Boy interpose) that you can't ignore!
All injuries, casualties or great dreaded trauma were considered acceptable, yet regrettable costs. However, the institute does have treatments - from "Existential Syth Crisis hotline topics" to retention bureau "re-education" procedures.
Preston will be happy to mark the nearest "SRB Comfort Center" on your map.
Dave locked my post, so I'll make a new one. I found that Wyre Bash (standalone version) will load the plugin load order. You have to have started FO4 at least once since the last update without f4se, just start it with no mods, and quit without actually starting a new game. Then Wyre Bash, Loot, and FO4Edit can all see the current load list (its flagged in user/mygames.... I think, or possibly the directory).
So what Wyre Bash does is lets you check an ESP to see if it can be flagged ESL. It does a lot more, like convert masters to ESM plugins, etc. Now, in this case, the Mila plugin is green in Wyre Bash, which means it is already checked and can be flagged ESL. I always manual check (Check Eligibility) first. Then just click Flag as ESL. Done.
I've gone through 200 of my ESP mods and almost all of them converted to ESL. There are some notable ones which cannot be converted because of how they are structured. Darlene, one of the most complex companions there is, is an ESM master, but the DLC and Timer option ESPs can be flagged. Heather, another complex companion, is eligible as well.
Beware though, this can allow you to have so many mods that other issues arise. But on my new computer, I haven't hit that limit yet except startup takes twice as long.
Thanks for sharing this process. As I stated, everyone is welcome to convert the mod if they see fit.
As a side note; when I made an ESL version, I did so using the creation kit, and the "correct method" - which resulted in a less than perfect result. (the irony - the correct way did not work right - thus I did not want to publish it).
If a version converted with xEdit or wyre bash works for you, that is awesome!
Regarding making this an ESL. A lot of us by this point have load orders at, or nearly at, the maximum ESP plugin limit. I actually have 8 mods disabled so I can run the ones I want on this pass. Slowly a lot of good mod authors have seen the light, and either flagged their ESP as ESL (which is easy to do, and nicely fools LOOT and the native load order app) or by actual conversion to an ESL. There is no reason Tom's responses would be hindered in an ESL, something got converted wrong, corrupted (not clean), or left out. With most "I've done this dozens of times can I please just skip it" mods, we are adding this to our normal load order, and like I said, one little ESP can disable an important mod (you find out when you "continue" to load the game) and force you to make choices about what not to load. I think mod authors should work with us so we CAN load their mods instead of just saying "NO" on the face of it.
Honestly, I am not really sure how to respond to this.
I am on some medication right now for a surgery I had a few days ago, so I think I will just park this here and maybe respond in the future.
I can say, this comment is not a lot of inspiration for me to post up a file that did not meet my quality standards..... I mean, if this is the comment I am going to get for something that does work....I can't imagine the comments for something that does not work perfectly ....
1 - I don't like the quests, and you have to do them to get to ballistic weave quests (and I don't like uncompleted quests in my log). 2 - I don't like when the game does not give you a choice.I mean, you even get to say "not now" when taking the castle.
The first couple of times the mila quests were not a big deal - but something about them.
Totally understand not all gamers will care - but hey, it was a pretty simple mod - so thought I would share.
20 comments
If there was infinite time ....would have done that instead - hmmm....
Heck, I don't even have time to play, much less work on more mods....
Unfortunately, because that damn junkie (in the face of wich I'm really starting to consider emptying a entire desert eagle ammo clip into) REALLY want me to install his useless MILAs, Drummer Boy is jammed and will not start the "Randolph safehouse questline... Everytimes i'm trying to speak to him right after refusing the quest, he will tell me "Tom needs you".
Soooo, I guess i'll have to install the damn things...
Tested it 4 times and same results every time.
I have the latest game with all the DLC. (No Unofficial Patch, I just use Core game)
Preston wont mark anything on my map, I have the mod that prevents him from doing so..lol :o)
Either a mod conflict, or not installed correctly.
Look at the screen shot - look at the response to the right -
if it says "Crazy Plan" - the mod is not installed or there is a conflict.
if it says "I don't think so" the mod is installed, but there is some strange conflict
(in my testing, for some odd reason, if modified to flag to esl, sometimes it does not work - yes, I know, this makes no sense - bugthesda).
No other ideas for you. best of luck.
Obviously this is some sort of mod conflict- but this mod is tiny as far as its' foot print - I can't imagine another mod having a conflict.
Maybe something that modifies dialogue options or quests?
The only other solution I can offer to get rid of the mila quests, is to look up their code in the fallout 4 wiki, and use console commands to end them.
Sorry, don't have another option - best of luck in finding the conflict.
my solution:
Setstage RRR05 300
accept new MILA
repeat for all 11 locations.
(it would autostart MILA quests even if you manually complete the existing quest out in the world away from Tom)
This was done for maximum compatibility in mind.
All injuries, casualties or great dreaded trauma were considered acceptable, yet regrettable costs.
However, the institute does have treatments - from "Existential Syth Crisis hotline topics" to retention bureau "re-education" procedures.
Preston will be happy to mark the nearest "SRB Comfort Center" on your map.
Thanks for the interest in the mod!
So what Wyre Bash does is lets you check an ESP to see if it can be flagged ESL. It does a lot more, like convert masters to ESM plugins, etc. Now, in this case, the Mila plugin is green in Wyre Bash, which means it is already checked and can be flagged ESL. I always manual check (Check Eligibility) first. Then just click Flag as ESL. Done.
I've gone through 200 of my ESP mods and almost all of them converted to ESL. There are some notable ones which cannot be converted because of how they are structured. Darlene, one of the most complex companions there is, is an ESM master, but the DLC and Timer option ESPs can be flagged. Heather, another complex companion, is eligible as well.
Beware though, this can allow you to have so many mods that other issues arise. But on my new computer, I haven't hit that limit yet except startup takes twice as long.
As I stated, everyone is welcome to convert the mod if they see fit.
As a side note; when I made an ESL version, I did so using the creation kit, and the "correct method" - which resulted in a less than perfect result.
(the irony - the correct way did not work right - thus I did not want to publish it).
If a version converted with xEdit or wyre bash works for you, that is awesome!
There is no reason Tom's responses would be hindered in an ESL, something got converted wrong, corrupted (not clean), or left out.
With most "I've done this dozens of times can I please just skip it" mods, we are adding this to our normal load order, and like I said, one little ESP can disable an important mod (you find out when you "continue" to load the game) and force you to make choices about what not to load.
I think mod authors should work with us so we CAN load their mods instead of just saying "NO" on the face of it.
I am on some medication right now for a surgery I had a few days ago, so I think I will just park this here and maybe respond in the future.
I can say, this comment is not a lot of inspiration for me to post up a file that did not meet my quality standards..... I mean, if this is the comment I am going to get for something that does work....I can't imagine the comments for something that does not work perfectly ....
1 - I don't like the quests, and you have to do them to get to ballistic weave quests (and I don't like uncompleted quests in my log).
2 - I don't like when the game does not give you a choice.I mean, you even get to say "not now" when taking the castle.
The first couple of times the mila quests were not a big deal - but something about them.
Totally understand not all gamers will care - but hey, it was a pretty simple mod - so thought I would share.