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LarannKiar

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LarannKiar

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23 comments

  1. MrBoyo13
    MrBoyo13
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    Uhhh...I dont know if youre still looking at your old mods, but the ESP file is named the same as the ESL. Im a bit confused because I could've sworn I was downloading the ESP.

    Im redownloading your mod with the ESP because the ESL doesn't seem to work, even after taking control of the workshop at Bunker Hill. Although, I have yet to try the console command used to activate Timothy's recruitment.
    Thats all I have to say really.

    Edit: After opening the file through 7-Zip, the file name is just misnamed. It says ESP right there in the folder. So, I guess problem solved
  2. Thank you.
  3. seki5656
    seki5656
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    I wanted him to be happy. Thank you for giving me the opportunity to invite him.

    Could Jules, who also wants to go to Bunker Hill, be a recruiting candidate?
    1. LarannKiar
      LarannKiar
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      Yes, he's on my list.
    2. seki5656
      seki5656
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      I look forward to it!
  4. rachelcurren
    rachelcurren
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    I used SKK's Fast Start location to begin my game at Bunker Hill, so the workshop was available to me from the beginning, instead of after the Battle of Bunker Hill. I am wondering if this is why I cannot initiate dialogue with Timothy (yet). His marker appeared and he is lurking near the bridge, but only has idle comments when I activate him. I am going to play on and try him again after the battle, but just wondered if you knew (from unpicking the encounter code) whether the 'tell me where Bunker Hill is' conversation is locked until after the battle AND workshop is unlocked?
    1. LarannKiar
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      The mod detects if Bunker Hill has been unlocked earlier whether by the vanilla game or a mod. If you open the console and type "SQV RecruitTimothy" and "SQS RecruitTimothy", what does the console return? (By the way, to start the recruitment quest manually, type "CQF RecruitTimothy Startup", to recruit him, "SetStage RecruitTimothy 140").
    2. rachelcurren
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      SQV = current stage 105, current script state = "" various other things (not sure how much you need)
      SQS 100 not set
      105 done
      125 onwards not set

      In my Pip-Boy I have the quest showing, one objective to find him which is marked as done, but no other objective shown
    3. LarannKiar
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      Not sure if it will help but after examinaing v1.0, I discovered a possible but very rare bug scenario and I released v1.1 today. Please try this version. I haven't received any bug reports yet but maybe it'll help.

      By the way, if you you click on Timothy in the console and type "SV", what does it return? (You should be able to see a script "WorkshopNPCScript"). After typing "SQV RecruitTimothy", there should be a line "REF 'Timothy' -> ' ' (FFxxxxxx)" (where xxxxxx are numbers).
    4. rachelcurren
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      SV when clicked on him is:
      WorkshopID = -1
      --- Papyrus - Alias Timothy on Quest RecruitTimothy {38000F99}
      Alias:
      Script state =  ""
      No Auto properties
      Variables:
      No Variables
      ReferenceAlias:
      Script state =  ""
      No Auto properties
      Variables:
      No Variables
      No papyrus scripts attached

      SQV RecruitTimothy gives FF002C9D for the REF Timothy etc. line

      Is there anything else you would like me to check before I recruit him via the console command you gave? (I'll update to version 1.1 on my other character who has not unlocked Bunker Hill or met Timothy yet)

      Thank you
    5. LarannKiar
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      I hope v1.1 fixes this issue for you, if not, well.. I don't know else one could do besides console-recruiting him. This mod is completely standalone, shouldn't conflict with any other mod so I don't have other ideas unfortunately. Also the console returned everything correctly.
    6. rachelcurren
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      Console command to setstage to 140 worked, thank you
  5. WizardOfAtlantis
    WizardOfAtlantis
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    thank you for making all these recruitment mods. it's one of the things that has bothered me from day 1 and still does (hopefully no longer!) even now 7 years later! Thanks
  6. voxbox13
    voxbox13
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    Thanks again for making all of these. I love them - Makes so much more sense to be able to try to recruit them,
    than to just be like:
    "Okay, bye. Have a nice time trying to survive out here."

    Hopefully you'll decide to make one for Ricky Dalton at some point. ;)
  7. FallOutDork
    FallOutDork
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    wow u've been busy lol. Thanks for making this and the cassie dalton and atoms cats garage peeps all Recruitable and the garage a settlement! As Always you do a fantastic job! Cant wait to see which peeps comes next!
  8. alru888
    alru888
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    I love your mods so  much! You make the Commonwealth better!
  9. QuestorWI
    QuestorWI
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    Is he included in your resent update to "LarannKiar Recruitment Mods All-In-One Archive Pack?"  If he is can I also remove the BA2 file from this mod? And yes thank you again for another great addition to your list of recruitable NPC's! Well Done!
    1. LarannKiar
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      Yes, I'll update the archive pack soon.
    2. QuestorWI
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      Thank you once again. I will keep an eye out for the update as I check every day before I start the game up.
    3. LarannKiar
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      I'm glad you like my mods. :)

      I updated the archive pack today, added Recruit Timothy and Recruit Cassie.
  10. AndreChau
    AndreChau
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    I remember when the game first came out, I assumed this was an escort mission, and was frustrated that it didn't seem to work properly. Thanks for addressing this unfinished 'quest'!