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Perhaphs I am wrong (almost sure of that; I see two Enclave mods) and there are only seven quests to manage. I am an absolute ignorant of almost all code-level modding. Thx for quick answer :)
I just copied all the NG CC content from my steam install to my gog install, and needed a way to stop the new game spam. This works perfectly (just like all your stuff). I now have yet another SKK mod as a permanent addition to my load order. Thanks!
SKK, you can stop reading now ;-). Everyone else:
I compacted and esl-flagged the "new game" option, then tested with all the other SKK "fast start" mods, and it works perfectly. No automatic starts, and each one started fine from the menu.
Absolutely. Just note that as it requires compacting first, it needs to be done BEFORE it is loaded into your save. If you are already using the mod, I would highly recommend waiting until you are going to start a new playthrough and do it just before that.
Hi, I was wondering if you could confirm this works ok with UFO4P,, since Arthmoor suggests there are probably conflicts with other approaches to the NG CC issue (I was asking re NixGen rather than this mod, though).
Big fan of your other utilities btw, and I love the thinking behind your 'game-mode' mods like F4Tarky etc!
Ok, I'm not 100% certain of the best way to check such things so I've opted to use FO4Edit - now, I'm not overly familiar with FO4Edit or how to best search script references in it, but as far as I have been able to tell I don't think your script gets touched by UFO4P.
I'll start a fresh save and do a bit of testing to see if I can break anything, but hopefully both mods should get along ok.
Right, I think I see what you mean - have tried again with BSA Browser so I can see the individual scripts in Main, still no mention of StartAfterCharGenScript.pex, which seems like a good sign.
I'll do some playtesting from my end (conscious not to take up any more of your time) and see what happens.
Would there be a way to make this work where the starts to some of the starts are instead connected to radio's or even bounty notes?
Apparently the Echoes of the Past has an alternate start that can happen if you get one of the "artifacts" (Armors, Heavy incinerator, tesla cannon, etc) where you can get ambushed, then a note is left on the squad leader with coordinates to the enclave camp. So if that start was still enabled but the default auto start was disabled that would make it much more immersive.
The other ones like Pyro could just be linked to bounty posters, and the one in Saugus could just be left as connected to "into the fire" or made into a misc quest.
I don't know just further ideas
Also question: Does this prevent all the enclave camps from spawning unless you start the quest? or are they still there just no quest start?
it just stops the quests starting. Dont know if their placed s#*! is enabled without their quests running. If they are, thats some lame ass dev which i have no interest in wasting my time to track down individual objects to switch enabled/disabled on their quest state.
so sorry to bother but Ive uninstalled and reinstalled, changed the load order (put it second to last) switched between the bethesda.not version and the nexus version but I cannot get the existing games version of this mod to work. I joined the discord server to see if there was a fix, but I see no channel for this mod so I'm asking here. any advice?
I put it in and got a huge list what specificially am i looking for? or do I need to copy and send it all to you? if so how would i do that(sorry I know nothing about this stuff)
edit, once i scroll down to the bottom they both say "state : stopped"
Currently at red rocket, I had just fast traveled there from saugus ironworks as it kept crashing randomly when i was inside. (before installing, i did install it just outside saugus though) I forgot to mention, no clue if its relevant but the menu item is not in my inventory at all nor can i find it in the crafting station
ah, well considering the mod said existing save i assumed it would be possible to do it this way, thanks for the help sorry i ended up wasting your time
I'm hoping you make it work with other Creation Club packs. For now, the ones still popping up at the start are the quests for "Vault Suit Customization", Nuka-Cola Collection Workshop", "Holiday Workshop", and "Gunners vs. Minutemen."
If its additional content then no as a menu simply isnt long enough to offer a manual start option for each and every one. Use the creation club delayed mod to start that stuff at assigned location triggers.
thank you for this. allways hated haveing all the CC content activating at the same time. and I use CC delayed but hated that the new ones was still a problem. are you going to update it for future creation club stuff?
If any future stuff is bundled to beccome part of the base game then yes.
If its additional content then no as a menu simply isnt long enough to offer a manual start option for each and every one. Use the creation club delayed mod to start that stuff at assigned location triggers.
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Space for news.
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Do you plan to actualize this mod? If not, will it still work for the first seven quests?
- Creation Club: ccSBJFO4003-Grenade
- Creation Club: ccOTMFO4001-Remnants
- Creation Club: ccFSVFO4007-Halloween
- Creation Club: ccBGSFO4116-HeavyFlamer
- Creation Club: ccBGSFO4115-X02
- Creation Club: ccBGSFO4110-WS_Enclave
- Creation Club: ccBGSFO4096-AS_Enclave
- Creation Club: ccBGSFO4046-TesCan
- Creation Club: ccBGSFO4044-HellfirePowerArmor
Perhaphs I am wrong (almost sure of that; I see two Enclave mods) and there are only seven quests to manage. I am an absolute ignorant of almost all code-level modding.Thx for quick answer :)
Hint: some CC content does not have a visible quest.
SKK, you can stop reading now ;-). Everyone else:
I compacted and esl-flagged the "new game" option, then tested with all the other SKK "fast start" mods, and it works perfectly. No automatic starts, and each one started fine from the menu.
Big fan of your other utilities btw, and I love the thinking behind your 'game-mode' mods like F4Tarky etc!
Check its Main.BA2 archive to see if it hax StartAfterCharGenScript.pex
Ok, I'm not 100% certain of the best way to check such things so I've opted to use FO4Edit - now, I'm not overly familiar with FO4Edit or how to best search script references in it, but as far as I have been able to tell I don't think your script gets touched by UFO4P.
I'll start a fresh save and do a bit of testing to see if I can break anything, but hopefully both mods should get along ok.
I'll do some playtesting from my end (conscious not to take up any more of your time) and see what happens.
Thanks again!
NewGames version is working fine, Thanks for the mod.
Apparently the Echoes of the Past has an alternate start that can happen if you get one of the "artifacts" (Armors, Heavy incinerator, tesla cannon, etc) where you can get ambushed, then a note is left on the squad leader with coordinates to the enclave camp. So if that start was still enabled but the default auto start was disabled that would make it much more immersive.
The other ones like Pyro could just be linked to bounty posters, and the one in Saugus could just be left as connected to "into the fire" or made into a misc quest.
I don't know just further ideas
Also question: Does this prevent all the enclave camps from spawning unless you start the quest? or are they still there just no quest start?
[ sqv MQ101 ] what stage is reported ?
[ sqv MQ102 ] what stage is reported ?
edit, once i scroll down to the bottom they both say "state : stopped"
I forgot to mention, no clue if its relevant but the menu item is not in my inventory at all nor can i find it in the crafting station
At the end of the long list it will tell you if the quest is running and what stage it is at.
What are they ?
state: running
current stage: 10
priority: 99
also
[ Help CC 4 ALCH ] then [ player.AddItem the8digitnumber ]
If the quests have already STARTED there is nothing this mod can do about that.
You need to install it BEFORE the quests start.
I did not anticipate having to state that in the description.
I'm hoping you make it work with other Creation Club packs. For now, the ones still popping up at the start are the quests for "Vault Suit Customization", Nuka-Cola Collection Workshop", "Holiday Workshop", and "Gunners vs. Minutemen."
FYI
If its additional content then no as a menu simply isnt long enough to offer a manual start option for each and every one. Use the creation club delayed mod to start that stuff at assigned location triggers.