Can this mod be used after Aliens begin invading settlements? I've already racked up a couple of stalled settlement invasion quests on my current save.
Not that I know of, I haven't able to test it for that. If you try it and it doesn't work for that, I will go ahead and add it to the mod page. What I'd recommend doing, though, is to type the following into the console:
There are also some commands for the Diamond City quests, but I'm not sure if downloading the mod deletes those quests from the Pip-Boy. In the event that it doesn't, uninstall the mod, type these commands into the console, then reinstall the mod:
Doesn´t work.I use this fixes mod and your expanded mod on a new playthrough and after a Invasion of one of my Settlement the Quest Log stand still there.I try the other file here with no invsaions now.For now I have used the normal file.
- "Fixes" is safe to flag ESL (no compacting required). - "Beyond" is safe to flag ESL (no compacting required). - "Expanded" is NOT safe to flag ESL as-is. I have not yet tried compacting it.
(By "compacting" I mean using the Creation Kit to reassign Form IDs within ESL bounds. It's a selection in the main "File" menu.)
Genuinely, my biggest issue with the base mod was the massive amount of cheaty items left around. Like X-01 power armor, loads of junk to use, stuff like that. With zero difficulty to the actual mod. Theres also a lot of issues in Power Armor, like the weapons not working at all.
Thank you so much for this patch, I was having all the problems listed, they were currently trying to attack Diamond City and I couldn't get rid of one already in my quest list. I just find this funny because I have been trying to fix it for a little bit now, but I couldn't and then the next time I check the Nexus, boom there is a fix!
Yeah, honestly, this problem has been bugging me for a long time. I used to reset the quests manually in the console back when I originally encountered the issue, but I always felt like there was a way to fix it within the mod itself. Better late than never, I guess lol.
I do however have an issue and would appreciate any help. The quest is still in the quest list, and I am wondering how to remove it. Seeing as it will no longer create others but doesn't remove the one already in there. I tried to go through the console, but it confuses me. I tried doing the resetquest in the description, but it won't remove it.
Make sure the mod isn't conflicting with other mods. This issue is not caused by my mod as it has not been reported since it was last updated 2 years ago.
There is no need to explain off what you have added or modified the Mod since... Say, if you remember... or old enough to remember Basica, QBasica and other ancient IT languages... .... The authors' rights to IP is in such a case, that mod they created for Fallout 4... and sometimes the same codes or packages of codes which they branded as a product applicable for Fallout 4 and Skyrim and other games is not the same thing as if in movies, stories, copyrights... ...
Now if you write C+, you at C+ cannot say Visual C++ (if they are from different companies or creator) infringe on your rights cos 'many lines of codes' and 'User interface are familiar' repeats or similar as in IP laws for shop names or brand names and designs and book or movie characters. This is different, which if you read the ENTIRE existing IP laws, say... ...
... if you write Fallout 4a (modded) and in your lines of codes has no single reference or need for Steam and such, Bethedas can try to sue you cos Fallout 4 is their efforts, but by actual IT IP laws, as reflected by computer coding into DNA and RNA bio-coding, you can't say just because God creates human, you created a creature with DNA 99.1 % similar to Human that the 'X' chicken (mutant) is not yours, and God can claim IP on your creation.
This is nonsense.
IP laws has many interesting points which most companies in their self-interests prefer you not to comprehend or dive too deep into, and state judges are usually turning blind eyes or blind themselves or with state interests looking away from the issues which totally crush justice itself. LOL~
You have made adjustments, it is not even legally changing the Mod or game and selling it which you can. Mothership Zeta itself is from FO3 and if Bethedas sold FO3, can the new buyer sue the Mod owner for selling Mothership Zeta DLC for FO3 when... behind the name, the engine and effort for the coding and 'rebuilding' are all belonging to the mod owner?
Unlike books or movies, you can't sue me for building White House in Singapore... ... despite the design and materials used are the same... ... Kekekekekekeke... ... See?
