I know you've heard it before and I'm sure you'll hear it again, but THANK YOU!!! Lifesaver. Sanity-saver!
I searched through every forum I could find looking for answers and not a single one worked for me. This worked immediately. Install mod, run commands in description... Boom! Quest starts.
I cannot thank you enough! All of the awards. This mod deserves all of the awards!!
You are a lifesaver. None of my mods affect quests. It's literally Scrap Anything and Place Anywhere. Yes my game crashes whenever I don't start a new game and rush through the main quest. I killed the Brotherhood as soon as I saw them but that alone shouldn't have damn near broken the MQ. Thank you so much!!!
Any mod that changes the same quests will be in conflict with this mod and the one loaded last will overide the other.
as stated in its description it adds the optional flag to aliases on the quest so the quests it fixed no longer hang/break because the required npc had died and/or been removed from the game.
The unofficial patch makes far more changes and perhaps should include this change since there are several mods that allow the removal of certain npcs that mq206 requires to be filled before the quest will run when the npc is missing or dead the quest halts this stops progress along the main quest line.
For example if Sturges or one of the other npc characters that are required to fill one of these aliases is gone the quest will not start so basically the main quest will end with hunter hunted and not launch the next quest in line.
Are there any other reasons you know of that make this quest break? I know I never killed any of those characters, but used to have an issue with this quest starting a lot. I eventually got past that (forget how), but then had an issue where the only way to get the quest to progress after the courser fight was if I used the recall code from Mama Murphy.
I am not sure of other causes that might cause an issue with the quest.
I know the way the game works that unless a quest alias has the optional flag set having that reference missing so it can not be placed in the alias will cause the quest to fail to start.
So I made this simple mod that simply sets the optional flag on the list of quest aliases mentioned in the description so the quest would still start if we used some mod that allowed one of those characters to end up being killed or removed from the game.
I suppose the mod will work to fix the quest if there was some other reason that the reference failed to get placed into the alias as well.
OH MY GOD THANK YOU. I tried to do a Minutemanless run last time, so I installed Last Stand of the Minutemen, but it broke The Molecular Level so I had to abandon that save. This will allow me to finally try that out at some point in the future.
9 comments
I searched through every forum I could find looking for answers and not a single one worked for me. This worked immediately. Install mod, run commands in description... Boom! Quest starts.
I cannot thank you enough! All of the awards. This mod deserves all of the awards!!
None of my mods affect quests. It's literally Scrap Anything and Place Anywhere.
Yes my game crashes whenever I don't start a new game and rush through the main quest.
I killed the Brotherhood as soon as I saw them but that alone shouldn't have damn near broken the MQ.
Thank you so much!!!
as stated in its description it adds the optional flag to aliases on the quest so the quests it fixed no longer hang/break because the required npc had died and/or been removed from the game.
The unofficial patch makes far more changes and perhaps should include this change since there are several mods that allow the removal of certain npcs that mq206 requires to be filled before the quest will run when the npc is missing or dead the quest halts this stops progress along the main quest line.
For example if Sturges or one of the other npc characters that are required to fill one of these aliases is gone the quest will not start so basically the main quest will end with hunter hunted and not launch the next quest in line.
I know the way the game works that unless a quest alias has the optional flag set having that reference missing so it can not be placed in the alias will cause the quest to fail to start.
So I made this simple mod that simply sets the optional flag on the list of quest aliases mentioned in the description so the quest would still start if we used some mod that allowed one of those characters to end up being killed or removed from the game.
I suppose the mod will work to fix the quest if there was some other reason that the reference failed to get placed into the alias as well.