So that's why accordingly, all the 'Unsteamed' products are not actually pirated. Else... ... many things like C++ and Visual C+ and even related programs in such as Photoshop to other editors and OS... ... This becomes a huge crush.
So from a legal point of view, I can't say you need to be so bothered.
In IT programming, if you want to 'build' Fallout 4 for military use, at most just rename it. But even if you don't, it is like me rebuilding White House in Singapore to let the armies practice defending or attacking White House in USA... ... it is the same building, but not the same. See?
The nature of IP laws from movies and IT must be respected. Read the laws if you have free time, and understand the hilarious catch hidden in it.
Which is... if you write your mod patch for Steam or Rent version, and someone go and 'patch' your patch coming up with a non-steam patch version... ... You think you can sue that chap? Hahahaha... ... Don't forget, you yourself have done the efforts to create a patch and add in something of your own to create this own patch or package of codes. You should hence understand what I am driving at, and the funny issues of IP laws for coding products.
If you still blur reading this, focus on the DNA codes I brought up here. It is now very trendy in IT top about par-ing DNA codes thingy with IT coding... ... Little did they realise doing so exposes the IP rights issues in the laws of puny mortal brains... ... LOL~ It will be easier to understand. So you created a new breed... with 90% similar 'codes' as human... you do know pigs and chickens and such may share high similar codes eh?
LOL~!!!
Of course, scientists creating new coded creatures won't get sued for IP rights by God... ... but the essence is the same.
"...the original mod is required in order for this mod to be used, so I believe it's entirely within my right to have them included in the mod. They are NOT being redistributed for a separate mod..."
All my years of diving and burying in literatures of laws covering states and International laws, I do believe my interpretation can pass.
In any case, if you have any issues about 'rights' on creating... 'mutants', or the mod authors have any issues on their 'rights' vs yours, you may post here, and if I am here or notice or... in the mood, I will help make things clearer.
Though for those who catch this remark of mine, although 'justice' by the laws does stand on your side, but... as in international laws, many 'non-justice' factors come into play, so if (eg) this author of a patch you are dealing with is Betheda which behind is Bill Gates, and a crappy judge can choose to turn a blind eyes and interpret the IP laws into something that crushes or in conflict with the industry operations or (legal) nature.
Even if it were not a giant, a stupid judge with lower IQ than required for his or her role can produce funny similar results.
the ZetaFix - Four Invasions.esp plugin is looking for ZetaFix.esp as its Master. Is this intentional? Am I supposed to download the default Project Zeta Fixes, then load four invasions afterward?
I posted instructions how to fix this in the bugs tab, and I also found a pathing error in the original file causing the esp to not be installed, I mention a fix for this in the same post
The Invasion quest fix does not work for me. I tried running the console commands in pinned comment and those do close the quest, but each quest after still has to be closed manually. Note that I did not install this mod until after I had begun with the invasion quests as I did not know they were broken beforehand.
94 comments
completequest 00DCMZWorkshopInvadersEventQuest01
resetquest 00DCMZWorkshopInvadersEventQuest01
completequest 00DCMZWorkshopInvadersEventQuest02
resetquest 00DCMZWorkshopInvadersEventQuest02
completequest 00DCMZWorkshopInvadersEventQuest03
resetquest 00DCMZWorkshopInvadersEventQuest03
completequest 00DCMZWorkshopInvadersEventQuest04
resetquest 00DCMZWorkshopInvadersEventQuest04
There are also some commands for the Diamond City quests, but I'm not sure if downloading the mod deletes those quests from the Pip-Boy. In the event that it doesn't, uninstall the mod, type these commands into the console, then reinstall the mod:
completequest 00DCMZWorkshopInvadersEventQuestUniqueDiamondCity
resetquest 00DCMZWorkshopInvadersEventQuestUniqueDiamondCity
This should reset all of the quests, and from there it should work just fine.
- "Fixes" is safe to flag ESL (no compacting required).
- "Beyond" is safe to flag ESL (no compacting required).
- "Expanded" is NOT safe to flag ESL as-is. I have not yet tried compacting it.
(By "compacting" I mean using the Creation Kit to reassign Form IDs within ESL bounds. It's a selection in the main "File" menu.)
Now if you write C+, you at C+ cannot say Visual C++ (if they are from different companies or creator) infringe on your rights cos 'many lines of codes' and 'User interface are familiar' repeats or similar as in IP laws for shop names or brand names and designs and book or movie characters. This is different, which if you read the ENTIRE existing IP laws, say... ...
... if you write Fallout 4a (modded) and in your lines of codes has no single reference or need for Steam and such, Bethedas can try to sue you cos Fallout 4 is their efforts, but by actual IT IP laws, as reflected by computer coding into DNA and RNA bio-coding, you can't say just because God creates human, you created a creature with DNA 99.1 % similar to Human that the 'X' chicken (mutant) is not yours, and God can claim IP on your creation.
This is nonsense.
IP laws has many interesting points which most companies in their self-interests prefer you not to comprehend or dive too deep into, and state judges are usually turning blind eyes or blind themselves or with state interests looking away from the issues which totally crush justice itself. LOL~
You have made adjustments, it is not even legally changing the Mod or game and selling it which you can. Mothership Zeta itself is from FO3 and if Bethedas sold FO3, can the new buyer sue the Mod owner for selling Mothership Zeta DLC for FO3 when... behind the name, the engine and effort for the coding and 'rebuilding' are all belonging to the mod owner?
Unlike books or movies, you can't sue me for building White House in Singapore... ... despite the design and materials used are the same... ... Kekekekekekeke... ... See?
So that's why accordingly, all the 'Unsteamed' products are not actually pirated. Else... ... many things like C++ and Visual C+ and even related programs in such as Photoshop to other editors and OS... ... This becomes a huge crush.
So from a legal point of view, I can't say you need to be so bothered.
In IT programming, if you want to 'build' Fallout 4 for military use, at most just rename it. But even if you don't, it is like me rebuilding White House in Singapore to let the armies practice defending or attacking White House in USA... ... it is the same building, but not the same. See?
The nature of IP laws from movies and IT must be respected. Read the laws if you have free time, and understand the hilarious catch hidden in it.
Which is... if you write your mod patch for Steam or Rent version, and someone go and 'patch' your patch coming up with a non-steam patch version... ... You think you can sue that chap? Hahahaha... ... Don't forget, you yourself have done the efforts to create a patch and add in something of your own to create this own patch or package of codes. You should hence understand what I am driving at, and the funny issues of IP laws for coding products.
If you still blur reading this, focus on the DNA codes I brought up here. It is now very trendy in IT top about par-ing DNA codes thingy with IT coding... ... Little did they realise doing so exposes the IP rights issues in the laws of puny mortal brains... ... LOL~ It will be easier to understand. So you created a new breed... with 90% similar 'codes' as human... you do know pigs and chickens and such may share high similar codes eh?
LOL~!!!
Of course, scientists creating new coded creatures won't get sued for IP rights by God... ... but the essence is the same.
Have fun.
All my years of diving and burying in literatures of laws covering states and International laws, I do believe my interpretation can pass.
In any case, if you have any issues about 'rights' on creating... 'mutants', or the mod authors have any issues on their 'rights' vs yours, you may post here, and if I am here or notice or... in the mood, I will help make things clearer.
Though for those who catch this remark of mine, although 'justice' by the laws does stand on your side, but... as in international laws, many 'non-justice' factors come into play, so if (eg) this author of a patch you are dealing with is Betheda which behind is Bill Gates, and a crappy judge can choose to turn a blind eyes and interpret the IP laws into something that crushes or in conflict with the industry operations or (legal) nature.
Even if it were not a giant, a stupid judge with lower IQ than required for his or her role can produce funny similar results.
Have fun.
Genius and a mad man appears the same to normal folks.
HOWEVER... a mad man won't ever be right all the time, but a genius will be right even in a time all perceive it is wrong. LOL~
Have fun.
Does the mod work?